MagicDuel

Dahc Nosral

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

127 days in the realm since 15 August 2008 · started in The Original Story Mode

Record

  • Fights103 won · 105 lost
  • Active2% of days · 127 of 6,619
  • Adept ofNelyaSetesh
  • Player ID79441
Play with Dahc Nosral as your mentor

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

Character

Combat stats tap a row for its sources

  • 9.10 initial = 9.10

    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.

  • 5.19 initial = 5.19

    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.

  • 3.79 initial = 3.79

    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.

  • 0.65 initial = 0.65

    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.

  • 7.44 initial = 7.44

    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.

  • 0.73 initial = 0.73

    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.

  • 6.81 initial = 6.81

    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.

  • 4.54 initial = 4.54

    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.

  • 6.14 initial = 6.14

    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

Element Principle 19.75 · Darkness Principle 17.73 · Principle of Imagination 18.65 · Time Principle 16.04

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Quotes of wisdom and Comments on self Comments on self

hello i am Dahc nosral but u can call me dahc i am a tall, athletic young man that is likable, charming and cocky. i\'m naturally sarcastic and mocking but i usually have a joke, a smile on my face and a tail to tell. i aint above chasing young ladies, drinking and finding trouble, but i can be quite serious when the situation requires it. In combat a ruthless dark side emerges, perhaps the results of being pressed in to military service at a much to young age. There i began my training as a rank and file infantry soldier brandishing a polearm in formation. The disciplined conflicted with my nature and i was all to happy to escape the life of a soldier for the travels of a mercenary hired to protect caravans. My brave and bold nature makes me eager and ready for adventuring.
and im ready to fight (if i have to for loreroot)

To be satisfied with a little, is the greatest wisdom; and he that increaseth his riches, increaseth his cares; but a contented mind is a hidden treasure, and trouble findeth it not.


A prudent question is one-half of wisdom.


A man begins cutting his wisdom teeth the first time he bites off more than he can chew.


In seeking wisdom thou art wise; in imagining that thou hast attained it - thou art a fool.


By three methods we may learn wisdom: First, by reflection, which is noblest; Second, by imitation, which is easiest; and third by experience, which is the bitterest.


Common sense in an uncommon degree is what the world calls wisdom.


There is a wisdom of the head, and a wisdom of the heart.


The wisdom of the wise and the experience of the ages are perpetuated by quotations.


The doors of wisdom are never shut.


Wisdom stands at the turn in the road and calls upon us publicly, but we consider it false and despise its adherents.


The young man knows the rules, but the old man knows the exceptions.


Every man is a damn fool for at least five minutes every day; wisdom consists in not exceeding the limit.


He dares to be a fool, and that is the first step in the direction of wisdom.


It is astonishing with how little wisdom mankind can be governed, when that little wisdom is its own.


Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.


Some folks are wise and some are otherwise.


The only true wisdom is in knowing you know nothing.


Wisdom is knowing what to do next; virtue is doing it.


It requires wisdom to understand wisdom: the music is nothing if the audience is deaf.


To conquer fear is the beginning of wisdom.


Wisdom is the quality that keeps you from getting into situations where you need it.


Wisdom is the reward you get for a lifetime of listening when you\'d have preferred to talk.

some hard riddles have fun 8 ) Personal hate list

1.How many times can you subtract the number 5 from 25?

2.Two convicts are locked in a cell. There is an unbarred window high up in the cell. No matter if they stand on the bed or one on top of the other they can\'t reach the window to escape. They then decide to tunnel out. However, they give up with the tunnelling because it will take too long. Finally one of the convicts figures out how to escape from the cell. What is his plan?

3.If you like pretty gems that sparkle and shine, I invite you to dig in my virtual mine. My first is purple, fit for a king, My second is green where Dorothy did her thing. My third is red, July\'s birthstone as well, My fourth is seen in strings and is found inside a shell. My fifth is hard, pure Carbon and expensive to buy, My sixth is Crocodolite, striped like the big cat\'s eye. Seventh is two words, a man-made fake of April\'s stone, Eighth is very dark and found at Lightning Ridge alone. Now take from each gem, one letter in its turn, And you will find the stuff for which even the god\'s yearn.

4.A long, long time ago - before airplanes were invented, a suspension bridge was being built to span the gorge near Niagara Falls. However, there was no way a boat could carry the necessary suspension cables across the violent water, and the bridge could not be built until the cables spanned the river. In desperation, the builders staged a contest, open to the public, as a way to solve their problem. The contest was won by a young boy. Soon afterwards, the cables spanned the water. What countries did they stage the contest? What was the contest and how did it solve the problem?

5. King Tut died 120 years after King Eros was born. Their combined ages when they died was 100 years. King Eros died in the year 40 B.C. In what year was King Tut born?

6. I am sometimes strong and sometimes weak, But I am nobody’s fool. For there is no language that I can’t speak, Though I never went to school.

7.Steve, a party magician, is carrying three pieces of gold each piece weighing one kilogram. On the way to a session he comes to a bridge which has a sign posted saying the bridge could hold only a maximum of 80 kilograms. Steve weighs 78 kilograms and the gold weighs three kilograms. He reads the sign and still safely crossed the bridge with all the gold. How did he manage this?

8. here u have 11 sticks without taking any of them a way how do u get nine                                                          

Creatures 15

  • Dark Archer IIIDark Archer IIIlevel 5 · 2 held
  • Aramor AssassinAramor Assassinlevel 3 · 2 held
  • Elemental IIElemental IIlevel 3
  • Heretic ArcherHeretic Archerlevel 1 · 9 held
  • Heretic Archer IIHeretic Archer IIlevel 2

The most experienced kinds, of 15 creatures in all.

Adepts 2

2 players joined the realm as Dahc Nosral’s adepts.

From the Adventure Log

Page 133 · The Shade Ballance - Alc.

As the storm clears, Alche steps from his shelter and continues his journey. Arriving at the foot of a bridge, he can see no further than his feet in the fog and has no idea how deep the ravine goes. In the distance, above the clouds of fog, he can see a towering mountain and a pyramid floating majestically above it. The anxiety closes his throat while his soul opens to the possibilities that lie ahead, reaching for the answers it desires. “One step at a time…”

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