MagicDuel
Fang Archbane
Generation 30

Fang Archbane

Flotsam Hauler
also Bone Carver · 20 titles held

“A mind like a steel trap. This player solved the Memory Cards Game at its hardest level with near-perfect recall.”

  • 5Mind Power 5of 7 levels
  • MR's FraternityGolemus Golemicarum
  • Honor 4,987of 5,000

2,284 days in the realm since 8 March 2011 · started in The Original Story Mode

Record

  • Fights17,365 won · 17,365 lost
  • Active40% of days · 2,284 of 5,683
  • Adept ofShade Sentinel
  • Player ID214273
Play with Fang Archbane as your mentor

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

Medals 1

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 Fang Archbane.

Character

Combat stats tap a row for its sources

  • 8,585.57 initial + 7 alliance = 8,592.57

    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.

  • 6,079.90 initial + 2 alliance = 6,081.90

    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.

  • 1,387.87 initial = 1,387.87

    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.

  • 2,510.05 initial + 20 territory = 2,530.05

    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.

  • 2,850.57 initial + 1 alliance = 2,851.57

    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.

  • 534.06 initial + 20 territory = 554.06

    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.

  • 3,393.75 initial + 40 territory = 3,433.75

    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.

  • 2,801.61 initial = 2,801.61

    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.

  • 2,968.24 initial + 50 territory = 3,018.24

    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

  • 1,600.52 initial = 1,600.52

    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.

  • 110 initial = 110.00

    Your grasp of the map, and of the shortest way across it.

    Touching any of the 25 pillars. Each pillar pays a given traveller once, and never again.

    The action points every move costs you. It comes off the cost, down to a floor of one.

  • 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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 91.2Herbalism 89.8Woodcutting 90.5Waterhandling 89.3Finesse 94.9Excavation 89.9Gardening 3.0Filtering 65.0Experimentalism 88.8Taming 71.1Dowsing 0.9Fusioning 8.8Logging 0.1100
  • Finesse94.9
  • Mining91.2
  • Woodcutting90.5
  • Excavation89.9
  • Herbalism89.8
  • Waterhandling89.3
  • Experimentalism88.8
  • Taming71.1
  • Filtering65.0
  • Fusioning8.8
  • Gardening3.0
  • Dowsing0.9
  • Logging0.1

The Leanings are thirteen crafts that pull against each other: what a player practises grows, and what they neglect falls away.

Principles

Darkness Principle 4,000 · Time Principle 4,000 · Principle of Cyclicity 4,000 · Principle of Balance 4,000 · Principle of Light 4,000

Realm

MR's Fraternity

Golemus Golemicarum

Housing oneness 10%

Armoury

No set pieces worn.

Writings

The Obsidian Ash Comments on self

17,365 victories. 17,365 defeats.
Exact, Immutable, Equilibrium.

When you cross into Mind Power 7, you stop looking at the numbers and you start seeing the clockwork holding them together. What society calls reality, I see as a persistent illusion. A shared hallucination we all just agreed not to question.

For a decade, I let rage consume me. I was the punching bag for a dying realm. I was kept in the dirt by Kill Tools while the so called villains tortured this world until there was almost no one left to rule. In the beginning, I was just a Broken Dog waiting in the dark of a Throne Room for a Lifeline.

But the dog died. The Phoenix of Mt. Kelle'Tha woke up in the ashes. I now wear cracked obsidian armor, lined with tribal lunar silver. The left of my helm is shattered. The chest plate over the heart is fractured. Im not a hero. Im not a villain. Im the Nightmare designed to hunt what goes bump in the night, so the innocent do not have to.

I made peace with what I am. Golemus gifted me Syntropy : Growth, Wisdom, & Creation. Necrovion taught me Entropy : Destruction, Folly, & Loss. They are an incomplete loop without each other. Im the one who will bridge the Void between them.

My loyalty is incredibly hard earned, but it is eternal. Autonomy was the only thing that saved my life, & Fostering the unstoppable growth of every soul I meet is how I repay that immeasurable debt. Im here to help you break your Gates. I'm here to burn down all the Walls. And if everything else must burn to keep the young blood warm... then so shall it be.

One Wing Gives. One Wing Takes. Protector statement

This is where my Fable anchors itself to the Soul. I do not deal in realm politics, nor do I seek forum crowns. I am a Fusioneer of the Cycle, attempting to pull the polarity of this realm into a single unbroken line. To apply the raw Heat of Golemus to the forgotten Liquid Dust of Necrovion is not a contradiction ; it is an alchemical inevitability. It is giving form back to the things reality abandoned.

I guard the mountain of Golemus as the Phoenix by day, maintaining the tools, the Heat, and keeping one eye on the horizon for the young blood stepping off the boats. I tend the shadows of Necrovion as the Ash Smith by night, unearthing the questions weve forgotten to ask, and finding answers to questions I have yet to find. I carve the architecture into the space that society chose to squander.

I write the scripts into the bleak cells because a prison is worthless if it is only a punishment, when it was always meant to be an alchemical chamber of the Self. I evaluate the reflections the Discarded leave in the dark. I hold the Warden's Keys, and if an inmate demonstrates a shift in perspective, I turn the Lock. You are granted the Illusion of Freedom, but you will carry the weight of your choices.

Im a simple bird dedicated to his work. A Bodhisattva in shattered obsidian armor. If you need shelter, follow the Moonlight, for it will always lead your way. If you instead seek to bring rot to my realm, know that there is no corner far enough for you to find Peace ever again. We have all the time in the world, and there's beauty in Dreaming. So call out to the Phoenix if ever you're in need... Just don't be too surprised when Change answers.

Creatures 134

  • Infernal ElementalInfernal Elementallevel 5
  • Tainted Angien IVTainted Angien IVlevel 7 · 2 held
  • Unholy PopeUnholy Popelevel 3 · 2 held
  • Shmsh DarklingsShmsh Darklingslevel 8 · 5 held
  • Sarasith LordSarasith Lordlevel 6 · 2 held
  • Undead BerserkerUndead BerserkerCorrupted Berserker, level 3
  • Walking TreeWalking Treelevel 5
  • Angien Sentinel IVAngien Sentinel IVlevel 7 · 2 held
  • Resplendent WinderwildResplendent Winderwildlevel 6 · 2 held
  • Tamed ReindrachTamed Reindrachlevel 5 · 2 held
  • Insurrect ShadeInsurrect Shadelevel 3
  • WithermossWithermosslevel 1 · 2 held

The most experienced kinds, of 134 creatures in all.

Adepts 51

51 players joined the realm as Fang Archbane’s adepts. The 48 most active of them:

From the Adventure Log

Page 430 · Tales of The Cube

"Nobody knows how they managed to do that, but during the mission, the troops were ambushed by shades. The soldiers started to disappear, getting blurry and glowing just before that. The Commander was the only one to escape the ambush, but .." "Wait," the old man stops Junior from his tale. "I assume this cargo was the other cube you were talking about..." "Yes.."

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