MagicDuel

Tremir

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 4,919of 5,000

283 days in the realm since 13 June 2008 · started in The Original Story Mode

Record

  • Fights593 won · 796 lost
  • Active4% of days · 283 of 6,682
  • Adept ofGargant
  • Player ID51274
Play with Tremir as your mentor

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

Character

Combat stats tap a row for its sources

  • 412.05 initial = 412.05

    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.

  • 169.72 initial = 169.72

    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.

  • 118.95 initial = 118.95

    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.

  • 34.97 initial = 34.97

    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.

  • 75.54 initial = 75.54

    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.

  • 50.65 initial = 50.65

    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.

  • 51.34 initial = 51.34

    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.

  • 45.03 initial = 45.03

    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.

  • 94.65 initial = 94.65

    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

Element Principle 578.07 · Principle of Entropy 573.23 · Darkness Principle 141.55 · Principle of Syntropy 143.64 · Principle of Light 520.86

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

The Alchemist Comments on self

Tags: \"the Alchemist\" \"the Transmuter\" \"the Potion Maker\"
Description:
\"An alchemist who lost his arcane powers. Seeking to regain them, he is searching the world for magical knowledge.\"
wishes and possible abilities:
Access to a laboratory in which to perform experiments and create supplies for my alliance (the laboratory in Golemus would be perfect, if I could access Golemus to get to it. If not, then a laboratory somewhere else.)
Special abilities: (these are chemical in nature, not magical)
Glass flasks - gives another player the ability to use one of the following substances: (if impossible to do, then the abilities should be used normally)
Smoke bomb - weaken player\'s attack
Noxious Gas - weaken player\'s defense
Greek Fire - damage target player\'s creatures
the substance to be used is decided when the flask is given, and can only be used once per flask. It must be used before the person\'s regen counter resets.
Goals:
I am pledged to the cause of the Guerrilla Golemicarum, and I want the ability to use my chemical and scientific knowledge to assist the Guerrilla forces in battle. The idea is that since these aren\'t spells but chemical compounds, I can give them to other people to use.
Elements in Winter, a Pantoum.

The blaze of Fire burns and heats,
The frozen Ice of winter\'s cold.
In warmth before the fire sits,
A long haired kitten, white and bold.

The frozen Ice of winter\'s cold,
Upon the Earth will cast it\'s pall.
A long haired kitten, white and bold,
Gazing on the long night\'s fall.

Upon the Earth will cast it\'s pall,
A darkened sky, a stormy cloud.
Gazing on the long night\'s fall,
A single kitten, purring loud.

A darkened sky, a stormy cloud,
The blaze of Fire burns and heats.
Gazing on the long night\'s fall,
A long haired kitten, white and bold.

Seasons of MagicDuel - a set of haikus written for Gargant\'s quest

FIghting DST
Left Hand strikes through the snowfall
Losing is painful

Metal Bunny hops
Building a flufy kingdom
Spreading like rabbits

Black, White, Grey, or striped
Khalazdad ponders the world
Bleached by scortching sun

Bob looses his leaf.
trying to glue them back on,
Zleiphneir guards fiercly

The Elemental Cinquain

Fire
Burning Brightly
Spreads shining light and heat
From it\'s proper place on top of
The Earth

The Earth
Supporting all
Standing below, the ground
Holds all that lives and rivers of
Water

Water
Always flowing
Always from high to low
Feeding trees and beasts, falling from
The air

The air,
All around us
In our nose and lungs
Breathed deeply by all that lives, feeding
Fire

The elemental riddles:
Each of these riddles has an answer. the 4 answers are related, and describe a process. What is the process?
1. I flow from the Earth like Water. I bring Fire, and in it\'s wake I am naught but Air
2. This Air, born of the meeting of Water and Fire, can even move the Earth
3. Water turned to Air turns Earth. in turning, Earth creates Fire
4. Fire flies through the Air, from one part of the Earth to another. But beware, lest it touches Water.


