MagicDuel

Jack the Raven

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 5,000of 5,000

98 days in the realm since 8 September 2008 · started in The Original Story Mode

Record

  • Fights74 won · 74 lost
  • Active1% of days · 98 of 6,595
  • Adept ofNelyaSetesh
  • Player ID89495
Play with Jack the Raven as your mentor

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

Character

Combat stats tap a row for its sources

  • 7.56 initial = 7.56

    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.

  • 3.70 initial = 3.70

    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.

  • 1.60 initial = 1.60

    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.

  • 0.58 initial = 0.58

    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.

  • 3.90 initial = 3.90

    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.

  • 0.51 initial = 0.51

    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.

  • 3.18 initial = 3.18

    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.

  • 5.48 initial = 5.48

    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.

  • 2.95 initial = 2.95

    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 12.86 · Principle of Light 12.94 · Darkness Principle 8.29

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Winged Wanderer, Raven Ranger Comments on self

I am a ranger. I am a wanderer. I am known as Jack. I know of the war going on, but I find that I do not wish to be a part of it. I am content with traveling the world on my own, going where my wanderlust leads me, and not bothering with the world as a whole, though it seems that that is all about to change.

It all started that one fateful day when I was walking through the woods. I stumbled upon a great stag that was caught by his enormous antlers in a tangle of vines and brush. It was a bounty that I may never come upon again. I raised my bow, meaning to kill the animal, but then something came over me, like one of the fits of wanderlust that I suffer so frequently, and I could not come to kill the noble beast. At great risk to my own life, I approached the desperately thrashing beast and with my dagger I cut the vegetation that bound him. Strangely the stag did not rush off as soon as he was freed but looked into my eyes for what seemed like a very long time, and then ran off. That night, when I was sitting at the campfire sometime after I had eaten some of the dried meat that I still had at the time, an owl suddenly flew into the clearing. I looked at it and I could see the same look in its eyes that had been in the stag’s. The owl flew away and then I excused myself to bed for it was very late. That night when I slept I had a very strange dream. In my dream my encounter with the stag was repeated, although instead of a stag it was a man with antlers who was trapped. He thanked me for rescuing him and he gave me a gift in thanks. It is a stone with a strange glyph upon it. When I looked up to tell the man that the gift is more than enough thanks, I see him change into an owl right before my eyes and then he flies away screeching with laughter. It was strange; I thought I could hear him saying something like ‘a ranger who doesn’t have the heart to kill a stag, ha.’ I then suddenly awoke to the sound of a screeching owl as it flies away into the distance. ‘It was only a dream’ I laughed, but in my hand I found the glyph stone from my dream. I set it aside, and soon fell back asleep. The rest of the night was dreamless. The next morning, I took the glyph in my hand and I felt a sudden surge. I still can’t quite explain it, but it gave me this urge that was greater than even all of my past feelings of wanderlust put together. Over time I was able to better understand this new energy that flowed from the glyph and I found out how to change into a raven. A form which I greatly enjoy because of the ability to fly and the feeling of freedom I get when I take to the air. I now seek to enter Loreroot, the land that is the home of this magic, so that I may learn more of this wild magic. But before I can enter Loreroot I need to gain a better understanding of one more thing: the guards that stand at the gates of Loreroot.

I am a ranger. I am a wanderer. I am a raven. I am the winged wanderer. I am the raven ranger. I know there is a war going on, and I find myself getting closer to joining it every day. I am no longer content with just going where my wanderlust takes me, for I have found something that is far stronger. I am now irrevocably connected to Loreroot by the wild magic that is now a part of me.

Creatures 13

  • Elemental IIElemental IIlevel 3
  • Hollow WarriorHollow Warriorlevel 2 · 2 held
  • Manic WayfarerManic WayfarerGrasan II, level 2
  • Raven AramorRaven AramorAramor Assassin, level 3
  • Heretic Archer IIHeretic Archer IIlevel 2 · 2 held
  • Elemental IElemental Ilevel 2
  • Aramor WarriorAramor Warriorlevel 2 · 4 held
  • Grasan IGrasan Ilevel 1

The most experienced kinds, of 13 creatures in all.

From the Adventure Log

Page 464 · The Traveler

The soldier freezes in panic when he realizes that the weird creature is invisible to the mighty Shade Sentinel. "I feel something there, its like..it has no time. Strange, you say you see a creature, human?" , "yyes yyoour m.m.majesty, its .r.right there, its standing up :-S"

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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