|
Community Addicted
Join Date: 04.09.2007
Location: Bavarian Forest
Posts: 376
|
Re: The Ultimate Strategy-Info Guide for Two Worlds (Nice Layout)
Magic System
Magic is an integral piece of Two Worlds. And as you'll soon discover, there are plenty of spells to learn.
The magic system is like many things in Two Worlds; it isn't quite what you'd expect.
Sure there's spells aplenty to cast, including some RPG staples such as Fireball, but how you go about becoming a powerful mage and learning new spells is anything but standard.
Since there aren't any classes in Two Worlds, anyone can be a spellcaster. In fact, everyone in the single-player game starts off with access to first circle Air and Fire schools, and begins play with the spells Firebolt and Heal. Like all the starting skills in the game, you're given these so you can give magic a try and see if it floats your boat. It's when you advance in levels that you decide if you're going to devote any of your hard earned skill points toward enchanting pursuits.
That's right, the five schools of magic - Air, Earth, Fire, Water and Necormancy - are skills right alongside Swimming, Lock Picking and Horse Riding. There are, however, a few slight differences between the schools of magic and other skills. First, you can invest a maximum of 15 skill points into each school rather than the max of 10 other skills have. Second, when you invest a skill point with other skill you see an immediate benefit. With magic, it takes multiple skill points before you reach the next plateau of power. 1 skill point gets you access to first circle spells, a total of 3 skill points earns second circle spells, 6 points third circle, 10 points fourth, and finally 15 skill points gives access to the most powerful fifth circle spells. So dabbling in magic is easy, but mastering it will take some serious dedication.
Most players on the wizard path will likely choose one school of magic as their primary focus, and pump up that skill to the highest level as quickly as possible. Which school to specialize in will boil down to a matter of preference for some, but you may find yourself beefing up the type of magic you've found the most cards for.
Every spell has a card associated with it and just like any other piece of equipment, you'll have to buy, find or steal them to put them in your inventory. The cards of the same spells are added up together to create more powerful versions of that spell. In addition, you'll also occasionally find booster cards that have such effects as reducing the mana required to cast a spell or increasing a spell's duration. Booster cards can be stacked as well, although there are limits to what they can do to a spell. If you boost a spell too much, however, you'll create a spell that costs more mana than you have to cast!
Available Boosters (by Propheet): - Mana Saver: Works up to 99% reduction in cost (subtractive). 5 cards will do this at 20% per card.
- Spell Damage: The hard-wired spell damage limit applies. Only works on damaging spells. 20% damage increase per card, also affects mana consumption.
- Spell Level: Adds 2 levels of spell per card. Hard-wired spell damage/bonuses limits apply. Works on all spells. Affects mana consumption.
- Summoning Booster: Allows to summon more powerful creatures. 2 additional levels to summoned creatures per card. Affects mana consumption.
- Spell Duration: Increases the timing values for prolonged effects spells. 20% lifespan increase for the timed spell.
Enchanting / Melding
Ever get sick of finding the same sword again and again? Thanks to Two Worlds' clever inventory system, you'll be rewarded every time you discover an identical item.
Imagine, if you will, this typical role-playing game scenario: You're exploring old ruins when you're suddenly attacked by an ogre. You fight a vicious battle and, in the end, the ogre's bloody body falls to the ground. You smile victoriously, then search your fallen foe for some hard-earned loot. There's some gold, a couple potions, and a long sword which happens to be identical to the one you used to slay the ogre. "Great," you think to yourself. "Another friggin' long sword." To make matters worse, you can't even carry it back to sell off because you're already over-encumbered. You slink away empty handed, and wonder why you bother searching felled enemies at all.
In Two Worlds, the above scenario would play out almost identically, except upon discovering the duplicate weapon, you'd be thinking, "Great, another long sword. I can combine that with the one I'm using now, then maybe I'll find another one or some power gems to make it even stronger. I should search around here to see if there's more ogres carrying long swords." Anything that can be equipped on your character can be forged together with a similar item to create a more powerful version. And we do mean anything: weapons, shields, helmets, cloaks, rings, staves, boots, gauntlets, quivers - the list goes on and on. There are so many creation possibilities that many store their works in progress on the saddlebags of their horse or in a remote chest, just in case another potential addition is found down the line.
