MagicDuel

Iridian MoonBlossom

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 914of 5,000

104 days in the realm since 6 August 2010 · started in The Original Story Mode

Record

  • Fights161 won · 164 lost
  • Active2% of days · 104 of 5,898
  • Adept ofAmoran K Kol
  • Player ID198922
Play with Iridian MoonBlossom as your mentor

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

Character

Combat stats tap a row for its sources

  • 17.48 initial = 17.48

    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.

  • 10.79 initial = 10.79

    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.

  • 7.40 initial = 7.40

    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.

  • 7.34 initial = 7.34

    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.

  • 15.01 initial = 15.01

    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.

  • 1.66 initial = 1.66

    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.

  • 14.09 initial = 14.09

    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.

  • 10.52 initial = 10.52

    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.

  • 19.49 initial = 19.49

    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

  • 18.51 initial = 18.51

    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.

  • 10 initial = 10.00

    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 0.5Herbalism 0.3Woodcutting 0.5Waterhandling 0.1Finesse 0.3Excavation 0.1100
  • Mining0.5
  • Woodcutting0.5
  • Herbalism0.3
  • Finesse0.3
  • Waterhandling0.1
  • Excavation0.1

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 23.32 · Darkness Principle 13.42 · Time Principle 15.55 · Principle of Balance 7.90

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Iridian's Origins Comments on self

Iridian MoonBlossom







Have you noticed?

 

Have i ever sprinkled dust on you? Well do not fret, this is not a death spell, poison, or bad luck. Watch for the color, for they mean different things and help you achieve different things.

Pixie dust is good luck.

Red: This helps strength, and helps you build up courage.

Pink: This is a love dust... when sprinkled on two people they fall in love.

Green: This is confidence, this builds up confidence and social activity.

Yellow: This  brings happiness and good fortune.

Golden: This brings riches. Don't misuse or it will not be replaced.

Silver: This brings power, use only for good reasons.

Orange: This brings friendship, when sprinkled on more than one person, those people become friendly.

Blue: This gives you respect for others. If you are one that disrespects, i will sprinkle this on you.

Rainbow: Rarely used, a fairy gives it to you when you deserve it... this dust gives you everything.

Black: This is rarely used, separates two people for the greater good.

 



 

 Iridian comes from a small fairy village from a far off land--where they live under mushrooms and play tricks on humans. She has been to many worlds, lived many different lives, and she never settles in one place. Often times she leaves for long periods, without a trace. However, she will always come back. An old saying that runs in her family, "You have never been to a place if you've only been once."



 


Personal hate list

Well, there is one person. 

Creatures 17

  • Elemental IIIElemental IIIlevel 4 · 2 held
  • Dark Archer IIDark Archer IIlevel 4 · 3 held
  • Aramor AssassinAramor Assassinlevel 3
  • Dark ArcherDark Archerlevel 3 · 2 held
  • Aramor WarriorAramor Warriorlevel 2 · 2 held
  • Grasan IGrasan Ilevel 1
  • Heretic ArcherHeretic Archerlevel 1
  • Unholy PriestUnholy Priestlevel 1
  • Elemental IElemental Ilevel 2
  • Water Being IWater Being Ilevel 1
  • Toxicodendrite SeedToxicodendrite Seedlevel 1
  • AramorAramorlevel 1

The most experienced kinds, of 17 creatures in all.

Adepts 2

2 players joined the realm as Iridian MoonBlossom’s adepts.

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.

Join the realmPlay