MagicDuel

Shardon

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

396 days in the realm since 22 August 2008 · started in The Original Story Mode

Record

  • Fights371 won · 884 lost
  • Active6% of days · 396 of 6,612
  • Adept ofPeace
  • Player ID83165
Play with Shardon as your mentor

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

Character

Combat stats tap a row for its sources

  • 218.83 initial = 218.83

    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.

  • 128.87 initial = 128.87

    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.

  • 75.19 initial = 75.19

    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.

  • 41.83 initial = 41.83

    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.

  • 75.83 initial = 75.83

    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.

  • 23.89 initial = 23.89

    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.

  • 90.13 initial = 90.13

    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.

  • 29.25 initial = 29.25

    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.

  • 40.83 initial = 40.83

    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 Syntropy 276.63 · Principle of Entropy 195.03 · Principle of Imagination 343.33 · Transposition Principle 558.82 · Time Principle 147.28

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

History Comments on self

Description

A humanoid man in his early thirties, but the similarities between him and a normal human end after seeing his features.  His shock white hair is kept short and ends abruptly in a slight 'V' with the point coming off his forehead an inch or so.  His pupils are grey, and completely devoid of other color.  His features are handsome, but his demeanor is usually a little aloof or passive unless around friends, when he is full of smiles and charm. 

He stands shy of six feet tall and his clothing only helps him to stand out.  His skin is incredibly pale, like all the color has been leeched out of him.  His clothing consists of a full-body robe made out of interwrapping sashes.  Each sash is a vibrant color, one from each color of the rainbow, some that aren't in that spectrum, and likely some that have never been seen before.  They are arranged to catch the eye and entrance, and one could swear that they change.  He has various pouches tucked in at his belt to hold his possessions.


Wants and Desires

For the festival or for general interest I like advice. I very much enjoy the strategy and mystery of this game, but even if I were to be promoted to RPC there's a lot I don't understand. Advice isn't necessarily the same as answers, though. Riddles and puzzles can be fun as well. My role so far has been to wander to the furthest reaches that I can access and help those along the way. I don't give out answers, but if I receive any good ones, like how I finally overcame Loreroot, I pass it on. I enforce the Dojo's rules strictly, and always inform people of wrong-doings.  I currently follow lady .Peace. and forsee doing so for the near future. She is wise, gifted, and knowledgeable.  And for her compassion and mercy, I will be her servant.

My Story

Once in another multiverse I was a powerful mage. Having ascended to the heavens, I discovered a world of dreams. Some people believe in the Realms forgotten, that one can become a God. I will tell you that there is truth in their words, but to become heavenly is to limit one's interactions with the mortal planes. In order to obtain true power, to understand the light of all creation... I had to give up everything. Making a deal with the Titan Mnemesyne I sealed away all memories that I ever existed and only then could I become something more than human. Now I wander the multiverses as shards-fragments of my former self. I cannot ever be a true mortal again, but I can explore and see what I like from these planes... For eventually in my dreamscape I will become the Creator and I will need to know what I want my own Multiverse to be. Come, wander with me as I explore. Ask for a tale if you wish, I have more than a few. Just know that no one will ever be able to confirm it as I'm now a figment of imagination in the lands I came from.

 I must... consider more views and not constrain myself.  I do wish for friends, however.  If anyone has one of these 'guilds' and would like to recruit me then they may try.

Personal hate list

Back in my former life, there was little I could not solve. I was a man of great intellect but what you interact with here is but a shard of me. A fragment of my essence and will. I lack the insight and wisdom I once obtained so long ago and now I can be easily frustrated by things that may seem simple to others. Please bare with my confusion or anger.

Creatures 16

  • Elemental VElemental Vlevel 6
  • JokerJokerlevel 1
  • Water Daimon IIIWater Daimon IIIlevel 7
  • Death RainDeath RainBloodPact Dark Archer III, level 5
  • Majestic WinderwildMajestic Winderwildlevel 6
  • Biggest WoodBiggest WoodWalking Tree, level 5
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4
  • Big Ole FattyBig Ole FattyGrasan Huvourer, level 3
  • Super SantaSuper SantaSanta II, level 2
  • Knator War MasterKnator War Masterlevel 5
  • Unholy PriestUnholy Priestlevel 1

The most experienced kinds, of 16 creatures in all.

From the Adventure Log

Page 37 · Gjinja the Chronicler

At the warm candle light Gjinja starts to write the legend of the current events

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