MagicDuel

Dawns Sage

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 1,901of 5,000

83 days in the realm since 13 November 2008 · started in The Original Story Mode

Record

  • Fights132 won · 154 lost
  • Active1% of days · 83 of 6,529
  • Adept ofKing Bull
  • Player ID109178
Play with Dawns Sage as your mentor

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

Character

Combat stats tap a row for its sources

  • 23.35 initial = 23.35

    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.

  • 14.84 initial = 14.84

    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.

  • 14.28 initial = 14.28

    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.

  • 12.62 initial = 12.62

    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.

  • 15.43 initial = 15.43

    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.

  • 12.32 initial = 12.32

    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.

  • 16.45 initial = 16.45

    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.

  • 9.42 initial = 9.42

    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.

  • 17.54 initial = 17.54

    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 35.13 · Principle of Balance 32.28 · Principle of Light 35.15 · Element Principle 39.49

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Dawns Journey.. Comments on self

Prologue
 I stood at the edge of the cliff watching the scene below me. Any other night the moons silver touch illuminating the waves as they hit the shore would have been a remarkable sight. Tonight however the scene before me was one of murder and ignorance. I watched as they set a small raft alight before pushing it out to sea. As if to crush me the wind carried the sounds of the jeering crowd and mothers screams to me. I looked down to the small child in my arms who buried herself into me as the cold tormented her pale skin. "How could one as small as you incite such hatred?"
Her newborn snores failed to answer my question but they did warm my rapidly freezing heart. As the flames died down I said goodbye to mother and condemned the villagers she had been sent to protect. For many decades mother had protected them, sent by the gods to keep the darkness away a role i was meant to inherit. A role i would now take elsewhere.
"snuff out the light of the ancients. Let darkness take its place Savagery will be rewarded to demons I leave your fate"
 As I started my journey Mothers last words to me tormented my mind. \"Take this child and run. Save her from them and herself."
 Chapter 1.
 It had been 16 years since that night. I never forgot how I had let my anger tempt me into condemning those people or how my actions awoke the demon half of me I never knew was there. The part of me that whispers in my head taunting my angel blood with its perversities and blood lust. The beast would have pushed me to insanity if it were not for young Cara (named after my mother). I long ago learned to keep the child close to me for her opal eyes strike fear into the demon keeping it quite, freeing me.
I had watched Cara grow into a beautiful young woman, Her auburn curls flowed to her tender waist catching the suns rays, as well as the attention of every young male that saw her. Though many discarded her when they saw her blindness. How could they know that while those eyes would never look upon the world the way we do, she could see so much more. At the tender age of five she told me I could not hide the dark mark she was born with or the future it painted from her. She explained how she could see inside and read people like picture books, seeing things that even they could not know.
I started to cry as she told about my lineage (beginnings mother had kept from me). My mother an angel raped by demons when she took the vow to protect that place, protected me by allowing the demons their pleasure to stop them from taking me and fulfilling the destiny the fates had written for me.

Creatures 14

  • Elemental IIIElemental IIIlevel 4
  • Hollow WarriorHollow Warriorlevel 2 · 2 held
  • Grasan IIGrasan IIlevel 2
  • Dark Archer IIDark Archer IIlevel 4 · 2 held
  • Aramor AssassinAramor Assassinlevel 3 · 2 held
  • Elemental IElemental Ilevel 2
  • Aramor WarriorAramor Warriorlevel 2
  • Grasan IGrasan Ilevel 1
  • Heretic Archer IIHeretic Archer IIlevel 2
  • Heretic ArcherHeretic Archerlevel 1
  • FledglingFledglinglevel 3

The most experienced kinds, of 14 creatures in all.

From the Adventure Log

Page 96 · Golemus Wizard quest - sim.

"Who am i ?..." the mysterious man asks, without turning towards simplyzero. After a moment of silence, dead silance in this creepy place, he continues.. "I am simplyzero..you should ask yourself who you are". Simplyzero looks shoked at the man and is unable to reply. The ferry floats still in the dark waters, simplyzero tries to speak but he still has no clue what to say yet. (players are invited to sugest simplyzero what he should do >here<)

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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