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Æon's Two Worlds FAQ
v11.3 - 113 Q&As, for PC version of Two Worlds - 5/10/2008
(These tips should also work for the XBox 360 version of the game.)
Written & edited by Æon (C) 2007-2009
INTRO
This FAQ is intended for the fans of Two Worlds, who have enjoyed the game, and are now wondering what other goodies they may have missed. In short, the FAQ is written for those that want to get more out of the game, by answering commonly asked questions!
Note: The FAQ is Single-Player centric, based on v1.5 with several updates to v1.7 of the game! Where appropriate a few references are made to the Multiplayer game.
A niced-up version of this FAQ in HTML with linked TOC is available at my site:
Æon's Two Worlds FAQ v11.3 - HTML
Updates are marked by an asterisk *.
TABLE OF CONTENTS
GENERAL GAMEPLAY & TIPS
LOOTING, LOCK PICKING, SHOPPING
MAP DETAILS
CHARACTER BUILDING
ALCHEMY, POTIONS, INGREDIENTS
OPTIMIZED USE OF INGREDIENTS IN ALCHEMY
- How to optimize the use of Ingredients in Alchemy?
- What to do with Permanent ingredients?
- Formula to brew Permanent Potions to increase Vit, Dex, Str, Will, and Mana?
- *Brew Permanent Potions to increase Vit, Dex, Str, Will, and Mana?
- *Formula to brew Permanent Potions to increase Protection against Fire, Cold, Lightning, and Physical damage?
OPTIMIZED BREWING OF MAGIC POWER-UPS
QUEST RELATED TIPS
MISC
HISTORY
CREDITS
GENERAL GAMEPLAY & TIPS
*List of Internal Tips for Two Worlds?
Two Worlds Tips (34):
Alchemy
- Learn the skill of Alchemy to improve the quality of your potions.
- Alchemy ingredients can be found almost anywhere.
- Don't mix permanent-effect ingredients with temporary-effect ones.
- Use permanent-effect ingredients to create permanent-effect potions.
- Hunt for animals to find useful alchemy ingredients.
- Minerals are very valuable alchemy ingredients.
- Minerals are alchemy ingredients that are needed to create bombs and weapon enchantments.
Health & Poison
- Health can regenerate only if you are unarmed.
- Use healing ingredients to reduce the poisoning effect of a potion.
Horse
- If your horse is in the area, you can whistle to call him.
- You can trample enemies with your horse.
- Fighting from horseback is very effective against enemies on foot.
- A strike from a charging horse has tremendous power and can kill instantly.
Magic
- An equipped magic staff will increase your amount of mana.
- Magic stones may add the power to cause magic damage to your weapon.
- Use magic booster cards to improve your spells.
Skills
- Trainers can teach you new skills. Look for them in towns and villages.
- The Dirty Trick skill cannot be used against an opponent carrying a shield.
- The Multiarrows skill is very effective at short range.
- The Stun skill is unusable against a helmeted opponent.
- Use the Sneaking skill to move silently.
- Improve your Swimming skill to swim faster.
Sneaking & Silent Kills
- Silent kill works only in Sneak mode.
- You need a knife or dagger for a silent kill.
- When Sneaking, visibility warning icons are displayed on all your enemies.
Weapon Tips
- A shield will protect you from enemy arrows.
- The damage your arrow can cause does not depend on your strength.
- Use bludgeoning weapons against skeletons and insects.
- Use slashing weapons against Boars, Bears and Reapers.
Misc Tips
- Look for a fence to buy lockpicks.
- Teleports have to be activated before you can use them.
- While stealing, stay behind your victim's back.
- At night, undead animals rule the forests.
- Tainted creatures are summoned every night around shoots of Taint.
Should the one-liners require more explanation, take a look at these articles:
Loading Screen Tips and Their True Meaning - Part 1, Part 2, Part 3, and Part 4 @ TwoWorldsVault by Propheet
Choosing a difficulty level?
There are three difficulty levels you can choose from when setting up your character. But what is the right difficulty setting for you?
- Easy: This setting is good for beginners, they will have less problems getting into the game, since the opponents are weaker. On death the player is resurrected. Downside: The loot is supposedly less interesting.
- Medium: This setting should be just right for any player with RPG experience. The loot is better, but the enemies are not yet very tedious to battle. On death the player is resurrected.
- Hard: Only experienced players should use this setting. Enemies are very tedious to beat, especially at the beginning of the game. Loot is supposedly better than on Easy or Medium, but on death the player is no longer resurrected. The game is in fact over - this will require many Quick Saves/Quick Loads.
Note: Many folks have reported that towards the end of the game all the above settings will get easy to beat, because your char will be over powerful.
Can the difficulty level be changed during a SP game?
No, you are stuck with the difficulty level you chose for your single-player character on the setup screen.
The only way to change the difficulty setting is to create a completely new character, thus losing any progress you previously made in the game!
Making it easier to find Plants?
If you have played Gothic 3, you may have fallen for plant collecting, as I have. In Two Worlds this is made a lot easier though. Via Automap function it always quite clear which regions still need to be searched.
But with all the grass and flowers it can be quite difficult to actually spot the plants. Luckily plants are rendered differently, and have a different view distance than grass / flowers. You can use this to your advantage:
- If you lower the Grass Draw Distance setting in the Settings, Graphics tab, under Details, the decorative grass will obstruct the plants a lot less. They now stand out clearly on the almost empty terrain, easily collected.
- As far as I can tell plants are models, and will thus reflect the light properly, compared to the "sprite" (texture) grass. So when the Sun is reflected off the plants (HDR), or at night when the light off your torch is reflected, you will better notice the plants.
- Lightning also makes plants stand out. Be sure to look around when lightning strikes.
Note: The HDR "glow" trick also works with minerals, like Sulfur in the Drak'ar Desert.
Tips on where to find Plants?
After a few hours searching for plants in Antaloor, it becomes quite apparent that the game designers placed them with some thought. E.g. several plants are almost never placed in one small area, they are always spread out.
Tips:
- The more valuable plants, the ingredients with permanent effect, are usually hidden off the well trodden paths. So take your time to look around, to climb that extra hill, and search areas that are nowhere near the main roads & paths.
- Remember to walk around the walls of large cities like Tharbakin, Cathalon, Qudinar, and Ashos.
- Many larger rocks, especially those with a grass cover, will hide plants on opposing sides of the rock. This is the game designers motivating the player to walk around such rocks.
- Climb all the hills and try to reach the high ground to get a better overview of the land. This also helps spot plants.
- Other places to look: On steep maintain faces, in trenches, in camps or villages, etc.
- There are usually no plants on rock faces, on sandy beaches, or on the burnt black earth that covers many areas to the south of the river Gon. But, very often you *will* find plants at the edges of these "dead" areas.
Fighting packs of Animals or Skeletons?
One of the very convenient features of RPGs - even though this may not actually be very realistic - is the heroes uncanny ability to outrun all his foes. Well, as long as he is in the open. But what to do when fighting Wolf and / or Boar packs?
Tips:
- If you are following the school of Fire Magic the Fireball spell is exactly what you need to cause massive "splash damage". This spell will not only yield a lot of damage, but will hand out that damage to every beast nearby. Also very efficient against Skeletons.
Note: The damage radius is limited, so try to get close to the animal packs, and only then cast the spell. Thus, at Level 20, it is quite possible to wipe out 7 or more Wolves with one spell cast.
- To make the Fireball spell even more potent, acquire and use the Overpower spell (Fire Magic) prior - to boost any following spell by several hundred percent.
- So, when you see a pack of Wolves, or Bear, etc., you would usually turn on Overpower (e.g. 5 stacked cards = +420% damage), and then use Fireball (1 card, 540 damage) at close proximity to maximize damage.
- Use Booster cards to further increase the damage. This will already make a Level 20 Mage quite powerful.
Using Mana and Health stations in combat?
Right from the start of the game you will notice two stone "totems": One replenishes the player's health, the Maliel Shrines has the shape of an Egyptian Ankh symbol, the other one replenishes mana, the Mana Source. These health and mana "stations" are conveniently spread out all over the world, use them to your advantage:
Tips:
- Especially in the beginning wolf packs or bandits can be tedious to fight, so instead of wasting your (sellable) health and mana potions, find the next health or mana station and lure your opponents to that station.
- Now you can fight your enemies almost with impunity, because your health (using melee weapons) / mana (using spells) is constantly replenished. Just keep moving!
- Note also that such stations are often conveniently placed close to difficult opponents, i.e. the mana station near the Cyclops in the East of Tharbakin. Use them!
Update: Since v1.6 / v1.7 the above tactics are very much less practical, because the Maliel Shrines and Mana Sources have been significantly "toned down", to only offer decent regeneration at very low levels of Vitality and Willpower! (propheet)
*Torches and how to use them?
In Grom camps and other places in the game you may come across a "flame" laying in the dirt. The picked up "flame" actually turns out to be a Torch in your inventory.
Tip: To use the torch you need to equip your off-hand (left hand) - in the inventory on the right side of the body armor. When you now "use" your single-handed weapon (f-key by default), the torch will shed some additional light.
Note: Again differing from other RPGs, the torch is not really necessary in Two Worlds. There are no "really" dark areas in the game. (Æon)
Comments:
- Torches need to be used in most dungeons when playing with maximum detail settings on a good PC (total darkness, special usage of HDR, and dynamic lighting).
- Use engine.usedynamiclighting 0 instead, to improve visibility in dungeons.
- The Torch is actually counterproductive in Danga / Gunga caves (HDR makes everything shine too much).
- The Torch is not available in Multiplayer. (propheet)
How to Teleport a Horse?
Even though the game lets you freely run about, or use the teleports, or your personal teleport stones, or even ride a horse, it is not intended that the player takes his horse with him through a teleport.
Well, some creative testing shows that with some practice it is possible to also teleport your horse. It takes careful manoeuvering of the horse into the teleport via whistle (call horse: h-key by default).
You must dismount from the horse and get on the opposite side of the teleport from your horse and "whistle" for him. This should position the horse on the teleport. Then you mount the horse and just before you finish sitting down in the saddle hit the a-button [XBox 360; Use-key on PC] to activate the teleport. Once you arrive dismount, walk out of the teleport and "whistle" for your mount once again. Then you can be on your way. (Morpain)
Comment: In the moment, when you almost have mounted the saddle, the player and the horse become one for the engine. Thus the teleport you activate takes along the horse as "part" of the player (probably much like your armor or weapon). Once you reach the other teleport, you need to dismount, because you and the horse are too high for the stationary teleports and get stuck. (Æon)
Tip: It is easier to pull off the horse teleportation using a Personal Teleport stone.
Source: Teleporting on a Horse @ ZuxxeZ.com thread.
Climbing inaccessible Mountains - via Cheat?
Some of the steep inclines (mountain flanks) in the game can be quite tedious to overcome. If you are not afraid to use a cheat try this:
Open the in-game console via ~-key (US/UK) or ^-key (DE) - the key under Esc, then type
TwoWorldsCheats 1
(press Enter-key) to activate the cheats, to then type
jump2
(press Enter-key). It will teleport you right to where the mouse pointer is currently pointing at. You may need to repeat this.
Warning: Use cheat at your own risk. Who knows what weird behavior the game may show using this cheat extensively.
Change the Running Speed and Walking?
Alas there is no way to change (increase) the running speed of the player, e.g. by boosting your attributes (like Dexterity) or by learning some new skill.
Note: The player's running speed is decreased when his weapons are at the ready (in hand), use the f-key (default) to pack away the weapons, and thus run a bit faster when exploring the world.
You may at times wonder if your avatar can walk. Alas that is also not possible.
Why are Skeletons resistant to Swords?
Skeletons are only vulnerable to bludgeoning damage. Swords usually only cause slashing or piercing damage, making them useless against skeletons. Use blunt objects like axes against Skeletons. Spells like Overpower plus Fireball also work really well against these undead creatures.
Where to find a complete list of Quests with solutions?
Interestingly there are far less Quests in Two Worlds (just 23 quest groups, with a total of about 120 quests) than e.g. in Gothic 3 with more than 580 quests total. Thus it is quite possible to list them all explicitly. A nice pictured quest guide can be found here:
Two Worlds - Game Guide @ GamePressure.com
as Arthuriax points out.
Do dropped or left behind items get stolen by NPCs?
There has been some debate on the matter, but here are the results:
- If you drop items e.g. in the middle of the road or somewhere in the landscape, the game engine will at some point run a cleanup routine that removes such dropped items from the game. So, do not stash items in the open.
- Once you unlock / open a chest the contents of that chest has become fixed. Thus it will no longer change, i.e. should you leave behind a few items and then return at some later time. No cleaning up happens here!
- So, if you want to place your items somewhere for safekeeping, place them in any of the chests or cupboards, preferably close to a teleport. It does not seem to matter where these chests reside - in the city is just as good as somewhere in the countryside.
- Two Worlds seems to be a lot less alive, than may have been advertised. The NPCs do not seem to steal anything. Even if you drop huge amounts of gold in front of their feet.
- Killed NPCs / enemies / animals do not disappear as long as they still carry some loot. (Kepas)
In-game Curiosities?
Here you will find various curious things happening in Two Worlds:
- You can actually pick up the Meat (restores +200 HP) of your killed normal horse. Undead horses leave Skeleton Bone Marrow behind.
- Horses can be picked up all over the game, but you cannot sell them.
- When riding horses, go to your inventory screen (i-key by default). You now have access to the horse's saddle bags. Use them to stash less important items, should you already be weighted down.
- Differing from other RPGs the Quivers (arrow pouches) contain an endless amount of arrows.
- Bandits: You are free to kill them, even if you ally with the Giriza.
- Humans and Orcs never have ghosts.
- Killed Orcs leave their helmets behind. These are unwearable by humans, though! (propheet)
- ...
Where to get the Best Prices for Loot?
From the very start the best prices for loot are paid by the Merchant Guild members. The merchant in Komorin is of that Guild.
Later in the game, when you have reached 10 of 10 points reputation with the Giriza, the Giriza merchants, or Fences give you the best prices. Again, for convenience, visit the Fence in Komorin.
Tip: Obviously you can sell your wares all over Antaloor, e.g. in all the cities. But it is not always clear what merchant you are talking to. They wear distinct clothing, but you may not fully remember who wears what. In such a case, try to remember the price for your armor or robe, and check what the merchant will pay for it - simply look at the infobox. Should the price be less than what the Komorin Guild Merchant or Fence would pay, this merchant is not the right one.
Where to buy Magic Items?
You can buy "legal" magic items, this includes magic cards, booster cards, power-ups, potions, robes, and staffs from the Society Guild merchants. If you need black magic items, talk to Necromancer merchants. But where does one find them?
- Society Guild: One merchant that does not move around can be found close to the Komorin Village Teleport. Another two are close to the Teleport in Qudinar, and another two near the Teleport in Ashos.
- Necromancer: These are more difficult to find, but one roams the streets of Qudinar. Another one can be found at the Enclave.
*Maliel Shrines regenerating Health Points too slowly?
Once you have increased your Health Point count to heights beyond 100'000 points (v1.5), you will notice that significant wounds will take a long time to heal. And that the health point regeneration rate provided by the many Maliel Shrines is very slow.
Update: With Two Worlds v1.6 the rate is already significantly decreased past 2500 HP and also player Level dependant. Past player Level 25 all regeneration values stop increasing. And for true v1.6 / v1.7 players, 100k HP is hard to get in Multiplayer, almost impossible to get in Single-player. (propheet)
What to do?
Tip: Equip the magic card Heal of the Air Magic school. Cast it several times to heal yourself much more quickly.
Note: As long as you are not carrying a weapon in hand, your health will regenerate automatically. Only slowly, though.
Magic and Hunting bunnies?
When roaming the lands of Antaloor, it can become quite tedious trying to outrun animals that yield various ingredients, like Foxes or Rabbits. In such cases some of the magic card spells are very convenient. Together with the auto-aim feature, you will no longer have to waste undue time on these animals.
Tip: The Ice Ray (Water Magic) acts like a long-range railgun, and it is very efficient for the hunt of fast animals like foxes, or at a long distance: ghosts.
Other magic cards of interest: Eruption (Earth Magic), then the flashy Fire Field (Fire Magic), or the overpowered Necro Power (Necromancy).
Tip: It is possible to manually aim your magic spells, and in a few cases this would probably be better (though quite difficult), but I recommend you keep the Settings, Interface, Magic Auto-Aiming option turned on when hunting for small animals.
Hit Feedback: Small animals like Rabbits or Beavers are often hard to spot in high grass, so when you use a magic spell to hunt them down, it is important to know if you actually hit them or not. Turn on the Settings, Interface, Show Hit Info option to help you out. A number (usually 10) will float above the animal, thus providing convenient hit feedback.
*Dropping Items and Teleportation?
At times it may be convenient to drop a clunky, space wasting item, like armor, from your inventory to make room for several small items, like Power-ups or Rings.
Warning: You should be very careful when dropping items, should you leave the "region" or simply teleport out and then return, the game will have cleaned up the scene, thus the dropped item will be gone.
So, if you really need space in your inventory, either sell useless items to your favorite merchant, or place them in some chest or wardrobe, to ensure that they are not lost.
Worst Case: You dropped all your gold, to get off cheap picking locks in a city, and then forget to pick up your gold again!
