MagicDuel

Gladiator Pip3r4o

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 1,952of 5,000

183 days in the realm since 5 July 2008 · started in The Original Story Mode

Record

  • Fights164 won · 165 lost
  • Active3% of days · 183 of 6,660
  • Adept ofCrazyMike
  • Player ID61076
Play with Gladiator Pip3r4o as your mentor

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Character

Combat stats tap a row for its sources

  • 18.57 initial = 18.57

    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.

  • 10.32 initial = 10.32

    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.

  • 6.78 initial = 6.78

    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.

  • 6.25 initial = 6.25

    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.

  • 9.59 initial = 9.59

    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.

  • 1.98 initial = 1.98

    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.

  • 8.39 initial = 8.39

    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.

  • 6.63 initial = 6.63

    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.

  • 9.07 initial = 9.07

    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

  • 0.32 initial = 0.32

    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 Balance 37.24 · Element Principle 15.12 · Darkness Principle 14.28 · Principle of Imagination 30

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Who are we? And where we come from? Comments on self

 A gladiator was an armed combatant who entertained audiences in the Roman Republic and Roman Empire in violent confrontations with other gladiators, wild animals, and condemned criminals. Some gladiators were volunteers who risked their legal and social standing and their lives by appearing in the arena. Most were despised as slaves, schooled under harsh conditions, socially marginalized, and segregated even in death. Irrespective of their origin, gladiators offered audiences an example of Rome's martial ethics and, in fighting or dying well, they could inspire admiration and popular acclaim. They were celebrated in high and low art, and their value as entertainers was commemorated in precious and commonplace objects throughout the Roman world.

The origin of gladiatorial combat is open to debate. There is evidence of it in funeral rites during the Punic Wars of the 3rd century BCE, and thereafter it rapidly became an essential feature of politics and social life in the Roman world. Its popularity led to its use in ever more lavish and costly spectacles or "gladiatorial games". The games reached their peak between the 1st century BCE and the 2nd century CE, and they persisted not only throughout the social and economic crises of the declining Roman state but even after Christianity became the official religion in the 4th century CE. Christian emperors continued to sponsor such entertainments until at least the late 5th century CE, when the last known gladiator games took place.

The trade in gladiators was Empire-wide, and subjected to strict official control. Rome's military success produced an influx of soldier-prisoners who were redistributed for use in State mines or amphitheatres and for sale on the open market. For example, in the aftermath of the Jewish Revolt, the gladiator schools received an influx of Jews – those rejected for training would have been sent straight to the arenas as noxii.The best – the most robust – were sent to Rome. The granting of slave status to soldiers who had surrendered or allowed their own capture was regarded as an unmerited gift of life and gladiator training was an opportunity for them to regain their honour in the munus.
 


Two other sources of gladiators, found increasingly during the Principate and the Pax Romana, were slaves condemned to the arena, to gladiator schools or games as punishment for crimes, and paid volunteers who by the late Republic may have comprised approximately half – and possibly the most capable half – of all gladiators.The use of volunteers had a precedent in the Iberian munus of Scipio Africanus; but none of those had been paid.For Romans, "gladiator" would have meant a schooled fighter, sworn and contracted to a master.

 

For those who were poor or non-citizens, the gladiator schools offered a trade, regular food, housing of sorts and a fighting chance of fame and fortune. Gladiators customarily kept their prize money and any gifts they received. Tiberius offered some retired gladiators 100,000 sesterces for a return to the arena.Nero gave the gladiator Spiculus property and residence "equal to those of men who had celebrated triumphs".Marcus Antonius promoted gladiators to his personal guard.

Creatures 11

  • Burning ElementalBurning ElementalElemental IV, level 5
  • Dark Archer IIIDark Archer IIIlevel 5 · 3 held
  • My Pawning HealerMy Pawning HealerHollow Warrior, level 2
  • My Pawning KillerMy Pawning KillerGrasan II, level 2
  • Imperial AramorImperial Aramorlevel 1
  • Barren SoulBarren Soullevel 1
  • AramorAramorlevel 1
  • Heretic ArcherHeretic Archerlevel 1
  • Grasan IGrasan Ilevel 1

The most experienced kinds, of 11 creatures in all.

Adepts 1

1 player joined the realm as Gladiator Pip3r4o’s adepts.

From the Adventure Log

Page 9 · Weaver Gared Chronicler

Fascinated by the current events, Weaver Gared beginns to write a chronicle about them and tries to keep up with all things going on. A great and dangerous adventure awaits him as he will follow the footstepts of those who went on the wizard quest. He hopes that his book will be greatly enjoyed by his friends and fellow players.

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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