MagicDuel

zalabar

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 78of 5,000

402 days in the realm since 7 August 2008 · started in The Original Story Mode

Record

  • Fights237 won · 230 lost
  • Active6% of days · 402 of 6,627
  • Adept ofPeace
  • Player ID74308
Play with zalabar as your mentor

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

Character

Combat stats tap a row for its sources

  • 71.98 initial = 71.98

    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.

  • 31.37 initial = 31.37

    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.

  • 15.89 initial = 15.89

    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, draining principles 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.

  • 5.45 initial = 5.45

    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.

  • 23.61 initial = 23.61

    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.

  • 7.69 initial = 7.69

    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.

  • 20.35 initial = 20.35

    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.

  • 16.09 initial = 16.09

    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.

  • 25.57 initial = 25.57

    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 44.20 · Principle of Balance 290.96 · Time Principle 87.29 · Principle of Imagination 234.49

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

A cursed Form? (Note: being updated) Comments on self

There are dark places in history where few tread. Ancient centers of learning, of knowledge. Places embroiled by war, famine, plague, death...

     Once opon a time, there stood a figure, a suit of armor if you will, guilded with bands of silver, tarnished from long exposure to the elements, of flames embroiling it, and of cold weathering it.  The armor stamped with runes and embossed with shapes. The runes of course, enchant the armor with traits lost to time, and like many things that hurdle trough time, smooth over, or are damaged. Now, the woven signs that once coursed through it now flows broken, many enchantemts lost to it's age. 

      Two glowing orbs of bright cyan fire peers forth from a blood-specked shroud that envelopes the hole where the face would be revealed in it's helm. Much can be said for what those twin infernos have seen it's it's long existance, as they dim slightly in rememberance.

It bows.

     From the being itself, seems to flow a cold, freezing aura that rends flesh from bone, and  body from soul. One could almost discern the field of freezing temperature as an allegory to the jaded personality that could hide within the being. Quickly it draws it's sword, lowers it in a salute, and speaks in the voice of those beyond the plane of the living,

"Greetings, And salutations. I am Lormir Salizar Vihn. Knight-Captain of times gone by, Death Lord of a bygone ffliction."

     He, if you could call such an abomination that, sheaths it's sword, and stares intently at nothing, dwelling on much that fills his mind.

_

Log #1

Much can be said, since I've walked the lands. Much can be said, as I have watched history pass by. Old as I am, there will always be one older still. Whether if it be in age itself, in knowledge, suffering, living, what have you.

The same goes for you, dear one.

As I attempt to discern the Transmundane, I learn things that many others have learned before me. And I endeavor to pass them on to others, through teaching, not giving. For the greatest mistake anyone can do, is to pass knowledge onto those whom are not ready for such. Thus, I say to you, be wary of what you teach to other.

_

 To inform any who wishes to engage me in (RP) combat, I shall endeavor to inform you of my weaponry to give you a fair edge in battle.

Runic Greatsword: Skofnung ( Silver-Steel alloyed blade covered in runes of enchantment, such as 'Unbreaking', 'Frozen Touch', 'Drain Endurance', 'Keen Edge'.) Historicly, the blade has been scared in multiple battles, kissed by many wars, and has been impregnated with the Taint from being plunged into the chest of Ailith, whom was a great being corrupted from the Taint of Granos.

Modified hand-held crossbows: Time & Illusion (Treated Ironwood, and Dragon bones make up the materials of the twin weapons. Modified for increased range with specially tensioned draw strings, shocks for increasing precision from any range, and short charging handle for quickly pulling the drawstrings back for increased reloading speed.

Archaic Dagger: Nightwind (Ancient stilleto-style dagger made from the charcoal remains of an ironwood tree that burned down many a millenia ago. Almost unbreakable, only used for ritual usage.

 

Magics:

Poems... quotes... philosophy Personal hate list

Balance is walking the blade,
Looking to the light too long,
to be blinded by it's warmth.
To live in darkness evermore,
and loose the light in your eyes.
Balance is a strenuous thing.

the point of this one is to keep an open heart, and open eyes. don't be blinded to one side, but, to step back and gaze back to the bigger picture, to concentrate on seeing beneath the surface.
___
Even though darkness falls,
Light's last beam truly glows,
swallowed up in shadow.
Remember,
Even in the darkest of times,
we must hold on to hope,

Hope of that as all we know falls,
the Sun shall rise once Forevermore,
Bringing a new day at last,
Wiping the shadows out at last.
___
this is just something I made years ago.
__

Light's Splender
__
"Be careful of charity and kindness, lest you do more harm with open hands than with a clenched fist."
~ Kreia
_

What are we?

I ask you, what are we?

Are we human being?

Or that of something

greater than anything we can imagine?

Are we anything more than our thoughts?

Creatures 12

  • Chaos ArcherChaos Archerlevel 6
  • Elite KnatorElite Knatorlevel 4
  • Water Daimon IWater Daimon Ilevel 5
  • Animated Tree IIIAnimated Tree IIIlevel 4
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4
  • Imperial AramorImperial Aramorlevel 1
  • Unholy PriestUnholy Priestlevel 1 · 2 held
  • Dark ArcherDark Archerlevel 3
  • Heretic Archer IIHeretic Archer IIlevel 2
  • FledglingFledglinglevel 3
  • Elemental IElemental Ilevel 2

The most experienced kinds, of 12 creatures in all.

Adepts 2

2 players joined the realm as zalabar’s adepts.

From the Adventure Log

Page 29 · Golemus Wizard quest - sim.

As he approaches the thick column of smoke he realizes that it stais still, doesn't look like smoke afterall, its more like a huge plant.
Could this be the legendary Deathmarrow root of all evil...but wait!, something is moving behind that rock...
oh a shade, mmm such a good taste, the dark essence of this tiny little thing dripping of his teeth, ... what ...it has bones? ..damn it, its not a shade...
Driven by what is widly known as Necrovion Insanity Syndrome simplizero continues his search for the shades.

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