Duelmail FAQ Help Translation

The Witcher –Duelmail Help
Contents

1. Class Characteristics 2. Game Registration 3. Characteristics of classes 3.1. Experience and levels 3.2. Health Points 3.3. Orens (gold) 3.4. Fury and elements 3.5. Talent Points 3.6. Rank Points, status 4. Battles 4.1. Battle screens defined 4.2. Choosing opponents 4.3. Challenging 4.4. Duel strategy 4.5. During the Duel 5. Abilities 5.1. Training abilities 5.2. Active and passive abilities 5.3. Offensive and defensive abilities 5.4. Defense and injuries 5.5. Critical Hits 5.6. Interruptible abilities 5.7. Abilities of witchers 5.8. Abilities of sorceresses 5.9. Abilities of frighteners 6. Outfit 6.1. Store and shopping 6.2. Witcher Gear 6.3. Sorceress Gear 6.4. Frightener Gear 7. Changing classes

We bring you the Witcher game: Duelmail Witcher. You are invited to form invulnerable Duelmail Witchers, powerful Sorceress or cruelly-trained Frighteners in an arena dueling with other players for increasing orens (gold), honor, fame and might.

==1.	Classes Overview ==

In the Witcher, the Witcher class is the master warrior of the sword. They may combat with either inhuman speed, dazzling an opponent with overwhelmingly fast blows (style Cat) hailing furiously, or dealing wickedly precise, incredibly strong blows (style Wolf). Combat abilities become more intricate and complex with the use of magic of Signs, which are able to protect Witchers or foil opponents. Magic elixirs escalate combat ability to enhance their abilities or treat wounds.

Sorceress’ magic uses four schools from poring arcane tomes: black (magic earth), white (magic light), alive (magic life) and space (magical dimensions). Black schools can allow you to destroy opponents, but white magic can be used to heal. Also, magic of life serves to weaken the enemy, but it can also cure or kill. Sorceress reach for dimensional magic in order to get aid from ethereal power and essences. Capabilities can be enhanced by magic potions, or elixirs, as well.

There are monsters trained for battle, specially-cultivated Frighteners. You can train its abilities and its body’s magic capability. Frighteners are famous for rampant aggression and they have a bottomless-appetite frightener-bite and powerful claws which few can stand against and survive. A Frightener’s roaring screams are able to fell enemies and interrupt spell incantations, its body is amazingly able to become hard as steel, wounds immediately heal and they have natural protection against magic.

When you choose your profession, you will receive your first weapon and you will be ready for battle. Your experience and theirs will grow along with number of levels from training battles and from opponents you throw down to their knees. You can earn new abilities gradually; you will become the ultimate DuelMail warrior.

However, select from the many opponents carefully – so, that you must choose them from among those who will answer your battle style and character’s form. In the course of time you will begin to become rich, particularly after victorious battles. It involves the evolving acquisition of more expensive gear with orens (gold), about essential stockpile for repair of damaged gear and it is able to count on rapid treatment.

==2.	Registration in game ==

To be implemented after beta testing. After registration, you will be sent to a screen titled Log In. Enter your forum’s name and password, and you can begin to play.

==3. Characteristic of form ==

3.1. Levels and Experience

With opponents, you earn valuable experience by winning in a one-versus-one duel. If you gain enough experience, you will reach the next level of proficiency of your character class. You gain one talent point with each level which permits you to learn one new ability. Each level boosts your life about 2, also. You can check your health level at any moment; the game records the requirements for the next level and the training-meter strip of experience shows your progress when you hover the mouse-cursor over it.

The following table presents experience requirements for advancing to each level.

LEVEL     EXPERIENCE 2		3 3		7 4		13 5		21 6		31 7		43 8		57 9		73 10		91 11		111 12		133 13		157 14		183 15		211 16		241 17		273 18		307 19		343 20		381 21		421 22		463 23		507 24		553 25		601 26		651 27		703 28		757 29		813 30		871

== 3.2. Health ==

You have points of life: 40 points of health beginning the game. It will grow along with development of your form each next level about 2 to 3 health points, which can be boosted using proper gear or learning special passive abilities. The more life you acquire during your duel career, the less you will be defeated. Opponents’ forceful attacks will decrease your life during battle; if it falls for zero, you will shown as defeated. After battles, your health returns to level necessary when your dues are paid… much to the chagrin of many a bitter medical student.

3.3. Orens (gold)

You earn (gold) orens by dueling  and winning. You should take care always to not run out of the necessary coverage of essential expenses, for after each duel you will have costs for repairs of equipment and treatment of carried wounds. When you hoard orens (gold) properly, you can acquire new gear. Victory in duels brings the biggest amount of incremental rewards with stronger players. Battles can be fascinating and intense, but considerably less so than victories. Certainly it will cost nothing for those who play through. You may easily check your amount displayed in game on each screen beside the orens icon of a coin.

3.4. Fury and Elements

Fury and elements are one of the most important factors about your potential combat decisiveness. So, it will not suffice to learn a given ability to merely sweat it out endlessly. If an ability absorbs part of your battle energy (fury and/or elements), you can use this ability together only so much as it uses up your energy. For example, having 4 points of fury and only one element point, during the given battle you may use 2 attacks utilizing 3 points of fury (and you have 1 point of fury still to use and 2 points of elements).

You will have no points of fury and element at first. . Later, along with evolution of your attack form, you can buy gear boosting fury or that has element special passive abilities (sorceress too – “knowledge” – increasing elements).

3.5. Points of Talents

You gain points of talents on each new level, one talent point per level. You can purchases a new ability when you train a new level or elevate from first level a second-tier (+) or third (++). You do not have to buy it at once, points of talents will not disappear. If you will put the choice off, you may use it later.

It requires development of (evolution of) form thinking planned and discretion (prudence; deliberation), it is not proper to take precipitous decision. Your form it within whole life 29 points of talents earn including – mean, that can learn new abilities from among almost seventy available 29 merely.

3.6. Rank Position

Position in ranking allows viewing the information of their professions ranking by lists of players –, level, number of fought duels, and defeats compared to victories. Your combat honor increases more, as you win, in ranks – highly. The screen can serve as a way to find opponents by ranking. If you want to learn exact information about your interesting player, click on her, but you will see them in the right bottom corner of the screen. This way, you can challenge the player also, then, however, the battle does not have to proceed at this moment in the arena – only saved for when opponent will be logged and will accept the challenge.

4. Battles The “Battle” screen is the place you will surely visit most often, because the whole social life of the warrior is only carried on here in single duels – here they accept or reject challenges and battle results show accordingly.

4.1. Elements of the “Battle” Screen

On the right you will see info about your character: your chosen name (nick), class, experience points, level and other vital info.

In the window titled “events”, battles fought will be placed by your nick.

You will see invitations which be can accepted in the window, from other players, a “challenge” duel (who accept or reject) it, you will select who. Invitations from others are colored red. Deny a challenge by clicking “reject”, and accept using “accept  challenge ”. Invitations you have submitted have white colors. You can recover a cancelled challenge by clicking “no”  when asked for confirmation. Each challenge includes name, class and level of opponents and ranking place when you hover the mouse over the challenge banner.

If you will wish to duel, there is a list of logged player in right bottom corner of screen; choose opponent from the area titled “arena” – and click “FIGHT!”. You will be queued for a duel to be held.