Comment: Be warned though, only some identical items can be stacked - once 5 additional bonuses are imbued in an item, it can only accept stacking from another item with some or all of the SAME bonuses. You have to plan your stacking in advance. If you stack too much, the minimal level requirement will also be raised - this ensures you don't become too powerful too soon. Damage and defence statistics are not added up - but rather increased on the percentile basis for weapons and armour pieces respectively. (Propheet) The inventory system is easy to use, but surprisingly deep.
But how exactly does item stacking work? The in-game process couldn't be simpler. In your inventory menu, if you highlight an item that could be combined with another, both will turn green. It's just a matter of a few button presses to meld them together. Your new item will weigh only as much as that piece of equipment normally would, so stacking is also a handy way of making space in your backpack.
Beware of my enchanted bow.
On top of all this, certain gems can be combined with weapons to give them elemental attack damage. Different gems will imbue fire, cold, electricity, poison, and mana damage capabilities onto weapons. Just like item combining itself, there's no limit to how many gems you can put on a single armament, but you can only have one type of element attributed to it. Thus, if you decide to create a blazing axe by popping a couple fire gems onto it, you can't later slip on some electricity gems. In both single-player and online this means you can't judge a foe by their equipment alone. After all, it may be just an orc with a club, but that club could be powered-up to deal over 500 damage in a single blow!
Comment: These gems show some percentage on them - 10, 20 or even 50! This is taken into consideration first time you enchant a weapon - then the percentages are tied to the mean arithmetical of the damage the weapon can deal. So a mightier sword will yield a bigger elemental bonus than the same sword with smaller physical damage. When more gems are added, they raise the elemental damage a bit lower, taking this time only the base elemental damage into consideration (as far as their percentage is concerned). (Propheet) Perhaps the most interesting result of this entire equipment creation process is how it forces players to make interesting choices. Since within hours of play, you'll likely have a plethora of arms and armor stored away, you'll also have different items that you want to use for different reasons. Sure, this sword does more damage, but this sword also gives you the Berserking skill. This helmet increases your Intelligence, but this helmet also gives you immunity to poison.
It's choices like these that keep you playing - and just might keep you up at night.
Guilds
Some would say that in life reputation is everything. In Two Worlds, reputation isn't everything - but it's certainly a hell of a lot. Different groups in the world of Antaloor will always have their eyes upon you, and your deeds throughout the game will have a permanent effect on how members of these groups treat you. As with any role-playing game, you'll have your share of useless encounters, but be careful not to say something insulting to the wrong villager. He may just be a member of a guild, and your unkind words will forever mar your dealings with other members.
Losing reputation is easy. Gaining it takes more work. Earning a group's trust will require you to perform tasks and undertake quests for them. Keep on doing deeds for a guild, and pretty soon you'll be in good standing with them. It all sounds simple. Unfortunately, certain groups don't care for other groups, and earning reputation with one could lose you reputation with another. If you're clever enough, you can keep your double dealings a secret. Just be careful not to get caught and have to pay a hefty reputation cost with both groups.
So what are the advantages of having a high standing? Certain groups are in charge of a particular function of society, so being renowned in these circles will make your life easier in general. For example, if you have a high reputation with the Merchant Guild, you'll have more advantageous buying and selling prices at all shops. In all cases, though, earning reputation with a group will allow you to take part in quests that are ever-more intrinsic to that group's existence. Continuing with the Merchant Guild example, at first you may just be performing a delivery as a test if you can even be trusted. When you're tight with the Merchants, you could be asked to guard a caravan that, if it doesn't make it to its destination, could ultimately cause the guild to disintegrate.
