MagicDuel

Brimstone

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 4,992of 5,000

17 days in the realm since 22 February 2009 · started in The Original Story Mode

Record

  • Fights172 won · 246 lost
  • Active0% of days · 17 of 6,428
  • Adept ofGargant
  • Player ID136662
Play with Brimstone as your mentor

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

Character

Combat stats tap a row for its sources

  • 6.34 initial = 6.34

    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.

  • 4.13 initial = 4.13

    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.

  • 1.91 initial = 1.91

    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.

  • -0.22 initial = -0.22

    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.

  • 5.78 initial = 5.78

    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.

  • 0.91 initial = 0.91

    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.

  • 4.39 initial = 4.39

    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.

  • 1.71 initial = 1.71

    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.

  • 2.55 initial = 2.55

    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

Element Principle 24.81 · Time Principle 16.96 · Principle of Cyclicity 17.95

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

The Troubled Youth Comments on self

Wished Home Land: Marind's Bell

Wished Item: stone pendant

Wished Ability: Capture Dream Essance - Able to infuse ones essance into a scupture, that giving the owner added max vitality.

Wished Tag: The Dream Sculpter

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When I look back on the troubled years of my youth, I can see that I could be considered a loner, though not always by choice. Small of stature, I was often picked on by other children of the small village I grew up in (as well as by own two brothers, both of whom are older than I). Out of necessity, I learned to defend my self. Not a great fighter, by any means, but nimble and adept at avoiding the larger kids.

Things began to change along about the time I turned eleven. Strange occurances began to transpire, that I could neither understand, nor explain. Not very often, and normally only under times of great distress, or anxiety, but often enough that people began to notice. These event ranged from small tremmors in the grounds near by, stones falling from masonry walls, to unexplained fires starting. these things were never tied directly to me, but it soon became common knowledge that I was enevitably close by when they happened.

People soon began avoiding me all together, and I overheard their whispers... it was also at this time that the headaches started. Always the headaches would follow these rare events. But as the years went by they grew stronger and lasted longer. For ten years this went on, until fearing an uprising from the villagers, my father asked that I leave. He said it was for my own best interests, that I would never make anything of myself if I stayed here. I know there was truth to his words, by I also knew that my leaving was for the sake of the rest of the family too.

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Now 21 years old, I am seeking answers to the cause of these things, and a cure for the headaches. I have gone so far as to try to bring on one of these events intentionally. Only once have I been successful. After hours of laborously focusing my attention, my thoughts, my will, I was able to cause a pile of dried leaves to smolder. Immediately I was overcome by splitting pain in my head, worse than I ever experienced. but I know that it is in me to do these things. I search for someone who can help me to harness these energies, and learn to wield them in such a way as to avoid the pain that acompanies it...

I beseach you to help me find these answers, someone of knowledge in these things who can help me control this power before it consumes me.

My story will coninue in my "Hate list" as a journal of expereinces here in MD

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One free heal token - Gargant

MagicDuel Journal Personal hate list

Here in lies my account of my travels and encounters

in the lands of MagicDuel

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Mar 4, 2008 - Today was a most fortunate day for me. A chance encounter with Jazira, lead to my first leassons in the control of Elemental magic. I had many failures with both the Elements of Air and Water, but managed some small success with the manipulation of Earth! The ever present headaches returned, but as I learned to hold better control over the Magic, the pain grew less, decreasing with each subsiquent effort. I am encouraged by my small triamph over the Earth magic, and see some light and the end of this long tunnel I have traveled in search of answers. My thanks to Jazira and Mortis for their lessons, and to Willem RedBeard, whose encouragement and assistance has been most welcome and appreciated.

I also became the Adept of .Gargant. today. Although I do not fully know what this will require of me, he seems to be a most benevelant master, and I shall do my best to follow his guidance and council. I hope that I, in turn, am able to fulfill my position as his Adept honorably.

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Creatures 15

  • Grasan IIGrasan IIlevel 2
  • Elemental IElemental Ilevel 2 · 4 held
  • Dark ArcherDark Archerlevel 3 · 4 held
  • Aramor AssassinAramor Assassinlevel 3 · 2 held
  • Hollow WarriorHollow Warriorlevel 2
  • Heretic ArcherHeretic Archerlevel 1 · 2 held
  • Grasan IGrasan Ilevel 1

The most experienced kinds, of 15 creatures in all.

From the Adventure Log

Page 169 · The Shade Ballance - Br.

Br. wanders with purpose, through the MD lands searching for the final ingredient he requires. Desperate to please his fearsome leader he looks in every far reaching corner of the map and reads every scroll he can find, in the hope of finding a clue to lead him to its whereabouts.

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