MagicDuel

Dolomich

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 3,374of 5,000

231 days in the realm since 2 June 2011 · started in The Original Story Mode

Record

  • Fights330 won · 474 lost
  • Active4% of days · 231 of 5,597
  • Adept ofEagle Eye
  • Player ID221109
Play with Dolomich as your mentor

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

Character

Combat stats tap a row for its sources

  • 57.67 initial = 57.67

    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.

  • 33.04 initial = 33.04

    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.

  • 10.76 initial = 10.76

    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.

  • 15.94 initial = 15.94

    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.

  • 34.62 initial = 34.62

    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.

  • 7.27 initial = 7.27

    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.

  • 22.29 initial = 22.29

    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.

  • 10.11 initial = 10.11

    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.

  • 32.74 initial = 32.74

    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

  • 26.93 initial = 26.93

    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.

  • 3 initial = 3.00

    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 2.0100
  • Herbalism2.0

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

Principles

Element Principle 42.70 · Principle of Imagination 108.95 · Transposition Principle 78.87 · Principle of Balance 12.54

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Dolomich, reality explorer Comments on self


Dolomich is a very calm person. He's also discrete and observant, but he is very open to speak and that even with people he don't agree with. He got a strong critical spirit and always try to reconsider himself. He like to drink and have fun, and he always see the half-full glass.


 


 

 

Dolomich was a common man, living a boring life with nothing unusual at all. Even if he aspired to something more exciting, the flow of his life was nothing than a wide and peacefull river. This, until the find that changed his life. Wandering in some abandoned warehouse to take pictures, he found, under the remains of some kind of flea market, a crushed top hat. The young man decided to keep it, but what he didn't know was that this hat was cursed : all those wear it will slowly loose their mind without even noticing it. His view of life totally changed until this day, and everything became an inspiring source of reflexion.The hat almost never leaved his head.Going deeper and deeper in his philosophical reasoning, one idea began to emerge and fascinate him.


    


 He was convinced that multiples realities spheres exists together at the same time and space. One can't belong to several simultaneously, but he theorically can change as much as he want. More and more fascinated by this idea, Dolomich decided to change his own reality, whatever the cost. With all his will and fertile imagination, and the yearning of knowledge, he focused for days and night on his new purpose. Nothing happened. Nothing seemed to change. But his determination was so strong that he continued, pushed by his blurred spirit, refusing the mental statement which said it was impossible : after all, this statement was based on what he knew so far, on the exact physical rules that he was trying to escape from : all his knowledge was based on his actual reality, and to manage to change it, you must free your mind from this knowledge... and accept something new. Then, starving and out of strenght, he slowly lost awareness. When he got up, he was in a warm and welcoming cabin, full of scrolls of all size...

Personal hate list


Hate is a thing I don't want to feel, because hating someone is giving more energy and so reality to the part of him that you dislike.


Love strengthen the reality of the part of people that you like.  


Our thoughts shape the world 

 

Each can choose to love or to love and hate, and change his part of the universe.
Or he can avoid the question to don't have to question himself...

Creatures 23

  • Elemental IIIElemental IIIlevel 4 · 2 held
  • Full-grown WinderwildFull-grown Winderwildlevel 5
  • JokerJokerlevel 1 · 3 held
  • Elite KnatorElite Knatorlevel 4
  • Elite Lorerootian ArcherElite Lorerootian Archerlevel 3
  • Dark Archer IIDark Archer IIlevel 4 · 2 held
  • Water Daimon IWater Daimon Ilevel 5
  • Grasan IIGrasan IIlevel 2
  • Animated Tree IIIAnimated Tree IIIlevel 4
  • Hollow WarriorHollow Warriorlevel 2 · 2 held
  • Unholy Priest IIUnholy Priest IIlevel 2
  • Imperial AramorImperial Aramorlevel 1 · 2 held

The most experienced kinds, of 23 creatures in all.

Adepts 1

1 player joined the realm as Dolomich’s adepts.

From the Adventure Log

Page 143 · The Shade Ballance - Sh. Kh.

"Come, gather, my loyal servants..." A group of Necrovion Sentinels gather around a undefined black shape floating in the air.
"I will be away with some secret matters, Khalazdad, I increased your millitary rank, you may now gather more souls to serve our cause
... be carefull, I heard enemy forces want to takeover controll of our army. If that happens...you can imagine what will happen with your head.... and your soul!"

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