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Two Worlds 2 Beginner’s Magic Guide

Your Teacher

Your Teacher


Are you a magic user?  Maybe you simply want to dabble a bit but don’t know how. Well worry no more for here is a beginner’s guide to magic in Two Worlds 2. For Ease of use I have installed a finders system. Just Hold Control and hit F and type in the code for the section you need help on.


Note: This guide was written based on the 360 and PS3 version and not the PC version. So if there are any discrepancies on the PC it is because of that.


Table of Contents

101: Opening

102: Cards

103: How you can acquire cards

104: Skills

105: Building A spell

106: Making a spell Powerful

107: Conclusion


101 Opening

Magic in Two Worlds 2 is a complex but rewarding feature but there are few things that you should know about it before heading down its powerful but costly road.


First Magic system is based of cards and lots of them. Then on top of that different cards do different things and it can get a bit confusing and disorienting. On top of that it is one of those simple to use complex to master sort of systems that will suck up a lot of your time to master.


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The Second thing you need to know about magic be it used in Single or Multiplayer is that it is expensive. If you want the best spells and who doesn’t, you will need the proper cards and these tend to range in price from 980 to 1200 or even higher. In other words they are expensive and you will need plenty of them so it is not unreasonable to invest 10,000 for a good spell.


If knowing this you wish to continue along this path then read on but be warned. Magic is not simply, it is not cheap but it is rewarding for those who like to rack their brains and spend the time and effort investing in something so if you want quicker rewards go for Archery or Melee combat.


102 Cards


 As previously stated magic is based on cards in this game. There are different classifications of cards as well and they are as follows.


Effect Cards: These are your base cards and are the elements of which there are five. Each of the five elements has three cards each for a total of 15 elemental cards. The elements are, Fire, Water, Earth Air, and my favorite Necromancy.


Carrier Cards: Carrier cards determine the general effect of a spell like if it will summon, create an area effect, launch a missile and so on. There are a total of 6 types. The types are Summon, Missile, Trap, Area Effect, Alter, Enchant (effects user).


Modifier cards: There are 6 modifier cards and these alter and determine the final outcome of a spell and this is where it gets complicated as each effect card effect can differ depending on which carrier card is equip and the type of effect card you are using. This is where the exploration and tinkering begins. The six modifier cards are Damage, Homing, Ricochet, Spray, Time, and Protection.




103 How you can acquire cards


There are four basic means to acquire cards, Purchase, Reward, Chests and Loot.


Starting with Purchase as it is the most important method to acquire cards and is the main way you will be doing so. Most stores in multiplayer during adventure carry Carrier cards and also can sell you effect cards as well. In single player merchants will have the same but the best places to acquire cards are at the mages guild hall where a variety of vendors will set up shop during the day. You may end up doing some hunting for the card you want.

Now a special note on multiplayer stores. Your village will not stock magic cards and not every map has a store in it. It is important that you remember which maps have full towns in them. Here is a list for reference.


Way to Vokar- Has a village

Through the Mine-Have a single vendor

The Well of Wisdom-Has a town

Well Crystals-Has a town (same as one The Well of Wisdom)

Ka’rath Jungle-Single Vendor

The Sarcophagus-Single Vendor

The Marshlands-No vendor


The second method will be for completing quests which are optional in the game (accept for the tutorial quest in which you are taught magic). The Mages Guild and Work Boards are the most likely candidates for receiving cards for completing a mission but this is not a very common occurrence and shouldn’t be relied on.


Chests are everywhere in Antaloor and some of them contain cards. This is a good reason to beef up your lock pick skill as most of the best chests will be locked and the more difficult ones will require a high level of lock pick to be able to breach. This type mostly applies to Single Player as there are few chests in multiplayer.


Looting or picking up off dead bodies. While in single player this is a rarer occurrence it will happen frequently in multiplayer during adventure. Also even though you are required to form spells using cards not every magic wield enemy will carry cards so do not expect magic users bodies to contain cards especially in single player.


104 Skills


Now to get magic working and to build the best spells you need to develop you skills using skill points but you need to know which ones do what and which ones you need to invest in as it will make a worlds difference.


First is the main Attribute Is Will Power  and this is one that you are going to want to poor your attribute points in after each time you level up. Will Power determines how much Mana you have and how fast it will regenerate. Also high Will Power is required for progressing skills to higher levels allowing you to compile more powerful spells.


The skills you need to know about in magic are as follows.

(Insert Element) Mastery: Increases the amount of Effect cards of this element that you can use in a spell. Maxes out at 10. This is an important Skill that will allow you more powerful spells.


