Witcher III


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If you wish to send a group request, please contact us by e-mail vedmaklarpriga@gmail.com

Action of our game is set in the "Witcher" universe of  Andrzej Sapkowski , therefore in the game will act Costume Rules restricting the use of modern clothing items, fabrics, weapons, inappropriate at the time. At the same time, these rules are not strict as historical festivals, for example,so it is possible to use cotton or wool blend fabrics in natural colors, and so on. An important part of our game will be matching costumes with style of Medieval Age and Witcher universe that at first glance it was clear who was in front of you: Human , Dwarf or Elf from Skoia'Taeli unit.


In combat , you can use ONLY soft (foam or latex) LARP weapons .
All characters have 1 hit point by default , you can add more by wearing armor/helmet etc.


We offer not only one-on-one combat , but also actions as part of larger unit and castle sieges . If you die , you go to the "Limb' for set period of time (1-2 hours) , then starts new character . Dying as a member of an unit has no such penalties .

An important part of the game will be the economy. Stronger rulers will collect tribute from the villages, the priests ask for offerings to the gods, warlords gather resources for the organization of troops... We plan to simulate various crafts and collections of agricultural products. Players will be able to offer their types of economic activities to be introduced to the game, especially if you do it in advance.

 

Economic cycles: 

10 to 13

13 to 16

16 to 19 

19 to 21

 

The economy of the game is divided into 2 types. 

Micro - character economy. 

Macro - Faction Economy.

Resources: 

Silver for gold is exchanged at the NPC at a floating rate. The starting rate is 10 silver per 1 gold and vice versa. 

 

Macro actions - performed by the leader of the faction and people authorized by the leader. 

1. Buying squads 

2. Game interactions with settlement by IOUs or bearer check. 

3. Maintenance of the army 

4. the legal tender is gold 

Micro-actions - performed by any character in the game. 

1. Making craft items (Forging weapons, enchanting) 

2. Buying items and services (Potions, scrolls, hiring people) 

3. Buying food in a pub 

4. Game interactions with cash settlement 

5. the legal tender is  silver 

Blacksmiths can improve the armor and weapons of players (give or remove additional hits). It also requires wagering in time for crafting. In the event of an interruption, the process starts over without wasting the expended resources. The presence of an entourage smithy reduces the time spent on production. 

 

Alchemists can produce elixirs. It also requires wagering in time for crafting. In the event of an interruption, the process starts over without wasting the expended resources. The presence of an entourage laboratory reduces production costs. 

 

Other economic roles are discussed individually with the masters. They can provide some economic bonuses. 

 

Caravans are a way to make money and get information that is not immediately available, but can be disseminated by craftsmen. Those who produce something can sell their goods through the caravan.

 

The caravan consists of a minimum of 2 people, the caravan travels at predetermined points. The composition of the caravan cannot be supplemented along the route of the caravan. The caravan obeys the rules of the units (you need a flag of the faction), but does not require special characters (such as Nobles). The organization of the Caravan will cost a certain amount. The caravan has a resource chest that these players are carrying. 

 

Action of our game is set in the universe of Witcher, therefore in the game will act Costume Rules restricting the use of modern clothing items, fabrics, weapons, inappropriate at the time. At the same time, these rules are not strict as historical festivals, for example,so it is possible to use cotton or wool blend fabrics in natural colors, and so on. An important part of our game will be matching costumes with style of Witcher universe that at first glance it was clear who was in front of you . Player Costume will evaluate the Regional Master , or, in complex cases - Costume Master.

Mages
From the start they acquire 3 spells by their choosing and 6 chips of mana for a day. Extra mana can be obtained from the places of Power, or by eating pieces of warp stone (this can also lead to various mutations).
All mage spells that are suited for battle, DO NOT SPEND MANA, but can only be cast once during battle encounter.
Mages, when not wearing any armor, have +1 hit-point. They can wear armor, but if it exceed +2 hit points, they lose ability to cast in battle.

Clerics
From the start acquire 3 spells from Petty Magic, Common Prayers (возможно Clerical Magic) or their Cult Prayers. They obtain 6 chips of mana for a day, and can get extra mana only from places of Power.
All clerical spells that are suited for battle, DO NOT SPEND MANA, but can only be cast once during battle encounter.
Clerics with no armor have +1 hit-point and can wear any armor without losing spellcasting ability.

Schools of Light Attribute - Exorcism

The magician’s melee weapons inflict magical damage to creatures immune to conventional weapons.

 

The attribute of the School of Metal - Living Metal

Any damage taken by a mage is reduced to 1.

 

Schools of Fire Attribute – Incineration

The magician is immune to Fireball spell.

If the "Fireball", cast by the magician, did not hit anyone, then the magician has the right to re-throw during this battle (the second miss is final).