Disarmed: Careful! In some combat situations your foes can actually disarm e.g. one of your two swords in combat (dual-wielding). This sword falls to the floor. Again should you simply teleport out and then return, your powerful sword will be gone. Note this can happen with any weapon, even Bows.
Info: Since 1.5 and later, a special message is displayed on screen in large blinking letters, when you are disarmed. If the inventory is empty enough and the player hasn't switched to another set of weaponry via r/t-keys, picking up the disarmed weapon will automatically place it back in player's hand. (propheet)
How many stationary Teleports are there in Antaloor?
In v1.5 of Two Worlds there is a total of 97 Teleports the player can activate, plus the one teleport that your friend (Ferid Redismos, he gives you the Teleport Activator) has already activated, the Komorin Teleport.
So in total there are 98 stationary Teleports.
Alas, 3 more Teleports and the player would have reached another achievement bonus, i.e. having activated 100 Teleports.
When Sneaking turn off Light Sources?
When trying to sneak past many enemies in caves, it supposedly seems to help to turn off the torches in such caves. E.g. the Orna Mine in the North (where the Dwarves reside).
*Bonus for a complete Armor Set?
If you manage to wear all armor parts of *one* set there is an additional "defense" Bonus. These sets are numbered and can be looked up in the infobox for each item.
Tip: As an indicator of actually wearing a complete armor set, the Armor Protection Bonus turns all the armor protection numbers (physical) blue. And the armor related total physical protection numbers are boosted by 50% (i.e. the values are at 150%).
Update: Since v1.6, all physical protections (all damages, and all other protections) are hard-wired to cut off at certain values (e.g. the unreachable maximum for physical protection is 99999, and 33007 is the maximum elemental protection, etc.), but the armor bonus allows you to go beyond those cut-off values.
Example: With some effort your physical protection can reach values of 35-36k, but will then stop increasing. You can, however, equip a complete armor set to boost your protection even more to 44-45k. The 99999 limit cannot be reached, it exists only in theory. (propheet)
LOOTING, LOCK PICKING, SHOPPING
How to Carry more Loot?
Especially at the beginning of the game the amount of loot the player can pick up is very low, around 36 kg. And since the main aim of looting - well aside from directly using the loot to improve ones current equipment - is to sell all the useless stuff to the next merchant, it can be very tedious having to revisit a loot site more than once - just to be able to carry it all off.
Tips:
- Since the maximum weight in items you can carry is directly related to your Strength, any means of upping your Strength would be helpful to carry more loot.
- You can invest Params Points in Strength - a warrior type char would already have that optimized. Alas this is "expensive" in Param Points, especially if you tend towards a Mage type char - investing in Willpower.
- There is a very convenient - if temporary, but that is enough - alternative though. Get and use the Blessing Spell - abundant at the beginning of the game. For my Level 20 (Mage-centric) char this will yield a temporary +53 in Strength and +53 in Dexterity - almost doubling the weight the char can carry.
- You can even continue exploring with this overweight. Even though your movement speed will significantly be reduced, once the Blessing spell runs out, you can then simply recast the spell and all is well again.
Looting and the Personal Teleport?
It is one of the main goals of looting to gain large amounts of gold as quickly as possible. To let you buy all the nifty Spell cards, Armors or Weapons that are otherwise hard to find in the game. But all the running about - from loot site to the next merchant and back - can be very tedious. Even if you use the stationary teleports. So, what to do?
Tips:
- Once you have solved the teleport Quest, you will carry the so called Personal Teleport (the Teleport Stones) that will let you connect with the teleport network from wherever you are currently be standing. Note: In water and on steep inclines this is not possible.
- So, once you have looted "enough", activate the Personal Teleport from the inventory (double-click), then enter it via Use-key, and choose a teleport destination in the teleport net that is close to "good" (those that pay more) merchants.
As an alternative you could place one Personal Teleport near merchants and another Personal Teleport in the field, and beam between them.
- The two merchants (Demo!), just south of the village of Komorin (where the teleport quest started), are quite convenient. Sell all your armor, useless weapons etc. to the merchant of the Merchant Guild, and then use the gold to buy robes, spells and rings from the robed Society Guild merchant.
In the full game you will only find the Society Guild merchant here, but it is still a good place to buy magic items.
- Then enter stationary teleport nearby, and return to the location of your personal teleport. This way you always have up to date equipment, your inventory is nice and empty, plus your can quickly continue exploring where you left off.
Note: Also see the "Locked Doors and the Personal Teleport?" Q&A.
Locked Doors and the Personal Teleport?
There are a few cases in the game where you cannot pick the lock of a door and then simply pay off the guards. The reason for this is the fact that there seem to be no guards nearby. This is the case e.g. the villages of Windbreak or Covengor (Covenant).
Try this trick though: Wait till morning - when the NPCs get up - or until deep into the night - when the NPCs go to sleep. Now if you are quick you can enter the locked building / apartment *with* the NPCs.
But if you do this in the evening, you will have to wait until all the NPCs leave in the morning. This can be tedious.
Tip: Place a Teleport Stone in the hut / apartment, then teleport out, do something else in the world, and return the next morning, when the NPCs leave for work. This way you still have access to the locked room, but do not need to wait needlessly.
Note: If you are locked into a room, alone, it is possible to unlock the door to get out again, without the crime system alarming the NPCs. Logical, since no one is seeing you picking the lock from the inside.
Climbing and the Personal Teleport?
Should you still have two Teleport Stones available, these could be used to quickly re-climb certain areas in the mountains.
This assumes you are trying to cover as much land as possible, and have trouble exploring those last few areas in the mountains (especially those in the north-west of Antaloor).
Tip: You will first need to reach the high ground, and before you start to slip into the depths (down the cliffs), try to find a flat area and place one Teleport Stone up here. Then "slide" down the cliff face, to mark another part of the so far uncharted land. At the bottom of the cliff, activate your second Teleport Stone to get to the top of the cliffs again, and try again. This way you will be able to quickly explore even the remote parts of Antaloor.
How to Loot but avoid combat?
Since the player is faster than any enemy in the game, it is possible to outrun and thus loose any enemy. This also helps when looting:
Tip:
- You do not need to battle bandit camps or Grom encampments. Simply hurry into the camp, run right towards the next chest, and quickly loot it (grab all). Then run right out of the camp again. You will suffer a few hits from attacking foes, but those should be survivable.
- E.g. this works very well with the chest the Cyclops (East of Tharbakin) is guarding.
Pay a lot less when getting caught Lock Picking?
Imagine your typical thieving self picking a door or chest lock in the city in broad daylight. This will of course immediately alarm the guards, forcing you to pay them off (always use the "30%" payoff). You can then enter the room or open the chest and start looting, having paid your debt to society, you will not have to fear any consequences.
Now let us say you have over 30'000 gold - 30'000 seems to be an upper limit - then 30% will cost you 9000 gold. Some may not be bothered, others will find that far too much. Especially if you pick several door locks, you can loose quite a bit of gold. So, what to do?
Kuplo found out, by testing, that the game engine always checks the amount of gold the player has on his body, and thus defines how high the fine the guards will ask you to pay. As mentioned, if you have more than 30'000 gold, they will fine you 30'000 gold, if you only carry 1000 gold the fine will be 500 gold (30% = 150 gold).
Tip: Before you start "breaking the law" by picking door or chest locks, first Quick Save the game. Do this to let you "undo" any problems that might accidentally happen. E.g. choosing the wrong response to the guard's query. Then drop your gold (drag&drop the stack of gold out of Inventory screen) e.g. on the floor. You may have to do this more than once if you have more than 200'000 gold. But keep at least 100 gold, get fined 100 gold, but actually pay only 30 gold. (Kuplo, updated Æon)
Important: Do *not* forget to pick up your gold again. Should you quickly teleport out of the city and then return, your gold will quite probably have been removed by the game!
This makes lock picking very cheap, no matter how wealthy you really are. Plus it saves a lot of time, since you no longer need to wait until night when guards have trouble seeing you. You can loot during the day, and need only pay very little in gold.
For professional looters a must know!
Tip: When in a city like Qudinar or Cathalon, try to find several locked doors, and also keep an eye on how far away the guards are. This way you can unlock 2 or 3 doors before the guards apprehend you, thus saving even more gold. Unlocked doors stay unlocked, and you can then enter 2-3 buildings without any further interruptions.
Source: Drop your Gold before Picking Door Locks @ ZuxxeZ.com thread.
Using the day/night cycle when Picking Locks?
The crime system in cities lets you open any chest, cupboard, or door that is unlocked. Picking a lock to open it on the other hand is almost always considered a crime. So when you pick a door lock in the city by day, there is always someone "watching" you, who then calls the guards.
Tip: The trick is to either wait until a citizen opens - thus unlocks - the door for you, or you need to wait until it is dark, and then try to pick the lock when none of the patrolling guards see you.
Once you are alone inside a room, and the door is closed - so no one can look into the room - you can pick locks with impunity. No one will care.
Tip: Quick save the game before you start any such "criminal" actions. This way you will have a convenient fallback via Quick load, should something go wrong.
Note: The Sneak skill does not help with the lock picking. The engine, and thus the NPCs, always see you.
Info: Read Propheet's extensive Crime System guide @ TwoWorldsVault for more details.
Where to Stash all your Loot?
After a few looting sprees your space limited inventory will very quickly fill up with all sorts of items that you really want to keep but take up much to much space. Where do you stash this "excess baggage"?
Warning: No, you do not place it somewhere on the ground, e.g. near some teleport. The game engine will clean up the game world after a while, teleport out and then return, your items will be gone!
Tip: Instead find one or several chests you have previously emptied, and place your loot in them. You will not be able to freely sort / place the items, but they will be safe here.
Convenient Chest locations:
- Very early on in the game you will solve the Teleport Quest, directly to the East of the Komorin Village Teleport, there is another Teleport at a crossroad. Here you will find a single chest. You can use it as a stash. Note the stationary Teleport is only a few steps away.
- Later in the game when you have visited Cathalon, Qudinar or Ashos, you will discover rooms with many chests. It is quite convenient to place a Personal Teleport into one of these rooms to spread out / sort your loot into various chests.
Tip: I used a room in the north of Qudinar, it turned out to be a "resting place" for many of the NPCs, with something like 20 chests. In the evening some of the Merchants, a Fence, and even a Necromancer Merchant would visit the room.
Various Chests: One for all swords, one for all my staffs, one for all temporary plants & mushrooms, one for rings, one for organic components, one for all permanent ingredients, one for robes & armor & helmets etc., one for all the quest items & power-up crystals & temporary minerals, finally one chest for all the junk I had forgotten to sell.
- Another classic location to stash your loot is in the "saddle bag" of any horse you find in the game.
Disadvantage: First you may loose you horse, i.e. forget where you last "parked" it. Your horse may be attacked by randomly spawned monsters or ghosts, this will not kill your horse usually, but it may scare it off to another location. Finally, you have to mount a horse to access the saddle bag inventory, cumbersome!
Avoid starting Side Quests to facilitate Looting?
As it turns out many NPCs, additional Quest Givers, etc. are only spawned on demand, i.e. spawned when the appropriate side quest actually "requires" these characters.
This means that quite a few buildings in the large cities (Chathalon, Qudinar, Ashos) are initially empty. Thus after you picked some door locks, and have paid off the alerted guards, you can enter these rooms and clean them out.
Tip: Try to explore the cities first, avoiding to talk to Quest Givers, to make it easier to loot the chest-filled rooms that are as yet unpopulated.
Leaving the room of an Aggressive NPC will Pacify the char?
When you pick a lock in a closed room, then the occupant (NPC) there will usually pull his weapon and attack you.
Example: After solving the side quest that had to do with Conn Krannach as quest giver, you start to unlock the chests in the Hut of Conn Krannach. He will attack you. But if you leave the hut, let the door close, then enter the hut again, Conn will not longer attack you.
This only seems to work if the NPC does not actually follow you through the door, and stays behind. It also seems to have to do with quest giver NPCs that are at times locked to a certain location.
Comment: Strange... not quite sure if this is a bug, or a valid trick. I do not recommend aggravating NPCs though, even if there seem to be a few additional ways to get out of trouble again. (Æon)
How to check if you forgot to loot a body?
Simply walk "over" all the bodies and when the "green eye" or a "orange almost closed eye" icon is shown, you know there is still something on these bodies that needs looting.
But as it turns out, after battles with large mobs, e.g. skeletons in dungeons, there is always a good chance of overlooking a body. Or may have been flung against a wall, almost hidden. So it would be nice to have a way to double check. And there is.
Tip: When cleaning up a dungeon or some other scene of a grewsome battle, use the Personal Teleport (Teleport Stone) to beam out of the scene, to some other place in Antaloor. Then teleport right back to where you just left off. The engine will have cleaned up the battle. You can use this fact to your advantage, because the only bodies left will be those that have not been looted.
*The minimum Inventory & what can be sold?
After a few looting sprees you will quickly notice the space limitation of the player's inventory. This brings up the question, what is the minimum set of items you will need on your looting sprees, i.e. giving you the maximum empty space for the inventory?
Tip: When you are not actively solving quests, the Teleport Activator and Lockpicks are all you need. I usually also carry Small Healing Potions and Small Mana Potions, mainly to brew potions.
What loot can be sold? Tips:
- Any item that has a player Level requirement of more than Level 100, should be sold right away, because even a dedicated player will only reach Level 97 or so.
- You will usually only collect a very few armor sets, so anything that does not stack with the sets you are collecting is useless junk and becomes a welcome source of income.
- This is also true for weapons, robes, staffs, etc.
- Reading the "Broken Spells, Skills in Two Worlds?" Q&A, and from experience it is quite clear that some Magic Spell Cards only need to be bought / found once. All other cards of the same type can be sold for nice amounts of gold:
Sell surplus: Resurrection (Air Magic), Stone Wall (Earth Magic), Chaos Rage (Fire Magic), and Unsummon (Water Magic).
Sell inefficient Spells: Corpse Conversion (Necromancy; restoration rate too low).
Sell "broken" Spells: Poisoned Blade (Necromancy), Aura of Death (Necromancy; close range only!), Lightning Shield (Air Magic; does not protect against lightning!), Earth Blessing (Earth Magic, less efficient as "predecessor"), Adamantium Shield (Earth Magic, makes no sense to use),
Sell "obsolete" Spells: Fire Shield (Fire Magic), Ice Shield (Water Magic), Reflection Shield (Earth Magic), Iron Skin (Earth Magic), Lightning Shield (Air Magic), Poison Shield (Necromancy), and Bone Armor (Necromancy) - offer to little protection, and damage from shield is too low.
(propheet)
- Of the temporary Potions only use and collect Dragon's Blood.
Comment: Personally, I collected all Power-ups, Magic Cards, plants, and animal based ingredients, rings, etc. But this is a matter of preference.
Shopping for Permanent Potions?
Shopping for potions with permanent effect is a rather tedious matter, because these potions are extremely rare. It is far more efficient to collect permanent ingredients (plants, organic components) to brew your own permanent potions.
Tip: But, whenever you are in a Society Guild Shop, always keep a sharp lookout for any potion that has a container (flask) differing from the usual mana or health potions. You may get lucky.
Warning: When you actually can buy such a permanent potion, do *not* try to consume it while still shopping. A double-click in this situation will not let you consume the potion, but you are in fact selling it again! So, exit the shop, and *then* consume it via double-click.
Shopping for Magic Cards?
When shopping for magic cards there are a few that you should always buy, to then stack. Assuming you are playing a Mage-like character.
Tips:
- Get all the Booster cards, especially the Damage and Spell Boosters, and also the Mana Saver.
- There are a few magic cards you can cast before you cast other magic cards. These act very much like temporary booster cards: Get all Concentration (Air) and all Overpower (Fire) cards.
- What other cards you prefer is a matter of taste, but Fire Field (Fire) and Necro Power (Necromancy) are definitely "want to have" cards.
Note: Stacked Necro Power cards let you cast several such green necro beams quickly. This means you can attack several foes simultaneously, one beam per foe.
The Advantages of Stealing?
Picking pockets in most RPGs usually only yield completely useless stuff that never really warrants the large investment in skill points required to make the skill efficient. But towards the end of the game you should usually have some skill points left over, so why not invest in some fun.
Advantages:
- Other than giving the player something to do, it also gives you a good excuse to revisit many of the game's locations, because stealing not only works for merchants but for many of the other NPCs as well.
- Stealing is part of the game's achievement system that yields extra skill points for 10, 30, 60, 100, 200, etc. pockets picked.
- Loot: Mostly permanent minerals, permanent Potions (100 pockets picked yielded 5 permanent potions), valuable Power-ups, and other small stuff.
Tips:
- Invest 10 skill points in the Stealing skill to optimize the loot gain.
- Before you pick a pocket (steal), always quick save the game, to let you undo the rare case where stealing fails and alerts the NPC.
- Always steal with the NPC's back turned to you. Sneaking can help you get behind the NPCs. As long as the NPC is looking over his shoulder, trying to see what you are up to, you should not try to steal, simply wait a while.
- Not only standing NPCs can be stolen from, those working or walking are distracted, thus also targets. Stealing from sitting NPCs does not seem to work, though.