The duel queue is refreshed often, however, you can refresh the window optionally each moment on your own, it refreshes by using the icon  ” (over and to the side of the data window).

The screen will allow you to invite similarly as in the “battle” screen. To write his e-mail address, click icon  “send”. It invites friends in order to combat for glory with them and orens (gold)! This function is inaccessible during beta testing versions beta.

4.2. Selection of opponents

Try to combat with other beginning opponent players when beginning the game; battling wits with the strongest, put aside for later. Also in the future, when you will spread out your range of challengers (and you will), you will find that equal opponents will become the preferred challenge. Victory with considerably weaker opponents does come incrementally, but weakly. With equals you will earn more wins, but you will gain the biggest profits against higher level  players than yourself, though it can turn out to be very difficult. It’s best to think of tactics when searching for opponents also. If you are specialized in defense against charms, you are wise to battle with sorceresses, most probably, better than with other classes.

4.3. Challenging

In order to start battle, you must choose your opponent and click him (on the front page or on the duel page). You can see all of duel players present on the arena frame, in lists checking from him and it combat clicking “!”. Single rooms (duels) witcher, sorceress and immediate proceed frightener. Does not have time mean in the course of battle on reflection played through – moment delay. So, the whole arrangement of battles are organized from the top.

4.4. Duel Strategy

Screen of planning of duel enables planning of battle duel it planned, you intend which (who) stoczyć. You have on its (her) planning a lot time optionally, you can resign in each moment from challenging too ( or reject challenge, if you have been invited for battle ), it give up battle on click in right bottom corner of screen clicking “ ”.

Screen of planning of duel includes (reach; make) all informations, you need which (who). Are placed in (to) its (his) right information of opponent recapitulation part – he (its; his; it) name, it is are defended class, it is are defended level, amount of experience eats , number of battle won and played through, amount orens (gold) and place in ranking.

It scrutinize these informations, that (in order to) fit manner of battle for opponent. Duels proceed through installation of sequence of blow planned, charm and you choose abilities from among available ability it –, you want to use which (who). High level memorial < they (their) > conflicting (combat) form, battle can last it any longer. Battles of players of beginners last for four rounds ( shorter, if one part will not live to the end ), battles of players advanced last for six rounds even.

Each round it two exchanges of blows at first it attacks wyzywający but it is are defended before its (his) attack it wyzwany, it attacks in second (other) half of (hunt of) round vice versa – wyzwany, it is are defended it wyzywający. So, you choose two abilities for each round of battle – one attack and one defense.

You must take into account combat potential expressed in fury planning course battle and element. Some abilities, it particularly advance more, they absorb part of your battle energy ( or exactly fury and element ). If you have points of furies available 3, you must decide, if (or) three weakest abilities use, each will absorb point from which (who) 1, if (or) strong one, which (who) will absorb all 3. Fury and you can bring up element buying proper endowment (outfit) and proper abilities learning.

Ability is added for sequence of battle behind assistance of mouse prolonging she (its; her; it) icon or on her (it) twice clicking. Double click will delete her (it) on ability in sequence mouse placed already. It is possible to change sequence of blow in already planned sequence, it eats on other position mouse prolonging.

After laying for attack sequence desirable ( and you can recede give up battle defense ) still driving in click “ ”. There will not be already possible conflict (combat) after click of click “! ”, Which (who) is as (serve) for challenging and remembering of (storing of) established sequence of blow.

You must wait after challenge of opponent, opponent will accept challenge and it will establish (will cease) personal sequence of blow can last ( long, but it does not get back this (you) capability to duel (to thin out) on answer from given player with other desired ). When you will be ready both (both of), it will be played single rooms (duels). Information will appear on leaves (letters; lists) on screen about it “ event ” “ battle ”. You can observe course on icon at battle clicking.

4.5. Course of duel

Course of duel is presented course of duel on special screen of duel. Detailed informations of effects of uses of blows are displayed under animation of battle, charm and abilities by both (both of) part.

Proceed depending on levels  by 3 conflicting (combat) form single room (duel) or more rounds. Each round is divided on two part first, it attacks in which (who) for battle inviting, but invited weapon, and second (other), in which (who) before attack invited inviting weapon.

The winner obtains points of experiences after duel and orens (gold). It earns played through nothing, but part of experience can lose sometimes even (though never it loses levels ). All of must cost of possible treatment covers conflicting (combat) too and repairs of broken down (disabled) outfits.

5. Abilities

Screen allows to observe abilities ability of your form “ ability ” and new instruct.

Abilities jointed are so called to groups – “ tree ”. Tree includes similar abilities, for example, abilities are related signs with (from) in one tree sign offensive “ ” wiedźmińskimi, but with defense signs in tree relate “ sign defensive ”.

Each class has unique abilities divided on 8 trees. Trees are allocated for one of 4 area strong, fast, magic and special abilities. On individual bookmarks of areas clicking, you can observe available abilities.

5.1. Training Abilities

Teaching (learning) for it (him) ability of ability piled points of talents teach (learn) paying. You obtain that level  1 point.

You can be instructed on its (her) first too 1 point of talent new ability, basic horizontal, or ability perfect which (who) already know ( or she (it) instruct at the level of second (other) or third ). Each ability has 3 horizontal basic level  and two horizontal advanced < develop (spread out) >. In order to level  instruct 2, it is necessary to know first level. In order to level  instruct 3, level   belongs to know 2. They are meant abilities on screen with one icons “ ” horizontal, two or three darts.

In order to abilities instruct from given tree, at least it is necessary to know all former abilities from given tree on leaves (letters; lists) on first ( early ) horizontal.

5.2. Active abilities and passive

Active abilities it blows, charm and everything abilities –, you can use that to waltzs (battles), and that renders direct influence (income) on you or your opponent. It is not possible act in each time without your interference passive ability “ use ” –. Your features correct and for example, other abilities before attacks of given types perfect ( boost (accrue) defense either (or) on critical hitting (occurring) chance ).

5.3. Offensive abilities and defense

Offensive abilities and it is used defense some active ability in attack exclusively, in defense other exclusively, depending on their nature of operations. Three basic areas in (to) all of ( strong, fast and there is after two tree of ability magic ) – one offensive, offensive tree is displayed on screen after left part second (other) defense (, defense tree after right ). For example, are contained at sorceress of ability at the nature in tree offensive “ strong ” “ magic land (earth) ”, at the nature in tree defense “ ” Translokacja.

5.4. Defense and injuries

Defense imitate and usually each offensive ability assigns injuries in round quantified injuries opponent (, it has been used in which (who), though some act in next rounds also ). Power of used ability can become (stay) by your endowment (outfit) boosted (accrued), operation of your passive ability acts or abilities, you have used which (who) during same battle earlier ( e.g. elixir ).

Usually opponent does not remain passive and it are tested (are tried) to defend before your attack. If it makes forcefully, blow will escape injuries or at least blow imitate weaken it (him). Efficiency of defense depends on used by defense ability defending, and also from its (his) outfit, passive abilities, but from ability use during sometimes also earlier lasting battle.

Many attacks assigns injuries of definite kind ( e.g. in fast style “ ”, in strong style “ ” ). Majority defense ability acts alike, before attack of one kind defending, but before other not giving protection. If you will hit at ability “ fast ”, but opponent will employ defense “ magic ”, surely you will assign it big injury almost < law (as of right) > it (him).