 

Attribute of the School of Life – Gains the power of regeneration, cannot be poisoned. In addition, while Heavily Injured, the mage survives the first time he is killed."

Beast School Attribute – Beast Sense

The magician sees invisible characters within a radius of 3 meters.Spell "Awareness" works for 10 minutes.

 

School of Death Attribute - Barrier vs. Undead

The magician is fully immune to spells and special abilities of the undead, to fear, and cannot be raised as undead or interrogated using the spell "Last words".

 

School of Heaven Attribute- Prediction

The magician is immune to the "backstab" ability and stunning.

 

School of Shadow Attribute – Shadow Walker

The magician must learn the spell "Shadow Walker."

A mage can use the “Shadow Walker” spell once per cycle WITHOUT MANA COSTS.

A mage under the effect of the “Shadow Walker” spell can use non-combat spells without interrupting the spell's effect. Other conditions for interrupting a spell are remained the same (attack, taking damage, removing a veil).

 

 

Dark Magic Attribute - Power of Darkness

Mage can exchange “sacrifice” of any victims for the effect of the “Full heal” or “Purification” spells, as well as receive an additional 2 mana chips ..

 

 

High Magic Attribute - Protection

Mage additionally studies the spell “Magic Aegis”

The magician can use the spell “Magic Aegis” an additional 1 time in each battle.

 

 

.The attribute of Necromancy - Raising the Dead

Mage can raise up to 10 zombies (like "Invocation of Nehek") per game without mana costs.

1.1. Players are only allowed to use in combat the appropriately marked weapons that are accepted for use in the Game. See Weapon Admission Rules.

1.2. Players are not allowed to use someone else's weapon.

1.4. The player who has entered the combat has to be aware of the possibility to be injured or injure someone else. Therefore it is forbidden to strike excessively strong blows to unarmoured players and to the parts of the body that are not protected by armour; it is necessary to avoid hitting forbidden areas (head, hands, neck, groin area) and if the opponent isn't defending – only to designate the blow/blows. Masters will punish players whose fighting style leads to potential injuries of their opponents.

1.5. The player who is not willing to enter combat and is not escaping, can raise unarmed hands and declare loudly "I give up!", to designate his vulnerability to the opponent.

1.6. In case of injuring someone (deliberately or unintentionally) the player is obliged to quit the Game. Degree of his fault and punishment is specified by the Combat Master, the Chief Master or Masters' deputies.

1.7. Forbidden at the Game: piercing blows with any weapon except for spears, cutting blows with spears, blows with non-combat parts of weapons, holds, wrestling methods, taking hold of shields and weapons by any part of them, blows with the shield, kicks in the shield.

2. Day combat and night combat

 

2.1. Day combat lasts from 9 a.m. till 9 p.m.

2.2. NO night-time combat !!

 

3. Hitpoints

 

3.1. General provisions

3.1.1. To take away one's hitpoint - blow (hit) by a weapon within the allowed striking area.

3.1.2. Head, hands, neck, groin area – the forbidden areas. Other parts of the body – the allowed striking area.

3.1.3. The blow has to be struck with the force and amplitude sufficient for the addressee to feel it. The method "sewing machine" is counted as one blow.

3.1.4. The player counts the hitpoints taken from him himself. The players who are nearby may point out at the player's wrong calculation in a polite way, and also ask the closest Master for trial. Depending on the circumstances, the master makes the decision on punishment of careless players.

3.1.5. To kill a character, after taking away all his hitpoints (until he has zero or less hitpoints), it is necessary to touch him once again with the weapon and to say aloud "KILL" (in English). Only after that the player is considered to be murdered.

3.2. Losing hitpoints

3.2.1. All types of conventional weapons take 1 hitpoint.

3.2.2 The shell of a catapult ignores shields and leads the player into state of a severe injury; ricochets do not count.

3.2.3. Siege logs and stones lead the player into state of a severe injury; ricochets do not count.

3.2.4. There will also be artefact weapons in the Game, that take hitpoints from usual creatures in the same way as normal weapons, but only with such weapons it is possible to strike some of the magic creatures. An artefact weapon will be accompanied by a certificate.

4. Hitpoints

 

4.1. Basic quantity of hitpoints of any player - one hitpoint.

4.2. Additional hitpoints can be received either if you put on armour or in a magic way.

4.3. Loss of a part of hitpoints (armour) leads to a slight injury. Slightly wounded player can perform the same way as a healthy player, except running. Armour hitpoints are restored automatically in 30 minutes after fighting interaction. If the player has entered another fighting interaction before the expiration of this term, his hitpoints have not been restored and the countdown begins anew after the fight.

4.4. A blacksmith can restore armour hitpoints to maximum in 10 minutes, performing repair work (anvil and hammer are required).

