MagicDuel
Lord Corg
Generation 30

Lord Corg

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 698of 5,000

383 days in the realm since 20 December 2008 · started in The Original Story Mode

Record

  • Fights1,026 won · 1,025 lost
  • Active6% of days · 383 of 6,491
  • Adept ofSyrian
  • Player ID120651
Play with Lord Corg as your mentor

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

Character

Combat stats tap a row for its sources

  • 285.51 initial = 285.51

    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.

  • 156 initial = 156.00

    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.

  • 120.63 initial = 120.63

    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.

  • 74.80 initial = 74.80

    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.

  • 107.91 initial = 107.91

    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.

  • 63.12 initial = 63.12

    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.

  • 126.83 initial = 126.83

    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.

  • 90.83 initial = 90.83

    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.

  • 137.09 initial = 137.09

    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

  • 88.57 initial = 88.57

    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.

  • 19 initial = 19.00

    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 10.4Herbalism 9.4Woodcutting 10.2Waterhandling 9.3Finesse 9.4Excavation 9.2100
  • Mining10.4
  • Woodcutting10.2
  • Herbalism9.4
  • Finesse9.4
  • Waterhandling9.3
  • Excavation9.2

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

Principles

Principle of Light 1,771.61 · Principle of Cyclicity 1,013 · Element Principle 757.12 · Principle of Balance 1,078.92 · Principle of Imagination 1,097

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

Standing 6'4" tall, Lord Corg strolls the paths of the lands. He has no place to call home but seeks one just the same. Having been banished from his home for being a Half Elf/Half Dragon, never knowing what to look for but searching for something, He treks through fighting his way to his destination. He travels the paths alone but longs for companionship. Too shy to ask others he keeps his head down and strolls ever forward. Seeking that one end that will bring him peace and tranquility. Constantly being looked at in the wrong way, He keeps his head down and move on. Being a Half Elf/Half dragon is not a easy thing to live with in the lands but he does what he can. He is a very Selfless man and will give you the cloak off his back. He never asks for anything in return. He is a kind gentle soul but is too shy to show it. He will admit when he is wrong, but will stand up for what he believes is right and just. He will fight for his friends and family to the death if need be. But prefers to avoid fights.

Pondering on his life he took a chance one day and Decided to Help out in the Dojo at Marble Dale Park. His actions didn't go unnoticed and soon he found himself in a strange land. Upon recieving a few messages, He come to realize that his life was changing and that he was in a training of helping those around him. This seemed to make him a bit more confident and he started to open up more to those around him. While in his training he started to learn how to manipulate some of the elements to do his command. He still has a long way to go. After obtaining LHO. He moved back to the main land after months of service. He comes to find a few things have changed and a few have not. Moving back towards the familiar territory that he once loved and enjoyed his days in he ponders settling down and seeking a more peaceful life helping those in need. And seeking someone to spend more time with.

After a while as LHO, matters in other lands called him away. Thinking he would be right back, He left. Upon his return he was no longer a LHO. But he strived to help those who needed it. But once again calls from other lands pulled him away. Now he returns and is once again lost to the ways of the land. Seeking to Help those he knows how to help and seeking help himself along his path to his final resting place. Seeing Familr faces he heads back to the park only to find it has become a sparring ground instead of a dojo. Dismaid ad lost he sits and ponders his life to come. Still seeking friends and family.

While upon his travels, He learned to master the elements of Fire, Water, Air and Earth. Able to create small items such as totems or necklaces or rings. He contributes his quick learning to the dragon side of himself. He longs for the duels between him and his rival Addy, One of his closest friends. They use to spar for hours on end while in LHO training. Flexing his wings in anticipation of when he can show Addy his new skills and moves.

 

Reached MP4 and became a LHO before going to Loreroot.

Joined Guardians of the Root

One free Heal token - Gargant

Hate List Personal hate list

I normally dont have a hate list. But if you upset me enough your name could end up here. But i doubt it.

Creatures 26

  • Reanimated RootsReanimated Rootslevel 5 · 2 held
  • Creaturelevel 5
  • Unholy PopeUnholy Popelevel 3 · 2 held
  • Master SharptearMaster Sharptearlevel 4
  • Elemental VElemental Vlevel 6
  • Master of PuppetsMaster of Puppetslevel 3
  • AngienAngienlevel 3
  • Chaos ArcherChaos Archerlevel 6
  • Grasan HuvourerGrasan Huvourerlevel 3
  • Walking TreeWalking Treelevel 5
  • Majestic WinderwildMajestic Winderwildlevel 6
  • Hollow WarriorHollow Warriorlevel 2

The most experienced kinds, of 26 creatures in all.

Adepts 8

8 players joined the realm as Lord Corg’s adepts.

From the Adventure Log

Page 283 · The Shade Ballance - Sh.

"Mastter...massterrr....." the shades almost completely dissolve without the presence of some imbalance to sustain their life. The few remainders withdraw to Inner Necrovion to wait for the imbalance to return and expand their power and dominance once more. "Anndd, the Sentinnaells?" "Whoo c.carreess...."

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