MagicDuel
samon
Generation 2

samon

Necrovion Death Patrol
also Grave Digger · 7 titles held

“Patrols Necrovion wasteland and murders anyone in his path.”

  • 5Mind Power 5of 7 levels
  • CaretakersLands Of The East
  • Honor 119of 5,000

2,734 days in the realm since 13 September 2008 · started in The Original Story Mode

Record

  • Fights7,190 won · 7,139 lost
  • Active41% of days · 2,734 of 6,590
  • Adept ofBlackshade Rider
  • Player ID91545
Play with samon as your mentor

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

Medals 4

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 samon.

Character

Combat stats tap a row for its sources

  • 2.81 initial + 60 territory + 20 alliance = 82.81

    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.

  • 13.78 initial + 25 territory + 2 alliance = 40.78

    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.

  • -8.57 initial = -8.57

    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.

  • -13.85 initial = -13.85

    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.

  • 0.28 initial + 10 alliance = 10.28

    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.

  • 18.58 initial + 20 territory + 10 alliance = 48.58

    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.

  • -50.62 initial = -50.62

    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.

  • 0.19 initial + 50 territory = 50.19

    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.

  • -93.49 initial = -93.49

    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

  • 566.64 initial = 566.64

    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.

  • 74 initial = 74.00

    Your grasp of the map, and of the shortest way across it.

    Touching any of the 25 pillars. Each pillar pays a given traveller once, and never again.

    The action points every move costs you. It comes off the cost, down to a floor of one.

  • 66 initial = 66.00

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 56.8Herbalism 75.5Woodcutting 58.4Waterhandling 58.9Finesse 59.7Excavation 61.4Gardening 59.0Filtering 0.1100
  • Herbalism75.5
  • Excavation61.4
  • Finesse59.7
  • Gardening59.0
  • Waterhandling58.9
  • Woodcutting58.4
  • Mining56.8
  • Filtering0.1

The Leanings are thirteen crafts that pull against each other: what a player practises grows, and what they neglect falls away.

Principles

Element Principle 402.34 · Darkness Principle 3,600.62 · Time Principle 3,921.32 · Principle of Balance 315.45 · Principle of Entropy 4,000

Realm

Caretakers

Lands Of The East

Housing oneness 10%

Armoury

No set pieces worn.

Writings

Comments on self

 

 

Merely a shade of the past, cursed to haunt the lands of Necrovion forever more. Chose death over life. Occasionally borrows a corpse to walk between the living, albeit usually in service of death.

The hated list Personal hate list



I hate hate

I never thought I would ever really hate, but now I'm not certain any more.
I won't hate an other person easily, nor will my anger last forever.

I hate having a grudge.

With time passing by I've started to fear my past.
The fear for my past caused me to fear my future.

I hate fear.



While writing this list my mind slowly gets clouded.
Looking at this list I write down one more thing.

I hate this list



 
 

 

Military ways and beliefs

 

 

Learning about MD history?

The Adventure Log is the most important documentation of old history. You can find a version grouped by chapter here.

Another important source of information is the archives.


If you can't find what you're looking for try looking at the wikia or the forum.

Creatures 44

  • Elemental VElemental Vlevel 6 · 2 held
  • Water Daimon IIIWater Daimon IIIlevel 7 · 2 held
  • Revolted Skill VampireRevolted Skill Vampirelevel 4
  • Chaos ArcherChaos Archerlevel 6
  • Master of PuppetsMaster of Puppetslevel 3
  • Pimped GrasanPimped GrasanPimped Grasan Huvourer, level 3
  • Unholy PopeUnholy Popelevel 3 · 2 held
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3
  • Knator War MasterKnator War Masterlevel 5
  • Angien SentinelAngien Sentinellevel 4
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4 · 2 held
  • Walking TreeWalking Treelevel 5

The most experienced kinds, of 44 creatures in all.

From the Adventure Log

Page 9 · Weaver Gared Chronicler

Fascinated by the current events, Weaver Gared beginns to write a chronicle about them and tries to keep up with all things going on. A great and dangerous adventure awaits him as he will follow the footstepts of those who went on the wizard quest. He hopes that his book will be greatly enjoyed by his friends and fellow players.

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