MagicDuel

Assurancetourix

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 4,454of 5,000

228 days in the realm since 31 July 2009 · started in The Original Story Mode

Record

  • Fights663 won · 677 lost
  • Active4% of days · 228 of 6,269
  • Adept ofJubaris
  • Player ID164895
Play with Assurancetourix as your mentor

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

Character

Combat stats tap a row for its sources

  • 123.43 initial = 123.43

    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.

  • 69.33 initial = 69.33

    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.

  • 45.57 initial = 45.57

    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, draining principles 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.

  • 54.46 initial = 54.46

    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.

  • 62.62 initial = 62.62

    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.

  • 14.70 initial = 14.70

    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.

  • 56.63 initial = 56.63

    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.

  • 38.92 initial = 38.92

    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.

  • 55.52 initial = 55.52

    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 Entropy 658.48 · Principle of Cyclicity 1,089.72 · Principle of Balance 59.27 · Principle of Imagination 50.87 · Darkness Principle 57.17

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

 

Watch your thoughts,
because they will be words.
Watch your words,
because they will be facts.
Watch your facts,
because they will be habits.
Watch your habits,
because they will be your character.
Watch your character,
because it will be your destiny.

Alliance leader statement

LoreRoot Alliance Statement:

Windy is a strong advocate for the ways of Loreroot. She will defend her HOMELAND and all it stands for with her life if needed. Trees are life and therefore will be guarded and defended with extreme predjudice. There will be NO EXCEPTIONS.

THE SISTERHOOD CREST!!! Founded by Sister Kriskah Arcanu.

THE SISTERHOOD

The following are not to be taken seriously. We are not an alliance nor do we seek to become one...unless asked by HIM.

  1. You must be willing to go skinny dipping and not be ashamed of looking at the others or yourself. XD
  2. Your hair must have been another color at one time.
  3. You must be able to fight like a man but still look like a woman doing it.
  4. You must be willing to share your shoes and weapons with your Sisters.
  5. You must be able to smell a bargain a mile away.
  6. You must enter all slurping contests.
  7. You must be able to fight and smooch your enemy at the same time.
  8. You must know and have smooched all our Guardians.
  9. You must be hell-on-wheels a least 40% of the time.
  10. You must get a massage by Gremlin at least every two weeks.
  11. Ask the MRs before smooching, MRWander doesn't like it.
  12. Must change all SMOOCHES on public logs to read, "Walk in lipstick free health" unless they really deserved it. XD

MEMBERS:

  1. Sister Calyx of Isis
  2. Sister Ailith
  3. Sister LunarGoddess
  4. Sister Amoran
  5. Sister SageWoman
  6. Sister Peace
  7. Sister Kittiness
  8. Sister Kalaminira Kol
  9. Sister Siala Lone Wolf
  10. Sister Dark Mystic
  11. Sister Falen Angel
  12. Sister Keida
  13. Sister StrongWilled Legna
  14. Sister Lunar Priestess
  15. Sister Mainnelle D Ashke
  16. Sister Arianna de Montreve
  17. Sister Lady Renata
  18. Sister Dark Trial
  19. Sister Kriskah Arcanu
  20. Sister Mya Celestia
  21. Sister Adiallinda
  22. Sister Grid Althea
  23. Sister Lady Tygara
  24. Sister Handy Pockets
  25. Sister sasha lilias
  26. Sister Sharazhad
  27. Sister Icedragon
  28. Sister Ladytwin
  29. Sister Nimrodel
  30. Sister Nacirema Asu
  31. Sister Assira The Black
  32. Sister Miidorii
  33. Sister Mystic Siren
  34. Sister Madalina Fitzroy
  35. Sister Wildfires
  36. Sister Phantom Orchid
  37. Sister Michelle Bell
  38. Sister Assurancetourix
  39. Sister Shadow Mystic
  40. Sister Indyra Sirenias
  41. Sister Mysteria Blue
  42. Sister Hara Rei
  43. Sister Neyla Setesh
  44. Sister Marquise de Sade

Guardian Phoenix of THE SISTERHOOD - ICEPHOENIX

"The night was brightly lit by the light of a full moon, so bright that only the brightest stars could be seen. The hunter set by his fire sipping his coffee. Looking out over the river before him, seeing the tree tops as if it were day, and the shadows they cast on the forest floor below. The hunter a cruel man who had befriended the Indian known as brother of the wolf but only to learn his secrets of tracking the wolf, before killing him and dropping him from a cliff. Hired to hunt the wolf he had taken the life of all that lived on the mountain, all but the gray wolf the one they called the huntress.

