MagicDuel

Twilight Sword

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 1,353of 5,000

78 days in the realm since 3 November 2008 · started in The Original Story Mode

Record

  • Fights47 won · 41 lost
  • Active1% of days · 78 of 6,538
  • Adept ofstormrunner
  • Player ID107008
Play with Twilight Sword as your mentor

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

Character

Combat stats tap a row for its sources

  • 5.15 initial = 5.15

    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.

  • 3.29 initial = 3.29

    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.

  • 5.26 initial = 5.26

    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.

  • 4.51 initial = 4.51

    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.

  • 4.22 initial = 4.22

    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.

  • 1.66 initial = 1.66

    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.

  • 4.51 initial = 4.51

    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.

  • 5.46 initial = 5.46

    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.

  • 6.36 initial = 6.36

    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

Darkness Principle 12.25 · Principle of Syntropy 12.20 · Principle of Imagination 8

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

A Bloody Blade Comments on self

 

"So, sweetheart....let's go find a room?" The metal keens as I whip out my katana. It screams through the air. Blood stains my hands. The town drunkard hangs there a minute, and then the peices of his body slump to the ground.

The soldiers of the war called me 'oni'-demon. None could fend me off, could defend themselves. I was the pride of my unit....but also their darkest fear, because one false move, one wrong word, and I would turn on them with my sword style, the Sansai Odory.

A demonic swordswoman, blessed-or cursed-with astonishing skill at swordplay and the skill of shapeshifting. Slashing people's throats while looking like an innocent woman, a wolf in sheep's clothing.

I have been the twilight of so many lives, and in cold blood. I have traveled as a wolf through so many forests where the rivers run red with the blood of my enemies.

You are right to fear, for I have many faces and always remember my enemies...

and the Demon inside...

is my weapon.

If I crack open a Dr. Pepper...don't make any fuss. I have an infinite cooler of the things. Whether I discovered it here, or on my travels across the worlds...who's to say? Memory's a tricky thing, and MagicDuel's laws can work in strange ways. It's a personal addiction, and it's just one of my little habits...

 

Embrace death-for I am its messenger! Personal hate list

Thanks to Stormrunner's teaching, I have embraced the demon inside myself. I have found that death is to be embraced, and now I know that all I am guilty of is that I have brought this teaching to others.

Stormrunner, Intrigue, Luke Cruelheart, Kiyoshi Yasuhiro, XinHun, .Raven., Je Suis, and Yami No Sakura have touched my heart and become friends.

I will not ever be sweetness and light. I will never be a beam of sunshine. I will never comfort, never heal, never aid. I will simply live by my blade and these great words:

SWIFT DEATH TO EVIL. 

Creatures 8

  • Dark ArcherDark Archerlevel 3 · 3 held
  • Elemental IElemental Ilevel 2
  • Grasan IGrasan Ilevel 1 · 2 held
  • Barren SoulBarren Soullevel 1 · 2 held

The most experienced kinds, of 8 creatures in all.

Adepts 1

1 player joined the realm as Twilight Sword’s adepts.

From the Adventure Log

Page 224 · The Shade Ballance - Sm.

SmartAlekRJ stands at the entrance to the Magic Duel Archives. "Very good..don't have to put up with those Necro kids here...Now just to start sending out new invitations." He steps through the front entrance and starts walking toward the mansion.

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