MagicDuel

SwoardMaster Trey

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 5,187of 5,000

261 days in the realm since 3 December 2008 · started in The Original Story Mode

Record

  • Fights248 won · 280 lost
  • Active4% of days · 261 of 6,511
  • Adept ofdragonrider7
  • Player ID113779
Play with SwoardMaster Trey as your mentor

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

Character

Combat stats tap a row for its sources

  • 38.99 initial = 38.99

    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.

  • 15.29 initial = 15.29

    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.

  • 6.51 initial = 6.51

    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.

  • 0.07 initial = 0.07

    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.

  • 8.63 initial = 8.63

    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.

  • 3.48 initial = 3.48

    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.

  • 10.25 initial = 10.25

    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.

  • 10.88 initial = 10.88

    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.

  • 16.19 initial = 16.19

    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

  • 2.96 initial = 2.96

    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.

  • 4 initial = 4.00

    Your grasp of the map, and of the shortest way across it.

    Touching any of the 25 pillars. Each pillar pays a given traveller once, and never again.

    The action points every move costs you. It comes off the cost, down to a floor of one.

  • 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 104.04 · Principle of Light 92.16 · Principle of Entropy 95.04 · Principle of Cyclicity 113

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

All about me Comments on self

Im Trey and this is my story: I Awoke with a imense hunger that dulled my senses with no memory of what had happened the night before to my recolection i came home from a party and my apartment door was ajar i quietly creeped in and a dark figure lunged at me then mit went blank, my hearin is sharpined and as i past people i could hear there plus wihich made me hungier so i thought of the stories my mom used to tell me about her old friend Sage who lived in the mystical land of magicduel who would help travlers and give them imformation or a place to sleep as my hunger grew i try to eat but it is unsatifing i think about my mothers stories once more considering truth or fiction as people pass me i start to salavate and decid to find the Sage imedatly , it was a long hard journey but i had finally made it to magicduel its a beautiful land with amazing people and the sage has hlped me alot i am now aware that i am a daywalker with great powers and great possabiliaties allthough there are great trails to overcome such as my blood lust but with the great people and my two newfound pets a ferret Xoe and a tiny bluebird Rodger i do believe i can make it through                                 


                                                                      Powers

i can control wind fire water and earth

i have extreme regenrative powers (limbs and cuts and scares)

i can control human minds  (only in erasing memories)

i can run at hi-speeds


                                                                MY BACKPACK

Fruit for Xoe and Rodger, a bunch of sketch books ,pencils ,crayons ,pens , a pencil sharpener , two silver daggers

Vials of animal blood ,

 

one Free heal toke - .Gargant.

Endless Cookie Tin - .Gargant.


   

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Creatures 9

  • Elemental VElemental Vlevel 6
  • Elite KnatorElite Knatorlevel 4
  • Aramor AssassinAramor Assassinlevel 3
  • Dark Archer IIDark Archer IIlevel 4
  • Hollow WarriorHollow Warriorlevel 2
  • HatchlingHatchlinglevel 2
  • Grasan IGrasan Ilevel 1
  • Barren SoulBarren Soullevel 1
  • AramorAramorlevel 1

Adepts 1

1 player joined the realm as SwoardMaster Trey’s adepts.

From the Adventure Log

Page 9 · Weaver Gared Chronicler

Fascinated by the current events, Weaver Gared beginns to write a chronicle about them and tries to keep up with all things going on. A great and dangerous adventure awaits him as he will follow the footstepts of those who went on the wizard quest. He hopes that his book will be greatly enjoyed by his friends and fellow players.

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