MagicDuel

Skunk

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 3,405of 5,000

185 days in the realm since 10 September 2008 · started in The Original Story Mode

Record

  • Fights616 won · 606 lost
  • Active3% of days · 185 of 6,593
  • Adept ofPeace
  • Player ID90791
Play with Skunk as your mentor

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

Character

Combat stats tap a row for its sources

  • 242.72 initial = 242.72

    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.

  • 87.89 initial = 87.89

    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.

  • 54.01 initial = 54.01

    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.

  • 31.68 initial = 31.68

    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.

  • 59.49 initial = 59.49

    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.

  • 52.15 initial = 52.15

    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.

  • 52.88 initial = 52.88

    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.

  • 59.06 initial = 59.06

    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.

  • 73.07 initial = 73.07

    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 185.30 · Time Principle 123.40 · Transposition Principle 169.84 · Element Principle 116.89 · Darkness Principle 86.12

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Training ground rules Personal hate list

Basic Training Rules in Golden Globe Gazeebo interior:

- all players are protected by these rules regardless of mp level or if they are idle or active;

- defence must be a single fully healed non damaging creature with at least 301VE. If you plan to go idle set 3 defenses total please;

example: heretic archer set on weaken.

- attacking rituals must deal no damage or lifesteal to single creatures or all creatures, or heal/regen your own creatures;

example: 4 heretic archers set to weaken 2 grassan lvl 1 (they target multiple creatures and can't damage single creature).

- PAY ATTENTION TO CHAT ANNOUNCEMENTS;

- if you enter the Golden Globe Gazebo for ANY PURPOSE, please set a single creature NON damage ritual for defense, even if you do not wish to train;

- if your defense or anyone else defense isn't set properly TYPE IT IN CHAT SO EVERYONE CAN SEE. Whether you broke it or not;

- try to keep chat and roleplaying to a minimum or if not possible at least repeat who's defense rits are broken once its off the screen;

The purpose is to gain wins for your creatures without gaining experience.

Any questions comments or concerns about staff members send to MRWander first or if about him to .MRD.

if necessary MR's will enforce these rules
repeated violaters will be prosectuted by .MRD.


Abilities that can be used AND how to use them properly:

Abilities                                         target                                                 other

weaken defense                                any                                                     none

heal/regen                                         any                                ritual must be fully healed already

damage                                    mutiple or dying                                          none

lifesteal                                     mutiple or dying                                          none

martyr/defend                                  dying                                                   none

Any player with the prefix MR or MS is training grounds staff.

Heads of staff in order: .MRD., MRWander, MRV, MRHoly One, MRWarrior, MRAlyon, MRInquisitor.

Special thanks to these people for helping create the MR's Training Grounds .MRD., .Shoeps., .Akasha., MRWande, MRV, MRHoly One, MRWarrior. Without their support and countless hours of testing this could not have been possible.


Anyone who wishes to contribute and translate rules into another language please do so. A thanks so for to dst, Burns and Beril for translating.

Regeln fürs Training im Golden Globe Gazebo:

- möglichst wenig Chatten (vor allem keine RP-Gespräche) außer um einem Neuling die Regeln zu erklären;

- als Verteidungsritual sind NUR eine einzelne, komplett geheilte Kreatur auf einer Option, die keinen Schaden verursacht [Weaken Defence, Heal] zugelassen;

- angriffe erfolgen OHNE SCHADEN, also nur Weaken Defence und ähnliches;

- keine Heilungs-Rituale, außer auf MP5, wenn beide Kämpfer online sind und einwilligen;

- chat beachten, dort gibts aktuelle Informationen über gebrochene Verteidigungen damit ihr eure Rituale nicht so leicht verliert;

- falls euch ein Unfall passiert und ihr eine Verteidigung brecht, gebt das im Chat bekannt ['just killed xxx's def', 'xxx is broken', so was in der Art].


GGG rules (Lithuanian| Lietuvu) GGG taisykles:

- standartinis ginybos ritualas turetu buti 1 padaras pilnomis gyvybemis (ir kurio gyvybes taškai viršytu 301ve) kuris nedarytu jokios žalos priešininkiui;

- laimima NEDARANT JOKIOS ŽALOS PRIEŠININKUI;

- jokio gydimosi kovos metu nebent tu esi perejes i MP5;

- stebekite susirašinejimo langa, nes jame galite sužinoti kieno ginybos ritualas yra sunaikintas ir taip apsisaugoti savo paties padarus;

- jeigu tavo ginybos ritualas bus sunaikintas, pranešk tai visiem iškarto kai tik suprasi jog taip atsitiko.


Reguli ce trebuiesc respectate in timpul antrenamentului de la Golden Globe Gazebo:

- CITESTE CU ATENTIE;

- toti jucatorii, idiferent de mind power sau daca sunt idle ori activi, sunt protejati de aceste reguli;

- ritualul de aparare trebuie sa contina o singura creatura cu viata maxima (si mai mare de 301 ve). In cazul in care te folosesti de optiunea de idle ai grija sa setezi minim 3 ritualuri de aparare;

- ritualurile de aparare trebuie sa NU contina creaturi care au abilitatea damage sau lifesteal pe toate creaturile oponentului (asa numitul damage on all sau lifesteal on all). De asemenea nu sunt acceptate ritualurile ce contin creaturi care au abilitatile de heal/regenerare aplicabile propriilor creaturi;

Exemplu de ritual: 4 arcasi heretici setati pe weaken defense si 2 grasani nivel 1 (acestia ataca aleatoriu intre 2 si 4 creaturi si deci nu pot ataca ritualurile cu o singura creatura).

- CITESTE CE SE SCRIE IN CHAT;

- oricare ar fi motivul pentru care vii la GGG, seteaza ca ritual de aparare o singura creatura care sa nu faca nici un fel de damage. Chiar daca motivul vizitei nu este acela de a te antrena seteaza ritualul de aparare;

- daca apararea ta nu este conforma cu regulile (sau a oricarui alt jucator) ANUNTA in chat. Anunta chiar daca tu esti cel care a "stricat" ritualul unui alt jucator;

- incearca sa nu vorbesti prea mult astfel incat anunturile despre juactorii care nu au ritualuri bune sa poata fi vazute. In cazul in care vorbesti ai grija sa repeti din cand in cand anunturile cu privire la jucatorii cu ritualuri neconforme.

Scopul acestui loc de antrenament este sa aduni victorii fara a aduna si experienta.

Creatures 31

  • JokerJokerlevel 1
  • BloodPact Dark Archer IIIBloodPact Dark Archer IIIlevel 5
  • Elemental IVElemental IVlevel 5 · 2 held
  • Combat RustyrooCombat RustyrooRustgold Combat Drachorn, level 4
  • Elemental VElemental Vlevel 6
  • Dark Archer IIIDark Archer IIIlevel 5 · 2 held
  • Walking Bark SkinWalking Bark SkinWalking Tree, level 5
  • Water Daimon IIIWater Daimon IIIlevel 7
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3
  • Pimped Grasan HuvourerPimped Grasan Huvourerlevel 3 · 3 held
  • Dark SoulweaverDark Soulweaverlevel 2
  • Majestic WinderwildMajestic Winderwildlevel 6

The most experienced kinds, of 31 creatures in all.

Adepts 4

4 players joined the realm as Skunk’s adepts.

From the Adventure Log

Page 195 · A Freezing Firestarter

"So..cold..." Phrog's mind is mostly gone by now. He cannot feel his own inner warmth. He can't even be bothered to look to the left as he passes several pleading Young Ones attempting, and failing, to pass their obstacles near the House of Liquid Dust.

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