MagicDuel

Blue Banana

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 4,386of 5,000

55 days in the realm since 12 March 2009 · started in The Original Story Mode

Record

  • Fights1,166 won · 1,138 lost
  • Active1% of days · 55 of 6,410
  • Adept ofMRV
  • Player ID140092
Play with Blue Banana as your mentor

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

Character

Combat stats tap a row for its sources

  • 16.92 initial = 16.92

    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.

  • 29.36 initial = 29.36

    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.

  • 33.38 initial = 33.38

    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.

  • 5.67 initial = 5.67

    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.

  • 4.54 initial = 4.54

    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.

  • 3.11 initial = 3.11

    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.

  • 4.31 initial = 4.31

    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.

  • 5.91 initial = 5.91

    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.

  • 10.37 initial = 10.37

    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 25.98 · Principle of Balance 19.45 · Element Principle 42.28

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self




Have a banana.
Don't worry, blue tastes better.

Bananas don't hate so here's some banana jokes Personal hate list

Two young friends were walking along the beach discussing girls ...
"Ah, I don't know." complained Randall, "Girls just don't seem to be attracted to me."
"What d'ya mean?" asked Phil.
"Sure, there's a lot a really cute girls here." Randall explained "But they don't even give me a second look."
And Phil was struck with an idea. "We can fix that!" he rejoiced. "Just take a Banana and put it in your pants."
"A Banana?" Randall was stunned.
"Sure." Phil chided. "Girls will go crazy for you."
So Randall returned the next day with a Banana in his pants. But to his dismay, the girls noticed all right, but laughed uncontrollably. He felt humiliated. They were laughing so much that none of them could take the time to explain to him what they were laughing about.
Randall quickly hustled over to Phil's place to protest about what he felt was a joke played on him, recounting how every body on the beach, girls and guys both, laughed at him.
And Phil finally asked "Did you put the Banana in your pants?"
"Just look," Randall pointed out, turning around to show the Banana's bulge smack in the middle of the back of his pants.



A man and his wife had boarded the train going west from Ontario to Vancouver, Canada. It would be a long ride and they had brought with them some crackers, some fruit and bottled water and sodas to eat and drink during the journey. Just before the train entered one of the tunnels encountered during passage through the Rockies, they had each fetched out a Banana and had started to peel them. The man had just swallowed down some of his Banana as the train entered the tunnel. Suddenly, in the dark, the man shouted wildly, cautioning his wife "Millie, don't eat that Banana!"
"Why not Howard?" she asked calmly.
"I just took one bite and I've gone blind!"



Bert: "Hey, you've got a Banana in your ear!"
Ernie: "What?"
Bert: "I said, YOU'VE GOT A BANANA IN YOUR EAR!"
Ernie: "What? I can't hear you; I've got a Banana in my ear!"



Banana Sayings:
  • Old Bananas never die; they just rot away.
  • Too many Bananas spoil the bunch.
  • Time flies like an arrow, but fruit flies like a Banana.



Q: How did the Mother Banana spoil the Baby Banana?
A: She left him out in the sun too long.

Q: Did you hear about the unlucky man who bought some bananas?
A: They were empty.

Q: What is yellow on the inside and green on the outside ?
A: A banana dressed up as a cucumber !

Q: What’s yellow and flashes?
A: A banana with a loose connection.

Q: What would you call two banana skins?
A: A pair of slippers.

Q: What was the highlight of the banana gymnast's performance?
A: A banana split.

Q: What do you call a banana sunburn?
A: A banana peel.

Q: Why was Anna not allowed to visit her King in his jungle kingdom?
A: He had the guards ban-anna from the castle.

Q: What was the name of the greatest Banana Soccer player?
A: Peele.

Q: Why couldn't the police catch the Banana?
A: The Banana Split

Q: Why don't bananas snore?
A: Because they don't want to wake up the rest of the bunch.

Q: Why did the banana go to the doctor's office?
A: He wasn't peeling well.

Q: What do you call the Banana that gets all the girls?
A: A Banana Smoothie



If you know any more banana jokes please send them to me and I'll add them here

Creatures 16

  • Elemental IVElemental IVlevel 5
  • Dark Archer IIDark Archer IIlevel 4
  • Grasan IIGrasan IIlevel 2 · 2 held
  • Dark ArcherDark Archerlevel 3
  • Water Guardian IIWater Guardian IIlevel 4
  • Animated Tree IIAnimated Tree IIlevel 3
  • Heretic Archer IIHeretic Archer IIlevel 2 · 6 held
  • FledglingFledglinglevel 3 · 2 held
  • Imperial AramorImperial Aramorlevel 1

The most experienced kinds, of 16 creatures in all.

From the Adventure Log

Page 53 · SmartAlekRJ's Lost Dragon

Almost feeling like he is dreaming SmartAlekRJ runs throu the tunnles back to the library searching for a quite place where he can think of what just happened.

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