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 An introduction to Two Worlds

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Zarak
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PostSubject: An introduction to Two Worlds   Sat Mar 26, 2011 5:28 am

For those of you who never heard of Two Worlds, I wrote a brief guide to introduce you to this great game. It's in PDF format, and very easy to read. Any questions/comments are welcome. rapidshare.com TWv2.0.pdf -- PART 2, ITEM CLASSES & ARMOR: rapidshare.com TW_items.pdf PART 3, WEAPONS AND ELEMENTAL STONES rapidshare.com TW_WEAPONS.pdf PART 4: ALCHEMY rapidshare.com ALCHEMY.pdf

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Last edited by Type O Negative on Mon Apr 04, 2011 4:10 am; edited 6 times in total
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Paul71
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PostSubject: Re: An introduction to Two Worlds   Sat Mar 26, 2011 12:08 pm

ToN, I can't get the PDF open, and I tried on both Mac and PC. Both came up with some error message. Perhaps you could check the file or the upload again?



Last edited by Paul71 on Sat Mar 26, 2011 4:59 pm; edited 1 time in total
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Carabas
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PostSubject: Re: An introduction to Two Worlds   Sat Mar 26, 2011 2:31 pm

I didn't have any problem with the pdf myself.

Say Paul71, what version did you get? I think I'm going to order it as I can't find it anywhere at a sensible price (I may be cheap but I certainly don't feel like spending twenty euros on an old title).

TON, what about monsters and stuff? Can we expect some variety and fun/original creatures?

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PostSubject: Re: An introduction to Two Worlds   Sat Mar 26, 2011 4:51 pm

Are you confusing with the original Two Worlds game, Carabas?

The PC version of Two World 2 only came out last week Shocked
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PostSubject: Re: An introduction to Two Worlds   Sat Mar 26, 2011 4:58 pm

Aha, on close look I see that it is me who is confused. Nothing new there then drunken

ToN was obviously talking about the original. I'll edit my post above and start a new thread for Two Worlds 2 Smile
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Carabas
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PostSubject: Re: An introduction to Two Worlds   Sat Mar 26, 2011 5:42 pm

So you haven't played the original game then? I wonder how well the sequel compares to the original.

I'm glad to know that the PC version is better than the Xbox, I've only seen the console version and it didn't seem that great. Reading TON's pdf I must say that my interest has been rekindled.

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Zarak
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PostSubject: Re: An introduction to Two Worlds   Sat Mar 26, 2011 8:05 pm

Quote :
TON, what about monsters and stuff? Can we expect some variety and fun/original creatures
Trachydis, which are basically giant insects walking on their feet and using weaponry/armors are some of the coolest monsters I stumbled upon. Octrogons are pretty interestingly looking as well. This game has Zombies/Ghouls, but they are different than in other games. Lots of animals, and eventually you will start seeing undead animals. Those headless monsters are also rather interesting. Demons look different as well, Groms are like goblins, and there are some type of Fishmen.called Scapulari that look interesting. Dead Knights, mummies, skeletons/elemental-aligned skeletons, Dwarves, Giant Wasps, Sinn, Morgo, . However, I am about three hours into the game and I have killed 130+ wolves. They go down easily with Multi-Arrow.Paul, PDF worked fine for me, I checked it prior to uploading it and it worked fine with Foxit.

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Carabas
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PostSubject: Re: An introduction to Two Worlds   Sun Mar 27, 2011 10:14 am

I've been looking for more information about the epic edition and all that I could find is that the epic edition adds online multiplayer features. Are they any good?

Anyway, I'm downloading the demo as I type this and I'm going to give it a try later today.

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PostSubject: Re: An introduction to Two Worlds   Mon Mar 28, 2011 5:49 am

The only major difference is that in Multiplayer, you must pick a class for your PC, which is nothing like developing your PC in single player. I have not tried the multiplayer myself... I prefer to be a Lone Wolf when playing this game. As for the differences in the different versions, the Royal Edition that comes with a t-shirt, marked with the Two Worlds logo, a deck of playing cards, a poster with the world map, letter opener (PC version only) and a bonus disc. There also was a Collector's Edition released in 2007 exclusively in the U.S. On top of the game, you also get two bonus cards with codes to unlock exclusive weapons, a bonus disc, a map and a handbook. I own the Epic Edition, and it didn't get a damn thing. I assume the Epic Edition is a re-release of the game, patched to the latest version with no goodies, unlike the Royal and Colletcor's.

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PostSubject: Re: An introduction to Two Worlds   Mon Mar 28, 2011 11:08 am

Thanks for the info TON. I don't really care about mutliplayer myself but the only version that is available here is the Epic Edition (I did find the original game online but they're not shipping to France so I guess I'll have to spend twenty euros on the Epic Edition after all).

I've played an hour or so of the demo yesterday. It's a really cool game and I think that I like it better than Oblivion so far (to be frank the only part of Oblivion I really liked was Shivering Isles).

If I get it right, there is no level scaling and no respawn in Two Worlds, is that correct?

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PostSubject: Re: An introduction to Two Worlds   Mon Mar 28, 2011 6:09 pm

About respawns, that is a damn good question. On most of my playthroughs, the goal has simply been to explore the entire map, and I usually don't come back to the same place again, and not to mention I take turn between several savegames as well so I can't really. tell. Level-scaling, well, monsters get more powerful as you do, and the loot gets better as you level up.

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Zarak
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PostSubject: Re: An introduction to Two Worlds   Tue Mar 29, 2011 7:28 pm

First post updated with new PDF. For sanity's sake, I will update the first post with the new files as they are ready.

