7/31/2010 1:32:13 PM
Next event: Midnight fights at
8/1/2010 12:00:01 AM

English
Polski
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
Air
Death
Earth
Fire
Water
Life
Arrow
Body
Mind
Energy
Shield
Leech
Purity
Decoy
Swap
Beast
!: Only show spells containing the component.
+: Component doesn't affect filter.
-: Don't show spells containing the component.

All spells scale with their own energy. Unless stated otherwise, the spell affects it's target.

Haste
AirEnergy
Max energy: 40
Required Path stage: 0
Allowed Paths: all
Permanent effect: Divides casting time by PowerCurve(energy).
Lightning Bolt
AirArrow
Max energy: 40
Required Path stage: 0
Allowed Paths: all
Single effect: Deals 1 physical damage for each energy point.
Firebolt
FireArrow
Max energy: 40
Required Path stage: 0
Allowed Paths: all
Single effect: Deals 1 physical damage for each energy point.
Slow
EarthEnergy
Max energy: 50
Required Path stage: 0
Allowed Paths: all
Permanent effect: Multiplies casting time by PowerCurve(energy).
Vulnerability
DeathBody
Max energy: 80
Required Path stage: 0
Allowed Paths: all
Permanent effect: Increase physical damage received by 1 for each 2 energy points.
Unholy Pact
DeathPurity
Max energy: 80
Required Path stage: 0
Allowed Paths: all
Recurring effect: The caster of Unholy Pact loses 1 physical health for each 8 energy points.
Single effect: Gain 2 energy points for each energy point of Unholy Pact.
Stone Body
EarthBody
Max energy: 80
Required Path stage: 0
Allowed Paths: all
Permanent effect: Protects from 1 physical damage for each 2 energy points.
Sip of Life
LifeBody
Max energy: 80
Required Path stage: 0
Allowed Paths: all
Single effect: Gain 3 physical health for each 2 energy points.
Hangover
DeathMind
Max energy: 100
Required Path stage: 0
Allowed Paths: all
Permanent effect: Increase mental damage received by 1 for each 2 energy points.
Agony
DeathDecoy
Max energy: 100
Required Path stage: 0
Allowed Paths: all
Permanent effect: When target is dealt damage, multiply used concentration by PowerCurve(Energy).
Stone Mind
EarthMind
Max energy: 100
Required Path stage: 0
Allowed Paths: all
Permanent effect: Protects from 1 mental damage for each 2 energy points.
Fast Metabolism
FireEnergy
Max energy: 100
Required Path stage: 0
Allowed Paths: all
Permanent effect: Divide recurring effects delay by PowerCurve(Energy).
Blinding Lights
FireDecoy
Max energy: 100
Required Path stage: 0
Allowed Paths: all
Single effect: Multiply used concentration by PowerCurve(energy).
Sip of Will
LifeMind
Max energy: 100
Required Path stage: 0
Allowed Paths: all
Single effect: Gain 3 mental health for each 2 energy points.
Eye for an Eye
LifeArrow
Max energy: 100
Required Path stage: 0
Allowed Paths: all
Single effect: Deal 1 physical damage for each point of energy, but not more than the physical damage dealt by target during the fight.
Single effect: Deal 1 mental damage for each point of energy, but not more than the mental damage dealt by target during the fight.
Hybernate
WaterEnergy
Max energy: 100
Required Path stage: 0
Allowed Paths: all
Permanent effect: Multiply recurring effects delay by PowerCurve(Energy).
Cleanse
WaterPurity
Max energy: 100
Required Path stage: 0
Allowed Paths: all
Single effect: Remove all recurring effects from target. The spell will fail if spell energy is lower than 10 times the number of recurring effects on target.
Pure Blood
LifeLeech
Max energy: 120
Required Path stage: 0
Allowed Paths: all
Permanent effect: Increase all healing and health gain by 1 for each 3 points of energy.
Aura of Recreation
LifeShield
Max energy: 150
Required Path stage: 0
Allowed Paths: all
Permanent effect: When target receives damage, it gains 1 health of the same type for each 4 energy points. In case of physical damage, physical health is gained, in case of mental damage, mental health is gained.
Heal Body
WaterBody
Max energy: 150
Required Path stage: 0
Allowed Paths: all
Single effect: Heals 2 physical damage for each energy point.
Reflecting Bubble
WaterShield
Max energy: 150
Required Path stage: 0
Allowed Paths: all
Permanent effect: When other person casts a spell on target, reflects it onto the caster if effect energy is not smaller than the spell energy. Dispelled after first spell cast by other person on target.
Heal Mind
WaterMind
Max energy: 200
Required Path stage: 0
Allowed Paths: all
Single effect: Heals 2 mental damage for each energy point.
BOOM! HEADSHOT!!!
EarthArrowMind
Max energy: 80
Required Path stage: 0
Allowed Paths: all
Single effect: Deals 1 mental damage for each energy point.
Freeze Mind
WaterArrowMind
Max energy: 80
Required Path stage: 0
Allowed Paths: all
Single effect: Deals 1 mental damage for each energy point.
