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Two Worlds II Game Guide by gamepressure.com

Two Worlds II Game Guide

Table of Contents

Cards | Magic Two Worlds II Guide

Last update: 11 May 2016

Cards

Amulet of spell

Amulet of spell - Cards | Magic - Magic - Two Worlds II Game Guide

Amulet of spell

The most important of all the cards, as it is the core of the magic - you need to own one to be able to make any spell.

Carriers

Altar - Cards | Magic - Magic - Two Worlds II Game Guide

Altar

Creates an altar, which when activated starts the spell from the Section 2. In Section 2 you can only use spell with Enchant Card.

Area Effect - Cards | Magic - Magic - Two Worlds II Game Guide

Area Effect

Creates area effect with a range of 4m.

Spell only works in the area around the player.

Enchant - Cards | Magic - Magic - Two Worlds II Game Guide

Enchant

Creates effect on target with 2% Strength bonus. Will not target caster if the spell has a negative effect and an Enchant Card is placed in Section 1.

Missile - Cards | Magic - Magic - Two Worlds II Game Guide

Missile

Expels missile with a 2m/s velocity.

The more cards you use, the more velocity the missile will have.

Summon - Cards | Magic - Magic - Two Worlds II Game Guide

Summon

Summon creature on 3rd level for 60s.

The more cards you use, the higher level the summoned creature will have.

Trap - Cards | Magic - Magic - Two Worlds II Game Guide

Trap

Set up the traps for 60s.

You can use only one card. It's best to use the trap in Section 1, while having a spell that will be casted after an enemy enter the trap in Section 2.

Modifiers

Damage - Cards | Magic - Magic - Two Worlds II Game Guide

Damage

Changes the actions of the spell to damaging one.

In the case of a positive spell (e.g. healing), the modifier allows to obtain an opposite action - a damaging one.

Protection - Cards | Magic - Magic - Two Worlds II Game Guide

Protection

Changes the effect of the spell to a positive one.

Use the modifier in case if you want to get a positive effect of the spell that you cast on yourself (healing, resistance, etc.).

Time - Cards | Magic - Magic - Two Worlds II Game Guide

Time

Extends the duration of an effect.

A very useful modifier, for example, when summoning a creature or casting spells on yourself (defending).

Homing - Cards | Magic - Magic - Two Worlds II Game Guide

Homing

Makes missiles chase the target. Hero can be the target only if the spell has a positive effect.

You can use only one such card. Useful modifier, whereby the missile will be chasing the opponent for some time.

Ricochet - Cards | Magic - Magic - Two Worlds II Game Guide

Ricochet

Makes missile bounces off 1-11 times.

Very useful modifier when you use more than one section - thanks to having this spell in Section 2, it will affect all enemies, from which it bounces. Increasing the number of this modifier cards makes casting the spell very mana-consuming.

Spray - Cards | Magic - Magic - Two Worlds II Game Guide

Spray

Modifies a missile so that it fires 3-11 missiles.

Very useful modifier when you use more than one section - thanks to this more than one missile will be fired, furthermore the spell from Section 2 will affect repeatedly. Increasing the number of this modifier cards makes casting the spell very mana-consuming.

Effects (group - air)

Air - Cards | Magic - Magic - Two Worlds II Game Guide
Air
Life - Cards | Magic - Magic - Two Worlds II Game Guide
Life
Lightning - Cards | Magic - Magic - Two Worlds II Game Guide
Lightning

Effects (group - earth)

Stone - Cards | Magic - Magic - Two Worlds II Game Guide
Stone
Undead - Cards | Magic - Magic - Two Worlds II Game Guide
Undead
Earth - Cards | Magic - Magic - Two Worlds II Game Guide
Earth

Effects (group - fire)

Fire - Cards | Magic - Magic - Two Worlds II Game Guide
Fire
Power - Cards | Magic - Magic - Two Worlds II Game Guide
Power
Force - Cards | Magic - Magic - Two Worlds II Game Guide
Force

Effects (group - water)

Psyche - Cards | Magic - Magic - Two Worlds II Game Guide
Psyche
Ice - Cards | Magic - Magic - Two Worlds II Game Guide
Ice
Water - Cards | Magic - Magic - Two Worlds II Game Guide
Water

Effects (group - necro)

Corpse - Cards | Magic - Magic - Two Worlds II Game Guide
Corpse
Poison - Cards | Magic - Magic - Two Worlds II Game Guide
Poison
Decay - Cards | Magic - Magic - Two Worlds II Game Guide
Decay
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