MagicDuel

Netherion

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 1,699of 5,000

159 days in the realm since 8 August 2008 · started in The Original Story Mode

Record

  • Fights176 won · 170 lost
  • Active2% of days · 159 of 6,625
  • Adept ofSol
  • Player ID75537
Play with Netherion as your mentor

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

Character

Combat stats tap a row for its sources

  • 23.65 initial = 23.65

    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.

  • 15.15 initial = 15.15

    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.

  • 7.14 initial = 7.14

    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.

  • 7.21 initial = 7.21

    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.

  • 11.48 initial = 11.48

    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.

  • 2.20 initial = 2.20

    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.

  • 9.10 initial = 9.10

    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.

  • 1.14 initial = 1.14

    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.

  • 5.67 initial = 5.67

    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

Element Principle 65.53 · Principle of Light 37.33 · Principle of Entropy 37

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Netherion Comments on self

In the dark past of another planet my ancestors were created by an unholy race to serve as slaves and worriors. They had to endure a brutal treatmant and a life full of fear to be killed when they become useless due to injuries or sickness. As time passed they learned to survive by useing the force of their souls to accelerate the naturel strenght of their bodies. The masters saw the changes of my ancestors and reserched the new abillities to use them for their owen goods. They had to aknowlage that they coud not use that power and were afraid that when the race they had created learned magic to be overthrowen by them because the combination of the soul force and magic would go over their owen power. Out of fear they began to slaughter their on creation and chased everyone who survived. Only a small part could cross the border to another nation where they were save for the moment. In the new nation they rebuiled their tribe and learned from the friendly inhabitants.
Many centuries have past and and the former slaves gave them selfes the name Dracon. Under the protection of their new ally the tribe grow stronger and stronger and devalopt many new powers by combining magic with their soul force. As for it some of them began to use the power of the elemants and forming contracts with the spiritlords. But only the best were able to transform into the beasts that resamble their souls and use their unique abillities.
The great achivments of the Dracon spread envey under the allies and caused them to be exiled. Only having the chance to survive by leaving the planet the most powerfull sacrafied themselves to create a portal to another dimansion. But the portal was unstable and only my mother and i were able to come through while the other were lost into space. On the new planat my mother raised me to be a strong fighter by teaching me the ways of cntroling my body, mind, and soul to survive in our new environment. As time passes i got educated in fighting, soul force, magic and other things that she thought to be usefull to the last of our race because she felt that her end was near. After she died i fall into a state of madness and destroyed what crossed my way on my search for a new reason to live. Only an old sage that was sent to kill me was able to lift my madness. He took me in and showed me the way of a sage to give me a new reason to live. I studied many years to master the way of the sage and was sent away as i reached a certain level where only the world could teach me how to be a sage.

Creatures 10

  • Elemental VElemental Vlevel 6
  • Aramor AssassinAramor Assassinlevel 3 · 2 held
  • Hollow WarriorHollow Warriorlevel 2
  • Barren SoulBarren Soullevel 1
  • Elemental IElemental Ilevel 2
  • Heretic Archer IIHeretic Archer IIlevel 2
  • Heretic ArcherHeretic Archerlevel 1
  • Grasan IGrasan Ilevel 1
  • Imperial AramorImperial Aramorlevel 1

The most experienced kinds, of 10 creatures in all.

From the Adventure Log

Page 52 · Golemus Wizard quest - sim.

Behind his face tortured by the Necrovion environment and by the premature aging he experienced in the
Vale of Oblivion, two blue eyes stay witness to his extinguished powers and his unnatural will.
On the other side of the world swarms of tiny people depleated of will are praising their new Dragon Master.

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