MagicDuel

Duke of Malfi

  • 4Mind Power 4of 7 levels
  • Legend SpeakersMagicDuel Archives
  • Honor 2,331of 5,000

379 days in the realm since 28 June 2011 · started in The Original Story Mode

Record

  • Fights824 won · 1,276 lost
  • Active7% of days · 379 of 5,571
  • Adept ofPeace
  • Player ID222550
Play with Duke of Malfi as your mentor

Join the realm from this page and you start as Duke of Malfi’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 Duke of Malfi.

Character

Combat stats tap a row for its sources

  • 252.72 initial + 2 alliance = 254.72

    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.

  • 194.41 initial + 300 territory + 30 alliance = 524.41

    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.

  • 77.96 initial = 77.96

    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.

  • 62.55 initial + 10 alliance = 72.55

    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.

  • 80.65 initial + 10 alliance = 90.65

    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.

  • 23.72 initial = 23.72

    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.

  • 49.78 initial + 50 territory = 99.78

    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.

  • 24.86 initial = 24.86

    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.

  • 62.02 initial + 150 territory = 212.02

    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

  • 40.99 initial = 40.99

    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.

  • 11 initial = 11.00

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 0.4Herbalism 10.1Woodcutting 0.3Waterhandling 2.1Finesse 0.2Excavation 0.1Filtering 7.3Experimentalism 6.0100
  • Herbalism10.1
  • Filtering7.3
  • Experimentalism6.0
  • Waterhandling2.1
  • Mining0.4
  • Woodcutting0.3
  • Finesse0.2
  • Excavation0.1

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 315.66 · Principle of Entropy 205.54 · Principle of Imagination 187.31 · Darkness Principle 34.98

Realm

Legend Speakers

MagicDuel Archives

Housing oneness 10%

Armoury

No set pieces worn.

Writings

My story so far Comments on self


 
 
Day 1: The first thing I remember was waking up in a wooden box and - after a few terrible incidents - ending up in the Paper Cabin. Apart from what had just happened to me, my memory was (and still is) completely void. I knew not my age or place of origin or occupation or even my name. There was no information to be found inside my mind. Only a hunch, that the world I was about to roam was not my own. 

When I left the Cabin, I felt the urge to examine my clothes. I looked down on the suit I still wear today - it didn't ring any bells. Then, I realized I had a hat on and reached for it. Quite a shock there: nothing was coming out of my sleeves! I checked inside my shirt and saw nothing there either! As I was completely ignorant of the MD world, my invisibility made me feel somewhat... unique! 

Another discovery was waiting for me inside the hat, when I examined it: a red little tag that read "The Duke of Malfi". Didn't ring any bells either. Was I a Duke? I could just as well be someone who had stolen the Duke's clothes, for all I knew... And where would Malfi be? I had no clue. And that's how I started off exploring this world: clueless.

My initial intention was to use the Duke's title in order to get better treatment but I soon found out that there are no Dukes in MD – only Kings – nor is there any respect for such titles. Still, I kept it as a name, as I had no other to go by... 

The last discovery about myself, I made ten days later. People had been passing me by without seeming surprised. At first, I thought a walking suit would not be considered strange in a place like this. But one day, I came up to a rather shabby-looking fellow and asked him if he could see my face. He told me to “go sobber up!” Further inquiries led me to the conclusion that I was invisible only to myself! Myself was only invisible to me! I still don't know why that is and it still startles me whenever I look down on my hands or try to see my reflection in the occasional water puddle.

 

There's only one thing that I know for sure: This world is not my own. And perhaps, it will not help me remember my past, true self or my former life. New experiences will forge me into a different person. Every day in here is killing what I' ve been and giving birth to what I'll become.

But that's not all that bad, now, is it?

Updates: No-one seems to have heard of any place called Malfi in here...

Day 214, Year 6: Today I tried to get people to describe my face to me. It won't work. They seem to be avoiding it like hell. Perhaps there's something wrong with my face... Hope I'm just ugly and not a monster of somekind.

Year 10: I fell into a deep sleep for nine years. I could now see my own skin. I even took a look at my face in a water puddle. Nothing hideous there. So, I'll keep up looking for whatever Malfi is, in order to find my past. Because without a past, I could have no future either.

 

I seem to exclaim "Oh, my word!" and "Oh, my giddy aunt!" a lot...

I'm not much of a fighter. I prefer exploring new places, making maps and solving quests. I am also intensly interested in the history of the realm.