If however, opponents manage to predict your pattern and employ appropriate defense, they can completely deflect your attack. Defense abilities protect from attacks employed by opponents in the current round only. For example, does not have forceful method of defense before some lasting results of attacks such (, which (who) evoke bleeding either (or) organism ) zatruwają.

Abilities, which (who) decrease (belittle) or injuries boost, they are added. It means, that if you use injury 12 2 sztychu, you have drunk up elixir of wolf 1 ( + 2 injury ), you have ability of power 2 ( + 3 injury ), but it uses opponent about 13 decrease of (flagging of) injury 2  rozmycia, it will total (take away; amount to) injuries 12 + 2 + 3 – 13 = 4.

5.5. Critical Hits

Some attacks have certain chances critical to hitting occurring. These chances depend on specificity of attack, from your endowment (outfit) and passive abilities, from ability use in (to) sometimes earlier lasting waltz (battle). Opponent can have equipment or abilities on critical hitting (occurring) decreasing (fall off; belittle) your chance.

When you hit critically, you deal twice than normal the greatest injuries.

5.6. Interruptible Abilities

For example, abilities of some abilities twirling cut intermittent (interruptable) ( or actions (functions) be able to interrupt earthquake by opponent ) executable. It means, that for example, it does not manage action (function) boss by opponent executable blow (, elixir is smashed, it has not been spoken out enchanted to the end ). If your ability has ability of interrupt of attack of strong opponent, but it will use he (its; his; it) fast attack, certainly it will not be interrupted this attack.

5.7. Abilities of the Witcher

Abilities: name, description, ability-tree, fury, element

Attacks-

Strong style

strong blow 1 basic attack witcher. If it will not be defended, it assigns 10 injuries. Style of wolf in strong style 0 0

strong blow 2 improved attack. If it will not be defended, it assigns 13 injuries. Style of wolf in strong style 0 0

strong blow 3 advanced attack. If it will not be defended, it assigns 16 injuries. Style of wolf in strong style 0 0

1 basic attack Stab assigns 11 injuries. If you will use attack in strong style in next round also, there will be great about 3 injury. Style of wolf in strong style 1 0

2 improved attack Stab assigns 12 injuries. If you will use attack in strong style in next round also, there will be great about 6 injury. Style of wolf in strong style 1 0

3 advanced attack Stab assigns 14 injuries. If you will use attack in strong style in next round also, there will be great about 8 injury. Style of wolf in strong style 1 0

1 basic attack Cleave assigns 10 injuries. Usage of special attack makes impossible in closest round opponent. It boosts power of attack in strong style about 1 duel too to the end. Style of wolf in strong style 2 0

2 improved attack Cleave assigns 10 injuries. Usage of special attack makes impossible in closest round opponent. It boosts power of attack in strong style about 2 duel too to the end. Style of wolf in strong style 2 0

3 advanced attack Cleave assigns 10 injuries. Usage of special attack makes impossible in closest round opponent. It boosts power of attack in strong style about 3 duel too to the end. Style of wolf in fast style 2 0

Fast Style

cut 1 basic attack If it will not be defended, it assigns 10 injuries. Style of cat in fast style 0 0

cut 2 improved attack If it will not be defended, it assigns 10 injuries. Besides, it gives on critical hitting (occurring) 25% chance, imitate assigning double injury. Style of cat in fast style 0 0

cut 3 advanced attack If it will not be defended, it assigns 10 injuries. Besides, it gives on critical hitting (occurring) 50% chance, imitate assigning double injury. Style of cat in fast style 0 0

marked blow 1 basic attack strong blow imitate. It assigns 10 injuries, if opponent has employed defense before strong attack, it assigns 12 injuries additional. Style of cat in fast style 1 0

marked blow 2 improved attack strong blow imitate. It assigns 12 injuries, if opponent has employed defense before strong attack, it assigns 18 injuries additional. Style of cat in fast style 1 0

marked blow 3 advanced attack strong blow similar. It assigns 14 injuries, if opponent has employed defense before strong attack, it assigns 24 injuries additional. Style of cat in fast style 1 0

Twirl Cut 1 basic attack execution assigns 12 injuries and execution makes impossible in next round of attack in fast style opponent. Style of cat in fast style 1 1

Twirl Cut 2 improved attack execution assigns 17 injuries and execution makes impossible in next round of attack in fast style opponent. Style of cat in fast style 1 1

Twirl Cut 3 advanced attack execution assigns 22 injuries and execution makes impossible in next round of attack in fast style opponent. Style of cat 1 1

Magic Style

Igni sign 1 basic sign magic If it will not be defended, it assigns 10 injuries. Signs 0 0

Igni sign 2 improved sign magic. If it will not be defended, it assigns 10 injuries. If it has used opponent in former round of magic attack, sign explodes and it assigns 9 injuries additional. Signs 0 0

Igni sign 3 advanced sign magic If it will not be defended, it assigns 10 injuries. If it has used opponent in former round of magic attack, sign explodes and it assigns 18 injuries additional. Signs 0 0

Axii sign 1 basic sign magic evoking horror It assigns 10 injuries and it decreases (belittle) power of blow of opponent in closest attack about 4. Signs 0 1

Axii sign 2 improved sign magic evoking horror It assigns 12 injuries and it decreases (belittle) power of blow of opponent in closest attack about 6. Signs 0 1

Axii sign 3 advanced sign magic evoking horror It assigns 14 injuries and it decreases (belittle) power of blow of opponent in closest attack about 8. Signs 0 1

Aard telekinetic, opponent stun sign 1 basic impact Dispatching of opponent facilitates next attack in strong style next attack ( or surely it will hit fast almost critically, double injuries assigning ). Besides, it lowers strong power closest or about 4 fast attack of fallen opponent. Signs 0 2

Aard telekinetic, opponent stun sign 2 improved impact Dispatching of opponent facilitates next attack in strong style next attack ( or surely it will hit fast almost critically, double injuries assigning ). Besides, it lowers strong power closest or about 8 fast attack of fallen opponent. Signs 0 2

Aard telekinetic, opponent stun sign 3 advanced impact Dispatching of opponent facilitates next attack in strong style next attack ( or surely it will hit fast almost critically, double injuries assigning ). Besides, it lowers strong power closest or about 12 fast attack of fallen opponent. Signs before attack in strong style 0 2

Defense- 1 weapon Unik it decreases (belittle) received injuries about 10 -. Before attack in strong style 0 0

2 weapon Uniki Unik it decreases (belittle) received injuries about 13 -. Before attack in strong style 0 0

3 weapon Uniki Unik it decreases (belittle) received injuries about 16 -. Before attack in strong style 0 0

1 weapon Uniki Piruet it decreases (belittle) received injuries about 10 -. It boosts power of closest fast attack about 4 also. Before attack in strong style 1 0

2 weapon Uniki Piruet it decreases (belittle) received injuries about 13 -. It boosts power of closest fast attack about 6 also. Before attack in strong style 1 0

