MagicDuel

Passant the weak

  • 5Mind Power 5of 7 levels
  • MagicDuel Archivesno alliance
  • Honor 2,951of 5,000

462 days in the realm since 1 February 2011 · started in The Original Story Mode

Record

  • Fights2,394 won · 2,394 lost
  • Active8% of days · 462 of 5,718
  • Adept ofMaebius
  • Player ID211676
Play with Passant the weak as your mentor

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

Medals 2

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 Passant the weak.

Character

Combat stats tap a row for its sources

  • 685.73 initial = 685.73

    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.

  • 700.22 initial + 300 territory = 1,000.22

    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.

  • 167.45 initial = 167.45

    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.

  • 157.77 initial = 157.77

    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.

  • 261.45 initial = 261.45

    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.

  • 81.11 initial = 81.11

    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.

  • 135.35 initial + 50 territory = 185.35

    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.

  • 109.99 initial = 109.99

    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.

  • 279.57 initial + 150 territory = 429.57

    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

  • 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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingHerbalism 15.0Woodcutting 4.2Waterhandling 3.9Filtering 0.6Experimentalism 3.2100
  • Herbalism15.0
  • Woodcutting4.2
  • Waterhandling3.9
  • Experimentalism3.2
  • Filtering0.6

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

Principles

Principle of Imagination 4,000 · Transposition Principle 4,000 · Darkness Principle 830.93 · Time Principle 2,159.80 · Principle of Light 1,790.70

Realm

MagicDuel Archives

No alliance

Armoury

No set pieces worn.

Writings

Passant the weak, a lonely soul Comments on self

I am Passant, the Weak.

One may wonder how that name came to me? Its not exactly the kind of compliment you are looking for.
Weak.
The Weak.

I was given that name 1 minute after my birth. It was because I looked so... weak... Even my first cry was a weak one... so weak that it was silent.

The name followed me during my young days. Now I still look very weak. Some say I look ugly too. But I'm still surviving in that world. And I wonder.

I wonder...

Is my mind as weak as my body ? This is an unanswered question. This is a critical question to me. So who in that world will help me find the answer? And how will I gather the answer?

I need help. I've always been needing help... That's normal, I'm so weak...

I was given the title of Glass Expert. Along with a tool to melt Sand into Glass. That makes me wonder. Can one make a stairway with glass? Or will it break?

I have been given a scarf by Pothos. A pocketed scarf of blue color. I wonder if that gift is to protect me from the cold. Anyway, it's blue like the glass I make. I will use the pocket to store the glass I make, before delivery.


~~~~



Day 36: received a gift from Gort hedera. A  bracelet made of grass. I love it.

Personal hate list

I hate my father who I never knew.
I hate my mother who abandoned me.
I hate the world that showed me my uglyness.
I hate my ennemies who show me my weakness.

I hate myself for being a hater.

The Weak Art of War Military ways and beliefs














Know that every  Strong has a weakness.

Find that weakness.

Hit that weakness.

Win.

Creatures 50

  • Elemental IVElemental IVlevel 5
  • NosferatuNosferatuRevolted Skill Vampire, level 4
  • Elemental VElemental Vlevel 6 · 2 held
  • Brogitte BardotBrogitte BardotWater Daimon III, level 7
  • A coloured lifeA coloured lifeTainted Angien III, level 6
  • Elemental IIIElemental IIIlevel 4
  • Jester PhantomJester PhantomMaster of Puppets, level 3
  • Pimped Grasan HuvourerPimped Grasan Huvourerlevel 3 · 3 held
  • ReindrachReindrachlevel 4 · 2 held
  • Rustgold Combat DrachornRustgold Combat Drachornlevel 4 · 2 held
  • Unholy PopeUnholy Popelevel 3 · 3 held
  • Animated Tree IAnimated Tree Ilevel 2 · 3 held

The most experienced kinds, of 50 creatures in all.

From the Adventure Log

Page 557 · One Man, Many voices

The third and final mortal daring enough to sacrifice creatures to the shades was a fighter by the name of MRF. Summoned and bound to the old man by Lashtal he awaited an audience. During his discussion the old man explained MRF was thought to be a strong fighter and impressed upon him the need to prove this. While initially unsure MRF was sent out of Necrovion to find two fighters he could prove himself against.

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