MagicDuel

JusticeFang

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

242 days in the realm since 3 October 2009 · started in The Original Story Mode

Record

  • Fights347 won · 347 lost
  • Active4% of days · 242 of 6,205
  • Adept ofdarkraptor
  • Player ID173348
Play with JusticeFang as your mentor

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

Character

Combat stats tap a row for its sources

  • 55.69 initial = 55.69

    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.

  • 26.25 initial = 26.25

    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.

  • 13.97 initial = 13.97

    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 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.

  • 13.11 initial = 13.11

    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.

  • 38.81 initial = 38.81

    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.

  • 10.32 initial = 10.32

    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.

  • 30.71 initial = 30.71

    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.

  • 10.31 initial = 10.31

    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.

  • 31.86 initial = 31.86

    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

  • 3.97 initial = 3.97

    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.

  • 4 initial = 4.00

    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

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 Light 400.50 · Principle of Entropy 74.90 · Principle of Imagination 189.90 · Principle of Cyclicity 79

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

JusticeFang Comments on self

Justice is my mission, pursuing till my very death. Justice over all. My motto " Do unto others what you want others to do unto you". I believe that the punishment given to criminal should be their own crimes done unto themeselves. Fighting evil, against corruption and caring for nature- thats what I do.I care for nature as without it the world will be a barren place with little signs of life.I have been given this mission by my parents along with two extraordinary gifts for a human - sharp fangs and the ability to regenerate.  My fangs were my first weapon that I have received as I can pluck them out and use it as adagger and a new fang will grow in its place. Regeneration means that everytime i get injured i will be patched up fast. Due to regeneration, I don't know how old I am as this ability keeps me young. Named myself "JusticeFang" as I have a mission towards justice and fangs are unique to me. Currently trying to master the ability to talk to creatures and plants as they will help me in caring and protecting nature.

 I used to be a wanderer, a vagabond, wandering throughout all lands, to all corners of this world and fighting  justice along the way with the two gifts presented to me. On my journey throughout all lands, I wandered upon a spirit, a katana spirit in fact. It found me injured, nursing me back to health, requesting nothing as it reward. I promised to take care of it for life and swore upon my blood. It then revealed then it was actually a sword spirit and turn into a katana. Its name was Amidamaru. From them onwards, we became partners in life, me polishing it whenever after a battle and him protecting me in battle. Amidamaru gave me a gift when I took ownership of him. Its a wakizashi. He told me never to use it unless its an emergency. Tll this day I have never unshealth or used it.Together, we fight with justice, and looks towards the bright future.

(Image may be subjected to copyright)

Recently(30/12/09), Amidamaru got an upgrade, it was a sharat(a gem), a gift from HOLYPALADIN DEBA. Now Amidamaru has powers to both light and darkness(though I don't think I will use the darkness powers).

On 31/12/09, had a close shave with death after an encounter with Susan the Silent. Looks like samurai and ninja can't be friends but only eternal enemies.

On the first day of the new decade, I received a dagger named Vita Rapio from sasha lilias. Vita Rapio means Life Stealer, it steals life from others and passes its energy to his owner by blood. Hope he will help me with my future adventures.EGO tribuo vobis , vita rapio , meus vita , meus animus quod meus vires. Nos es vinculum ut idem eadem idem fortuna quod fatum ut quod secundum sepulchrum.

Only oppose those that are against JUSTICE Personal hate list

I will only hate those that are against Justice or do immoral stuffs. Those who harms nature ya better watch out.

Creatures 29

  • Master of PuppetsMaster of Puppetslevel 3
  • Day DreamerDay Dreamerlevel 2
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3 · 2 held
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4 · 2 held
  • Revolted Skill VampireRevolted Skill Vampirelevel 4
  • Water Daimon IIIWater Daimon IIIlevel 7
  • Walking TreeWalking Treelevel 5
  • Knator War MasterKnator War Masterlevel 5 · 3 held
  • Majestic WinderwildMajestic Winderwildlevel 6
  • Unholy Priest IIUnholy Priest IIlevel 2
  • AngienAngienlevel 3
  • SnowballSnowballlevel 1

The most experienced kinds, of 29 creatures in all.

From the Adventure Log

Page 223 · The Shade Ballance - Wod.

Upon returning from Golemus, Wodin promptly took measures to hide it. It would seem that many kiddies are asking the master if he knows where it is. They'll never find it like this! heh.

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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