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Two Worlds II Game Guide by gamepressure.com

Two Worlds II Game Guide

Table of Contents

Missile | Spell combinations Two Worlds II Guide

Missile

All values in the following table may be differ from those you get yourself. They depends on your hero level, the numbers of points of willpower and the number of cards used in the spell. The purpose of the table is to show actions for various combinations, in order to facilitate searching for desired effect.

How to read table:

This chapter contain combinations of spells with the use of Missile Card (carrier). In the first column you will find Effect Card, while in the second use of the Damage Card (modifier).

Additionally, you can use modifiers: Homing, Ricochet, Spray.

Effect

Damage

Action

Air

Randomly hurls objects with 50 force

Air

X

90 Shock Damage

Life

Heals 60 HP

Life

X

172 Shock Damage

Lightning

Creates a massive flash of light that blinds you enemy

Lightning

X

62 Shock Damage

Stone

Throws stone with 50 force

Stone

X

172 Bludgeoning Damage

Undead

Reduces enemy mana by 50

Undead

X

172 Slashing Damage

Earth

Strips target of all buffs. 50% chance to remove all effects, including adverse ones

Earth

X

172 Bludgeoning Damage

Fire

Creates a massive flash of light that blinds you enemy

Fire

X

172 Fire Damage

Power

Restores Stamina to maximum level

Power

X

86 Fire Damage

Force

Randomly hurls objects with 50 force

Force

X

172 Fire Damage

Psyche

Randomly hurls objects with 50 force

Psyche

X

172 Frost Damage

Ice

Inability to make a spell

Ice

X

172 Frost Damage

Water

Spawns dense fog, blinding the enemy

Water

X

172 Frost Damage

Corpse

Heals 40 HP

Corpse

X

Drains 111 of target's lifeforce using Spectral Damage

Poison

Cures all poison

Poison

X

233 Poison Damage

Decay

Strips target of all effects with 15% chance of only dispelling the adverse ones

Decay

X

175 Spectral Damage

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