MagicDuel

Shadowwind

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 1,986of 5,000

80 days in the realm since 5 April 2009 · started in The Original Story Mode

Record

  • Fights151 won · 87 lost
  • Active1% of days · 80 of 6,386
  • Adept ofCrazyMike
  • Player ID144302
Play with Shadowwind as your mentor

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

Character

Combat stats tap a row for its sources

  • 27.93 initial = 27.93

    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.

  • 7.39 initial = 7.39

    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.

  • 11.93 initial = 11.93

    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 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.

  • 6.83 initial = 6.83

    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.

  • 10.77 initial = 10.77

    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.

  • 1.95 initial = 1.95

    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.

  • 1.34 initial = 1.34

    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.

  • 7.62 initial = 7.62

    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.

  • 11.52 initial = 11.52

    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

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 Balance 28.56 · Principle of Entropy 28.38 · Element Principle 28.01 · Principle of Syntropy 27.58

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

The story of my life


I was born in another land far in the east.The land was in a state of war because the emperor was killed by one of his concubine and her lover. Her lover was one of the five holy generals of the country.Each general commanded 1 million soliders and had the task to protect the country from all enemies. But this one was the youngest of all generals and got seduced by this demonic women due to his inexpirience. After they commited their crime they allowed the greatest foe of the country to enter to aid their thirst for power. The war continued for many decades with no end in sight until the gods in heavens decleared that the war will end with a tournement where the strongest fighter of each army had to fight for his life. To make sure who was the best each of them hold many competitions to determine power ans skill. The fighter for the traitors was giant man with great power and his oponent was my ancestor and former head of the family. The fight started in the morning and was ended after a few seconds. My ancestor defeated the giant with the finishing move of Heavens Warth.

With that the war ended and the dojo of my parents became the instructing school of martial arts for the army. My parents teached many arts to the people who wanted to learn to master the body and the mind. The arts they teached were divided into internal arts and external arts. Both could be used for fighting and because of that they only selected the ones with the right motivation not to use the art for evil deeds. When I was young I could not train with the other students because my parents feared that the family style could get stolen. The family style is called 'Heavens Warth' and was superior to all other styles in the land. The king became envious and sent his army against us with the ardument that we were planing a rebillion. The battel took many days but my family was outnumberd and had to flee. We were pursued through the land like animals. One day one part of the army who pursueded us drove us in a corner by forming a circle in front of us and a cliff in our back. My mother saw no other option as jumping of the cliff with me together to make sure that i survive.

In the end my mother and i died and were sent to hell by the gatekeepers of heaven because we comitted suicied. In hell i got further trained by my mother in our family art to defand myself against the demons of hell. In the years we spent fightind the demons in hell my mother was killed by protecting me. I could not stand the fact that i lost my dear mother to scum like demons and turned into a madman that slaughtered everything in his path. Because of my rampage I got myself the titel of 'Bloodfist' among the deamons and made my way to the top as one of the five lords of hell.

As time passed I wanted more than that. I wanted to live again but to achieve my goal I needed to walk through the gate of void inside the castel of the demonlord. The first step my plan was to conquer hell. After that i needed ts study the dark magic of hell to open the gate and escape into the mortal world. At the end of my preperations for my plan the king of hell himself did me a great favor and banished me from hell into the mortal world. Now that i was sent to the mortal world again i use the knowledge i gaind in hell to start a new life. I began to explore the country where i was sent i meet a wise priest. That priest saw the sorrow i had gone trough with one glimps and took me in. From him i learned the art of balance to control the darkness inside me with a counterforce the power of light. With the new gaind knowlege i was sent into the world to prevant the world from falling into chaos.


Abilities


Master of Martial Arts:
By focusing all senses on the oponant the physical abilities of the master of martial arts are greater than normal

Master of the art 'Heavens Warth':
The master of the art 'Heavens Warth' is abel to control the powers of thunder and wind at his will to combine it with his martial art


 

Personal hate list

I do not hate anyone but i will take revange on anyone who attacked me without fail

Creatures 14

  • Elemental IVElemental IVlevel 5 · 2 held
  • Dark Archer IIDark Archer IIlevel 4 · 3 held
  • Grasan IIGrasan IIlevel 2 · 2 held
  • Savage Knator IISavage Knator IIlevel 2 · 2 held
  • Water Being IIWater Being IIlevel 2 · 2 held
  • Lorerootian ArcherLorerootian Archerlevel 2 · 2 held
  • RemainsRemainslevel 1

The most experienced kinds, of 14 creatures in all.

From the Adventure Log

Page 528 · A Debt Repaid

The footsteps of Eon and FireStarter echo through the cavern as the two men race
down to confront the man trapped on the platform. As the assassins draw close, weapons ready to
strike Rhaegar down, the Seeker pulls out his sword, ready to defend himself. The assassins circle Rhaegar, FireStarter smirking and Eon expressionless.
Before the two can make their move, however, their target is pulled away, leaving only empty space between them.
The two men look around in confusion for a moment before FireStarter says, "Doesn't matter. There are other targets."

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