MagicDuel

TheGreatWarMage

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 2,295of 5,000

94 days in the realm since 15 October 2008 · started in The Original Story Mode

Record

  • Fights143 won · 172 lost
  • Active1% of days · 94 of 6,558
  • Adept ofMetal Bunny
  • Player ID102550
Play with TheGreatWarMage as your mentor

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

Character

Combat stats tap a row for its sources

  • 15.81 initial = 15.81

    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.

  • 6.87 initial = 6.87

    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.

  • 4.48 initial = 4.48

    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.

  • 4.16 initial = 4.16

    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.

  • 14.24 initial = 14.24

    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.

  • 1.06 initial = 1.06

    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.

  • 9.30 initial = 9.30

    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.

  • 6.54 initial = 6.54

    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.

  • 5.41 initial = 5.41

    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

Principle of Imagination 33.46 · Darkness Principle 56.34 · Transposition Principle 44.38 · Time Principle 25.05

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

TheGreatWarMage

 

 

A hero from long ago, yet also considered Evil incarnate.

 

Not considered human, nor a demon, a creature or an elf.

 

It walks the path that borders light and darkness.

 

Much like it’s name, it possesses many skills, from the world of magic, and from the world of fighting.

 

It believes that a one-sided choice in these matters will only result in Weakness…..

 

It’s age is unknown and is believed to have always existed, as if time never existed for TheGreatWarMage….

 

The Great One believes in balance, and without it, destruction would soon follow for those who wish to be without it, or to not follow it.

 

 

Always wearing a cloak and to seems to be followed by a dark aura, it’s always casted in shadow and darkness.

 

From this, it is unknown what kind of being to be, since no one can ever get a good look.  Any area that TheGreatWarMage enters, seems to be casted in darkness prior to entering it, as if light itself fears it.

 

 

Anyone that has ever gotten close to enough to The Great One, describe the area to have been devoured of any life, as if IT is being sustained by the area…..

 

The area it is located in seems to grow Cold, saddening, horrifying, to become a feeling of death and destruction, of nothingness…..

 

Yet the moment it leaves the area, it always seems to be brought back to life, some even say it becomes better with it’s passing, flourishing, joy, and even the Reanimation of life itself comes to pass.

 

 

But…..Then there are times, with it’s passing, comes an aura of destruction and pestilence.  In it’s wake, all there seems to be is death and decay.  Devoured of life, everything, the sky, the earth, all destroyed, devoid of life.

 

In these times, it is said to be at the strongest, as if absorbing energy from the world around, and to be placed within.

 

Anyone caught in this wake, and to survive, seem to be have had a part of themselves ripped away, and to never to become whole again…..

 

 

TheGreatWarMage has no allegiances, or any real goals known of by anyone.

 

Sometimes, willing to become a Mercenary, he will carry out jobs, for the right price…

 

The Great One speaks only when it wishes and is said only to do so when it sees a chance to gain something in return. 

 

Considered to be a prankster, The Great One loves to manipulate people, and the situation for the enjoyment of seeing the reactions from his prey, and others that happen to overhear.

 

But The Great One holds no real grudges, but is said to hate everyone, yet to never be one-sided in it’s thinking.

 

If you ever do, truly, anger TheGreatWarMage, prepare yourself, for life may never be the same…..

 

 

Creatures 13

  • Elemental IVElemental IVlevel 5 · 2 held
  • Dark Archer IIIDark Archer IIIlevel 5 · 3 held
  • Water Guardian IIWater Guardian IIlevel 4
  • Lorerootian ArcherLorerootian Archerlevel 2
  • Adult KnatorAdult Knatorlevel 3
  • Grasan IGrasan Ilevel 1 · 2 held
  • Elemental IElemental Ilevel 2 · 2 held
  • HatchlingHatchlinglevel 2

The most experienced kinds, of 13 creatures in all.

Adepts 1

1 player joined the realm as TheGreatWarMage’s adepts.

From the Adventure Log

Page 165 · The Shade Ballance - Kh. Mor.

Life is becoming very difficult for Khalazdad. His paranoia causes him to threaten
an ally upon whom he is relying, friends desert him; Morgana Le Fey has branded him
a traitor, and an agent of the shades warns him of assassins on his trail, but
cannot provide him with any specifics with which to plan an attack. The Dark Lord
has all but disappeared from this frail and tainted old man.

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