Your interaction and popularity with various guilds will have a natural reflection in the course of the game. Your behavior with the people around you changes their view of you. Also, you will only be allowed to receive certain quests if you have established a certain status with that group. When you take on a mission and do favors for a certain group, you will start to earn reputation points and this will ultimately affect your position in that group. For example if you are respected with the merchants, you will be able to purchase goods at a lower price. So remember: Do unto others as you would have them do unto you.
Here are the groups you'll encounter on your travels through Antaloor:- The Warrior Guild
Also known as the "Brotherhood". They're known for protecting the borders against the visitation of evil that men call the Taint. This plague has been steadily spreading throughout the world since the Great War of the Gods.
- The Thieves Guild
The Giriza guild is an infamous crime organization that prefers to work in secrecy. They are the people to see if you find yourself stumped with a tricky quest or if you need a rare object.
- The Merchant Guild
Started as a way for prices throughout Antaloor to be regulated, this guild has since expanded into providing bodyguards, and policing regular trade routes.
- The Mages Guild ("The Society")
Is devoted to all the secrets of magic, and making sure they don't fall into the wrong hands.
- The Necromancers
The dark side of magic. Be advised of the risks before you get involved with these mages and their life-threatening quest.
- Karga Clan
A group of distrustful barbarians that control the north. Since this guild is enemies with Skelden House, they will ask you to work against them.
- Skelden House
More civilized than the Karga Clan (but not by much), they too will ask you to work against their enemies.
- The Strangers
A very secretive group that you might not even know you're working for.
An Example of Reputation in Action
You've been working with the Merchant Guild for a while now, slowly earning a good reputation and their trust. The Merchants' Guild leader, Talor Ravindard, has decided to ask you to perform a dangerous task. He wants you to murder Aki Hosuno, the leader of the rival Thieves Guild, the Giriza. Talor believes that if you can accomplish this for the Guild, the Giriza will weaken, allowing him to gain stronger authority of the underworld. After this, you will be rewarded handsomely with 30,000 gold pieces and an immediate increase of your reputation. Doesn't sound too hard, right?
However, to even reach Aki Hosuno, you have to gain the trust of the Giriza by doing a couple of favors for them. After working as a double agent, you finally earn a meeting with Aki - who offers you an equally handsome reward to eliminate Talor Ravindard. At this point, you have three choices: kill Aki, kill Talor, or continue to try and work both groups to your advantage. All three choices will have a serious impact on your future dealings in the world, and no choice is an easy way out. Life in a role-playing game has never been so deliciously difficult.
NPC Classes (by Propheet)
You'll soon see, that there are lots of NPCs in Antaloor, but only few will have something useful to say. To differentiate, don't remember names - the game mostly generates names randomly, only some npcs stay named in some manner forever. See the cursor icon instead:- Grey/black cursor, round: Generic npc, with not much to say.
- Green cornered cursor, square: Quest-related npc, useful.
- Blue cornered cursor, square: Regressor, the one who helps you forget.
- Orange cornered cursor, square: Trainer. The one who gives you new skills.
- Goldcoins/Purse cursor: Merchant. Where you buy stuff. Only certain merchants have necromancy related items or lockpicking/thief's equipment.
The Leveling System (by Propheet)- When you gain a level, you get some parameter points to invest (5) and some skill points (1 or 2). Then you assign them according to your liking.
- In addition, on achieving a certain milestone (in 360 - achievement step) you gain 1 skill point for free. The milestones include: creatures killed, number of thefts, number of picked locks, number of activated teleports. In 360 there is a specific achievement list (look below for the link) which includes almost every levellable aspect of the game.
- Also, on pre-finishing the quest before having it activated (taken), like killing some monsters before getting a quest, you get bonus skill points - up to 3.
- There is no per-action levelling. Swimming a lot won't give you higher strength or raise your swimming skill's level.
- There is an ability to deinvest both skills and stats with the help of soulpatchers/regressors. For a moderate price they will make you forget what you learned, much like in Silverfall (only with less bugs). The unlearned points are not lost, you can freely (almost...) reassign them.