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PostSubject: Re: An introduction to Two Worlds   Fri Apr 01, 2011 7:12 pm

Part 3 is now available. See my first post.

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Carabas
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PostSubject: Re: An introduction to Two Worlds   Fri Apr 01, 2011 7:40 pm

And I thought the bow I got was kinda sweet. Laughing

Hey TON you're not big on shields. I guess you prefer to dish out damage. I like that too.

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PostSubject: Re: An introduction to Two Worlds   Fri Apr 01, 2011 10:18 pm

I really don't care about shields. I prefer the sheer raw damage of a two-handed or two good weapons. A shield might help block blows, but a dead enemy can't land blows.

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PostSubject: Re: An introduction to Two Worlds   Sat Apr 02, 2011 1:04 am

I've given shields a try but I am not convinced either. Using them by default is fair enough but I regret spending skill points on parry as I didn't notice any significant difference.

What about daggers and stealth kills? That sounds nasty.

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PostSubject: Re: An introduction to Two Worlds   Sat Apr 02, 2011 1:13 am

Cara, head to Tharbarkin and find the soulpatcher to reset your skill points, you can undo the boosting of Parry you did. Sneak attacks are pretty deadly, but it's pretty hard unless your sneak skinn is very high.

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PostSubject: Re: An introduction to Two Worlds   Sat Apr 02, 2011 1:35 pm

I think I'm going to start with a new character and a different difficulty level (I took medium by default). It seems there is no respawn with higher difficulty levels. That may be much more difficult but my character getting raised automatically annoys me, it's like playing the Nameless One when I should be playing a mercenary.

What would be nice for your next PDF is an introduction to alchemy. nothing too fancy, just the basic stuff or some tips about what you should/shouldn't do. I've been selling all the components and that is most certainly a mistake as the gold is not worth losing out on some of these plants.

By the way, what about gems that increase damage, do they stack? Is it better to keep them or use them right away. I haven't used any so far.I should give it a try.

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PostSubject: Re: An introduction to Two Worlds   Sat Apr 02, 2011 6:32 pm

Alchemy was indeed in the cards for my next document. I talked a bit about how to create elemental gems, but I haven't touched potions nor regents. Indeed, some of those ingredients are highly valuable, if you find any type of reagent with Permanant effect, hang on to them. I too didn't like the respawning. I usually play on Hard difficulty. Next PDF will have to wait a little bit, though, I'm not going to touch my PC before at best Monday morning. But alchemy is in the cards, for sure.

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PostSubject: Re: An introduction to Two Worlds   Sat Apr 02, 2011 7:06 pm

Thanks man. I'm glad I started over, the respawning thing is so utterly silly and there seems to be no way to change the difficulty setting in an existing game!

Still, I don't mind, I have fun replaying the beginning and I wasn't that far into the game. Besides the random loot is cool (that bit reminds me of Diablo -and the fonts bring back memories of playing Diablo too). Since I started over I went for the biggest character I could make and promptly got rid of the cowl.

The lines are fun: what kind of question is that? It's a pity the lip sync doesn't always work but I must say I like the way the game looks.

I would never have played this game if it wasn't for your posts TON and I would have missed something. My advice to people who like old school CRPGs and TES is to give the demo a try as it's a pretty good indication of what the game is like.

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PostSubject: Re: An introduction to Two Worlds   Sun Apr 03, 2011 6:33 am

I have found no way to change the difficulty in-game. Even the TW Control Panel was of no help. It is a fine tool for any serious TW players. It's a one-stop to install mods for the game like armors, weapons, and even a home for the PC. You can also push the graphics further with high-quality shadows and increase the resolution. I set my own TW at the maximum resolution my screen supports.

I'm glad that my work inspired you to get the game and give it a second chance after seeing the horribly butchered Xbox 360 port. This game is ridiculously underrated, and this game definitively rewards the player with many hours of enjoyment and great replayability value.


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PostSubject: Re: An introduction to Two Worlds   Sun Apr 03, 2011 7:58 pm

PART 3 is ready, the Alchemy guide is here.

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PostSubject: Re: An introduction to Two Worlds   Sun Apr 03, 2011 8:02 pm

Say, since you mention mods. What sort of mods are you using? You said something about a mod that let you use bows with heavy armours, what about other mods?

As for being underrated that is an understatement. I must say that it's really cool to play in such a big gameworld without any bug (so far) and no loading time at all (I was surprised to notice how smooth the transitions from one area to the next are). In its current state (patch 1.7) the game seems very stable. That's rare enough to be pointed out and that's also something that is much appreciated after playing some games which require frequent saving because of random crashes (I love Fallout New Vegas but you have to save often if you don't want to deal with the frustration of a crash).

Quote :
PART 3 is ready, the Alchemy guide is here.

Thanks. study

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PostSubject: Re: An introduction to Two Worlds   Sun Apr 03, 2011 8:23 pm

Forgot to mention something, updated the PDF and the download link accordingly. I will now begin work on the builds. This is going to take longer because I have to start a mage run, which is something I have never done. I've got plenty of fighter builds and archers that are basically sniper hitman, but never a pure mage. This should be interesting, to say the least.

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PostSubject: Re: An introduction to Two Worlds   Mon Apr 04, 2011 10:41 am

I think that you have enough freedom in the game to make anything work. After all, even a thief should get by since stealing stuff means some pretty cool extra items and thus a more powerful character.

Have you ever used robes? I can't see any advantage in using a robe. Am I overlooking something here?

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