MagicDuel

Tzaroth747

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

397 days in the realm since 11 October 2008 · started in The Original Story Mode

Record

  • Fights847 won · 2,400 lost
  • Active6% of days · 397 of 6,561
  • Adept ofJester
  • Player ID101892
Play with Tzaroth747 as your mentor

Join the realm from this page and you start as Tzaroth747’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 Tzaroth747.

Character

Combat stats tap a row for its sources

  • 301.54 initial = 301.54

    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.

  • 155.42 initial = 155.42

    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.

  • 55.03 initial = 55.03

    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.

  • 45.09 initial = 45.09

    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.

  • 65.29 initial = 65.29

    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.

  • 28.66 initial = 28.66

    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.

  • 48.58 initial = 48.58

    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.

  • 31.75 initial = 31.75

    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.

  • 54.51 initial = 54.51

    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 Light 93.08 · Transposition Principle 882.20 · Principle of Imagination 33.69 · Darkness Principle 1,936 · Principle of Entropy 2,022

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

The Plains of Deceit -- Wasteland to some, Sanctuary to others...

It is there I rest my weary head, within the lonely plains I find my solitude, my solace, my sanctuary.  After many weary battles I retreat to these lands to wash the blood of my foes from my armor, and to bandage my wounds.  Many times have I found myself dreaming strange dreams as I laid upon the grass, oblivious to the world.  It was one bright, starry night that the other half of my soul came to me, and gave to me a mission, a purpose:

Screams rent the blood-soaked air, thick as it was with the stench of smoke and iron.  A battlefield stretching out as far as the eyes could see, full of grim soldiers and their deadly business.  Of what nature this war was, I do not know, for it was a vision alone for my dreaming mind to see -- of another time, full of honor and its responsibility of life and death.  Horsemen there were, noble knights decked in full plate mail charging groups of men armed with swords and bows.  The battle waged viciously all around me, as I stood and began to wander the field hoping to make sense of it all.  Across the way, I saw a group of knights surrounding a lone man, dressed only in black robes.  It seemed he was about to fall, when he raised his arms to the sky -- and a dark void opened there, blacker than the night.  From this hole in the sky dark beams of force shot out, and struck the knights who accosted him.  They fell, and so did the steeds they were mounted upon.  As their lifeless bodies shook the ground, deep tremors rocked the whole field.  The robed man then shouted to the sky, strange words that echoed with evil power across the land.

His enemies, once full of their righteous wrath and intent to strike him down, stirred on the ground and stood once more.  Flesh-stripped bodies of man and horse stood with unholy skeletal grace, and then bowed to their new master.  Laughter the likes of which I will never forget beckoned the undead to a new purpose, and they dispatched with uncanny speed to cut down their one-time allies.  Of this slaughter I was spared, for they charged beyond me without a glance.  But I was not spared the more sinister intent of the necromancer.  As fresh screams burst from the freshly slain, he turned to look upon me, and spoke in a whisper that carried to my ear past the chaos of the battlefield:

"You've witnessed the power of the Void, boy.  You've seen that no living creature can escape the inevitable, and it is to this great power all things go.  Having seen what I have done, you are now a marked man.  Few live to see and tell the tale of the Void brought forth into the world of life... and you will speak of this, you will tell the world of how, in ages past reckoning, the First Knights fell to a lone man.

But they will not believe.  I will give you a gift that will make them believe."

I awoke then to a cold nudge on my shoulder.  I looked up to see an undead steed standing over me, looking deep into my soul.  A majestic, terrifying beast, skeletal and ragged with horns.  He then spoke to me, in a dry and crisp voice that sounded like snakes slithering through a tomb.  He was once a great warhorse, the loyal and fierce companion of a First Knight.  I shook with fear and awe as he spoke, his voice seeping straight into my mind.  He was the gift the necromancer spoke of, an undead steed twisted into unliving service for all time.  He kneeled and I stood to mount him, wondering at my strange fortune.  As we rode from the Plains, he told me his name:  "Horse."

----------     -------------     -----------

Nearly a year has passed since that eventful night.  Horse and I have seen and done much together.  I was an aimless wanderer before Horse came into my life; while his skeletal form is held together by dark magic, while he fervently wishes for a release from the undeath that ties him to life, he has come to accept his fate.  He is bound to service to me, just as much as his spirit is bound to the strips of flesh that hang from his bones.

