MagicDuel

Starsailor

  • 3Mind Power 3of 7 levels
  • Marind Bellno alliance
  • Honor 4,872of 5,000

72 days in the realm since 8 March 2010 · started in The Original Story Mode

Record

  • Fights586 won · 529 lost
  • Active1% of days · 72 of 6,048
  • Adept ofJubaris
  • Player ID188168
Play with Starsailor as your mentor

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

Character

Combat stats tap a row for its sources

  • 25.24 initial + 10 territory = 35.24

    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.

  • 12.01 initial = 12.01

    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.

  • 8.40 initial + 15 territory = 23.40

    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.

  • 7.10 initial + 30 territory = 37.10

    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.

  • 8.10 initial = 8.10

    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.

  • 2.04 initial + 45 territory = 47.04

    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.

  • 6.15 initial = 6.15

    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.

  • 6.90 initial = 6.90

    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.

  • 14.10 initial = 14.10

    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 61.77 · Principle of Syntropy 3.04 · Principle of Imagination 3.10

Realm

Marind Bell

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

                  I will not describe myself as a person yet...I will let others to define me :)

~~The New bracket Chat Feature is Mine !!~~

 

Phisical description:

           body: 1.80 height... 73kg... black long hair...brown eyes...

           Wearings: 
            Head: A simple white large hood... it only speciality is that my face cannot be seen because the hood has 'Black Light' inside
           Torso:- a simple white shirt...
                    - over the shirt... a black vest with lots of pokets
                    - and at last a long white robe ,also with many pockets... it has no buttons..so it cannot be closed ...on the left shoulder there is a special black Shoulder Pad wich looks like a dragon head with an blood-red orb into it's mouth.
                   
           Bottom: Long black pants with ...guess what...lots of pockets....
        
           Extras : A necklace with a little cilinder-shaped glass...witch contains a flame...that oftenly changes it's color...
                    - A bag in wich to put what ever I want
                    - My Kalak Weapon !!


    The Flame:
          It came from the Mt. Kelle'tha... I recieved it at my birth... It has no name... no specified power... I must find all those... All I know untill now is that it shares the same flow of energy with me...we are one...
          I was told that it's power grows along with mine
          I noticed something today... It changes colors when I change my mood :)
          It can also sometime tell me what to do..with the Power of Colors...each color means something...

   

    The kalak weapon:
           I found it when I was a child and while I was wandering the Underground...
          I reached one day at the Gazebo of Chaos... and I found a little blue pyramid floating in the Gazebo... I took it and sudenly... it pierced my hand with some root-like veins...
          It now is bond to my hand for ever...
          At thought it's a weapon of some sort...so I thought at a sword...and the strange pyramid turned into one !!
          Since then I am still trying to see what it can do...but untill now I saw that it can turn in WHATEVER shape I wish or it wishes...or both of us wish... I usually keep it in a staff's shape...it can turn in whatever I wish..from weapons..to shields..to armor and even normal tools..

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                              Marind Bell Poem                   

                  

                        Marind's Bell's the Capitol,
                        With open arms it welcomes all,
                        Willow's Walk and Angien Hall,
                        Home of raucous Carnival,
                        Come see!

                                                                                                Struck by grandeur, bathed in light,
                                                                                                Moved to laugh or moved to fight,
                                                                                                Clothed in metal, wielding might,
                                                                                                Enjoying Life with great delight,
                                                                                                You'll be!

                        We are the gate to the MDA,
                        Champions fight or come to play,
                        Seat of mystery, some would say,
                        We'll hold the blight of shades at bay,
                        You'll see!

                                                                                                But do not think us all a Saint
                                                                                                For even Angiens have a taint
                                                                                                Paradise for sure this ain't
                                                                                                And rosey view I would not paint
                                                                                                For Thee!

                        Now peace is fleeting like the frost
                        By wars this land we did exhaust
                        And murder foul came with high cost
                        For Marind's soul now wanders lost
                        Poor she!

                                                                                                And ruined does the city lie
                                                                                                Perhaps to rise yet by and by,
                                                                                                Now truth it is so hard to spy
                                                                                                But don't despair and do not sigh,
                                                                                                I plea!

                        We guardians of a lost city
                        Find strength in our diversity
                        Marind's Folk in league, you see,
                        Champions of adversity
                        We'll be.

                                                                                                Heretic Archers by our side
                                                                                                Speak truth to all and never lied
                                                                                                For truth to show and never hide
                                                                                                Is what you'll seek if here abide
                                                                                                With me!

