MagicDuel

DarkElfMage

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 2,315of 5,000

298 days in the realm since 28 June 2008 · started in The Original Story Mode

Record

  • Fights620 won · 609 lost
  • Active4% of days · 298 of 6,666
  • Adept ofMasterB
  • Player ID57019
Play with DarkElfMage as your mentor

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

Character

Combat stats tap a row for its sources

  • 211.65 initial = 211.65

    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.

  • 131.38 initial = 131.38

    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.

  • 56.52 initial = 56.52

    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.

  • 39.58 initial = 39.58

    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.

  • 50.19 initial = 50.19

    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.

  • 15.77 initial = 15.77

    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.

  • 46.11 initial = 46.11

    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.

  • 31.18 initial = 31.18

    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.

  • 50.03 initial = 50.03

    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 354.81 · Principle of Light 468.77 · Darkness Principle 29.03 · Principle of Imagination 334.75 · Element Principle 61.68

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Things I have experienced... Comments on self

Things I have experienced... 

-Teleported with .SimplyZero. to a location and having him steal my Vital Energy

-*Raven47* cast a spell on me to speak in animal tongue

-Learned a magic spell to which has come in handy once and a while.

-I have seen the lands of Loreroot, Marind Bell, No Man's Land, Golemus Golemicarum, and Necrovion.

-Found/won some spell docs.

-The loss of a good friend to the dark side.

Odds and Ends... Personal hate list

 

MY STORY:

CHAPTER I

I was born in a distant land very far from Magic Duel. If one could relate it to anything, I would say it looks like the lands of Loreroot but the forests were smaller there and spread out in bunches. No humans or other races lived in this area. I lived with my family there until my teenage years when a foul plague was brought upon us. A group of unknown Riders sweeped through our town using magic that I\'ve never seen before. I stood there in awe and dismay watching the world I grew up in burn to the ground. A group of us were escorted into the inner chambers of the Library of Magic, which was normally restricted. Eledorne, our town Librarian and Magic Keeper was frantically flipping through pages as the Riders were breaking down the door to the Library. Eledorne casted a massive teleportation spell in attempts to get a group of us into another alley town in hopes to alarm them. An arrow found it\'s way through the door and hit our Magic Keeper, piercing his arm in mid-cast. The next thing I saw was a searing bright light followed by vague outlines of what looked to be a small interior cabin made of...paper?....what? . In my last moments before I passed out, at that point I knew only one thing...the spell went horribly wrong...

CHAPTER II

I awoke from a dream, or at least that is what I thought. I opened my eyes after rubbing them to find that I was still living it.

========================================================================

MY SPELLBOOK:

My spellbook has many magical things about it...

-It floats behind me visible or invisible.

-You not only need a physical key to open it but the book senses its master and knows who to open for.

-The book has an ability to shield its master when attacked. ==========================================================

Military ways and beliefs

You must always attack from behind! ;)

Creatures 17

  • Elemental VElemental Vlevel 6
  • Master of PuppetsMaster of Puppetslevel 3
  • Water Daimon IIIWater Daimon IIIlevel 7 · 2 held
  • Majestic WinderwildMajestic Winderwildlevel 6
  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • Grasan HuvourerGrasan Huvourerlevel 3 · 3 held
  • Bad Ass ClausBad Ass ClausSanta II, level 2
  • Knator War MasterKnator War Masterlevel 5 · 2 held
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4
  • Walking TreeWalking Treelevel 5
  • Toxicodendrite SeedToxicodendrite Seedlevel 1 · 2 held

The most experienced kinds, of 17 creatures in all.

Adepts 7

7 players joined the realm as DarkElfMage’s adepts.

From the Adventure Log

Page 74 · SmartAlekRJ's Lost Dragon

As the masacration continues, SmartAlekrj looks terrified at the horrible show. Several hours pass untill the tiny people completly desintegrate the massive beast, and as nothing happend moments ago, they resume their daily rutine. A small group comes to clean the remaining bones that form a huge scheletton where not long ago a mighty dragon stood.

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