Wisdom: Wisdom determines the maximum amount of Modifier cards you can use in a spell. While having a high score in this skill is good it is not important when starting out. Later when you higher level and building more complicated spells investing into this category is recommended. This category will allow you to also build some really buffed up spells with the Spray and ricochet modifiers.


Talented Tongue: This skill reduces the casting time of spells. IN the beginning putting a skill point or two into this is okay but later on you will really come to appreciate this skill.


Elemental Focus: This skill increases your rate of mana regeneration. In later spells it will not replace the need for potions but it comes in great use if you only focusing on magic.


Summoning: This skill determines how many traps, alters, or creatures you can summon and their scope. If you are focusing on summoning magic which does come in great handy then you will want to drop a few points in this early on. Else wise ignore it.


Battle Clarity: Reduces the Amount of Mana Each spell uses. This skill is a godsend later on and is one you will want to drops some points into.


Sorcery Artisan: This skill determines how many Carrier cards you can use in a spell and is all important as you will later see why. You will want to drop some points in early and slowly level it up as you raise the level of your spells. Do not increase this to the max early on though.



105 Building a Spell

Spell Amulet

Spell Amulet

To construct a spell you are going to need all three types of cards and a Spell Amulet (it holds the cards).

First choose which effect you wish to have be it missile, trap, or whichever. (Tip: Missile is a good starter spell if you go with missile don’t forget to equip the homing modifier to make sure your spell hits its target) This card will go on the right.

Next you need to determine which element or Effect card you will want. You may end up specializing in one area such as fire, or in my case Necromancy. As previously stated for each of the elements there are three cards each with a different effect. You will want to read what it will do to determine if you want to use that card. Also note do not make your final judgment on effect usage until you have decided on modifiers because each card will do different things based on which modifier you give it.

Finally you choose your modifier cards. The Card you will use the most is the damage card which makes you effect cards do damage. If you want to use a protection spell you will need Time and Protection as you can’t equip protection without time. The other three modifiers largely apply only to Missile and homing is all important for a missile. Ricochet is good for dealing with Enemies and spray takes time to get used to and no it doesn’t launch a bunch of missile spells at a single target unless you are at close range and that is more to do with the range than the modifier itself.

Finally some spells allow you to build a second Tier for the spell and even a third. The process is the same as it is for the first Tier and is recommended especially with missile type attacks but a warning to the beginner: Don’t go overboard as the larger the spell the more mana it takes to cast and you will quickly find yourself in a mana shortage.

There now you have a spell. The tutorial at the beginning of the game should walk you through this and you will be given a book detailing the process but that is not always clear and easy to understand.

106 Making a Spell Powerful

Have you built a spell and it sucks! You can’t figure out why each of your summoned creatures keeps getting its posterior handed to it. Well that is because you need to stack cards for greater effect.

That is right the secret to powerful spells is stacking. Starting with Effect cards you will need to add more effect cards to increase whatever aim your spell has be it damage, healing, boost or protection. This is where the (Insert Element) Mastery comes in as a higher skill in this allows for higher levels spells.

Second are the Carrier cards. Stacking these cards will speed up missiles, make traps more powerful, and increase the level of your summoned creature’s level. In addition to that stacking these cards will also increase the damage the spell does as well in conjuncture with the effect cards. The skill Sorcery Artesian comes in play for this skill.

Finally you have your modifier cards. Not all modifier cards are stackable. Homing, Damage, and Protection can only be used once but that is all your spell needs. Ricochet, Spray, and Time can be stacked to increase the number of times the spell with ricochet off enemies, the amount of missiles that will leave with spray, and the duration of the spell with time. Each of these can be only stack to a maximum of 5 cards. The skill Wisdom comes in play here and whether you are a heavy modifier or not will determine how fast you will put points into Wisdom.

107 Conclusion

Congratulations! You are now capable of wiping the smirk off of enemy’s faces and decimating entire groups of them at the same time. Sure magic is expensive and a bit overly complex but it is none the less rewarding. So go and enjoy your new found power and remember to use it wisely and enjoy your tinkering to find that ultimate spell that will leave your enemies begging of your mercy.

(Warning: Online death matches players typically have modified weapons and armor and magic even though powerful in Adventure will be useless against them.)

Other Two Worlds 2 Guides

  • Two Worlds 2: How to get ahead Online
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porshiya on August 16, 2011:

really helpful,,,,really want to know more!!!

Mr Z on August 12, 2011:

Really helpful! Thanks!

Emma from Houston TX on March 05, 2011:

Nice hub,thanks for sharing

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