4.5. Loss of all hitpoints, i.e. to zero or less, leads to a severe wound. A seriously wounded character can't enter active Game interactions (to fight, to work, etc.), as well as talk loudly and walk. Can creep, groan, and whisper. Can walk in slow steps, leaning on the shoulder of another player. Dies in 30 minutes if no medical care is provided.

4. Hitpoints from armor.

 

4.1. Basic quantity of hitpoints of any player - one hitpoint.

4.2. Additional hitpoints can be received either if you put on armour or in a magic way.

4.3. Loss of a part of hitpoints (armour) leads to a slight injury. Slightly wounded player can perform the same way as a healthy player, except running. Armour hitpoints are restored automatically in 30 minutes after fighting interaction. If the player has entered another fighting interaction before the expiration of this term, his hitpoints have not been restored and the countdown begins anew after the fight.

4.4. A blacksmith can restore armour hitpoints to maximum in 5 minutes, performing repair work (anvil and hammer are required).

4.5. Loss of all hitpoints, i.e. to zero or less, leads to a severe wound. A seriously wounded character can't enter active Game interactions (to fight, to work, etc.), as well as talk loudly and walk. Can creep, groan, and whisper. Can walk in slow steps, leaning on the shoulder of another player. Dies in 30 minutes if no medical care is provided.

4.6. The armour

How many hitpoints each armour type gives you:

4.6.1. quilted armor (Vest+Leggins) +1 hitpoint

4.6.2. a leather cuirass (thickness over 4 mm) + 1 hitpoint

4.6.3. Brigantine (Coat of plates) or Scale mail +1 hitpoint

4.6.4. chainmail +1 hitpoints

4.6.5. Full leg protection (shausses or cuisses+greaves)+1 hitpoint

4.6.6. Full arm/hand protection (spaulders/pauldrons +vambraces)+1 hitpoint

4.6.7. A helmet or chainmail hood with a comforter cap gives + 1 hitpoint

 

4.6.8. . It is possible to put on different types of an armour – one over another, but no more than in three layers and depending one's status.

5. Medical treatment

 

 

 

6.1. General provisions

A storm is the name for the military operations directed to penetrate a location (type: fortified city) by means of destruction or opening the gate.

6.1.2. Storm takes place only around the gate and the assault wall.

6.1.3. The total length of an assault wall has to be at least 8 m, height at least 2 m (without serrations). The gate has to be at least 2 m wide and at least 2 m high, it has to be equipped with a bolt.

6.1.4. The assault wall and gate may be equipped with towers. If a fortress has a gate tower, then apart from external gate there can be an internal grate.

6.1.5. The assault wall can be equipped with galleries, serrations and loopholes. The gallery has to maintain at least 500 kg weight.

6.1.6. Storm can only be attempted by a group or several groups.

6.1.7. Storm is attempted only with the permission of the Master i.e. the Master has to give command to the storming team: "The storm has begun".

6.1.8 Storm has the following phases: before opening or destruction of the gate, and after that.

6.1.9 If the gate is destroyed (has 0 gate siege hitpoints), the Master stops the Game. The gate is opened and the storm continues.

6.1.10 During the storm the gate can be opened from inside by: the attackers who got inside through (over) walls; the besieged (traitors) or simply be opened due to negligence. It is enough to open the lock and then open the gate – wider than 50%. After such opening of the gate the storm continues as described before.

6.1.11 The gate doesn't lose hitpoints in this case. If the besieged win the gate back again, they can close it. Shooters on the wall or in towers can remain at their places and continue the combat.

6.1.12 In case of victory of the storming team the players who are in non-combat camp are obliged to come out into the Game zone or admit themselves to be dead.

Players aren't recommended to enter someone else's non-combat camp.

6.1.13 Those who stand on the ground are forbidden to strike those who are defending the wall and vice versa. Interaction is only possible between defenders of the wall and those attacking the galleries.

6.1.14 In case of falling (or a jump) from galleries, the character passes into state of a severe injury.

6.2. Siege hitpoints and siege loss.

6.2.1. Some buildings, gate in a fortress, as well as siege equipment, have siege hitpoints.

6.2.2. Siege hitpoints are lost in case of being hit by shells of catapults, stones, and logs.

6.2.3. A ram, a catapult shell, a log or a stone can take 1 siege hitpoint.

6.2.4. The ram has to be equipped with toe brackets or ropes. The blow of a ram doesn’t have to cause real physical damage to the gate. After each blow the ram needs to be removed to a distance no less than 1 m from gate.

6.2.5. Siege stone and log can win 1 siege hitpoint.

6.2.6. A gate has from 10 to 40 hitpoints depending on quality of its construction (decided by Master). Grate in the tower gate has 10 siege hitpoints.

6.2.7. A building can have siege hitpoints if it is equipped with lockable doors. From 2 to 5 hitpoints, specified by Master.