3 weapon Uniki Piruet it decreases (belittle) received injuries about 16 -. It boosts power of closest fast attack about 8 also. Defends before attack in strong style 1 0

trance battle 1 Uniki it decreases (belittle) received injuries about 10 -. It introduces to battle trance Witchers, received injuries from strong attacks about 2 battle decreasing (fall off; belittle) to the end. Defends before attack in strong style 2 0

trance battle 2 Uniki it decreases (belittle) received injuries about 12 -. It introduces to battle trance Witchers, received injuries from strong attacks about 3 battle decreasing (fall off; belittle) to the end. Defends before attack in strong style 2 0

trance battle 3 Uniki it decreases (belittle) received injuries about 14 -. It introduces to battle trance Witchers, received injuries from strong attacks about 4 battle decreasing (fall off; belittle) to the end. Defends before attack in fast style 2 0

evaporation 1 Uniki it decreases (belittle) received injuries about 10 -. Parades before attack in fast style 0 0

evaporation 2 weapon it decreases (belittle) received injuries about 13 -. Parades before attack in fast style 0 0

evaporation 3 weapon it decreases (belittle) received injuries about 16 -. Parades 0 0

1 connected defense Garda it decreases (belittle) injuries from attacks in fast style about 10 - and from attacks in strong style about 4. Parades 1 0

2 connected defense Garda it decreases (belittle) injuries from attacks in fast style about 12 - and from attacks in strong style about 6. Parades 1 0

3 connected defense Garda it decreases (belittle) injuries from attacks in fast style about 14 - and from attacks in strong style about 8. Parades 1 0

1 aggressive parade Finta. It decreases (belittle) injuries received from attacks in fast style about 12 and attack makes impossible in strong style. Parades 2 0

2 aggressive parade Finta. It decreases (belittle) injuries received from attacks in fast style about 17 and attack makes impossible in strong style. Parades 2 0

3 aggressive parade Finta. It decreases (belittle) injuries received from attacks in fast style about 22 and attack makes impossible in strong style. Parades protecting (taking shelter) from magic attacks 2 0

sign 1 sign Quen. It decreases (belittle) injuries from magic attacks about 10. Defensive signs protecting (taking shelter) from magic attacks 0 0

sign 2 sign Quen. It decreases (belittle) injuries from magic attacks about 13. Defensive signs protecting (taking shelter) from magic attacks 0 0

sign 3 sign Quen. It decreases (belittle) injuries from magic attacks about 16. Defensive signs for soaking 0 0

use 1 use defensive medalionu wiedźmińskiego amuletu but reflections of magic energies next. It decreases (belittle) injuries from magic attacks about 10. It boosts injuries of signs in closest round about 4. Defensive signs for soaking 0 1

use 2 use defensive medalionu wiedźmińskiego amuletu but reflections of magic energies next. It decreases (belittle) injuries from magic attacks about 13. It boosts injuries of signs in closest round about 5. Defensive signs for soaking 0 1

use 3 use defensive medalionu wiedźmińskiego amuletu but reflections of magic energies next. It decreases (belittle) injuries from magic attacks about 16. It boosts injuries of signs in closest round about 6. Defensive signs 0 1

sign 1 magic trap Yrden. If it will use opponent in strong style attack, it weakens him (it) in strong style about 6 by attacks 3 round. Besides, it decreases (belittle) magic injuries in small degree of weapon before magic attacks about 12. Defensive signs 0 2

sign 2 magic trap Yrden. If it will use opponent in strong style attack, it weakens him (it) in strong style about 9 by attacks 3 round. Besides, it decreases (belittle) magic injuries in small degree of weapon before magic attacks about 14. Defensive signs 0 2

sign 3 magic trap Yrden. If it will use opponent in strong style attack, it weakens him (it) in strong style about 12 by attacks 3 round. Besides, it decreases (belittle) magic injuries in small degree of weapon before magic attacks about 16. Elixir of wolf boosts defensive signs in fast style 0 2

1 injury of all attack and battles about 2 strong to the end. Alchemy boosts elixir of wolf in fast style 0 0

2 injury of all attack and battles about 3 strong to the end. Alchemy boosts elixir of wolf in fast style 0 0

3 injury of all attack and battles about 4 strong to the end. Alchemy 0 0

swallow 1 elixir of regeneration. It cures injuries on round 2. Alchemy 0 1

swallow 2 elixir of regeneration. It cures injuries on round 3. Alchemy 0 1

swallow 3 elixir of regeneration. It cures injuries on round 4. Alchemy protecting (taking shelter) from magic 0 1

1 elixir Powój. It decreases (belittle) injuries from all magic attacks about 4 battle to the end. Alchemy protecting (taking shelter) from magic 0 2

2 elixir Powój. It decreases (belittle) injuries from all magic attacks about 5 battle to the end. Alchemy protecting (taking shelter) from magic 0 2

3 elixir Powój. It decreases (belittle) injuries from all magic attacks about 6 battle to the end. Alchemy 0 2

reliability 1 passive ability. Life boosts about 10. Reliability 0 0

reliability 2 passive ability. Life boosts about 15. Reliability 0 0

reliability 3 passive ability. Life boosts about 20. Reliability 0 0

power 1 passive talent. It boosts injuries of all attacks in strong style and about 2 fast. Reliability 0 0

power 2 passive talent. It boosts injuries of all attacks in strong style and about 3 fast. Reliability 0 0

power 3 passive talent. It boosts injuries of all attacks in strong style and about 4 fast. Reliability on pain 0 0

immunity 1 passive talent. It decreases (belittle) injuries from all attacks in strong style and about 3 fast. Reliability on pain 0 0

immunity 2 passive talent. It decreases (belittle) injuries from all attacks in strong style and about 4 fast. Reliability on pain 0 0

immunity 3 passive talent. It decreases (belittle) injuries from all attacks in strong style and about 5 fast. Reliability 0 0

5.8. Abilities of sorceress

Abilities of sorceress in strong style name description tree fury element shatters 1 basic attack. If it will not be defended, it assigns 10 injuries. Magic of land (earth) in strong style 0 0

shatters 2 improved attack. If it will not be defended, it assigns 13 injuries. Magic of land (earth) in strong style 0 0

shatters 3 advanced attack. If it will not be defended, it assigns 16 injuries. Magic of land (earth) 0 0

earthquake 1 basic strong attack. use assigns 10 morning (wound) and use makes impossible earthquake in closest round of special attack opponent magic of land (earth) 1 0

2 improved strong attack. use assigns 13 morning (wound) and use makes impossible earthquake in closest round of special attack opponent magic of land (earth) 1 0

3 advanced strong attack. use assigns 16 morning (wound) and use makes impossible stone fist in closest round of special attack opponent magic of land (earth) 1 0

