MagicDuel

Morganas

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 341of 5,000

75 days in the realm since 22 October 2008 · started in The Original Story Mode

Record

  • Fights11 won · 8 lost
  • Active1% of days · 75 of 6,550
  • Adept ofCalyx of Isis
  • Player ID103733
Play with Morganas as your mentor

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

Character

Combat stats tap a row for its sources

  • 5.85 initial = 5.85

    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.

  • 3.68 initial = 3.68

    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.

  • 4.08 initial = 4.08

    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.

  • 3.67 initial = 3.67

    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.

  • 5.80 initial = 5.80

    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.

  • 1.44 initial = 1.44

    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.

  • -1.06 initial = -1.06

    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.

  • 0.49 initial = 0.49

    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

Time Principle 26.17 · Principle of Entropy 18.32 · Principle of Syntropy 15.48

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Twilight Strider Comments on self

Remember, remember the fifth of November, the gunpowder treason and plot. I know of no reason whythe gunpowder treason should ever be forgot! Crystal blue eyes gaze out from under raven black hair, her soft features marred only by a thin scar on her left cheek, and she looks very young when she smiles, which is often, though she is of age. She is tiny, barely 5 foot tall, and very thin at the waist, despite a generous bosom and hips. She wears a classic schoolgirl uniform, unbuttoned to reveal her cleavage and tied to show her belly-button, skirt just long enough to cover her wide hips. Yellow high heels trip down the road, announcing her arrival with a CLACK on hard floors. Her voice is low, slightly gravely, and she speaks with a slight lisp. ~~Story~~ Growing up in a human world without magic, her world consisted of her family, abusive father, passive mother, and distant brother. She learned the femenine arts, dancing, sewing, weaving, painting, cooking, and music, and mastered them all, but was never allowed alcohol. Finally fleeing an arranged marriage, she fell asleep in the woods and awoke at the paper cabin, confused and afraid. Guided by a magic scroll, her quest as led her to strange creatures and magic she doesn\'t comprehend, though new friends have helped, showing her the way, she is still new to a world of strange creatures and insane lands. Her travels have found her in a bar in Fenth\'s Press, where she now works in the bar, serving drinks and conversation, performing as needed. Silver Renard has gifted her with a necklace of pretty stones to help her create very real illusions. She has a knack for this and is quickly mastering the art. Calyx of Isis has claimed this one as a slave of her heart with a jeweled leather collar. Morganas shall serve with dignity! Calyx is also training her as Maiko to be a beautiful Geisha. \"geisha \"Photographs, Something to wear to work: \"blue

Creatures 8

  • Aramor WarriorAramor Warriorlevel 2
  • Heretic Archer IIHeretic Archer IIlevel 2 · 2 held
  • Grasan IGrasan Ilevel 1 · 2 held
  • Elemental IElemental Ilevel 2
  • AramorAramorlevel 1 · 2 held

The most experienced kinds, of 8 creatures in all.

From the Adventure Log

Page 483 · The Traveler

Ignoring time itself, the eight corners were at the same time in all possible positions around the cubes center. Like an infinity of cubes sharing one common point, the perpetual state they reached needed a push, a spark, to bring them back in the flow of time so that they slow down to their initial shape nad live their present. For an insignificant moment in time the sphere was the shades view on the movement of all cubes, but from the lost cube in the grass to this one many mysteries remain to be revealed...

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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