7. Damage and repair of siege equipment.

 

7.1. All siege tools, and also rams, have a certain amount of siege hitpoints. The quantity of hitpoints is appropriated by the Combat Master at the admission (but not more than 10) and is registered on the admission chip of the tool.

7.2. A siege tool is considered to be put out of order (it can't be used) if it has 0 or less siege hitpoints.

7.3. After combat (storm), if a siege tool has lost siege hitpoints, but there still is 1 or more, the tool restores its siege hitpoints to initial value within 30 min. Though, if it has entered combat before the expiration of this term, the lost hitpoints are still counted as lost.

7.4. In case all siege hitpoints of the siege tool are lost, it can be repaired by a blacksmith (to perform the repair in-game, an anvil and a hammer are required).

1. General Provisions

 

1.1. Only Protected Weapons (PW) are allowed for use - weapons made of a strong and flexible plastic core enclosed in a thick casing made of lightweight and durable Elastic Foam Polymer (EP) and covered with a colored elastic coating on top. 

1.2. Buffers, tambaras and similar weapons are allowed to be used in the game only if they look like a sword or mace. 

1.3. All weapons pass pre-game control and must be allowed for play, as evidenced by the chip. Weapons that have damage that affect their safety and aesthetics are not allowed to play.

1.4. The piercing weapon in this game is exclusively a spear. Stabbing with any other weapon is FORBIDDEN. It is FORBIDDEN to make chopping blows with a spear. Combined piercing and slashing weapons are not allowed.

 

2. General requirements

 

2.1. All PW used in the game should be similar in appearance to the real one and be neat and aesthetic. 

2.2. The warhead of the PW must be completely covered by the EP.

2.3. In any area of the warheads of the weapon, the solid parts of the inner frame should not be clearly felt when pressing on the surface of the PW. 

2.4. The recommended hardness of the surface of the PW on any part of the warhead of the weapon is 15-30A Shore. On the shafts of inertial weapons, the edges and surfaces of shields - 25-35A Shore hardness.

2.5. The recommended weapon weight is 300-800 grams per meter of length. 

2.6. The total weight of the weapon must not exceed 2000 grams.

2.7. The weapon is admitted according to the totality of all its parameters - hardness, weight, elasticity of the material of execution, length and weight distribution. All samples that do not meet some of the recommended parameters will be allowed / not allowed with an individual approach. 

2.8. Weapons whose hardness or weight is more than 30% higher than the maximum permissible parameters will definitely not be allowed. 

 

3. Bladed weapons

 

3.1. The blades must be flexible and strong - the blade must withstand strong bending and return to its original state on its own. However, he should not be overly flexible. Such samples will not be admitted.  

3.2. For bladed weapons of short length (knives and daggers up to 30 cm total length), it is permissible to manufacture without a rod. In this case, the weapon should not sag under its own weight and be unnecessarily soft. 

3.3. The guard of a bladed weapon must be elastic (bend when pressed and return to its original position after removing the load). The use of internal frames in a guard made of metal or hard plastic is not permitted. 

3.4. The total length of the bladed weapon must not exceed 2 meters.

 

4. Inertial weapons (axes, maces and other weapons, in which the main part of the weight is the combat part of the weapon).

4.1. For the rod in the shaft of inertial weapons, it is necessary to use less flexible rods than in the blades. Overly flexible designs may not be admitted. 

4.2. The EP casing on the striking parts of inertial weapons (chopping edges of axes, striking parts of batons, etc.) must be at least 20 mm thick. On the combat parts of the weapon that are not intended for impact (the plane of the blade of axes, etc.), the EP layer must be at least 5 mm.

4.3. Impact parts of inertial weapons must not roll or wiggle on the rod.

4.4. Increased requirements are imposed on the material of the striking parts of inertial weapons in terms of softness and lightness.

4.5. Various chain modifications of inertial weapons - chain morgensterns and flails must also have a soft chain.

4.6. The total length of the inertial weapon must not exceed 150 cm.

 

5.Staffs 

 

5.1. In this polearm, due to its great length, it is necessary to use stiff and strong rods. Excessively flexible specimens prone to overlap may not be admitted.

5.2. The EP casing on the striking parts must be at least 20 mm thick. The thickness of the protective layer on the remaining parts should not be less than 10 mm. The rigid frame of the shaft should not be felt through the protective layer.

5.3. The total length of staffs should not exceed 2 meters. 

 

6. Spears (stabbing polearms, regardless of their appearance) 

 

6.1. The diameter of the tip of the spearhead must be at least 5 cm. The thickness of the EP at the tip must also be at least 3 cm. In this case, the tip should be designed in such a way that, even with strong stabbing blows, its tip does not "fall" to the side, but crumples, returning to its original state after removing the load.

