MagicDuel

MarkLoreal

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 487of 5,000

92 days in the realm since 16 December 2008 · started in The Original Story Mode

Record

  • Fights238 won · 187 lost
  • Active1% of days · 92 of 6,496
  • Adept ofGargant
  • Player ID118691
Play with MarkLoreal as your mentor

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

Character

Combat stats tap a row for its sources

  • 16.69 initial = 16.69

    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.

  • 7.61 initial = 7.61

    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.

  • 5.38 initial = 5.38

    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.

  • 4.83 initial = 4.83

    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.

  • 5.43 initial = 5.43

    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.

  • 3.61 initial = 3.61

    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.

  • 2.03 initial = 2.03

    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.

  • 6.13 initial = 6.13

    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.

  • 8.94 initial = 8.94

    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 Light 18.71 · Principle of Entropy 24.30 · Darkness Principle 22.57

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Effects of Boredom Comments on self

Go to a place in MD and tell me what the sign says there. But not just any place, mind you.

To get (#), find these out:

Each word stand for a one-digit number.

Yin+Yang=Neutrality

Communication*Interaction=Highest level of change

Action+Restlessness=Rebirth

Power-Sacrifice=Everything

Individuality+Reaction= #

Is it difficult or easy? Time will tell. And to increase probability and decrease time, Another clue:

#$*( is equal to ^

Have fun!

Prize for winning is that I will be your adept, and worshipper if possible.

I will give you 50 fights and it is up to you if you want to win or lose them.

Note that I didn't say these clues were meant for my quest.

 You decide if it has any relation with what I want you to do.

>:) Good luck...


Mur, King Manu, however you would like to be named, I would like to be affiliated with Loreroot.

A successful man is one who can lay a firm foundation with the bricks others have thrown at him.


If you can keep your head when all about you
Are losing theirs and blaming it on you;
If you can trust yourself when all men doubt you,
But make allowance for their doubting too:
If you can wait and not be tired by waiting,
Or, being lied about, don't deal in lies,
Or being hated don't give way to hating,
And yet don't look too good, nor talk too wise;
If you can dream - and not make dreams your master;
If you can think - and not make thoughts your aim,
If you can meet with Triumph and Disaster
And treat those two impostors just the same:.
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Or watch the things you gave your life to, broken,
And stoop and build'em up with worn-out tools;
If you can make one heap of all your winnings
And risk it on one turn of pitch-and-toss,
And lose, and start again at your beginnings,
And never breathe a word about your loss:
If you can force your heart and nerve and sinew
To serve your turn long after they are gone,
And so hold on when there is nothing in you
Except the Will which says to them: "Hold on!"
If you can talk with crowds and keep your virtue,
Or walk with Kings - nor lose the common touch,
If neither foes nor loving friends can hurt you,
If all men count with you, but none too much:
If you can fill the unforgiving minute
With sixty seconds' worth of distance run,
Yours is the Earth and everything that's in it,
And - which is more - you'll be a Man, my son!
--If by Rudyard Kipling
(o_O) (-_-) (@.@) (*.*) (o.o) (>.<) (^_^) (~_~) (0_0) (=.=) (+_+) (;_;) ("o") (6.6) (v.v) (x.x) (T_T) ($o$) (#-#) (O-O) (p_p) [0-_-0] @-}----  \m/ (0o0) \m/ (:.:) (lol) <8)))< (-_\\  //_\\   .\_/. (b_d) (c,c) ()_()   o)(o   (%)
THESE PEOPLE ATTACKED ME IN THE DOJO
smoothsoft, elciddeburger, Wing Raptor X, Gondor the great, Grayheart, tenderous9

Creatures 10

  • Elemental IVElemental IVlevel 5
  • Dark Archer IIDark Archer IIlevel 4
  • Grasan IIGrasan IIlevel 2
  • Aramor AssassinAramor Assassinlevel 3 · 2 held
  • Dark ArcherDark Archerlevel 3
  • Elemental IIIElemental IIIlevel 4
  • Elemental IIElemental IIlevel 3
  • Hollow WarriorHollow Warriorlevel 2 · 2 held

The most experienced kinds, of 10 creatures in all.

Adepts 4

4 players joined the realm as MarkLoreal’s adepts.

From the Adventure Log

Page 398 · The Inner Sun - Am.

Amoran descends the stairs out of Ren’s office. “What does this have to do with me? Did… Renavoid see within my…?” She travels the land but is unaware of her surroundings. Eventually she finds herself next to the Oak Fort in the forests of Loreroot, her thoughts twisting within her mind. Dark… Light… Knowledge… Power… Me… Her…

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