MagicDuel

dreamwalker

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 4,645of 5,000

238 days in the realm since 14 July 2008 · started in The Original Story Mode

Record

  • Fights217 won · 483 lost
  • Active4% of days · 238 of 6,651
  • Adept ofMRD
  • Player ID66962
Play with dreamwalker as your mentor

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

Character

Combat stats tap a row for its sources

  • 29.74 initial = 29.74

    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.

  • 22.53 initial = 22.53

    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.

  • 7.77 initial = 7.77

    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.

  • 9.35 initial = 9.35

    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.

  • 16.50 initial = 16.50

    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.

  • 7.73 initial = 7.73

    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.

  • 11.90 initial = 11.90

    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.

  • 9.60 initial = 9.60

    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.

  • 11.49 initial = 11.49

    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 Syntropy 69.28 · Principle of Imagination 79.19 · Principle of Light 72.91 · Transposition Principle 38.44

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Harlequin Comments on self

"character"
most of you might know this situation: sometimes you seriously ask yourself if the world\'s gone nuts or if it\'s just you. well, while he always was pretty sure about the first part, he soon started to realise that he is no exception here. it is comforting to a certain degree to know that everyone, including yourself, is totally bonkers. but you still have to interact with your environment and it doesn't neccessarily help to take this lunacy (i.e. virtually everything) with an ironic, sometimes sardonic, sense of humor. while he doesnt take too much serious, the thing he really is interested in, is the nature, the many peculiarities, of all this madness. his actions and acting may seem random most of the time, but thats partly to make fun of these who take themself serious. when he speaks, deep insights in philosophy, a persons character, or the mechanics of this world are as possible and likely as drolly nonsense. it\'s at you to judge.


 "chaos"
if his character was shaped by these "circumstances" or if they are a manifestation of his slightly twisted, yet strong will is impossible to tell. fact is that he not only sees the world with different eyes than most, the world tends to act differently when he is around. this might show in spectacular, hilarious, yet mostly harmless effects. for example, a dagger thrown at a target might fly in trajectories bending the laws of physiks, ricocheting off of multiple objects and hitting the confused thrower with the handle. spells casted on him or in his present might have strange side-effects or simply puff out in a cloud of colorfull, funny-smelling smoke.

[on a sidenote: if i am trying to ridicule you, please don't be offended. it actually shows that you have an established role to make fun of ;) ]

Creatures 27

  • Chaos ArcherChaos Archerlevel 6
  • Dark Archer IIIDark Archer IIIlevel 5 · 3 held
  • Elemental VElemental Vlevel 6 · 3 held
  • Water Daimon IIWater Daimon IIlevel 6
  • Majestic WinderwildMajestic Winderwildlevel 6 · 5 held
  • Animated Tree IIIAnimated Tree IIIlevel 4 · 3 held
  • Dark Archer IIDark Archer IIlevel 4 · 3 held
  • Tormented SoulTormented Soullevel 1 · 2 held
  • Grasan HuvourerGrasan Huvourerlevel 3 · 3 held
  • Water Being IIWater Being IIlevel 2 · 2 held
  • Elite KnatorElite Knatorlevel 4

The most experienced kinds, of 27 creatures in all.

From the Adventure Log

Page 55 · SmartAlekRJ's Lost Dragon

Searching throu the library reveals several Books about former leaders. SmartAlekRJ reads a passage.. "As the all mighty Master teached us, we are all Bunnys in the Bunny Empire, All Hail The Lord Of Bunnies! All Hail The Bunny Empire!"...

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