MagicDuel
Curiose
Generation 19

Curiose

  • 5Mind Power 5of 7 levels
  • The Deadno alliance
  • Honor 739of 5,000

755 days in the realm since 23 June 2010 · started in The Original Story Mode

Record

  • Fights505 won · 1,552 lost
  • Active13% of days · 755 of 5,945
  • Adept ofPamplemousse Ribbit
  • Player ID195289
Play with Curiose as your mentor

Join the realm from this page and you start as Curiose’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 Curiose.

Character

Combat stats tap a row for its sources

  • -433.80 initial + 10,000 territory = 9,566.20

    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.

  • -91.50 initial = -91.50

    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.

  • -45.67 initial + 1,500 territory = 1,454.33

    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.

  • -44.18 initial + 3,000 territory = 2,955.82

    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.

  • -81.94 initial = -81.94

    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.

  • -6.37 initial + 450 territory = 443.63

    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.

  • -74.80 initial + 5,000 territory = 4,925.20

    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.

  • -60.62 initial = -60.62

    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.

  • -138.47 initial + 15,000 territory = 14,861.53

    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

  • 36 initial = 36.00

    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.

  • 4 initial = 4.00

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingWoodcutting 0.0100
  • Woodcutting0.0

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

Principles

Darkness Principle 25.66 · Principle of Imagination 27.28 · Time Principle 34.48 · Principle of Balance 3 · Principle of Light 30.14

Realm

The Dead

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

Who am I?

I am nothing.

But question is:

Who are you?

Life is a riddle; A riddle to be swept clean of ignorance and prostitution of ideals that we berate and take for granted. I am me, and you…? You are but what you say you are. Curiose may be my name, but curiosity is not my game.

Angry, bitter, discontent? Never, never, am I with that intent. I play this game for magic and wisdom; this game of life, this game of death.

Life is a book; And I intend to write it. I hold my dreams up high, but when I fall, I refuse to be hung. But unlike you… I see at times your neck is hanging by that Tree of Hopes and Dreams. Do not fret, for if that is so, do not breath, and catch the block before it falls. For once it does, may that be the end of all…


History of Mushroom God....

I came upon Mushy one day, feeling low, and lonesome, and quite terribly nonspiritual. As I walked along the Plains of  Deceit, I heard something calling to me in my mind... saying not to eat it. 

While unsure of what such thing could have been beseeching such a thing as not to eat it, I scanned the horizon of the Plains, and saw nothing out of the ordinary.  But still, the calling continued, but it became less than a dull, swampy, gurgling sound.  

Growing tired of searching of the mysterious sound, I sat, and happened to sit next to a broken mushroom!  Feeling hungry, I thought to pick up the mushroom and feast upon its innards.  As I reached for it, the gargling screamed in a high pitched squeal.  

"Do not eat me! Do not eat me! For I have Much knowledge to give!"

I looked upon the mushroom, and I looked at it closely, examining every pore, and its broken stem, and the peculiar eyes that it had upon its cap.  Curiously, I picked it up and looked it square in the eye, and shook the silly thing. 

"Do not eat me! For I am: The FunGod!" 

FunGod?  Why.. it's just a shroom, I thought to myself.  How can a shroom be fun... and a God?

"Easily, my Prodigy!" 

I threw the mushroom back down, suddenly aware that it was able to read my thoughts and get into my brain.  I looked at it more, and as we spoke, it turned out that it was a God.  Many, many years ago, there was a cult of believers who worshiped the thing.  When the believers had become too greedy in their wants, and their needing things, they then thought to destroy their God and change their religion to Bob the Tree. Many had tried to eat the Shroom, but were unable to, for it had poisonous spores of which poisoned the heretics.  

Feeling sympathy for the poor thing, I committed myself to believing in it, and restoring the nature of the Shroom.  

And from that point on, I became the only Believer of Shroomy the Mushroom God.

 

Beware the Mushroom Eaters Personal hate list

 If you are reading this, let it be known that I have left the game called MD. 

I had first come to MD for personal reasons. I had spent hours, even days, searching for the perfect game to play to keep me busy from the quells of life outside this realm. I was searching, I suppose, for something to subdue myself with infinite entertainment.  And then, I found this place.  I fell in love with the gothic style of artwork, I fell in love with the endless curiosity which ran rampant, and I fell in love with the urge to succeed.  And I did. 

