MagicDuel

Dante Falcon

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 3,983of 5,000

287 days in the realm since 23 September 2008 · started in The Original Story Mode

Record

  • Fights148 won · 188 lost
  • Active4% of days · 287 of 6,580
  • Adept ofShemhazaj
  • Player ID93869
Play with Dante Falcon as your mentor

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

Character

Combat stats tap a row for its sources

  • 57.77 initial = 57.77

    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.

  • 36.55 initial = 36.55

    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.

  • 25.45 initial = 25.45

    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.

  • 21.98 initial = 21.98

    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.

  • 33.58 initial = 33.58

    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.

  • 21.92 initial = 21.92

    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.

  • 32.13 initial = 32.13

    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.

  • 33.90 initial = 33.90

    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.

  • 36.13 initial = 36.13

    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 Imagination 70 · Element Principle 41 · Darkness Principle 20 · Principle of Entropy 31

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

My past and future are mysteries even to myself. I have memories of who I am yet I'm not sure whether they are true or merely images created by my mind to protect me from myself. I don't reflect on them as they are only distractions to the moment at hand. There are more pressing matters then what has already occured.

Nothing is known for sure except your own existance. Never be sure of anything else or else you shall limit your mind to what you believe is the truth.

That is what drives me, to learn all that I can while never being sure of anything. As such I wander everywhere in search of thoughts.

Many things are presumed for the sake of learning more. I assume that the things I can see and people I talk to are real though not necessarily taken at face value.



(Best representation of pre-MagicDuel Dante I can find. Will be updated once I can find one that fits better. He doesn't have a black dot on his head)

As for the name Dante Falcon. I am the twelth in the record of my family. All the sons are named Dante, the daughters named Aria. The last name is chosen by us as a coming of age ceremony, always named after a bird of some kind. Many of my family has named themselves after how they acted. The first in our line was Dante Eagle, a knight who served his king with great loyalty, only surpassed by his loyalty to his friends. Other notables in my family include Aria Lark; a singer who knew more poems and stories then any scholar and Dante Vulture; a blacksmith with a silver tongue for selling and gave our family the fortune required to do what we wanted with our lives. This is my family history as my memory recalls it. It's truth is currently assumed to be correct, given a lack of other options.

After assuming my name my memory blanks out. Next thing I know I've awoken in the Paper Cabin, wings grown inexplicably on my back. Despite them though I cannot fly. How I got them and their purpose is still a mystery that warrants more research.



(Again closest I can find. Wings should be more brown and hair should be a darker brown. Will also need to be updated)

I have given a feather from them to Indyra and; upon her placing it in her hair; it began to glow with a pristine white light. The reason behind this is a mystery to us both. This too warrants further investigation.

Gifts I have been given:
A rose of luck gifted to me by Lady Dawn.
Key to room 16 at the Root of the Matter Inn.
A small bottle of phoenix tears from Mya Celestia.

The Synod

 

About us:

We are what we are. Simple yet difficult. When one joins us, nothing changes for them. Almost nothing. They are forced to learn how to share their minds, their very essence with others. Yes, it may be painful for others, but united we stay strong. We shall be a faction, should Lord Mur help us.

The synod is composed of the 13 members of the higher synod, all equal among them. The leader’s only other attribute is the ability to speak for the entire synod. The lower circle is composed of apprentices, those that have just joined and are learning most. The scholars (one for 3 apprentices), the right hands of the higher synod. They teach and supervise apprentices. The judges (one for 5 scholars, at least 3), those that decide whether an apprentice is worthy of graduating or not. And last, but not least, pilgrims: they are apprentices sent on their pilgrimage. There re also outcasts: pilgrims that failed their exams or other banished members.

 

Our rituals:

1.                          First and most important is bonding. In this process, two different persons become one, for a brief moment. Since all synod members share minds, the two that bond are also one with the synod, enabling our faction to grow. This is how we ‘initiate’ new members.

2.                          Second is how we elect the Leader: L’ana R’tath. The Leader has to be member of the higher synod (staff, when we will become a faction). The higher synod members propose one of them for leadership. If the others agree, then he/she is elected leader. If not, another proposition is made. If the higher synod cannot reach an agreement, a member of the lower synod is proposed and all members can vote.

3.                          A leader cannot be normally replaced, but if all other higher synod members believe he/she is not doing their job right anymore, then we turn to our third ritual: Ra’Ka’ali. As I said if all other members agree the leader is no longer fit of his/ her position, he will be replaced immediately. If however, only a few doubt his/her leadership, then we shall turn to our fourth ritual.

4.                          Sha’Ra’thum is the fourth ritual in which the current leader competes with the contestants of his leadership. Further details cannot be revealed to nobody else but members of the Higher Synod.

5.                          Assimilation is a common process in which one of us literally converts a material object into energy, sharing all the information it contains with other members.

6.                          Pilgrimage: is the rite of passage for each of our apprentices. During the pilgrimage, they must learn to survive without the aid of the synod and return to us with something worth our attention.




The Synod's current members (as of Day 5 Year 5)

Higher Synod

1. Gremlin, Guardian Angel, Current leader of the Synod
2. Lady Renata, Mistress of Seduction and Desire
3. Mya Celestia, Empath of the Guardians
4. Flamewarrior, Harbinger of Nature
5. Dante Falcon, Aspiring Scholar
6. Shemhazaj, Wanderer and Seeker of Redemption
7. Adam Icepheonix , Guardian of Tranquility
8.
9. Sharazad, Seeker of Lore and Legends
10. Mysteria Blue, Truthkeeper
11. Darrydabby, (role not decided yet)
12. - on hold-
13.
Lower Circle:
(currently, not recruiting)
Seal of the Synod




A more complete Bio and Family History Personal hate list

Hate is far too pointless.

Creatures 28

  • SoulSoulElemental V, level 6
  • HawkHawkChaos Archer, level 6
  • Dark Archer IIIDark Archer IIIlevel 5
  • Pimped GrasanPimped GrasanPimped Grasan Huvourer, level 3
  • Spirit of MedallionSpirit of MedallionMaster Lorerootian Archer, level 4
  • Elite KnatorElite Knatorlevel 4
  • JokerJokerlevel 1 · 2 held
  • Hollow WarriorHollow Warriorlevel 2
  • Water Guardian IWater Guardian Ilevel 3
  • Dark Archer IIDark Archer IIlevel 4
  • FledglingFledglinglevel 3 · 2 held
  • Animated Tree IAnimated Tree Ilevel 2

The most experienced kinds, of 28 creatures in all.

Adepts 1

1 player joined the realm as Dante Falcon’s adepts.

From the Adventure Log

Page 426 · Tales of The Cube

Everybody stares at the story teller without saying a word. "So they tried to create a giant artificial cube you say.." "But doesn't the cube usually appear around a soul? did they try to create the opposite? Create a soul by creating its cube? That's insane!" "..And why are you telling us this story old man?" The crowd of people starts to mumble louder and louder, getting more agitated.

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