MagicDuel

Azrafar

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 1,349of 5,000

181 days in the realm since 14 September 2014 · started in The Original Story Mode

Record

  • Fights418 won · 413 lost
  • Active4% of days · 181 of 4,398
  • Adept oflashtal
  • Player ID252664
Play with Azrafar as your mentor

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

Medals 1

Medals are earned through hard work and given one player at a time, sometimes with a ceremony. Together with titles, they are what the realm holds as true about Azrafar.

Character

Combat stats tap a row for its sources

  • 97.25 initial = 97.25

    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.

  • 60.53 initial = 60.53

    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.

  • 35.92 initial = 35.92

    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.

  • 26.54 initial = 26.54

    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.

  • 36.78 initial = 36.78

    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.

  • 11.49 initial = 11.49

    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.

  • 24.06 initial = 24.06

    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.

  • 19.05 initial = 19.05

    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.

  • 42.60 initial = 42.60

    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

  • 400.52 initial = 400.52

    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.

  • 20 initial = 20.00

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingHerbalism 4.2Waterhandling 0.6Finesse 0.4Gardening 0.1Filtering 0.6100
  • Herbalism4.2
  • Filtering0.6
  • Waterhandling0.6
  • Finesse0.4
  • Gardening0.1

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

Principles

Transposition Principle 972.23 · Darkness Principle 625.25 · Principle of Syntropy 287.42 · Principle of Balance 521.47

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Azrafar the drifter Comments on self

I am a drifter. I go from place to place, riding the waves of destiny.
Like a leaf, carried by the wind until it's fall. 

I travel on a whim. 
Searching for new places 
or returning to places I adore. 
Searching for secrets or serching for a prise. 
Traveling at day, traveling at night. 
I will rest when I'm finaly done.
 
I am a No Land's Man from No Man's Land. 
I am not a part of any alliance and never will be.
An alliance can open doors, 
but for every door opened many are closed.

I follow no gods. Never did. 
I stand on my own mortal strenght. 
Moving towards my demise, but never broken.
I endure, to see my story unfold till the end.

------------------------------------------------------------------------------------------------------------------------------- 

Jurney to the East:

I decided to make a jurney to the East, in hope of discovering some of the secrets of that far away land.
I don't know how long this will take me, or how hard my travel might be, but I feel I am prepared now.
I also hear that the gardens are well preserved. I might get some herbs too, keeping in mind the regulations of course.


~ Day: 310, Year: 9 ~

Preparations:
Lania geve me some blue candy and I've got a piece of cake from Ailith.
I hope these will give me enough strenght to overcome the obsticles in my way.

Start of the jurney: I met Ailith at the gates. He advised me to visit the pub for some refereshments when I get there. I hope they sereve some drinks for free. I don't have too much to offer at the moment.

I crossed the gates and I have to say I was a bit dishearted to see that the herbs were not taken care of. They were barely suitable for harvest. At the Ascent I found the same. Maybe further in I will find more caring for these precious resources.

~ Day: 311, Year: 9 ~

I reached the gates of the Statue Hall. I stoped for a little cake and then pushed through with renewed strenght.
It's a relief to see that the inner gardens are well maintained. I'll picked a  few herbs while I'm here.
I met Amber Rune on the streets. She was stalking, as usual. I swear, she is everywhere.

I hope I can find the pub today and stay there for a sleep (probably under the counter, unless it is a taver).
I found the kitchen instead and got tangled up there. I won't make it to the pub today.
I also found a recepie book about cakes. Might come in handy.

~ Day: 312, Year: 9 ~

Finaly reached the pub, just at the start of the new day (before 1 AM).

Ho oves eher, butt het dirks ar goot.

I got drunk on absinthe. It brought sweer dreams... and hangover.
I'll bring back some drinks to the main land. Maybe throw a pary one day.

I found a magnificient statue just before the crossroads. It inspred me to achieve my dreams. To go on and never give up. So I will push on, till I reach the end of this path. (Then I hope I'll have a faster travel back to the mainland.)

If course, I take a nap and wake up with spiced picles and cakes in my pocket. Never asked for it, but why am I even complaining at this point.

I found the Temple of the Void and it is... well void.

The trip through the town down the road was iteresting. Closing this day with some tea tasting.


~ Day: 312, Year: 9 ~

Woke up with hangover again and a with less absinthe. This is going to be a problem...

Moving on to the shore. 
Note: Need matches and tinder. Also candle. 
Tinder: + 
Matches: +
Candle: +

No wonder there is a good selction of drinks in the pub. Stills are all over the place.

~ Day: 313, Year: 9 ~

I met Samon. He was kind to keep me company and guide me around. It is amazing how easily one can get lost in that roundabout. We found the Drywater Temple. I wish I could read the text on it.
I also helped out an old man, a gardner, by removing blight from the vines, wich started to bloom now.

~ Day: 314, Year: 9 ~

I finaly reached the end of my jurney. The East gate.
I'm turning back now. Exploring the town a bit more before I leave the Tribunal.
I'm out of supplies though, or more precisely, suplies that I am willing to use. I still have spicy pickels left. Using them seems like a waste...

~ Day: 315, Year: 9 ~

The jurney back won't be as exciting, but I hope I can get to make a cake before I leave. No luck with the cake,but I founsd some teacups and a teapot. I'll throw a teaparty in a fewdays if everything goes right.

I finaly left the gates. Ferwell ancient land. For now.

Never hate Personal hate list

I don't hate. Hate consumes people. I don't want ot be consumed by it.
I get annoyed or angry at times. Or I just don't like certain things. But I never hate.

What I don't like:
I don't like when others give me gifts and stuff for free without telling me first.
I don't like it when people just shove things in my hand. I am greatful of course, I recognise their generosity.
I just feel endebted against my will when it happens. At least tell me that you want to give me something (that you can spare it).
Tell, don't shove.

(This is it the list for now.)

Creatures 34

  • Water Daimon IWater Daimon Ilevel 5 · 2 held
  • HecateHecateRustgold Drachorn Hatchling, level 2
  • Elite Lorerootian ArcherElite Lorerootian Archerlevel 3 · 3 held
  • JokerJokerlevel 1 · 2 held
  • AngienAngienlevel 3 · 2 held
  • Tormented Soul IITormented Soul IIlevel 2
  • Grasan IIGrasan IIlevel 2 · 2 held
  • Imperial AramorImperial Aramorlevel 1 · 2 held
  • Elite KnatorElite Knatorlevel 4 · 2 held
  • Dark Archer IIDark Archer IIlevel 4 · 3 held
  • A Grasan named SlickA Grasan named SlickPimped Grasan II, level 2
  • Root Warrior IIIRoot Warrior IIIlevel 4 · 2 held

The most experienced kinds, of 34 creatures in all.

From the Adventure Log

Page 234 · The Shade Ballance - Br.

Taking his place back at the head, Braiton began the incantation. Thrice it was repeated before Braiton’s mind’s eye darkened, and he sees only an eldritch of swirling colors. He sifts through the ebbing tides of consciouses until he finds the one he seeks. Grasping it tightly, he pulls it with him back towards his own consciousness.

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