MagicDuel

Zeddicus Zul Zorand

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

101 days in the realm since 5 January 2009 · started in The Original Story Mode

Record

  • Fights459 won · 516 lost
  • Active2% of days · 101 of 6,476
  • Adept ofGargant
  • Player ID127759
Play with Zeddicus Zul Zorand as your mentor

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Character

Combat stats tap a row for its sources

  • 36.19 initial = 36.19

    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.

  • 18.70 initial = 18.70

    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.

  • 9.71 initial = 9.71

    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.

  • 8.94 initial = 8.94

    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.

  • 21.21 initial = 21.21

    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.

  • 3 initial = 3.00

    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.

  • 16.99 initial = 16.99

    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.

  • 4.19 initial = 4.19

    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.

  • 16.16 initial = 16.16

    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 36.64 · Principle of Balance 37.64 · Darkness Principle 40.74 · Time Principle 36.88

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

The Journey of Zeddicus Zu'l Zorander Comments on self

Zeddicus Zu'l Zorander grew up in the Wizard's Keep in Aydindril, born of a wizard and a sorceress. He was sometimes watched over by the Mother Confessor herself, who would swat his rear when he misbehaved and twist his ear to make him sit in a lesson. He is described as mischief on two legs, driven not by guile but by curiosity. Zedd was a prodigy and could do things no other wizards understood. He was known for having a strong heart, as well as head. He married a woman named Erilyn and together they had a daughter. Those who were close to him called him "the trickster", a name he truly earned, more than "the wind of death". Zedd and his wife also had a cat named Lurk. Zedd reuses this name when he convinces his grandson Richard Rahl to go to the Wizard's Keep in Aydindril.

When Panis Rahlbegan his ruthless use of magic against the forces of the Midlands Zedd knew that the only hope to save more lives in the end was to fight. Zedd was named First Wizard and with his unique talents used his magic to hold the magic of Panis Rahl at bay and supplied the Midland armies with magical horns to defeat the shadow people created by Panis to aid the D'Haran troops.

 

Zedd laid waste to countless numbers of the D'Haran army and became known as the "wind of death". His help allowed the Midland armies to push the enemy legions back into D'Hara. Panis Rahl took revenge against Zedd by sending a squad out of D'Hara, to find and harm Zedd's wife, Erilyn. Zedd found his wife still alive, broken and bleeding and in inconceivable agony, her arms and legs all broken. When he used his gift to try to heal her, it activated a worm spell, which ripped his wife's insides apart.At first things were quiet in the Midlands after the boundaries were put in place as people recovered from the war. As time wore on the council of the Midlands began taking actions that Zedd said were corrupt. He found out the council had reneged on agreements about how the power of magic was to be controlled. He told them that their greed and the things they were doing would lead to worse horrors than those put down in the wars. They made political appointments of the Seeker of Truth, which made Zedd furious. They mishandled the boxes of Orden. The other wizards Zedd had trained, in their greed, sided with the council. He said his wife had died for nothing. As punishment, Zedd told them he would do the worst possible thing to them; he would leave them to suffer the consequences of their actions. He refused to help them further, and left for Westland to be free of the magic, vowing to never return again. As he left, he cast a wizard's web over everyone, making them forget what his name was or what he looked like.

While in Westland, Zedd lived in a squat house surrounded by tall, wild grasses with a sod covered roof aways from the town of Hartland, along a long and arduous path. A single plank served as a ramp for his big old coon cat. Near the back corner sat a wooden table whose top was worn smooth with years of use, where Zedd liked to take his meals in good weather. White lace curtains hung on the inside of the windows, flower boxes on the outside. The log walls were dull gray with age, but a bright blue door greeted visitors. Other than the door, the whole place gave the appearance of hunkering into the grasses surrounding it, of trying to go unnoticed. The house wasn't large, but it did have a porch running the length of the front.

 

Zedd's favorite piece of furniture was his "reason" chair. The reason chair was where Zedd sat and thought until he figured out the reason for whatever it was that snagged his curiosity. He had once sat in the chair for three days straight, trying to figure out why people were always arguing over how many stars there were. Zedd was a good friend and mentor of Richard, even while Richard was only a boy, taking him hunting for special herbs and teaching him of the world. Even then, Zedd always treated Richard as an equal. While in Westland, Zedd spent a lot of his time (often naked) on his "cloud rock" (which was actually a wizard's rock) at the top of a small barren hill nearby, watching the clouds. This rock is the only magical item he carries regularly and allows him to commune with some spirits and break powerful enchantments. His early interest in cloud watching becomes part of his alias as a form of fortune teller and healer, albeit one supposedly without mystical abilities. However, his mystical nature was not entirely disguised as actions taken by Darken Rahl inspired fearful locals to form a mob seeking his life as a supposed "witch," prompting his departure with Richard and Kahlan on their shared quest.

 

As a wizard, Zedd possesses vast knowledge and powers, but more importantly, great skill in applying both. He is very clever and far sighted and does his best to live by all of the wizard's rules, which are axioms about reason and passion that all wizards are encouraged to follow. His ability to create wizard's fire is exceptional. He was able to break free of a Rada'Han placed upon him, a feat assumed to be impossible by centuries old sorceresses. He raised nigh impassable boundaries that separated continents by creating fissures into the underworld. He cast a web of magic on the entirety of the then known world in order to make everyone forget his identity. Using ancient magic stored in the Wizard's Keep, he was able to trigger spells of power much stronger than would be possible to create fresh in modern times. Throughout the series, there are very few magical topics raised in which he doesn't have some prior knowledge, owing to his time studying ancient tomes in the Wizard's Keep. Z's poem


Personal hate list

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Creatures 18

  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • Elemental VElemental Vlevel 6 · 2 held
  • Grasan HuvourerGrasan Huvourerlevel 3 · 2 held
  • Water Daimon IWater Daimon Ilevel 5 · 2 held
  • Elite Lorerootian ArcherElite Lorerootian Archerlevel 3 · 2 held
  • Elite KnatorElite Knatorlevel 4 · 2 held
  • JokerJokerlevel 1
  • Unholy PriestUnholy Priestlevel 1 · 2 held
  • Elemental IElemental Ilevel 2
  • RemainsRemainslevel 1 · 2 held

The most experienced kinds, of 18 creatures in all.

From the Adventure Log

Page 210 · The Shade Ballance - Kh.

People are moving...and someone's talking. What are they saying? It all seems so bright until a dark spot approaches. Suddenly Khalazdad wakes with a jolt, still sitting by the Howling Gates. "What sort of blasphemy..?"

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