MagicDuel

Virgo

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 1,468of 5,000

122 days in the realm since 30 June 2010 · started in The Original Story Mode

Record

  • Fights277 won · 288 lost
  • Active2% of days · 122 of 5,934
  • Adept ofJubaris
  • Player ID195826
Play with Virgo as your mentor

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

Character

Combat stats tap a row for its sources

  • 52.78 initial = 52.78

    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.

  • 23.13 initial = 23.13

    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.

  • 12.31 initial = 12.31

    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.

  • 13.05 initial = 13.05

    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.

  • 35.54 initial = 35.54

    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.

  • 9.41 initial = 9.41

    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.

  • 22.11 initial = 22.11

    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.

  • 16.10 initial = 16.10

    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.

  • 27.75 initial = 27.75

    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 41.01 · Time Principle 27.93 · Principle of Cyclicity 46.12 · Principle of Light 40.99

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Virgo Comments on self

Hi, my name is Virgo, a girl who lived in the Netherlands till she woke up one day in the lands of Magic Duel. I was very confused, but fortunately I found some friendly people who welcomed me in this new strange land.

The following questions (and more, but I didn't wrote all of them here) have now been answered kindly by Princ Rhaegar and Amoran K Kol ^^
  • That round thing at the middle of the screen of Berserker's Way, what do you need to do with it? That's the famous Berserker Puzzle!

  • And why do those letters near the signpost at Marble Dale Park change every day? They explain common rules for mindpower 3 and 4, and also some other rules for the fighting club ;)

  • How many creatures are there in the world of Magic Duel? An exact number is not given, but you get an idea by checking the ID numbers of your creatures ^^
Some questions will stay at this page however, just for the fun of it and to remind myself in the future of how such a newbie I was at the beginning lol :P

Thank you for reading, I might add more questions in the future :-)


"Achievements" and other nice things I experienced in Magic Duel:

MP3:

* 30 Juni 2010 (Year 5) - I joined Magic Duel
* Made my first friends in game
* 7 July 2010 - I became an adept of Princ Rhaegar
* Beaten the dark slime at Fenth's Press / Meeting of the roads
* Beaten the Willow shop guards
* Solved the Berserker Way puzzle

MP4:

* Beaten the dark slime at Fenth's Press / Meeting of the roads
* Beaten the Willow shop guards
* Solved the Berserker Way puzzle
* Found my way through the Labyrinth of Doom and managed to reach Golemus Golemicarum, although when I came there...there was nothing to do yet for me, aaah! >.<
* Beaten the Loreloot guards and gained access to the land of Loreroot

Current activities:
1: trying to find out how to beat those Loreroot guards ^^ (Done!)
2: training some of my creatures
3: making more friends to enjoy the game together!

Creatures 34

  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • Elemental VElemental Vlevel 6
  • Grasan HuvourerGrasan Huvourerlevel 3 · 2 held
  • Hollow WarriorHollow Warriorlevel 2 · 2 held
  • Elemental IVElemental IVlevel 5
  • Full-grown WinderwildFull-grown Winderwildlevel 5
  • Elemental IIIElemental IIIlevel 4
  • Imperial AramorImperial Aramorlevel 1 · 2 held
  • Lorerootian ArcherLorerootian Archerlevel 2
  • JokerJokerlevel 1
  • Animated Tree IAnimated Tree Ilevel 2
  • Water Being IIWater Being IIlevel 2 · 2 held

The most experienced kinds, of 34 creatures in all.

From the Adventure Log

Page 373 · The Inner Sun - Noo.

No One continues his lonely trek through the blackened, scorched wastelands of Necrovion and his despondency begins to intensify. He is beginning to doubt himself, what he has done. The darkness within him feels as though it is closing in on his mind, his heart, and his soul. He suddenly drops to the ground, overcome by despair.

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