MagicDuel
Sadron NaiThar
Generation 6

Sadron NaiThar

  • 5Mind Power 5of 7 levels
  • Lorerootno alliance
  • Honor 1,722of 5,000

105 days in the realm since 31 July 2010 · started in The Original Story Mode

Record

  • Fights691 won · 716 lost
  • Active2% of days · 105 of 5,904
  • Adept ofAmoran K Kol
  • Player ID198417
Play with Sadron NaiThar as your mentor

Join the realm from this page and you start as Sadron NaiThar’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 Sadron NaiThar.

Character

Combat stats tap a row for its sources

  • 436.82 initial + 50 territory = 486.82

    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.

  • 402.19 initial + 50 territory = 452.19

    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.

  • 92.33 initial = 92.33

    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, draining principles 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.

  • 151.25 initial + 25 territory = 176.25

    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.

  • 138.76 initial = 138.76

    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.

  • 32.14 initial + 25 territory = 57.14

    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.

  • 65.66 initial = 65.66

    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.

  • 30.97 initial = 30.97

    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.

  • 52.80 initial = 52.80

    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 25.66 · Principle of Light 89.80 · Transposition Principle 146.11 · Element Principle 86.67 · Darkness Principle 2.90

Realm

Loreroot

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

I will study the sun-scorched lands.  

And then study then lands not beaten eternally by the sun's rays.

Latest news for Sadron:  Now a citizen of loreroot.  22nd active day

~Sadron NaiThar~

Sadron NaiThar literally means Loyal Tree Friend in an elven tongue.  Sadron is a forest elf, and therefore finds a home among trees and nature wherever it may be.  He is a carefree and calm being as his general belief is that there is a lot of time in life.  Thus, he uses his time to lie around and enjoy his surroundings.  Though  the words "curiosity" and "exploration" are not unfamiliar to him.   He does have a playful side.

The embodiment of all my health and luck.  I only appear as healthy as she.  

This is Aditi my best friend.  Her name literally means "free".  The thing that binds us together is our friendship as i've known her all my life even though i've only been in a small part of hers.  She is a mystical bird.  Whoever she flies over may be blessed with good luck and good health.  Her feathers are light and soft to touch.   They too are symbols of good luck and good health.  They can be used in regenerative medicine to heal wounds.  ^_^  Is there any reason why anyone wouldn't love her?  

Aditi~

 

Sadron NaiThar: -Aditi takes off from her branch and flies high, casting a shadow over Alex's head-
Sadron NaiThar: *looks up and speaks* Fly Aditi and with luck you'll never fall
Sadron NaiThar: Grand winds shall keep you aloft
Sadron NaiThar: As long as you fly high and tall~

This realm appears to be a humdrum place..  Though the friends i am making seem to be good incentive to keep my head up.  

 Shining Beacon

 

In a dream - i dream of Aditi.
Steadfast current, everlasting radiance
Inhibitor of darkness, the shining beacon
Of those who lost all hope, all pertinence.
White lights, riddle in thine eyes
Righteous glory, warming sun.  
An extravagant battle, they shout they cry..
Where none but one - soar high in the skies.
Aditi, Advocate of chivalry, 
Who dares to mirror - such efficacy.

Winter's broom - she melts the ice
Lights of white,  meddle with the snow.
A hunt of honor - the people of vice
Flow of air - spring's harbinger,
of life and warmth - rattles the icicles.
Aditi, embodiment of clarity.  Graceful lure,
Of those who lost all hope, the despaired fools.
A glorious star - the infallible cry
Of a hopeless who's eyes - seen, darkness null.
Who dares to mirror with themselves - she,
who soars the sky.  

 

Creatures 17

  • Elemental VElemental Vlevel 6 · 2 held
  • Majestic WinderwildMajestic Winderwildlevel 6 · 3 held
  • Grasan HuvourerGrasan Huvourerlevel 3 · 2 held
  • AngienAngienlevel 3 · 3 held
  • Chaos ArcherChaos Archerlevel 6
  • Elite KnatorElite Knatorlevel 4
  • Tormented SoulTormented Soullevel 1
  • Water Guardian IIWater Guardian IIlevel 4
  • Unholy PriestUnholy Priestlevel 1 · 2 held
  • Animated Tree IIIAnimated Tree IIIlevel 4

The most experienced kinds, of 17 creatures in all.

From the Adventure Log

Page 512 · Seeds Of The East - The Escape

Lifeline's forces are impressive. His Drachorns shatter the big conglomerate of shades into pieces and their breath burn them away.
As the shades are scattered the stone becomes colder. "Try getting it now Handy! Hurry!". Handy grabs a shard of the glowing stone and places it in a pot. "Done! Lets get out of here!".
Lifeline summons his drachs back. "You go ahead, i have to calm these creatures first... I said GO!". A dark shadow assambles behind some rocks, escaping Lifelines sight.

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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