MagicDuel
Dark Demon
Generation 30

Dark Demon

Demon of the Labyrinth

“Haunts the secret corridors of the Labyrinth and plays with the fate of those that get lost in that mysterious place. He could be your guide or your curse.”

  • 5Mind Power 5of 7 levels
  • The Labyrinthno alliance
  • Honor 4,954of 5,000

2,290 days in the realm since 4 July 2012 · started in The Original Story Mode

Record

  • Fights5,257 won · 5,508 lost
  • Active44% of days · 2,290 of 5,199
  • Adept ofChewett
  • Player ID241314
Play with Dark Demon as your mentor

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

Medals 5

Medals are earned through hard work and given one player at a time, sometimes with a ceremony. Together with titles, they are what the realm holds as true about Dark Demon.

Character

Combat stats tap a row for its sources

  • 1,187.98 initial = 1,187.98

    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.

  • 720.30 initial + 100 territory = 820.30

    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.

  • 316.55 initial = 316.55

    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.

  • 216.94 initial = 216.94

    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.

  • 428.39 initial = 428.39

    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.

  • 52.20 initial + 50 territory = 102.20

    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.

  • 397.07 initial = 397.07

    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.

  • 313.54 initial + 20 territory = 333.54

    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.

  • 665.92 initial + 50 territory = 715.92

    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

  • 709.14 initial = 709.14

    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.

  • 31 initial = 31.00

    Your grasp of the map, and of the shortest way across it.

    Touching any of the 25 pillars. Each pillar pays a given traveller once, and never again.

    The action points every move costs you. It comes off the cost, down to a floor of one.

  • 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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingHerbalism 11.0Woodcutting 26.8Waterhandling 7.2Finesse 7.9Filtering 9.0Experimentalism 8.0100
  • Woodcutting26.8
  • Herbalism11.0
  • Filtering9.0
  • Experimentalism8.0
  • Finesse7.9
  • Waterhandling7.2

The Leanings are thirteen crafts that pull against each other: what a player practises grows, and what they neglect falls away.

Principles

Darkness Principle 4,000 · Element Principle 4,000 · Principle of Light 4,000 · Time Principle 4,000 · Principle of Balance 4,000

Realm

The Labyrinth

No alliance

Armoury

No set pieces worn.

Writings

Comments on self


Wishlist:
1) Death's Bane (revive item; I think I know enough about death and life after dying 7 times...)
2) Wish #1^


I am not who you think I am.
My purposes are those of no other.
My ways are bound only to me.
I can be whoever I want to be.
You cannot force me to do anything.
I use Darkness and Light unlike anyone else.
I think differently.
I am very hard to truly understand.


I do not yet know myself what I really am.
But I'm surviving.

Lets find out together, maybe?




"Hate Page?" Personal hate list



A few things I've learned in MD:

1) Most people aren't worth changing for
2) First impression is always the last impression
3) Partiality exists almost everywhere
4) Success lies in sucking up to very old people
5) Nobody has any real power
6) The list goes on... but there is no point is there?

My Code Military ways and beliefs


Part demon...
Part human...
One with the shadows...

One with the Void...
Weaving darkness to his will...
Twisting light from its natural flow...
Maintaining order...
And from it causing chaos...
Keeping the balance...
Learning from it...
Blindly following his instincts...
Walking alone...

Creatures 33

  • Angien Sentinel IVAngien Sentinel IVlevel 7 · 3 held
  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • Lost ElementalLost ElementalElemental V, level 6
  • Lost Chaos BloodpactLost Chaos BloodpactBloodPact Chaos Archer, level 6
  • Master of Lost SoulsMaster of Lost SoulsMaster of Puppets, level 3
  • Majestic WinderwildMajestic Winderwildlevel 6 · 4 held
  • Lost SoulweaverLost SoulweaverSoulweaver, level 1
  • Lost ReindrachLost ReindrachTamed Reindrach, level 5
  • SnowballSnowballlevel 1
  • Unholy PopeUnholy Popelevel 3 · 2 held
  • Lost SoulLost SoulRevolted Skill Vampire, level 4
  • Reanimated RootsReanimated Rootslevel 5 · 2 held

The most experienced kinds, of 33 creatures in all.

Adepts 3

3 players joined the realm as Dark Demon’s adepts.

From the Adventure Log

Page 81 · Golemus Wizard quest - Ak.

Akasha thinks of all clues she has about the Book of Principles. 6 papers that look like pages of a notebook,
the fact that the book is protected by the principles in a hard to describe way and she has a strong
feeling that the book itself should be somewhere at the huge floating pyramid burning in the sky.
Suddenly shy has an ideea, she starts getting all the rocks she can so that she can climb as close
to the floating pyramid as possible, not to reach it , but to bring the papers close to the fire....

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