Zleiphneir
“A lazy sense obsessed guardian of many and one. Frequently found napping, he does not appreciate being woken up. He is like a pool, step in without checking the water and you may break your leg.”
- 5Mind Power 5of 7 levels
Defenders of BobEstablished Housings
Honor 3,420of 5,000
2,587 days in the realm since 11 August 2008 · started in The Original Story Mode
Record
- Fights2,557 won · 2,557 lost
- Active39% of days · 2,587 of 6,631
- Adept ofFaraday
- Player ID77300
Join the realm from this page and you start as Zleiphneir’s adept. MagicDuel is free to play in the browser.
Medals 10
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 Zleiphneir.
Character
Combat stats tap a row for its sources
4,588.80 initial + 100 territory = 4,688.80
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.
2,578.60 initial + 200 alliance = 2,778.60
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.
562.98 initial + 50 territory = 612.98
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.
699.20 initial = 699.20
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.
995.97 initial = 995.97
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.
294.04 initial = 294.04
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.
1,339.20 initial = 1,339.20
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.
926.54 initial = 926.54
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.
1,492.71 initial + 50 territory = 1,542.71
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
Leanings
Waterhandling56.4
Dowsing41.0
Herbalism18.5
Mining9.9
Gardening9.4
Filtering8.6
Experimentalism8.2
Taming8.2
Woodcutting7.8
Finesse2.3
Excavation0.1
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 4,000 · Transposition Principle 4,000 · Principle of Balance 4,000 · Element Principle 4,000 · Principle of Light 4,000
Realm

Defenders of Bob
Established Housings
Housing oneness 20%
Armoury
No set pieces worn.
Writings
Quest Info
Personal hate list
Hate is a power, just as Love is a power.
Each offers its own benefits and downfalls.
Military ways and beliefs
When one is out of life, one is in death
The companions of life are thirteen
The companions of death are thirteen
and when a living person moves into the realm of death, his companions are also thirteen
How is this?
Because he draws upon the resources of life too heavily
It is said that he who knows well how to live meets no tigers or wild buffaloes on his road
and comes out from the battle-ground untouched by the weapons of war
For, in him,
a Buffaloe would find no butt for his horns,
a Tiger nothing to lay his claws upon,
and a weapon of war no place to admit its point
How is this?
Because there is no room for Death in him.
~Lao Tzu~
Creatures 156
Tainted Angien IVlevel 7 · 2 held
Imperial Aramor Assassinlevel 3 · 2 held
Snowballlevel 1 · 2 held
Rustgold Madhornlevel 5 · 2 held
Angien Sentinel IVlevel 7 · 3 held
Elemental Vlevel 6 · 2 held
Pimped Grasan Huvourerlevel 3 · 2 held
Madhornlevel 5 · 3 held
Aramor Assassinlevel 3
Wind Dragon IIIlevel 6 · 2 held
Master Sharptearlevel 4 · 3 held
Harvey BirdmanDoppelganger, level 4
The most experienced kinds, of 156 creatures in all.
Adepts 23
23 players joined the realm as Zleiphneir’s adepts.
From the Adventure Log
Page 87 · Golemus Wizard quest - sim.
At some point he stoped feeling the fall, everything was dark and he was like floating into nothingness.
The few glims of reason that remained in Simplyzero made him to think about what happend , where he were,
what revenge he had in mind for the Golemus wizard .. but those thoughs soon wanished and a sensation of calm took over.
This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.
