MagicDuel
The Witch Doctor
Generation 6

The Witch Doctor

Bringers of Light
  • 5Mind Power 5of 7 levels
  • Marind Bellno alliance
  • Honor 5,000of 5,000

2,091 days in the realm since 7 January 2009 · started in The Original Story Mode

Record

  • Fights4,298 won · 4,724 lost
  • Active32% of days · 2,091 of 6,473
  • Adept ofEagle Eye
  • Player ID128472
Play with The Witch Doctor as your mentor

Join the realm from this page and you start as The Witch Doctor’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 The Witch Doctor.

Character

Combat stats tap a row for its sources

  • 1,243.82 initial + 10 territory = 1,253.82

    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.

  • 619.65 initial = 619.65

    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.

  • 442.45 initial + 15 territory = 457.45

    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.

  • 288.24 initial + 30 territory = 318.24

    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.

  • 370.21 initial = 370.21

    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.

  • 137.12 initial + 45 territory = 182.12

    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.

  • 326.36 initial = 326.36

    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.

  • 242.17 initial = 242.17

    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.

  • 358.43 initial = 358.43

    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

  • 107.45 initial = 107.45

    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.

  • 16 initial = 16.00

    Your grasp of the map, and of the shortest way across it.

    Touching any of the 25 pillars. Each pillar pays a given traveller once, and never again.

    The action points every move costs you. It comes off the cost, down to a floor of one.

  • 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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 1.3Herbalism 26.1Woodcutting 0.4Waterhandling 90.0Finesse 11.1Excavation 0.2Gardening 6.3Experimentalism 2.4Dowsing 0.4100
  • Waterhandling90.0
  • Herbalism26.1
  • Finesse11.1
  • Gardening6.3
  • Experimentalism2.4
  • Mining1.3
  • Woodcutting0.4
  • Dowsing0.4
  • Excavation0.2

The Leanings are thirteen crafts that pull against each other: what a player practises grows, and what they neglect falls away.

Principles

Transposition Principle 4,000 · Principle of Entropy 3,039 · Darkness Principle 4,000 · Element Principle 4,000 · Principle of Syntropy 107.10

Realm

Marind Bell

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

                                                                                                                                                                                                      


A very long time ago, in a far away place, i was the Witchdoctor of my tribe and i  was responsible for curing medical ailments, cursing our enemies, advice the chief,  but also for climate prediction.




Under the pretence of “throwing the bones”  i would claim to know if it would be a sunny day or if a storm would be on its way.Problem was i knew nothing about climate prediction so i had to think of something. I had a very precise record with my climate predictions, but it had nothing to do with throwing the bones. The modus operandi was to run 20km every morning to the top of the mountain to see if there were dark clouds or clear sky. If dark clouds were brewing i would run back to the village to “throw the bones” and proclaim that a storm was coming.
The tribe and chief praised me daily for my accurate predictions and i must admit i loved the attention i was getting.

One day whilst on my way back from the mountain, i was almost home when i tripped over a rock and broke  my leg. Unable to run up the mountain to check the cloud cover, i kept getting my predictions wrong. The tribes people started getting very annoyed.I kept vehemently stating that a big storm was coming and that it would be the biggest storm they’d ever see and that it would kill many people. This did not happen. The tribes people were growing more and more tired of the catastrophic storm predictions, whilst the sky remained clear for a long time. I knew that if i wont heal quickly things would soon change for the worst Eventually they burnt my apprentice at the stake and ate him. Fortunately i managed to flee the tribesmen's wrath and save my now worthless life.

I wondered the world for many years until one day i found this strange magic place. I was fascinated by it so i decided to settle and hopefully never to be responsible for climate predictions again...it was a relief to find out that people here don't consume human meat.

 



Personal hate list




sometimes i hate my mom, but i get over it fast








Military ways and beliefs

Never underestimate the power of stupid people in large groups

Creatures 31

  • Elemental VElemental Vlevel 6 · 2 held
  • PetricaPetricaAngien Sentinel III, level 6
  • IutesifooteIutesifooteDoppelganger, level 4
  • Angien Sentinel IVAngien Sentinel IVlevel 7 · 2 held
  • Rustgold MadhornRustgold Madhornlevel 5 · 2 held
  • Tamed ReindrachTamed Reindrachlevel 5 · 2 held
  • Majestic WinderwildMajestic Winderwildlevel 6 · 3 held
  • Unholy PopeUnholy Popelevel 3 · 2 held
  • StingStingBloodPact Chaos Archer, level 6
  • SniperSniperMaster Sharptear, level 4
  • Copac1Copac1Walking Tree, level 5
  • Water Daimon IIIWater Daimon IIIlevel 7 · 3 held

The most experienced kinds, of 31 creatures in all.

From the Adventure Log

Page 382 · The Inner Sun - Ren., Am.

With Amoran sitting once more on the rug in Marind's Room, Renavoid continues his tale as if nothing had happened. "The darkness, once it reaches me, continues to blind all of my senses, not just my sight. I can hear only my thoughts, though they are hushed. I feel only cold. It is most oppressing."

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