- Once you have stolen from an NPC you cannot steal from that NPC again. But this seems to be only true for that day, the next day you can try stealing from the very same NPC again. Limitless loot!
Unconventional ways to open locked doors?
Other than use a lockpick and possibly getting caught for doing this, or waiting until an NPC opens the door and then slip in, there is another amusing way to open locked doors.
Place your horse near a locked door, go around to the other side of the house, then whistle for your horse. The horse will try to find the shortest way to you, by doing so it will unlock the door and enter the house. All this without alerting the game's crime system!
This seems to work for any house as long as you can place the horse in front of the door, and you have a way to get to the other side of the house. (ninjatom0)
It also works to summon a creature - if you have that ability - while facing and standing in front of a door, the creature will then be summoned inside of the building and unlock the door for you. (Kuplo)
MAP DETAILS
Is there a detailed World Map of Antaloor?
Yes there is, and at high resolution (1600x2184 pixel):
Antaloor1600.jpg (1.38 MB) @ TwoWorlds-Game.de
On that map you will find all the Teleports, Mana Source (stations), Shrines (health), paths, locations etc. Alas even at that resolution some of the icons are very hard to make out.
Note: The world map is rather old, thus many details are no longer correct, e.g. several teleports are missing or now placed differently, some names are wrong, and many small details in the terrain are simply decoration and have nothing much to do with the current version of Antaloor in v1.5.
Tip: I recently released an interactive worldmap for Two Worlds:
Æon's Two Worlds Interactive Map - 2WiMap @ Æon's RPGs
Where to find the Trainers?
The player can learn new skills by handsome gold donations to so called Trainers. Only then is it possible to invest skill points in that ability.
Primary Skills
- Stealing: "Hidden Camp", Qudinar, Leaning Elm Inn
Magic Skills (Schools)
- Water Magic: Tharbakin, Cathalon, Qudinar
- Earth Magic: Tharbakin, Cathalon, Qudinar
- Necromancy: Rovant village, Qudinar, The Enclave
Passive Skills
- Double Blade: Brotherhood Camp, Cathalon, Eastern Camp, Qudinar
- Stone Skin: Rovant village, Qudinar, The Enclave
- Balance: Brotherhood Camp, Cathalon, Eastern Camp, Qudinar, Leaning Elm Inn
- Knock Down: Brotherhood Camp, Cathalon, Eastern Camp, Qudinar, Leaning Elm Inn
- Alchemy: Rovant village, Qudinar, The Enclave
Active Skills
- Berserking: Brotherhood Camp, Cathalon, Eastern Camp, Qudinar
- Stun: Brotherhood Camp, Cathalon, Eastern Camp, Qudinar
- Sword Break Strike: Cathalon, Qudinar
- Unhorse Strike: Brotherhood Camp, Cathalon, Eastern Camp, Qudinar
- Pull Shield Strike: Cathalon, Qudinar
- Death Strike: "Hidden Camp", Qudinar, Leaning Elm Inn
- Deadly Pirouette: Brotherhood Camp, Cathalon, Eastern Camp, Qudinar
- Burn: Cathalon, Qudinar
- Feint: Cathalon, Qudinar
Bow Skills
- Starting Draw: Vesit's Corral
- Overdrawing: Vesit's Corral
- Disarming Arrow: Cathalon, Eastern Camp, Qudinar
- Multi Arrow: Cathalon, Eastern Camp, Qudinar
- Piercing: Cathalon, Eastern Camp, Qudinar
- Blinding Arrow: Cathalon, Eastern Camp, Qudinar
Legend:
- The "Hidden Camp" is located between large rocks, to the south-west of Vesit's Corral.
- Vesit's Corral is on the eastern side of the main road from Komorin to Tharbakin.
- The Leaning Elm Inn is located directly to the north of the Western Camp.
How can I enter Yamalin, the city in the far North?
Yamalin, the city of the Dwarves is not accessible in the Single-Player game. The city is just an empty hull.
Speculation: It is not quite clear why this is the case. Possibly the developers did not have the time to finish Yamalin, or it may be a placeholder for a future add-on.
The Map and Dungeons?
Since Two Worlds provides not only a mini-map, but also a zoomable (mouse-wheel) detail-map on the map screen, you should make use of it.
Especially when exploring some of the more complex later dungeons, it is advisable to look at the map often, to avoid getting lost, and also to avoid overlooking side passages or chambers.
CHARACTER BUILDING
Is it possible to unlearn Skills?
Yes, Two Worlds differs in this respect from typical RPGs.
Aside from Quest-Givers, Merchants, Trainers, and nondescript NPCs, there are so called Regressors (or Soul Patchers), that can regress (undo), and thus free some of the Param and Skill Points the player has already distributed, for a fee in gold of course.
Tip: It seems to be possible to fully regress *all* skill points, this would let the player completely redistribute them again. Useful if you should contemplate a career change, e.g. from mercenary to all out mage.
Note: What skill points are regressed seems to be random. By the way, other than the gold you will need to invest, you do not loose anything else, neither inventory items nor your memory (hinting at losing solved quests).
Tip: You can find one of the robed Regressors at the North-West end of Tharbakin (unless he is roaming around in the streets). In the other large cities like Cathalon, Qudinar, and Ashos, etc. you will also find them.
Does Two Worlds have Classes?
No, the character can be set up just the way the player prefers.
During the game you get to distribute Param Points and Skill Points. How you distribute them is up to you, though there are a few restrictions: E.g. you may have more skill points than you - at the present player level - are allowed to use on a specific skill. A typical example of this is the School of Fire Magic, or the Lock Picking skills.
This means you have the freedom to create a pure mage, or the perfect mercenary, or a mercenary thief, or a battle mage, etc.
And should you have invested into the wrong skills, it is even possible to regress them at any time, to then redistribute as you see fit.
Note: Read up on regression in the "Is it possible to unlearn Skills?" Q&A.
Learning Magic School Skills early in the Game?
Early in the game - your player level is at 5-6 - it is very cheap to learn additional Magic School Skills. So if you know where to look you will be able to learn them for only 100 gold each.
Note: The price of learning new skills scales with your player level. Thus later in the game these very same skills are a lot more expensive.
Spoiler: In the North-West of the city of Tharbakin you can find a trainer for Earth and Water Magic.
Tip: Alas this is not as good an idea as it may seem, because from now on all the Magic Merchants (Society Guild; those selling Magic Spell cards) will *also* sell cards for Earth and Water magic, thus making it less likely for the player to get the "good" Fire or Air magic cards.
Comment: Personally, I would hold off learning Earth and Water magic until have reached Level 15 for the magic schools of Fire and Air.
Note: Also see the "Learning other Skills early in the Game?" Q&A.
Learning other Skills early in the Game?
You can learn combat or bow skills early on in the game, and these come - much like the Magic School Skills - rather cheap, for about 100 gold each.
Tip: Obviously it is dependent on the char you want to create, if these skills are of any use. And it also is dependent on your financial situation. Early on you may well be starved for gold. But it is worth a try to save some money, because later in the game these skills get very expensive (i.e. 10'000 gold).
Note: Also see the "Learning Magic School Skills early in the Game?" Q&A.
How to play as Pure Mage?
Here is my suggestion for a more challenging way to play as Mage, i.e. with minimum mercenary equipment.
Some pointers:
- You sell your sword and armor, helmet, armored pants (keeping the default pants would probably be OK), the gloves, the boots (again the default boots would probably be OK, barefooted for the hard-core mage!). And not wear any of the former.
- The only allowed weapon are stacked staffs - no spears, axes, clubs, swords, or bows, etc.
- Alas the crystals (Fire, Ice, Lightning, Spirit, Poison) are useless, because you cannot enchant (stack) your staff with them.
- I could imagine a mage to also be a strong alchemist to boost his strength, dexterity and HPs primarily via potent permanent potions. Thus collecting plants and minerals would also be important.
- Obviously the char would collect just about any magic and booster card he can get his hands on.
- Another important booster for defense etc. would be rings. So a mage would be collecting them as well.
- Invest most of the Skill points in the Magic Schools (though Lock Picking would still stay on my list).
- When it comes to the Params, you would probably invest the most points in Willpower, and in Strength, Dexterity, Vitality just enough to not be a complete pushover.
Comment: What I like about such a "pure" char is the simplicity of the game. You would not waste any time stacking armor or weapons or gloves or boots etc. These would all be useless loot that can be turned into cash right away. Thus giving the player more money to spend on robes or spell cards at the beginning of the game.
The above could be an interesting challenge when you play the game a second time.
Of what use are Power-up (damage) Crystals?
In your looting sprees you will come across Minerals (those can be used to brew Potions) and also so called Power-up Crystals that are useless for potions, but let you enchant weapons.
Whenever you drag&drop such a Power-up crystal on the inventory screen, the game will mark weapons (in green) that can be enchanted (stacked, equipped) with this crystal, thus adding extra damage to the weapon. The damage type depends on the type of crystal you are using. There are crystals that cause Fire, Ice, Lightning, Spirit, or Poison damage.
Note: Most weapons are neutral when you pick them up or buy them. This lets you freely choose the type of damage via enchanting. But from then on enchanting only works with this type of crystal. There is no way to regress crystals you used for enchanting.
When are Fire, Ice, Lightning, Spirit, or Poison Power-up (damage) Crystals efficient?
Basically any type of damage crystal will - when used to enchant a weapon - increase the damage caused against opponents. But keep the following in mind:
- The monsters, bandits, animals, NPCs etc. are vulnerable to different damage types. E.g. a Ice damage enchanted weapon will do no (or very little) damage against ice damage immune opponents! E.g. Ice Skeletons. So choose your weapon wisely.
- The different opponents in the game show defense against Fire, Ice, Lightning, or Poison damage, but none of them can defend against Spirit damage. This thus makes the latter crystals very valuable and powerful!
Note: Thus Spirit damage is not only effective against "spirits" (ghosts), as the name may imply!
- Fire damage also adds the possibility of setting the opponent aflame, adding to the damage over time. Good against ice creatures.
- Ice damage can at times freeze the opponent in his tracks. Should be efficient against creatures of fire.
- Poison damage poisons the enemy, it does not seem to cause direct damage, thus only slowly drains the health of the opponents.
Note: Also see the "Of what use are Power-up (damage) Crystals?" Q&A.
Info: See the Mob List @ TwoWorldsVault for a complete list of monsters and their resistances.
Where do I find a complete list of Spells?
A complete list of the Spells in Two Worlds, for all Magic Schools, with required Spell Circle, Type, Effect, and Description can be found in the:
Spells List @ TwoWorldsVault
*Why should I equip a Quiver, if I do not use Bows at all?
Should you prefer to play Two Worlds without actually using a bow - this may be the case when you are playing a Mage - it still can make sense to equip a quiver.
Tip: Put the otherwise empty quiver equipment slot on the inventory screen to use, by collecting (stacking) powerful quivers like The "Artist" Quiver. It actually can add to your Dexterity by 14, Mana by 240, physical protection by 1331, plus other skills, should you be bored enough to stack 73 such quivers.
Note: The above was under v1.5, *now* under v1.7 only 50 Quivers (also true for weapons) can be stacked!
Comment: Magical bonuses for quivers are generated randomly as in case of all other items. Also, quivers have minimum Dexterity and Level requirements, and the game does not count added dexterity values properly, so the player needs to be sure he/she has enough base Dexterity to wear the most advanced quivers (e.g. Magnificent quiver, or Artist quiver). Any unlearning session will properly add-up any bonuses. You can use this to avoid situation in which some items 'hold' other items in place via bonuses. (propheet)
*Why do certain Armor types make the player prone to Drowning?
Later in the game the player will get access to ever more powerful and ever more heavy armor. This includes the body armor, the trousers, gloves and the boots. The infobox for these items will inform you ("You can't swim in this armour.") that they will not let you swim!
This warning is not to be taking lightly, though. Should you wear such a heavy armor, and accidentally slip into water, you will sink like the proverbial rock and drown.
Tip: When running along beaches or lakes, or bodies of water in caves, un-equip any item that will not let you swim!
Comment: I drowned at least three times by accident. A very ugly surprise for a char that is practically invincible from player Level 40 or so onward. (Æon)
Tip: I recommend you collect two armor sets (armor, pants, gloves, boots). One set that is maxed out for protection (e.g. set 555), and one set that has high protection values but still lets you swim, and also lets you carry two swords (dual-wielding).
Ugly water-related Bugs:
- You should also be aware that Sneaking into water forces drowning! (propheet)
- You can ride a horse into water and block it completely, then - if certain equipment is worn and you have a full inventory - the player always drowns when trying to get out of the saddle. (propheet)
- When you have dual blades equipped, and a shield in the inventory (both skills Parrying & Double blade learnt), entering water equips and then un-equips the shield the moment you contact water (dropping the second weapon to backpack), and when you get out of the water, no matter what you were holding, you carry shield and single-handed weapon in hand. If your inventory is full, you will lose your shield upon first entering the water. It will be dropped into the water. If there was not enough place to store the disarmed single-handed weapon, it will disappear, completely. (Bug carried over from v1.5). (propheet)
Is there a Cap for the Weight you can carry?
The maximum weight the player can carry is indeed limited, the value will cap out at 500 kg.
But this is not really a problem, because the space limitation of the inventory will usually be hit much earlier than the weight limit.
How to significantly increase Vitality?
South of the river Gon there are many Trachidis Queens (Mantis) hidden among the bamboo trees. Hunt them and collect the Trachidis Eggs. These permanent ingredients will up your Vitatlity by 3 points per egg.
Tip: Brew potions using 10 of these eggs. Be sure to have learnt the Alchemy skill, and invest 10 skill points. This will result in an optimal gain factor of 1.8, thus your 10 eggs will permanently up your Vitatlity by 54 points.
You will find more than 80 such eggs in Antaloor, upping your Vitality stats by over 430 points.
Tip: Read the "Brew Permanent Potions to increase Vit, Dex, Str, Will, and Mana?" Q&A for optimized brewing tips.
*Can weapons be enchanted with Two Magic Damage types?
By default many weapons, e.g. swords will only let you enchant them with Power-up crystals of the type these weapons already feature. E.g. a sword that comes with magic Fire damage, will only let you use Fire Power-up crystals for further enchantment.
Then there are weapons that do not come with magic damage at all. This lets the player choose the type of magic damage the weapon should additionally deal out. Magic damage of Fire, Cold, Lightning, Poison and Spirit are possible.
But is it possible to actually hand out two types of magic damage?
Tip: Yes it is, not permanently, but temporarily. This requires learning the Necro School, plus the magic card Poison Blade. When you cast this magic card, your weapon will additionally do poison damage.
Update: On a new v1.6 / v1.7 character the Poison Blade spell is buggy. For many folk out there id does not any damage at all! This happens at any player Level, with any weapon. The glow is there, but the damage is not. (propheet)
*What is the Damage Cap for Spells, Bows?
The maximum damage for Magic Spells has been capped since v1.6 of Two Worlds, much in the same way all other maximum damage had already been capped.
Bug: So, if a Spell reads more than 32767 damage, the player should stop collecting the cards for this spell, since there will be no further damage increase, even if the cards say differently.
What you see in combat is a maximum value of 32000 per type of damage (game rounds down to the next full thousand), though!
Bows are also capped. Even if they show 1-2 million damage, they still inflict a maximum of 64000 per hit, split arrows may do multiples of that.
Poisonous spells seem to be excluded. You can actually poison a Dragon with 500k HP and more (depending on level) with one properly stacked / boosted / concentrated Dead Hands or Poison Cloud.
(propheet)
*Stacking weapons and the proper use of Power-ups?
When stacking weapons ("combining" damage values) or when enchanting weapons (adding magic damage) via Power-up crystals in Two Worlds the damage values are not simply mathematically added! E.g. "stacking" two values like 200 and 100 damage will in the best case yield 250 damage, not 300!
This hints at quite a few possibilities for optimizing for both the stacking and the enchanting of weapons. Using the powerful and abundant Serpent Sword (ca. Player Level 50 or more), a few experiments should give you significant tips for your own stacking and enchanting needs.
Setup:
Using four class 1 Serpent Swords named:
A (792-1364 Slashing damage),
B (715-1419 Slashing damage),
C (792-1353 Slashing damage), and
D (792-1364 Slashing damage).
Testing with a stack of Cold Power-up crystals of all three classes (16 x 50%, 53 x 20%, 100 x 10%).
Test 1 - Reproducible enchantment values? Yes!
- Enchanting *any* sword with 50 x 10% Power-ups will always yield 2893 Cold damage.
Result: Weapons of same name and class, even though their damage values (e.g. Slashing) may slightly vary, always yields the same amount of magic damage. I.e. the Slashing damage values are irrelevant when enchanting.
Test 2 - Place Power-ups in *one* Weapon? No!
- Enchant A with 50 x 10% and B with 50 x 10%, then stack B on A: 1003-1676 Slashing, 4334 Cold.
- Enchant A with 100 x 10%, then stack B on A: 897-1702 Slashing, 4136 Cold.
Result: You gain higher magic damage values if you spread out your Power-up crystals on several weapons, instead of enchanting only one weapon with all Power-ups.
Also the stacking of Slashing damage weapons adds a certain randomness to the resulting damage.
