MagicDuel

thiadmar

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honour 4,556of 5,000

136 days in the realm since 19 September 2008 · started in The Original Story Mode

Record

  • Fights437 won · 834 lost
  • Active2% of days · 136 of 6,603
  • Adept ofRaven
  • Player ID92684
Play with thiadmar as your mentor

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

Character

Combat stats tap a row for its sources

  • 45.43 initial = 45.43

    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.

  • 34.04 initial = 34.04

    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.

  • 23.50 initial = 23.50

    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.

  • 17.06 initial = 17.06

    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.

  • 19.83 initial = 19.83

    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.

  • 4.85 initial = 4.85

    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.

  • 13.29 initial = 13.29

    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.

  • 6.03 initial = 6.03

    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.

  • 22.82 initial = 22.82

    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 121.56 · Principle of Entropy 87.77 · Principle of Cyclicity 144.71 · Principle of Imagination 32.44 · Element Principle 100.38

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

What we want is only a step Comments on self

Computer Addiction

 

Computer addiction has been a growing problem around the world where people have been addicted to computers and can’t seem to stop playing the computer. The worst place affected is Japan with its modern technology and games environment. What the most addictive part of online computer games is the sense of being more powerful than someone else who isn’t so powerful and you are then trying to become more powerful than the people who are more powerful than you. This makes you have to spend a lot of your time on the computer and the possibilities of you being number 1. In the game is very slim.

 

  Some of these online games are like runescape, tanks, travian, territory war and so on. Most people who start to get addicted are 12-13 year olds and as they get older the addiction increases. There is nothing really wrong about being addicted only if you can still do

 

                                          the set work. After you are too addicted

 

    to the computer you start having late nights and don’t sleep well or you don’t do your homework .170 there are also games which are more basic than that and you have a group of people who you need to beat but those people will most likely beat you since its your first time and you will have to work and practice to get better. A tip from most people is that you shouldn’t get addicted to the computer and if they could of chosen they would rather stop.

 

 

 

I am the stand that raven rests on Personal hate list


In the Shadow of the Raven

Once there was just darkness, shade on shadow, black on black.
 Legend tells us, Raven came and waved the darkness back.
Provider and protector, integral to death and birth,
A paradox in midnight black who brought the light to Earth.

In the Shadow of the Raven we all stand:
More than comrades.
More than brothers.
We are Clan.

The Raven is a trickster and a scoundrel, but take care.
His eye is always watching, always winking, always there.
He spreads his wings and gathers us into his dark embrace:
The poets and philosophers; the bold who seek his face.

In the Shadow of the Raven we all rise:
More than seekers.
More than scholars.
We are wise.

The Raven calls to those who love the dark, yet seek the light.
The more our curiosity, the greater his delight.
He knows our deepest sadness, yet he shares laughter too,
And if things get upset, he understands – its what we do.

In the Shadow of the Raven we all soar:
We are power.
We are brilliance.
We are more.

Creatures 11

  • Elemental VElemental Vlevel 6 · 2 held
  • Chaos ArcherChaos Archerlevel 6 · 4 held
  • Leecher of happinessLeecher of happinessWater Daimon II, level 6
  • Ultimate MasterUltimate MasterKnator War Master, level 5
  • Elite KnatorElite Knatorlevel 4 · 2 held
  • RemainsRemainslevel 1

The most experienced kinds, of 11 creatures in all.

Adepts 2

2 players joined the realm as thiadmar’s adepts.

From the Adventure Log

Page 167 · The Shade Ballance - Wod. Br.

Wodin is training hard in the midday heat. Without warning he feels a pull at his
back, and turns into the sun. Shading his eyes he sees the shadow of a figure
disappearing rapidly into the mirage rising from the dusty ground. Glowing in the
shadow's hand is Wodin's dagger, Wodin begins to shake with rage.

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