The Combat System (by Propheet)All melee (and partly ranged) combat statistics are related to and ruled by Strength and Dexterity. It's not yet clear how exactly strength influences the damage, but it increases overall damage dealt nevertheless. Dexterity, on the other hand, seems to be the essential parameter, because it rules over defence and attack percentages of all the characters. How it is done point-by-point is also unclear yet. But the fact is that Dex increases overall damage and defence capabilities of any non-spellcaster.
The combat system in Two Worlds is realtime, semiautomatic. It's not binary like in other games. Thus, except some extreme cases, when your very sharp sword touches your enemy, there is always some damage, and when the monster gets its claws on you, you'd better have potions. Blocking with a shield is non-interactive. Thus, only when an automatic evasion mode (AEM) is turned on, you will see the active blocking animation. The same goes for automatised dodge/evade. You can, however, interactively hit and jump back to avoid blows.
What's AEM?It's when you are passively soaking blows. You don't hit with a spell, a sword or a bow. In this instance, chance of blocking with a shield occurs- as per shield's statistics. If you succesfully evade critical hit by an enemy, AEM will make your char evade. When you are attacking, the AEM works only if you have invested in "Defensive Combat" skill. Any warrior can swing a sword at an enemy. Only a skilled one can evade arrows, block with the shield, and land blows at the same time.
To somehow balance out the lack of active shield blocking, use backjump. It will help you to avoid the "crushing blow" type of attack, dealt by huge creatures (bears included). The damage otherwise taken is usually lethal, and only the most armored knights will not die from it. PercentagesYou will see some defence and attack percentages in the char-screen. They work on damage reduction basis, not in binary fashion (as stated above). This means, that 60% attack allows you to deal 60 out of 100 damage points listed in the "damage points" area. Accordingly, a 60% defence reduces all possible damage from the enemy by 40%. You may ask, "so my percentage stays the same for all enemies? how come - some of them are harder to hit!". The answer is, that everything in the game is player-centered, and generated in some relation to the player (but there is NO level scaling!). Percentages only reflect how will your player deal with the monster/enemy of EQUAL level to you. So, when you raise your level, but not your Dexterity (it rules both percentile values) you will logically see the percentages dropping. ResistancesSome enemies are very resilient. There are several types of damage resistance in the game. It, on the other hand, works on point-per-point basis, so what you see in your resistances list is exactly the numerical amount by which the damage input will be reduced. I.e. 100 in slashing resistance reduces any incoming slashing damage by 100 points. That's aside from percentile reduction due to defence/attack.
Enemies which are "immune" to some damage will still receive some damage from what they're resistant to. However, the per-point resistance there is so great, that you will probably never exceed 1 point of damage dealt. (that's because there is no binary system, so game has to somehow record your blows - even if the damage is completely resisted!).
The nametag of the enemy will be coloured differently to reflect it's compared level - compared, that is, to you. Green colour of the nametag - lower level being. White/grey - same level being. Red - higher than you, possibly dangerous. Combat SkillsSome skills unfortunately don't yet work as advertised.- Avoid Unhorse Strike; there are no mounted enemies, as of yet (1.4), so there's noone to unhorse in Singleplayer
.
- Avoid Critical Hit - it's only tied to knockbacks in AEM, so no damage increase for you.
- Invest in Stone Skin, this gives basic per-point resistances to physical damage.
- Invest in Knockback and Balance: Knockback will properly be applied in the instances, where critical hit should be landed, but since the critical hit is not working, you'll see that it works rarely. Balance, however, is crucial: this one diffuses enemy's critical hits on you, so you don't get more damage and are not knocked back.
- Shield "Parry" capability works in an unclear manner. The statistic seems to only be taken in consideration when actively (i.e. while landing blows) fighting against archers. Otherwise, shield blocking only occurs when in AEM. So "parry" skill is a bit useless atm.
