MagicDuel

Death Spirit

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 5,007of 5,000

96 days in the realm since 14 September 2008 · started in The Original Story Mode

Record

  • Fights106 won · 112 lost
  • Active1% of days · 96 of 6,588
  • Adept ofstormrunner
  • Player ID91807
Play with Death Spirit as your mentor

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

Character

Combat stats tap a row for its sources

  • 9.33 initial = 9.33

    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.

  • 12.89 initial = 12.89

    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.

  • 13.13 initial = 13.13

    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.

  • 3.13 initial = 3.13

    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.

  • 8.11 initial = 8.11

    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.

  • 2.60 initial = 2.60

    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.

  • 12.54 initial = 12.54

    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.

  • 14.09 initial = 14.09

    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.

  • 13.85 initial = 13.85

    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

Element Principle 44.01 · Darkness Principle 33.15 · Principle of Syntropy 32.39 · Time Principle 35.88

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

The dark diaries of Death Spirit Comments on self

20.2.2009

They call me Death Spirit. Do not let my name fool you. I am no spirit. But in some way I'm not human neither. To be honest I'm not sure about that myself. I am just....one of those unpleasant ones. I seek death. I have killed, my soul is black, and my heart is full of hate. Towards what? World, people, everything. I want to see fear in peoples' eyes when they look at me, I want to cause chaos like never before, like no-one has ever done before. That is my one and only ultimate goal. Beware. Death Spirit's dark soul has ascended to mp4.


I came to these lands quite a while ago. However, I spent months elsewhere, away from here. But now I am back. Back for more. For those few who may have read my papers in the early days of me, I shall say only this: Forget everything. This is the new me. The reborn Death Spirit. Now I shall travel these lands and learn what has happened while I was away. I shall start gathering adepts, show them what we could do if we would unite. Form a new kind of power. A power that has no restrictions, no rules, and a power that has only one goal: Death. Gain power, control people by fear, and be present everywhere. If I could only find more souls with the same ideas as I have.....and unite us.....No-one could stop us. And even if there would be someone to stand against us, we would only rise again later.....over and over again....That is what I seek. Power. The power to control other peoples' doings. Now...don't get my dark idea wrong, I am not talking about an alliance...something else...a brotherhood...something. But before that, I shall travel to Necrovion, just to see is it the kind of place I have been thinking. Until then, and until I have gathered more information I shall do nothing radical.

 

Personal hate list

This is not a hate list. It is a place where I put all my goals.

 

24.2.2009

Well, well.. My journeys have started rather....slowly. Truly much has changed while I was away, new people with their powers are here. That means new threats to me....or  maybe new dark souls like me...But enough of that! Because I have set another goals which I want to accomplish, before attempting The Ultimate Dark Goal (the one including forcing this land under my Dark command). Here are my..."minor" goals: 1. Enter Loreroot 2. Get in Willow's shop (I did that in the early days of me, at mind power 3) 3. Enter Necrovion. Of course if there is someone who is willing and able to help me....send a PM message.  And pacifists....just don't bother without begging on your knees before me first....crying for mercy....

26.2.2009

So today I managed to destroy one of the Loreroot guardians. All though I lost my deadliest creature early during the battle, my other creatures managed to hold off the enemy and inflict large amount of damage to the enemy. I didn't completely destroy all the enemies, but the enemy took a lot more casualties than I. This certainly was a victorious day for me, and it means I have completed half of my 1st goal (get to Loreroot). Also, before this battle I took out the Willow's shop's second guard easily.

Creatures 10

  • Death's WrathDeath's WrathElemental IV, level 5
  • Dark Archer IIIDark Archer IIIlevel 5
  • Aramor AssassinAramor Assassinlevel 3 · 2 held
  • Hollow WarriorHollow Warriorlevel 2
  • Grasan IIGrasan IIlevel 2
  • Barren SoulBarren Soullevel 1 · 3 held
  • Heretic ArcherHeretic Archerlevel 1

The most experienced kinds, of 10 creatures in all.

From the Adventure Log

Page 106 · Golemus Wizard quest - Ak.

The place looks somehow different, everything is darker , plants are burnt here an there, a window is broken, the place almost seems deserted .."what happend here?" thinks Akasha as she approaches the wizards place. She enters and sees the wizards cloak lieing on the floor. She starts to search the place to find out where the wizard is or what is going on.

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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