MagicDuel

Andrew the Killer

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 5,000of 5,000

331 days in the realm since 22 July 2008 · started in The Original Story Mode

Record

  • Fights296 won · 375 lost
  • Active5% of days · 331 of 6,642
  • Adept ofManda
  • Player ID68224
Play with Andrew the Killer as your mentor

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

Character

Combat stats tap a row for its sources

  • 183.29 initial = 183.29

    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.

  • 124.92 initial = 124.92

    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.

  • 50.43 initial = 50.43

    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.

  • 31.44 initial = 31.44

    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.

  • 79.32 initial = 79.32

    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.

  • 22.70 initial = 22.70

    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.

  • 89.76 initial = 89.76

    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.

  • 33.38 initial = 33.38

    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.

  • 42.79 initial = 42.79

    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

  • nothing yet = 0.00

    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.

  • 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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLogging100

No Leaning yet. Gathering and crafting grow them.

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

Principles

Principle of Balance 283.17 · Principle of Light 301.35 · Darkness Principle 277.12 · Principle of Imagination 218.29 · Transposition Principle 476.60

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

 There's not much to see here. You can take a look down but whether you find what's there interesting or not is not my problem. I do update my story from time to time. <(")


The Tale of Andrew the Killer

Prologue

I don't know much about my past. The first thing I remember is being in the Paper Cabin. I was only 5 then and the only thing I knew was that my name was Andrew. I stayed there for 7 years, never seeing past the cold, wooden walls. Then, the nightmares came. I no longer remember what they were about but I know that they scared me. I ran away from the Paper Cabin when I was 12. I don't know how I survived but I did. One day, in a distant land, I vowed to uncover my past. Who were my parents? Why don't I remember anything? I had to find my memories.

Chapter 1

It was a cold winter day. I lay in the woods, snow covering my body. I felt sad and lonely, for I had no friends. I lived in that forest for a very long time. How I managed to survive, that I do not know. Then as death was about to take me into the void, through the blizzard a hand reached out. Someone had come to save me,a man named John. I lived with him and his village, finally happy for once. We played games, gave each other gifts, and many other fun things. Though sometimes it was depressing, he always managed to cheer me up. I finally felt accepted, to have friends that liked you. But I did not know, that this would end very soon.

One day John went missing. Everyone looked for him. Then I found him in the forest, the same place where he found me. I don't remember what happened next, but when I came to my senses, John was dead. The snow around us had turned red. The other villagers found us soon, staring at me, covered in blood. I ran away thinking why this happened to me. I was kind and generous, would I do such a thing? Nobody knew for sure what happened but from that day on, I was known as Andrew the Killer. Now I wander the roads, doomed to be an outcast forever.

Chapter 2

Years passed since that fateful day. I ended up in a place called The Paper Cabin eventually. Then, on a dark and stormy night, I found creatures of many shapes and sizes. I took them in and it was the best choice I had made in my entire life. They would do anything I said. They would not disobey. They would not betray me. They would kill without even wincing. I trained them in fights and as they grew stronger, so did I. They grew to be accurate archers and strong warriors. I even found a group of angelic Angiens. I was stronger then ever but sadness penetrated my victory. Even after all that time, all the sweat and blood I had shed, I still didn't have a single friend.

Chapter 3

I explored the world of MagicDuel and I found many things. Interesting creatures and hidden lands. During my travels, I fought many people. All but a few fell to my sword. I now know that it was I who killed John. I've learned that inside, there is a part of me that seeks blood and death. I did find some friends but I dare not get close, for fear that what happened to John would happen to them. I met a kind old man who took me under his wing. He taught me many things but I still could not stop my killing. I could only barely control it. I was doomed to be a killer forever but perhaps one day, I will finally be myself. I thanked the old man and continued my journey. I was afraid what the future would bring but when doubt grips your heart, you must never be afraid to look into the future for it brings wonderful things.

Chapter 4

 I was walking through Loreroot and stopped by at Raven's Peace. It was truly a peaceful place. The only thing I heard were the birds chirping and the occasional drop of water that well from the leaves into the lake, creating countless ripples. I lied down on the floors and saw a leaf falling down. Suddenly, I was swallowed up by darkness. When the light came back, I was still at Raven's Peace but I noticed I wasn't in the same time period. I saw my two-year old self getting rocked in the arms of beautiful lady. The shadows covered her face. I immediately knew that this was one of my memories. The lady...my mother, was singing a beautiful lullaby and I saw a leaf fall down from one of the trees. Slowly, my eyes started to close. Just before they closed completely, I got a glimpse of my mother. She had black hair like me and beautiful blue eyes. Then, I was swallowed by darkness again.


 

Funny Poems

Here's a few poems you might enjoy. If you want to, you can add some yourself.

Refrigerators

Refrigerators

Refrigerators are nice

Refrigerators

Inspired by Bill


Accomplishments

  1. Completed Berzerker's Puzzle MP3, MP4, MP5
  2. Defeated the Slime MP3, MP4, MP5
  3. Beat Willow's Shop Guards MP3, MP4,MP5
  4. Beat the Loreroot Guards MP4, MP5
  5. Visited Golemus Golemicarum MP4, MP5
  6. Got an Angien MP4

To Hate or Not to Hate Personal hate list

Viscocity
My Mortal Enemy
Slow PMs
One day, it'll bring upon my doom.
Day 303 Year 6 Oct 31: Crazy offers for elucubration creatures.
It has a good reason...but that doesn't mean I have to like them.

Creatures 17

  • Shining SharptearShining SharptearSharptear, level 3
  • Elemental VElemental Vlevel 6 · 2 held
  • Majestic StarMajestic StarMajestic Winderwild, level 6
  • Chaos ArcherChaos Archerlevel 6
  • Dark DreamerDark DreamerDay Dreamer, level 2
  • Miraculous ArcherMiraculous ArcherMaster Lorerootian Archer, level 4
  • Serpent of Death IISerpent of Death IIWater Daimon II, level 6
  • DiamondDiamondAngien, level 3
  • Elite CommanderElite CommanderElite Knator, level 4
  • Warrior of DeathWarrior of DeathHollow Warrior, level 2
  • Pimped GrasanPimped GrasanPimped Grasan I, level 1
  • Tormented SoulTormented Soullevel 1

The most experienced kinds, of 17 creatures in all.

From the Adventure Log

Page 414 · The Inner Sun - Others

The decor is set, and guests arrive from all over the realm. The celebration begins, and the mood is light and cheerful. Speeches are made; champagne flows freely. New friends are created and old companions laugh, dance, and talk for hours. None takes notice of the appearance of an object in the sky: large, round, luminous.

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