MagicDuel

Eadvard Elvenking

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 1,946of 5,000

123 days in the realm since 7 July 2008 · started in The Original Story Mode

Record

  • Fights99 won · 102 lost
  • Active2% of days · 123 of 6,657
  • Adept ofBlackThorn
  • Player ID63319
Play with Eadvard Elvenking as your mentor

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

Character

Combat stats tap a row for its sources

  • 21.84 initial = 21.84

    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.

  • 12.85 initial = 12.85

    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.

  • 7.22 initial = 7.22

    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.

  • 9.23 initial = 9.23

    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.

  • 13.25 initial = 13.25

    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.

  • 1.72 initial = 1.72

    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.

  • 7 initial = 7.00

    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.

  • 0.24 initial = 0.24

    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.

  • 2.88 initial = 2.88

    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 Balance 20 · Principle of Imagination 17 · Principle of Light 24 · Time Principle 26.44

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

The story Comments on self

1. Origins; The reason to be here

Eadvard comes from an ancient race that belongs to another adventure. However, he has always displayed traits that made his kin believe him to be a halvenelf, born from elf and man together. This duplicitary origin might also have been the one that destined him to leave the path of his elders and seek a new adventure where he could bring fame to the name of his folk, the Elves.

Still young, unexperienced and, most of all, very tempestuous, he is striving to know this new world and to find a place for himself. His appearances continue to raise questions in the minds of those that get to talk to him: he cannot be just man or just elf, and he often switches moods, feelings and the way he contacts others.

Nevertheless, Eadvard remains a son of his kin. All Elves find that they are irresistibly drawn to woods, to rivers and to music. Also, it lies in the destiny of each elf to write at least one saga before passing to the Western Shores - the saga of his own adventures. But, until then, Eadvard faces the first and most important dilemma of his becoming: a true sevant of the Light, he will have to find out whether he wants to become a scurge of those that oppose his natural element or a supporter of all that belongs to it.

Finally, although bearing a title that boisterously declares him royalty, it seems that this nickname comes not from his present or future, but from his past. Elves do not usually look forward to see what is going to come, but backwards. The fact that Eadvard is (to his knowledge) the sole representative of his race in this new world is the reason why he dares to continue call himself \"Elvenking\".

Favourite tags
The Wanderer, The Confessor, The Elvenpoet

Special skills

Reciting poetry
Immunity to Windy\'s \"Taster\'s Choice\" (an elf myself).


2. Becoming one of the lorepeople

One day, Eadvard received a letter that changed the course of his life in this realm. A great admirer of letters, he was even more glad to see that it was from BlackThorn, the Lady of the Lore, the Bard of LoreRoot. Hardly had he known in that moment that he had been summoned by the only person that he would have wished to serve, the only one that would give him that meaning in his adventure that he had already wished to attain.

Eadvard soon understood that he is not a storyteller and, even if he likes stories, he cannot write them down. Now poetry, that is different. You need to walk miles and miles for a mood or a feeling that will give you a poem. Or for a nice, homely pub where you will find the atmosphere and the people to tell poems to. All these thoughts brought some sort of peace to Eadvard\'s troubled self. And ever since, Eadvard has been roaming the lands, and especially Windy\'s pub, telling poems to anyone interested and whenever in the mood. He hopes this is a good addition to BlackThorn\'s bulging bag of stories and song.

3. Empowering the mind

One says that growing means simplifying. However, this is not true if you watch the way trees grow. SInce early on, they do not possess one, but two directions to grow. And, the older they get, the further away these two main parts of the trunk shoot from each other. This is what Eadvard was thinking about for days, while remembering the carnival and the little girl that had played with him. He was increasingly aware that he was, indeed, more than an elf or, as elves would see it, less than one. The only creature he could compare his second half of his soul was the Hobitlan, the Hobbit. That would make all the halls of Elveron sound with laughter: The Hobbit-elf.

Yet, what could he do, why should he hide it? However comical this situation might be, he knew that both hobbits and elves where creatures of the story, of lore and song. That could be one first comfort. And then, well, he was not home any longer, but in a realm where he had not yet seen one elf and where people seemed to be interested in him as he was.

Personal hate list

There will be no one on this list. For an elf, any orc can consider himself the head of the list. But for Eadvard this remains a question, tightly connected to his destiny and to his future development in this new world, where the strife between elf and orc is almost unknown.

Creatures 17

  • Heretic Archer IIHeretic Archer IIlevel 2 · 2 held
  • Grasan IGrasan Ilevel 1 · 2 held
  • AramorAramorlevel 1 · 10 held
  • Barren SoulBarren Soullevel 1 · 2 held
  • Imperial AramorImperial Aramorlevel 1

The most experienced kinds, of 17 creatures in all.

From the Adventure Log

Page 456 · The Traveler

"But your Highness, the shades said that.... " with a thunder voice Marvolo shouts at his soldier "***** ***". Unseen, the traveler comes closer to hear better..."But Khalazdad also said.." "And I said open them!" With a humble voice "As you wish Master, but at least we should check each one that comes in for weapons and potions, you know, or the shades will.." Marvolo turns away and leaves "Arhh damn them too! There is no Necrovion without someone in it."

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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