Quickly, I made friends, enemies, and non-challant acquaintances. Many knew me as the crazed mushroom-whorshipper lady.  It was caused by my avatar which was a depiction of a mushroom, whose stem was broken and had a teary raindrop falling down its top.  Some even called me the worshipper myself. I soon joined an alliance as an MP3 called the Legend Speakers which was then run by Kyphis. I joined them, and I never left them. Even after I left MD in a hateful fury. In my younger days, I met up with The Great Wanderer and began a common get together called Story Night, where people could share their stories, get together and enjoy the company of others, and listen to others' stories as well.  Eventually, I took over Story Night and created an intricate way of organizing the event with judges, prizes, and critiquing. However, that too, soon fell like dust in the wind. 

Soon after, I became Muratus del Mur's Secretary after saying I will work for gifts.  The gifts in question were to be for my crew who helped me with Story night, and were a surprise. I was good at what I did, and took on the secretarial job. I gave out gifts, sent messges, and even caused some stirrings in the realm. Eventually, life picked up and I needed help with the work that I had to do for Mur.  So the TKs came into play. 

Apophys, Pipstickz and Seigheart were my crew. Apophys had gone M.I.A., so I was just left with the latter two. As much as I groaned and griped about them, they did their job and they did what had to be done. 

The longer I stayed in MD, the more I noticed patterns.  The power hungry got to do as they pleased, they got to insult people, harass them, and generally hurt the general population of MD.  Everyone was apathetic and slothful, until it happened to them of course. 

I left MD because of that reason. A man named Jester chased out a good friend of mine.  My first Mentor, and my only, Pamplemousse. He started lies about her slandered her name, and turned nearly everyone she knew against her.  Even Manu sided with him, and called her everything but a whore. The man got away with a slap on the hand, and then continued the same deeds almost a year later.  He insulted me, abused spells, and lied about my character. I was not the only one, and I faced not even the worst of his actions like some others have. 

Phantom Orchid was sexually harassed about her person in game, and had outside quarrals about her person brought into the game as well.  She presented this information to Grido, and yet everything was put on a stale trial which never came to terms. 

Due to this message by the council below, Phantom Orchid had decided to leave MD. And in suit, I also, have determined that I shall leave. I will not stay in a place where people who do well, and try their best get punished, while those who harass and hurt people get away with naught a scratch on their back.  

I am not sorry to leave.  

There are several issues that we, the council would like to address.

The first being the issue of Phantom accusing Grido of not passing on her
problem with an individual. He did pass it on and this was passed onto
Mur.

There were some issues between Jester and Phantom, Both of who retaliated
to each other, and therefore both were at fault. It was reviewed several
times and decided that neither should receive punishment due to this
reason. The full reasons and details cannot be explained due the public
impact of some of the retaliation regarding Jester and Phantoms roles.
Because alts were used as extensions to support same incident, any
punishment applied to Jester will be applied to all his involved alts as
well. The fact a reaction was delayed for so long is the pure fault of bad
communication with Mur and passing around of a delicate matter with many
unseen reasons. Neither council nor Grido considered they should interfere
with applying a punishment that would have changed political structure
(Jester) or rare roles (Phantom Orchid), therefore Mur alone was supposed
to clear this situation, but didn't. Because this raised to a public
complain, an action will be take before the day of "Day of absurdly blind
justice". For future cases a strategy will be planned to handle similar
incidents in a quicker manner. It is important to mention that Grido was
not allowed to disclose any of the above reasons or say anything about why
the matter is delayed.
Also, it should be noted that Phantom has escaped jail using a spell which
should have been blocked. She did not report this, and since this is
another bug she has abused and not reported she will receive further
punishment

Jester will receive punishment for his role in this. An announcement with
the final punishment shall be made public in a few days.

Regarding Grido's public role.

