7/31/2010 1:31:55 PM
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The book is on the shelf, just like always. "How to become a Warceror, or die trying". Someone must have thought it's funny. It's not. Dying is a part of being a Warceror. But you have to admit, this book makes the pain of death a lot less common experience. That's always something.

  1. Getting started
  2. Your character
  3. Fights
  4. Spell casting
  5. Items
  6. Spell list
  7. Path of the Warceror
  8. Brotherhoods

You play a mage - casting spells is what your supposed to be doing. But this game offers an original approach to magic. It gives you more control over your spells, as well as your opponents casting ability. You start the game knowing some spell components, and you can learn more at the library.

Casting spells requires mixing the right spell components. Spell components are divided using 2 criteria. First one is the casting method:

Gestures and incantations are being cast at the same time. The second is component kind: Domains and Shapes determine the result of the spell. Control components affect the parameters of the current spell without changing the effect - that means a Fire Bolt won't become something else when you add a Control component, but it may become easier to cast. Actions unleash the spell and determine it's target. Spells are predefined, you can find a list of spells here. The order of the components doesn't matter for the outcome of the spell, but the Action component has to come last, as Actions separate spells. The number of times a component is used won't change what spell will be cast, so Fire, Arrow, Cast on other, as well as Arrow, Fire, Fire, Cast on other produce the same spell. Why would you like to use the same component more than once? Because it makes the spell more powerful. Each spell component has an Energy value. The Energy of the components used is summed up to determine the Energy of the spell. Why wouldn't you cast one big spell to blast your opponent to pieces? Because each Domain and Shape component makes the spell harder to cast. Spell components have a Concentration value. The Concentration of the used components is multiplied to determine the Concentration of the spell. If at the moment of casting a component spell Concentration is higher than your current mental health, the spell explodes dealing physical and mental damage equal to it's Energy to you. The same happens if the spell Energy is higher than your current mental health. If the used spell components don't make an existing spell, no spell is cast. There are 3 types of spell effects:Single effects work at the time the spell is cast - Fire Bolt deals it's damage once, and that's it. Recurring effects trigger at the time the spell is cast, and then in 2 second intervals until the end of the fight - a good example is Poison Arrow that deals damage every 2 seconds. Permanent effects work all the time until the end of the fight - Stone Body reduces damage all the time.

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