MagicDuel

Martyr

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor -458of 5,000

71 days in the realm since 8 January 2009 · started in The Original Story Mode

Record

  • Fights305 won · 276 lost
  • Active1% of days · 71 of 6,481
  • Adept ofZleiphneir
  • Player ID128601
Play with Martyr as your mentor

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

Character

Combat stats tap a row for its sources

  • 27.78 initial = 27.78

    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.

  • 14.97 initial = 14.97

    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.

  • 11.37 initial = 11.37

    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 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.

  • 6.08 initial = 6.08

    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.

  • 12.17 initial = 12.17

    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.

  • 1.53 initial = 1.53

    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.

  • 11.70 initial = 11.70

    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.

  • 5.56 initial = 5.56

    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.

  • 11.18 initial = 11.18

    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

  • 7.54 initial = 7.54

    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.

  • 1 initial = 1.00

    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

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 Cyclicity 39.67 · Principle of Balance 57.64 · Principle of Syntropy 33.91 · Time Principle 19.44

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Kentauride Comments on self

My name is Lily. Or it used to be. Over time, my name has been forgotten. I was the last of Seven sisters long ago. Together, we ruled in harmony with the earth. Our life was a peaceful one, nestled between two great mountains in a plentiful valley. Our herd was unkown to most, or so we thought. Then, the men from the West came forth. They were vicious and blood thirsty people. My sisters and I attempted negotiations with them, and we tried in vain. The men only wanted our women for their own cruel purposes of war, and to turn their feilds as if we were some kind of beast. One by one, my sisters were slain. One by one, their blood was silently avenged. My herd, desperate to preserve the life they knew, begged for the opportunity to take a stand. I rose as their warrior, leading them forth into battle. Their spirits were strong, but the men from the West were stronger. Still, we pushed forward until I stood face to face with the one who lead the invaders. A coward he was and turned and ran. I followed until I was unable to run and fight anymore. Their men bound me and swore to let my herd live if I would release them unto their leader as the lowliest of servents to his land. This angered me and I spat curses of the earth at him. It was then that the torture began, and with each episode, the offer was given. After quite some time had past, the leader came again before me, and offered once more, only this time, my life for theirs. Again I refused and my life was then ended. Without one to lead them, my herd surrendered, and were murdered as well.

I now walk among strange new people, in a strange new land. Their ways and customs very different than mine, yet, oddly enough, I can understand their speech. Why I am here, and not in the afterlife, I already know the answer, yet do not understand it.

My initial observations of these people here have lead me to believe I must fight my way out of this place. None are friendly, nor trusting of an outsider. Thier distrust has been noted, and I will learn from this.

Scarred from wounds that time cannot heal, and that time will not forget, I will rise again, and will not be as naive as I was in my last life. If it is a war they want, then a war they shall have.

First Impressions... Personal hate list

And you can bring me to my knees 
All this time that I could make you breathe 
All the times that I felt insecure 
And I leave a burning path of flame 
All those times that I tried
My intentions full of pride
And I waist more time than anyone
All the times that I've cried
All that's wasted It's all inside
And I feel all this pain
Stuffed it down it's back again
And I feel tomorrow will be okay
But I know that I'm on the outside
I'm looking in
I can see through you
See your true colors
I can see through you
See to the real you

Creatures 14

  • Elemental IIIElemental IIIlevel 4 · 5 held
  • Dark ArcherDark Archerlevel 3 · 4 held
  • Grasan IIGrasan IIlevel 2 · 2 held
  • Grasan IGrasan Ilevel 1 · 2 held
  • Barren SoulBarren Soullevel 1

The most experienced kinds, of 14 creatures in all.

From the Adventure Log

Page 465 · The Traveler

"Finaly, the thing I came for.. so this black cloud that has no time and is the master of this land ..interesting...I was hoping for something more similar to the guards, but this, this is so uncommon." The traveler looks at the terrified soldier next to the Sentinel. "This is an ordinary creature, I wonder what the connection is between the two...". The Traveler starts to lose its humanoid shape. Blue sparks start to appear on an invisible egg-shaped shield around him. "Come , dark cloud, come...come..."

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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