MagicDuel

Wicked Crook

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 3,784of 5,000

167 days in the realm since 6 August 2009 · started in The Original Story Mode

Record

  • Fights531 won · 617 lost
  • Active3% of days · 167 of 6,262
  • Adept ofJester
  • Player ID165787
Play with Wicked Crook as your mentor

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

Character

Combat stats tap a row for its sources

  • 100.32 initial = 100.32

    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.

  • 59.81 initial = 59.81

    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.

  • 35.33 initial = 35.33

    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.

  • 22.15 initial = 22.15

    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.

  • 41.69 initial = 41.69

    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.

  • 35.99 initial = 35.99

    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.

  • 33.22 initial = 33.22

    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.

  • 37.37 initial = 37.37

    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.

  • 61.53 initial = 61.53

    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

Time Principle 450.85 · Darkness Principle 263.47 · Principle of Balance 194.75 · Principle of Entropy 169.71 · Principle of Cyclicity 159.93

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

The Story Doesn't End Here

                               
Once upon a time a tortoise and a hare had an argument about who was
faster.
 

They decided to settle the argument with a race. They agreed on a route
and started off the race.
The hare shot ahead and ran briskly for some time.
Then seeing that he was far ahead of the tortoise, he thought he'd sit under
a tree for some time and relax before continuing the race. He sat under
the tree and soon fell asleep.
 
The tortoise plodding on overtook him and soon finished the race, emerging as the undisputed champ.
 
The hare woke up
and realized that he'd lost the race.
The moral- "Slow and steady wins the race. This is the version of the
story that we've all grown up with."
 

THE STORY DOESN'T END HERE
 
 
 there are few more interesting
things.....it continues as follows..... .
 
The hare was disappointed at losing the race and he did some
soul-searching.
He realized that he'd lost the race only because he had been overconfident,
careless and lax.
If he had not taken things for granted, there's no way the tortoise could have beaten him. So he challenged the tortoise to another race.
The tortoise agreed. This time, the hare went all out and ran without
stopping from start to finish. He won by several miles.
The moral - " Fast and consistent will always beat the slow and steady.
It's good to be slow and steady; but it's better to be fast and reliable."

THE STORY DOESN'T END HERE
 
 
The tortoise did some thinking this time, and realized that there's no
way it can beat the hare in a race the way it was currently formatted.
 
It thought for a while, and then challenged the hare to another race, but
on a slightly different route. The hare agreed. They started off. In keeping
with his self-made commitment to be consistently fast, the hare took off and
ran at top speed until he came to a broad river. The finishing line was a
couple of kilometres on the other side of the river.
 
The hare sat there
wondering what to do.
In the meantime the tortoise trundled along, got into the river, swam to the opposite bank, continued walking and finished the race.
 
The moral - "First identify your core competency and then change the
playing field to suit your core competency."

THE STORY STILL HASN'T ENDED
 
The hare and the tortoise, by this time, had become pretty good friends
and they did some thinking together.
 
Both realized that the last race could
have been run much better. So they decided to do the last race again, but to
run as a team this time.
 
They started off, and this time the hare carried the tortoise till the riverbank. There, the tortoise took over and swam
across with the hare on his back. On the opposite bank, the hare again carried
the tortoise and they reached the finishing line together. They both felt a
greater sense of satisfaction than they'd felt earlier.
The moral - "It's good to be individually brilliant and to have strong
core competencies; but unless you're able to work in a team and harness each
other's core competencies, you'll always perform below par because
there will always be situations at which you'll do poorly and someone else
does well.
 
 
Teamwork is mainly about situational leadership, letting the person
with the relevant core competency for a situation take leadership.
Note that neither the hare nor the tortoise gave up after failures. The
hare decided to work harder and put in more effort after his failure. The
tortoise changed his strategy because he was already working as hard as
he could."
In life, when faced with failure,
sometimes it is appropriate to work
harder and put in more effort.
 
Sometimes it is appropriate to change strategy and try something different..
 
And sometimes it is appropriate to do both.
 

The hare and the tortoise also learnt another vital lesson. When we stop competing against a rival and instead start competing against the
situation, we perform far better.

To sum up-
the story of the hare and tortoise has much to say:
Chief among them are that fast and consistent will always beat slow and
steady;work to your competencies; pooling resources and working as a team will always beat individual performers; never give up when faced with
failure; & finally, compete against the situation - not against a rival.
 
 
THE STORY ENDS HERE.
EXCEL IN DOING YOUR THING.
EVERYTHING DEPENDS ON YOU. 

Creatures 16

  • Elemental VElemental Vlevel 6 · 3 held
  • Grasan HuvourerGrasan Huvourerlevel 3 · 2 held
  • Knator War MasterKnator War Masterlevel 5 · 2 held
  • Chaos ArcherChaos Archerlevel 6
  • Wicked AssassinWicked AssassinAramor Assassin, level 3
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4 · 3 held
  • Water Daimon IIIWater Daimon IIIlevel 7
  • Dark Archer IIIDark Archer IIIlevel 5
  • Imperial AramorImperial Aramorlevel 1 · 2 held

The most experienced kinds, of 16 creatures in all.

From the Adventure Log

Page 273 · The Shade Ballance - Kn. Yrth. Wod. dst

"Thank you Commander, Golemus will never forget your help" Yrthilian takes the dagger from Knator Commander. "Wodin, now you die, i think you got used to that allready .... muhahhaha".

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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