MagicDuel

NightBane 99

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 4,924of 5,000

161 days in the realm since 22 August 2008 · started in The Original Story Mode

Record

  • Fights75 won · 56 lost
  • Active2% of days · 161 of 6,611
  • Adept ofWindy
  • Player ID83415
Play with NightBane 99 as your mentor

Join the realm from this page and you start as NightBane 99’s adept. MagicDuel is free to play in the browser.

Character

Combat stats tap a row for its sources

  • 8.25 initial = 8.25

    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.

  • 4.26 initial = 4.26

    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.

  • 3.56 initial = 3.56

    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.

  • 1.81 initial = 1.81

    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.

  • 4.47 initial = 4.47

    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.

  • 0.96 initial = 0.96

    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.

  • 0.90 initial = 0.90

    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.

  • 2.55 initial = 2.55

    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.

  • 5.71 initial = 5.71

    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

  • 0.24 initial = 0.24

    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 12 · Principle of Light 12 · Principle of Imagination 6

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

personal details Comments on self

<-----Wereprye form

 im a rare species of werewolf i'm part werewolf and part dragon . i rarely am in bad mood or people. but i\'m just a werepyre a lonley werepyre at it but i'm always in a good mood. i like to meet new people and be happy for the friends i have and the great girlfriend i have. she's really great and i'll protect her. i'll be the greatest ever believe it

http://www.youtube.com/watch?v=hez6tDpiWDA&ob=av2n

not many Personal hate list

i really don\'t hate any1 on here but i might come around people that i might hate so don\'t hold a grudge if i put any1 on my hate list

Creatures 10

  • Dark ArcherDark Archerlevel 3 · 2 held
  • Aramor AssassinAramor Assassinlevel 3
  • Elemental IIElemental IIlevel 3
  • Aramor WarriorAramor Warriorlevel 2 · 2 held
  • Grasan IGrasan Ilevel 1
  • Heretic Archer IIHeretic Archer IIlevel 2
  • Elemental IElemental Ilevel 2 · 2 held

The most experienced kinds, of 10 creatures in all.

Adepts 1

1 player joined the realm as NightBane 99’s adepts.

From the Adventure Log

Page 262 · The Shade Ballance - NS., Rav.

Raven's presence attracts the attention of many Necros, and they congregate, speaking with him, and hearing the terms of his offer. Most of them are skeptic and make snide remarks on the subject. Nonetheless, Raven takes his leave with a parting phrase, "48 hours."

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