Grido is one of the very few individuals to have the ability to jail and
unjail people. This ability is something that he has been trusted with by
Mur, and therefore it carries some weight. Grido is also head of the LHO's
and therefore he is allowed to deal with them as he feels fit. However if
the community feels that he is not doing a good job, or that there is
someone better than him, we shall look at possibly a change of leadership.
During this last issue, we have been checking the in game and forum
atmosphere in regards to Grido's role and the overwhelming consensus is
that he is a good LHO leader.

You should feel free to make public posts, regarding his role in the
forum, using polls to indicate the general feel of his ability. But lets
not create one every week or so, based on the same issues.

The mods should close this post if arguments continue.
Also, please be aware of the following:
When reporting any issues between players the council will ONLY take into
account details from within Magicduel's influence. That means anything
outside of Magicduel's influence will not be considered as proof of an
agreement or as proof of harassment.
The likes of YIM, Gtalk, MSN, or any other social network outside of the
control of Magicduel will not be considered. We ask that when you are
logging a complaint to NOT include any of those sort of logs other than
what is provided from the realm of MD.
If you are having issue with players on the other systems you need to
report that to they companies that run them.


MD Council


-Written and submitted by Curiose at 10/13/2011, 2:36 pm.




 

Hate?

Am I even able to conceive such a thing?

Or even are you worth such

of an imaginary

feeling?

[My official Rant page.]


List of Mushroom Heretics:

1. Death Ray

2. Darigan

3. Keith Moon

4. The Great Pashweetie


THE SISTERHOOD

Mission Statement: The Sisterhood's mission is to support Magic Duel in all fun activities that brings the populace together as whole.


The following Sisterhood rules are not to be taken seriously.

1. You must be willing and able to smooch the men of MD indiscriminately..
2. You must be willing to share your weapons and other nasty toys with your sisters when asked..
3. You must be able to fight like a man but still look and smell like a woman.
4. You must be able to smell a bargain a mile away.
5. You must know all the Champions and have smooched them at least once.
6. You must take turns slurping your drink loudly, when with your Mistress and/or other sisters.

7. You must know how to play the Snicker game.

8. Pay attention to the Mood Panel for collective instruction. This rule is absolute!

9. You must read the forum for all SISTERHOOD related information. This rule is to be taken seriously!!

Active Members:

1. Mistress Windy

2. Sister SageWoman

3. Sister Falen Angel

4. Sister Mainnelle D Ashke

5. Sister Esmerelda

6. Sister Kriskah Arcanu

7. Sister Mya Celestia

8. Sister sasha lilias

9. Sister Ladytwin

10. Sister Nimrodel

11. Sister Nacirema Asu

12. Sister Lady Dawn

14. Sister Mysteria Blue

15. Sister Devie - New!!!

16. Sister Dark Mystic

17. Sister XinHun

18. Sister Nylah Raynen

19. Sister Dragrun Katja

20. Sister Yala Sviseusen

21. Sister Curiose



Champions of THE SISTERHOOD

ADAM ICEPHOENIX, WHITE REAPER, GREMLIN, YOSHI, MALICHIW, ROCKISTAH, FLAMEWARRIOR, BLACKER & ROLAND.

Creatures 15

  • Elemental VElemental Vlevel 6
  • Chaos ArcherChaos Archerlevel 6
  • Pimped GrasanPimped GrasanPimped Grasan Huvourer, level 3
  • AngienAngienlevel 3
  • Elite Lorerootian ArcherElite Lorerootian Archerlevel 3
  • Imperial AramorImperial Aramorlevel 1
  • Elite KnatorElite Knatorlevel 4
  • JokerJokerlevel 1 · 2 held
  • Pimped GrasanPimped GrasanPimped Grasan I, level 1
  • Unholy PriestUnholy Priestlevel 1 · 2 held
  • WithermossWithermosslevel 1
  • Tormented SoulTormented Soullevel 1

The most experienced kinds, of 15 creatures in all.

Adepts 4

4 players joined the realm as Curiose’s adepts.

From the Adventure Log

Page 80 · Golemus Wizard quest - sim.

Close to Paper Cabin there is a way to descend to the water that is separating the main land from Golemus Golemicarum,
maybe simplizero will find a way to cross the water and reach Golemus by an other way. The scars left by the Necrovion
massacre start to emerge in the form of temporary hallucinations, headaches and a very short but profound sensations of unjustified fear.

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