MagicDuel

Thesemar

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

197 days in the realm since 14 June 2008 · started in The Original Story Mode

Record

  • Fights120 won · 168 lost
  • Active3% of days · 197 of 6,681
  • Adept ofCalyx of Isis
  • Player ID51763
Play with Thesemar as your mentor

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

Character

Combat stats tap a row for its sources

  • 23.43 initial = 23.43

    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.

  • 13.38 initial = 13.38

    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.

  • 7.53 initial = 7.53

    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.

  • 3.84 initial = 3.84

    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.

  • 17.02 initial = 17.02

    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.

  • 3.62 initial = 3.62

    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.

  • 13.46 initial = 13.46

    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.

  • 14.29 initial = 14.29

    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.

  • 11.42 initial = 11.42

    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

  • 0.22 initial = 0.22

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 0.4100
  • Mining0.4

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 55.98 · Darkness Principle 33.28 · Transposition Principle 88.52 · Principle of Syntropy 39.27

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self


Thesemar's Origin-
One day, in my home village, a death occured. This was uncommon, as we lived to be thousands of cycles old. It would have followed the normal proceeding, but the one who died had only lived for 238 cycles. This disturbed the Elders (who have amassed over 16 thousand cycles, while most live to 6 or 8) and they did an ancient form of divination to find the culprit, as the person had not died from natural causes. When the Elders had completed their Rite, they called all of the village into our standing circle of stones. Then they wove a wall between the stones, so that no one could leave. Only after ten thousand cycles was someone trained in the arts of magic, so none of us had training, and would be unable to escape. Then, they said my name.

I was horrified. I had never dreamed of harming anyone, for we were a peaceful race. All the village turned on me, as if in slow motion, and looked at me agast, in disbelief and pain. Those looks cut me to my soul.

I had been practicing magic for 20 cycles, which was forbidden. But I found I had a natural apptitude for it, and could no more hold back my power than hurt another life form. So I had begun to practice in secret, as there was no other option, unless I wished for random things in the near vicinity to explode, or fly about the place and possibly harm someone. I have come to believe that is this that drew their divination Rite to me, for I had no hand in the death of another. Or perhaps they had found I was doing magic, and had jumped to conclusions, though this is unlikely, as were are a calm, methodical race.

I fled. There was little choice, as there is no punishment other than death for murder. They would have turned me to dust, and sent me away on the wind. But I had found my magic, and I was not willing to die so soon. So, with my meager knowledge in magic, I tore a hole through their wall, and ran into the forest, sped by my wings. I believe that they were stunned, and this is why they did not follow me. It was entirely unheard of to be able to do what I had just done. So I ran, and ran, and ran. At length I slowed to a walk, sorrow etching my heart. I had lived with those for 1793 cycles, and they were all I knew.

As I walked, I began to realize that my senses seemed to grow stronger, more vivid. This was odd,
but I continued walking, as I still feared they would find me. The more I walked, the stronger my senses got, and I was quite astounded by all the different things I now saw, heard, felt, and smelled. I could even taste the scents on the air! As I rounded a large tree, I saw two trees directly in front of me. They seemed to be identical versions of each other, and were close together. As this was quite an oddity, I moved closer to investigate. I could see the air between the two shimmered and flowed, as if it were a liquid form of heat waves. Intruiged, I reached out toward it, for I knew it was magic, but I had never seen nor heard of such a thing. When my hand touched it, my senses exploded into vibrant, vivid, overpowering colors, smells, and tastes. When I woke, I was in MagicDuel.

My curiosity for magic has not ceased, only grown stronger. I intend to delve into magic in ways none have ever thought of before, or believed was possible. I will rise or dive into magic where it may be found, and wish to understand it more than any other thing. Magic is my passion, and my future.

Personal hate list


My main weakness, which occasionally is a strength, is my tendency to occasionally meander into incomprehensible insanity.

Let me demonstrate for you, shall I?

For there was no way to traverse the clandestine child, an immaterial pit of choking laughter, and soiled pancreas. Yet, when I pressed the liquid button, I was thrown back into the eclipse of time, and drenched by and odd assortment of dairy products and upholstery. This was because of my lack of commitment to the eerie music that had committed larceny and other miscellaneous crimes against my tickled orange grandmother.
 

Creatures 15

  • Elemental IIIElemental IIIlevel 4 · 2 held
  • Dark Archer IIDark Archer IIlevel 4
  • Aramor AssassinAramor Assassinlevel 3
  • Grasan IIGrasan IIlevel 2
  • WinderwildWinderwildlevel 4
  • Water Guardian IWater Guardian Ilevel 3
  • Barren SoulBarren Soullevel 1 · 2 held
  • Elemental IElemental Ilevel 2
  • RemainsRemainslevel 1
  • Young Savage KnatorYoung Savage Knatorlevel 1
  • Heretic ArcherHeretic Archerlevel 1
  • Heretic Archer IIHeretic Archer IIlevel 2

The most experienced kinds, of 15 creatures in all.

Adepts 4

4 players joined the realm as Thesemar’s adepts.

From the Adventure Log

Page 190 · The Shade Ballance - sav.

While searching throu the alliance archives, savelfuser finds detailed documents on how to summon Master Wodin Ullr, the great warrior. He slowly realises what that means and that he has to keep his position as leader as long as he can.

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