MagicDuel
Vicious
Generation 30

Vicious

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 3,664of 5,000

557 days in the realm since 17 March 2012 · started in The Original Story Mode

Record

  • Fights1,369 won · 1,237 lost
  • Active10% of days · 557 of 5,308
  • Adept ofChewett
  • Player ID237382
Play with Vicious as your mentor

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

Medals 1

Medals are earned through hard work and given one player at a time, sometimes with a ceremony. Together with titles, they are what the realm holds as true about Vicious.

Character

Combat stats tap a row for its sources

  • 181.96 initial = 181.96

    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.

  • 75.90 initial = 75.90

    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.

  • 33.09 initial = 33.09

    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.

  • 0.89 initial = 0.89

    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.

  • 50.72 initial = 50.72

    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.

  • 139.19 initial = 139.19

    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.

  • 33.77 initial = 33.77

    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.

  • 26.55 initial = 26.55

    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.

  • 80.27 initial = 80.27

    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

  • 137.86 initial = 137.86

    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.

  • 15 initial = 15.00

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 9.3Herbalism 3.7Woodcutting 0.2Waterhandling 1.0100
  • Mining9.3
  • Herbalism3.7
  • Waterhandling1.0
  • Woodcutting0.2

The Leanings are thirteen crafts that pull against each other: what a player practises grows, and what they neglect falls away.

Principles

Element Principle 1,537.49 · Principle of Light 1,104.53 · Darkness Principle 110.34 · Time Principle 95.61 · Transposition Principle 3,457.62

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Vici's Memoir Comments on self

Things I've Witnessed in Seven Years of Magicduel
 
The Blooming of Bob.
The First Winged Shoe.
The Return of Pickles.
The GoE Roof Destroyed.
Being a Santa.


Those I've Had The Pleasure of Knowing


Magistra (I miss you.)
Keida (I miss you.)
VertuHonagan (I miss you.)
Zleiphneir (I miss you.)
Tipu (I miss you.)
Ant King (I miss you.)
Windy (I miss you.)
Dante Lionheart (I miss you.)

Wish List Personal hate list

My Wishes:
A Role.
A shot at MP7.
To meet friends old and new.


At this point, I'd love a role. I hope to carve this out for myself, but thought that it would be best to state my desire here, so that others know that I am willing to move forward and carve my own path out, place my stake in this realm.

After hearing of it, I thought that MP7 sounds like a fascinating way to make an impact on the community, to bring people together, to make something.

The friends we make are why we come here. Everything wonderful about this realm aside, it would be hollow for me to explore these lands without the wonderful people that I've met by my side. I hope to meet my old friends, and to spark up relationships with new people arriving here.

Creatures 36

  • InfernoInfernoElemental V, level 6
  • Knature ForestbladeKnature ForestbladeKnator War Master, level 5
  • Unholy PopeUnholy Popelevel 3 · 6 held
  • Twisting ShadowsTwisting ShadowsChaos Archer, level 6
  • Elven ArcherElven ArcherMaster Lorerootian Archer, level 4
  • Majestic Wind SoulMajestic Wind SoulMajestic Winderwild, level 6
  • Ancient SoulAncient SoulHollow Warrior, level 2
  • Pimped Grasan IPimped Grasan Ilevel 1
  • Animated Tree IAnimated Tree Ilevel 2
  • Elemental IIElemental IIlevel 3 · 2 held
  • Water Guardian IWater Guardian Ilevel 3
  • Heretic ArcherHeretic Archerlevel 1 · 6 held

The most experienced kinds, of 36 creatures in all.

From the Adventure Log

Page 569 · One Man, Many voices

In Necrovion a being with a familiar shape stirred. The shades, bound like a common Aramor, were trapped in the old man’s shell of a body. Lashtal greeted the old man, asking if he could aid him, but quickly realised something had changed. Mumbling incoherently Lashtal could sense the rage in the shadowy old man. Speaking several times with them, offering help and advice they failed to convey even the most basic instruction. As confusion reigned within them, the storm across Necrovion increased in its strength.

This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.

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