MagicDuel

Epic

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 4,998of 5,000

46 days in the realm since 10 August 2010 · started in The Original Story Mode

Record

  • Fights144 won · 196 lost
  • Active1% of days · 46 of 5,894
  • Adept ofFyrd Argentus
  • Player ID199317
Play with Epic as your mentor

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

Character

Combat stats tap a row for its sources

  • 30.69 initial = 30.69

    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.

  • 16.51 initial = 16.51

    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.

  • 13.19 initial = 13.19

    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.

  • 22.86 initial = 22.86

    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.

  • 26.18 initial = 26.18

    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.

  • 2.65 initial = 2.65

    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.

  • 11.53 initial = 11.53

    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.

  • -0.92 initial = -0.92

    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.

  • 13.26 initial = 13.26

    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 Imagination 39.90 · Principle of Entropy 55.82 · Time Principle 26.10 · Darkness Principle 41.25

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

Born by the two clashing forces of the world, Epic Win and Epic Fail, Epic was the twenty-seventh chosen one who kept equality between the forces of Win and Fail. Reuniting to create Epic, Epic Win and Fail both knew that if they didn't create something that would stop one force from becoming too powerful, they would destroy all of existence. Given skills that could take life and skills that could give life, Epic made a fantastic array of monsters, including Aramors, Scouts, Trees and Knators. Forced to hold this position of eternal watchman, Epic rebelled against this massive responsibility and gathered an army of creatures that he had made. He and his army marched unto the forces of his parents, and with it, started a war that would last for centuries. Troops fell, time passed and generations died, until only Epic, Epic Win and Epic Fail were left standing. Together, they sealed Epic away into a large ball of elements, fire coated the inside while earth and water compressed and trapped him.

Inside the elemental jail, Epic's power was taken away. The flames never went out, and Epic was continuously burnt. With every regeneration, Epic was healed, but within seconds, he was burnt again. Years that felt like moments passed, before finally Epic found a minute crack in the fiery walls. At every regeneration, Epic clawed at the crack, right before he was burnt.   Within many years, Epic had widened the crack enough so that he could fight through. Away from the flames, Epic easily dug himself out of his earth surroundings. He soon had arrived at a great expanse of water, and after a long swim, he made his way out of that, too. As Epic broke out of the water, he touched an electric field surrounding the jail. Knocking him out, the high voltage also scarred his left arm, leaving a large cut.

Epic awoke to find himself inside a paper cabin. Instructions were given to him on a long scroll on the floor of the cabin. Reading the instructions, he followed the road to an Aramory, where he recruited a few creatures. On his way back to the paper cabin, Epic encountered a shade. Attacking it, the shade was quickly dispatched.

Epic noticed a hidden road leading away from the paper cabin. Intrigued, he followed it. Soon enough, he arrived at the Marble Dale Park. Two armored guardians denied him entrance to Willow's shop. Angered, Epic attacked the guardians, easily defeating the first one. The second one, though, was too strong. She defeated all of Epic's creatures and left him dazed.
Vowing to return, Epic moved on and found a shop that sold more creatures. Recruiting them, Epic entered Wind's Sanctuary and found an armor shop. Buying all that he could, he returned to the second guardian and attacked her. After a tough battle, Epic defeated her and gained entry to Willow's shop.

Leaving Marble Dale Park, Epic arrived at two tree guardians, that appeared to be hallucinations. Overhearing someone say that you had to complete the Berserker's Puzzle before entering, Epic traveled back to the paper cabin for instructions.

At the paper cabin, Epic found two scrolls about hallucinations and Pi. They told him to go to the Willow's Shop after solving a puzzle. Reading them thoroughly, Epic searched around for a contraption detailed in the Pi scroll. Eventually, Epic found it. Hours later, Epic finally understood how it went and solved it. A scream was heard somewhere at the park.

Moving quickly to the park, Epic noticed that a pathway led deep down below the ground. Cautiously entering, Epic followed the tunnel to find a plant hanging off the cavern wall. It was nightshade. Grabbing some, Epic returned back up to the park. Searching around for the person who screamed, Epic found some water. Giving up, Epic went into Willow's Shop and found a vile clearly meant to mix the nightshade and water together. The potion created was one that allowed you to finally attack the tree guardians.

As Epic readied his creatures, he noticed that a few people were on the same map, all attempting to defeat the guardians. Attacking them, Epic used his strongest creatures. Despite this, Epic failed, and lost. Asking around, Fyrd Argentus told him that the guardians strength were also their weakness.
Fyrd also asked Epic if he wanted to become his adept. XD
Epic agreed. :)

Returning to his task at hand, Epic finally realized what Fyrd had meant. Attacking them again, he defeated them, and gained entry to Loreroot.

~~TO BE CONTINUED~~

                     

Personal hate list

Epic hates nothing.

Creatures 11

  • Dark Archer IIDark Archer IIlevel 4 · 2 held
  • Elemental IIIElemental IIIlevel 4
  • Water Guardian IWater Guardian Ilevel 3
  • Adult KnatorAdult Knatorlevel 3
  • Animated Tree IAnimated Tree Ilevel 2
  • Elemental IElemental Ilevel 2 · 3 held
  • Angien EggAngien Egglevel 1 · 2 held

The most experienced kinds, of 11 creatures in all.

From the Adventure Log

Page 302 · The Inner Sun - Nel.

In her study room nelya tryies to figure ouw more about the documents she found. Lines over lines that connect into strange symbols and a description about something called the inner sun. Suddenly all seems to connect. The symbols have a meaning only in relation with the other docs, she realises that she has to find all of them in order to understand their meaning.

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