MagicDuel

jake08

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honour 4,959of 5,000

123 days in the realm since 19 August 2008 · started in The Original Story Mode

Record

  • Fights114 won · 175 lost
  • Active2% of days · 123 of 6,634
  • Adept ofEden
  • Player ID81254
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Character

Combat stats tap a row for its sources

  • 20.27 initial = 20.27

    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.

  • 5.41 initial = 5.41

    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.

  • 8.03 initial = 8.03

    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.

  • 7.25 initial = 7.25

    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.

  • 6.75 initial = 6.75

    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.

  • 4.26 initial = 4.26

    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.

  • 6.54 initial = 6.54

    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.

  • 7.59 initial = 7.59

    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.

  • 6.27 initial = 6.27

    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 27.57 · Darkness Principle 26.52 · Principle of Entropy 32.36 · Principle of Light 25.48

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Master Of Elements And Mythical Creatures Comments on self

When people look at me they first notice my hair, which is has an unnatural shade of white and giving it an appearance of snow and it actually changes color depending on what mood I\'m in. They then notice my pale eyes which are whiter and more lusturous than pearls. Against all odds my skin is tan, but not because of the sun, but naturally and it never gets lighter or darker. Also they notice that I tower over them standing at 6\'7\". Because of my wierd complexion ( and my shy and almost cold personality) most people stare at me or runaway, but the people that get to know me get to see a smile so warm that it could light a thousand fires and they will get to know a true ally. Now I know that my goal is to save the mythical creatures by bringing them to life using magic and mastering my elemental powers.

Now that I\'m in mind power 4, I can control all elements, but I\'m learning how to control light and darkness. The only mythical creatures that I have been able to summon are the Pheonix, Dragon, Manticore, Sphinx, and some others. I can only summon them in spirit form, but to summon them in physical form I believe that I must use my elemental powers to transform an Elemental Egg into a shapeshifting doll that changes form when one of the spirits is inside it, but I first must get to a higher mind level and learn more powerful magic.

Empty Personal hate list

No one for now.

Creatures 10

  • Hot FireHot FireDark Archer III, level 5
  • Dark Archer IIDark Archer IIlevel 4
  • Flaming ChaosFlaming ChaosElemental IV, level 5
  • Aramor AssassinAramor Assassinlevel 3
  • Hollow WarriorHollow Warriorlevel 2
  • Dark ArcherDark Archerlevel 3
  • Grasan IGrasan Ilevel 1
  • Barren SoulBarren Soullevel 1
  • Heretic ArcherHeretic Archerlevel 1
  • Elemental IElemental Ilevel 2

From the Adventure Log

Page 132 · The Shade Ballance - Secret gathering

Deep inside a Necrovion graveyard 4 figures gather to discuss tactical matters.
"Great shade, i present you our loyal spy, he successfully infiltrated one of the other alliances and is constantly providing us with valuable knowledge on their moves." ,
... "So, human, are your seeking for reward ...or for more...?". The 4 figures continue their secret discussion. Enemy eyes look at the gathering from a distance but they can not identify all of the members.
Dark clouds gather above necrovion inner realm as humans step inside it.

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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