MagicDuel

ToniFargo

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

124 days in the realm since 14 August 2008 · started in The Original Story Mode

Record

  • Fights125 won · 125 lost
  • Active2% of days · 124 of 6,620
  • Adept ofMorrel
  • Player ID78680
Play with ToniFargo as your mentor

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

Character

Combat stats tap a row for its sources

  • 21.08 initial = 21.08

    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.

  • 11.55 initial = 11.55

    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.

  • 8.34 initial = 8.34

    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.

  • 4.04 initial = 4.04

    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.

  • 13.83 initial = 13.83

    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.

  • 2.35 initial = 2.35

    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.

  • 10.40 initial = 10.40

    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.

  • 6.22 initial = 6.22

    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.

  • 8.16 initial = 8.16

    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 Imagination 67.03 · Darkness Principle 40.03 · Principle of Balance 39.28 · Principle of Light 29.05

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

The First Seed of Chaos Comments on self

This litle story was written with my special feather made of seabird. \"I am old like the trees but i am new as the seeds of eternity. I am everything and nothing, I have no age and all the ages. I am unique cause i was born from the roots of the eternity tree. I have no blood, but air in my vains. I am the result of the love of the south wind with the eternal tree. This union caused despair and terror in the gardens of MDA Lands. The union of this two elements was forbidden by the gods. Land and air cannot be together! It unbalanced the perfection... So, i was born, hidden from the gods and created by the sea. I was sent by the wind to the sea, and was raised there by Jorgoloni, the king of the seabirds... \" My memory is failing, i need to rest. I need a ale in ladys pub and a good night sleep. I can tell you more tomorrow, my dear friend.

Ok my dear friend, ill tell you more.. but not about this story but what i suffered to tell you the secret of MDA Lands. One day, i entered in a strange pub. The owner was WindSpirit (incredibly gorgeous redhead, heart of hearts to Stormrunner),a brilliant chess player, that didn“t like travellers like me.. I was annoyed cause of my uninstable behaviour. I flow like wind but i scream like the earth. Its like a drug, like Hortensia, the plant that gives wrong perception about people. Anyway, i needed to eat, cause i was starved and tired. I was coming from the south, from the civil war. I was a little bit crazy, i confess. And the pepper ale made me crazy. So, that day, i was beaten by SilverRenard and Necromancer Mort. That day i loose an eye. I was thrown away from the pub. I was left alone. But that day i learned how to behave. So, i entered again Wind&Rain Pub with my lost eye in my left hand.Everibody smiled to me and Necromancer fixed my eye with a spell from the deads. Since that day that i feel a strange power growing inside me, and i see strange shadows...

I am the New Chef Of Wind & Rain Pub.

Im looking for the book of Master Jororo, the master in magical food. This book has dishes that improve wisdow. Now im trying to develop a menu with snails and special herbs that make u dream about your future...

Creatures 11

  • Elemental IIIElemental IIIlevel 4 · 2 held
  • Dark Archer IIIDark Archer IIIlevel 5 · 3 held
  • Dark Archer IIDark Archer IIlevel 4
  • Grasan IIGrasan IIlevel 2
  • Hollow WarriorHollow Warriorlevel 2
  • Animated Tree IAnimated Tree Ilevel 2
  • Water Guardian IWater Guardian Ilevel 3
  • Savage Knator IISavage Knator IIlevel 2

The most experienced kinds, of 11 creatures in all.

From the Adventure Log

Page 486 · The Traveler

Peace feels more heavy with each step she makes towards the outer lands. Something is now binding her to her land more than ever. Her creatures are no longer as they once were, they feel strange... as if their energy print is no longer hers, but they still obey her orders. Thinking differently and without her former body, she feels like sacrificing them to purify her new self and benefit her possible new powers.

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