Test 3 - Enchanting reference test
Stack A, B, C, and D, then enchant the sword with 100 x 10% Power-ups, yields 4136 Cold.
Test 4 - Stack the weak on the strong!
Enchant A with 50 x 10% (2893 Cold), B & C with each 25 x 10% (1980 Cold).
- ((A + B) + C)
Stack B on A = BA (3883 Cold), then stack C on BA = CBA, yields 4873 Cold.
- (A + (B + C))
Stack B on C = BC (2970 Cold), then stack A on BC = ABC, yields 4411 Cold.
Result: Always stack a weak weapon on the strongest weapon, yields 10% more damage. So, avoid stacking weak with weak weapons, i.e. B with C.
Test 5 - When stacking four identical swords? Create strong!
Enchant A, B, C, and D with 25 x 10% (1980 Cold).
- ((A + B) + (C + D))
Stack B on A = BA , then stack D on C = DC, finally stack DC on BA = DCBA, yields 4455 Cold.
- (((A + B) + C) + D)
Stack B on A = BA, then stack C on BA = CBA, then stack D on CBA = DCBA, yields 4950 Cold.
Result: When you have identical weapons, first create one stronger weapon by stacking two weapons, then keep on stacking the other weak ones on the strong one, yields 11% more damage.
Spreading the 100x10% Power-ups over 4 weapons yields more damage (4950 Cold) than doing so over just 3 (4873 Cold), yields 1.6% more damage. Compared to "Test 3" 1 weapon (4136 Cold), this is almost a 20% gain!
Test 6 - Power-up class order of enchanting? Low to high!
Enchant a sword with stacks of 100x10%, 53x20%, and 16x50% Power-ups, experimenting with the class order.
- 1. 10%, 2. 20%, and 3. 50% = 7546 Cold
- 1. 20%, 2. 10%, and 3. 50% = 7403 Cold
- 1. 10%, 2. 50%, and 3. 20% = 7271 Cold
- 1. 50%, 2. 20%, and 3. 10% = 7260 Cold
Result: Always place the 10% first, then the 20%, and finally the 50% Power-ups, yields 4% more damage.
Test 7 - Optimized Power-up class order of enchanting? No batches!
For A and then also for B set aside 5x10%, 5x20%, and 5x50% Power-ups (6 stacks), then experiment with how you enchant the weapons with them.
- Enchant A in this order: 10,20,50, 10,20,50, 10,20,50, 10,20,50, 10,20,50 = 2640 Cold (propheet)
- Enchant B with 5 x 10%, then 5 x 20%, finally 5 x 50% = 2596 Cold
Result: The best way to enchant weapons is *not* to drop Power-up crystals of the same class on the weapon, but to drop a 10%, then a 20%, and finally a 50% crystal on the weapon, and then repeat, yields 1.7% more damage.
Test 8 - 50% Power-ups only? Effective!
- Enchant C with 8 x 50% = 2728 Cold
Result: The most efficient and effective way to enchant weapons is to use 50% Power-ups exclusively, compare with "Test 7" (400% Power-ups total), yields 5% more damage (B vs. C). Alas so many 50% Power-ups are hard to come by, and it is still advisable to make use of the abundant 10% and 20% Power-ups.
Summary: As you can see some care must be taken when trying to optimize the results of enchanting and then stacking of weapons.
Tip: Before you try any of the above, set up your weapons and Power-up crystals, and then save the game. This lets you try out different variations by re-loading.
Further Reading: propheet has written up an authoritative guide on stacking and enchanting, especially for Multi-Players it is a must read!
Gems and Stacking Guide (1.6/1.7) @ TwoWorldsVault by Propheet
ALCHEMY, POTIONS, INGREDIENTS
Where to find a in-depth introduction to Alchemy?
If you are looking for an introductory text the the rather complex subject of Two Worlds alchemy, then try this:
Alchemy Basics @ TwoWorldsVault by Propheet
Tip: The Optimized use of Ingredients in Alchemy section in this FAQ is becoming a significant informational resource on advanced alchemy.
*What animals provide valuable Ingredients?
The animals in Two Worlds are abundant, and to some degree even respawn after a while. To an alchemist ingredients with permanent effect are especially valuable, to boost the player stats - i.e. those of strength, will, dexterity, and vitality. A few pointers:
- Beavers are generally found in Thalmont. Their highly valued for their fat, which is a powerful permanent ingredient (Vit+2). You will be able to brew the first 10x potions fairly early in the game, if you thoroughly explore the areas between Covengor, Komorin and Rusty Oger Lodge. (propheet)
- The liver of Foxes (Dex+3, near Covengor village) is also a useful ingredient. (propheet)
- The Rattle Snake is the most important snake for most players, since it yields the only alchemical ingredient to make your own mana potions. The Rattle Snake Rattle is the only Mana restorative (+1000 Mana). (propheet)
Source: Read up on the Mob List @ TwoWorldsVault by Propheet, for a complete, much more detailed list of all "beings" in Two Worlds.
Where to learn the Alchemy Skill?
All further Alchemy based tips and suggestions require the player to learn the Alchemy skill. But where does one find the trainer for this skill?
You will find the Alchemy trainer, Rakeb Hyril, a Necromancer, at the southern end of the village of Rovant, located directly to the West of Tharbakin. The Gorelin Teleport will get you there quickly. Alchemy can also be learned from a Necromancer near the cemetery outside the walls of Qudinar, and also at the Enclave.
Important: Since all this is about optimizations you should have invested 10 skill points in Alchemy for best results. I do not recommend wasting your permanent ingredients on anything, until Alchemy is at Level 10.
*A list of Permanent Ingredients?
Basis of all Alchemy are the ingredients. Here you will find those that have permanent effect on the player's stats when "cooked" and consumed.
Permanent Plants:
Plant Effect Usage
----- ------ -----
Lavender Mana+10 Cook
Centaurium Dex+1 Cook
Saffron Str+1 Cook
Northern Frostroot Will+1 Cook
Permanent Organics:
Ingredient Effect Usage
---------- ------ -----
Fox Liver Dex+3 Cook (Fox)
Beaver Fat Vit+2 Cook (Beaver)
Trachidis Egg Vit+3 Cook (Giant Trachidis)
Headless Heart Vit+4 Cook (Tulok)
Ghoul Brain Will+1 Cook (Ghoul)
Pearl Str+5, C+20 Cook
Unicorn Horn Vit+4, Dex+2, Str+2,Will+2, L+50 (1)
Dragon Scale P,C,F,L +25 Cook (2)
Earth Elemental Crystal P+50 Cook (Lava Dragon)
(1) : Cook
(2) : Sand Dragon, Dragon
The dead bodies of various animals and monsters yield potent ingredients.
Permanent Potions:
Potion Effect
------ ------
Fox Heart Potion Dex+1
Dwarven Ale Vit+2
Bear's Strength Potion Str+1
Throglin's Vine Dex+1, Str+1
Evil's Blood Vit+2, Dex+1, Str+1
These can only be found in game (Potions you brew cannot be used as ingredients!), are very rare, and can be directly consumed.
Permanent Minerals:
Mineral Effect Usage
------- ------ -----
Amber F+10 Cook
Sulfur F+10 Cook
Topaz F+10 Cook
Ruby F+15 Cook
Azurite C+10 Cook
Garnet L+10 Cook
Magnesite L+10 Cook
Quartz Crystal L+15 Cook
Opal P+10 Cook
Salt P+10 Cook
Diamond P,C,F,L +10 Cook
Silver C,F,L +10 Cook
Notation:
- P+25: Protection against Physical damage by 25.
- C+25: Protection against Cold damage by 25.
- F+25: Protection against Fire damage by 25.
- L+25: Protection against Lightning damage by 25.
*A list of Restoratives and Temporary Ingredients?
Basis of all Alchemy are the ingredients. Especially the temporary ingredients are normally seen as useless loot. But as it turns out, they can be quite useful "buffers" in recipes with permanent ingredients, at times massively cutting down the number of required, valuable permanent ingredients.
I.e. see the "Are Temporary Minerals the key to creating 50% Power-ups?" Q&A on this!
Health Restoratives:
Restorative Restores Usage
----------- -------- -----
Rabbit Bladder +95 HP
Boletus +100 HP
Might of Nine +150 HP
Diptame +200 HP
Meat +200 HP (1)
Bloatroot +250 HP
Goose Liver +500 HP
Reaper Muscle +500 HP (2)
Spider Gland +1500 HP (Giant Spider)
Foodball +3000 HP Cook, CoP
CoP : Cure all Poisoning.
(1) : Deer, Duck, Giant Wasp, Hen, Horse, Kalitari,
Morgo, Mutari, Undead Wolf
(2) : Spine Reaper, Plate Reaper, Hammertail Reaper
Mana Restorative:
Restorative Restores Effects
----------- -------- -------
Rattle Snake Rattle +1000 Mana Will+4, -80 HP
(1) : 12 min., Cook
Temporary Ingredients - Strength:
Ingredient Effect Poison Time
---------- ------ ------ ----
Lemon Toadstool Str+1, Vit+4 -110 HP 5 min.
Red Toadstool Str+2 -75 HP 5 min.
Tongues Str+2, Dex+2, 2 min.
False Shoes Str+2, Dex+2, Will+2 2 min.
Arborusia Str+3, Vit+4 2 min. CoP
Paturin Str+5 -50 HP 2 min.
Friend to Foe Str+5 -200 HP 3 min.
Swordleaf Str+5 2 min.
Boar Tusk Str+8 5 min. Cook
Eagleclaw Str+10 1 min.
Bear Claw Str+10 4 min. (1)
Boar's Potion Str+10 5 min. (2)
Aziraal's Ale Str+10, Dex+10 5 min. (2)
Dragon's Blood Str+10, Dex+10, Vit+20, 5 min. (2)
Aconite Str+20 -500 HP 3 min.
CoP : Cure all Poisoning.
(1) : Cook, Black Bear, Grizzly Bear, Undead Bear, Polar Bear
(2) : Potion!
Temporary Ingredients - Vitality:
Ingredient Effect Poison Time
---------- ------ ------ ----
Heavy Toadstool Vit+2 -50 HP 5 min.
Traveller's Joy Vit+4 2 min.
Lemon Toadstool Vit+4, Str+1 -110 HP 5 min.
Arborusia Vit+4, Str+3 2 min. CoP
Zombie Thyroid Vit+6 1 min. (1)
Mountain Breed Vit+8 4 min.
Wolf Heart Vit+10 -80 HP 5 min. (2)
Yellowroot Vit+14 -100 HP 2 min.
Heaven's Tears Vit+20 5 min. (3)
Ostrich Plumes Vit+20 2 min.
Dragon's Blood Vit+20, Dex+10, Str+10 5 min. (3)
CoP : Cure all Poisoning.
(1) : CoP, Poison Immunity, Zombie, Grand Zombie
(2) : Wolf, Gray Wolf, White Wolf, Silver Wolf
(3) : Potion!
Temporary Ingredients - Dexterity:
Ingredient Effect Poison Time
---------- ------ ------ ----
'Orange' Toadstool Dex+2 -80 HP 5 min.
Tongues Dex+2, Str+2 2 min.
False Shoes Dex+2, Str+2, Will+2 2 min.
Grass Snake Tongue Dex+5 -25 HP 4 min. (1)
Anemone Dex+5 -50 HP 2 min.
Angelica Dex+5, Will+5 -100 HP 2 min.
Wyvern Lacrimal Gland Dex+7 5 min.
Wing Membrane Dex+8 -120 HP 6 min. (2)
Fox Potion Dex+10 5 min. (3)
Aziraal's Ale Dex+10, Str+10 5 min. (3)
Dragon's Blood Dex+10, Vit+20, Str+10 5 min. (3)
Flagelle Dex+15 -500 HP 2 min.
(1) : Grass Snake, Dark Grass Snake, Weat Snake
(2) : Cook, (***source?)
(3) : Potion!
Temporary Ingredients - Willpower:
Ingredient Effect Poison Time
---------- ------ ------ ----
False Shoes Will+2, Dex+2, Str+2 2 min.
Rattle Snake Rattle Will+4 -80 HP 12 min. (1)
Dodo Feather Will+5 -30 HP 4 min. Cook
Foxglove Will+5 -100 HP 2 min.
Angelica Will+5, Dex+5 -100 HP 2 min.
Skeleton Bone Marrow Will+5 -150 HP 4 min. (2)
Forest Burnhand Will+10 -100 HP 2 min.
Hot Rot Will+10 -150 HP 2 min.
(1) : Cook, Rattle Snake, restores +1000 Mana
(2) : Skeleton Horse, Skeleton, Grand Skeleton, Fire Skeleton
Temporary Ingredients - Mana:
Ingredient Effect Poison Time
---------- ------ ------ ----
Spurge Mana+150 -100 HP 2 min.
Screama Badilla Mana+300 -250 HP 2 min.
Temporary Ingredients - Damage:
Ingredient Effect Poison Time
---------- ------ ------ ----
Hemlock Damage+100 -300 HP 2 min.
Temporary Ingredients - Health Points:
Ingredient Effect Poison Time
---------- ------ ------ ----
Blue Eye HP+200 2 min.
Temporary Immunity to Poison:
Ingredient Time Effect
---------- ---- ------
Zombie Thyroid 1 min. CoP (1)
Adder Brother 2 min.
Scorpion Poison Gland 2 min. CoP, Cook (2)
Dotted Toadstool 5 min. CoP
Gunus Depoisoner 5 min. CoP (Potion)
Viper Poison Glands 12 min. (Viper, Sand Viper)
CoP : Cure all Poisoning.
(1) : Vit+6, Zombie, Grand Zombie
(2) : Scorpion
Notation:
- Foo+#: Increase Foo by #
- +# HP: Restores # HP
- +# Mana: Restores # Mana
*A list of temporary and permanent Potions?
Temporary and permanent Potions can also be used as ingredients in potions, but only those the player finds in loot or buys from merchants! Self-brewed potions *cannot* be used in recipes!
Temporary Potions have some interestingly high parameter values that can make useful as value "booster" ingredients. Alas these cannot be used e.g. to create Power-ups. (***actual use?)
Temporary Potions:
Potion Effect Time
------ ------ ----
Boar's Potion Str+10 5 min.
Fox Potion Dex+10 5 min.
Heaven's Tears Vit+20 5 min.
Aziraal's Ale Dex+10, Str+10 5 min.
Dragon's Blood Vit+20, Dex+10, Str+10 5 min.
Permanent Potions are extremly rare in the single-player game, usually you would directly consume them. But they can also be used in conjunction with permanent Organics to optimize the potion outcome. I.e. letting you use less than 5 organics and still create an optimized new potion.
Permanent Potions:
Potion Effect
------ ------
Fox Heart Potion Dex+1
Dwarven Ale Vit+2
Bear's Strength Potion Str+1
Throglin's Vine Dex+1, Str+1
Evil's Blood Vit+2, Dex+1, Str+1
OPTIMIZED USE OF INGREDIENTS IN ALCHEMY
How to optimize the use of Ingredients in Alchemy?
Many of the FAQs out there are more or less guessing at how Alchemy works, and with some experimentation it is quite possible to find out a few useful things. E.g. what ingredients to use - in general - to create permanent potions or power-up crystals (to enchant weapons). The trouble with this empirical approach is the fact that the code or formulas used by Two Worlds are a lot more complicated and complex than can be tested out. Thus none of the suggestions you will normally read about in the forums will actually be the optimum.
Luckily the developers (Reality Pump) have provided the exact formulas for the Alchemy calculations in the (German) complete solution book ("Two Worlds - Die Komplettlösung"). Based on these formulas I (Æon) did some tests to verify their validity, plus did many tests to see what the optimum usage of ingredients is.
One of the nicest surprises is the fact that you actually only need to use one permanent Mineral, with one temporary Mineral, and add 1-2 "abundant" restoratives / temporary ingredients, to creates one valuable 50% power-up crystal, instead of wasting 5 permanent minerals to create the very same power-up, as often suggested. This also corrects a myth that you should *never* mix permanent and temporary ingredients. Though still partially true - i.e. the restoratives are technically not temporary ingredients - it is simply a matter of knowing exactly what you have to do to make things work.
The following Q&As will provide the formulas for specific permanent ingredient related potions and power-ups, with detailed interpretations of what that means for possible optimizations, and finally some handy explicit tips and examples applying the insights to help make the most of the ingredients you have collected.
Note: Also see the "Where to learn the Alchemy Skill?" Q&A.
What to do with Permanent ingredients?
The obvious answer is to brew potions that will permanently enhance the players stats. Notably the values of the parameters Vitality (Vit), Dexterity (Dex), Strength (Str), Willpower (Will), and Mana. Or with other ingredients (minerals) brew potions to increase the protection against Fire (F), Cold (C), Lightning (L), and Physical (P) damage. Alternately use the latter ingredients to create Power-up crystals to enchant weapons increasing the appropriate damage (Fire, Cold, Lightning, Poison).
There are several types of permanent ingredients: Plants, organic components (hunt animals & monsters; e.g. meat, fat), and then there are minerals (e.g. Diamond, Ruby, Sulfur).
- Plants and organic components are usually used to brew potions to increase the parameters (Vit, Dex, Str, Will, Mana).
- Minerals together with e.g. Small Mana potions will yield potions to increase protection values (F, C, L, P).