I don't speak much, but I do speak.

I'm not that confortable around people, but I'm working on it.

Whenever I explore desolate places, I go slightly crazy (that involves talking to myself, mostly) so I sing, in order to remain sane. I have no idea where or when I learnt the songs I sing.

I never use emoticons.

Things I find irritating include: Personal hate list

1. Well, viscosity is quite nerve-racking!
2. Viscosity.
3. Finding out that I have no access to a place
4. Empty aramors (they give me the creeps...)
5. Not fully-implemented stuff
6. People who jump into conclusions without doing their homework first (hate myself for this one, too)

The Duke of Malfi's deeds and achievements Military ways and beliefs



 
(IN MP3)  

 

 

Beaten Willow Shop's Guards and Fenths Press Shade (...)

 

 

Solved Berserker's Way puzzle. (Day 192, Year 6)
 
Reached Mt. Kelle'tha's Entrance and explored Golemus (Day 200, Year 6)
 
Completed his map of the Archive's Labyrinth (Day 210, Year 6)
 
Been smooched by Gort Hedera (Day 212, Year 6, view public log for proof and details)
 
Had a very short dream (Day 215, Year 6)
 
Started making a map of the entire realm (Day 232, Year 6)
 
Got a wishpoint for the 60 days achievement. (Day 248, Year 6)
 
Returned to the Realm after a two-weeks... phasing out, during which he finally got to read the entire Adventure Log and put all his knowledge of the Realm in order. (Day 251, Year 6)
 
Got his first two avatars approved (Day 264, Year 6)
 
Completed his maps of No Man's Land, Golemus, Marind Bell, MDA and the Underground Caverns. (Day 266, Year 6)
 
Explored and completed his map of Tribunal (Day 270, Year 6)
 
Completed Maebius' quest titled "A little tour of sorts..." (Day 277, Year 6)
 
Explored and completed his map of Loreroot (Day 285, Year 6)
 
Become a... Treasure Keeper apprentice (Day 296, Year 6)
 
Explored and completed his map of Necrovion (Day 303, Year 6)
 
Completed Burns' Are You Afraid of Vampires quest (Day 305, Year 6)
 
Defeated Loreroot Guards (Day 309, Year 6)
 
Completed Mya's quest (Day 320, Year 6), grabbed Guillak's hand and pressed the button!
 
 
 
(IN MP4)
 
Become mp4, citizen of the Lands of the East and a Treasure Keeper, bought all weaponry in Willow's Shop and Wind's Sanctuary Shop, beaten the Road Shades, Dark Slime and Willow Shop Guards and solved the Berserker's Puzzle but not really in that order... (Day 327, Year 6)
 
Got a wishpoint for winning BFHLightning's Differences Quest, teamed up with Shadowseeker and Tal (Day 351, Year 6)
 
Beaten the second Loreroot Guard and bought all weapons left in the Root of the Matter Inn (354, Year 6)
 
Solved the Broken Pattern Puzzle (Day 6, Year 7)
 
Got a wishpoint for winning Zen Tao's Christmas Scene Make-over quest (Day 12, Year 7)
 
Entered the Oak Tower (Day 16, Year 7)
 
Placed second in HC (Day 37, Year 7)
 
Return to the realm after 9 years of sleep. Started rebuilding his lost map. Entered the Legend Speakers. (Year 16, Day 190)
 

Creatures 29

  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3 · 2 held
  • SnowballSnowballlevel 1
  • Malfian SentinelMalfian SentinelAngien Sentinel, level 4
  • Malfian BirdMalfian BirdFull-grown Winderwild, level 5
  • Elemental IIIElemental IIIlevel 4
  • Farting GrasanFarting GrasanGrasan II, level 2
  • Unholy Priest IIUnholy Priest IIlevel 2
  • JokerJokerlevel 1 · 2 held
  • Malfian ArcherMalfian ArcherElite Lorerootian Archer, level 3
  • Malfian KnatorMalfian KnatorElite Knator, level 4
  • Water Daimon IWater Daimon Ilevel 5
  • Malfian VampireMalfian VampireSkill Vampire, level 3

The most experienced kinds, of 29 creatures in all.

From the Adventure Log

Page 281 · The Shade Ballance - Alliances

Renavoid hands out finalized documents to each of the Land Alliance Leaders. "Now, you need only to sign." Excitement teems through all the land. Could this really be the moment we've been waiting for?

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