MagicDuel

LordDante

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

413 days in the realm since 15 September 2008 · started in The Original Story Mode

Record

  • Fights820 won · 1,052 lost
  • Active6% of days · 413 of 6,587
  • Adept ofkaiseryo
  • Player ID91981
Play with LordDante as your mentor

Join the realm from this page and you start as LordDante’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 LordDante.

Character

Combat stats tap a row for its sources

  • 271.47 initial = 271.47

    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.

  • 187.03 initial = 187.03

    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.

  • 67.12 initial = 67.12

    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.

  • 87.12 initial = 87.12

    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.

  • 111.55 initial = 111.55

    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.

  • 54.26 initial = 54.26

    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.

  • 85.68 initial = 85.68

    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.

  • 66.12 initial = 66.12

    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.

  • 107.58 initial = 107.58

    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

Transposition Principle 151 · Element Principle 109.49 · Principle of Balance 72.66 · Principle of Imagination 96.15 · Time Principle 61.49

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

After roaming through endless realms filled with monsters and people long forgotten by all archivists and historians, I finally stumbled on a portal which led me to a land unknown. Trained by countless battles with ogres, dragons, and beasts unnamed, I was nevertheless unprepared for the strain that passage has put on me, and found myself waking up weaker than ever before. My eyes opened and the first thing I saw were wooden planks of a ruinous old shack. Where am I? my mind wondered. I looked around and saw that it was not merely a shack, but a storage of sorts, with shelves full of strange old scrolls containing who knows which secrets. I reached for one of those so I could try to get a sense of where I was, but when I saw my arm and actually saw through it, my heart stopped... Was I strained so hard that my life has left me? Am I a Ghost now? My Heart raced, but now i wasn't even sure that it was a heart beating in my chest, since it could be just my imagination fueled by old habits of living and breathing. One thing was certain, I WAS, and it was only a matter of finding out what was I. My gaze shifted to the table positioned against the Northern wall of the shack, and to the opened blank scroll laying on top of it. I touched the scroll and was surprised when letters started appearing, revealing to me where I was brought, and what I was turned into. The scroll promised to help me find my way in this strange old land, so I took a copy and boldly stepped outside thinking Let's see where this adventure will lead me...



Personal hate list

Why waste time on stupid things like hatred :)

Military ways and beliefs

hmmmm, let me think...

Creatures 27

  • Elemental VElemental Vlevel 6 · 2 held
  • Crimson KingCrimson KingBloodPact Chaos Archer, level 6
  • PennywisePennywiseMaster of Puppets, level 3
  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • BloodPact Dark Archer IIBloodPact Dark Archer IIlevel 4 · 2 held
  • SparrowSparrowMajestic Winderwild, level 6
  • Grasan HuvourerGrasan Huvourerlevel 3
  • Yellow DeathYellow DeathImperial Aramor Assassin, level 3
  • Walking TreeWalking Treelevel 5 · 3 held
  • HawkyHawkyFull-grown Winderwild, level 5
  • UltraBeastUltraBeastKnator War Master, level 5
  • SnakeGirlSnakeGirlWater Daimon III, level 7

The most experienced kinds, of 27 creatures in all.

Adepts 25

25 players joined the realm as LordDante’s adepts.

From the Adventure Log

Page 402 · The Inner Sun - Am., Kal.

Kalamanira swings her sword with ease and precision. Amoran barely dodges the blows, desperate to avoid a fight. Yet she sees few options left. Voices echo in a torrent within Amoran’s head: words of advice and guidance. The cacophony seems to distract Kalamanira as well, and Amoran makes her move.

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