MagicDuel

Fateless Gerard

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 4,762of 5,000

212 days in the realm since 6 May 2010 · started in The Original Story Mode

Record

  • Fights545 won · 935 lost
  • Active4% of days · 212 of 5,992
  • Adept ofPamplemousse Ribbit
  • Player ID192014
Play with Fateless Gerard as your mentor

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

Character

Combat stats tap a row for its sources

  • 381.34 initial = 381.34

    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.

  • 309.92 initial = 309.92

    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.

  • 237.44 initial = 237.44

    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.

  • 71.67 initial = 71.67

    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.

  • 76.29 initial = 76.29

    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.

  • 29.92 initial = 29.92

    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.

  • 76.23 initial = 76.23

    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.

  • 23.57 initial = 23.57

    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.

  • 49.43 initial = 49.43

    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

Principle of Imagination 339.72 · Principle of Entropy 24.55 · Darkness Principle 372.15 · Time Principle 360.58 · Element Principle 198.90

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Collector Comments on self

Out Character:

   Very well...I'm from Brazil (Ok you could see because of the flag). I'm not shy, but I avoid say my opinions because it normally upset people. I here to play, but I can talk a little. Sorry for the poor english.


Take the Magic: The Gathering 'What Color Are You?' Quiz.

In Character:

Removed (I don't like it, :P)

Desired christimas gifts: shade, snowman or any other rare creature that I don't have and will probabelly never have :P

Personal hate list

Well...if opinions could upset people, then what do you think about a hate list? I will show you somethings more usefull on this paper.

FREQUENT CONCERNS AND ISSUES

-- Rule of 301, if your bottom (last) ritual has less than 301 VE in it because it was set low, or the creatures are wounded, the computer will randomize your defense. If you set a single barren soul on defense more than once, you get what you deserve.

-- Getting better stats, ve, and vp. These all go up daily, and as a result of fights, and from sacrificing creatures. The more upgrades a creature has, the more you get from it, so wait as long as you can.

-- Regeneration rituals – the hint on the marquee really means HEALING rituals that restore creature Vital Energy, and have nothing to do with the regeneration creature function, which you will hear talked about all the time by mp5's (only) who are trying to reduce xp.

-- GGG, the Golden Globe Gazebo is a special place with special rules, to train creatures without capping player xp. You should be exploring enough to find this on your own. (Actually, it was, read about it in MD forum, personal note).

-- Getting higher max AP only happens by adopting a homeland or joining an alliance – places in the story & game claim to increase max AP, but they don't actually.

-- Alliances, a bad move at mp3 – questionable at mp4. Don't rush into it. Research.

-- Citizenship. Learn about ALL the lands first – you will have to convince the King of your choice that you know what you're asking for to get in.

GAME RULES AND DOCUMENTATION:

The following things in the documentation are WRONG and so I don't consider them a spoiler to alert you about them:

The regen clock timer is almost NEVER right. Always hit F5 before looking at the timer, especially if you want your temporary stat boost to last more than a few seconds.

When the real-world clock hits the top of the hour, all your edit sessions of papers or PM are flushed. Save your work on your own computer, and watch the clock.

Definition of Victorious is not rigorously correct – as written it ignores lifestealer effects.

HC Rules change faster than the documentation can keep up. Believe nothing. Test.

Lifesteal has been capped at 20%, regardless of power.

Broken Pattern Puzzle – don't use Internet Explorer to solve it – generates a crash and you don't get the wonderful prize. Firefox works.

The PM alert does not always sound, or sounds once for two messages. Check for unread messages often.

If you have messages saved in the cloud sorting device, you can't see them if you sort all messages out from your in-box – it gives you the "empty" message. Many old messages scroll off the bottom of the inbox and can't be seen unless you delete ones above it.

Of course there is a lot more to learn about rituals, but I won't tell you if you don't ask. Read the papers of others players. There is a lot of crap, but sometimes you could found a very usefull data.

HOW TO BE AN ADEPT:
If you click on the compass rose on the right hand edge, below day's achievements and the current honor rating, there is a box where you can type one person's name and choose to be their adept. It costs you nothing, and can be changed at any time. It puts a little flag below where your avatar would be saying who you are an adept of.

An mp5 needs to sign up 30 active adepts to be allowed to go to MP6, thus we have a big incentive to help you learn the game and succeed, so that you stay active. This means answering lots of questions! Please read below for the most frequent concerns.

