MagicDuel

SilverHearts

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 697of 5,000

106 days in the realm since 23 November 2008 · started in The Original Story Mode

Record

  • Fights663 won · 799 lost
  • Active2% of days · 106 of 6,522
  • Adept ofSilverBlades
  • Player ID110399
Play with SilverHearts as your mentor

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

Character

Combat stats tap a row for its sources

  • 170.14 initial = 170.14

    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.

  • 78.23 initial = 78.23

    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.

  • 42.06 initial = 42.06

    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.

  • 21.77 initial = 21.77

    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.

  • 35.71 initial = 35.71

    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.

  • 21.13 initial = 21.13

    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.

  • 33.72 initial = 33.72

    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.

  • 22.50 initial = 22.50

    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.

  • 45.32 initial = 45.32

    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

Element Principle 260.01 · Principle of Entropy 247.57 · Darkness Principle 64.15 · Transposition Principle 560.71 · Time Principle 124.71

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

The Fang Comments on self

http://ca.youtube.com/watch?v=EAvSovAthZA&feature=channel_page


********CHARACTER INFO*******
-I wish to be know as Lady Fang  please call me by this name.

-I am part wolf, my ears  and tail proof of that, my tail my pride as i take care of it to make sure its nice and soft and fluffy. Only able to transform into a wolf and hold that form for a few hours before I am forced to revert back to my half wolf half human form.

-I wear a Royal Blue Cape with my packs insignia on it a blood red dragon coiled around a fang. My armor of the finest plate steel available enchanted with protection runes etched into it, my armor shall never break, rust or loose its shine i had to get many great Armor smiths and rune carving enchanters over the years my armor mine since birth but had to get it made to be bigger over the years, such as recently its been bugging me for about a year had to get the chest in my armor made a bit bigger as i have fully matured into a fine woman. Muscular due to the  many great battles i had to endure for my pack, love, and pride. I have a collage of battles tattooed onto my arms, a heart tattooed onto my neck representing my undying love. and my  packs insignia tattooed from my chest to my belly button.

-I fight for my friends, my undying love and for my pride. Any who cross paths with any of these three values i will do my best to destroy them.

-Married to Pipstickz, a more then Amazing wedding held by Lady Isolda I would like to thank you most of all I shall always wear the ring you gave me, everyone who attended thank you it meant alot to me it was alot more then I expected thank you again everyone.


Creatures 1

  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4

Adepts 1

1 player joined the realm as SilverHearts’s adepts.

From the Adventure Log

Page 515 · Seeds Of The East - The Escape

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The Story Ends here for today, but perhaps another day it shall continue
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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