MagicDuel
Mystic
Generation 13

Mystic

Priestess of the Hidden Moon

“Mysterious and wise, she is troubled by oracular visions. Guided by motives few understand, she treads a narrow path between kindness and treachery. She has nonetheless undertaken a quest to find redemption.”

  • 5Mind Power 5of 7 levels
  • Lorerootno alliance
  • Honor 5,000of 5,000

2,168 days in the realm since 26 October 2008 · started in The Original Story Mode

Record

  • Fights1,954 won · 2,566 lost
  • Active33% of days · 2,168 of 6,546
  • Adept ofAmoran K Kol
  • Player ID104274
Play with Mystic as your mentor

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

Medals 3

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 Mystic.

Character

Combat stats tap a row for its sources

  • 4,720.86 initial + 50 territory = 4,770.86

    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.

  • 2,205.43 initial + 50 territory = 2,255.43

    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.

  • 408.91 initial = 408.91

    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.

  • 199.06 initial + 25 territory = 224.06

    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.

  • 283.08 initial = 283.08

    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.

  • 134.18 initial + 25 territory = 159.18

    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.

  • 269.36 initial = 269.36

    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.

  • 188.26 initial = 188.26

    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.

  • 314.25 initial = 314.25

    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

  • 123.69 initial = 123.69

    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.

  • 13 initial = 13.00

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingHerbalism 1.1Woodcutting 22.1Finesse 20.1100
  • Woodcutting22.1
  • Finesse20.1
  • Herbalism1.1

The Leanings are thirteen crafts that pull against each other: what a player practises grows, and what they neglect falls away.

Principles

Time Principle 4,000 · Darkness Principle 4,000 · Principle of Light 4,000 · Principle of Imagination 4,000 · Transposition Principle 4,000

Realm

Loreroot

No alliance

Armoury

No set pieces worn.

Writings

Mystic - Priestess of the Hidden Moon Comments on self

Dark Mystic – Priestess of the Hidden Moon

Member of the Children of the Eclipse – Loreroot

 


 

Midnight's Diamond

The fatal shore without a name,

A league of languid learning lost,

Midnight’s diamond, shivering flame

Unfurls in fulminating frost.

The glimmer of a crystal sphere,

The storm within a cat’s eye waits

To burst in violet thunder here

Against the deadlands’ ivory gates.

Behold the shifting shadow’s face:

The mortuary muse intones

A lilting dirge for polished bones,

Her floral-scented poison grace.

                                                                   ~Lucius Tarquinus Superbus
 

Magic Duel's First Women's Group Personal hate list

THE SISTERHOOD

The following are not to be taken seriously. We are not an alliance nor do we seek to become one...unless asked by HIM.

  1. You must be willing to go skinny dipping and not be ashamed of looking at the others or yourself. XD
  2. Your hair must have been another color at one time.
  3. You must be able to fight like a man but still look like a woman doing it.
  4. You must be willing to share your shoes and weapons with your Sisters.
  5. You must be able to smell a bargain a mile away.
  6. You must enter all slurping contests.
  7. You must be able to fight and smooch your enemy at the same time.
  8. You must know and have smooched all our Guardians.
  9. You must be hell-on-wheels a least 40% of the time.
  10. You must get a massage by Gremlin at least every two weeks.
  11. Ask the MRs before smooching, MRWander doesn't like it.
  12. Must change all SMOOCHES on public logs to read, "Walk in lipstick free health" unless they really deserved it. XD

MEMBERS:

  1. Sister Calyx of Isis
  2. Sister Ailith
  3. Sister LunarGoddess
  4. Sister Amoran
  5. Sister SageWoman
  6. Sister Peace
  7. Sister Kittiness
  8. Sister Kalaminira Kol
  9. Sister Siala Lone Wolf
  10. Sister Dark Mystic
  11. Sister Falen Angel
  12. Sister Keida
  13. Sister StrongWilled Legna
  14. Sister Lunar Priestess
  15. Sister Mainnelle D Ashke
  16. Sister Arianna de Montreve
  17. Sister Lady Renata
  18. Sister Dark Trial
  19. Sister Kriskah Arcanu
  20. Sister Mya Celestia
  21. Sister Adiallinda
  22. Sister Grid Althea
  23. Sister Lady Tygara
  24. Sister Handy Pockets
  25. Sister sasha lilias
  26. Sister Sharazhad
  27. Sister Icedragon
  28. Sister Ladytwin
  29. Sister Nimrodel
  30. Sister Nacirema Asu
  31. Sister Assira The Black
  32. Sister Miidorii
  33. Sister Mystic Siren
  34. Sister Madalina Fitzroy
  35. Sister Wildfires
  36. Sister Phantom Orchid

Guardian Phoenix of THE SISTERHOOD - ICEPHOENIX

Creatures 42

  • Chaos ArcherChaos Archerlevel 6
  • Elemental VElemental Vlevel 6 · 2 held
  • BloodPact Chaos ArcherBloodPact Chaos Archerlevel 6
  • Water Daimon IIIWater Daimon IIIlevel 7
  • Rustgold MadhornRustgold Madhornlevel 5
  • AngienAngienlevel 3 · 2 held
  • Master of PuppetsMaster of Puppetslevel 3 · 2 held
  • Unholy PopeUnholy Popelevel 3
  • The ConfessedThe Confessedlevel 3
  • BloodPact Dark Archer IIIBloodPact Dark Archer IIIlevel 5
  • Pimped GrasanPimped GrasanPimped Grasan Huvourer, level 3
  • Santa IVSanta IVlevel 4 · 2 held

The most experienced kinds, of 42 creatures in all.

Adepts 3

3 players joined the realm as Mystic’s adepts.

From the Adventure Log

Page 441 · The Traveler

All alone in the tunnel, the traveler starts to split his shape once more, one seen by others the other seen by some. Both approach the two guards. Frightening whispers warn to stay away or die. One of them obeys and turns back while the other passes unseen and enters Inner Necrovion.

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