1 basic strong attack, brutal magic. It assigns 18 injuries. Magic of land (earth) 2 0

stone fist 2 improved strong attack, brutal magic. It assigns 23 injuries. Magic of land (earth) 2 0

stone fist 3 advanced strong attack, brutal magic. It assigns 28 injuries. Magic of land (earth) 2 0

flash 1 basic fast attack. It assigns 10 injuries. Magic of shaft 0 0

flash 2 improved fast attack. It assigns 13 injuries. Magic of shaft 0 0

flash 3 advanced fast attack. It assigns 16 injuries. Magic of shaft 0 0

lightning (like a shot) 1 basic fast attack. It assigns 10 injuries and in next round 5. Magic of shaft 0 1

lightning (like a shot) 2 basic fast attack. It assigns 13 injuries and in next round 6. Magic of shaft 0 1

lightning (like a shot) 3 basic fast attack. It assigns 16 injuries and in next round 7. Magic of shaft 0 1

paralysis 1 fast attack. sensitivity assigns 10 morning (wound) and sensitivity evokes on magic it causes -, that it and has next attack on critical hitting (occurring) 33% chances. Magic of shaft 1 1

paralysis 2 fast attack. sensitivity assigns 10 morning (wound) and sensitivity evokes on magic it causes -, that it and has next attack on critical hitting (occurring) 50% chances. Magic of shaft 1 1

paralysis 3 fast attack. sensitivity assigns 10 morning (wound) and sensitivity evokes on magic it causes -, that it and has next attack on critical hitting (occurring) 66% chances. Magic of shaft 1 1

disease 1 basic magic attack. It assigns 10 injuries. Magic of life 0 0

disease 2 improved magic attack. It assigns 10 injuries and it lowers power of next attack in strong style and about 4 fast. Magic of life 0 0

disease 3 advanced magic attack. It assigns 10 injuries and it lowers power of next attack in strong style and about 8 fast. Magic of life 0 0

life 1 attack magic Wyssanie. From opponent energy vital Wysysa it assigns 10 injuries - and it cures wounds 4. Can not hit life critically Wyssanie. Magic of life 0 1

life 2 attack magic Wyssanie. From opponent energy vital Wysysa it assigns 13 injuries - and it cures 6 morning (wound). Can not hit life critically Wyssanie. Magic of life 0 1

life 3 attack magic Wyssanie. From opponent energy vital Wysysa it assigns 16 injuries - and it cures 8 morning (wound). Can not hit life critically Wyssanie. Magic of life 0 1

attenuation 1 magic attack. It assigns 10 morning (wound) and it decreases (belittle) power of strong attack and battles about 2 fast opponent to the end. Magic of life 1 1

attenuation 2 magic attack. It assigns 13 morning (wound) and it decreases (belittle) power of strong attack and battles about 3 fast opponent to the end. Magic of life 1 1

attenuation 3 magic attack. It assigns 16 morning (wound) and it decreases (belittle) power of strong attack and battles about 4 fast opponent to the end. Magic of life protects disappearance from attack in strong style 1 1

It blocks 10 morning (wound). It protects disappearance from attack in strong style 0 0

2 Translokacja. It blocks 13 morning (wound). It protects disappearance from attack in strong style 0 0

3 Translokacja. It blocks 16 morning (wound). It protects from attack in strong style 0 0

telepostage (teleharbor) 1 Translokacja. It blocks 12 morning (wound) and it boosts power of closest attack in strong style about 2. It protects from attack in strong style 1 0

telepostage (teleharbor) 2 Translokacja. It blocks 14 morning (wound) and it boosts power of closest attack in strong style about 4. It protects from attack in strong style 1 0

telepostage (teleharbor) 3 Translokacja. It blocks 16 morning (wound) and it boosts power of closest attack in strong style about 6. It protects from attack in strong style 1 0

1 Translokacja Rozmycie. It blocks in it 10 morning (wound) and next round. It protects from attack in strong style 1 1

2 Translokacja Rozmycie. It blocks in it 13 morning (wound) and next round. It protects from attack in strong style 1 1

3 Translokacja Rozmycie. It blocks in it 16 morning (wound) and next round. It protects from attack in fast style 1 1

protection 1 Translokacja. It blocks 10 morning (wound). Protection protects from attack in fast style 0 0

protection 2. It blocks 13 morning (wound). Protection protects from attack in fast style 0 0

protection 3. It blocks 16 morning (wound). Protection protects from attack in fast style 0 0

shield 1. It blocks in this round 10 morning (wound) and in next 5. Protection protects from attack in fast style 0 1

shield 2. It blocks in this round 13 morning (wound) and in next 7. Protection protects from attack in fast style 0 1

shield 3. It blocks in this round 16 morning (wound) and in next 9. Protection makes impossible reflection in fast style 0 1

1 opponent execution of attack. Injuries from magic attacks about 6 in fast style protection 1 1

reflection 2 decrease (fall off; belittle) make impossible opponent execution attack. Injuries from magic attacks about 9 in fast style protection 1 1

reflection 3 decrease (fall off; belittle) make impossible opponent execution attack. Injuries from magic attacks about 12 protect (take shelter) from magic attack protection 1 1

dispersion 1 decrease (fall off; belittle). It blocks 10 morning (wound). Antimagic protects dispersion from magic attack 0 0

dispersion 2 It blocks 13 morning (wound). Antimagic protects dispersion from magic attack 0 0

dispersion 3 It blocks 16 morning (wound). Antimagic 0 0

1 shield weakening attack magic Absorbcja and strong. It decreases (belittle) injuries from magic attacks about 10 and from strong about 4. Antimagic 0 1

2 shield weakening attack magic Absorbcja and strong. It decreases (belittle) injuries from magic attacks about 13 and from strong about 6. Antimagic 0 1

3 shield weakening attack magic Absorbcja and strong. It decreases (belittle) injuries from magic attacks about 16 and from strong about 8. Antimagic protects from magic attack 0 1

blockade 1. It blocks 14 morning (wound) and it protects rounds from critical attacks by entirely 2. Antimagic protects from magic attack 0 2

blockade 2. It blocks 17 morning (wound) and it protects rounds from critical attacks by entirely 3. Antimagic protects from magic attack 0 2

blockade 3. It blocks 20 morning (wound) and it protects rounds from critical attacks by entirely 4. You boost battles antimagic 0 2

book of magic 1 power of fast attack to the end and about 2 magic. You boost battles magic of dimension (measurements) 0 0

book of magic 2 power of fast attack to the end and about 3 magic. You boost battles magic of dimension (measurements) 0 0

book of magic 3 power of fast attack to the end and about 4 magic. Magic of dimension (measurements) assigns that 0 0

opponent of to the end battle round 3 special injury 1 Przyzwanie chowańca Chowaniec, before which (who) not give defend. It is possible to have one only chowańca. Magic of dimension (measurements) assigns that 1 0

opponent of to the end battle round 4 special injury 2 Przyzwanie chowańca Chowaniec, before which (who) not give defend. It is possible to have one only chowańca. Magic of dimension (measurements) assigns that 1 0

opponent of to the end battle round 5 special injuries 3 Przyzwanie chowańca Chowaniec, before which (who) not give defend. It is possible to have one only chowańca. Magic of dimension (measurements) 1 0

concentration 1 energy of opponent agog < take-over > and utilization of its (her) against it (him). If opponent has hit at in strong style, power of attack of magic of land (earth) grows about 7 battle to the end. If it has hit at in fast style, power of attack of magic of shaft grows about 5 battle to the end. Magic of dimension (measurements) 0 2

concentration 2 energy of opponent agog < take-over > and utilization of its (her) against it (him). If opponent has hit at in strong style, power of attack of magic of land (earth) grows about 9 battle to the end. If it has hit at in fast style, power of attack of magic of shaft grows about 6 battle to the end. Magic of dimension (measurements) 0 2

concentration 3 energy of opponent agog < take-over > and utilization of its (her) against it (him). If opponent has hit at in strong style, power of attack of magic of land (earth) grows about 11 battle to the end. If it has hit at in fast style, power of attack of magic of shaft grows about 7 battle to the end. Magic of dimension (measurements) boosts force about 3 0 2