- Dual Wielding is also a bit broken; because it gives you no advantages over shield+weapon combination, since the attacks from dual weapons are of the same speed and damage/reach as attacks with single weapon. But since shield also gives some bonuses to other entities, such as resistances and parameters, it's more feasible to use it instead. Weapons receive other-than-damage bonuses only later in the game, and to a much lesser degree (the bonuses are smaller).
- Deadly Strike, performed in sneak-mode with a dagger will let you land uber-damage blows even if creature detects you. This will be corrected.
The Weapon System (by Propheet)As in traditional RPG games, weapons deal different kinds of damage. Unlike traditional RPGs, this is non-binary (see combat) and non-intervalled (despite what's seen in weapons descriptions).- Swords/Sabres: Slashing damage
- Bows(based on quiver, see below): Piercing damage
- Clubs: Bludgeoning damage
- Mogensterns/Maces/Tabars: Slashing and bludgeoning damage.
- Spears/Polearms/Farm equipment
: Piercing damage, slashing damage
- Hammers/Warhammers: Bludgeoning damage
- etc.
Speed and Reach of the WeaponsUnlike other RPGs, there are no power-hits, or difference between long and short press of the attack button. There is, however, something called weapons special ability, or combo.
To activate a combo you need to press the attack button several times in a row. First tier of combo is achieved by 2 presses. Second (and final) is achieved by 4 or more presses. From this point on, next presses in quick progression will just repeat the combo animation, depending on number of presses.
The speed of the swing itself makes your weapon impact the enemy faster (amount of time between your button-press and effect on the enemy is shorter) or slower depending on the weapon, but not depending on your speed of pressing the button! Thus, it's the weapon class/mesh which determines the speed of attack, not your thumbs/fingers.
In combo mode the speed and reach of the weapon that you SEE is not the same as the real one affecting the enemies. Thus, while long-reach twohanders seem to clear the area immediately in front and back of you (in combo-mode), in reality they wound ALL enemies surrounding you in a very wide radius (which makes deadly pirouette unnecessary waste of points). The combos are really different (both as far as animation and the speed between the hits and reach of any blow) for each weapon, but don't seem to affect damage or accuracy (see above), just the reach and speed. Normal blows only take into consideration basic class of the weapon and basic reach/speed tied to that class. To learn more about what combo looks like for each weapon, you'd need to play the game. Some basics are listed below:
(All infos are intuitive, tested on summoned animals, normal sword as base reference, reach intuitive.)- Shortest onehanded weapon (normal attack), with shortest reach:
Some sabers, dagger, swordbreaker.
- Longest onehanded weapon (normal attack), with longest reach:
Uncommon swords, Proper KR swords.
- Fastest onehanded weapon (normal attack), with shortest period between next animations:
Sabers (cords), daggers.
- Slowest onehanded weapon (normal attack), with slowest period between next animations:
Hammers and some axes.
Code:
Weapon Class Normal Combo Normal Combo (+Combo Combo Description
------------ Speed Speed Reach Reach Radius) -----------------
------ ----- ------ ---------------
Short Clubs,
Short Sabers,
Short Axes, * 1.5 1 0.5 1 (approx. 90°) Slashing japanese wakizashi-style sideswings. *=(2 or 3 boxes in inventory)
Basic animation: side-to-side slash, with short backwards on-swing (no effect on creature behind).
Normal Sword,
Longsword,
Sabre,
Regular KR 1 1 1 1.5 (approx. 90°) Slashing japanese wakizashi-style sideswings.
Basic animation: side-to-side slash, with backwards on-swing (creatures on back-right affected).
Bastard Sword,
some larger swords 0.8 1 1 1.5 (approx. 120°) as above
Basic animation: same as above (longer reach - more creatures affected at once).
Kit Rae
Sword Proper 1.2 1.2 2 2.5 (approx. 220°) as above
Basic animation: same as above (longest reach - all surrounding creatures in range affected).
Uncommon Swords 1.5 1.5 2 2.5 (approx. 220°) as above
Basic animation: same as above (longest reach - all surrounding creatures in range affected).
