STF
- 5Mind Power 5of 7 levels
- No Homelandno alliance
Honour 4,995of 5,000
502 days in the realm since 2 July 2007 · started in The Original Story Mode
Record
- Fights4,188 won · 4,456 lost
- Active7% of days · 502 of 7,048
- Adept ofAdrian
- Player ID1030
Join the realm from this page and you start as STF’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 STF.
Character
Combat stats tap a row for its sources
1,509.22 initial = 1,509.22
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.
546.64 initial = 546.64
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.
238.76 initial = 238.76
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.
185.68 initial = 185.68
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.
304.31 initial = 304.31
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.
129.17 initial = 129.17
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.
268.11 initial = 268.11
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.
190.31 initial = 190.31
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.
486.90 initial = 486.90
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
Leanings
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 Imagination 3,506.71 · Principle of Entropy 2,005.71 · Transposition Principle 5,577 · Principle of Balance 4,341.37 · Time Principle 1,836.93 · Principle of Cyclicity 574.54
Realm
No Homeland
No alliance
Armoury
No set pieces worn.
Writings
Personal hate list
Military ways and beliefs
1. You need to be able to \'read\' a combat log and see how creatures fight in order to decide what strategy to adopt.
If you think that \'combat logs are hard to read\' that \'they all move too fast to pick out details\'... think again.
There is a possibility to not only read but to keep the fight log. All you need to do is to click the window that displays the fight after the fight ends, then select all (press CTRL + A) then copy all (CTRL + C) then paste all (CTRL + V) into a notepad that you can store and study at any time.
2. When you charge the attack with a certain percentage, it means not only that you charge a certain percent of vitality, BUT also a certain percent of your skills (i.e.: regeneration, defense, attack, power, luck etc.) e.g.: using 50% charge = use of 50% vitality and 50% skills.
3. In order to duplicate more of the same ritual you set, after you name the ritual and check the \'use as defense\' box (if you want it to also be used as defense) you click back the field with the name and press the enter key as many times you want that ritual duplicated.
4. It does not matter that you win or lose as long as you make at least 75% of the choices to win or lose.
5. When deciding what creatures to use with a certain ritual, look at their targets and abilities. This will tell you how they fight.
6. When planning to lose leave the strong creatures on 0% vitality, wear no armor, make defense rituals with the weakest creatures using charge that will make them regenerate at least 1%
7. When planning to lose xp set a tree ritual on protect (martirism) and make sure you attack tree rituals set on regeneration. Watch the total xp seen in MD shop, do not trust the log. Adjust the charge % depending on the lost xp seen in the MD shop. This ritual will also get you value points.
8. Build combo rituals. For each combo point you have with a ritual you get 0.25% of your max vitality with that ritual. e.g. for a 100 combo you will get a total of 15k vitality when having 10k max vitality (not bad, huh?) more on: http://magicduel.invisionzone.com//index.php?showtopic=1874&st=0&p=19482&#entry19482
9. always remember
[2007-11-20 14:24:09 - Alpha 4]
During Alpha test, ALL WAYS OF PLAYING ARE ALLOWED, you can make multiple accounts, you can hit and run, you can hit players while on low vitality, you can do whatever you like and think it will make you the strongest around here, all i ask is that you let me know of all possible exploits or problems you find. You are allowed to swear and use offensive language but not very often and only when there is an obvious reason to that.
P.S.: don\'t forget to vote and get your daily free credits :P
Protector statement
Creatures 67
CiupacabraChaos Archer, level 6
BloodPact Chaos Archerlevel 6 · 2 held
The JokerMaster of Puppets, level 3
Water Daimon IIIlevel 7 · 2 held
Grasan Huvourerlevel 3 · 6 held
Day Dreamerlevel 2
BloodPact Dark Archer IIIlevel 5
ArthurImperial Aramor Assassin, level 3
Majestic Winderwildlevel 6 · 3 held
Elemental Vlevel 6 · 2 held
Dark Archer IIIlevel 5 · 2 held
Master Lorerootian Archerlevel 4
The most experienced kinds, of 67 creatures in all.
Adepts 21
21 players joined the realm as STF’s adepts.
From the Adventure Log
Page 167 · The Shade Ballance - Wod. Br.
back, and turns into the sun. Shading his eyes he sees the shadow of a figure
disappearing rapidly into the mirage rising from the dusty ground. Glowing in the
shadow's hand is Wodin's dagger, Wodin begins to shake with rage.
This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.