MagicDuel
John Rothmaker
Generation 8

John Rothmaker

  • 5Mind Power 5of 7 levels
  • Gateway Islandno alliance
  • Honor 5,000of 5,000

696 days in the realm since 24 January 2017

Record

  • Fights680 won · 758 lost
  • Active20% of days · 696 of 3,536
  • Player ID257856
Play with John Rothmaker as your mentor

Join the realm from this page and you start as John Rothmaker’s adept. MagicDuel is free to play in the browser.

Character

Combat stats tap a row for its sources

  • 194.32 initial = 194.32

    The plain force your creatures strike with when you send them into a ritual.

    Treasure from won fights, where it is the cheapest of the nine to raise. Worn weapons lend it, and some shop and reward items grant it.

    Damage is your attack less the target's defence, and most abilities start their sum from it. Your total is shared out across the creatures in your ritual, so the same attack goes further in a ritual of two than in a ritual of six.

  • 86.63 initial + 500 territory = 586.63

    How much of a blow your creatures shrug off before it touches their vitality.

    Treasure from won fights, at three and a half times the cost of attack. Worn armour lends it, and some shop and reward items grant it.

    It is subtracted from nearly every incoming blow, so a defence above the enemy's attack leaves them doing the minimum of one damage. Like the rest, your total is shared out across the creatures in your ritual.

  • 49.03 initial = 49.03

    The strength behind everything your creatures do that is not a plain blow.

    Treasure from won fights, the second cheapest of the nine to raise. Worn gear lends it, and some shop and reward items grant it.

    Healing, protecting, stealing life and poisoning all measure themselves against power and ignore attack entirely. Stealing life is capped at 20 percent of a creature, and an aimed hit at 25.

  • 40.55 initial = 40.55

    How early your creatures move when a round opens.

    Treasure from won fights, at five times the cost of attack. Worn gear lends it, and some shop and reward items grant it.

    The whole field acts in order of initiative, highest first, so it decides whether you land a killing blow before the other side answers or after.

  • 69.49 initial = 69.49

    How readily the realm's heat answers to you, in a fight and on the road.

    Treasure from won fights, and one of the dearer of the nine. Worn gear lends it, and some shop and reward items grant it.

    It is added to the heat you get for a fight you start, and a quarter of it is added to the heat of every step on your own land, or on any land while you belong to none.

  • 18.74 initial = 18.74

    The realm's willingness to tilt a moment your way, or against you.

    Treasure from won fights, but only on about one win in eight, so it grows in jumps rather than steadily. Clickables in the lands hand it out, and worn gear lends it.

    On roughly one scene in three, luck finds you Winertia; luck below zero loses it instead. In a fight, luck on either side can double an effect or cancel it outright.

  • 84.92 initial + 50 territory = 134.92

    How readily your vitality comes back to you.

    Treasure from won fights, and by far the dearest of the nine to raise. Worn gear lends it, and some shop and reward items grant it.

    It swells the vitality your house pays you on every refresh, by up to half again, with half of that reached at 2,000. After a fight, every creature you sent is brought back up to at least its regeneration as a percentage of its maximum vitality. Your regeneration is shared out among them like the other stats.

  • 59.16 initial = 59.16

    Your nose for a price, and how hard you are to overcharge.

    Treasure from won fights, at one of the higher costs of the nine. Worn gear lends it.

    It takes up to 25 percent off a dwelling, a weapon and your house rent. The discount climbs fast at first and then flattens, reaching half its maximum at 750 and never quite the whole 25. It is the one of the nine the fight engine never reads.

  • 105.63 initial + 250 territory = 355.63

    How well you hold together while crossing land that is not yours.

    Treasure from won fights, at one of the higher costs of the nine. Worn helms and shields lend it.

    Stepping into another house's territory costs you vitality, and your energetic immunity cancels that percentage of the loss. At 100 the crossing costs nothing at all.

initialweaponsterritoryalliancemagicillusion

Skills that only grow

  • 372.59 initial = 372.59

    The weight of your own will, built by going where the realm pushes back.

    Every scene you enter that costs action points. Going in above the viscosity minimum pays more than going in below it. The secured day streak pays as well.

    Your share of a forge wish. There are five bands, from a tenth to a half.

  • 21 initial = 21.00

    Your grasp of the map, and of the shortest way across it.

    Touching any of the 25 pillars. Each pillar pays a given traveller once, and never again.

    The action points every move costs you. It comes off the cost, down to a floor of one.

  • 80 initial = 80.00

    How far your character can still be reshaped. It starts at 80 for everyone and is only ever spent.

    Nothing raises it yet. Every card you take by converting permanent stats lowers it by one.

    The price of your next card. At 80 a card costs 10 points; each point of plasticity you lose makes the next card dearer (59, then 69, then 81 ...), and each point above 80 makes it cheaper, down to a floor of one.

Leanings

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 10.6Herbalism 7.5Woodcutting 8.6Waterhandling 6.2Finesse 5.1Excavation 0.9100
  • Mining10.6
  • Woodcutting8.6
  • Herbalism7.5
  • Waterhandling6.2
  • Finesse5.1
  • Excavation0.9

The Leanings are thirteen crafts that pull against each other: what a player practises grows, and what they neglect falls away.

Principles

Darkness Principle 1,413 · Time Principle 1,270 · Principle of Cyclicity 170

Realm

Gateway Island

No alliance

Armoury

No set pieces worn.

Writings

Hunger Comments on self

I remember a time before I was truly me, somewhere deep in my being. I remember the sea, and I remember a feeling of loss. Then I remember flowing from the fog of the endless blue to the shore on a chilling morning. Weather I was carried by the water, or carried by the fog, I am here now and must contend with what I have. 

My original Journal was full of childish musing and memory, but this place has changed my perspective. I have walked the shores of Gateway Island and Golemus. I have seen the coast from Loreroot and the Paper Cabin. I have been stalked by shadows in the Lands of the East. I have walked the caverns beneath Marinds Bell. I have been lead through the shadows of the Necrovion and have witnessed the burning of untold tomes. I have looked below and above, and walked the halls of Deathmarrow. I have been to the land of the dead without suffering an untimely fate. I have grown. I have learned. I have built. I have destroyed.

When I first arrived I was little more then a roughly shaped cloud of energy. I could talk faintly and influence the world around me only slightly. I passed the trials to bring myself to the mainland and slowly grew my power.  
Times change. Drive or be driven. 

The Maker of Roths Personal hate list

Hatred is a waste of time.

Creatures 37

  • Elemental VElemental Vlevel 6 · 2 held
  • Unholy PopeUnholy Popelevel 3 · 2 held
  • Reanimated RootsReanimated Rootslevel 5 · 2 held
  • JackalJackalKnator War Master, level 5
  • SelousSelousBloodPact Chaos Archer, level 6
  • Walking TreeWalking Treelevel 5 · 3 held
  • DelilahDelilahWater Daimon III, level 7
  • Animated Tree IIIAnimated Tree IIIlevel 4 · 2 held
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3 · 3 held
  • Skill VampireSkill Vampirelevel 3 · 3 held
  • Pimped Grasan IPimped Grasan Ilevel 1
  • Unholy Priest IIUnholy Priest IIlevel 2 · 2 held

The most experienced kinds, of 37 creatures in all.

From the Adventure Log

Page 244 · The Shade Ballance - Kh.

Khalazdad feels some great force pulling at his very being. "What is this? I cannot feel so compelled without a conscious." His eyes are completely hazed over, and when his mind clears, he notices that he is staring in the direction of the House of Liquid Dust. "It is there... so, the time has come. This is what I felt.."

This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.

Join the realmPlay