MagicDuel

Nightbane Strongarm

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

530 days in the realm since 30 December 2009 · started in The Original Story Mode

Record

  • Fights687 won · 1,710 lost
  • Active9% of days · 530 of 6,116
  • Adept ofWindy
  • Player ID182740
Play with Nightbane Strongarm as your mentor

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

Character

Combat stats tap a row for its sources

  • 113.61 initial = 113.61

    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.

  • 51.32 initial = 51.32

    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.

  • 40.41 initial = 40.41

    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.

  • -14.02 initial = -14.02

    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.

  • 10.68 initial = 10.68

    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.

  • 11.53 initial = 11.53

    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.

  • 7.38 initial = 7.38

    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.

  • 2.36 initial = 2.36

    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.

  • 26.57 initial = 26.57

    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

  • 6.92 initial = 6.92

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingWaterhandling 1.9Finesse 0.1Filtering 3.3Dowsing 1.0100
  • Filtering3.3
  • Waterhandling1.9
  • Dowsing1.0
  • Finesse0.1

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

Principles

Principle of Entropy 929.86 · Principle of Cyclicity 1,477.90 · Principle of Balance 138.26 · Principle of Syntropy 138 · Principle of Imagination 33.16

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

THE GATEKEEPER- Will you really ever know him? Comments on self

 

Nightbane's Human form: 10' 11''

Pictured above is Nightbane and his former Mate.His beard is still just as long (reaches below the abs).
Physacaly it seems he has changed little since then, perhaps a few more scars


Nightbane Strongarm is a GateKeeper, you will often find him in human form.They are very large creatures,the shortest being 10 feet,and the tallest usally being around 16 feet.Nightbane Strongarm stands at humble 19 feet,with a large beard,and a muscular body.His kind wears a speacial kind of armor called morpharmor.There are 2 forms,the war form,which is usally the one he's in and a relaxed form.He tends to speak in sevral diffrent laugages,which one it is who knows.

Size 19' 7''

This is him in war form,Nightbane Strongarm

 

This is his relaxed form,please note that the "horns"are part of his armor and not him

His "beard"is very large,able to completly engulf a 10 year old child,its very soft and he oftens grooms it,but it can also hold grab,and choke things as well as grow and shrink past it normal size..

ABILITIES/POWERS

(retains abilites in any form he is in)

Regenration-says it all

Strength-he has an unbelievable amount of strength

Soul Freeze-When making eye contact with him,it feels at if your soul has frozen,and someone gripping your heart,cuasing paralysis.It also cuases you to live your greatest fear for as long as he chooses

muscles-his muscles are very thick as well as his skin,especilay around his arms and chest which is how he got the parts of his name strong on the arm and chest sheild,can also take quiet the hit

His power also allows him to use large amounts of energy for many things,including the use of makeing portals

ITEMS

 large ornate key with a gold embossed #3 on the handle.

morpharmor-what he always wears

red silk cloak-what i wear when i dont have my armor on, sometimes when I do

club-he weapons of choice,since he like to cruse skulls

liquredfied tree sap (when he decides to collect some)

50 gallon bucket

large leather bound book

a picture of me.cassie,and leggy playing,drawn by cassie

ice dagger

ice sword

a small box containing ice o the northen moutains (gift from friend)

Cloak of Dreams

Ring of the The Ever Holy Rockfish, Eternal Guardian of the Thornless Rose (Stolen from Windy)

Nightbane Emotions are something else to say the least

 

THE LIST Personal hate list

STORIES AND OTHER INFORMTATION

The Verse-All of you have heard of the universe,and some the multiverse.But what connects them,I'll tell you,the Verse

NightBane had 3 children,which were all adopted.One was an elf named Consilia HindSheild.A human boy named  Shortbeard and a 3rd daughter, a water elf named Tidalewaves Lakefoot

Journal(big leather book)

Entry 1-I have decided to begins filling my book.For staters my granddaughter Lepus has began her training with me.She has good control with water,wind,and fire.But earth may be hard for her.Overall she should do well

Entry 2-I have decided to put a picture of my home,the Verse for ye to see.

