MagicDuel

Crymage

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

114 days in the realm since 8 August 2008 · started in The Original Story Mode

Record

  • Fights83 won · 83 lost
  • Active2% of days · 114 of 6,626
  • Adept ofBlackThorn
  • Player ID75199
Play with Crymage as your mentor

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

Character

Combat stats tap a row for its sources

  • 10.11 initial = 10.11

    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.

  • 5.13 initial = 5.13

    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.

  • 1.59 initial = 1.59

    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.

  • 0.87 initial = 0.87

    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.

  • 5.27 initial = 5.27

    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.

  • 1.49 initial = 1.49

    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.

  • 4.18 initial = 4.18

    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.

  • 0.06 initial = 0.06

    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.

  • 2.08 initial = 2.08

    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 Syntropy 9.74 · Principle of Entropy 4 · Time Principle 46.75

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Mastering the time, creating the clock Comments on self

Crymage, proud wizard, third of his training class. Actually on investigation over the meaning of \"Time\", with the goal of creating the eternal zodiac clock and thus obtaining the title of \"Clock master\". Anyone knows that the building of a good clock isn\'t that simple. It requires: - a good reference of Time, what\'s a clock without time? - a good knowledge of Syntropy, because the clock predicts the future instant ticks. - the ability to manage Entropy, because it could be destabilizing for the clock\'s movements. - a deep understanding of Cyclicity, base of the flow of the seconds one after another. A note for all the fools who don\'t think \"Time\" and \"Reality\" exist as self-standing and absolute concepts: I\'ll prove to you that your idea is wrong. As anyone who researches over a clock knows, Time and Reality are the base of the existence of all: people, shadows, planes. In fact, what\'s the meaning of building a perfect clock, if the things it measures don\'t exist? As a \"Clock master\", I hate all the unchanging. It could be large stones, bad or good habits, lazyness or even this world himself. I lake what changes with time and in regular ways, like nature, music, life and death cycle and celestial movings. Remember: time in not good nor evil, it\'s only regular, so you could figure out what I may like. -Don\'t waste your time or time will waste you-

The house of clocks Personal hate list

This is my workplace, feel free to enter.

Creatures 16

  • Dark Archer IIDark Archer IIlevel 4 · 2 held
  • Grasan IIGrasan IIlevel 2
  • Elemental IIElemental IIlevel 3
  • Dark ArcherDark Archerlevel 3
  • Hollow WarriorHollow Warriorlevel 2
  • Barren SoulBarren Soullevel 1
  • Heretic ArcherHeretic Archerlevel 1 · 6 held
  • Grasan IGrasan Ilevel 1 · 3 held

The most experienced kinds, of 16 creatures in all.

Adepts 1

1 player joined the realm as Crymage’s adepts.

From the Adventure Log

Page 481 · The Traveler

The white orb starts to move again as if a much needed energy burst sparked its ..life ..again. Unexplaind and not fully understood, the mysterious white orb responded to Peace sacrifice. All this time waiting there floating above the ground, sending its vibration, its message, seeking for the one to complete its process and free the sphere from its closed cycle

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