MagicDuel

Warwick

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 4,995of 5,000

82 days in the realm since 19 October 2008 · started in The Original Story Mode

Record

  • Fights273 won · 330 lost
  • Active1% of days · 82 of 6,554
  • Adept ofLady Isolda
  • Player ID103288
Play with Warwick as your mentor

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

Character

Combat stats tap a row for its sources

  • 23.53 initial = 23.53

    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.

  • 9.11 initial = 9.11

    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.

  • 8.59 initial = 8.59

    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.

  • 9.22 initial = 9.22

    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.

  • 11.12 initial = 11.12

    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.

  • 3.30 initial = 3.30

    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.

  • 6.56 initial = 6.56

    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.

  • 4.14 initial = 4.14

    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.

  • 10.38 initial = 10.38

    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

Element Principle 17.59 · Principle of Balance 23.09 · Principle of Syntropy 43.03 · Principle of Entropy 12

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Warwick's Guide to Life.... and Death Comments on self

Well first of all folks.

Wisdom #1: Life is precious very precious, reality is we only live once. So get it right the first time.

Here is some help on how.

Wisdom #2: doing something is one part research-1 part doing-1 part analytical thought-1 part changing the plan- and 1 part finishing.

lack of any of the parts results in crappy results, ask anyone you know. if they disagree refer to wisdom #3

Wisdom #3: there are people that dispise wisdom, and choose ignorance or foolishness for themselves, these people cannot be helped, ignore them like old bubblegum spots on a sidewalk.

this bring us to the fourth wisdom

Wisdom #4: At times we are all those refered to in wisdom #3, when you are realise it and change your attitude.

do all of this because

Wisdom #5: When you die you are dead, then there is nothing. No immortal soul. No fancily ever after. No trans-sky-kingdomia. The end.

if you want to see why view wisdom #6

Wisdom #6: Humans are all hardwired with certain inherited facts ingrained into their brain, many of them are simple like - desire for sex, pain, desire to eat, and death. If people existed after death people wouldn't cry at funerals, they wouldn't honor their ancestors burial site, and they wouldn't be afraid of dying.

if you disagree refer to Wisdom #3

I'll list more when and if I figure it out.

Hate list Extrordinare Personal hate list

ok, first of all hating takes energy.

just like any other action.

secondly expending a lot of energy creates a lot of stress

stress causes breakdowns in the body and harms the body

therefore i don't like stress

and i pretend not to hate

so if i hate you you can be sure it will take a while for you to find out

cause i only hate on a part-time basis

it reduces stress levels.

Creatures 12

  • Elemental IVElemental IVlevel 5 · 2 held
  • Dark Archer IIIDark Archer IIIlevel 5 · 2 held
  • Dark Archer IIDark Archer IIlevel 4
  • MarshallMarshallGrasan Huvourer, level 3
  • RemainsRemainslevel 1
  • Savage Knator IISavage Knator IIlevel 2
  • ScoutScoutlevel 1
  • Water Being IIWater Being IIlevel 2
  • EggEgglevel 1 · 2 held

The most experienced kinds, of 12 creatures in all.

From the Adventure Log

Page 236 · The Shade Ballance - Kh.

Khalazdad's nightmares are becoming more frequent now. It's starting to effect him more physically even. Queasiness and vomiting at odd moments. He honestly feels like his soul has been ripped apart and is straining with all its might to pull itself back together, but there is something preventing it.

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