MagicDuel

Numerius Felix

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 2,225of 5,000

347 days in the realm since 30 July 2009 · started in The Original Story Mode

Record

  • Fights452 won · 517 lost
  • Active6% of days · 347 of 6,270
  • Adept ofEagle Eye
  • Player ID164714
Play with Numerius Felix as your mentor

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

Character

Combat stats tap a row for its sources

  • 128.16 initial = 128.16

    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.

  • 43.63 initial = 43.63

    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.

  • 50.07 initial = 50.07

    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.

  • 7.76 initial = 7.76

    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.

  • 33.34 initial = 33.34

    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.

  • 14.20 initial = 14.20

    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.

  • 44.53 initial = 44.53

    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.

  • 21.70 initial = 21.70

    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.

  • 41.39 initial = 41.39

    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

  • 21.20 initial = 21.20

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingExperimentalism 0.2100
  • Experimentalism0.2

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

Principles

Principle of Syntropy 368.29 · Darkness Principle 692.85 · Transposition Principle 926.45 · Principle of Entropy 225.36 · Principle of Light 234.40

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

I do not need anything from you.


 
To Do List:
Lingual Decalibrator
Parrot Curse
Clickable Combat
DOM

------------------------------------------
 

 

Year 7, day 167, 10 AM EST (original ~3 AM EST, here omitted, check forum)

To Ignore the Sun


1.


Rain forgotten with dawn

as shadows welcome the bright flood.


Fallen on their graves

eyes and breath of dead

in daytime must freeze

against faces of men:

lonely now lost,

needy now blind,

causeless their hope.


Fall soon please again, night of great beauty. 

And let this heart break its visageal tomb.


2.


Come child! with light for now gone

-- which means --

for us now no reason to hide.


Raise me to dance, forgotten boy

raise me with moony warmth

till bright oldness compelled by sun

drops our shadows from sea back to earth.

 

Year 7, day 1:  I met Mr. Ackshan last year.  Very nice blobby thing.  Awesome.

An extensive nap ensued.  Much changed.

The Cave Dwellers


We prey on limits.

We tear through the niches and cracks of nothingness

And grow the tiniest scratches into canyons.  


Through them sweep sheenless dreams

The roots of everything, 

Flowing everywhere.


When we feed on the void, reality blooms forth.

When reality  is forgotten, we devour it.

Marvels tear through.  


You rend through marvels, 

And we take them too.


Making room

For miracles.


The void feeds us,

Wonder feeds you.


What are your 'inventions' ?

Your 'arts' ?

They are what remains

When we ravage your hollow minds.


What are your inventors and thinkers?

They are the ones for whom

We show no mercy.



We are shades, the liberators of miracles.

We prey on stagnancy; we open space 

For novelty.


We fill your empty heads

With dreams.

We deliver you from the light of the stars



The collapse

I threw myself, hurtling, out of the dark cave
Where I had been hiding, imagining flights
And asking questions about a strange world.

There outside the cave, I found a set of books
Each striving to fill my brain, to prevent
Any other book from reaching in.
But I wouldn't have it.  I kept them all out.
I kept their knowledge where it was, and
I opened them when I needed to.

And what seemed like hours became days,
And what seemed like days became months.
As I became filled with the knowledge
Of what each book could tell me
And of nothing else.

One day, I grew bored of the books
And descended back into the cave.







 

Writings from before the collapse
I float and I join the Air,
I follow the tides of the wind,
Floating over gates,
And floating through.
Catching stray pages and thoughts,
Old and new.
I throw my concerns to the earth below,
Not caring where they might fall.
Perhaps I might dive
With intent to land,
And carry you away.

I have been called Minty.
Mints are wonderful plants.
They occlude pain
Calming upset bodies.
Most of the work of the mint is in the mind,
Yet it has powerful effects,
Dangerous effects.
Calm is powerful,
Dangerous.

The cave shimmers with black moss,
Warm air blows from its depths.
The life that thrives within
Could as easily be you
As it could be the creepers
That spread its length.

Personal hate list

--Former personal page text, caused me a big fright on Year 8, Day 17, around 4 in the morning.:

 On entering into this world, I saw a beautiful light.  At first, I believed the light to be the light of hope.  But as I approached, the illusion faded.

 The light was pure beauty.  Beauty without hope.  Inside it was grace, and power, and knowledge, and a new tool-a new and elegant way to represent the world.

Thus, I was introduced to numbers for the first time.

But also, I kept the beauty-the beauty without hope.  I stowed it in my mind forever, focusing on the beauty of what's here and now, and not hoping.

--School shootings.

The blood of the fallen is scattered. 
 It calls from the hearts of students and a teacher standing in the schoolyard. 
 It screams from the tiles and from the ground beneath. 
It burns in the eyes of a country.

The eyes of the fallen are closed now.
They do not see what a witness saw and they fail to take in the schoolyard.
They stare back at the years woven, the parents who made them.
A pluck broke the strings, strings of time
The tiles clean, the soil hidden from view.

Under the yard where hopers breathe abandoners air
voices from above shout all mistakes and breaking human mind.
There isn't any music.

Buried in metal that is witness to nothing
And it all seems so simple, a world displaced from a world
or an item moved from a store shelf
a lie transferred, hand to hand
and the soil ironed with a sprinkler.
Falling lead, the sound of nothing

FORUM DEATH QUEST

Premise:

Remove yourself from the magicduel forums, then post on the forum proving for the rest of us how painful the experience was.

You may remove yourself whenever and for as long as you feel appropriate, making whatever preparations you consider appropriate to insure that you instigate pain.

However, at some time after the experience, you must post your proof of pain on the forum. (Include this in your entry.)

----------------------------------------------------


Judgement:

Will be based on polls and public response:

Opinion polls -- Unusual scores will receive additional prizes.

Categories: sympathy and schadenfreude. 

Verification -- 

Various measures are being taken against hoaxes. Contestants found to be lying in their entry will probably not be rewarded. If you wish to assist me in this part of judgement, send a forum PM.

From the Adventure Log

Page 209 · The Shade Bllance - Mur.

After transporting the gifts from the archives, Mur relaxes a bit. "Not much untill the Festival beginns...hmmm...lets open a box see whats in it". He opens a big purple box, inside it several bottles of champagne. "Ohh..niceee...lest have a party, no one will notice they are missing :D". Mur does a "pointless party" in the depth of the undergorund, with free drinks for all. "look at them ...hk... ..so..hk ...zzzzz". Probably he will have a strong headache after :P. Outhere one of the spies thinks "Now that everybody is at Mur's party, its a good moment to steal those docs ..hehehe"

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