Intro
I came to this land from a realm far away. Immortal I was, and powerful. Immortal I am still, but my power is now lost. The elements themselves used to dance to my will. My knowledge was enough to overcome even death itself. A single touch would turn the basest of materials into anything I could imagine. I was an alchemist, and my knowledge was my power, and my undoing. Power is never enough. Once one has tasted power, one inevitably wants more. And since my power came from my knowledge, that\'s where I searched for more. My fall was began in an ancient book, found in a dusty library inside a fallen castle. A book of spells it was, a book of magic, A book of traps. I have but began to study my acquisition, when the traps, laid there by a mage now long dead, was sprung. I was enchained, in fetters of magic, and thrown into a swirling vortex, where to I did not know. I ended up in a realm which makes no sense. This new land was rich in magic, but it was magic I could not control. This new land was rich in power, but it\'s power was not mine. I am still an alchemist. And I still seek power in knowledge. I will learn this place. I will understand it. I will have my power again.
The Beginning
When I first came to this land, I was completely ignorant. I knew nothing of the political situation, and even less about the way this world work I spend a long time simply wondering around the world, engaging passersby in battle to test my new creatures and train them. This land was strange to me, and the new ability I gained upon coming here, to bind and conjure those beings I now know are called \"Fenths\", occupied all of my thoughts. Indeed, it took me a very long time before I tried my old abilities, and discovered that I have lost them. Or, to be more precise, I lost the Arcane extensions of them. The basic Alchemical knowledge, the preparation of mundane compounds, remained the same. Even then, I was so caught up in my new skills that I was only slightly chagrined by my loss. I roamed the world, fought the other residents, and slowly learned about the world. It took me longer then I can admit to come to my senses, but eventually I realized that I cannot ignore the loss of my old abilities forever, and that this land had more to offer to me then endless battles. On that day, I gave myself the mission to learn all I could about the Laws of Nature and Magic in this world and to understand the difference between them and the Laws of my old world, and how those differences inhibited my power. However, I have already seen what I felt was most of the world, and I have never seen anything that might teach me what I needed to know to regain my skills. It was at about this time that rumors of ancient scrolls, documents of powerful magics, started to be heard.
The Search
When I heard the rumors of those ancient documents, I made it my mission to find them, even though I knew nothing of their locations, and had little enough clues to go by. More time passed, and the rumors became more and more concrete, until the day came when I first heard that some of the documents I sought were in the possession of certain individuals. Approaching those individuals, I was met with a variety of responses to my requests to be granted access to the documents. Some have been helpful, and allowed me to copy their documents. Others had tasks for me to complete. Some answered that they will make those documents available in the future Others gave me no answer at all. I set to work, answering puzzles and performing tasks, and in time I gained access to four of the scrolls. To my chagrin, I realized that the documents were fragmented, and that the four I had came each from a different scroll. Nevertheless, I continued in my efforts to find the other documents.
The Firestarter
As I was busy studying the documents I had, and performing various tasks to gain access to others, my attention was drawn to the plight of Phrog, the Firestarter, who was freezing to death near the entrance to Golemus Golemicarum. The Firestarter was one of the people in possession of the documents I was seeking, and had already given me a copy of his scroll, and I could not leave him to freeze. With the help of others who were drawn to his plight, we managed to keep the Firestarter alive long enough to bring him to the great bonfire in the Way of Cleansing, in Necrovion. Unfortunately, the gates of Necrovion are closed to most people, and only a few of us could enter, and just as we got to the bonfire, and the Firestarter seemed like he would recover, the Necrovion Sentinels appeared. Those vile followers of the Shades claimed that their leader, Khalazdad, has sent them to imprison Phrog. Knowing that to take him away from the bonfire was tantamount to killing him, I stood my ground before them, preparing to defend myself and the unconscious Firestarter. The fight that took place there was not long, but in the heat of battle, Phrog\'s body was pushed into the flames, and was destroyed. However, even though his body was destroyed, the Firestarter\'s spirit still exists, and is currently haunting Necrovion. We are still looking for a way to bring him back.
The Guerrilla
As I was leaving Necrovion after the Firestarter\'s death, I was approached by Wodin. Wodin came to inform me that I was accepted into Guerrilla Golemicarum, the force that was created to combat the threat posed by the shades. My duties to the Guerrilla were to use my Arts to create the substances used in battle, and to recruit and help train new soldiers. This, in addition to my research and the tasks given to me by some of the document holders, took up all of my time, until the day I was contacted by my Mentor, BlackThorn. Summoned by my mentor, I came to the Aramory. A group of warriors was there, getting ready for a big battle against the Sentinels, in a final attempt to stop their leader, Khalazdad. Khalazdad the Black, the part of the splintered Khalazdad that served the shades, and his minions were camped in front of the House of Liquid Dust, and when we got there he was busy teaching them about war and leadership. I have always known the Khalazdad was a great leader, though one twisted by the Shades, but my respect for him grew in that day, listening to his lecture. I was fortunate in choosing to listen to him, for he had a habit of asking his followers about their understanding of his tales, and rewarding the ones who answered correctly. In fact, his questions and rewards were aimed at all who listened to him, and not limited to his followers, and I was able to answer one of them, and received from him the Document that was in his possession. At last, I had two fragments of the same scroll! But the day wore on, and the time for battle was finally arriving, and the Sentinels fought the forces arrayed before them, and lost. Khalazdad himself was wounded in the battle, and had entered the House, ready to die. It was at this time that the other half of him, the White, arrived, and with the help and sacrifice of SageWoman, has managed to enter the House and reunite with his darker part. Khalazdad, whole again, left the House, and revived the fallen Sage.
The Archivist
I have been approached by Renavoid, the Archivist, and his allies. It appears that he believes that dst is after him, and has gained the ability to kill him. To protect himself from that attack, Renavoid asked us to help him find certain Inner Magic Documents. I took it upon myself to attempt to discover the first part of the Black Water spell. For that purpose, I have moved to the Archives, to see what information can be found in the extensive library there. to be contunued...

