MagicDuel

DarkHawk

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 4,992of 5,000

205 days in the realm since 20 July 2009 · started in The Original Story Mode

Record

  • Fights279 won · 474 lost
  • Active3% of days · 205 of 6,279
  • Adept ofJester
  • Player ID162378
Play with DarkHawk as your mentor

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

Character

Combat stats tap a row for its sources

  • 95.91 initial = 95.91

    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.

  • 26 initial = 26.00

    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.

  • 59.11 initial = 59.11

    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.

  • 10.51 initial = 10.51

    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.

  • 20.18 initial = 20.18

    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.

  • 15.17 initial = 15.17

    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.

  • 20.56 initial = 20.56

    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.

  • 14.32 initial = 14.32

    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.

  • 27.56 initial = 27.56

    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

Transposition Principle 380.53 · Principle of Syntropy 207.24 · Element Principle 202.55 · Darkness Principle 80.76

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

DarkHawk Comments on self


Darkhawk is a fictional comic book superhero who first appeared in his own self-titled series, Darkhawk #1 (March 1991). He was created by writer and then Marvel editor-in-chief Tom De Falco, and artist Mike Manley.

Powers and abilities

The Darkhawk body has enhanced physical abilities, including strength, agility and reflexes, powered by the extraterrestrial amulet he wears. The retractable glider wings under his arms allow him to glide on air currents, and he can also fly at speeds that let him fly from New York to California in only a matter of hours. Even major injuries to his Darkhawk body can be repaired by switching back to his human form; his Darkhawk body teleports back to its holding space on the Darkhawk ship in Null Space, where it can be repaired almost instantly. As the Darkhawk body is no longer separate from Chris and does not teleport to Null Space when not in use, it is questionable whether it can be repaired as quickly as it once was.

Darkhawk can project energy from the amulet in his chest as a focal point, either as concussive force blasts, or as a circular energy shield; (Chris referred to his force blasts as "darkforce blasts," until he encountered the actual  Darkforce Dimension in New Warriors). Darkhawk also has telescopic and infra-red vision, and a grappling hook claw-cable on his right arm shaped like a claw.

In his human form, Chris Powell has no superhuman abilities, though he has taken some karate and kendo classes.

For a time, Darkhawk was upgraded to a new body design, which gave him greatly enhanced powers. His amulet could project force bubbles in various shapes and he could combine his force fields and force blasts into a giant, hawk-shaped construct around his body. He could fire heat beams from his eyes, be healed by generating an energy pod around his body, and had a single extendable claw on each wrist. He could also mentally communicate with the Darkhawk ship, and could teleport weapons from the ship when he was on Earth. At one point, he was outfitted with additional body armor on top of his android body.

In this body, he was separated from Chris Powell, and also retained Chris' memories. The two were later merged into one being in the final issue of the Darkhawk series, so that Chris could turn into Darkhawk on command. The Darkhawk android body no longer existed and the two separate entities became one.

At some point after the cancellation of his own series, Darkhawk reverted to his original form under unrevealed circumstances, although he can still summon his second armored form.

His appearance in War of Kings is somewhat more reminiscent of his second costume, and he demonstrates a heretofore unrealized ability to reconfigure the armor into a second form equipped with heavier artillery, and with bulkier body armor.

Darkhawk has two major weaknesses though. If the continuity is basing itself on his first costume, then if his amulet is separated from his body in Darkhawk mode then he will perish after the energy housed in his android form is completely released. His second weakness is that his body is capable of being hacked by technological means.


Creatures 14

  • Water Daimon IIIWater Daimon IIIlevel 7 · 2 held
  • Walking TreeWalking Treelevel 5 · 3 held
  • BloodPact Dark Archer IIBloodPact Dark Archer IIlevel 4
  • Dark Archer IIIDark Archer IIIlevel 5 · 2 held
  • Grasan HuvourerGrasan Huvourerlevel 3 · 2 held
  • Tormented Soul IITormented Soul IIlevel 2
  • Animated Tree IAnimated Tree Ilevel 2 · 3 held

The most experienced kinds, of 14 creatures in all.

From the Adventure Log

Page 50 · Golemus Wizard quest - sim.

Exhausted by the fight, simplyzero departs the DeathMarrow capital. In his eyes the place burns in flames depleted of all life forms .. wich might not be so far from the truth actualy. His steps are heavier and he's eyes are weakening as he approaches once more the Vale of Oblivion on his way back.

This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.

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