MagicDuel

Macnia

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 1,270of 5,000

231 days in the realm since 16 February 2009 · started in The Original Story Mode

Record

  • Fights588 won · 661 lost
  • Active4% of days · 231 of 6,434
  • Adept ofSagewoman
  • Player ID135188
Play with Macnia as your mentor

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

Character

Combat stats tap a row for its sources

  • 211.67 initial = 211.67

    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.

  • 69.52 initial = 69.52

    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.

  • 66.49 initial = 66.49

    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.

  • 20.28 initial = 20.28

    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.

  • 37 initial = 37.00

    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.

  • 17.55 initial = 17.55

    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.

  • 44.43 initial = 44.43

    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.

  • 25.97 initial = 25.97

    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.

  • 39 initial = 39.00

    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 Balance 689.78 · Principle of Cyclicity 131.24 · Principle of Syntropy 773.72 · Time Principle 453.50 · Principle of Light 385.42

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Macnia - Knight of the Halfmoon and Fisherman Comments on self

 
      HE island dreams under the dawn
      And great boughs drop tranquillity;
      The peahens dance on a smooth lawn,
      A parrot sways upon a tree,
      Raging at his own image in the enamelled sea.
       
      Here we will moor our lonely ship
      And wander ever with woven hands,
      Murmuring softly lip to lip,
      Along the grass, along the sands,
      Murmuring how far away are the unquiet lands:
       
      How we alone of mortals are
      Hid under quiet boughs apart,
      While our love grows an Indian star,
      A meteor of the burning heart,
      One with the tide that gleams, the wings that gleam and dart,
       
      The heavy boughs, the burnished dove
      That moans and sighs a hundred days:
      How when we die our shades will rove,
      When eve has hushed the feathered ways,
      With vapoury footsole by the water's drowsy blaze.(W.B.Yeats)

HIS STORY so Far

Macnia
,  tall, lean, agile and having Fun at 20..... ....and is interesting in the ladies and of course the art of War. Having worked on the land he became a strong lad. He loves the county side for its raw energy but likes to go to town sometimes for its diversity of people.

He ventured from his village at 16.   He needed adventure and to meet legends. He came across a land of fables and lore.

One day sitting by a small river trying to catch a bite and old man came to him, he looked weak and depressed, he carried a great burden but in his voice there was strength and wisdom. Another odd thing was that this man didn't look quite there as though in between worlds like a mist. The encounter was at dusk and Macnia thought it to be the bad light. The old man gave him a pocket knife, he said that he must keep it and on his 18 birthday at dawn he should go to a massive oak tree in a place called Loreroot and the pocket knife will transform and Macnia's life will change considerable. The old man also said that he would come across a woman named Sagewoman and that he will feel connected to her.

So he walked the land never really thinking about the crazy old, meeting young girls to dance with and drinking the fine wine. He was always interested in acrobatics and combat and decided to self study the arts of hand to hand and weaponry . Perhaps he can find a suitable tutor. He helped local farmers with their crops and animals to earn some cash and slept in random barns provided and of course occasionally a beautiful maidens bed.

He came across a stunning winged being called Jazira. He felt attached to her and talked to her often. He met her in a dream and discussed many a thing one night but by the morning his mind was wiped clean of the conversations they had. It felt strange seeing her again as though they had know each other longer

One day he came across a lady called Peace and somehow Macnia felt that he should stay close to her for a time. He followed her about and eventually had a word in private. She is a Sentinel of Necrovion.  He would prove to her that he was worthy of her training and perhaps be accepted into the Necrovion ranks.

