MagicDuel

Bleeding Amaranth

  • 4Mind Power 4of 7 levels
  • Marind Bellno alliance
  • Honor 4,068of 5,000

137 days in the realm since 29 March 2010 · started in The Original Story Mode

Record

  • Fights201 won · 297 lost
  • Active2% of days · 137 of 6,027
  • Adept ofJubaris
  • Player ID189683
Play with Bleeding Amaranth as your mentor

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

Character

Combat stats tap a row for its sources

  • 43.89 initial + 10 territory = 53.89

    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.

  • 26.71 initial = 26.71

    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.

  • 11.49 initial + 15 territory = 26.49

    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.

  • 12.85 initial + 30 territory = 42.85

    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.

  • 25.55 initial = 25.55

    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.

  • 3.31 initial + 45 territory = 48.31

    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.

  • 19.35 initial = 19.35

    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.

  • 10.94 initial = 10.94

    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.

  • 27.32 initial = 27.32

    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 Imagination 68.61 · Darkness Principle 21.70 · Time Principle 29.09 · Principle of Light 23.66

Realm

Marind Bell

No alliance

Armoury

No set pieces worn.

Writings

Union Comments on self


Jaelys… It was a name, unsullied by gender, by use, by meaning… waiting for the meaning that would be stamped upon it by its owner… waiting to be written on like a spotless scroll of limitless opportunity. It was my name.

The name was all I knew. Amnesia of the spirit and of the mind had enveloped me in the borderless shadow of the void in which I awakened. What I had been before… if I had been before… these things were beyond knowing.

Slowly knowledge began to germinate, expanding rapidly and insatiably in the vessel known as mind. Oblivion began to dissipate as reason took its place, bringing with it sensation and reality. Slowly, like the solidifying of liquid sand, a structured world began to form around me. I found myself in a vast realm of magic and machine, rituals and combat, hatred and allegiance. I was a spiritual being in a physical environment. Superior, yet helpless to directly alter the world around me.

I chose for myself a gender. – Male. Dominance, control – these were my goals, my ambitions. As spirit, at first unattached to the physical world, I began to subject other beings to myself, enslaving them to my will so that I too could have a hand in shaping what I saw around me. I discovered other spirits, like myself, and in my feral ambitions I drove my creatures to assail theirs, suffering loss and inflicting it with mindless vengeance. I roamed restlessly… discontent, insatiable with the desire for domination.

My wanderings brought me to the darker ways. The land turned black beneath the touch of misery and suffering. But I was unfeeling, emotionless. I directed my minions with the heartlessness of a heathen god.

Then one day I found her. She knelt motionless amongst the jagged crests of the highest mountaintop. Nameless, beautiful, broken. The creature was angelus celestia. A being as infinitely superior to me as I was to everything else that was physical.

I dropped to my knees before it. Brushed its hand – a kiss. She lifted her face, beautiful, bleeding. In that moment my fate was bound to hers. I would be her slave, my will subjected to hers even as the willpower of those I had formerly enslaved were subjected to my own. I would be her eyes. My life would be nothing but an instrument through which to project her glory.

Where before I had experienced sensation, now I possessed feeling. Emotion – something I had never before experienced – flowed through my essence. I shared her sorrow. I shared her pain. Yet I also shared her beauty.

Now we are one. I am her spirit. She is my soul. The body is our mutual bond. – A winged and wounded being, full of sorrow, full of pain, wordlessly suffering, but projecting grace and beauty.

I am Jaelys… a word now full of meaning – strength, reason, loyalty.

But she is my Amaranth… my beauty, my grace, my purity. My flower immortal.



>>> Bleeding Amaranth <<<


 


Creatures 17

  • Elemental VElemental Vlevel 6 · 2 held
  • Grasan HuvourerGrasan Huvourerlevel 3 · 3 held
  • KoaseKoaseChaos Archer, level 6
  • Dark EssenceDark EssenceHollow Warrior, level 2
  • StarHawkStarHawkMajestic Winderwild, level 6
  • Dark Archer IIDark Archer IIlevel 4
  • Adult KnatorAdult Knatorlevel 3
  • ChaimbelrunChaimbelrunGrasan II, level 2
  • Dark ArcherDark Archerlevel 3 · 2 held
  • Barren SoulBarren Soullevel 1 · 2 held
  • Elemental IElemental Ilevel 2
  • FledglingFledglinglevel 3

The most experienced kinds, of 17 creatures in all.

Adepts 1

1 player joined the realm as Bleeding Amaranth’s adepts.

From the Adventure Log

Page 339 · The Inner Sun - Bo.

Bootes fights to keep his head down as he travels the path out of Necrovion. He is excited and eager to pore over everything he has found so far. Somehow, the sky seems brighter and the wind almost warm. The Howling Gates appear quickly; Bootes smiles and laughs.

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