MagicDuel

Dark Trial

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

158 days in the realm since 27 December 2008 · started in The Original Story Mode

Record

  • Fights316 won · 403 lost
  • Active2% of days · 158 of 6,484
  • Adept ofGargant
  • Player ID124113
Play with Dark Trial as your mentor

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

Medals 1

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 Trial.

Character

Combat stats tap a row for its sources

  • 122.59 initial = 122.59

    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.

  • 53.50 initial = 53.50

    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.

  • 26.35 initial = 26.35

    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.

  • 17.04 initial = 17.04

    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.

  • 33.85 initial = 33.85

    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.

  • 14.52 initial = 14.52

    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.

  • 30.56 initial = 30.56

    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.

  • 22.36 initial = 22.36

    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.

  • 38.43 initial = 38.43

    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 Syntropy 312.08 · Transposition Principle 255.59 · Principle of Cyclicity 161.88 · Principle of Imagination 148

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Journal Comments on self

Across the table from you sits a woman whose age is difficult to discern.  Perhaps she is in her late 20’s.    She is small in stature, curvy, but quick and extremely graceful.  Her movements almost seem choreographed and calculated, but that must be your imagination.  Your new friend, smiles warmly and her blue-grey eyes are friendly and open. 

You know that she has few possessions and is new to your homeland, but you are too polite to bring up the question of her happiness and optimism.  Instead you say “Tell me where you came from, Catherine,” and lean forward eagerly.   Before she begins her tale, Catherine frowns slightly and grabs at her unruly, dark brown hair, blowing at a curl that has fallen onto her face.  Her eyes turn a bit sad before they grow distant, cold and filled with dark knowledge.

The Chocolate Loving Paradise of Darkesia is a nation-a nation in a universe far from this place- a universe in decay and on the brink of death.  Darkesia is home to men and women of great political savvy, deep, often secret, knowledge and many dark but necessary skills.  Some citizens gain the fame of heroes among other nations, while a few gain infamy and well earned fear. 

The Darkesian people are skilled chocolatiers, building entire cities of the rich confection and are known to launch into civil wars over closely held recipes.  Being a nation filled with diplomats, assassins and spies, those civil wars are seldom large, military affairs, but rather they are wars of words, back room political maneuvering and the occasional “accidental death.”  The most popular toast in Darkesian pubs and bistros is “May there be Peace or the swift hand of an assassin.” Darkesians do not relish war; rather they do what they must to aid outside nations to find peace at any cost. 

“We do what we must, “she whispers.  

Then she brightly laughs and her warm smile returns.

My world was dying. Now I am here.  I have nothing, yes.  But that means I don’t have duty and expectations of my behavior either. I can be what or whoever I am able to become here. 

My loved ones and home are vanished beyond my reach.  Therefore my constant fear for their safety is vanished.  My colleagues are beyond my aid and consultation.  Therefore I have no obligation to seek out duties and guilds in association with them.  If I wish to be a cook, rather than an assassin, I may.

In this place, I am free.

She raises her glass with a grin and when you join her she joyfully says “TO FREEDOM!”

 


 

The Story of My Homeland, that you might better understand my ways.

Many, many years ago there was a land beset by tribal warfare.  The land was brought to peace with a strong conquering hand.  It united the land under one banner and one, all consuming, religious fervor.  The land named itself after its beloved conqueror and bound itself together in love and servitude to its new god.

After several generations the powerful priest class became corrupt and demanded more and more abject servitude from the people.  They insisted that purity can only be gained by showing one’s love to their god.  Of course, they said the way to show that love was to serve them, the priests of the religion.  They jailed and executed any who did not fall to their knees in the presence of the priests.

These priests were lead by the most insane of them all.  A direct descendant of the original conquer, he wore his family name as a crown.  This wretch believed all but his god to be beneath him and forced even the arrogant priests to press their faces to the floor in his presence.

One night the wretch woke from a dream convinced that the lands needed cleansed of all impurity. And in his insane mind that meant death to any who did not serve his immediate and personal needs.  He believed himself to be the only creature close enough to his god to deserve life.

The next morning as the obedient, blind people pressed their servile faces to the dirt at morning prayers, the wretch released a terrible weapon upon the lands, killing most of the population outright.  The wretch, seeing what he had done became concerned for his own life and escaped with a few priests into a neighboring land.