- The use of minerals together with e.g. temporary ingredients (not potions!) will yield Power-up crystals, damage (F, C, L, P).
Note: The use of minerals with temporary effect lets you create bombs or traps. This is not covered here, though. If you use temporary plants, you will create temporary (time limited) potions, this is not covered here either.
Formula to brew Permanent Potions to increase Vit, Dex, Str, Will, and Mana?
To create potions with permanent effect use permanent plants or organic components exclusively. You can recognize these ingredients by two details:
- "Effect is permanent." must be mentioned in the infobox.
- Mention of: "Increase" Vit, Dex, Str, Will, Mana "by".
See the "A list of Permanent Ingredients?" Q&A for a complete list of ingredients.
The yield for potions, based on the values (points) mentioned in the infobox of the ingredients, is defined by these formulas.
Permanent Parameter (& Stats & Protection) potion formulas:
Magic_Number = N_perma_ingr + N_perma_slots + 8
F = Magic_Number / 10
F_alc = ( Alchemy_Level + 10 ) / 20
Potion_param = Parameters * F * F_alc
Potion_stat = Statistics * F * F_alc
Potion_prot = Protection / 2 * F * F_alc
Legend:F
The Gain Factor is used to determine the overall yield. Possible values are 1.0 to 1.8 (optimum)! F = [10...18] / 10
If the Magic_Number is larger than 18, it is set to 18!
N_perma_ingr
Number of permanent ingredients used in the recipe.
N_perma_slots
Number of slots used by ingredients with permanent effect. The game provides 5 slots total.
F_alc
The Alchemy Level based efficiency factor. Possible values range from 0.5 (worst) to 1.0 (optimum). Since we want best results: Alchemy_Level = 10, thus F_alc = 1.0.
Parameters
The sum of points for that parameter (Vit,Dex,Str,Will). E.g. 10 plants with Dex+1, yields Parameters = 10 Dex.
Statistics
Sum of all permanent Statistic values, applies only to Mana (Lavender)!
Protection
Sum of protection points. E.g. "protection against" Cold, Poison, File, and Lightning.
The resulting potion will yield this many: Potion_param parameter points. Potion_stat statistic points. Potion_prot "protection against" damage points.
All this is a bit much, but let us look at the formulas one by one, to understand what they imply:
The Gain Factor F and the Magic_Number:
F = ( N_perma_ingr + N_perma_slots + 8 ) / 10
= Magic_Number / 10
The only Formula you will need to remember is the one calculating the so called F-factor. This number determines the overall gain, in the final "Potion_" formulas.
Important: It is assumed that you have learned the Alchemy skill *and* have invested 10 (Alchemy_Level = 10) skill points in it. Thus the alchemy efficiency factor F_alc = ( 10 + 10 ) / 20 = 1.0, is optimal, and can be ignored in the all the following formulas.
As you can see - your e.g. Dex parameter values - in the best case will be multiplied by a factor of F=1.8. Thus if you use 10 ingredients with 1 Dex each (10 x 1 Dex = 10 Dex), your resulting potion will yield not 10 but 18 Dex points. A significant increase!
Now the sum, the so called Magic Number,
Magic_Number = N_perma_ingr + N_perma_slots + 8
can have the values from 10 to 18 (maximum). Larger Magic_Number values than 18 will be reset to 18!
So to make the most out of your ingredients (without wasting any needlessly), you will want to attain the Magic_Number of 18 in the sum, resulting in a Gain factor of F = 18/10 = 1.8).
Valid combinations for the Magic_Number = 18:
N_perma_ingr + N_perma_slots + 8 = 18 Ingredient type(s)
------------ ------------- ------------------
9 1 1 (1 slot)!
1 + 7 2 2 (2 slots).
2 + 6 2
3 + 5 2
4 + 4 2
1 + 1 + 5 3 3 (3 slots).
1 + 2 + 4 3
1 + 3 + 3 3
2 + 2 + 3 3
1 + 1 + 1 + 3 4 4 (4 slots).
1 + 1 + 2 + 2 4
The combinations help to quickly decide how to best use the number of ingredients you have, to thus make the most of them.
Note: Not 10 ingredients of the same type will yield the optimal gain factor F, but 9! (Alas, for e.g. 1 Dex ingredients this is not true, see below).
What does the optimal Gain Factor of F = 1.8 imply?
It means that the total number of points of the actual parameter type times 1.8
Parameters * 1.8
should come out even. Or else, you will again be wasting resources.
Example: You want to use one ingredient type with 1 Str. According to the above combinations, you need to use 9 ingredients total in one slot. The gain factor is F = 1.8 then. But, 1.8 x 9 x 1 Str yields 16.2 Str. This is not an even number, and the game will turn it into 16 Str, i.e. you are wasting .2 points Strength in this case.
Optimization: So even though the minimum number of ingredients would be 9, you should instead use 10 ingredients to make the resulting Strength value come out even. I.e. Magic_Number = 10 + 1 + 8 = 19, but is reduced to 18, thus F=1.8. Then Potion_param = (10 x 1 Str ) x 1.8 = 18 Str. You invest 10 Str points and gain 18 Str.
How to make Potion_param come out even with F=1.8?
As the above example shows, any ingredient that increases a parameter by only *1* (called 1-up ingredients) will not let you come out even in the Potion_param formula by simply using any number of ingredients. Only the numbers 5 and 10 multiplied will F=1.8 do this (i.e. Potion_param = 9 or 18). So in this case only these combinations are optimal:
Valid combinations for 1-up only ingredients:
N_perma_ingr + N_perma_slots + 8 > 18 Ingr. type(s)
------------ ------------- -------------
10 1 1 (1 slot)!
5 + 5 2 2 (2 slots).
Yes, you probably guessed it, this means that you will need to collect at least 5 of your 1-up ingredient type (plus again 5 of another type) to gain the optimal yield for your parameters. And, yes that means some of your ingredients will need to be stored for some time until you will be able to best use them.
So always calculate the Parameters value, and then multiply it by 1.8 to check if you are coming out even. Other values 5-up or 10-up are possible though, e.g. 10 Mana. You can use any number of them to "buffer" your 1-up ingredient values.
Example: You have two plants, one ups the parameters by 1 Str, the other by 10 Mana per ingredient. You have 5 of each type. From the above you must use 5 * 1 Str to come out even, and from the combinations table, concerning 2 ingredients in 2 slots you only need 3 * 10 Mana, to get F = ((5 + 3) + 2 + 8)/10 = 1.8. The resulting Potion increases Strength by 9 (Potion_param) and Mana by 54 (Potion_stat). Optimal gain, by using the least number of plants!
Why is the use the of lowest number of ingredients an optimization?
Because the ingredients you do not needlessly use can then be used for other potions. Thus helping you to make the most of what you have collected.
Example: You have 18 plants that increase Mana by 10 each. According to older FAQs you would first use 10 and then 8 ingredients to brew two potions. The first potion will use
F = (10+1+8)/10 = 1.8 (1.9 was clipped to 1.8!),
Potion_stat = 10 * 10 Mana * 1.8 = 180 Mana
so far so good, for the second potion this is not as good:
F = (8+1+8)/10 = 1.7,
Potion_stat = 8 * 10 Mana * 1.7 = 136 Mana
Your Mana will increase by a total of 316 Mana.
Optimization: If you use the knowledge and tips above, you will remember that you only need 9 ingredients of one type to optimize the gain factor F. So it is better to brew two potions using 9 plants each instead.
F = (9+1+8)/10 = 1.8,
Potion_stat = 9 * 10 Mana * 1.8 = 162 Mana
The total gain is 2 * 162 Mana = 324 Mana, so you won an additional 8 Mana points, just by more cleverly choosing the number of plants for your potions.
All this reads a lot more complicated than it really is. Just pick a few permanent ingredients, follow the Magic_Number formula (count to 18), and you will see that the resulting potions indeed yield the calculated results.
Note: After these basics, see the step-by-step "Brew Permanent Potions to increase Vit, Dex, Str, Will, and Mana?" Q&A.
*Brew Permanent Potions to increase Vit, Dex, Str, Will, and Mana?
The above "Formula to brew Permanent Potions to increase Vit, Dex, Str, Will, and Mana?" Q&A may be a bit hard to read, so here is a step-by-step checklist for everyday use, to help you brew Permanent Potions that increase your Parameters (and Stats).
- First off place the ingredients with permanent effect into your inventory. These will mostly be plants and a few organic components (e.g. Fox Liver, Beaver Fat). See the "A list of Permanent Ingredients?" Q&A.
- Do *not* use other potions or ingredients with temporary effect in your potions here!
- Sort your ingredients by the amount of parameter points in Vit, Dex, Str, Will, and Mana.
- You will need to use 5 or 10 of ingredients of one kind that only up your parameters by 1 (or by 2, 3, or 4)
- Or choose several different ingredients creating a parameter sum that is a multiple of 5 (e.g. 5, 10, 15).
Example: 2 x Dex+1 + 3 x Dex+1 = 5 Dex.
- Ingredients that up your stats by 10 can be used as buffers (in any number), to create the optimal gain factor F=1.8.
Example: 2 x Dex+1 + 3 x Dex+1 + 2 x 10 Mana
- Choose your ingredients and then calculate the Magic_Number for the gain Factor F.
Magic_Number =
- Add up the number of permanent ingredients you used.
- Then add the number of slots used by your permanent ingredients.
- Finally add 8.
This Magic_Number should be 18 or higher! Values larger than 18 will be cropped to 18.
- Should your combination of ingredients not result in the Magic Number 18, then you may need to choose a different set of ingredients! Then recalculate the Magic Number.
- Calculate the gain factor: F = Magic_Number / 10.
Example: 5 + 3 ingredients in 2 slots:
F = ( (5+3) + 2 + 8 ) / 10 = 1.8
- For optimum results the gain factor F should then be 1.8!
- Now press the Cauldron button on the Inventory screen to brew your optimized Potion!
- If you like you can save the recipe for later use.
See "Formula to brew Permanent Potions to increase Vit, Dex, Str, Will, and Mana?" Q&A for other ingredient combinations.
Comment: You basically only need to choose the right ingredients, decide with what combination of ingredients you want to sum up to the Magic_Number of 18.
*Formula to brew Permanent Potions to increase Protection against Fire, Cold, Lightning, and Physical damage?
To create potions with permanent effect use permanent Minerals and one e.g. Small Mana Potion to ensure that the result will also turn out to be a potion, and not e.g. a Power-up crystal.
Note: The permanent Organics, namely Dragon Scale (P,C,F,L +25) and Earth Elemental Crystal (P+50) are automatically cooked into potions!
All this basically uses the same formulas as mentioned in the "Formula to brew Permanent Potions to increase Vit, Dex, Str, Will, and Mana?" Q&A. There is just one difference, the protection points are summed up but then divided by 20 (instead of 10). This means the best gain factor possible for potions that increase protection is 0.9 (90%). Since the minerals cannot be consumed directly, this is as good as it gets.
You can recognize the permanent Mineral ingredients by two details:
- "Effect is permanent." must be mentioned in the infobox.
- Mention of: "Increase protection against " Cold, Fire, Lightning, or Physical "by".
See the "A list of Permanent Ingredients?" Q&A for a complete list of permanent Ingredients that add "protection against".
The yield for potions, based on the values (points) mentioned in the infobox of the ingredients, is defined by these formulas.
Permanent Protection potion formulas:
Magic_Number = N_perma_ingr + N_perma_slots + 8
F = Magic_Number / 20
F_alc = ( Alchemy_Level + 10 ) / 20
Potion_prot = Protection * F * F_alc
Legend:F
The protection Gain Factor determines the overall yield. Possible values are 0.5 to 0.9 (optimum)!
F = [10...18] / 20
If the Magic_Number is larger than 18, it is set to 18!
N_perma_ingr
Number of permanent ingredients.
N_perma_slots
Number of slots used by ingredients with permanent effect. The game provides 5 slots total above the cauldron.
F_alc
The Alchemy Level based efficiency factor. Possible values range from 0.5 (worst) to 1.0 (optimum). Since we want best results: Alchemy_Level = 10, thus F_alc = 1.0.
Protection
Sum of protection points. E.g. "protection against" Cold, Poison, File, and Lightning.
The resulting potion will yield Potion_prot many "protection against" damage points.
Let us look at the formulas one by one, to understand what they imply:
The Gain Factor F and the Magic_Number:
F = ( N_perma_ingr + N_perma_slots + 8 ) / 20
= Magic_Number / 20
The only Formula you will need to remember is the one calculating the so called F-factor. This number determines the overall gain, in the final "Potion_prot" formula.
Important: It is assumed that you have learned the Alchemy skill *and* have invested 10 (Alchemy_Level = 10) skill points in it. Thus the alchemy efficiency factor F_alc = ( 10 + 10 ) / 20 = 1.0, is optimal, and can be ignored in the all the following formulas.
Now the sum, the so called Magic Number,
Magic_Number = N_perma_ingr + N_perma_slots + 8
can have the values from 10 to 18 (maximum). Larger Magic_Number values than 18 will be reset to 18!
So to make the most out of your ingredients (without wasting any needlessly), you will want to attain the Magic_Number of 18 in the sum, resulting in a protection gain factor of F = 18/20 = 0.9).
Valid combinations for the Magic_Number = 18:
N_perma_ingr + N_perma_slots + 8 = 18 Ingredient type(s)
------------ ------------- ------------------
9 1 1 (1 slot)!
1 + 7 2 2 (2 slots).
2 + 6 2
3 + 5 2
4 + 4 2
1 + 1 + 5 3 3 (3 slots).
1 + 2 + 4 3
1 + 3 + 3 3
2 + 2 + 3 3
1 + 1 + 1 + 3 4 4 (4 slots).
1 + 1 + 2 + 2 4
The combinations help to quickly decide how to best use the number of ingredients you have, to make the most of them.
Important: The use of the suggested Small Mana Potion, with temporary effect is ignored in the above list of combinations, because the Magic_Number only takes permanent ingredients into account!
Note: Not 10 ingredients of the same type will yield the optimal gain factor F, but 9 will do! Actually will have to do because the Small Mana Potion must take up one slot / ingredient.
What does the optimal protection Gain Factor of F = 0.9 imply?
It means that the total number of points of the current protection type, times 0.9,
Protection * 0.9
should come out even. Or else, you will again be wasting resources.
Info: Luckily most permanent protection minerals up the values by 10, so that *all* combinations, listed in the table above, will come out even!
Important: A few minerals, like Ruby or Quartz Crystals, up the protection values by 15, and Dragon Scale by 25. These should be used in pairs, to come out even.
Example: You have 3 Ruby (Fire+15) and 7 Magnesite (Lightning+10) minerals, since you should use 15-up minerals in pairs this allows for this optimal combination: 2 x Ruby + 6 x Magnesite + 1 x Small Mana Potion (F = ((2+6)+2+8)/20 = 0.9). The brewed potion will then yield 27 Fire and 54 Lightning protection. Save the left over minerals in another potion.
How to make Potion_prot come out even with F=0.9?
As mentioned, most permanent minerals with protection values are +10, thus you can use 1 to 9 of them in combinations to achieve the optimal protection gain factor F=0.9, to make Potion_prot come out even. Only those minerals that are +15 (like Rubies) or +25 (Dragon Scale) need to be used in pairs.
Valid combinations for +15 / +25 minerals with +10 minerals:
N_perma_ingr + N_perma_slots + 8 = 18 Ingr. type(s)
------------ ------------- -------------
2 + 6 2 2 (2 slots)
4 + 4 2
1 + 2 + 4 3 3 (3 slots)
2 + 2 + 3 3
1 + 1 + 2 + 2 4 4 (4 slots)
Bold N_perma_ingr numbers mark pairs!
As you can see a little care must be taken with +15/+25 permanent minerals.
So always calculate the Protection value, and then multiply it by 0.9 to check if you are coming out even.
Why is the use the of lowest number of ingredients an optimization?
Because the ingredients you do not needlessly use can then be used for other potions. Thus helping you to make the most out of what you have collected.
In short, just pick a few permanent Minerals / Organics that up protection values, follow the Magic_Number formula (count to 18), add a Small Mana Potion, and you will see that the resulting potions indeed yield the calculated results, with optimal gains!
Comment: Playing all quests, plus searching all of Antaloor will let you discover many permanent Minerals. But even with the above optimizations the protection values for Fire, Cold, Lightning, and Physical (= Piercing, Slashing, Bludgeoning), will only be upped by 1000-2000 points each (this includes the Level up based defense bonuses). This sounds like a lot, but a good armor (gloves, pants, etc.) will up those values by another 5000-6000 points. So you may want to rethink using the permanent minerals in such a way. Personally, I would now use them to create Power-up crystals and enchant weapons with them, instead. (Æon)
OPTIMIZED BREWING OF MAGIC POWER-UPS
*The Base Ingredients required to brew Power-up crystals?
It is quite interesting problem how to create so called Magic Power-ups used to charm your weapons. The basics are simple enough, but a recipe optimization takes some thought.
Recipe: Base ingredient for all Power-ups are permanent Minerals.
Differing from common myth the base ingredients for Power-ups are *not* solely permanent Minerals that up your protection values, but also Restoratives and temporary Ingredients. The latter are used as "buffers" to significantly reduce the number of required permanent minerals.
