Two Worlds II Antaloor Post #11

An eleventh Two Worlds II Antaloor Post newsletter is now available, and this time it sports an article about portal-based teleportation, information about the game's armor and weapon selection, a profile of the Scythe monster, and more.
The gamer who enters an RPG world expects one feature which above all characterizes the genre: That's the possibility to create your own character from scratch - a game character whose attributes and individual armor make him totally unique in the game world. The generous developpers of (Two worlds II) give you a completely free rein to create your hero's own special armor!

A hero's basic armor consists of a helmet, armored garments or a robe, shoes, gloves, amulets, rings, weapons and an optional shield. As far as weapons go, you can choose whether you want a two-handed weapon, a one-handed weapon or even two one-handed weapons - and to make the choice easier, you can call up different sets of armor by a simple push on a button. You could equip your archer with lightly-armored garments, put heavy armor on your battling bruiser, or even adorn your Mage with jewelry and magical robes - and you can use these sets of armor any time you want during the game by a simple click within the hotkey bar. So the possibilities and varieties of fighting-styles are nearly endless. Pick up your favourite one and get into battle!

This feature is awesomely practical and it has the added benefit of letting you switch from defense to offense fast during combat: you could start a fight by firing a long-distance arrow at your opponent, quickly change into your Mage's cloak and roll a wave of fire towards him, then engage him in close combat dressed in your best berserker outfit guaranteed to put the fear of Antaloor's gods into him! And you get all that with no messing around in an unclear inventory!