Poison Arrow
EarthWaterArrow
Max energy: 100
Required Path stage: 0
Allowed Paths: all
Recurring effect: Deals 1 physical damage for each 4 energy points.
Flaming Vortex
AirFireShield
Max energy: 150
Required Path stage: 0
Allowed Paths: all
Permanent effect: When target receives physical damage, damage source loses 1 physical health for each 3 energy points.
Synergy
EarthPurityShield
Max energy: 150
Required Path stage: 0
Allowed Paths: all
Single effect: Increase the energy of all permanent effects by 1 for each point of energy of Synergy.
Deflect Pain
FireAirMind
Max energy: 200
Required Path stage: 0
Allowed Paths: all
Permanent effect: When target receives mental damage, damage source loses 1 mental health for each 3 energy points.
Magic Generator
FireAirEnergy
Max energy: 200
Required Path stage: 0
Allowed Paths: all
Recurring effect: Gives 1 energy point for each 5 energy points.
Exorcism
LifeLeechPurity
Max energy: 200
Required Path stage: 0
Allowed Paths: all
Permanent effect: Target loses 1 physical health for each 2 points of energy whenever target uses the Death component.
Regeneration
WaterBodyShield
Max energy: 200
Required Path stage: 0
Allowed Paths: all
Recurring effect: Heals 1 physical damage for each 4 energy points.
Incorporeality
AirPurity
Max energy: 200
Required Path stage: 1
Allowed Paths: Air
Permanent effect: Protects from each permanent effect with energy not higher than the energy of this effect.
Shield of Honour
LifePurity
Max energy: 200
Required Path stage: 1
Allowed Paths: all
Permanent effect: Protects from 1 damage for each 2 energy points. Dispelled when target casts a spell on other person.
Stability
EarthPurity
Max energy: 250
Required Path stage: 1
Allowed Paths: all
Permanent effect: Increase energy capacity by 4 for each energy point.
Benevolence
LifeEnergy
Max energy: 250
Required Path stage: 1
Allowed Paths: all
Permanent effect: When target gains health, it gains 1 energy for each 5 energy points.
Shock
AirArrowEnergy
Max energy: 100
Required Path stage: 1
Allowed Paths: all
Single effect: Deals 1 physical damage for each energy point.
Flame Blast
FireArrowEnergy
Max energy: 100
Required Path stage: 1
Allowed Paths: all
Single effect: Deals 1 physical damage for each energy point.
Disenchant
FirePurityShield
Max energy: 200
Required Path stage: 1
Allowed Paths: Fire
Single effect: Reduce the energy of all permanent effects on target by spell energy. If effect energy is equal or lower than 0, the effect is removed.
Trade Life
AirBodySwap
Max energy: 250
Required Path stage: 1
Allowed Paths: all
Single effect: Trade physical health between spell caster and target. The spell will fail if spell energy is lower than the difference of physical health between caster and target.
Pestilence
AirDeathArrow
Max energy: 250
Required Path stage: 1
Allowed Paths: all
Recurring effect: Deals 1 physical damage for each 3 energy points.
Recurring effect: Deals 1 physical damage for each 5 energy points to the caster.
Drain Life
DeathLeechBody
Max energy: 250
Required Path stage: 1
Allowed Paths: all
Single effect: Deals 1 physical damage for each 2 energy points. Heal physical damage equal to damage dealt.
Infection
DeathSwapBeast
Max energy: 250
Required Path stage: 1
Allowed Paths: all
Single effect: Change all recurring healing effects and recurring health gain effects into recurring damage effects. The spell will only work for effects with life gain not higher than 1 point for each 5 points of energy.
Gift of Artifice
FireEarthPurity
Max energy: 250
Required Path stage: 1
Allowed Paths: all
Permanent effect: Multiply the health, damage reduction and energy boni of all equipped items by PowerCurve(Energy).
Blood of a Hydra
LifeSwapBeast
Max energy: 250
Required Path stage: 1
Allowed Paths: all
Single effect: Change all recurring damage effects and recurring drain effects into recurring health gain effects. The spell will only work for effects with damage not higher than 1 point for each 5 points of energy.
Mental Regeneration
WaterMindShield
Max energy: 250
Required Path stage: 1
Allowed Paths: all
Recurring effect: Heals 1 mental damage for each 4 energy points.
Trade Will
AirMindSwap
Max energy: 300
Required Path stage: 1
Allowed Paths: all
Single effect: Trade mental health between spell caster and target. The spell will fail if spell energy is lower than the difference of mental health between caster and target.
Drain Will
DeathLeechMind
Max energy: 300
Required Path stage: 1
Allowed Paths: all
Single effect: Deals 1 mental damage for each 2 energy points. Heal mental damage equal to damage dealt.
Burning Enchantments
FireShieldArrow
Max energy: 300
Required Path stage: 1
Allowed Paths: all
Single effect: Deals X physical damage for each 2 energy points where X is the number of permanent effects on target.
Empathy
LifePurityEnergy
Max energy: 300
Required Path stage: 1
Allowed Paths: all
Permanent effect: When target receives damage, it gains 1 energy for each 3 energy points.
