9/5/2010 7:12:21 PM
Brotherhood battles at 9/6/2010 12:00:00 AM
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
  9. Summoning

You play a mage - casting spells is what you're supposed to be doing. But this game offers an original approach to magic. It gives you more control over your spells, and your opponents have a similar casting abilities. 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:

  • Gesture
  • Incantation
Gestures and incantations are being cast at the same time. The second is component type:
  • Domain
  • Shape
  • Control
  • Action
Domains and Shapes determine the result of spells. 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 its target. Spells are predefined, you can find a list of spells here. The order in which components are combined together does not modify the final result of a spell. However, the Action component must always be the last component invoked in a component chain, as they are used to separate spells. A Domain, Shape or Control component can be re-invoked more than once without changing the nature of the spell being cast. For example, if a Warceror wishes to cast the Firebolt spell at his opponent he would invoke the 'Fire', 'Arrow' and 'Cast on Opponent' components, but if he wanted he could also invoke the 'Arrow', 'Fire', 'Fire' and 'Cast on Opponent' components to produce the same spell (notice that 'Fire' is now being invoked twice). Why would you want to use the same component more than once? Because it makes the spell more powerful. Each spell component has an Energy value. The Energy values of all the components used in casting a spell are summed up to determine the total Energy level of the spell. In that case, then why wouldn't you just cast one big spell to blast your opponent to pieces? Because the greater the amount of Domain or Shape components that are used to cast a spell, the more difficult it becomes to cast the spell. The reason for this is that spell components also have a Concentration value. The Concentration values of every component used to cast a spell are multiplied together to determine the total Concentration level of the spell. If, at the moment of invoking a component, the Concentration level of the spell 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 components used don't correspond to an existing spell, then no spell is cast. There are 3 types of spell effects:
  • Single
  • Recurring
  • Permanent
Single effects occur as soon as the spell is cast - the Firebolt spell deals it's damage once, and that's it. Recurring effects trigger at the time the spell is cast, and then are repeated at 2 second intervals until the end of the fight - a good example is the Poison Arrow spell which deals damage every 2 seconds. Permanent effects work from the moment they are cast and they last until the end of the fight - the Stone Body spell reduces damage all the time.

Warcery 1.4.3 by Marek Hański
Copyright 2009 - 2010
Layout design:  INS.art
Header art:  Kwad-rat
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