You can recognize the permanent Mineral ingredients by two details:
- "Effect is permanent." must be mentioned in its infobox.
- Mention of: "Increase protection against " Cold, Fire, Lightning, or Physical "by".
See the "A List of permanent Minerals?" Q&A for details.
*A List of permanent Minerals?
Base of Power-up brewing are the permanent Minerals. These minerals also define the damage type of the Power-up.
Permanent Minerals:
Mineral Protection Magic_Number Power-up
------- ---------- ------------ --------
Amber Fire +10 10 Fire
Sulfur Fire +10 10 Fire
Topaz Fire +10 10 Fire
Ruby Fire +15 15 Fire
Azurite Cold +10 10 Cold
Garnet Lightning +10 10 Lightning
Magnesite Lightning +10 10 Lightning
Quartz Crystal Lightning +15 15 Lightning
Opal Physical +10 10 Poison
Salt Physical +10 10 Poison
Diamond P,C,F,L +10 25 (1) Poison (2x)
Silver C,F,L +10 20 (2) Cold (2x)
Formula: "Protection" -> Magic_Number [no Cap!]
(1) : = 10 + 30/2 (2) : = 10 + 20/2
Calculation: The "Protection" related Magic_Number (see (1) and (2) above) for permanent Minerals is calculated as follows:
Highest_perm_prot + All_other_perm_prot / 2
See the "Formula to brew Power-up crystals that add 50% damage?" Q&A for details.
Important: Make sure that you use less than or as many temporary ingredients as permanent minerals in your recipe! E.g. 2 permanent Minerals will only let you use a maximum of two non-permanent ingredients.
Note that Restoratives seem to be counted as temporary ingredients in this context, but temporary Minerals seem to be exempt!
2 x perma Minerals + 2 x Restoratives + 1 x temp Ingredient = Potion, not a Power-up!
1 x perma Minerals + 1 x temp Minerals + 1 x Restorative + 1 x temp Ingredient = Power-up!
*A List of temporary Minerals?
As it turns out the temporary Minerals are the most important ingredient, right after the permanent Minerals of course, when it comes to efficiently brewing 50% Power-up crystals.
There are two classes of temporary Minerals, those that "Increase protection against Fire / Cold / Lightning / Physical by" 50 or 100 points.
Temporary Minerals:
Mineral Protection Magic_Number Abundance Timer
------- ---------- ------------ --------- -----
Amethyst Fire +100 25 40 3 min.
Emerald Cold +100 25 53 3 min.
Sapphire Light +100 25 64 3 min.
Calcite Fire +50 12 40 2 min.
Haematite Fire +50 12 58 2 min.
Desert Rose Cold +50 12 46 2 min.
Mica Light +50 12 61 2 min.
Pyrite Phys +50 12 63 2 min.
Phys : Physical protection
Light : Lightning protection
Formula: "Protection" / 4 -> Magic_Number [no Cap!]
Calculation: The "Protection" related Magic_Number for temporary Minerals is calculated as follows:
All_temp_prot / 4
See the "Formula to brew Power-up crystals that add 50% damage?" Q&A for details.
Usage: See the "Are Temporary Minerals the key to creating 50% Power-ups?" Q&A for details.
*What Temporary Ingredients increase Mana and HP for Power-up brewing?
Not only the permanent Minerals are of interest when brewing Power-up crystals, some temporary Ingredients are so as well.
Temporary Ingredients:
Ingredient Increases Poison Magic_Number Abundance
---------- --------- ------ ------------ ---------
Spurge 150 Mana -100 HP 15 -6HP 146(rare)
Screama Badilla 300 Mana -250 HP 20 -16HP 161(rare)
Blue Eye 200 HP 20 295
Hemlock 100 Damage -300 HP 10 -20HP 173
Formula: "Increases" / 10 -> Magic_Number [20 Max!]
Calculation: The "Increases" related Magic_Number for temporary Ingredients is calculated as follows:
All_temp_stat / 10 [Max 20!]
The "Poison" related Magic_Number is:
HP_Restorative / 15 [Max 12!]
Note: Usually you would have a HP Restorative like Reaper Muscle (restore +500HP) in your recipe, e.g. with Screama Badilla (-250HP), so the calculation would then be (500HP - 250HP) / 15 = 16 HP -Cap-> 12 HP.
See the "Formula to brew Power-up crystals that add 50% damage?" Q&A for details.
Poison: The poisoning - negative HP - goes into the HP_Restorative variable, and can be interpreted as negative HP Restoration. See the temporary Ingredients Spure, Screama Badilla, and Hemlock!
Note: The above temporary ingredients count as temporary stats. These are *not* restoratives!
*What Restoratives up Mana and HP for Power-up brewing?
The third group of ingredients that are of interest when brewing Power-up crystals, are (mainly the HP) Restoratives.
Restorative Restores Magic_Number Abundance Poison
----------- -------- ------------ --------- ------
Rattle Snake Rattle 1000 Mana 12 -5HP 7 (rare!) -80 HP
Rabbit Bladder 95 HP 6 660
Boletus 100 HP 6 953
Might of Nine 150 HP 10 171
Diptame 200 HP 12 144
Meat 200 HP 12 469
Bloatroot 250 HP 12 136
Goose Liver 500 HP 12 66 (rare)
Reaper Muscle 500 HP 12 1184 (abundant!)
Spider Gland 1500 HP 12 40 (rare)
Foodball 3000 HP 12 10 (rare!)
Formula: "Restores" / 15 -> Magic_Number [12 Max!]
Calculation: The "Restores" related Magic_Number for Mana Restoratives is calculated as follows:
MP_Restorative / 15 [Max 12!]
And the "Restores" related Magic_Number for HP Restoratives *and* the "Poison" related Magic_Number is:
HP_Restorative / 15 [Max 12!]
See the "Formula to brew Power-up crystals that add 50% damage?" Q&A for details.
*Formula to brew Power-up crystals that add 50% damage?
The general formula to create any class (10%, 20%, 50%) of Magic Power-up is rather complex, because it can be quite difficult to properly interpret the implications of possible ingredient use.
Not only are the permanent protection values relevant, but also temporary protection values, temporary and permanent statistic values (Mana, HP, Damage), temporary and permanent parameter values (Vit, Dex, Str, or Will), and finally the values of HP and Mana restoratives.
But fear not, usually only 3-4 variables are actually used when optimizing your Power-up brewing.
Power-up Crystal Formulas:
Power_Up = Highest_perm_prot +
All_temp_prot / 4 +
All_other_perm_prot / 2 +
All_temp_stat / 10 + [Max 20!]
All_perm_stat / 10 + [Max 20!]
All_temp_param / 2 + [Max 20!]
All_perm_param / 2 + [Max 20!]
HP_Restorative / 15 + [Max 12!]
MP_Restorative / 15 [Max 12!]
F_alc = ( Alchemy_Level + 10 ) / 20
Magic_Number = Power_Up * F_alc
Legend:Power_Up
Sum of various values, relevant for the Magic_Number.
Magic_Number
Final number that determines the Power-up class. See the "What defines the Power-up damage Classes 10%, 20%, and 50%?" Q&A.
Highest_perm_prot
The largest sum of protection points of all types used. E.g. 20 Fire + 30 Cold, make Highest_perm_prot = 30 Cold! This value defines the type of the Power-up, here Cold damage. If there is no maximum sum, then the type of the first value in the infobox defines the Power-up type.
All_temp_prot / 4
Sum of all temporary protection values, usually from temporary Minerals.
All_other_perm_prot / 2
Sum of all other permanent protection values, excluding those used in Highest_perm_prot.
All_temp_stat / 10
Sum of all temporary statistic values, divided by 10. But only a maximum of 20 points is counted. Usually derived from Mana (Spurge, Screama Badilla), HP (Blue Eye), and Damage (Hemlock)) stats.
All_perm_stat / 10
Sum of all permanent statistic values, but only a maximum of 20 points is counted.
All_temp_param / 2
Sum of all temporary parameter values, (Vit, Dex, Str, or Will), max 20!
All_perm_param / 2
Sum of all permanent parameter values (Vit, Dex, Str, or Will), max 20!
HP_Restorative / 15
Sum of all restored Health Points points, max 12! (*** link to table!)
MP_Restorative / 15
Sum of all restored Mana Points points, max 12!
F_alc
The Alchemy Level based efficiency factor. Values range from 0.5 (worst) to 1.0 (optimum). Since we want best results: Alchemy_Level = 10, thus F_alc = 1.0.
Optimum: It is assumed that you have learned the Alchemy skill *and* have invested 10 (Alchemy_Level = 10) skill points in it. Thus the alchemy efficiency factor F_alc = ( 10 + 10 ) / 20 = 1.0, is optimal, and can be ignored in the all the following formulas: Magic_Number = Power_Up
As you can see quite a lot of possible ingredient types and values can go into the creation of a Power-up crystal.
*How to define the Power-up Type - Lightning, Fire, Cold or Poison?
Short: Your permanent Minerals' highest sum of protection values.
Highest_perm_prot (see "Formula to brew Power-up crystals that add 50% damage?" Q&A) determines the Power-up type, and represents the largest sum of *permanent* protection points of all types used in recipe.
Example: Using 2 x Amber (+10 Fire) and 3 x Magnesite (+10 Lightning) in a recipe will yield a total of 20 Fire and 30 Lightning protection, in a preliminary calculation. This means the largest sum of protection points is 30 for the type Lightning, thus Highest_perm_prot = 30 Lightning. Lightning protection then creates a Power-up that increases the Lightning damage.
The different protection types, Lightning, Fire, Cold, and Physical will thus create Power-up crystals that increase Lightning, Fire, Cold and Poison damage, respectively.
Special Case: Should none of the sums of protection points (per type) max out, i.e. they are all the same, then Highest_perm_prot simply uses the first sum and protection type mentioned in the infoboxes.
Example: Using 2 x Diamond (+10 Physical, Cold, Fire, Lighting) to create a 50% Power-up, will turn it into a Poison damage crystal, because the protection type Physical is mentioned first in the infobox. For Silver it is Cold.
*What defines the Power-up damage Classes 10%, 20%, and 50%?
After calculating the sums of the various values for Power_Up and multiplying it with F_alc - the Alchemy Level based efficiency factor - you get the so called Magic_Number. The value ranges of this number determine of what Power-up class the crystal will be:
Magic_Number < 18 -> 10% damage Power-up
Magic_Number >= 18 -> 20% damage Power-up
Magic_Number >= 41 -> 50% damage Power-up
So, for optimum results you will want to create recipes with a Magic_Number of at least 41, to brew the sought after 50% damage Power-ups.
*Are Temporary Minerals the key to creating 50% Power-ups?
Yes, indeed they are, as careful interpretation of the "Formula to brew Power-up crystals that add 50% damage?" Q&A shows.
Reasons: For one the temporary Minerals do not change the outcome of the recipe, i.e. turning them into potions, like too many organic ingredients will do. On the other hand the temporary Minerals are efficient stats boosters, Magic_Number-wise.
Result: It is possible to create 50% Power-ups using only one permanent Mineral, a temporary Mineral, plus quite abundant non-permanent ingredients.
Quick'n Dirty: If you want to skip all the "math" below, to simply create the Power-up crystals, read the "Optimal 50% Power-up brewing for Dummies?" Q&A.
Basic 50% Power-up Recipe for one permanent Mineral:
1 x permanent Mineral + [+15|+10 protection]
1 x temporary Mineral + [+50|+100 protection]
1-2 x temporary Ingredients / Restoratives
Ingredients for 50% Power-ups:
Perma(+15) with Temp Mineral(+50) Mineral - 50% Power-up recipe:
1 x Ruby or Quartz Crystal + [+15 protection]
1 x temporary Mineral + [+50 protection]
1 x Blue Eye [+200 HP]
or
1 x Spurge + [Mana+150, -100 HP]
1 x Reaper Muscle [Restore 500 HP]
Perma(+15) with Temp(+100) Mineral - recipe:
1 x Ruby or Quartz Crystal + [+15 protection]
1 x temporary Mineral + [+100 protection]
1 x any temp Ingredient
Note: The perma +15 and temp +100 minerals yield 40 Magic_Number points, so you only need one more point to create a 50% Power-up. This means you can use just about any temporary ingredient. E.g. Rabbit Bladder, Boletus, Red Toadstool, Heavey Toadstool, etc.
Perma(+10) with Temp(+50) Mineral - recipe:
1 x permament Mineral + [+10 protection]
1 x temporary Mineral + [+50 protection]
1 x Blue Eye [+200 HP]
or
1 x Spurge + [Mana+150, -100 HP]
1 x Reaper Muscle [Restore 500 HP]
Perma(+10) with Temp(+100) Mineral - recipe:
1 x permanent Mineral + [+10 protection]
1 x temporary Mineral + [+100 protection]
1 x Spurge [Mana+150, -100 HP]
or
1 x Reaper Muscle [Restore 500 HP]
Why these recipes work can be checked in the "Magic_Number calculation examples using Temporary Minerals?" Q&A.
Special Case - Diamond & Silver: The above mentioned recipes are the most you can get out of permanent Minerals, but there are a few cases when this may not be what you want. E.g. Diamond will always create Poison Power-ups and Silver always Cold Power-ups. So you might want to read the "How to create 50% damage Power-ups with two permanent Minerals?" Q&A, and use a second +10 permanent Mineral to control the Power-up type outcome for Diamond and Silver.
More Recipes: See the "More suggestions on how to create 50% Power-ups?" Q&A.
*Magic_Number calculation examples using Temporary Minerals?
Why do the recipes in the "Are Temporary Minerals the key to creating 50% Power-ups?" Q&A work?
Lets analyse the recipes by using the Power-up Crystal Formulas (see the "Formula to brew Power-up crystals that add 50% damage?" Q&A):
Magic_Number Example:
1 x Ruby or Quartz Crystal + [+15 protection]
1 x temporary Mineral + [+50 protection]
1 x Blue Eye [+200 HP]
This works because:
Magic_Number = 15 + [ 1 x (+15) ] Highest_perm_prot
12 + [ 50/4 -> 12 ] All_temp_prot
20 [ 200HP/10 -> 20 ] All_temp_stat
= 47 >= 41 -> 50% crystal!
2nd Magic_Number Example:
1 x permanent Mineral + [+10 protection]
1 x temporary Mineral + [+100 protection]
1 x Spurge [Mana+150, Poison -100 HP]
Again the "potent" temporary Mineral yields very high point counts, also not how the poisoning enters the formula:
Magic_Number = 10 + [ 1 x (+10) ] Highest_perm_prot
25 + [ 100/4 -> 25 ] All_temp_prot
15 [ 150MP/10 -> 15 ] All_temp_stat
-6 [ -100HP/15 -> -6 ] HP_Restorative
= 44 >= 41 -> 50% crystal!
These examples should help you experiment with ingredients on your own.
*How to create 50% damage Power-ups with two permanent Minerals?
The many values that go in the Magic_Number (see the "Formula to brew Power-up crystals that add 50% damage?" Q&A)) yield several very interesting combinations of ingredients to create 50% Power-ups.
Tip: I strongly recommend using temporary Minerals in the recipes (see "Are Temporary Minerals the key to creating 50% Power-ups?" Q&A), before you try the following more wasteful recipes!
Should you want to use two permanent protection Minerals (two of the same kind or two different ones), and do not have any temporary Minerals, then use Restoratives and/or temporary Ingredients exclusively as "buffers"!
Basic 50% Power-up Recipe for two permanent Minerals:
1 x permanent Mineral + [+15|+10 protection]
1 x permanent Mineral + [+15|+10 protection]
1-2 x temporary Ingredients / Restoratives
Note: Since we are only using two permanent ingredients we can only use a maximum of two temporary Ingredients / Restoratives additionally, to create the Power-up.
Ingredients for 50% Power-ups:
Perma(+15) with Perma(+10) Mineral of same type - Fire, Lightning:
1 x Ruby or Quartz Crystal + [+15 protection]
1 x permanent Mineral + [F+10 or L+10 protection]
plus
1 x Blue Eye [+200 HP]
or
1 x Spurge + [Mana+150, -100 HP]
1 x Reaper Muscle [Restore 500 HP]
2 x Perma(+15) Minerals of same type - Fire, Lightning:
2 x Ruby + [ 2 x +15 protection]
or
2 x Quartz Crystal + [ 2 x +15 protection]
plus
1 x Blue Eye [+200 HP]
or
1 x Spurge [Mana+150, -100 HP]
or
1 x Diptime [Restore 200 HP]
Instead of Diptime, any HP Restorative with +200 HP or more will do (i.e. Meat, Bloatroot, Lover, Reaper Muscle). Instead of Spurge you can also use Screama Badilla.
2 x Perma(+10) Minerals of same type - Fire, Lightning, Cold, Poison:
2 x permament Mineral + [ 2 x +10 protection]
1 x Reaper Muscle + [Restore 500 HP]
plus
1 x Blue Eye [+200 HP]
or
1 x Spurge [Mana+150, -100 HP]
Many more ingredient combinations are possible.
If you are looking for more examples, see the "Magic_Number calculation examples using two permanent Minerals?" Q&A.
*Magic_Number calculation examples using two permanent Minerals?