1 force of magic attack. Knowledge boosts force about 4 0 0

2 force of magic attack. Knowledge boosts force about 5 0 0

3 force of magic attack. Knowledge grows on critical hitting (occurring) about 20% for each attack 0 0

aura 1 chance. Knowledge grows on critical hitting (occurring) about 25% for each attack 0 0

aura 2 chance. Knowledge grows on critical hitting (occurring) about 33% for each attack 0 0

aura 3 chance. Knowledge boosts element about 1 0 0 knowledge 1. Knowledge 0 element boosts about 2 - 1 knowledge 2. Knowledge 0 element boosts about 3 - 2 knowledge 3. Knowledge 0 – 3

5.9. Abilities Frightener

Abilities in strong style name tree description fury element

bite 1 basic attack frightener. If it will not be defended, it assigns 10 injuries. Biting in strong style biting 0 0

2 improved attack. If it will not be defended, it assigns 13 injuries. Biting in strong style biting 0 0

3 advanced attack. If it will not be defended, it assigns 16 injuries. Paralysis with injection of poison biting 0 0

1 biting jointed paralyzing. It assigns 12 injuries and it decreases (belittle) power of blow of opponent in strong style about 2 by 3 round. Paralysis with injection of poison biting 1 0

2 biting jointed paralyzing. It assigns 15 injuries and it decreases (belittle) power of blow of opponent in strong style about 3 by 3 round. Paralysis with injection of poison biting 1 0

3 biting jointed paralyzing. It assigns 17 injuries and it decreases (belittle) power of blow of opponent in strong style about 4 by 3 round. Bane biting 1 0

1 biting toxic. It assigns in strong style 10 injuries and injuries on round 2 battle to the end. Bane biting 2 0

2 biting toxic. It assigns in strong style 10 injuries and injuries on round 3 battle to the end. Bane biting 2 0

3 biting toxic. It assigns in strong style 10 injuries and injuries on round 4 battle to the end. In fast style biting 2 0

1 basic attack Szczypce. If it will not be defended, it assigns 10 injuries. Claws in fast style 0 0

2 improved attack Szczypce. It assigns 10 injuries. If it has used opponent strong attack earlier, it will receive 9 injuries additional. Claws in fast style 0 0

3 advanced attack Szczypce. It assigns 10 injuries. If it has used opponent strong attack earlier, it will receive 18 injuries additional. It assigns claws in fast style on round by 0 0

poison 5 injuries 3 round 1 szczypce. It assigns claws in fast style on round by 1 0

poison 6 injuries 3 round 2 szczypce. It assigns claws in fast style on round by 1 0

poison 7 injuries 3 round 3 szczypce. It assigns claws in fast style 1 0

sharp 13 injuries 1 szczypce. On critical hitting (occurring) 30% chance, assigning double injury. It assigns claws in fast style 2 0

sharp 17 injuries 2 szczypce. On critical hitting (occurring) 40% chance, assigning double injury. It assigns claws in fast style 2 0

sharp 19 injuries 3 szczypce. On critical hitting (occurring) 50% chance, assigning double injury. Claws 2 0

cry 1 basic magic attack. If it will not be defended, it assigns 10 injuries. Cries 0 0

cry 2 improved magic attack. If it will not be defended, it assigns 10 injuries and in next round 4. Cries 0 0

cry 3 advanced magic attack. If it will not be defended, it assigns 10 injuries and next rounds by 4 2. Cries 0 0

combat cry 1 magic attack. It assigns 10 injuries and it boosts power of strong attack and in future round about 4 fast. Cries 0 1

combat cry 2 magic attack. It assigns 10 injuries and it boosts power of strong attack and in future round about 8 fast. Cries 0 1

combat cry 3 magic attack. It assigns 10 injuries and it boosts power of strong attack and in future round about 12 fast.

1 Deafening cry assigns cries 0 1 1 12 injuries and it makes impossible in closest round opponent magic attacks executable.

2 Deafening cry assigns cries 0 2 2 18 injuries and it makes impossible in closest round opponent magic attacks executable. 3 Deafening cry assigns cries 0 2 3 22 injuries and it makes impossible in closest round opponent magic attacks executable. Cries before strong attacks 0 2

1 basic defense Podskok. It decreases (belittle) power of attack about 10. Before strong attacks 0 0

2 improved defense Zwody Podskok. It decreases (belittle) power of attack about 13. Before strong attacks 0 0

3 advanced defense Zwody Podskok. It decreases (belittle) power of attack about 16. Before strong attacks 0 0

1 defense Zwody Zwód it decreases (belittle) power of attack about 10 -. It boosts power of next fast attack about 3. Before strong attacks 1 0

2 defense Zwody Zwód it decreases (belittle) power of attack about 12 -. It boosts power of fast attack about 3 in it and future round. Before strong attacks 1 0

3 defense Zwody Zwód it decreases (belittle) power of attack about 14 -. It boosts power of fast attack about 3 by 3 round. Before strong attacks 1 0

1 defense Zwody Uskok and fast. It decreases (belittle) injuries from strong attacks about 13 and from fast about 5. Before strong attacks 1 1

2 defense Zwody Uskok and fast. It decreases (belittle) injuries from strong attacks about 16 and from fast about 7. Before strong attacks 1 1

3 defense Zwody Uskok and fast. It decreases (belittle) injuries from strong attacks about 19 and from fast about 9. Before fast attacks 1 1

veil 1 basic defense Zwody. It decreases (belittle) power of attack about 10. Vigilance before fast attacks 0 0

veil 2 improved defense. It decreases (belittle) power of attack about 13. Vigilance before fast attacks 0 0

veil 3 advanced defense. It decreases (belittle) power of attack about 16. Vigilance before fast attacks 0 0

1 defense Wytrącenie. It decreases (belittle) power of attack about 8. Use makes impossible special attacks. Vigilance before fast attacks 1 0

2 defense Wytrącenie. It decreases (belittle) power of attack about 12. Use makes impossible special attacks. Vigilance before fast attacks 1 0

3 defense Wytrącenie. It decreases (belittle) power of attack about 16. Use makes impossible special attacks. Vigilance before fast attacks 1 0

instinct of hunter 1 protection. It decreases (belittle) injuries from fast attacks about 4 battle to the end. Vigilance before fast attacks 1 1

instinct of hunter 2 protection. It decreases (belittle) injuries from fast attacks about 5 battle to the end. Vigilance before fast attacks 1 1

instinct of hunter 3 protection. It decreases (belittle) injuries from fast attacks about 6 battle to the end. Vigilance protects armor from magic attacks 1 1

1 armor frightenery, about 10 decreasing (fall off; belittle) they (their) power. Armor protects armor from magic attacks 0 0

2 armor frightenery, about 13 decreasing (fall off; belittle) they (their) power. Armor protects armor from magic attacks 0 0

3 armor frightenery, about 16 decreasing (fall off; belittle) they (their) power. Armor decreases (belittle) armor connected about 10 0 0

1 power of magic attack. It decreases (belittle) power of fast attack and about 2 strong. Armor decreases (belittle) armor connected about 13 0 1

2 power of magic attack. It decreases (belittle) power of fast attack and about 3 strong. Armor decreases (belittle) armor connected about 16 0 1