The dark necromancer of ages past, of whom a dream granted me vision of, haunts me still.  I feel the calling of the Plains come to me whenever I need to sleep, and the dreams do not stop.  Here is a record of the latest few:

--Lost in darkness, I stumble alone without sight.  I feel cold stone under my feet, and I stoop to prevent my head from hitting the low ceiling.  Cramped and suffocating, the walls are close about me.  I carefully step forward through the utter blackness, step by faltering step.  Not knowing how I got here, not knowing where I am, I swallow my fear of the blind prison and continue on.  Time slips and loses its meaning; minutes stretch into hours as I march.  The tunnel is straight, with never a bend or change in its dimensions.  It feels like I am descending ever so slowly, going deeper down into the ground.  But to where?  I have no idea, and I know I am without choice.  After a seeming eternity of travel, the silence of my steps is broken by a faint whisper in the darkness, something sibilant and only half understood.  I stop and stand stock-still, cocking my ear to catch the words as they echo along the cold stone.

"Fate's fury has found you.  The choice was made before you were born, now come to me, and stop hiding from your destiny..."

As my mind catches the final word, I suddenly see two red eyes in the distance, glowing hot like fiery embers in the dark.  A jolt of fear punches me in the gut, and I awake to the Plains, the afterimage of those eyes still burning in my vision.

 

 

--Without reason or warning, I find myself in a shattered world.  Night has fallen on the land, a deep and dark night that knows no stars.  The sky above is hollow and black, a blanket of nothingness stretching forever.  I stare at it in awe, and I feel a slow tugging of my soul towards its height.  I rip my gaze from the sky and look about, fearing to lose myself forever in the vast void above.  Around me a strange quality has suffused the world; I can scarcely believe what my eyes perceive.  The Plains are still here, the wall where I rest has lost its form, it is like solid ash creating a barrier that shifts and wavers under my vision.

Is this a ghost world?  Is this where phantoms reside?  I look out across the grass, and I see it sway to an invisible breeze.  There is a strange light glowing from the ground, something I had not noticed before.  I step towards it, lean down and pluck a blade of grass from the field.  I hold it close to my face, spin it in my fingers, shake my head at its impossible form.  I can see through the grass, it has lost its solidity, but in the centre of where green used to be, a faint sickly light shines.  The entire Plains are covered with it, a nauseating glow that shifts with the grass as it moves, touched by an unseen force.  My curiosity overpowers my fear, and I prepare to move to the mainlands to see what other effects have befallen the world.

As I step onto the path, a booming thunderclap is heard in the distance.  I twirl around to see Deathmarrow, struck by red lightning from the sky.  The empty void above flashes for a moment, the light of it is so intense it paints the entire world with blood.  As I stand stunned, staring at the black tower, red lightning flashes again, out of the dark cloudless sky.  The thunder breaks upon my ears like a hammer.  Again and again the red lightning lances down, a storm of crimson fury that seems hell-bent on destroying the tower.  I cover my ears to shield them from the noise, but my eyes are wide, lost in the sight of spider-waves crackling wildly in the sky.  Through the eerie red light that all but permeates the world, seeming to coat everything with the sight of blood, I see Deathmarrow stand tall and resolute.  The storm about it is truly awesome, but through the light I don't see the slightest sliver of stone fall from its dark form.

 

 

Personal hate list

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Peek a boo, I see you...

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Creatures 8

  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • LachesisLachesisDark Archer III, level 5
  • BonecrusherBonecrusherGrasan Huvourer, level 3
  • Wrath of the FallenWrath of the FallenAngien, level 3
  • Elemental IElemental Ilevel 2 · 3 held

The most experienced kinds, of 8 creatures in all.

From the Adventure Log

Page 524 · A Debt Repaid

"Thank you for your service, Nimrodel. Necrovion will not forget the favor you have
shown to its children" Syrian produces a small pouch, coins softly clinking within.
Nimrodel holds up her hand. "No. I won't accept payment for this. I don't like to sell my services. It's free to all who need it."

Azull takes a step towards her. "Are you willing to use it
for those who started this? For the ones who choose to kill?" Nimrodel raises her proud features and matches Azull's gaze, "A victim is a victim, irrespective of what they have
done in the past or will do in the future." Nimrodel turns and leaves, stepping through Necrovion's gate and towards her homeland, her mind set on convincing those of her land, and hopefully others, that a change is needed throughout the realm.

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