MagicDuel

Darry Dabby

  • 5Mind Power 5of 7 levels
  • Lorerootno alliance
  • Honor 4,881of 5,000

1,803 days in the realm since 9 August 2008 · started in The Original Story Mode

Record

  • Fights3,125 won · 4,169 lost
  • Active27% of days · 1,803 of 6,624
  • Adept ofAmoran K Kol
  • Player ID76107
Play with Darry Dabby as your mentor

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

Medals 2

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 Darry Dabby.

Character

Combat stats tap a row for its sources

  • 876.89 initial + 50 territory = 926.89

    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.

  • 908.16 initial + 50 territory = 958.16

    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.

  • 133.90 initial = 133.90

    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.

  • 13.94 initial + 25 territory = 38.94

    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.

  • 67.29 initial = 67.29

    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.

  • 25.26 initial + 25 territory = 50.26

    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.

  • -16.59 initial = -16.59

    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.

  • -24.73 initial = -24.73

    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.

  • -0.09 initial = -0.09

    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

  • 7.77 initial = 7.77

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingHerbalism 0.4Woodcutting 0.3100
  • Herbalism0.4
  • Woodcutting0.3

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 1,660.32 · Principle of Light 3,611.83 · Element Principle 2,421.07 · Darkness Principle 20 · Time Principle 2,517

Realm

Loreroot

No alliance

Armoury

No set pieces worn.

Writings

Synod Comments on self


 

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 are 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.

 

 

Higher Synod

1. Aeoshattr, Naernun Sathaa; Former 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. Gremlin, Guardian Angel - Current Leader of the Synod
9. Sharazad, Seeker of Lore and Legends
10. Mysteria Blue, Truthkeeper
11. Darrydabby, Seeker of the Moon
12.
13.
Lower Circle:
(currently, not recruiting)

Banished: Sharpwind


Panatang Maka-MD

 

Panatang mka-MD

Iniibig ko ang larong MD

Isinilang ako para maglaro ng MD.

Ito ang larong ipapasa ko sa aking mga

susunod na salinglahi.

 

Ang mp ko ay kanyang kinukupkup

at tinutulungan

Upang maging malakas, matatag at

kapakipakinabang.

 

Bilang ganti ay kakarmehin ko ang mga

kalaban kong mp.

Paglilingkuran ko ang napili kong Hari

Ipagtatanggol ko ang aking hari kahit

na mawalan ako ng VE

 

Hindi ako tatakbo

kahit matatalo na kami.

Sisikapin kong maging isang tunay na

maka-MD sa isip, sa salita.


 



(\_(\_(\_/)_/)_/)
(◣,(◣,(◣_◢),◢),◢)
(> (> (><) <) <)
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Military ways and beliefs





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Cna yuo raed tihs?
Olny 58% of plepoe can.

I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
if yuo cna raed tihs, palce it in yuor porfiel

Creatures 37

  • Elemental VElemental Vlevel 6
  • demo&ntilde;etosdemo&ntilde;etosWater Daimon III, level 7
  • Angien Sentinel IVAngien Sentinel IVlevel 7 · 3 held
  • killerkillerBloodPact Chaos Archer, level 6
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3 · 2 held
  • VingerVingerMajestic Winderwild, level 6
  • King of IllusionKing of IllusionDay Dreamer, level 2
  • Revolted Skill VampireRevolted Skill Vampirelevel 4 · 2 held
  • AlmightyAlmightyUnholy Pope, level 3
  • Unholy Priest IIUnholy Priest IIlevel 2
  • CreamCreamlevel 5
  • BloodPact Dark Archer IIBloodPact Dark Archer IIlevel 4 · 4 held

The most experienced kinds, of 37 creatures in all.

Adepts 6

6 players joined the realm as Darry Dabby’s adepts.

From the Adventure Log

Page 562 · One Man, Many voices

As the sun crawled from its noontime zenith and the moon fought and won control of the skies, the red service began. For the first time in many years the moon had returned to MagicDuel and the skies darkened. The moon, a bloodshot eye peering into the Gazebo, surveyed its domain once more.

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