6.2. The spear shaft must be covered with a minimum 5 mm thick EP by at least 50 cm, counting the length of the tip.

6.3. The spear shaft should not bend strongly under its own weight and the weight of the tip. Overly flexible designs will not be admitted.

6.4. The total length of the spear should not exceed 3 m. 

 

7. Ranged weapon rules (bows, crossbows)

7.1. Bows and crossbows with a pulling force of up to 15 kg are allowed. Do not install strain reliefs, arrows or bolts will also be checked and may not be admitted. 

7.2. Arrows and bolts must have a soft tip with a minimum diameter of 2.5 cm.

7.3. Archers will be tested for accuracy before weapons are admitted. Only personal arrows of each player are allowed to be used in battle. If you find an arrow, pass it to the nearest game master as soon as possible. 

 

8. Shields

 

8.1. Shields should be soft, lightweight and durable. On the back side of the shield should be no protruding bolts, screws or other fasteners that could cause injury or damage to the weapon.

8.2. Only fully protected shields are allowed to play - the plane, edges and the umbon (if any). The inner side of the shield can be protected or not, according to your choice. 

8.3. The thickness of the protective layer on the edges of the shield should be at least 2 cm. At the same time, even with a STRONG pressure on the protective layer of the edge of the shield, the solid inner frame of the shield should not be felt.

8.4. The thickness of the protective layer on the plane of the shield must be at least 8 mm. 8.5 The umbon must be completely soft and made of EP or hollow soft rubber. 

8.6. The mass of the shield should not exceed 6 kg per 1 m2 of the protective surface of the shield. 

8.7. The maximum size of the shields should not exceed: 

For triangular shields - 90 cm high and 70 cm wide. 

For round shields - 85 cm in diameter.

 

Army Of The Dead
(squad/unit). After being announced by the key phrase "Army Of The Dead" all the heavily wounded squad members in a 15m radius from a caster are raised in +1 hit point. Living, heavily wounded, squad members are raised as a zombies under caster's control until the spell is dispelled.
Use: Once per battle
Cost: Free


Whirlpool
Mass control. Caster vocalizes spell by the key phrase "Whirlpool!" and burns two Bengal fires, or in some other way clearly demonstrates activation. In next 3 minutes other persons in combat with caster or his allies cannot cast any spells, use magical projectiles or get hit by a magical projectiles. Spell does not have effect behind walls, (but can affect characters, standing on the wall). While this spell is active, caster cannot cast any other spells.
Duration: no more than three minutes
Use: Once per battle
Cost: Free


Urannon's Thunder
Caster vocalizes spell by the key phrase "Thunder!" and points on a single flying object, mechanism or airship not farther than 15 meters from caster forcing it to land.
Alternative use 1: caster can target another character. This character looses ability to cast spells or use elixirs for duration of the spell (it does not disable previously laid effects)
Alternative use 2: spell deals 2 points of siege damage to chosen structure/object in 15m radius
Duration: 3 minutes
Use: Once per battle
Cost: Free


Ice Wind
Mass Control. Caster vocalizes spell by the key phrase "Ice Wind!" and burns one bengal fire (or in any other way notes activation). All characters in 15m radius become immune to ranged weapon (bows, cross bows, throwing weapon, firearms BUT DOES NOT PROTECT FROM SIEGE WEAPON AND MAGICAL PROJECTILES). Bengal fire must not burn for longer than 3 minutes. While spell is active, caster cannot cast any other spells.
Duration: 3 minutes
Use: Once per battle
Cost: Free


Aegis Of Magic
Personal. Caster vocalizes spell by the key phrase "Aegis!" and spins up to one meter long ribbon ,with a ball tied to it, above his head. While ball is spinning, caster cannot be stunned, do not receive damage (from weapon and spells, for example), cannot be backstabbed, but cannot take any action except moving. Caster must not interfere in other characters combat interaction (for example must not cover his allies intentionally) neither prevent other characters movement (must step aside if needed)
Duration: Spell is counted as dispelled when ball stops spinning.
Use: Once per battle
Cost: Free

 

Dazzling Shining
Personal. Only works against undead. Caster vocalizes spell by the key phrase "Shining!" and covers his head with at least 1x1 m wide white veil. While covered, caster cannot be stunned, do not receive damage (from weapon and spells, for example), cannot be backstabbed, but cannot take any action except moving. Caster must not interfere in other characters combat interaction (for example must not cover his allies intentionally) neither prevent other characters movement (must step aside if needed). Spell works until the end of battle, unless caster do not attack or takes his off his veil.
Duration: Until battle ends or caster decides to attack or take off his veil.
Use: Once per battle
Cost: Free


