MagicDuel

duxie

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

738 days in the realm since 17 December 2010 · started in The Original Story Mode

Record

  • Fights5,621 won · 6,220 lost
  • Active13% of days · 738 of 5,764
  • Adept ofPeace
  • Player ID208462
Play with duxie as your mentor

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

Medals 2

Medals are earned through hard work and given one player at a time, sometimes with a ceremony. Together with titles, they are what the realm holds as true about duxie.

Character

Combat stats tap a row for its sources

  • 1,716.80 initial = 1,716.80

    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.

  • 1,566.09 initial = 1,566.09

    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.

  • 219.90 initial = 219.90

    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, 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.

  • 221.08 initial = 221.08

    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.

  • 316.49 initial = 316.49

    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.

  • 92.83 initial = 92.83

    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.

  • 210.27 initial = 210.27

    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.

  • 131.98 initial = 131.98

    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.

  • 313.88 initial = 313.88

    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

  • 1.11 initial = 1.11

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingHerbalism 12.9Woodcutting 12.0Waterhandling 9.0Experimentalism 12.3100
  • Herbalism12.9
  • Experimentalism12.3
  • Woodcutting12.0
  • Waterhandling9.0

The Leanings are thirteen crafts that pull against each other: what a player practises grows, and what they neglect falls away.

Principles

Time Principle 4,000 · Darkness Principle 4,000 · Principle of Syntropy 4,000 · Principle of Entropy 4,000

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self


yep, that's me :)
you can feed me, just don't irritate!


these are my relatives: chub-chubs, stitch, gremlins.
still searching for others in various realms i visit.

STATUS (inactive for now. or forever...): 

heavy training mode (suspended)

dear fellows mp4, from now on i'll be attacking without asking, and you're encouraged to do the same on me too. if you want me to stop - just ask. as most of you know already, my defense is that immortal (sort of) tree 99% of the time, so use me for your good if you wish.

thank you for understanding.

~~~~~~~~~~~~~~~~~~~~~~~~~~ Personal hate list

  • I hate I cant stop lying to myself... though I'm really good at that.

Creatures 75

  • NezhiniusNezhiniusTainted Angien, level 4
  • SlibinsSlibinsWind Dragon I, level 4
  • RemainsRemainslevel 1 · 17 held
  • Angien SentinelAngien Sentinellevel 4 · 2 held
  • Young ReindrachYoung Reindrachlevel 3 · 2 held
  • ShutShutDay Dreamer, level 2
  • SnowballSnowballlevel 1 · 3 held
  • BloodPact Dark Archer IIBloodPact Dark Archer IIlevel 4 · 3 held
  • Unholy Priest IIUnholy Priest IIlevel 2 · 5 held
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3
  • The ConfessedThe Confessedlevel 3 · 3 held
  • SharptearSharptearlevel 3 · 3 held

The most experienced kinds, of 75 creatures in all.

Adepts 2

2 players joined the realm as duxie’s adepts.

From the Adventure Log

Page 15 · Golemus Wizard quest - Ak.

The wizard acts like nothing happend, he kindly invites Akasha to sit down and tell her story.
After a long talk, the wizard accepts Akasha as an apprentice and sends her on mission to
prove her skills and loyalty. He sends her after the Book of Principles guarded by the fires
of Mount Kelle'tha. The book is actualy protected by the principles itself so if someone tries
to destroy it or steal it, the events will go in such way that the book will return unharmed to its
place. Akasha realises that this book can not be taken away from its place and its a bit
confused why the wizard gives her this task, however there is nothing she can do about
it so she starts her jurney to get the book or at least try to.

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