MagicDuel

Pherione

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 4,884of 5,000

188 days in the realm since 2 June 2008 · started in The Original Story Mode

Record

  • Fights196 won · 200 lost
  • Active3% of days · 188 of 6,692
  • Adept ofJubaris
  • Player ID45376
Play with Pherione as your mentor

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

Character

Combat stats tap a row for its sources

  • 48.66 initial = 48.66

    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.

  • 19.46 initial = 19.46

    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.

  • 5.62 initial = 5.62

    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.

  • 6.35 initial = 6.35

    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.

  • 19.56 initial = 19.56

    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.

  • 5.52 initial = 5.52

    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.

  • 13.28 initial = 13.28

    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.

  • 12.84 initial = 12.84

    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.

  • 18.05 initial = 18.05

    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

  • 0.04 initial = 0.04

    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

Principle of Imagination 58.09 · Darkness Principle 31.29 · Time Principle 44.12 · Principle of Entropy 49.40

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Tales of a venturing mage Comments on self

 

Part I: Origins

Photo of Draconic mage

Maybe shades give us a different name, but to humans, my name is Pherione Drakon.

I was not originally from these lands, though I have been living here for quite some time now. Distant memories tell me that I was born in a world called Drakovia. A world of magic, dragons and imperial reign. In the city where I came from, I was known as gentle and a very studied person.

It was a custom, in my world, upon attaining the age of 16, to travel to Dragon Peak in the centre of the civilised world, to see if one could bond with a dragon.
 As my elder brother and sister before me, and my younger brother after me, I travelled to the peak. My brother had befriended a vicious, chromatic, red dragon, while my sister had bonded with an ethereal dragon, perhaps one of the most interesting dragons in existance. My younger brother, who is now probably off exploring distant worlds with his red dragon Iferox, bonded with one of the most powerful dragons that will exist. Still a young dragon, but already, its breath is more powerful than any I have ever seen.

Photo of Ethereal dragon
A fullgrown ethereal dragon

But I'm wandering from the subject. I, myself bonded with a green dragon by the name of Arkandus. (It is a common belief that green dragons are forest dragons, but this is only partly true. Most green dragons live in houses and forest dragons are quite rare. I could now start talking about the problems of having a fullgrown dragon inside, but I'll content with saying that our buildings were adapted.)

Photo of Arkandus 
Arkandus

Most people who bonded with a dragon also studied magic for they are magical beasts. Some people would take on the mantle of the dragoon and others would become scholars and magicians, travelling to distant worlds. It was the latter I became, a mage of dragons.

My studies began almost instantly and after I said goodbye to my mother and my two brothers who had come to see me off, I left my home and travelled to the Dragon's Spire in the Imperial city where young drakonic mages are educated. I studied the principles of magic (which are different yet similar to those of this realm) and also learned the ways of the dragons.

As the years drew on, I ventured further and further into the outer realms of  different worlds, to close planes and outer realms. I visited known lands like Valadia, Clockton and Daba and some a little further, like the giant cityplanet of the Earth Federation (which is called Earth) or the dark realm of Hell, where an immortal rules and ancient Cthulhu dreams.

An image of Hell 
Hell

Further and further I travelled, into unspoken and unseen lands beyond comprehension, with my faithful Arkandus by my side...

 

Part II: How I came to these lands

It is by breaking through those strange mirages that I finally arrived here.

Upon hearing of a strange human from the skies in a faraway land, me and my friend Arkandus travelled to find this human, for he might tell us of strange things.

 

To be continued...

Appendix A: Dragonians

Appendix B: Items I have

A lollypop from lepus, keeping this as a memory.

A painting of me from lepus, she made this for my birthday.

A magical encasement with inside it, a figurine of me. On the encasement is written: "Made by Lepus for my birthday"

Appendix C: Friends

Weezeljohn: For helping me escape from the maze.

Lepus: ...Well, because.

Just some quotes Personal hate list

H.P. Lovecaft

  • Here are we -- and yonder yawns the universe.
  • The world is indeed comic, but the joke is on mankind.
  • If we knew what we are, we should do as Sir Arthur Jermyn did; and Arthur Jermyn soaked himself in oil and set fire to his clothing one night.
  • I have harnessed the shadows that stride from world to world to sow death and madness...
  • That is not dead which can eternal lie 
     And with strange aeons even death may die
  • They must know it was the rats; the slithering, scurrying rats whose scampering will never let me sleep; the daemon rats that race behind the padding in this room and beckon me down to greater horrors than I have ever known; the rats they can never hear; the rats, the rats in the walls.
  • Then the shadows began to gather; first little furtive ones under the table, and then bolder ones in the dark panelled corners.
  • The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents.
  • I could not help feeling that they were evil things -- mountains of madness whose farther slopes looked out over some accursed ultimate abyss.
  • Set a pen to a dream, and the colour drains from it.
  • It was astonishing the number of useless things people found to do.
  • We love kitties, gawd bless their little whiskers, and we don't give a damn whether they or we are superior or inferior! They're confounded pretty, and that's all we know and all we need to know!

 

Creatures 16

  • Elemental VElemental Vlevel 6
  • Dark Archer IIIDark Archer IIIlevel 5 · 2 held
  • Hollow WarriorHollow Warriorlevel 2
  • Barren SoulBarren Soullevel 1
  • RemainsRemainslevel 1
  • Young Savage KnatorYoung Savage Knatorlevel 1
  • Heretic ArcherHeretic Archerlevel 1 · 4 held
  • Water Being IWater Being Ilevel 1
  • FledglingFledglinglevel 3
  • AngienAngienlevel 3
  • Angien EggAngien Egglevel 2
  • JokerJokerlevel 1

The most experienced kinds, of 16 creatures in all.

From the Adventure Log

Page 17 · SmartAlekRJ's Lost Dragon

SmartAlekRJ is searching the vast tunnel network trying to remain unobserved by the tiny people. Seems like an entire ant-like society of tiny people taming dragons.

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