Destruction
Caster vocalizes spell by the key phrase "Destruction!" then by touching with hand, weapon or by throwing a magical projectile deals 5 points of siege damage to fortress' gates and other buildings that have siege hit-points, war machines and mobile tech.
(Additional information about interaction with machinery and war machines see in the relevant rules.)
Alternative use: spell can be used for purification/destruction of altars, destruction of fields mines and other buildings. In that case it costs 1 chip of mana
Use: Once per battle
Cost: Free


Fear
Mental. Caster vocalizes spell by the key phrase "Fear!" and blows a whistle, and while the sound is heard, caster is immune to melee damage. Fear effect ends, if caster stops whistling, or use another spell or prayer.
Use: Once per battle
Cost: Free


Fireball (mages only)
Mage can cast only 1 fireball per battle, by hitting a target with a ball. Magical projectile deals 5 points of damage to target. Only direct hit is counted (no ricochets). Magical projectile is modeled by a pierced entouraged tennis ball (or LARP analogue) with at least 20 cm long tail, according to weapon allowance rules. When battle ends, spell can be replenished by finding used projectile. About extra magical projectiles see Combat Rules.
Use: Once per battle
Cost: Free

Tree Form
Personal. Caster vocalizes spell by the key phrase "Tree Form!" and presses both hands toward the tree. Caster becomes invisible, invulnerable to combat interaction, stunning and magic. Also cannot be attacked or use other spells, but can speak, and, if was wounded, restores up to 2 hit points. Effect dissipates if caster takes hands off tree.
Use: Once per battle
Cost: Free


Domination (mages only)
Mental. Touch. Cannot be used in Combat Interaction. Caster vocalizes spell by the key phrase "Domination!" and touches recipient. Recipient do not take any actions except those, ordered by caster. Orders must be in form of simple physical action, not demanding abstract thinking, must not break game rules or game process. For example "Let me pass", "Open the gate", "Open the lock" e.t.c. Caster cannot order recipient to tell him something, point at a criminal, or read encrypted text. Effect lasts for 15 minutes (counting till 1000). Recipient does not remember that he was under influence of spell.
Duration: 15 minutes (Counting till 1000)
Cost: 1 mana chip
Armor Of God (clerics only)
Buff. Effect is modulated by at least 30 cm long red ribbons tied around forearms. All magical projectiles, and other spells with similar effect, any weapon and special abilities deal only 1 hit point to the recipient instead of usual amount of damage until the end of game cycle.
Duration: Till the end of game cycle
Cost: 2 mana chips


Law Of Gold (mages only)
Buff to alchemical laboratory or forge/weapon workshop. Till the end of current cycle, alchemist, when creating a potion in buffed laboratory can get 2 more potions without spending ingredients on them, after that spell's effect ends.
Blacksmith/armourer can create two identical weapons/armors spending resources for only 1 unit, after that the spell dissipates.
Use: Only 1 active buff at the time and no more than twice per day.
Cost: 1 mana chip


Shadow Walker
Buff. Effect is modulated by cowering head with a black veil at least 1x1 m wide. For 1 hour caster becomes invisible and immune to all ranged attacks. Time of effect activation is written on a magic sticker. Effect dissipates if caster attacks, receives damage, uses any other spell or removes veil.
Duration: 1 hour
Cost: 1 mana chips


Invocation Of Nehek
After vocalizing the spell, caster can, by a touch, raise up to 3 dead characters as personal zombies without previous skills and abilities, or fully restore health of 1 undead unit. Raised zombies do not have mind of their own, fully abide to theirs master, cannot escape from him or interpret his orders. Exist for only one hour, after that they die and players go to the GRAVEYARD. If, while being a zombie, player looses all hit points, he also goes to the GRAVEYARD. It is impossible, to raise one character as a zombie more than once. Makeup must be put on a zombie's face. Spell cannot be used in a Combat Interaction.
Duration: 1 hour
Cost: 1 mana chips

 

Blood Sacrifice
Caster, in presence of Game Master, performs a ritual by reading a prayer at the temple and sacrifices arbitrary amount of characters (not in a heavy wounded condition). After that Master writes on a prayer sticker amount of people sacrificed. Till the end of a cycle when using that prayer sticker cleric can performs a ritual and reads a prayer (not necessary in temple) to stabilize and heal amount of lightly or heavily wounded recipients equal to written in a sticker.
Sacrificing and healing cannot be performed in Combat .
Cost: 1 mana chips


Magical Interrogation
Mental. Touch. Caster vocalizes spell by the key phrase "Magical Interrogation!" Recipient must answer truthfully to caster's two questions. Cannot be used in Combat Interaction. Recipient do not remember the spell placed on him (only remembers that "spilled all out" for some reason)
Cost: 1 mana chips


Petty Healing
(Petty Magic, Cult Of Sigmar, Ormazd, Myrmidia, Asuryan, Ulric, Grungni, Common Prayers)
Touch. Recipient in lightly wounded or heavily wounded condition gets stabilized and restores 1 hit-point. Spell cannot be used in Combat Interaction.
Cost: 1 mana chips


