MagicDuel

Mighty Pirate

“Reabilitated criminal. Date of release 29/11/2011.”

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 2,498of 5,000

781 days in the realm since 2 September 2009 · started in The Original Story Mode

Record

  • Fights1,057 won · 1,057 lost
  • Active13% of days · 781 of 6,235
  • Adept ofBurns
  • Player ID169283
Play with Mighty Pirate as your mentor

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

Medals 1

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 Mighty Pirate.

Character

Combat stats tap a row for its sources

  • 10,246.41 initial = 10,246.41

    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.

  • 4,503.54 initial = 4,503.54

    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.

  • 972.28 initial = 972.28

    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.

  • 1,002.22 initial = 1,002.22

    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.

  • 1,469.17 initial = 1,469.17

    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.

  • 530.88 initial = 530.88

    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.

  • 1,470.63 initial = 1,470.63

    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.

  • 1,224.75 initial = 1,224.75

    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.

  • 2,111.16 initial = 2,111.16

    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

Time Principle 4,000 · Transposition Principle 4,000 · Darkness Principle 4,000 · Element Principle 4,000 · Principle of Entropy 4,000

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

I am a young pirate who has nothing to worry about. However you can count on my word as I signed the pirate code. I devoted life and soul to Golemus Island and GG alliance. You can often find me busy searching for treasures.

- solved the Broken Pattern Challenge :-))
- entered Golemus Golemicarum.
- finished 4th place in Trophy Heads Contest :-)
- entered Loreroot.
- solved the What number am I WP quest by Cutler.
- solved The Great Puzzle quest by SmartAlekRJ.
- entered Necrovion.
- solved Cubicity quest by Zleiphneir.
- solved The Astral Plane quest by Cutler.
- won two prizes in the Puzzle Contest by AqlBeast.
- deciphered the hidden message quest at he House of Tainted Times by Cutler.
- found 2 portal codes.
- joined Guerrilla Golemicarum.
- solved Teacher of Magics quest by Burns.
- solved The Stone Tablets quest by Sparrhawk.
- achieved 3 achievements.
- solved Eye for Detail quest by Metal Bunny.
- solved Nightshade Stash quest by MasterB.
- solved Wind quest by Pamplemousse.
- won March Madness Fishing Tournament by Cutler.
- Created my first quest: The Lost Treasure Of Mad Mans Island :-))
- won Creature Card Game by Yrthilian and Cutler in May.
- discovered a third portal code.
- won MagicDuel Road Rally by Fyrd Argentus.
- got some rare equipment from demon and enigma set.
- Created my second quest: The Pirate Code :-))
- solved Vampires quest by Burns.
- Created my third quest: Trasure Hunting :-))
- solved The Incomplete Tale quest by Innocence.
- became a Fusioneer.
- solved A little tour, of sorts quest by Maebius.

Military ways and beliefs

Its about time to write something here:

You can always attack me with damaging attacks and give me losses without asking for permission. Attacks that will give me unnecessary much XP are not nice, but still ok. But I will not forget ;)

- I will not join any training groups.
- I will not join any type of groups created for personal revenge.
- I will not break rituals if people ask for it.
- I will not accept if people ask for permanent non-damage attacks only.


These rules are valid until I change my mind :)

Creatures 39

  • The NutcrackerThe Nutcrackerlevel 1
  • Grasan HuvourerGrasan Huvourerlevel 3
  • Tormented SoulTormented Soullevel 1
  • WinderwildWinderwildlevel 4 · 3 held
  • Elemental IIElemental IIlevel 3 · 3 held
  • Animated Tree IAnimated Tree Ilevel 2
  • RemainsRemainslevel 1 · 8 held
  • MarksmanMarksmanlevel 1
  • JokerJokerlevel 1
  • Elemental IElemental Ilevel 2 · 6 held
  • Imperial AramorImperial Aramorlevel 1 · 2 held
  • Unholy PriestUnholy Priestlevel 1 · 11 held

The most experienced kinds, of 39 creatures in all.

Adepts 2

2 players joined the realm as Mighty Pirate’s adepts.

From the Adventure Log

Page 120 · The Shade Ballance - Alc.

The storm doesn't stop, Alche is allready wet, even in shelter and the weather is getting worse. While looking at his map of Golemus, he notices that in his location there is a storm marked on the map
..."how can a storm be marked on a map?" , he looks more carefull on his map to see if there are other strange markings. Outside the sky is getting darker and darker.

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