MagicDuel

Sagaroth

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 1,133of 5,000

56 days in the realm since 1 March 2009 · started in The Original Story Mode

Record

  • Fights434 won · 526 lost
  • Active1% of days · 56 of 6,421
  • Adept ofGargant
  • Player ID138051
Play with Sagaroth as your mentor

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

Character

Combat stats tap a row for its sources

  • 33.58 initial = 33.58

    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.

  • 21.66 initial = 21.66

    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.

  • 23.07 initial = 23.07

    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.

  • 12.12 initial = 12.12

    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.

  • 10.39 initial = 10.39

    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.

  • 9.31 initial = 9.31

    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.

  • 8.93 initial = 8.93

    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.

  • 13.53 initial = 13.53

    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.

  • 20.51 initial = 20.51

    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

Transposition Principle 40 · Principle of Entropy 29.74 · Darkness Principle 34.28 · Principle of Imagination 66.15

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Power of drawing Comments on self

Be careful what you draw. Drawings have power. Some more, some less.

There, was (is?) a powerful wizard. While casting a very long spell he became bored, took a pergamin and started drawing. He wasn’t drawing anything in particular – what came to his mind took physical form on paper. Transferring thoughts and emotions is what makes drawing so powerful, emotionless copies of reality might be pleasant to look at but they hold no magic, they are just what they seem to be. It’s the drawings like the wizard created that hold true power. The one he created that day was at first a spiral, then it started resembling a whirlwind, few minutes later “whirlwind” got two arms, after twenty or so minutes of drawing there appeared three holes in the upper part. They resembled mouth and eyes. Eyes looked at the wizard and mouth screamed. Drawing separated itself from pergamin and started demolishing library in which it was created and brought to life. In blind fury it found a window and flew out.

At that point it was even less than an animal. It had no thoughts, even no isntincts. But it was evolving very fast. Soon it learned to manipulate its physical form and formed emotions and thoughts of its own though using them to create new drawings was too complicated, at least for now. It found similar creatures to itself. They were called 'shades'. The shades ignored the drawed entity completly at first as if they didn't even know it was there. With time the shades started acknowlaging it's existence but still ignoring it in any other ways. Maybe it wasn't real enough for them? This made 'it' decide to prove itself to the shades.

First step was to give itself a name: Sagaroth.

Hatred is life. It's the power that binds universe Personal hate list

All life needs changes. Changes mean improving yourself while trying out every possible combination.
Hatred is the sole emotion that stimulates changes.

Sagaroth hates everything.
Everything is wrong - everything needs to be changed - destroyed and created once more

Creatures 16

  • Elemental IVElemental IVlevel 5
  • Dark Archer IIIDark Archer IIIlevel 5 · 2 held
  • Grasan HuvourerGrasan Huvourerlevel 3 · 2 held
  • Animated Tree IAnimated Tree Ilevel 2
  • Heretic Archer IIHeretic Archer IIlevel 2
  • Water Being IIWater Being IIlevel 2
  • Heretic ArcherHeretic Archerlevel 1 · 5 held
  • FledglingFledglinglevel 3 · 2 held
  • RemainsRemainslevel 1

The most experienced kinds, of 16 creatures in all.

From the Adventure Log

Page 348 · The Inner Sun - Iam.

Time passes as I am Bored studies the pages within the book. The library is surprisingly silent as he looks everything over at least twice, sometimes more. Looking through the book, he finds what looks like a simple wax seal. When I am Bores tries to open the sealed section, however, the wax holds fast. “Hey!! What is this?!”

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