Speechlessness And Oblivion
Debuff. Mental. Touch. Caster vocalizes spell by the key phrase "Speechlessness!". Recipient cannot use "Clerical", "Magical", "Commanding", and "Torture" abilities for two hours. Caster chooses one topic, on which recipient cannot say anything except for "I don't remember", "I don't know" or "I can't say"
Effect is modulated by a sticker/bandage with a time of the beginning and the end of an effect, written on it. Recipient does not remember that this spell was cast on him. Spell cannot be used in Combat Interactions.
Cost: 1 mana chips


Purification
Recipient, item or building looses all its magical buffs, debuffs, effects of Lesser and Greater Runes. Recipient remembers, who had put spell on him.
Spell can be used by a priest to remove desecration effect from temple.
Spell cannot be used in Combat Interactions
Cost: 1 mana chips


Last Words
Caster forces dead man to answer to his three questions (Dead character or a zombie) truthfully
Cost: 1 mana chips


Full Healing (clerics only)
Touch. Recipient in lightly wounded or heavily wounded condition gets stabilized, restores all hit-points and cures of one poison and disease. Spell cannot be used in Combat Interaction.
Cost: 1 mana chips


Gardens Of Rejuvation
Buff for a hospital building or Alchemist's laboratory. Caster performs ritual and reads prayer in a hospital or an alchemist's (GARDEN???).
Using medical abilities inside hospital is hastened to a minimum of 5 minutes till the end of game cycle.
Creation of elixirs in laboratory gives double amount of them without spending extra resources.
Effect does not stack with other spells or prayers.
Cost: 1 mana chips


Lethal Touch (mages only)
Buff. Caster obtains "Backstab" ability till the end of cycle. After 1 use the spell effect ends. For a backstab caster can use his staff or bare hands. Spell cannot be used in Combat Interaction.
Duration: 1 use or end of cycle
Cost: 2 mana chips


Sleep
Mental. Touch. Caster vocalizes spell by the key phrase "Sleep!". Cannot be used in combat interactions. Hitting recipient interrupts the spell.
If recipient is another character, then caster gives him a pre-made letter with a dream's plot. Recipient plays asleep (does not see, hear or remembers what has happened after he was put to sleep; sits down, if he was standing; but can remember what he was seeing in his dream) and counts to himself till 300.
If recipient is caster, then he also plays asleep and can ask a question to a spirit of a recently killed character (caster must touch it's body) or Game Master. Character must answer the question truthfully, but also can do it metaphorically. Game Master can, but not obligated to answer, or answer truthfully to it, can also answer metaphoricaly.
Cost: 1 mana chip

Fortitude Of Mind (clerics only)
Buff. Recipient gains protection against mental effects of spells and prayers (Fear, Sleep, Domination). Sticker sticks to a bracelet of recipient. Spell cannot be used in Combat Interaction.
Cost: 1 mana chip


Mutation
Buff. Recipient painfully mutates, becoming a bird for 2 hours, after that he can leave battle/interrogation/imprisonment by his own will, and cannot be killed/stopped/caught till the moment he turns back (Urannon's Thunder spell is an exception to this). Also recipient restores 1 hit point, if he was hurt. Being a bird, character can only fly, peck or crap, cannot speak, fight, cast, use elixirs or any abilities. Mutation can be stopped prematurely, but in that case Game Master throws D6 dice, and if it is 1, recipient dies due to unsuccessful mutation. Appropriate entourage required.
SPECIAL : Spell can be used in Combat Interaction.
Duration: 1 use or end of cycle
Cost: 2 mana chips


Cold Heart
Touch. Mental. Debuff. Recipient cannot join squad, party, participate in assaults (incl. defense) till the end of Cycle. Recipient do not realize the spell effect and does not remember, that this spell was placed on him. Cannot be used in Combat Interaction.
Duration: Till the end of cycle
Cost: 1 mana chip


Awareness
Buff. For 10 minutes caster can see hidden and invisible characters. Caster must count aloud, or use hourglass.
Duration: 10 minutes
Cost: 1 mana chip


Hearty Mead (clerics only)
Buff. Up to 3 recipients got fully healed, receive protection from deceases and poisons till the end of Game Cycle. Ritual is accompanied with drinking beverage. Cannot be used in Combat Interaction.
Cost: 2 mana chips

ELIXIRS can be used during Combat .  elixirs work for Squad members for now possible change for this rule in the future updates

Potions that increase damage DO NOT STACK!!!
Healers/herbalists, from the beginning know 3 potion recipes. During a game cycle, they can brew any number of “Easy” potions and only 1 “difficult” potion (2 in laboratory), each brewing gives 1 potion (or more under the effect of spell laid on to laboratory)
More recipes can be obtained by - trading, ordering from a bookseller or finding recipes in loot.