If you are interested in the how the Magic_Number is calculated using two permanent Minerals, then read on:
Magic_Number Example: Use this ingredient setup:
2 x permanent Mineral(+10) +
1 x Reaper Muscle +
1 x Spurge(Mana+150, -100 HP) or Screama Badilla(Mana+300 -250 HP)
In every case this will yield a 50% Power-up crystal, due to:
Magic_Number = 20 + [ 2 x (+10) ] Highest_perm_prot
12 + [ (500-100)HP/15
or (500-250)HP/15
-> 12] HP_Restorative
15|20 [(150|300)/10 All_temp_stat
-> 15|20]
= 47 or 52 >= 41 -> 50% crystal!
Note how the Poison values need subtracted in the calculation!
2nd Magic_Number Example: As an alternative also try this ingredient setup:
2 x permanent Mineral(+10) +
1 x Blue Eye(+200 HP) +
1 x Rabbit Bladder(restore 95 HP) or Boletus(restore 100 HP)
This works, due to:
Magic_Number = 20 + [ 2 x (+10) ] Highest_perm_prot
20 + [200HP/10 -> 20] All_temp_stat
6 [(95|100)/15 ->6] HP_Restorative
= 46 >= 41 -> 50% crystal!
Important: As you can see the two 10-up minerals and Blue Eye already yield 40 points, so you only need one more point to create a 50% Power-up. This means you can use just about any temporary ingredient (instead of the Rabbit Bladder or Boletus): Red Toadstool (Str+2, 673 or Dex+2, 683), Heavey Toadstool (Vit+2, 693), any of the other abundant animal parts e.g. Wyvern Lacrimal Gland (Dex+7, 784), or Skeletal Bone Marrow (Will+5, 824).
*More suggestions on how to create 50% Power-ups?
The process of optimization continues, the best way to turn permanent Minerals into 50% Power-ups is explained in "Are Temporary Minerals the key to creating 50% Power-ups?" Q&A.
But for those interested, there are several other ways to use temporary ingredients instead:
- 3 x Ruby (waste)
- 2 x Diamond (waste)
- 1 x Diamond or Silver + 1 x Unicorn Horn = 50% Lightning (rare)
- 1 x Diamond or Silver + 1 x Pearl = 50% Cold (rare)
- 2 x perma Mineral(+10) + 1 x MP-up + 1 x HP-up
- 2 x perma Mineral(+10) + 1 x Blue Eye + 1 x Beletus
(Instead of Beletus (cheap), just about *anything* also works!)
- 1 x Diamond + 1 x Blue Eye
(The only one mineral recipe (without temporary Minerals) to create a 50% Poison Power-up!)
- 1 x Diamond + 1 x perma Mineral(+10) + 1 x Blue Eye
(Instead of Blue Eye, Spurge or Reaper Muscle also work!)
Tip: Since permanent Minerals with +10 Cold are very rare, and sind Cold Power-ups are actually quite efficient against most beasts, I'd suggest you use the joker minerals Diamond and Silver to create 50% Cold Power-ups:
1 x Diamond or Silver +
1 x Azurite (+10 Cold) +
1 x Spurge or Reaper Muscle
Obviously there are many more recipes to try out, but these examples should get you on the right "experimentation" track.
*Optimal 50% Power-up brewing for Dummies?
If you only want to create 50% Power-up crystals with the least amount of resources, then read on. The recipes are far from being the only ones, but they work and get the job done.
Recipe:1 x permanent Mineral (+10 protection) +
1 x temporary Mineral (+50 protection) +
1 x HP Restorative (restores +500 HP, or more) +
1 x "Junk"-Ingredient
Choose a permanent Mineral to define Power-up type:
Fire: use Amber, Sulfur, Topaz, or Ruby(+15).
Cold: use Azurite or Silver(C,F,L +10).
Lightning: use Garnet, Magnesite, or Quartz Crystal(+15).
Poison: use Opal, Salt, or Diamond(P,C,F,L +10).
Note: Recipe works for +10, and for all other Minerals here even more so.
Choose a temporary Mineral:
+50: use Calcite, Haematite, Desert Rose, Mica, or Pyrite.
+100: use Amethyst, Emerald, or Sapphire (waste).
Note: Recipe works for +50, even more so for +100 minerals.
Choose a "potent" HP Restorative:
+500 HP: use Reaper Muscle or Liver.
+1500 HP: use Spider Gland (waste).
+3000 HP: use Foodball (waste).
Choose a "Junk"-Ingredient:
Parameter Boosters: use Yellowroot(Vit+14, -100 HP), Ostrich Plumes(Vit+20).
Statistics Boosters: use Spurge(Mana+150, -100 HP), Hemlock(Damage+100), Blue Eye(HP+200) or Screama Badilla(Mana+300, -250 HP).
2nd Recipe:1 x permanent Mineral (+10 protection) +
1 x temporary Mineral (+50 protection) +
1 x Blue Eye (HP+200)
Info: The optimization referes to the minimal use of permanent Minerals (one!, +10), plus the use of the most abundant temporary Minerals, those providing +10 protection, and the most abundant Restorative, the Reaper Muscle.
Formula: Should you now be interested in the "math" behind all of this, read the "Are Temporary Minerals the key to creating 50% Power-ups?" Q&A.
*Are these calculations for Power-ups rock solid?
Now, after a lot of research, indeed they are. The formula mentioned in the "Formula to brew Power-up crystals that add 50% damage?" Q&A works exactly as expected.
Special Case Poisoning: Below tests the special case of negative HP values due to poisoning. As it turns out poisoning can be viewed as negative HP restoration, and needs to be applied to the HP_Restorative sums.
Test Case:
Recipe: 2 x permanent Minerals + [perm protection +10]
1 x Screama Badilla + [Mana +300,
Poison -250 HP]
1 x Might of Nine [restore +150 HP]
Magic_Number = 20 + [ 2 x (+10) ] Highest_perm_prot
20 + [300MP/10 -> 20] All_temp_stat
-6 [(150-250)HP/15] HP_Restorative
= 34 < 41 -> 20% crystal!
As expected the poisoning prohibits the creation of a 50% Power-up. Use a more potent HP restorative, like Reaper Muscle (+500 HP) to create a 50% Power-up.
QUEST RELATED TIPS
Gameplay Mechanics: Start the Main Quest later?
There is something a beginner should be aware of due to a bug in the main quest: Gandohar, an important character, can at some point in the quest succession disappear, making it impossible to finish the main quest. Even with v1.5 of Two Worlds.
Solution: Avoid starting the main quest right at the beginning of the game. To do this, simply avoid getting close to (talk to) Gandohar, who is waiting for you South of Komorin village.
Advantages:
- This lets you roam the lands and play the side-quests, without fearing to mess up or finish the main quest by accident. Once the main quest is finished, the game ends. Any side-quests you wanted to complete would no longer be accessible.
- The main quest relevant NPCs are not yet spawned! Thus you cannot accidentally kill them.
Source: Beginner Gameplay Tips and Strategies (1.5) @ TwoWorldsVault by Propheet
What Quest related Items should be collected and kept?
On your long voyage through the lands of Antaloor you will collect many items, most of them you will sell right away, but a few of them you should keep, they will be required in side quests:
- 5 x Dodo Feathers will be required in a Cathalon quest. Hunt Dodos to get them.
- The permanent ingredient 5 x Saffron is required in another Cathalon quest. Be sure to collect them, or you are in for a lot of footwork trying to find this plant in Antaloor.
- Bodlo the Cook in the Eastern Camp will need 7 x Wolf Hearts.
- The Mage Seloth Brotun in Qudinar needs 1 x Summon Skeleton magic card and 1 x Senior Necro Staff.
Tip: Even playing as a Mage you may not have the staff, try the Necromancer merchants, or liberate one of the (Black) Claw Towers.
- The thief Athos Keios in Qudinar wants you to organize 5 x Lockpicks.
- The Necromancer Asmohar in the Dead Forest will ask for a Sting of a Scorpion. What he really wants you to get is 1 x Scorpion Poison Gland. Hunt for any Scorpion in the forest to get it.
- The healer Pak'mun in the Drak'ar Desert needs one critical ingredient to brew a potion. He asks for a Scorpion Tail, again, what he really wants you to get is 1 x Scorpion Poison Gland.
- The adventurer Prantax at Kehar in the Drak'ar Desert tells you how to summon the Albino Dragon, by collecting crystals. What he actually suggests is to collect 5 x Sulfur minerals.
- There are quite a few items that only provide a short description on a mouse-over in the inventory. When you try to sell them, they have no price. These are quest items that should not be lost!
Examples: The Staff for the old mage in Tharbakin, the Teleport Stones, the Teleport Activator, various Keys, Totems, Relics, etc.
What Quest related Items should be carried around?
In many cases it should be clear - the quest description should make it clear - what the quest items are good for. So in many cases you can stash away such quest items, to avoid accidentally dropping them, and to gain a bit more space in your inventory.
Note: You cannot accidentally sell quest items.
Tips:
- There are several keys you will collect in the game, but once these have been used to open doors / gates they are no longer required. Stash them away.
- Any collected relics will only be useful towards then end of the game, when you actually have all five of them. So stash them away as well.
All this is a bit tricky, because at other times it may not be totally clear what quest item will yield new dialog options with quest givers. So it is usually a good idea to keep any quest items - collected in a certain city - in your inventory, as long as you are solving the side quests there.
How to Unlock King Satrius' Tomb?
To the West of Qudinar you will discover the Tomb of King Satrius, but it quickly becomes clear that there is no way to enter the tomb without a key.
Note: There are actually two entrances to the tomb, first the King's Tomb entrance and then the King's Tomb Hidden Entrance (south-east of the tomb). Both are barred by iron gates.
You need to solve several side quests to open up the tomb, again, there are two ways:
- Visit the village of Windbreak and talk to the Mayor Gordar there. He will ask you to solve two side quests, before he gives you the key for the King's Tomb (main) entrance.
- As an alternative again go to Windbreak and talk to the wounded Captain Ran Hograd. He is looking for the extremely dangerous Orc White Head, and will send you on two side quests before he sends you to the King's Tomb Hidden Entrance cave. If you talk to White Head there *and* play the messenger between the two warriors, White Head will open up the iron gate in this cave that leads to Satrius' tomb.
Note: You can do either one of these quest sets, or both of them if you like.
How to convince Rose Primsey to take in homeless?
Rose Primsey, a very bitter elderly lady, lives in a large house and could easily take on several of the homeless people that are flooding Cathalon, due to the war with the Orcs. But why will she not react to dialogs?
Rose Primsey will only react to your bidding if you show unexpected kindness.
Spoiler: Give her a Flower. This special quest item is left over from another Cathalon side quest.
How to make the most of the legendary Orc Camouflage Armor?
The Orc Camouflage Armor is one of the more special items in Two Worlds. I turns the wearer into an Orc, thus making it possible to deceive Orcs. I.e. they will no longer attack the player.
There are only two drawbacks: The armor can only be used / equipped *once*! And it is so good that any human you pass will instantly attack you!
Tip: Solving the Quest for the armor smith Creo in Cathalon will get you the Camouflage Armor.
Usage:
- If you are more of the peaceful sort, this armor would let you explore all the Orc camps to the south without having to fight anyone.
Tip: Amazingly you can even pick locks on chests in those camps, and get away with it! The Orcs comepletely ignore you. Obviously the game's crime system does not apply to Orcs.
- After you get the side quest (The Deserter) to kill the human traitor Kun Paik in castle Hadeborg. It is very convenient to use the camouflage armor. Simply walk into the castle, while you are at it grab the three Catapult Triggers, kill Kun Paik, and then quickly exit via Teleport.
Tip: Again the Orcs will not stop you from stealing the Catapult Triggers. And even the Ogers there will ignore you.
- You can get close to Gor Gammar, enter the secret entrance at the north-east end of the city, walk right past all the Orcs in the dungeon, to explore the inner courtyard of Gor Gammar.
Tip: The Orcs even will let you steal the Fire Element, without attacking you!
So, if you want to play Two Worlds quickly, you could enter the lands south of the river Gon, visit Hadeborg and then continue right to Gor Gammar, all with your trusty Orc Camouflage Armor, while looting all chests on the way!
Where do I get the Key to the Ashos Temple?
There are three ways to get into the Temple of Ashos:
- Either you help the Ashos smith Uchinao Sakamoto, who built the new door for the temple of Ashos, and has kept a spare key. This ultimately means you have to "get rid" of his sister Hidee Sakamoto, though.
- Or you find a way to "silently" kill the smith, and take the key off his body.
- Or after helping the guard Hajime Masaware, near the town gate, to put an end to the magic dust dealer ring, he will give you a second side quest. He will send you to the wise Kano Mizoguchi, who wants you check the Ashos temple. To get you in, he will give you the temple key!
So, the only peaceful way to get into the temple, is the third method.
What do prematurely awarded Skill Points mean for Quests?
If you are a very meticulous player, you may quite often have hunted down animals, monsters or other baddies, and suddenly you read:
# skill points awarded
What does this mean?
There are many side quests that tell the player he needs to wipe out this or that mob. But if you kill that mob before the side quest was actually activated, by talking to the appropriate quest giver, you will prematurely receive skill points as a bonus.
So the message hints at a side quest you still need to find the quest giver for. Usually after you have found the quest giver, the quest is immediately solved, or you simply have to visit the indicated location on the map. Since the mob is already gone, your presence alone will solve the quest. Do not forget to return to the quest giver, though, for the reward.
Note: There is also an achievement system in place that rewards the player for killing a certain number of monsters. See the monster count number on the Stats (g-key by default) screen.
The Drak'ar Desert and the Albino Dragon?
When you enter the Drak'ar Desert from the south you may well have discovered the egg nest of the Albino dragon (where the Air Element can be found). This premature knowledge can accidentally cut off one of the two interesting quests that have to do with the Albino dragon:
- The adventurer Prantax at Kehar in the Drak'ar Desert tells you how to summon the Albino Dragon, by collecting crystals. What he actually suggests is to collect 5 x Sulfur minerals.
- The dragon Whispered, Ari Aldamor - his hut is marked on the map in the Drak'ar Desert - wants you to help the other dragons find their eggs again, the eggs the rogue Albino dragon has stolen. Ari is interested in the location of the Albino's nest.
Problem: If you have already visited the Albinos nest, and then directly talk to Ari, without visiting Prantax first, the side quest from Prantax will not exist.
Solution:
- Talk to Ari Aldamor (the Whispered), even if you have already found the Albino's nest in the south.
Note: If you like, you could also start off by talking to Prantax first. He tells you where Ari's Hut can be found.
- After talking to Ari the first time, he will give you the quest to find the nest. After the dialog, you will automatically have solved that side quest.
- But, do *not* talk to Ari right away again! Instead go to Kehar and talk to Prantax. He will not only tell you about the Crystals and how to make the Albino show up, but also give you the Quest to find and talk to Ari.
- Now search for the Sulfur crystals in the Desert, you need 5 and these need to be placed on the Altar in the Dragon's Lair.
Tip: You can find 3 such sulfur crystals near the Dragon's Lair teleport (western part of the ruins), two more can be found in Xanthos, and there is even one stuck under Ari's hut.
- Go to the Dragon's Lair Altar (marked on the map) with the 5 sulfur crystals. This will summon the Albino dragon. Do *not* kill it though.
- Alas if you now try to talk to Prantax again, he is gone from Kehar (***Strange?).
- Go back to Ari, and tell him about the Albino's nest. This will solve the "Talk to Ari" Quest plus spawn the two dragons east of the teleport (the teleport located directly east of the Dragon's Lair).
- Pay the two dragons a visit for some XP. You will notice the Albino is not here, he is still in the Dragon's Lair plaza. Only the two dragons that are supposed to kill the Albino dragon are here. A bug IMO.
- Go to the Dragon's Lair plaza, near the altar. There, as you approach, the Albino dragon will die before your eyes.
This is a much as you seem to be able to get out of these Albino Dragon related Quests.
You do not seem to be able to watch the two dragons fighting the Albino dragon. If you do not summon the Albino, he will already be dead, killed by the two normal dragons. And if you summon him, he will die before your eyes, without any "obvious" source of death.
The fight between Captain Hograd and White Head?
Ever wondered if the fight between Captain Hograd (should you have played the part of a messenger boy between him and the Orc) and White Head (Orc), actually really did take place near the Thargul Ruins?
Some searching results in finding them both dead. You cannot loot them and this does not seem to yield any extra XP. But it is interesting none-the-less, to actually see that the game world is consistent.
Note: It was mentioned that these NPCs can carry loot. Playing v1.5 of Two Worlds this was not the case though.
The exact location of the two warriors is not, as was stated near the Thargul Ruins but, when you enter the area via Teleport (the one closest to the Thargul Cave), go directly to the south-east (inside the horseshoe-like rock formation), to find them.
Does Laza Larat's mother exist?
You may have been part of the tragic demise of Laza Larat, the "flower girl", to the south-east of Four Stones village. After you gave her 5 gold coins, to help her sick mother, she will go into the woods to find plants for you. Alas this ends tragically, because she is killed by wolves in the forest.
Tip: Only after Laza's (also called Liz) death is her mother spawned into the game. She lives in a hut in the south-western part of Four Stones village. If you talk to her, she will really tell you off!