The few survivors of this terrible act were mostly those who had been imprisoned for being disobedient and the large protected family network of the same wretched priest.  As the survivors emerged, the family vowed to hunt and destroy their patriarch for the crime he had committed.  Eventually, this family became successful in their task, redeeming the honor of the name.

The society did survive, though in an extremely altered state.  But that is a tale for another time.


Thus the name Darkesia - my family name- became praised and then cursed.

 

 One Free heal token - Gargant

Endless Cookie tin - Gargant

I enjoy

     (\/)
 ,,(o.O),,
(______)
 ^^^^^^

Personal hate list

Hate is a dangerous thing to embrace. 
I do not hate even my most avid opponents.

I have, on occasion, instinctively slaughtered some poor soul who did not appreciate the heavenly properties of chocolate, but there was no hatred in my action.




One Free heal token - Gargant


THE SISTERHOOD

The following are not to be taken seriously.

1. Ye must be able to wear a dress without tripping.

 2. Thy hair must touch thy waist or lower. (Does that make sense, Lucius?)

 3. Ye must be able to sword fight with one hand and hold your dress up with the other.

4. Ye must be able to tell when a man is lying.

5. Ye must be able to smell a bargain a mile away.

6. Ye must conduct yourself in a courtly manner...when needed.

7. Ye must be able to fight 10 times in a row...and still smell like a rose.

8. Ye must be able to fight and not smudge thy lipstick.

 9. Ye must be a hellion behind closed doors and a conduct thyself as a Lady in public.

 10. Must be able to drink thy tea...without slurping. (Whenever we are together, someone slurp (loudly) so the others can follow suit. XD)

MEMBERS:

1. Sister Calyx of Isis

2. Sister Lady Isolda

3. Sister Ailith

4. Sister LunarGoddess

5. Sister Amoran

6. Sister SageWoman

7. Sister DarkPriestess

8. Sister Nelya Setesh

9. Sister Kittiness

10. Sister Kalaminira Kol

11. Sister Siala Lone Wolf

12. Sister Dark Mystic

13. Sister Falen Angel

14. Sister Aia, Priestess of Mana

15. Sister Keida

16. Sister StrongWilled Legna

17. Sister Lunar priestess

18. Sister Mainnelle D Ashke

19. Sister Arianna de Montreve

20. Sister Esmerelda

21. Sister SunPriestess

22. Sister Lady Renata

23. Sister Merewen

24. Sister LilMsPiggy

25. Sister Rubyribeena

26. Sister Lady Amethyst 

27. Sister Jazira

28. Sister Dark Trial


Creatures 16

  • Chaos ArcherChaos Archerlevel 6
  • Elemental VElemental Vlevel 6
  • Water Daimon IIIWater Daimon IIIlevel 7
  • Majestic WinderwildMajestic Winderwildlevel 6
  • CuddlypooCuddlypooDark Archer III, level 5
  • TREEEEEEETREEEEEEEWalking Tree, level 5
  • Imperial AramorImperial Aramorlevel 1
  • Adult KnatorAdult Knatorlevel 3
  • Unholy PriestUnholy Priestlevel 1
  • Animated Tree IAnimated Tree Ilevel 2
  • Water Guardian IWater Guardian Ilevel 3
  • Elemental IElemental Ilevel 2

The most experienced kinds, of 16 creatures in all.

Adepts 1

1 player joined the realm as Dark Trial’s adepts.

From the Adventure Log

Page 523 · A Debt Repaid

Syrian and Nimrodel enter Necrovion and approach the
Accursed Growth. Azull's spirit appears before them as the two women approach. "I have come to ask you to revive a subject of mine. Will you do this?" Nimrodel nods. "I will help." The three figures enter the Accursed Growth,Azull leading the way.

Within, JadenDew tends to the body of FireStarter, which
lies on the packed, dry dirt of the ground. Nimrodel steps forth and, without saying a word, places her flute to her
lips and begins playing. Though no sound can be heard coming from the instrument, the effects of its song are apparent within moments. Nimrodel stops playing,nodding to the King of Necrovion. "There. It's done."
JadenDew stands and nods. "He
breathes once more, my king."

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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