MagicDuel

demonic light

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 268of 5,000

78 days in the realm since 7 September 2008 · started in The Original Story Mode

Record

  • Fights275 won · 79 lost
  • Active1% of days · 78 of 6,596
  • Adept ofDomonic
  • Player ID88447
Play with demonic light as your mentor

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

Character

Combat stats tap a row for its sources

  • 17.92 initial = 17.92

    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.

  • 15.51 initial = 15.51

    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.

  • 4.90 initial = 4.90

    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.

  • 2.86 initial = 2.86

    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.

  • 10.07 initial = 10.07

    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.

  • 1.48 initial = 1.48

    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.

  • 8.38 initial = 8.38

    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.

  • 1.62 initial = 1.62

    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.

  • 6.47 initial = 6.47

    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 38 · Principle of Balance 44 · Principle of Imagination 47 · Principle of Entropy 33

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

My name is Demonic Light.

This is my story.

I was walking alone in the middle of the night. i was on my way home.

Half way there, I reached the ussual crossroads. Normaly i would pass them by, not bothering to look down the other road. This time, I stopped and pondered what awaited me, should I go down the road. I turned and walked down the other path.

That was my first, fatal mistake.

As i walked, I slowly began to wonder whether or not I should have gone down this road. Then, i heard something move in the bushes besides the road. I stopped to investigate.

That was my second, fatal mistake.

As I turned to look at the bushes, something jumped out and attacked me. As I slowly regained consiousness, i became aware of a sharp, throbbing pain in my arm. my arm had bite marks all over it. I thought it was just a wild dog, that bit me. i didn't even consider the possiblities.

I got up and looked around, to try and get a grip on my surroundings. to my amazement, i was standing infront of an old abandoned church. i breathed a sigh of releif. i was worried i would have still been in the dark forest alone with no shelter. I looked up to the sky, to see that it was a full moon, at midnight. i stpped gazing at the moon and entered the church.

That was my Final mistake.

As i entered the church, i noted my surroundings and the decor. it was not a church of any known religon i had heard of. the surroundings were almost satanic, as were the alter should have been, there was a sacrificial table.

the table gleammed in the light of the moon, as part of the roof was torn away. the table was made of obsidian and a pool of blood lay before it. i steped up to the blood pool to investigate it. then, something grabbed me from behind and bit my neck, severing my spine, paralyzing me. I layed and bled, adding my blood to the pool next to the alter.just before i passed into the void, a sudden light, burst thruogh the door, and a host of tall, hairy creatures ran in, surrounding the creature that had attacked me. as i gazed, i suddenly realized what the creatures were. the things that had just entered were werewolves, and the creature that had paralyzed me was a vampire. i passed out as they began to fight.

I thought I was dead. i felt the ground scraping my back and legs. i realized that a dead man couldn't feel anything. I was still alive. i tried to move, but was prevented by a large hand, which halted me from moving, but was not harmful. I opened my eyes to see who was preventing my movement and was astonished to see a large, black, werewolf with bat-like wings protruding from his back. "Don't move just yet. You aren't fully healed, or adjusted to your new form just yet." he said. "new form?" I wondered. I slowly sat up, looking around trying to find out where I was. I was lying on the table in the church. I looked at my body to find that i was much like the creature beside me. My arms were bound with chains, and my clothes had been replaced. i looked at the creature and said: "who are you?" the creature sighed once, and replied:  My name is Wolfwing, and I am a Werepyre." i asked: "Werepyre? what is that?" "A Werepyre is the cross between a vampire and a werewolf. you are very lucky to have been attacked by both tonight, or you would be dead right now." he said. "the curse of the werewolf would have costed you yoursanity, and your life, had you not run into the vampire that was waiting for you to arrive. her venom killed you but revived you, and counteracting the sideeffects of the wereolf curse." i asked him, "why was the vampire waiting for me, and how did the werewolf find me?" he replied: "the werewolf happened upon you by chance, thinking you an easy meal. the vampire was stalking you as soon as you turned down this road. the vampire killed the wolf that attacked you and brought you to the church. to await you. don't ask me why she didn't kill you then, but she didn't." my mind was all abuzz. i had just learned of three new races, become one of them, been attacked by two of them, and forced into something completly unreal.

I had become a Werepyre.

My apearence Personal hate list

My name is Demonic Light.

I am 6'7" and have black fur covering my body. I have fangs protruding from my mouth, and bat-like wings sprouting from my back.

my atire consists of a pair of dark blue jeans, ripped up at the hem, a sleevless blood red shirt, and a pair of  titainium chains emmbedded into the bone of my wrists that i can use like whips.

 

Were-Vampire.jpg Zarek's Werepyre form image by Zephoma

Creatures 6

  • Elemental IVElemental IVlevel 5 · 3 held
  • Dark Archer IIDark Archer IIlevel 4
  • Dark ArcherDark Archerlevel 3 · 2 held

The most experienced kinds, of 6 creatures in all.

From the Adventure Log

Page 292 · The Inner Sun - Bo.

"The documents are right, they are never wrong...never!..." Bootes looks at the same page over and over, something is strange, maybe the person that wrote the document was insane, but then..how could it pass the archivists controll when it was added to the Archives?

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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