For brewing a potion, character needs:
- Potion flask
- 1 silver coin (money for ingredients like charcoal , spirits e.t.c.)
- 2 different blooming plants for simple elixirs like "Potion Of Fast Aid"
(For more “serious” potions, rare ingredients will be required, which are kept secret for now. They will be written in a recipes, and could be found in loot, or bought from caravan)
- In "Alchemist's Laboratory" with flasks, bottles, retorts e.t.c. potions can be brewed for free (no 1 silver coin fee , only ingredients are required)
- 5 minutes of game time
Potion of Health
+1 hit point till the end of cycle, are lost in battle first and cannot be “healed” after Combat .
Effects of potions stacks. When Combat ends, potion effect dissipates.


Potion Of Striking
+1 damage with non magical melee weapon for 1 Combat . No more than 1 potion per weapon. When Combat ends, potion effect dissipates.


Potion Of Fast Aid
Heals "Heavily Injured" condition restoring health to 1 hit-point.


Potion Of Healing
Heals "Heavy Injured" condition. Restores all hit points, also heals from disease and poison.


Potion Of Purification
Works only on living. Heals disease and poison.


Potion Of Magical Protection
All magical attacks do only 1 point of damage.


Potion Of Fortitude
During a Cycle protects from any ranged damaging spells and effects (Do not dissipate in and after Combat )


Heather Honey
Restores all hit-points, gives immunity to diseases till the end of cycle.


Potion Of Invisibility
Makes character invisible(like spell) for 10 minutes after drinking. Effect is lost, if character attacks, or interacts with another character. Also invisibility is removed if another character makes successful hit under an effect of Perception Of The Beast


Potion Of Perception of The Beast
Allows to see and attack invisible characters.


Potion Of Magical Resistance
Allows to ignore any one spell by character's choosing.


Weapon Poison
+1 damage to melee weapon. Does not work against undead.


Poison
Poison mark, given to a character lowers his hit-points (current and maximum)by 1. Poison use must be played out. Marks can be stacked . 0 hitpoints means death for the affected character.


Spirit Weakening
Poison mark is given to target, and until it is removed, character loses ability to cast spells.


Body Weakening
Poison mark is given to a target, and until removed, character cannot participate in Combat and gather resources.


Potion of Dragon's Body
All attacks to character deal only 1 point of damage. Works for 1 Combat .

Squad and Army Rules 

1. Squad - a group of characters (from 4 people). 

2. The attributes of the squad are the pennant and the ribbon. The squad leader can accept a character into the squad after formation, as long as there are enough squad ribbons. (players prepare the squad pennants and ribbons on their own before arriving at the game) 

3. A squad may have a reserve of fighters equal to the number of "ribbons" on its banner 

4. Gathering a squad can be carried out by any character in one of the locations (see the Rules for the economy). 

5. A squad member has as many hits as his character. 

6. In case of leaving 0 hit points in battle, the player goes to the banner, touches it, removes the tape from the banner, after which the fighter can return to battle with full hits. 

7. Dispersion of a squad is the loss of all hits by squad members, followed by the removal of the squad's pennant. Killed squad members return to the starting point of the squad assembly. 

8. At the end of the combat interaction, the members of the squad reset the damage by themselves, the effects of potions and spells end. 

9. Squad members cannot move further than 30 meters from the pennant. 

10. Official Delegation (Embassies and Religious Missions) - A squad of 2-4 players that cannot capture points. In case of defeat in battle, members of the delegation return to the starting point of the assembly. The formation of an official delegation requires a banner and money. 

11.Only squads or armies can storm cities and ravage locations. 

12. Named magicians can be part of the squad. The squad rules apply to them. Army rules. 

13. Upkeep of the army per cycle costs 1 gold for each squad of the faction. 

14. Army is the presence of detachment pennants in a faction and the ability to maintain them (maintenance payment). 

15. Factions can have armies with more than 1 squad. Mahakam can supply squads to armies for other factions/

16. If the faction cannot provide the maintenance of the squads, the masters roll a die for each unpaid squad (the squad has fled or is in debt). The result is communicated to the marshal or the head of the faction.

17. If a faction for several days in a row does not pay for the upkeep of the army or part of the squads, the faction is no longer able to buy new pennants until the debt is paid in full. 

18.Color identifiers of factions: 

Nilfgaard - black 

Temeria - white 

Redania - red 

Cintra - blue 

Elves - green 

Dwarfs - yellow 

Sorcerers' Chapter - silver 

 

The minimum time required to receive money for control a resource point is 10 minutes.

Collecting money on foreign territory - looting. 

Collecting money on your territory - tax. 



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