MagicDuel

Finalthought

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 4,905of 5,000

254 days in the realm since 9 June 2008 · started in The Original Story Mode

Record

  • Fights550 won · 822 lost
  • Active4% of days · 254 of 6,685
  • Adept ofBlackThorn
  • Player ID49281
Play with Finalthought as your mentor

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

Character

Combat stats tap a row for its sources

  • 40.29 initial = 40.29

    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.

  • 20.13 initial = 20.13

    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.

  • 13.37 initial = 13.37

    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.

  • 6.73 initial = 6.73

    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.

  • 22.48 initial = 22.48

    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.

  • 8.66 initial = 8.66

    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.

  • 18.12 initial = 18.12

    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.

  • 19 initial = 19.00

    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.

  • 24.91 initial = 24.91

    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

Transposition Principle 42.76 · Darkness Principle 34.15 · Principle of Imagination 40.25 · Principle of Cyclicity 41.88

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Quothe Comments on self

-Most men complacently accept ‘knowledge’ as ‘truth.’ They are sheep, ruled by fear. But you
are different. Always calm, detached. A smooth flow of thought into action. Indeed…It is
almost as if…As if you had no soul. How do you do it? Body and soul are one…yet; yours are
separated, like a child from the knight in his storybook.

-Warping the minds of men and shepherding the masses has always been your church\'s domain.
You lure sheep with empty miracles and a dead god.

-Yet mark your savior well, for he is one of the demons that you so fear.

-In my dreams, I see an evil tyrant’s hands, which would choke the world. And he is the only one
blind to his own folly.

-You have seen demons walk the city streets, heard the cries of the dead and damned. You
deny these things? Are they illusions?

-A tyrant always dies alone, Guildenstern. Surrounded by silver-tongued leeches, he is utterly
alone. He sows sorrow and reaps death.

-The body is but a vessel for the soul, a puppet which bends to the soul\'s tyranny. And lo, the
body is not eternal, for it must feed on the flesh of others, lest it return to the dust from whence
it came. Therefore must the soul deceive, despise and murder men.

Personal hate list

An ancient riddle tells of three wise men from three different empires who showed up one day at the gate to a peaceful kingdom. Each had come to seek asylum from the horrible three-way war that had brought their empires to ruin.

The queen of the peaceful kingdom arrested the three wise men and brought them in chains before an assembly of her people. With all the citizens present, she asked the three wise men why, if they were so wise, they had not been able to prevent their kingdoms from destryoing each other.

"The people of each empire, against the advice of their wise men and their emperors, willed that the other empires be destroyed; the emperors had no choice but to comply." said the first wise man.

"The emperors of each empire, against the advice of their wise men and their people, willed that the other empires be destroyed; the people had no choice but to comply," said the second.

"The wise men of each empire convinced the emperors and the people, against their better judgment, willed that the other empires must be destroyed; the emperors and the people lacked the wisdom not to comply," said the third.

The queen spoke: "No one shall be a wise man in my kingdom who does not know why kingdoms collapse. So I ask you three wise men, former enemies, to confer among yourselves and decide which answer is correct. If you cannot reach agreement on that, none of you is fit to be a wise man in my kingdom."

The three wise men conferred for several minutes. Then one of them said, "All three answers are correct, your highness."

"You are wise indeed," said the Queen, "but I have no place in my kingdom for three clever enemies who might destroy my people the way you have destroyed your own.
Only one of you can stay."

She continued, "The rules are simple. I will ask you to solve a riddle that none of my subjects has been able to solve. The one who solves it first will be allowed to stay and will live as the wisest man in my peaceful kingdom."

The Queen then blindfolded the three wise men, and she painted a dot on the forehead of each. She asked her citizens to take note of the color of each dot, but to keep silent about it. The citizens could see that the color of each dot was red.

The Queen then took off the blindfolds and had the three wise men face each other. "I have painted either a green dot or a red dot on your foreheads," she said. "Raise your right hand if you see a red dot on at least one of the foreheads facing you."

Each wise man raised his hand.

"Now," ordered the Queen, "without talking, and using only information provided, you must figure out the color of the dot on your own forehead. The first to do this will be allowed to stay in my peaceful kingdom."

The first wise man thought, "The other two have raised their hands. Therefore, each of them sees a red dot. I can see that they both have red dots on their own foreheads. But they would both raise their hand whether the dot on my forehead was red or green. So there is no way for me to know whether the dot on my forehead is red or green."

The second wise man thought, "This riddle is unsolvable. If the dot on my forehead is green, I would see what I am now seeing: the other two with their hands raised, and me with my hand raised. If the dot on my forehead is red, I would also see what I am now seeing: the other two with their hands raised, and me with my hand raised. Because the only information I have to go on is the observation that all three hands are raised, and all three hands would be raised whether the dot on my own forehead is red or green, I have no way of determining whether my dot is red or green."

Ten minutes passed. Suddenly, the third wise man exalimed, "The dot on my forehead is red!"

How did he know?

Military ways and beliefs

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Creatures 21

  • BloodPact Dark Archer IIIBloodPact Dark Archer IIIlevel 5
  • Elemental VElemental Vlevel 6 · 2 held
  • Chaos ArcherChaos Archerlevel 6 · 3 held
  • JokerJokerlevel 1
  • Majestic WinderwildMajestic Winderwildlevel 6
  • Pimped GrasanPimped GrasanPimped Grasan Huvourer, level 3
  • Imperial Aramor WarriorImperial Aramor Warriorlevel 2
  • Elite Lorerootian ArcherElite Lorerootian Archerlevel 3 · 2 held
  • Animated Tree IIAnimated Tree IIlevel 3
  • Water Daimon IWater Daimon Ilevel 5
  • Aramor AssassinAramor Assassinlevel 3
  • Elite KnatorElite Knatorlevel 4

The most experienced kinds, of 21 creatures in all.

Adepts 4

4 players joined the realm as Finalthought’s adepts.

From the Adventure Log

Page 41 · Golemus Wizard quest - ST. Mo.

.Morpheus.: "As i was saying, should it be the left or the right leg?"
... STF:"No , please, ... "
.M.: "ha, why are you afraid of, its just a leg muhahhaa"
.. STF:"DEATH!"
.... .M.:"WHAT? what you just said?, do you actualy think i care why you are afraid of? ha..impertinent human "
.....S: "no..the answer is DEATH"....

This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.

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