MagicDuel

BloodPrince

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

1,273 days in the realm since 11 May 2008 · started in The Original Story Mode

Record

  • Fights2,411 won · 2,694 lost
  • Active19% of days · 1,273 of 6,715
  • Adept ofSynex
  • Player ID39520
Play with BloodPrince as your mentor

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

Medals 2

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 BloodPrince.

Character

Combat stats tap a row for its sources

  • 1,049.98 initial = 1,049.98

    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.

  • 524.26 initial = 524.26

    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.

  • 332.41 initial = 332.41

    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.

  • 149.04 initial = 149.04

    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.

  • 243.27 initial = 243.27

    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.

  • 89.01 initial = 89.01

    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.

  • 231.82 initial = 231.82

    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.

  • 174.85 initial = 174.85

    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.

  • 339.78 initial = 339.78

    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

  • 25.05 initial = 25.05

    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.

  • 9 initial = 9.00

    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 0.7Woodcutting 0.0Finesse 0.7Filtering 1.9Experimentalism 1.1100
  • Filtering1.9
  • Experimentalism1.1
  • Finesse0.7
  • Herbalism0.7
  • Woodcutting0.0

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

Principles

Principle of Syntropy 1,082.54 · Principle of Entropy 4,000 · Darkness Principle 3,331.39 · Principle of Cyclicity 3,278.50 · Principle of Imagination 1,797.27

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Born Form Blood Comments on self

Chaotic End
I was a farmer living my own life lonely…but peaceful near the vast plains of deceit. It was once a nourishing land where anything would grow from the earth. I farmed ***** and I specially liked the pureness of the ************. It slowly started getting quitter at first lesser chirping of the birds and then almost every sound except the sounds of the wind. A dark growth was eminent in the sky far away from my farm. It kept growing towards the sky until it one day it reached the sky. At start the clouds around the growth became gray and dark like it is holding the roots of evilness. Then like an infiltration it started to spread throughout the planes presenting every living form a very painful death and making the lands as barren as they could get. On the seventh day me and my farm was under the fury of the growth. Thunder struck around me burning every thing it touched and rain felt like needles tearing through my flesh. With no hope and energy I fell down like a corpse bleeding from the wounds of evil. As I lay on the ground looking at the raging skies helpless one last white rose floated through the gusty winds and landed on my chest. In my last moments I bled from my chest and like something has altered its purity of whiteness the rose turned red with my blood. The fury of the growth would not seize for another seven days by that time I laid dead on the centre of my rose field with a single rose with gleaming red on my chest.

Rise of Blood Prince

 

On the seventh day of carnage light finally broke through the clouds evil and touched the rose. It was still lively as it was before the carnage. The rose held my spirit in itself guarding it from the clouds of evil. Once first rays touched the rose I heard the whisper of a fairy saying “You shall rise……..You will fight……..” . The light slowly resurrected my spirit from the blood rose and added the elements of light to it. Once I got my senses back I saw a single white rose lay on the barren field of deceit. I started wandering in the MD lands to rediscover myself. One of the first things I noticed is evilness dared to touch me and whenever I see evil I hear the fairy’s word ringing on my head. I was killed many times while wandering the MD lands but each and every time I was to be resurrected from my spilt blood. I met many souls in MD lands but only a very few could know me better. I’m always at the place where something is happening and I always leave before anyone spots me or make note. I wander the MD lands as a powerful resurrected spirit but a lonely person. I do not interact with many but I help with all I know for anybody who is worthy of asking me for help. One such soul is the servant of light whom I adopted from its nascent. I find my self attracted towards the lands of Golemus where a voice keeps reminding me of the power that I could unleash over evil. I was created to suffice a certain task there is something in MD lands which could use my power to destroy all evil. To this day I travel through the MD lands searching for that cure for all evilness and I feel it is my destiny…………..

Creatures 39

  • Water Daimon IIIWater Daimon IIIlevel 7
  • DoppelgangerDoppelgangerlevel 4
  • Rustgold MadhornRustgold Madhornlevel 5 · 2 held
  • Angien Sentinel IVAngien Sentinel IVlevel 7 · 2 held
  • BloodPact Chaos ArchBloodPact Chaos ArchBloodPact Chaos Archer, level 6
  • Tamed ReindrachTamed Reindrachlevel 5
  • Master of PuppetsMaster of Puppetslevel 3
  • Majestic WinderwildMajestic Winderwildlevel 6 · 2 held
  • Elemental VElemental Vlevel 6
  • Tainted AngienTainted AngienTainted Angien II, level 5
  • MadhornMadhornlevel 5
  • Unholy PopeUnholy Popelevel 3

The most experienced kinds, of 39 creatures in all.

Adepts 11

11 players joined the realm as BloodPrince’s adepts.

From the Adventure Log

Page 398 · The Inner Sun - Am.

Amoran descends the stairs out of Ren’s office. “What does this have to do with me? Did… Renavoid see within my…?” She travels the land but is unaware of her surroundings. Eventually she finds herself next to the Oak Fort in the forests of Loreroot, her thoughts twisting within her mind. Dark… Light… Knowledge… Power… Me… Her…

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