Both Necrovion and Loreroot look interesting to him....has been feeling funny recently, having weird dreams of Peace a lady called Dark Mystic and his already good friend Jazira  He has beaten the Willows guards twice...good practice for him, killed one Loreroot guard at Mp3 and one at Mp4....he still needs to get the other.
Has been to the Stormy cliffs at Mp3 and now at Mp4 and feels strange, it is though something is watching him, he always rushes past up the ledges.  One day up on those cliffs he came across an ancient Weapon smith...not much there really, but a relaxing spot all the same.  He feel asleep there once and he woke up beside a vast bridge to some gigantic island over the bay. Macnia is worried that this place is only for the Gods and doesn't want to anger them so he ran from there quickly.

Two days before his 18 birthday he finally got into Loreroot, the answer was staring at him all that time!

He strolled along the lush paths and wandered up to an Inn, the smell of fresh baked scones and bread floated to him.  With a deep breath he enters the Inn.



Prosperous days past and merry nights in the land of Loreroot. He meets many a bard and warrior, exotic creatures and brute creatures. But any shape or size he begins to respect there presence, it is there forest after all.
On the other hand his dream get stronger, more vivid, although he still can't make head or tail of them.
He starts mumbling things he has no idea of.....songs come and go, whispers of Mother Nature and past adventures....what does it all mean?....on top of that his pocket knife slightly glows under the light of a full moon. He knows he should keep it even though he feels uncomfortable with it.

His dreams kept getting stronger and one day he came across Peace on his way to archives. He felt it was time to share his dreams with her. Peace sat and listened. It turned out that she had a lot to say. Things that Macnia was shocked by. Peace told him of a King who had come to Magic Duel some time ago.

He went by the name of Sliane the High King.
She told him of a ritual that she and another called Dark Mystic took part in. It was hard for Peace to tell the tale and a tear came to her eye. She said that Slaine wished to depart and enter the spirit world and asked them to help him commit suicide. One day on the edges of the cliffs of Storm the ritual took place. She told the story as though it were yesterday. Slaine naked and on his knees had them strike his Signet Ring with his mighty axe Aongus, on the impact there was an explosion of powerful white light and that exact moment Sliane threw him self into the hungry waves below.
This led Peace telling Macnia of the foretelling that Slaine had. He said that his soul would be reincarnated into that of a young man and on this mans 18 birthday would the truth be told. Macnia did not know what to say. Was all the knowledge of fighting and the stories he told of late due the memories of Sliane.
Peace gave Macnia a ring, it was Slaine the High Kings Signet ring. She said it was now back to its rightful owner. Macnia had to think and on this.  He ran to the hills, he needed to think.

New Beginnings

Well He forgot soon enough and he felt the same...Sliane or no Sliane he would still be Macnia......looks at the ring..."too big for me anyway", he ponders

Recently joined the good Ship Crimson as Ship Bard and Fisherman. Captian Cryxus is looking to find a way to give Macnia a title.

Continues................

Now a Knight of the Halfmoon, he promises to defent Loreroot and prove himself to its followers. (more later)




Get a playlist! Standalone player Get Ringtones

Creatures 16

  • Grasan IGrasan Ilevel 1
  • Water Daimon IIWater Daimon IIlevel 6 · 2 held
  • JokerJokerlevel 1 · 2 held
  • Animated Tree IIIAnimated Tree IIIlevel 4
  • Imperial Aramor WarriorImperial Aramor Warriorlevel 2
  • Majestic WinderwildMajestic Winderwildlevel 6 · 2 held
  • Elemental IIElemental IIlevel 3
  • RemainsRemainslevel 1 · 2 held
  • Young Savage KnatorYoung Savage Knatorlevel 1 · 3 held
  • Water Being IWater Being Ilevel 1

The most experienced kinds, of 16 creatures in all.

From the Adventure Log

Page 155 · The Shade Ballance - Ren.

Renavoid is preoccupied with writing something. Surrounded by the Books he prepares some important documents only he knows about. Suddenly something is heard from the Archive corridors, it sounds like a big beast closing to Ren's room. It's steps shake Ren's desk and its breath can be heard from far away. Ren takes some of the papers he prepared and puts them in a safe place.

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