About ignorance Personal hate list

There is nothing that I hate more then ignorance and unwillingness to learn.
Knowledge is power.
To be ignorant is to be powerless, and to be unwilling to learn is a choice to be dependent upon others.
More then anything, I hate my own ignorance.
It is harder to forget what I once knew then to learn what I must now know.
I am powerless, in this world, because I do not understand it.
I hate being powerless.
I hate not understanding.
I will not consign myself to ignorance.
I will learn, and I will understand.
I was an alchemist.
I am an alchemist.
I will be an alchemist.

The way of the Alchemist. Military ways and beliefs

In battle, as in everything, knowledge is power.
While almost any battle can be won through the use of brute strength, a battle fought in that way will be costly, and victory will be far from certain.
To fight efficiently, one must know what he is doing.
In the immortal words of Sun Tzu:
Know thyself, and know thy enemy.
Know thyself. Study the warriors that are at your command. Learn their strengths and their weaknesses. Their abilities and their limitations, and you will know how best to use them in battle.
Know thy enemy. Study his warriors, study his tactics. Study where he is strong, and where his oversight has made him weak, and you will know how to hit him for the best effect.
Only through learning can one become a true master of war.

One Free heal token - Gargant
Endless cookie tin - Gargant.

Creatures 30

  • Day DreamerDay Dreamerlevel 2
  • The TempestThe TempestBloodPact Chaos Archer, level 6
  • Elemental VElemental Vlevel 6 · 2 held
  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • Imperial GuardImperial GuardImperial Aramor Assassin, level 3
  • KhalindraKhalindraRustgold Combat Drachorn, level 4
  • FuryFuryKnator War Master, level 5
  • CoralinCoralinWater Daimon III, level 7
  • Feng HuangFeng HuangMajestic Winderwild, level 6
  • HeartseekerHeartseekerMaster Lorerootian Archer, level 4
  • Dark Archer IIIDark Archer IIIlevel 5 · 4 held
  • Pimped GrasanPimped GrasanPimped Grasan Huvourer, level 3

The most experienced kinds, of 30 creatures in all.

Adepts 11

11 players joined the realm as Tremir’s adepts.

From the Adventure Log

Page 81 · Golemus Wizard quest - Ak.

Akasha thinks of all clues she has about the Book of Principles. 6 papers that look like pages of a notebook,
the fact that the book is protected by the principles in a hard to describe way and she has a strong
feeling that the book itself should be somewhere at the huge floating pyramid burning in the sky.
Suddenly shy has an ideea, she starts getting all the rocks she can so that she can climb as close
to the floating pyramid as possible, not to reach it , but to bring the papers close to the fire....

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