GROUP PLAY:

This is a game more about relationships and roleplay, than it is about combat; you will enjoy this game much more if you work to develop a social network. You will stay engaged and happy.

Peers – Find players you can trust and grow alongside. Share with them and support them.

Rivals – Find other players you can compete against without loathing them. Make it a race. Learn who is slightly below you (good targets) slightly above you (challenges) and way beyond you (don't annoy them). Study their tactics.

Mentors – Not just me, most advanced players will help anybody who shows a desire to learn and do well.

Fair Fight -- GGG set pieces have their uses. Fight club puzzlers have their uses. Both are "artificial" in a sense. The most fun and educational way to engage in battle, with people of mixed level, is to have defenders declare "Set Fair Fight [number]" where the [number] is the MAX VE of creatures and slider % of player-MAX VE in the defense. The attacker is then only allowed to use that same amount of MAX VE to try and take it down. Max VE is a better measure of creature or player stat worth, than is current VE. No rules except that your public reputation is on the line.

Pack Tactics – So far in MD, I have seen no coordinated attacks. I would like to see groups of players develop methods for taking out the "unbeatable" veterans. This would take the battle game to a whole new level.

Everthing you read until now I copy from Fyrd Argentus's Guide for Adepts paper and put few things of my own, of course.

Thanks Fyrd.

What I (Fateless Gerard) do for my adepts (the same as most of others players, to tell the truth):

-Advice, answers, rituals

-Nice creatures just for signing up

Desired christimas gifts: snowman or any other rare creature that I will probabelly never have :P

 

Military ways and beliefs

Make nem friends, I not kidding, it's help a lot. As a matter of fact, there is no reason to be in this game if you don't have friends. But, you don't need to be friend of everbody and you don't need to be popular at all. I sure that many people don't like me and there will be people that will not like you simple because you are friend of someone that are their enemy, like in real life.

Before make new friends, ask for yourself: "What is better, stronght allies that will never allow me to became stronghter or weak friends that we can train and learn together?" Belive me, it's the most important question that you can make in this game.

What you should know about Head Contest that you will probabelly don't learn in any other place:

-If HC is close to christimas, maybe you should prefer to win the second or third place in November than the first place next year, because the credits reward help to buy new creatures available only in christimas and stats reward is only worth few months of trainning.

-It's more easy beat people with very high stats (specially VE) than people who use a lot of tokens.

-It's very common weak players defeat people that you thought that you're unable to defeat (it's your fault in this case).

-There are a fight penality for people with a lot of heads, this penality affect more people with high stats than people with lots of tokens. Then, if you can hide, you should hide no matter how stronght you are.

-You will logout (lose heads and scores) if you're idle for more than 6 hours. That's right, you cannot sleep more than 6 hours during HC :D

-You will have advantage if you start to play since from the begin of HC.

-Use time and space in your benefit. Learn where are the best places to hide, when your "enemy" play and when your "enemy" is idle. Sometimes, one "enemy" that attack during the day learn one place where you hide, other that play during the night don't know this place. Take advantage from this fact and exchange that place where you hide, if possible.

-Put your "enemy" in your friend's list to know when he/she play.

-Your friends can help you, but you cannot use alternative accounts to help you.

 

Creatures 32

  • Master of PuppetsMaster of Puppetslevel 3
  • Angien Sentinel IIIAngien Sentinel IIIlevel 6
  • AngienAngienlevel 3
  • Angien SentinelAngien Sentinellevel 4
  • BloodPact Chaos ArcherBloodPact Chaos Archerlevel 6
  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • Skill VampireSkill Vampirelevel 3
  • Pimped Grasan HuvourerPimped Grasan Huvourerlevel 3 · 2 held
  • Rustgold Combat DrachornRustgold Combat Drachornlevel 4
  • Water Daimon IIIWater Daimon IIIlevel 7
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4 · 2 held
  • FledglingFledglinglevel 3 · 2 held

The most experienced kinds, of 32 creatures in all.

Adepts 11

11 players joined the realm as Fateless Gerard’s adepts.

From the Adventure Log

Page 87 · Golemus Wizard quest - sim.

He keeps falling and falling like the water he jumped in was an illusion, like nothing was there, nothing..
At some point he stoped feeling the fall, everything was dark and he was like floating into nothingness.
The few glims of reason that remained in Simplyzero made him to think about what happend , where he were,
what revenge he had in mind for the Golemus wizard .. but those thoughs soon wanished and a sensation of calm took over.

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