MagicDuel

Silver Banshee

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 2,207of 5,000

170 days in the realm since 24 November 2008 · started in The Original Story Mode

Record

  • Fights456 won · 659 lost
  • Active3% of days · 170 of 6,517
  • Adept ofAmoran K Kol
  • Player ID110920
Play with Silver Banshee as your mentor

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

Character

Combat stats tap a row for its sources

  • 116.42 initial = 116.42

    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.

  • 52.23 initial = 52.23

    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.

  • 42.23 initial = 42.23

    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.

  • 34.40 initial = 34.40

    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.

  • 28.64 initial = 28.64

    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.

  • 16.69 initial = 16.69

    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.

  • 31.43 initial = 31.43

    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.

  • 38.09 initial = 38.09

    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.

  • 52.28 initial = 52.28

    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 Entropy 452.59 · Principle of Cyclicity 707.02 · Principle of Syntropy 164.68 · Transposition Principle 996.01 · Darkness Principle 41.38

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Silver Banshee Comments on self



The Lady Banshee

All alone on a winter's night
the moon is full the stars are Bright
When on the road ahead of meĀ 
a pale figure I do see
I've heard the stories a ghostly tale
of women who've passed beyond the veil
damned to roam eternally
to foretell death The Lady Banshee

She moves through the night with a deadly grace
a vision of beauty dressed in lace
I turn to run to hide from her sight
to hide from this creature of the night
She starts to move the moment ends
I turn and hide around a bend
I turn around and what do I see
My greatest fear The Lady Banshee

All around me the air starts to freeze
the chill of the grave it surrounds me
The last thing I feel her chilly embrace
the last thing I see her beautiful face
I think to myself I'm going to die
I try to scream Why God Why?
The last thing I hear her shrieking Keen
Harbinger of death The Lady Banshee

Creatures 7

  • Elemental VElemental Vlevel 6
  • BloodPact Dark Archer IIIBloodPact Dark Archer IIIlevel 5
  • Water Daimon IIIWater Daimon IIIlevel 7
  • Chaos ArcherChaos Archerlevel 6
  • Grasan IIGrasan IIlevel 2
  • BloodPact Dark ArcherBloodPact Dark Archerlevel 3
  • Elite KnatorElite Knatorlevel 4

From the Adventure Log

Page 119 · The Shade Ballance - Wod.

Agitated by the current events in Necrovion, several important warriors started to plan for a possible resistence or why not even an attack. Master Wodin awaits patient, hes knowledge about the shades tells him there is no need to panic for now, but others do not think that way.

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