Draft:Two Worlds II:Village Mode

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Village Mode is a multiplayer mode in Two Worlds II which allows the player to manage their own village.

Village mode becomes available when an online character accumulates 10,000 Auras and Village is selected from the main menu.

The player is greeted by an AI assistant and led through the first few steps of creating a village. They are required to create a meat market, a shop and a guard shack.

The player is given a house from the beginning. Inside the house is a chest where items can be stored to save or share with other characters.

There are many empty lots in the village where various buildings can be built. Once a building is built the player can spend more Auras to upgrade them.

Owning a village involves more than just creating buildings, the player will also be required to maintain some level of morale for the villagers. To do this they will be given various types of quests to accomplish. The first quest recieved is a random encounter, usually involving basic combat.

Source of Income[edit | edit source]

Once the player has built up certain buildings their village will start to produce Auras. They will be paid every 6 in-game hours (6 minutes in real time); however, when the player are logged out of the Village, money will accumulate every 6 hours real time. The Auras are available from the Village Charter, which allows transfer of auras between the character and the village.

The village has a limit to how much gold it can store for you so the player should be sure to check in often, withdraw money, and store it on a character or in a chest.

Building your village[edit | edit source]

  • In the village mode, there are chests around the whole map. For where they are visit here
  • Ranch - Produces meat. (Building Cost: 2000, Upgrade Cost: 6000)
  • Farm - Produces grain for windmills. (Building cost: 3000, Upgrade cost: 9000)
  • Shop - Allows trade commerce, necessary for all villages. (Building Cost:3500, Upgrade cost: 10500)
  • Guardhouse - Increases village safety and morale. (Building cost: 2000, Upkeep cost: 300, Upgrade cost: 6000)
  • Windmill - Produces bread using farmed grain. (Building cost: 5000, Upgrade cost: 15000)
  • Tavern - Increases village morale. (Bulding cost: 5000, Upgrade cost: 15000)
  • Forge - Produces armor, weaponry, and traps. (Building cost: 5000, Upkeep cost: 1000, Upgrade cost: 15000
  • Quartermaster Workshop - Produces bows and quivers. (Building cost: 5000, Upkeep cost: 1000, Upgrade cost: unknown)
  • Temple - Produces potions. (Building Cost: 10000, Upkeep cost: 1000, Upgrade cost: 30000)
  • Mage Tower - Produces explosives and crystals. Crystal mine required for crystal refining. (Building cost: 15000, Upkeep cost: 1000 Upgrade cost: 30,000)
  • Hazel Grove - Enables craftsmen to produce advanced bows. Quartermaster Workshop required. Cannot be upgraded. (Building cost: 15000, Upkeep cost: 3000)
  • Herb Plantation - Enables Monks to produce advanced potions, Temple required. Cannot be upgraded. (Building cost: 15000, Upkeep cost: 3000)