Mace,
Morgenstern,
Club,
1handed Axe,
Tabar,
1handed Warhammer 0.8 0.5 0.8 0.8 (approx. 100°) Wide, short swings.
Basic animation: same as above (short reach - only front/back-right affected).
2handed Short Axes,
2handed Short Maces 0.8 0.6 0.8 0.8 (approx. 80°) Narrow, short swings.
Basic animation: same as above.
2handed Long Axes,
Heavy Clubs,
Heavy Maces,
2handed Swords 0.5 0.5 2 2 (approx. 360°) Wide, long swings with turn-around on second blow.
Basic animation: wide side-to-side slash, with backwards on-swing (everyone affected within reach).
Polearms,
Spears,
Farmequipment,
Magic Staves 1 0.6 3 3.5 (> 360°) Very wide, deceivingly non-circular in radius swings for every second blow, with weapon direction change on switching left/right "hemisphere" of attack.
Basic animation: short (deceivingly) thrusts in front of the player (only front affected, with longest range).
Damage of the WeaponTwo physical kinds of damage at once may be applied by a weapon. This is not random - it's tied to specific type of the weapon. See monster section to see where which damage is applicable.
Stacking weapons will not "add" means arithmetic; it will rather increase the overall resulting damage in a percentile manner; this is probably somehow connected to the damage interval (which is the only disproving feature as far as mean-arithmetic theory is concerned).
There are some ambiguities as far as weapons' effects are concerned. For the most part, the non-binary system's workings explain and predict weapon behaviour properly.
Melee- The damage stated in the weapon's description is not taken into consideration verbatim in fights, or in interface infos.
- Strength is the ruling parameter of all physical melee damage (unclear how yet).
- Magical damage is never intervalled.
- Only one kind of magical damage can be used in a weapon at a time (see Kit Rae for exception).
- The damage interval itself is probably stated just to show how the mean arithmetic is achieved. As of now, it seems that only the mean damage is shown in the interface (+bonus from Strength) and applied to the enemies. Some weapons have also some hidden "multiplier" which increases the base. It is probable, that all this is due to the non-binary combat approach, possibly to reduce the calculations load on the PC. This also explains why critical hit does nothing, and why stone skin- does.
- It is also quite certain now, that all types of physical damage are dealt at once, as well as all elemental (see below) kinds.
- If the creature has less hitpoints than the weapon, the max damage inflicted to it will be capped by the creatures cap.
- Weapons speed and reach is tied to its class only, not to it's mesh/material. Thus physx are not ruling "damage on impact/contact". If this is not the case, the long-reach weapons are only 2handers, not one-handers. So, 1-handed uncommon sword (the big one in png in inventory) will have the same reach as Kilgorin-small (the small random version - see Kit Rae below).
- Animation of the blows of one-handed weapons is not tied to their reach. Experiment to see where the range of one-handers ends. Most likely, the range is FIXED for all one-handed weapons REGARDLESS of their class and material.
- The speed, however, is tied both to class and to material of the weapon, and
- different animations of attack are used with different classes of one-handed weapons.
- Twohanders animation, as well as staves', or spears', is by far the most accurate, but the least varied. All 2handers seem to have the same range. So aiming/positioning your char makes sense here, but because of the wideness of the swing, Deadly Pirouette skill does not.
Ranged- The "strength" parameter in bows themselves determines the outcome of the damage on the enemy. It is ruled by Dexterity (for the damage outcome calculation).
- The strength value of bow seems to be multiplied somehow by dexterity. While this may not be shown in the char-screen in the interface, there is a connection.
- The "interval" (not applied, probably as with melee - the mean arithmetic) and kind of damage dealt by bow is determined by the quiver used.
- Piercing quivers are the most common. Later on you will find (enemies/vendors; probably not in chests) bludgeoning damage quivers, finally there will be slashing damage quivers.
- Best results are achieved when aiming while camera points exactly in front of the player at the target. This suggests, that all casting and archery is camera-tied, so all "projectiles" are launched PERPENDICULAR to the camera view Y-axis (vertical plane).