Comment: I have been looking for Laza's body in the nearby woods (in the west and north). I had been hoping to resurrect her, but alas she cannot be found. (Æon)
How to get into the Orc fortress Gor Gammar?
There are two paths to get into Gor Gammar, and then there is an elegant alternate way to enter the fortress.
Paths:
- If you do not want to dirty your hands, the Necromancer Asmohar in the Dead Forest will ask for a Sting of a Scorpion. What he really wants you to get is 1 x Scorpion Poison Gland. Hunt for any Scorpion in the forest to get it. After you help him clear out a nearby magic glade he will give you a Mysterious Device, the Necro Orc Killer that devastates Orcs.
Place this device near the main gate of Gor Gammar, to not only wipe out every Orc in the fortress, but also to unlock the door of the main gate.
Note: This is the only way to unlock the main gate. Also note this has some grave moral consequences in the game, i.e. you "accidentally" unleashed an army of undead Orcs on Antaloor. Read the "Consequences of using the Necro Orc Killer device?" Q&A for Details.
- The alternate path will require quite a bit of combat against Orcs on your part. Enter Gor Gammar via the Path of the Doomed dungeon entrance, located at the north-eastern end of the fortress wall. You will need to battle the Orcs outside the walls of Gor Gammar, in the dungeon corridors, and also inside the fortress walls.
Tip: There is a very elegant and relatively peaceful way to enter Gor Gammar though. Get the Orc Camouflage Armor from the armor smith Creo in Cathalon, then teleport (e.g. Fireclaw Tower Teleport) close to the gates of Gor Gammar, and equip (wear) the Camouflage armor there. You will turn into an Orc, and can simply walk past all of the Orc opposition. I.e. use the Path of the Doomed to enter the fortress.
Consequences of using the Necro Orc Killer device?
On your quest to get into Gor Gammar, you may have met the Necromancer Asmohar in the Dead Forest, after helping him to place the mysterious Necro Orc Killer device near the gates of Gor Gammar, a few things change in Antaloor.
Consequences:
- When you return to Asmohar wanting to tell him about the how the Necro Orc Killer worked, you will find him killed by a Paladin. The Paladin tells you about a new army of undead Orcs near Gor Gammar, hinting at strange happenings!
Hint: Alas it seems that the Orc Graveyard, as a possible place for such strange happenings, no longer spawns undead Orcs or is an exclusive for the undead in v1.6. But it still suggests a connection between graveyards and Shoots of Taint!
- It turns out that any Shoots of Taint in graveyards no longer "only" spawn a few ghosts, now undead beings are spawed when the Witching Hour (several minutes after sunset) nears.
- Should you still have Taint Shoot quest items in your inventory, you can place them on the ground anywhere in Antaloor, and wait for the Witching Hour. From each shoot you place, several undead beings are spawned, not undead Orcs though.
Note: Placing 4 shoots of taint, you are attacked by up to 10 undead. These include (randomized): Skeletons, Grand Skeletons, Undead Bears, Undead Wolves, Reapers (undead), Zombies, and Ghouls.
- If you care to wait the rest of the night and a full day, more undead will be spawned when the next Witching Hour nears.
- You could make use of all this, as a source of limitless XP. Also some of the ingredients left behind, like the Ghoul Brain, are valuable permanent ingredients.
Note: Only untouched (not picked up) shoots of taint will stay in the game, if you pick them up, place them somewhere, leave the area, and then return, the taint will have been removed by the game (like any other object you drop in the game).
Quest givers you may have missed?
It may seem trivial to simply move through all of Antaloor, and this alone will guarantee that every quest giver will be found. Alas this is not always the case.
One reason for this discrepancy is the fact that most cities have far too many nondescript NPCs walking around. This makes it difficult to actually spot all the quest givers.
Then there is also the problem of the day/night cycle. You may have visited all the areas of a city, at night. And at night quite a few quest givers will visit a nearby rest place and sleep. Thus when you roam the streets at night, you are missing quest givers.
Finally some quest givers will only show up - in areas you have already searched - after you talked to some other quest giver.
Examples:
- To the south of the central round plaza in Cathalon, there is a small group of people standing around, many NPCs walk past them. In that group there is one female merchant (Saria Tolmok) trying to cope with the problem of tainted food, another man (Drox Galor) is trying to find more food for the needy.
- Outside of Cathalon, when you exit via western gate, walk directly south on the path to the river Gon, where the destroyed bridge is located. You should notice a wooden cart with a Giriza (Fence) quest giver (Trados Prophiter). He is interested in special goods.
Hint: Catapult Triggers!
Comment: I am not quite sure, but I think this quest giver is only spawned *after* you met the quest giver (Raul Dang) in Cathalon, asking you to find 3 Catapult Triggers.
Gain Maximum Reputation with all Factions?
Playing the many side quests in the game lets you gain reputation with the various factions. But is it possible to gain 10 of 10 reputation points with every faction without actually having to solve one of the assassination quests?
Tip: Yes, it is possible. You may need to be a bit careful what you do, e.g. do not assassinate anyone. Play all side quests - as far as is possible - that have to do with the factions.
Note: Assassinations are not advantageous to the player, because they will drop your reputation with the faction you attacked to zero!
There are five Pentagram Keepers?
After solving most of the main quest, i.e. you found all five Relic parts and have handed them over to Reist Tungard. You will wake up in the square in Qudinar, and a Paladin will advise you to break up the pentagram in the sky, by killing one of the Pentagram Keepers - in the Death Claw Tower - before you can enter central Oswaroh.
Tip: As you will find out, the Pentagram Keeper has a very nice sword (Valermons - Sword of Fire). Hunt down the other four Pentagram Keepers in the other Black Towers. You can then stack five of these nice swords, and also gain some additional XP.
The use of the Resurrection magic card?
After having invested 15 skill points in Air Magic (school), the spell card Resurrection can be used on dead NPCs, to bring them back to the living. But when is this potentially very powerful spell actually relevant in the world or for quests?
It seems to be more of an aesthetic or pragmatical spell. You do not really need it, but if you like your NPCs alive, then this definitely is the magic card for you.
Examples:
- Once you remove the Water Element relic from the temple of Ashos, the Orcs will no longer fear the city, and attack it, killing every NPC. After battling past all the Orcs (looting them), you may then want to resurrect all the dead citizens.
For the fans of a peaceful world, you could resurrect the cities NPCs *and* the Orcs as well. This will make both factions live side by side.
- You can resurrect any NPC that was killed, e.g. the Mayor of the Forgotten Settlement (who gets killed by Giants), or the Healers that were killed in Four Stones by a madman, or all the NPCs of Four Stones (after you poisoned their well in the name of The Flame), etc...
Alas none of this seems to really add to the story. The NPCs repeat old dialogs and that is that.
Where is Aristo Radeias the cheating card player?
When you try to help Arion Theries (side quest Lost Armor), the supposed deserter, you need to find Aristo Radeias, the cheating card player who has Arion's armor. But where is Aristo?
Spoiler: He is standing right behind the hut of the Leaning Elm Inn.
Where is one of the two deserters, Wilcor Fox?
Solving the side quest The Two Deserters you need to find Wilcor Fox for the Captain Spirk of the Western Army Camp. But where is Wilcor "hiding"?
Spoiler: Exit the Western Army Camp, then go to the beach and head east, towards Cathalon. You should find him at a small camp fire.
Alternate path on how to get a Medal?
In the overall quest to "mildly" poision the General of Qudinar, you need to get past the a guard to the General's quarters. The generals right hand will only let you past, if you are a war hero, though.
Fortunately a medal of honor will suffice to convince the stubborn guard. Go to the war hero Nikias Chroes nearby, and talk to him.
Now there are two possible ways to convince Nikias to give you one of his old medals:
- Listen to his stories and do *not* brag, then simply offer to pay him 100 in Gold for a medal.
- Or brag that you could easily wipe out a complete Orc camp. This will open up a new side quest, to raze the Orc camp directly to the south of Qudinar. Clean up the camp, then return to the impressed Nikias to get the medal. In this case you actually earned it!
Note: Be sure to save before you talk to the general's right hand man at the door. The dialog is buggy (v1.5), and should you choose the wrong dialog options, you will never open up the side quest to get the medal.
*How to enter locked off locations?
Should you have committed a crime in one of the cities and are now locked out, or if you are simply lacking the reputation points to enter a certain area, there are often alternate paths available.
Alternate Paths:
- If you are locked out of Tharbakin, use the dungeon to enter the city. Hopefully you already got the key to the dungeon gate from Eras Brakalet and opened it.
- Similarly you can always enter Cathalon via the secret cellar (dungeon) passage, located to the south of the city.
- You can either enter Qudinar via Teleport (provided you activated it), or via tomb entrance located to the north-east of the city.
- Ashos can again be entered via Teleport or by swimming to the southern end of the city. There is a hole in the metal grates, letting you enter the open canals of the city.
- There is a large rock to the left of the Enclave's gate. With some skilled jumps you can get over the fence from that rock.
- You need at least two reputation points with the Karga Clan to enter the Karga Camp. But if you let guard at the gate kill you, you will respawn at the Maliel Shrine *in* the camp. If you are strong enough, it is probably possible to kill the guard at the gate to get in.
Alternative: You can simply jump over the fence using the slopes near the gate. The slopes allow you to jump on the fence, and then into the camp. (propheet)
- You need at least two reputation points with the Giriza to enter Gorelin. It is actually possible to kill the guard at the gate to open the gates to Gorelin.
Obviously you could always place one of your Teleport Stones in those cities, before you are thrown out, but you may not have any left over.
Where is the poetry collector Kimura Ishii hiding?
Solving the side quest for Kouji Hisakawa, trying to retrieve the old family letters from the poetry collector Kimura Ishii, can turn out to be more tedious than one would expect. After helping Kimura, ridding the poet's old house of zombies, she will simply run off. But where did she go?
Spoiler: Since the Poet's Old House, near the beach to the south-east of Ashos, is also her property, why not look there. And indeed she is hiding there. This finally lets you solve the side quest!
MISC
RPGs and Saving your Game?
From reading many posts of the sort "I lost...", "The villagers will always attack me...", etc., it is clear that there are many situations in Two Worlds where the only way to fix a bad blunder is to fall back to an older save game.
Trouble seems to be though that the Autosave option works so well, that most folks only have those 3 Autosave slots. Thus at a maximum can fall back 20 minutes (by default). This is clearly not enough in a game that will probably run over 150 hours.
Tips:
- Use (activate) the Autosave option and keep it at the 5 minute setting.
- Also save the game manually into separate new slots. And give those slots meaningful names. Use the suggested progress time in the file names, this will help you better chronologically sort your save games.
- Save into a new slot at least once per hour. Better to lose the gameplay for one hour than for tens of hours.
- Whenever you are about to do something that could be potentially dangerous, or have ugly consequences, use a Quick Save.
Examples:
- Before entering the Underworld (Skeletons can be overpowering).
- Before trying to unlock doors in cities by day (Guards can easily get you).
- Before looting (unlocking) chests / cabinets in rooms that are often visited by NPCs (NPCs telling on you).
- Before talking to "important" NPCs (Redo dialogs, in case you missed something).
This way you can quickly fall back via Quick Load, and try again.
- With so many, properly named save slots, you will always be able to go back and try things differently. Or should you find out you made a really bad decision at some point, go back and start the game over from that point.
*How to activate Bonus Codes on the PC?
When you register Two Worlds you will get a so called Bonus Code that lets you activate a special item right from the beginning of the game. But how does one enter that code?
On the PC you need to press the key under the Esc-key. In the US/UK that is the ~-key, on a German keyboard it is the ^-key.
Update: Since v1.6 of Two Worlds the Enter-key opens console by default. (propheet)
This will open a console. Now you need to type:
Bonuscode XXXXXX
Replace the XXXXXX with your code. And then press the Enter-key.
The special item should then immediately spawn at your feet. Then just pick it up. Should you have mistyped the command, the console will tell you (i.e. "unknown command" warning on-screen).
Note: All this does not work for the Multiplayer game! (propheet)
How to take clean HUD-free Screenshots?
Open the in-game console via ~-key (US/UK) or ^-key (DE) - the key under Esc, then type
showinterface 0
to turn off the HUD. Use showinterface 1 to turn on the HUD again. Now you can use a tool like Fraps to take nice screenshots.
Comment: As an alternative you can use the PrtScrn-key to take screenshots while playing Two Worlds. The images are saved in BMP format in the game's saves folder:
C:\Documents and Settings\<user>\My Documents\Two Worlds Saves\ (Windows XP)
(propheet)
On my system the screenshots were saved in the game directory, i.e. D:\Games\Two Worlds\. (Æon)
Old Catalyst v6.08 driver better for X800 Pro?
This is not really a bug report, more something I noticed that made me wonder.
I usually do not update my ATi-Drivers often. If all the current game demos work on my X800 Pro, then why update? What I started to mistake for laziness seems to actually have very good reasons behind it.
I have a 5-year-old PC with P4 2.54 GHz, 2 GB RAM, and the ATi X800 Pro on Windows XP Pro (SP1). And Two Worlds v1.5 (Demo and full game) runs rather well, even with all shadows, grass, detail, view distance and HDR set to maximum (no AA though). And the game looks nice. I get < 10 FPS in Tharbakin, but it never drops below 4 FPS, so that the game will *never* freeze.
All this is with:
Catalyst v6.08 (= v6.8)
Installing the latest Catalyst 7.09, resulted in loosing the stable minimum FPS. Now it drops below 1 FPS, basically freezing the game. Even when minimizing view distance, detail, grass etc, I still have areas in Tharbakin that have less than 1 FPS.
Note: All the "3D" previews in the Catalyst Control Center actually crash on my system, so something seems to be wrong there, but since all my games run really well, I reinstalled (Norton Ghost Backup) the old drivers. And what do you know, all the nice details are back in Two Worlds and everything works fine again.
This only leads me to believe, that the newer Catalyst drivers are very inefficient when it comes to older graphics cards like the X800 Pro running on slow systems.
Maybe this will help someone with similar problems.
Tip: To find old drivers either check ATi's site or google for "Catalyst 6.8".
Source: Good old Catalyst v6.08?! @ ZuxxeZ.com thread.
How to fix the Voice Cut-offs in Dialogs?
Should you notice that all your voice dialogs with NPCs are prematurely cut off in mid-sentence, then try this "hack":
Run the Windows Media Player before you start the Two Worlds game, the dialogs of the NPCs will then no longer be cut off.
Comment: Very strange, and this does not work with e.g. WinAmp.
How to fix strange frame rate Slowdowns?
After playing Two Worlds, especially on old, relatively slow systems, there are certain areas, e.g. around cities like Qudinar, that will reduce your FPS significantly.
But even if you move away from the cities the frame rate will still be low.
Example: Leaving Qudinar via southern gate, entering the Orc camp, can keep the FPS low.
Fix: Quick save the game, and then quick load it again. This can help to increase the frame rate again, because it seems to clean up the memory the engine uses.
*Broken Spells, Skills in Two Worlds?
Even in the latest Two Worlds's patch (v1.7) several Magic Spells, and Skills are in some way or other broken:
Buggy Spells:
- The Poison Blade (Necromancy) spell no longer works under v1.6 / v1.7. The glow is there, but there is no additional damage done by any weapon, at any player Level. (propheet)
- The Regeneration (Air Magic) spell stops working past 1 million HPs.
- The Aura of Death (Necromancy) spell only works in very close quarters, i.e. in sword distance.
- Confusion (Water Magic) does not decrease Mana and has no effect on enemies (only other players in MP).
- Blessing (Air Magic) does not increase mobility.
- Resurrection (Air Magic) does not work on critters and horses.
- Stone Wall (Earth Magic) works from time to time. The number of spell cards used only increases Mana cost, but yields no improvement.
Tip: Sell surplus buggy spell cards for gold.
Buggy Skills:
- Unseat skill is useless because there are no enemies on horses in the game.
(propheet)
CREDITS
First off thanks go to folks in the Two Worlds: Singleplayer, Quests forum, for their feedback and ideas.
I would also like to thank: Morpain (teleport a horse), Kuplo (save on lock picking, summon to unlock doors), Kepas (on disappearing loot), Dilvish, StimMonke, dragon0421, Arthuriax, Troggdor, ninjatom0 (unlock doors via horse), ...
Special thanks go to Propheet, in correcting some misunderstandings on my part and other helpful feedback. And also for his part in the work on the
The Ultimate Strategy-Info Guide for Two Worlds (New Layout),
thus already answering many questions. More up to date information from Propheet can be found in the extensive
Guide List @ TwoWorldsVault.
Special thanks also go to Reality Pump and ZuxxeZ for their support.
HISTORY
Details on the changes to this FAQ:
- v11.3 4th public version, 113 Q&As total, 20 new Q&As & 16 updates since v9.4; massive re-write of the Power-up section (5/10/2008).
- v9.4 3nd public version, 93 Q&As total, 9 new Q&As & 5 updates since v8.4 (4/22/2008).
- v8.4 2nd public version, 84 Q&As total, 50 new Q&As & 10 updates since v3.4 (12/5/2007).
- v3.4 1st public version, 34 Q&As total, 25 new Q&As & 3 updates since v0.9 (9/19/2007).
- v0.9 Old version, 9 Q&As total (09/08/2007).
Æon
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