3 power of magic attack. It decreases (belittle) power of fast attack and about 4 strong. Armor about intensified antimagic specificity 0 1

magic protection 1 armor Hartowany. It decreases (belittle) injuries from magic attacks about 4 battle to the end. Armor about intensified antimagic specificity 0 2

magic protection 2 armor Hartowany. It decreases (belittle) injuries from magic attacks about 5 battle to the end. Armor about intensified antimagic specificity 0 2

magic protection 3 armor Hartowany. It decreases (belittle) injuries from magic attacks about 6 battle to the end. Armor in stillness 0 2

camouflage 1 Frightenera zamiera, for preparing surprising attack. It boosts injuries of next attacks ( if he (it) will be in strong style or about 10 fast ). Mutations in stillness 0 0

camouflage 2 Frightenera zamiera, for preparing surprising attack. It boosts injuries of next attacks ( if he (it) will be in strong style or about 13 fast ). Mutations in stillness 0 0

camouflage 3 Frightenera zamiera, for preparing surprising attack. It boosts injuries of next attacks ( if he (it) will be in strong style or about 16 fast ). Adrenalin boosts mutations from strong attacks 0 0

1 injury and next rounds about 5 by fast 3. Adrenalin boosts mutations from strong attacks 1 0

2 injury and next rounds about 6 by fast 3. Adrenalin boosts mutations from strong attacks 1 0

3 injury and next rounds about 7 by fast 3. Poisoned blood obtains mutations in each round of battle 1 0

1 opponent 3 special injury. It is not possible to be defended before special injuries. Poisoned blood obtains mutations in each round of battle 0 2

2 opponent 4 special injury. It is not possible to be defended before special injuries. Poisoned blood obtains mutations in each round of battle 0 2

3 opponent 5 special injuries. It is not possible to be defended before special injuries. Immunity decreases (belittle) mutations about 1 0 2

1 all injury. Metabolism decreases (belittle) immunity about 2 0 0

2 all injury. Metabolism decreases (belittle) immunity about 3 0 0

3 all injury. Metabolism cures injuries on round 0 0

regeneration 1 3. Metabolism cures injuries on round 0 0

regeneration 2 4. Metabolism cures on round 0 0

regeneration 3 5 injuries. Metabolism boosts horrible reliability about 15 0 0

1 life frightenery. Metabolism boosts horrible reliability about 25 0 0

2 life frightenery. Metabolism boosts horrible reliability about 35 0 0

3 life frightenery. Metabolism 0 0

6. Outfit

Outfit of outfit defend it and objects, which (who) can be borne by form. From it, you use that objects, number of your point of fury depends and element – or you will use that advanced abilities in state (condition) to waltzs (battles). Additional, some objects have additional special specificity boost (accrue) efficiency of attack of owner –, they improve defense before attacks hostile, injuries decrease (belittle) or they boost life.

Each form can bear two objects each type at most ( one by one ). Can use swords Witcher and amuletów, sorceress of books and rings, requisites ( frightenery kłów and claws ) and effects it snacks ( last meal very, as you conflict (combat) ).

Objects act always, by no means it is necessary to activate from moment of shopping in optional moment – they (their), neither during battle, neither before her (it).

Object is given powerful memorial < they (their) >, expensive (dear) is it. It remember about making a decision purchased, that maybe it is not drive (cause) it grow along with price of object each for bankrupcy one-time expense cost of repairs waltzs (battles) equipment – also ( far too expensive (dear) you! ).

6.1. Store

Store of screen buy “ store ” it place, where you can be equipped with new outfit.

You will find objects in (to) right bottom screen part, you use which (who) presently two ( at most ). You can observe available objects in greatest window after left in store. That (in order to) which (who) conquest, you must have not only sufficing (enough) amount orens (gold), but usually high level of form also properly.

Objects, you can not buy which (who) in this moment, they are meant grey background. Each object beyond first (, you can obtain which (who) for nothing ), it gives points of furies and element, as well as sometimes certain special bonuses. Each object is unique, so, it select equipment prudently, in order to as it co-played with your style of battle best and abilities.

Exact description of each object and you will see him (it) specificity under screen after click on this object. Price is placed under description in red color (, if stand you ), required level  red ( too, if superior (upper; highest) than your ). Icons of furies be placed over description and element.

In order to buy new object, then it buy object choose click click “ ”. Note! Owned object will be sold value presently 75% too and substituted it, you have bought which (who) exactly!

6.2. Witcher Gear

Outfit cure description name min. (face) witcher. Level  fury element of

schooling sword of first steel sword Witchers.

Schooling silver sword 1 0 0 silver covered pinpoint, it allows basic blows executable.

Easy steel sword 1 1 0 easy pinpoint, hard attacks enabling executable.

Easy silver sword 5 2 0 silver pinpoint, it allows to execute basic cuts and pushing. It boosts injuries in style of cat about 1.

Steel sword 5 1 0 steel pinpoint, it is possible to rely on which (who) always, faithful friend Witchers.

Silver sword 10 3 0 silver pinpoint enabling attack and somewhat experience helping (aid) ability magic Witchers.

Sharp steel sword on critical hitting (occurring) in style of cat about 10% 10 2 1 sharp sword attack very boosting (accrue) chance.

Heavy steel heavy sword 15 3 0, inconvenient sword, it cure dangerous in hands very warrior experience. It boosts injuries in style of wolf about 1.

Masterly steel sword carefully 15 2 1 execute pinpoint, treasure of each warrior, lodge attacks enabling conduct.

Masterly silver sword 20 4 0 pinpoint, which (who) enables battle and it helps (aid) sign wiedźmińskie. It boosts power of attack with (from) in style of wolf about 2 20 2

2 steel sword sword executed heart falling star … Meteorytowy przekutego. 25 4 0

Steel sword force silver pinpoint magic run (fleece) Runiczny spotęgowana. It boosts chances on critical hitting (occurring) in style of cat about 15%. 25 2 2

Masterly sword unusual pinpoint Meteorytowy, by prepare champion krasnoludzkich kowalstwa. Who has it (them), it will perform impossible. 30 5 0

Masterly pried sword sword perfectly Runiczny, robot (job) beautiful (fine) champion elfich, which (who) have elapsed long ago. 30 3 2

Basic first Amulet amulet, after passage of attempt (test; probation) received. Protecting (taking shelter) from magic 1 0 1

basic defensive Amulet Amulet. It decreases (belittle) injuries from magic about 1. Use of simple attack 1 0 0

basic swordsman enabling Amulet Amulet. About 10 5 1 1

basic life boosting (accrue) life Amulet Amulet. 5 1 0

Enchanted enabling throw (dart) advanced sign Amulet Amulet. From blows in styles 10 1 2

strong armor decreasing (fall off; belittle) injury Amulet Amulet and about 1 fast. In style of cat about 1 10 1 1

enchanted cat boosting (accrue) force attack Amulet Amulet. 15 0 3

Enchanted magic protection protective Amulet Amulet. It decreases (belittle) chances critical to hitting (to occurring) in result of attack about 30% magic. 15 1 2

Wiedźniński Amulet Wiedźmiński amulet, Life will save repeatedly owner. On most 20 4 0

sign perfect requiring opponent Wiedźniński Amulet Amulet. About 20 20 2 2

health boosting (accrue) life Wiedźmiński Amulet Amulet. About 2 25 2 2

protection decreasing (fall off; belittle) injury all kind Wiedźmiński Amulet Amulet. 25 3 1

Masterly enabling conducting most hard Wiedźmiński Amulet Amulet even if attacks. 30 4 1

Masterly sign enabling usage most hard sign Wiedźmiński Amulet Amulet.