The night was alive with sounds of the small creature's frog, raccoon, and the hunters like the owl. The hunter listened quietly he had tracked his prey for months and knew her den was near and that she would not stray far from it for she cared for pups. So for now he waited to hear his prey knowing the sight of the moon would be too much for her to bare, the urge to call the wind to strong. The hunter knew she was near. He thought of the reward the farmers put up on her head, not knowing that it was he not the wolf killing their chickens and their sheep, laughing at how easily they had believed that it was her. But his thoughts were abruptly interrupted by a piercing cry as the howl of the huntress breached the night. The hunter had known she was near but he had never dreamed he was so close the cry had come from the other side of the hill. The hunter grabbed his rifle and crawled his way to the top. Looking over the hill he saw his prey the moonlight on her silver back made her shine in its light. The hunter eased the rifle up placing the cross-hairs on her head. Just as he was about to pull the trigger he realized she was hunting food her nose to the ground making small circles, sniffing and tracking. The hunter thought I will follow her to her kill. Then to her den there I will kill the huntress, I will show her body to the farmers and collect my reward and then skin her as a prize tack her hide to my cabin wall, and her pups I will chain to my porch and make guard dogs of them. Through the woods the huntress ran faster and faster the hunter right behind her as she moved in and out of the shadows. The hunter began to struggle to keep up, but the huntress only quickened her pace till at last the hunter could go no more. He watched out of breath as the huntress went out of sight. How foolish he had been not taking his shot when he had the chance. As for the huntress she moved in on her prey and with a quick snap of her sharp teeth the artery in the neck of her prey laid open. She set and watched as her prey slowly died its life blood leaving it. The hunter would not see her again, or make a prize of her skin, and her pups would not be chained to his porch. For the hunter had learned much too late that the prey the huntress hunted that night was he."

Personal hate list

Prologue/explanation (whatever): an old friend of mine once said: "Life is like a hair in your ass - short and full of shit". That means it's pointless to waste time hating this and that... So, if you (reader) are expecting to find here my hate list (broccoli, rude neighbours, crappy movies etc.), I give you a short "essay" about how to cope with hardships in life:

 

The Most Functional Word

Well, it's shit...that's right, shit! Shit may just be the most functional word in the English language. This may even be funny shit.
Consider: You can get shit-faced, Be shit out of luck, or Have shit for brains. With a little effort, you can get your shit together, find a place for your shit, or be asked to shit or get off the pot. You can smoke shit, buy shit, sell shit, lose shit, find shit, forget shit, and tell others to eat shit. Some people know their shit, while others can't tell the difference between shit and shinola. There are lucky shits, dumb shits, crazy shits, There is bull shit, horse shit and chicken shit. You can throw shit, sling shit, catch shit, shoot the shit, or duck when the shit hits the fan. You can give a shit or serve shit on a shingle. You can find yourself in deep shit or be happier than a pig in shit. Some days are colder than shit, some days are hotter than shit, and some days are just plain shitty. Some music sounds like shit, things can look like shit, and there are times when you feel like shit. You can have too much shit, not enough shit, the right shit, the wrong shit or a lot of weird shit. You can carry shit, have a mountain of shit, or find yourself up shit creek without a paddle. Sometimes everything you touch turns to shit and other times you fall in a bucket of shit and come out smelling like a rose.
When you stop to consider all the facts, it's the basic building block of the English language. And remember, once you know your shit, you don't need to know anything else! You could pass this along, if you give a shit. Or not do so, If you don't give a shit. Well shit, it's time for me to go. Just wanted you to know... that I do give-a-shit and I hope you have a nice day, without a bunch of shit. But if you happen to catch a load of shit from some shit head ----Remember, shit happens!

Military ways and beliefs

wolfpack under construction

Creatures 28

  • Water Daimon IIIWater Daimon IIIlevel 7
  • ArielArielAngien Sentinel III, level 6
  • Imperial Tin ManImperial Tin ManImperial Aramor Assassin, level 3
  • Revolted Skill VampireRevolted Skill Vampirelevel 4 · 2 held
  • SpikeSpikeBloodPact Dark Archer III, level 5
  • PennywisePennywiseMaster of Puppets, level 3
  • Chaos ArcherChaos Archerlevel 6
  • Pimped Grasan HuvourerPimped Grasan Huvourerlevel 3 · 2 held
  • Elemental VElemental Vlevel 6 · 2 held
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4
  • Majestic WinderwildMajestic Winderwildlevel 6 · 4 held
  • Knator War MasterKnator War Masterlevel 5

The most experienced kinds, of 28 creatures in all.

From the Adventure Log

Page 579 · The Hunt for Red Presents

The snow, after lightly snowing for a week, has started to halt. Unfortunately there was not enough of the mysterious unmeltable snowflakes brought together to amass a critical amount of elf magic. The residue of elf magic in the archives has started to abate causing the snow to diminish. Willow, who had heard of the snow, had begun to make special snow shovels and buckets to sell (likely normal shovels and buckets but priced twice as high) was heard shouting at his aramour guards that he missed his chance. Meanwhile Queen Aia made contact with an elf for the archive and has arranged a meeting in an attempt to speak to Confused Santa. May their meeting be more successful than the last time the people of MagicDuel met an elf…

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