- This also leads to the necessity to be positioned exactly face-to-foe before shooting.
- Some randomization occurs as far as horizontal "wobbling" of the missile is concerned (meaning left/right sway of the trajectory). This is seen in both free-cast missiles and bows (auto-aim off). Why is it so is not clear yet.
- If arrows/spell missiles touch or strike through an untargeted enemy, no damage is received by that enemy. This suggests, that physx effects also don't apply to ranged combat. However, if YOU wander in the trajectory of enemy's missile, you will receive damage.
The above infos can be considered obvious; however, some people seemed in the dark about the inner workings of the weapon system (thus basics are explained).
Kit Rae WeaponsAround level 40 every character starts to receive Kit Rae named swords and Axe in loot, somewhat later they become available in selling. After approximately 50th level these weapons disappear from vendors, and are found EXCLUSIVELY on bodies. Their chest appearance is also restricted.
The Kit Rae models can be found here.
There are several varieties of Kit Rae weapons available in game:- Basic: These are stackable, white-coloured in inventory, smaller swords, generated WITHOUT elemental damage (at first occurences; later they may be generated with random bonuses, where spiritual damage may occur). These have very basic statistics and mean arithmetic+strength bonus is applied. The following ones have been known to appear in their "basic" variety:
Kilgorin(0), Anathros, Elexorien, Luciendar, Valermos(0).
- Axe: Black Legion axe starts to appear and disappear bit later than basic swords.
- Proper: These are stackable, coloured as on Kit Rae website, larger swords, generated WITH fixed elemental damage. The elemental damage is enchantable as usual, but there is hidden bonus damage multiplier, applied aside from strength bonus. Thus, enchanting works best in their case (see above about enchanting). The following swords have been known to appear:
Kilgorin(1)(lightning damage), Valermos(1)(fire damage), Avaquar (cold damage).
- Unique: Only one of those - Valermos - appears as a truly unique item. It's only obtainable with bonuscode. It has fixed lightning and enchantable poison damage, thus becoming the weapon of dual elemental damage (otherwise impossible in the game). Again, there is a hidden damage multiplier, only much, much bigger than the one in "proper" Kit Rae weapons.
Bonuscode Items On registering your game you will receive an email with ONE bonuscode which then can be applied via console ("'" on keyboard; AEon: "^" on German keyboard). It will look like this:
Code:
XXXX-XXXX-XXXX-XXXX
and only numbers (not letters) will be in it.
Syntax in console:
Code:
bonuscode xxxxxxxxxxx
where xxxxxxxx is the bonus code in the email. Some users have been known not to receive anything if dashes (-) were used, thus it is suggested that you input your code in non-hyphenated manner.
ATTENTION! BONUSCODES ONLY WORK IN SINGLEPLAYER MODE! Also, you should input the code while NOT in inventory/interface, and the mouse cursor should point to the ground near you. This is because the cursor position determines where the item will be generated.
Please remember, that only one instance of a code may be used by one character. If by some chance you will get your hands on more codes (which is disencouraged), please keep in mind that only codes for separate items will yield results. Different code for the same item will only work once.
Bonuscode items DO NOT STACK with other weapons; and since there is only a possibility to have one at a time same-stacking is impossible to test.
Bonuscodes are probably issued on regional basis; i.e. they're tied to the place where you purchased your game.
West Europe:Valermos, The Sword of Fire:
Dual elemental damage, basic damage shown - low, basic damage dealt - VERY high. East & Central Europe:Great Shield of Yatholen:
Low statistics, one bonus feature. Parry seems to be applied more generously in combat/AES than with other shields even if statistics show it to be low. Probably Australia or UK or USA:The Spear of Destiny: Statistics and functions unknown.
The Armor of Darkness: Base defence exactly as in model of normally appearing armour on which it's based, one bonus statistic.
The Bow of Heavenly Fury: Statistics and function unknown.
Last edited by AEon : 06.09.2007 at 18:03
Reason: Automerged Doublepost
|