But more then this there is a a dangrous nature in my kind.When unleased we do not know.No one has become this creatures in millions of years.

the_ice_giant_cometh_by_nebezial.jpg picture by Gmaster131313

It has been rumored by my people That I can turn into this creatures.Weather I can or not I do not remember.But it is said to be a dark creature,that only some of the most powerful gatekeepers can turn into.Rumored to be as dark as night and far colder then winter,it is not something to take lightly

We aslo have a True form,but no one even knows what it is

Family-My farther name was

nuku bluben barry,brave heart of the nother seige,ruler of the night,keeper of the good,banisher of the evil,large jaw barbarion king of all that is
Poeam I have Heard
1
Darkness Falls
darkness falls upon your face
hope is gone without a trace
life and love have gone cold
hate arrives from depths untold
turn around so i cant see
the revenge you seek so blindly
these chains hold my limbs in place
so i do not have hands to hands to hide my face
tears find pathes down my quivering cheek
i feel as though i cannot speak
hatred holds my heart so tight
i cannot overcome this fight
remorse fills thought of my destiny
my mind is bleeding painfully
the silver reflecting moonlight blinds
memories flash before my eyes
the blade is through
im loosing thought
in my throat
breath is caught
i am dead
but its for the better
the pain once felt
is gone forever


Wind and Rain Pub Menu/Bedrooms Plus a few tales Military ways and beliefs

Spirits Available at the Pub

Pub's Wine Cellar

JUICES ARE AVAILABLE FOR OUR NONDRINKERS!

Bloody Billy

Blue Ale

Drambruie

Cachaca

Purple Strawberry Liquor

Fire Shine (Moonshine) ***Caution*** Will burn your soul. Drink carefully!

INTRODUCING!!!! Chocolate Fire ***Fireshine and Chocolate***

Sake - for Mourn & Susan The Silent

Hot Posset - A nice oatmeal/brandy drink, served hot.

Beer

Ale

Guinness

German Weiss Bier

Samual Adams Winter Lager

Samual Adams October Fest

*Others upon request*

Liquor

Firebrand Whiskey

2000 year-old Whiskey - Courtesy of Old Wolf

Bourbon

Port

Brandy

Vodka (Grey Goose)

Raspberry Cider Brandy

Jamaican Rum

Captain Morgan

Maotai

Hornbeam Bitter

Wine

5,000 year old Flaming Ice Wine - Not for the faint hearted, chicken hearted, nor weak hearted.

Mead

Champagne

Blood Wine

Mead

Apple Cider

Peach Hard Cider

Rose Red Wine

Mysti's Merlot

Winter Sense

Warm Beverages

Taster's Choice - {Drinker Beware! This beverage will make the drinker have the urgent need to go pee when they reach the bottom of their cup!}

Other top of the line coffees

Several types and brands of teas

Juices

Apple Juice

Orange Juice

Lemonade

Carrot Juice - For Metal Bunny if he ever visits my pub

Pomegranite Juice

Tomato Juice

LODGING - VACANCY!

Pub Bedchambers

1. Asmara Slade

2. Maebius

3. Storage Room

4. Isabell Finch

5. Necromancer Mort

6. Pothos

7. Benjamin Barnis

8. Sunfire

9. Vacant

10. domonic

11. Vacant

12. Revrant

13. Fyrd Argentus

14. Dragual Monarth & Princess Katt

15. pho ra

16. keida

17. Damos

18. Nava

19. Marvolo

20. Prince Rhaegar

21. nadrolski

22. Vacant

23.Guillak - Warded against intruders

24. Charles and Erik

25. Vacant

26. Vacant

27. Vacant

28. Vacant

Creatures 16

  • Spirit ReaperSpirit ReaperElemental V, level 6
  • EricEricMaster Lorerootian Archer, level 4
  • Tormented Soul IITormented Soul IIlevel 2
  • ArcherArcherElite Lorerootian Archer, level 3
  • MecherMecherChaos Archer, level 6
  • ToxidonToxidonlevel 5
  • Knator War MasterKnator War Masterlevel 5
  • Freak ShowFreak ShowUnholy Priest II, level 2
  • Toxicodendrite SeedToxicodendrite Seedlevel 1
  • Water Guardian IWater Guardian Ilevel 3
  • FledglingFledglinglevel 3 · 3 held
  • Grasan IGrasan Ilevel 1 · 2 held

The most experienced kinds, of 16 creatures in all.

From the Adventure Log

Page 401 · The Inner Sun - Bo., Nel.

“What connection do the Pillars of Harmony have with all this?” Bootes’ smile falters for a moment as he hesitates. “… I cannot Say for sure, but together we will discover it and see it returned to this Land.” Nelya extends her hand and grasps Bootes’ and smiles. “Yes, we will solve this mystery; we will see the Moon again.” Click >here< to help.

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