MagicDuel
Jester
Generation 9

Jester

Ruler of Nothing
2 titles held

“None...”

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor -142of 5,000

1,362 days in the realm since 12 August 2008 · started in The Original Story Mode

Record

  • Fights3,632 won · 4,176 lost
  • Active21% of days · 1,362 of 6,621
  • Adept ofSyrian
  • Player ID77557
Play with Jester as your mentor

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

Medals 4

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 Jester.

Character

Combat stats tap a row for its sources

  • 2,362.32 initial = 2,362.32

    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.

  • 1,655.72 initial = 1,655.72

    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.

  • 263.45 initial = 263.45

    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.

  • 151.68 initial = 151.68

    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.

  • 251.30 initial = 251.30

    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.

  • 94.35 initial = 94.35

    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.

  • 267.63 initial = 267.63

    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.

  • 190.76 initial = 190.76

    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.

  • 369.26 initial = 369.26

    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

  • 47.25 initial = 47.25

    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.

  • 10 initial = 10.00

    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 0.8Waterhandling 0.1Finesse 2.4Excavation 1.8100
  • Finesse2.4
  • Excavation1.8
  • Herbalism0.8
  • Waterhandling0.1

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

Principles

Principle of Cyclicity 1,328.28 · Principle of Balance 4,000 · Time Principle 4,000 · Principle of Syntropy 4,000 · Principle of Imagination 4,000

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self




As I was walking up the Stair
I met a man who wasn't there.
He wasn't there again today
I wish, I wish, he'd go away.

-Anonymous




Wishlist:
Tag:
Trickster
Tag Description: 
Ages 18 and up. Be the envy of all your friends with your very own Jester! Comes equipped with over 3 humorous catchphrases! Available wherever fine toys are stocked. Shoes sold separately.

Item:
Jester Sceptre
(already in inventory, request that it be changed to have this effect)
10 second cool down, unlimited uses
Interface: Two boxes to type in, the first one with the player name to change and the second with what the name will become for the 5 minute duration.

Rules:
1. No impersonating players
2. No changing Mur or Chewy's name
3. No insulting name changes
4. No changing someone's name after they ask that it not be done

(rules subject to change by authority. more detailed rules available on request)

Any abuse of these rules will result in the item being removed permanently.

This item would be used strictly for the purpose of entertaining Jester and others, not for personal gain.

Personal hate list




If you gaze too long into the Void, the Void gazes also into you.

-Neitzsche

Military ways and beliefs




"Light thinks it travels faster than anything but it is wrong. No matter how fast light travels, it finds the darkness has always got there first, and is waiting for it.”

-Terry Pratchett

Adepts 74

74 players joined the realm as Jester’s adepts. The 48 most active of them:

From the Adventure Log

Page 131 · The Shade Ballance - Others

Bound to worship Angiens, The Seekers of Enlightment guild has formed under leadership of *chewett* and represents Marind's Bell.
Out of the ruins of the old town there is nothing to defend or to fight for, nothing else but the hope itself that the town
will be what it once was. Angiens have lived for so long in Marinds Town but in times of need they did not helped anyone,
The seekers believe that they will discover the secrets of the Angiens and understand more about the world. They still represent their only hope and the most decisive advantage against the constant
threat of the Shades. Angiens ar dualist creatures, too complex to be understood by any normal human, but understanding them better will unfold secrets about the other parts involved in this, most of all the all feared Shades.

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