Draft:Two Worlds:Weapons: Difference between revisions

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{{Two Worlds Draft}}
'''Weapons''' in [[Two Worlds II|Two Worlds]] are divided into many categories consisting of swords, axes, bludgeoning weapons, magical staves, halberds, daggers and bows and arrows. Each have their own damage bonuses with a mix of piercing, slashing and bludgeoning which needs to be considered when facing different opponents. For example using bludgeoning weapons on skeletons is much more beneficial than piercing or slashing attacks. There are traps which are passive in attack. You need to set them before they can be effective and do not need to be equipped. The Setting Traps skill is also required to use them.
'''Weapons''' in [[Two Worlds II|Two Worlds]] are divided into many categories consisting of swords, axes, bludgeoning weapons, magical staves, halberds, daggers and bows and arrows. Each have their own damage bonuses with a mix of piercing, slashing and bludgeoning which needs to be considered when facing different opponents. For example using bludgeoning weapons on skeletons is much more beneficial than piercing or slashing attacks. There are traps which are passive in attack. You need to set them before they can be effective and do not need to be equipped. The Setting Traps skill is also required to use them.


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====[[One-Handed Clubs and Maces]]====
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====[[One-Handed Axes]]====
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Revision as of 04:26, December 2, 2023

Weapons in Two Worlds are divided into many categories consisting of swords, axes, bludgeoning weapons, magical staves, halberds, daggers and bows and arrows. Each have their own damage bonuses with a mix of piercing, slashing and bludgeoning which needs to be considered when facing different opponents. For example using bludgeoning weapons on skeletons is much more beneficial than piercing or slashing attacks. There are traps which are passive in attack. You need to set them before they can be effective and do not need to be equipped. The Setting Traps skill is also required to use them.

Most weapons have a random generation roll on their statistics so they can vary in damage between two identically named items. In the instance you have two identically named weapons hovering the mouse over one will turn the other green. If you drag one weapon over the other and release it will combine the two creating a stronger item. This may not work if there is too many magical effects attached to each weapon (although combining items with identical magical effects will be fine).

Any weapons coloured in red indicates the Hero cannot use the item yet. Hovering over the item will reveal what skill, parameter or level The Hero is lacking to be able to use the item.

For complete details on each of the weapons available in Two Worlds; see the tables below.

Weapons

Swords

One-Handed Swords

One-Handed Swords

Two-Handed Swords

Two-Handed Swords

Clubs and Maces

One-Handed Clubs and Maces

One-Handed Clubs and Maces

Two-Handed Clubs and Maces

Two-Handed Clubs and Maces

Axes

One-Handed Axes

One-Handed Axes

Two-Handed Axes

Two-Handed Axes

Bows

Bows

Quivers

Quivers

Daggers

Daggers

Swordbreakers

Swordbreakers

Pole-arms

Pole-arms

Spears

Spears

Staves

Staves

Traps

Traps