MagicDuel

Alwin

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 4,989of 5,000

102 days in the realm since 20 February 2009 · started in The Original Story Mode

Record

  • Fights610 won · 884 lost
  • Active2% of days · 102 of 6,430
  • Adept ofCryxus
  • Player ID136186
Play with Alwin as your mentor

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

Character

Combat stats tap a row for its sources

  • 87.09 initial = 87.09

    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.

  • 56.78 initial = 56.78

    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.

  • 14.03 initial = 14.03

    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.

  • 9.71 initial = 9.71

    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.

  • 20.32 initial = 20.32

    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.

  • 3.33 initial = 3.33

    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.

  • 20.31 initial = 20.31

    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 initial = 16.00

    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.

  • 24.38 initial = 24.38

    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 Balance 70.67 · Principle of Entropy 69.44 · Principle of Syntropy 56.51 · Principle of Cyclicity 100.92

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

 

These are the thoughts of men in all ages and lands, they are not original with me,

If they are not yours as much as mine they are nothing or next to nothing.

If the do not enclose everything they are next to nothing.

If they are not the riddle and the untying of the riddle they are nothing.

If they are not just as close as they are distant they are nothing.

 

And what refers to certainty,

there was no man and there will not be

That had it about gods or any other case

And even if accidentally did he judge accurately, never 

Will he be conscious himself, as delusion affects everyone.

 

Where lies the final harbor, whence we unmoor no more? In what rapt ether sails the world, of which the weariest will never weary? Where is the foundling's father hidden? Our souls are like those orphans whose unwedded mothers die in bearing them: the secret of our paternity lies in their grave, and we must there to learn it.

 

For all your days prepare, and met them ever alike; when you are the anvil, bear, when you are the hammer, strike.

Personal hate list

 Basic Training Rules in Golden Globe Gazeebo interior:

-keep role playing to a bare minimum as it makes it hard to talk and get things across with all that's going on.
-standard def should be 1 fully healed non damaging creature.
-wins are NON DAMAGE ONLY, this rule DOES apply to idle players too.
-NO healing! except at mp5, just like damage it must be agreed upon by the defender.
(exception: if all creatures in your ritual have at least full health and some additional % praypower, using healers is allowed since they wont really heal VE)
-pay attention to chat announcements
-If you break a rit let everyone know as soon as you realize it.

if necessary MR's will enforce these rules
repeated violaters will be banished in a dream

Military ways and beliefs

 

Creatures 22

  • Water Daimon IIWater Daimon IIlevel 6 · 2 held
  • Day DreamerDay Dreamerlevel 2
  • Elemental VElemental Vlevel 6 · 2 held
  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • Grasan HuvourerGrasan Huvourerlevel 3 · 4 held
  • Knator War MasterKnator War Masterlevel 5 · 2 held
  • Full-grown WinderwildFull-grown Winderwildlevel 5
  • Majestic WinderwildMajestic Winderwildlevel 6 · 4 held
  • Dark ArcherDark Archerlevel 3 · 3 held
  • DrzewiecDrzewiecWalking Tree, level 5

The most experienced kinds, of 22 creatures in all.

Adepts 1

1 player joined the realm as Alwin’s adepts.

From the Adventure Log

Page 329 · The Inner Sun - Noo.

No One squeezes his eyes shut and screams until his throat is raw. He opens his eyes to find he is alone. He tries to walk, but stumbles instead, dust pouring from his mouth. He breaks into a run but the shadows persist in their cruel game. Twisted shapes curl around him trying to consume his very soul. No One cries out in terror and panic, though none can hear him.

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