MagicDuel

The Crescent

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor -516of 5,000

45 days in the realm since 2 March 2009 · started in The Original Story Mode

Record

  • Fights139 won · 98 lost
  • Active1% of days · 45 of 6,420
  • Adept ofAssira the Black
  • Player ID138228
Play with The Crescent as your mentor

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

Character

Combat stats tap a row for its sources

  • 18.34 initial = 18.34

    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.

  • 6.91 initial = 6.91

    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.

  • 4.51 initial = 4.51

    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.

  • 0.87 initial = 0.87

    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.

  • 4.66 initial = 4.66

    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.

  • 1.80 initial = 1.80

    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.

  • 4.25 initial = 4.25

    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.

  • 0.59 initial = 0.59

    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.

  • 5.88 initial = 5.88

    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

Transposition Principle 25.95 · Principle of Entropy 15.74 · Darkness Principle 39.93 · Principle of Imagination 19.44

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Swept away by the wind. Comments on self

Sitting on the edge of the fountain, you watch the ripples surrounding your hand undulate as you dip your bottle deeply into the still water. It is cool and calming and refreshing. The air in the bottle bubbles up to the surface as it is replaced and as soon as the bubbles stop, lifting your hand up carefully, you see the bottle is now full to the brim. Something moves catching your eye and dissapears from view, behind the fountain. Suprised you put the bottle down quickly and stand up. Peering round the side of the fountain curiously, you are shocked to see a tall slender figure sitting serenely in the shade. You start to wonder if he was there when you arrived and if he has been sitting there all along without you realising. It doesnt look like he was the one to have caused the movement either, as he is still, his dark cloaked head hanging almost uncomfortably as is he was asleep. After years of traveling these lands it is not uncommen to see new people, new faces every day, but there was something different about this man. His clothing shadowy and dark seemed to fade away into the ground by his feet and the way he sat there, not moving, almost lifeless was quite unnerving, however there was something calming about him also. He did not move, and you did not feel like disturbing him. Quietly moving yourself back around to pick up the bottle and with time not on your hands, you felt this was a good time to leave.

The everlasting sun Personal hate list

Beating down, the suns rays smother the land in heat warmth and light. Its neverending gaze plows through the morning mist and penetrates the cool air, which fights clinging on to the grass tips and the surrounding rocks. Fingers of light creep slowly around the doors and the window frames, casting out the shadowy life which flees for shelter.

The Day of Light has begun.

This Land has been invaded by the light, taken over by the warmth, it is now merely a prisoner of the heat.

Only a fool would think this will last forever.

Creatures 17

  • Elemental IVElemental IVlevel 5 · 2 held
  • Dark ArcherDark Archerlevel 3
  • Dark Archer IIDark Archer IIlevel 4
  • Grasan IIGrasan IIlevel 2 · 2 held
  • Barren SoulBarren Soullevel 1
  • Elemental IElemental Ilevel 2 · 9 held
  • Unholy PriestUnholy Priestlevel 1

The most experienced kinds, of 17 creatures in all.

From the Adventure Log

Page 205 · The Shade Ballance - Others

Reports of cruel murders terrify all alliance leaders. It seems that the tension between the lands has started to make people more powerful in their will and their fights actually kill the opponent. There is no proof that the shades may have something to do with this, although rumors about inner Magic used by the Shade Sentinel itself , have been heard. People start to seek the warmth of the sanctuaries or even the teachings of the Dojo, but others search for sharper swords and prepare for war.

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