Two Worlds (Anticipation, FAQ, & Info)

Magician

A simple man who simply loves gaming.
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Released today (5/9/07) over in Europe for PC, Two Worlds in an MMORPG that supports parties of up to 8 players and has no online fee.

In this thread I will provide a list of known information from various fan sites and Two World's main page to provide a quick glance to those interested in the game.

General Information
Platform: PC & X360
US Release Date: 6/27/07
System Specs:

CPU with 2 GHz
512 MB RAM
Windows Vista or XP
Graphics card with Shader 2.0 or higher
DirectX compatible sound card
DVD-Rom
Keyboard, mouse

Gameplay modes:

Single player story
Multiplayer online
PvP 1v1
Team Arena (PvP, # of players ???)

General Information
-Overworld and dungeons said to in total of a third larger than Oblivion.
-The overworld can be traversed by foot, by riding an animal or by using teleportation.
-The view of this world is in first person or third person.
-The are a greater variety of regions; forests, deserts, volcanic lands, snow hills, etc.

Character
-There's no need to sleep.
-There's no need to eat.
-Reputation system; depending on your actions in quests and in-game will determine your allignment with good or evil. Certain factions or social groups, like the Guild of Paladins and the Brotherhood, will not approach you unless your allignment meets their standards.

Equipment
-There are no shirts or pants.
-Weapons, armor, cloak, cape, hood, quiver, rings...are all visually represented.
-Equipment is held via a grid system, i.e. - a helmet my take 2x2 on your grid; size of the equipment grid is unknown. Factors on stats = total weight or grid size, unknown.
-Quality of items do not increase with character level, rather through a combining of items, i.e. - two items of a lesser quality can be combined to create a moderately better item. Limits on this item creation system are unknown; requirements needed to use newly made items, unknown.
-No equipment fatigue, eliminating the need to repair items.

Combat
-No hand-to-hand combat, damage must be dealt via sword, bow, spell, trap or item.
-Damage given and received is calculated by your stats/equipment and your enemy's stats/equipment; there are shields but no blocking.
-Combat is always done in 3rd person view.
-There are over 30 skills a character can learn to assist their combat ability. Some are weapon specific, like using a torch to cause burn damage or a spear to dismount a mounted attacker. There's no limit to which skills you wish to learn, you may master them all.
-Most skills are not available at the outset of the game. They must be obtained from NPC "trainers" before you can begin to use/level certain skills.
-There is dual wielding.
-There is mounted combat.
-Armor type does affect dexterity and your overall combat speed.
-Enemies are at a set level and do not level with your character.
-There are a finite number of enemies; those enemies will respawn after 72 hours (real time? in-game? unknown).

Magic
-There are five schools of magic; earth, air, water and fire are easily obtainable, but necromancy is frowned upon and can only be obtained via the completion of a number of quests.
-The magic is handled via a card system. You can have three cards/spells hot-keyed at one time. These cards/spells can be enchanced with "booster" cards, which do things such as increase a spell's power, lower casting time, lower casting cost, etc. There are (supposedly) 20 cards per school and an unknown number of booster cards.
-Staffs are not necessary to cast spells, but staffs do increase a caster's mana pool, spell strength and provide other bonuses.
-There are summon spells, several in fact.

Stealth
-When pickpocketing there will be a eye "gauge" that will determine the AI's level of awareness of your presence. Green = safe, Orange = suspicious, Red = aware.


...just throwing things together as I read reviews and info sources. More to come.
 
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