Heart Attack
DeathBodyArrow
Max energy: 400
Required Path stage: 1
Allowed Paths: all
Single effect: Target loses 1 physical health for each 2 energy points.
Iron Body
EarthBodyShield
Max energy: 400
Required Path stage: 1
Allowed Paths: Earth
Permanent effect: Protects from 1 physical damage for each 2 energy points.
Source of Life
LifeWaterBody
Max energy: 400
Required Path stage: 1
Allowed Paths: LifeWater
Recurring effect: Gain 1 physical health for each 5 energy points.
Brain Death
DeathMindArrow
Max energy: 500
Required Path stage: 1
Allowed Paths: all
Single effect: Target loses 1 mental health for each 2 energy points.
Iron Mind
EarthMindShield
Max energy: 500
Required Path stage: 1
Allowed Paths: Earth
Permanent effect: Protects from 1 mental damage for each 2 energy points.
Source of Will
LifeWaterMind
Max energy: 500
Required Path stage: 1
Allowed Paths: LifeWater
Recurring effect: Gain 1 mental health for each 5 energy points.
Melt Mind
EarthWaterArrowMind
Max energy: 250
Required Path stage: 1
Allowed Paths: all
Recurring effect: Deals 1 mental damage for each 4 energy points.
Trade Magic
AirShieldSwap
Max energy: 1000
Required Path stage: 2
Allowed Paths: Air
Single effect: Trade all permanent effects between spell caster and target. The spell will fail if spell energy is lower than the difference of permanent effect energies between caster and target.
Rejuvenate
LifeWaterBodyMind
Max energy: 800
Required Path stage: 2
Allowed Paths: LifeWater
Single effect: Heals 1 physical damage for each energy point.
Single effect: Heals 1 mental damage for each energy point.
Rotting Flesh
DeathEarthBodyLeech
Max energy: 1000
Required Path stage: 2
Allowed Paths: DeathEarth
Permanent effect: Increase physical damage received by 1 for each 2 energy points.
Vampirism
DeathWaterLeechBody
Max energy: 1000
Required Path stage: 2
Allowed Paths: DeathWater
Recurring effect: Deals 1 physical damage for each 8 energy points. Heal physical damage equal to damage dealt.
Conflagration
EarthFireBodySwap
Max energy: 1000
Required Path stage: 2
Allowed Paths: all
Recurring effect: Deals 1 physical damage for each 10 energy points. Requires 1 less energy each time it triggers, to the minimum of 2.
Magic Battery
FireAirEnergyShield
Max energy: 1000
Required Path stage: 2
Allowed Paths: all
Permanent effect: Increase each spell energy by 1 for each 2 energy points of the spell effect.
Phoenix Dust
FireLifeSwapPurity
Max energy: 1000
Required Path stage: 2
Allowed Paths: all
Permanent effect: When physical or mental health becomes equal or lower than 0, physical and mental health become equal to half of effect energy.
Invulnerability
LifeEarthLeechShield
Max energy: 1000
Required Path stage: 2
Allowed Paths: EarthLife
Permanent effect: Protects from 2 points of damage for each 3 points of energy. The effect is removed when target receives damage or loses health.
Rotting Mind
DeathEarthMindLeech
Max energy: 1200
Required Path stage: 2
Allowed Paths: DeathEarth
Permanent effect: Increase mental damage received by 1 for each 2 energy points.
Brain Parasite
DeathWaterLeechMind
Max energy: 1200
Required Path stage: 2
Allowed Paths: DeathWater
Recurring effect: Deals 1 mental damage for each 8 energy points. Heal mental damage equal to damage dealt.
Cacophony
FireAirDecoyMind
Max energy: 1500
Required Path stage: 2
Allowed Paths: all
Recurring effect: Multiply used concentration by PowerCurve(energy).
Beacon of Chaos
FireAirSwapLeechDecoy
Max energy: 2000
Required Path stage: 3
Allowed Paths: all
Permanent effect: Whenever a spell is cast, copy this spell with energy equal to the energy of Beacon of Chaos, targetting the person affected by Beacon of Chaos.
Pacifism
LifeEarthPurityEnergyDecoy
Max energy: 2000
Required Path stage: 3
Allowed Paths: all
Permanent effect: Reduce the energy of each spell cast on another person by 1 for each 2 points of effect energy.
Implosion
AirFireArrowEnergyBody
Max energy: 2500
Required Path stage: 3
Allowed Paths: all
Single effect: Deals 1 physical damage for each energy point.
Berserk
DeathFireBeastMindDecoy
Max energy: 2500
Required Path stage: 3
Allowed Paths: DeathFire
Single effect: Target loses 1 mental health for each 2 points of energy.
Single effect: Gain 2 energy points for each energy point of Berserk.
Single effect: Gain 1 physical health for each point of energy.
Terror
WaterEarthArrowMindDecoy
Max energy: 2500
Required Path stage: 3
Allowed Paths: all
Single effect: Deals 1 mental damage for each energy point.
Gry w przeglądarce Toplista-Gier Najlepsze gry via www - rpg online! TOP50 Gry GameExe.pl