                        Angiens flare beside the shrine
                        And Elementals form a line
                        Here by a lake of tears of brine
                        This is the home that I'd call mine
                        With thee!

                                                          - by Fyrd Argentus

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                       Rules of the Sparring Grounds:

1.MP2, MP3 and MP4 are not to be attacked unless they are idle, or have so many heads that you could attack them inside a sanctuary anyways (7).

2.Alliance members can be attacked..it's the alliances duty to make sure they can fight.

3.Those within protection attacking those without makes them lose their protection status for the next attack.

e.g. If a lower MP within the protection attacks an mp5, then that mp5 has the right to attack back. If you start, do not get whiny if someone retributes.

4.And, In case you get attacked you can return the attack, but usually I assume the people hit would be weaker. That's what the protection is for.

5. Torches, once you pick any up you can be attacked...you choose to play the game of fighting, so be prepared to fight.

This is a community run project, there is no official person to complain to, or to enforce the rules. Help yourself.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                            The Seekers of Enlightment

Bound to worship Angiens, The Seekers of Enlightment guild has formed under leadership of *chewett* and represents Marind's Bell. Out of the ruins of the old town there is nothing to defend or to fight for, nothing else but the hope itself that the town will be what it once was. Angiens have lived for so long in Marinds Town but in times of need they did not helped anyone, The seekers believe that they will discover the secrets of the Angiens and understand more about the world. They still represent their only hope and the most decisive advantage against the constant threat of the Shades. Angiens ar dualist creatures, too complex to be understood by any normal human, but understanding them better will unfold secrets about the other parts involved in this, most of all the all feared Shades.

The Seekers of Enlightenment are interested in the existence and workings of the realm itself, especially in Angiens and the mysteries of Marind Bell. Not much remains of the once flourishing town of Marind Bell, not even its real name. Named after its protector Marind in this time the land with its strong protective magic’s symbolizes a tranquil sanctum to many travelers. It is a land rich of secrets, forgotten knowledge and uniqueness.

A few places that come to mind would be Marind's Roundabout: A fountain holding special water- a place for redemption, cleansing and a new beginning. Stairs to Champion's Challenge implying climbing up stairs to higher achievement and new challenges. Angien's Shrine the place where Angiens dwell – mysterious and legendary beings we don’t know what true power or knowledge they might bring. Sage's Keep holding information and knowledge of unknown but possibly immense value. Wind's Sanctuary a colossal place with unearthly architecture. Passage of War with mysterious guardians that won’t let anybody pass and yet with the tunnel being an undeniable connection to Necrovion. Champion's Dome a mysterious vault inaccessible by all, unknown what treasure or danger lies within. And finally a true wonder and legacy of enigmatic power - a huge bell/sphere of light around the entire land of Marind Bell.

If you are interested in the Angiens (their being, nature, ideology, ect), knowledge and understanding of our realm, inner magic and principles, ect the Seekers of Enlightenment and Marind Bell might be your future home and step stone to greater wisdom and perception. The gates are open, the path is laid....walk its trials if you dare.

      

Personal hate list

                         

         Acomplishments...

- 1st day:  got lr crits with the Power of Words xD

- 10th day: auto-proclaimed : "Guard of SG" 

- 14th day: Became Marind Bell citizen

- 35th day: Discovered a new chat feature

- 40th day:

-

                                                                                           ..."Age is just a Number"...

                                                                   

                                                      

Military ways and beliefs

 

 

 

                                  nothing here yet

Creatures 14

  • Elite Lorerootian ArcherElite Lorerootian Archerlevel 3
  • Grasan IIGrasan IIlevel 2 · 2 held
  • Water Guardian IIWater Guardian IIlevel 4
  • Elemental IIIElemental IIIlevel 4
  • Adult KnatorAdult Knatorlevel 3
  • Elemental IIElemental IIlevel 3
  • Animated Tree IAnimated Tree Ilevel 2
  • JokerJokerlevel 1
  • Hollow WarriorHollow Warriorlevel 2 · 2 held
  • Dark ArcherDark Archerlevel 3
  • Savage Knator IISavage Knator IIlevel 2
  • FledglingFledglinglevel 3

The most experienced kinds, of 14 creatures in all.

From the Adventure Log

Page 207 · A Freezing Firestarter

Sadly, phrog gets no reaction out of his drachorn. "Must be feeling as ill as myself..." He continues wandering and finally drops to his knees by the Gates of Ages. Freezing, he slowly loses consciousness. The whole time he is muttering in his sleep, "please light...please light..."

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