MagicDuel

AbsintheDragonfly

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 411of 5,000

66 days in the realm since 25 October 2009 · started in The Original Story Mode

Record

  • Fights208 won · 172 lost
  • Active1% of days · 66 of 6,183
  • Adept ofWindy
  • Player ID175891
Play with AbsintheDragonfly as your mentor

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

Character

Combat stats tap a row for its sources

  • 28.58 initial = 28.58

    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.

  • 23.37 initial = 23.37

    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.

  • 15.50 initial = 15.50

    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, 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.

  • 11.75 initial = 11.75

    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.

  • 18.96 initial = 18.96

    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.

  • 6.88 initial = 6.88

    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.

  • 12.22 initial = 12.22

    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.

  • 5.65 initial = 5.65

    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.

  • 13.95 initial = 13.95

    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 Cyclicity 119.37 · Principle of Balance 107.69 · Transposition Principle 103.87 · Principle of Entropy 81.37

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Absinthe Dragonfly Comments on self

Up the Marble Stair Looking For La Fee Verte...


“Let me be mad…
mad with the madness
of Absinthe, the wildest, most
luxurious madness in the world.”

Marie Corelli



  
Rimbaud's Poison

The emerald hour--
when the poet's pain is soothed
by a liquid jewel
held in the sacred chalice,
upon which rests
the pierced spoon,
the crystal sweetness--
Icy streams trickle down.
The darkest forest
melts into an open meadow
as waves of green seduce.
Sanity surrendered--
the soul spirals toward
the murky depths,
wherein lies
the beautiful madness--
Absinthe.

Peggy Amond
Copyrighted 2001
 
 


Absinthia Taetra
Green changed to white, emerald to opal; nothing was changed.
The man let the water trickle gently into his glass,
and as the green clouded, a mist fell from his mind.

Then he drank opaline.

Memories and terrors beset him.
The past tore after him like a panther and
through the blackness of the present he saw
the luminous tiger eyes of the things to be.

But he drank opaline.

And that obscure night of the soul, and the valley of humiliation,
through which he stumbled, were forgotten.
He saw blue vistas of undiscovered countries,
high prospects and a quiet, caressing sea.
The past shed its perfume over him,
today held his hand as if it were a little child,
and tomorrow shone like a white star: nothing was changed.

He drank opaline.

The man had known the obscure night of the soul,
and lay even now in the valley of humiliation;
and the tiger menace of the things to be was red in the skies.
But for a little while he had forgotten.
Green changed to white, emerald to opal; nothing was changed.

~ Ernest Dowson



“For me, my glory is but a humble ephemeral absinthe.”
~Paul Verlaine”



“Absinthe has a wonderful color, green. A glass of absinthe is as poetical as anything in the world. What difference is there between a glass of absinthe and a sunset?”
~Oscar Wilde”



“After the first glass, you see things as you wish they were.
After the second, you see things as they are not.
Finally, you see things as they really are,
which is the most horrible thing in the world.”

Oscar Wilde



“Ah! the Green Goddess! What is the fascination that makes her so adorable and so terrible?" - Aleister Crowley

Creatures 10

  • Grasan IIGrasan IIlevel 2
  • Elemental IVElemental IVlevel 5
  • Tormented Soul IITormented Soul IIlevel 2
  • Adult KnatorAdult Knatorlevel 3
  • Elite Lorerootian ArcherElite Lorerootian Archerlevel 3
  • Dark ArcherDark Archerlevel 3
  • Animated Tree IAnimated Tree Ilevel 2
  • Water Guardian IWater Guardian Ilevel 3
  • Imperial AramorImperial Aramorlevel 1
  • Aramor WarriorAramor Warriorlevel 2

Adepts 1

1 player joined the realm as AbsintheDragonfly’s adepts.

From the Adventure Log

Page 42 · Golemus Wizard quest - ST. Mo.

STF turns towards the crowd behind him waving like a fresh ellected president and does the banana dance, on BOTH legs.
.Morpheus. shouts: "HEY! what do you think you're doing!?" ..crowd dissapears and STF
looks in the ground before Morpheus like a guilty child, waiting for his reaction...the answer might be wrong afterall

This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.

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