6.3. Sorceress Gear

cure description name min. (face). Level  with basic spells fury element

coil of (roll of) first student (pupil) coil (roll).

Mystic coil of (roll of) coil (roll) 1 0 0 facilitating usage mystic, subtle magic.

Coil of (roll of) force 1 0 1 coil (roll) facilitating usage powerful, brutal magic.

Coil of (roll of) magic of lightning 5 2 0 coil (roll) facilitating usage magic lightning.

Coil of (roll of) land (earth) 5 1 1 coil (roll) facilitating usage magic land (earth).

Coil of (roll of) concentration 10 2 1 coil (roll) facilitating usage magic optional kind.

Book of concentration 10 1 2 book facilitating used magic. It boosts chances on critical hitting (occurring) in optional style about 5% attack.

Book of concentration of land (earth) over forces of lands (earth) 15 1 2 book facilitating dominance. It boosts injuries assigned by magic of land (earth) about 1.

Mystic book of book over mystic 15 3 0 facilitating dominance, subtle magic.

Book of force over brutal 20 1 3 book facilitating dominance, strong magic.

Book of concentration of lightning over forces of lightning 20 3 1 book facilitating dominance. It boosts injuries assigned by magic of shaft about 2.

Book of concentration of life over forces of lives 25 3 1 book facilitating dominance. It boosts injuries assigned by magic of life about 2.

Masterly book of force 25 0 4 book of brutal champion, strong magic.

Masterly mystic book of book of subtle champion 30 4 1, mystic magic.

Student (pupil) ring of force 30 1 4 basic ring strong magic cure It facilitating usage simple. It cure strong magic.

Student (pupil) ring of mystic basic ring 1 1 0 facilitating usage subtle, mystic magic.

Mystic ring of ring 1 0 1 facilitating usage magic sekretnej.

Ring of force 5 0 2 ring considerably facilitating usage strong, brutal magic.

Enchanted ring of force 5 2 0 ring facilitating usage strong, brutal magic, additional capabilities about intensified.

Enchanted mystic ring of ring 10 2 1 facilitating usage subtle, mystic magic, additional capabilities about intensified.

Ring of life about 10 10 1 2 ring boosting (accrue) life sorceress.

Ring of magic protection from magic attacks about 2 15 0 3 ring decreasing (fall off; belittle) injury.

Primaeval ring of force 15 1 2 ring of old champion of strong magic.

Primaeval mystic ring of ring of old champion of subtle magic 20 3 1.

Ring of protection from strong attacks 20 1 3 ring decreasing (fall off; belittle) injury and about 2 fast.

Ring of concentration about 1 25 4 0 ring boosting (accrue) injury assigned all kind magic.

complicate ring of force 25 0 4 work most powerful

champion strong Czarnoksięski, dark magic. 30 4 1 Mystic ring ring

champion subtle magic Czarnoksięski, capabilities of application many complicate charm giving unknown earlier. 30 0 5

6.4. Frightener Gear

crumble description name min. (face) frightener. Level  try (look) from bronze on front fury element of pinpoint

simplest pinpoint set up (bet; found) odnóża Frightenery. Jaws stood from bronze 1 0 0

simple jaw, power bracing ugryzień Frightenery. Pinpoints stood from iron 1 1 0

simple, sound pinpoints have have become, though somewhat already starawe. They enable simple attacks executable. Jaws have have become from iron 5 1 1

sharp, sound jaws have have become. They crunch easily. Pinpoints stood from (with) 5 2 0

steel, sharp as razor eats. Each armor will burst skilful frightenera. Jaws stood from (with) 10 2 1

steel jaw. None too śliczne, but for it deadly dangerous. Pinpoints have have become with (from) for fairest from among 10 3 0

pinpoint combat Hartowanej Frightener. Injuries of attacks boost about 1 claws. Jaws have have become with (from) for 15 2 1

jaw select Hartowanej Frightener. Injuries boost from about 1 ugryzień. Pinpoints have have become with (from) by on special order 15 3 0

fashion champion Krasnoludzkiej krasnoludzkich. Jaws have become with (from) 20 3 1

reliability Krasnoludzkiej Krasnoludzka and everything they will cut across technical colleges (technicians; techniques) – it jaw gnomia, they bite for same. allow 20 4 0

pinpoint pinpoint satiated with magic Runiczne, precise blows enabling executable deadly. Injuries boost from attacks about 2 claws. 25 4 0

Intensify jaw jaw magically Runiczne. Injuries boost from about 2 ugryzień. Stand with (from) on 25 2 2

pinpoint pinpoint – not only most powerful ( Dwimerytowe dwimerytu and most wealthy ) owner frightener. 30 4 1

Jaw precise jaw Dwimerytowe, everything it is possible which (who) literally przegryźć. Note on language! 30 3 2

Padlina When hunger will press down tasty very … 1 0 1

alive rodent none too, but for tackling simple (easy). Meat 1 1 0

base of diet each frightenery. It crumble alive 5 0 2

tasty chicken. Life boosts about 10. Fresh fresh meat 5 0 1,

meat krwiste. Conceit. Alive sheep 10 1 2

alive sheep. Tasty as chicken, but greatest. 10 0 3

Savory Żeberka żeberka, with garlic fairest. Alive cows can 15 1 2

try (look) a bit and łykowata, but for it a lot! For 15 0 3

enriched fitted specially Karma karma Frightener. It gives fairest effects regular application. It order today already! Alive people of (people of) delicacy 20 2 2.

Some spoiled easily, but majority is przesmaczna. About 20 1 3

pilot enriched Karma Karma mutageny, it allow cultivate about exceptional magic abilities frightenery. Life boosts about 20. Ravening of virgin boosts alive virgins on magic 25 0 4

immunity. It eats from magic attacks about 3 only heavily injuries so obtain (get) … decrease (fall off; belittle). For your sweet favourite (favourite) 25 2 2

magically magic Ezmocniona Karma karma. Hard acquisition 30 0 5 alive unusually Witcher. But very valuable. 30 3 2

7. Changing classes

Change of class of form if it has spent on food it entity trainer frightenery or running after world in grudging apparel with stick in hand, you can change class of form simply (easy). Forms in this purpose in right bottom corner of screen use click “ change class ” “ ability ”.

Change of class of form salty costs. Whole your outfit has been sold value in moment of change 75% too ( purchase price ). You maintain experience hitherto existing and level, but you lose all owned abilities be have after revival (renaissance) in new body proper number of point of talent – once again available, dependent on your level.

List of invitation will be cleaned in moment of change of level  for battle, equal it, you have sent which (who), as well as received.

Charge is collected for change of class, height depend on your level of (horizon of) form which (who) ( look (look) table ).

Level of (horizon of) cost of change of class in (to) Orens (gold)

1	1 2	6 3	16 4	32 5	56 6	88 7	130 8	181 9	243 10	316 11	401 12	499 13	609 14	733 15	871 16	1024 17	1192 18	1375 19	1574 20	1789 21	2021 22	2270 23	2537 24	2822 25	3125 26	3447 27	3788 28	4149 29	4529 30	4930

Translated by Paul Vardaris, using http://www.poltran.com/pl.php4. Good luck Duellers!