MagicDuel

May of the Light

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 72of 5,000

11 days in the realm since 8 May 2009 · started in The Original Story Mode

Record

  • Fights7 won · 3 lost
  • Active0% of days · 11 of 6,353
  • Adept ofMya Celestia
  • Player ID151147
Play with May of the Light as your mentor

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

Character

Combat stats tap a row for its sources

  • 2 initial = 2.00

    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.

  • 1.28 initial = 1.28

    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.

  • 2.07 initial = 2.07

    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.

  • 3.22 initial = 3.22

    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.

  • 3.25 initial = 3.25

    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.

  • 0.12 initial = 0.12

    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.

  • 3.21 initial = 3.21

    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.

  • -0.61 initial = -0.61

    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.

  • 0.89 initial = 0.89

    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 Light 12 · Time Principle 6.12 · Principle of Imagination 6

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self





  Staff Pictures, Images and Photos

Narrator:

"May Rosenfelt was once the princess of the City of Vermillion, the Divine City of Angels. She is a kind, generous yet passionate young girl who strongly believes in the power of light. Being a young light bearer, she naturally despises the Darkness, which has plagued her land for as long as history books have recorded.

Vermillion City's princes and princesses were gallant crusaders and virtuous mages who protected their land from the corrupted beings whose souls have been consumed by the Darkness. Princess May was also to assume this prestigious duty, and began to practice light magic at the young age of seven.

Three years later, the Darkness had begun to spread farther and farther throughout the land. It had corrupted and absorbed everything into its abyss of evil, draining the life out of every plant and creature that was unfortunate enough to be caught in its mighty grasp. Because of the criticality of such circumstances, May was called by the High Priest, Riev, who was also her father and ruler of the city, to travel outside of the city and vanquish the source of the shadowy force.

Of course, May, being the hero-to-be, readily accepted her mission. On the same day, the "Holy Guidance Ceremony" was conducted, signifying that she would be the next to receive her role as the "Protector of the Divine" and will set out on the next day to begin her mission of revelation. Everyone cheered and congratulated her and gave her their support. Her father, Riev, burst out in tears of joy during the ceremony (Much to May's embarrassment).

But not one of them knew what was to happen next. Not a soul could predict the one unfortunate event that would change the fate of the sacred city...... Forever.

During the same night, when Princess May and all the citizens had retired to bed, the dark beings came and attacked the castle, unbeknownst to the guards before it was too late. They shifted stealthily through the corridors of the castle, searching hungrily for the one who was to dare try to extinguish their shadowy flame of evil. It was growing bigger, hotter and more fearsome each day, and there was no way that they would let a petty and naive half-bird (angel) destroy their hard earned steps to victory.

They entered May's room quietly, being sure not to make any unnecessary sounds that might wake the girl or anybody else up. They captured the princess and brought her back to their dark lair and tortured the poor thing by feeding her body to the undead. They threw her down into a hole where the abominations resided, and watched with wicked grins and evil laughter as the young light bearer was ripped apart, slowly and excruciatingly painfully by the blood thirsty monsters as the poor girl cried out in agony, asking the dark beings what she had done wrong to deserve such a punishment....

Tragic, isn't it? Well, because of the extreme torture done to May, her brain reacted by blocking out her memories of that last paragraph. Simpyl put, she does not remember anything of her slow, painful death. Whether that may a good thing or not, I can't say for sure.

Honestly, I pity the girl, still believing that she's actually still alive. As much as I'd like to, I can't tell her the truth; I couldn't possibly predict what her reaction might be as those gruesome memories come flowing back into her mind. So please, anyone who reads this, please don't tell May that she is is not alive. Have pity on this poor girl who has done nothing wrong to deserve her fate. Talk to her, play with her, laugh with her, just don't make her any more miserable than she already actually is. Do her this favor, because if you need her help, she'll gladly give it to you wholeheartedly with a smile. So please.... Don't break that smile."

- excerpt from the compilation of short stories written by Riev Rosenfelt from his book, "Martyrs of Light"

*A small paragraph of letters is seen in the lower right hand corner of the page. With a maginfying glass, you read the message*:

Because of her amnesia, (if that's what you'd like to call it), May travels the land of MagicDuel, believing she is on a mission to purge the land of its Darkness and evil. She is constantly learning from her teachers, GrandMaster HolyPaladin Deba and Mya Celestia on how to focus and control her magic better, and is making new friends in her stay in MD.



Personal hate list

As of yet, I have not hated anybody.

Creatures 4

  • AramorAramorlevel 1 · 2 held
  • Barren SoulBarren Soullevel 1 · 2 held

The most experienced kinds, of 4 creatures in all.

From the Adventure Log

Page 128 · The Shade Ballance - Sol. Others

A group of people under the initiative side effect gathered at the Angiens ferry trying to contact the Angiens. Sol, Morrel, Blackthorn, GrandGhost, Aleron, Tremir, Eden, Aiedail and many others join their forces to find a way to contact the Angiens, creatures rumored to be of equal power with the shades. Sol: "We should try harder... with such forces building up only a very valuable knowledge will make the difference. I will camp here and watch the area, you guys go and search for more info on this."

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