MagicDuel

magustrick

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 3,713of 5,000

110 days in the realm since 26 July 2010 · started in The Original Story Mode

Record

  • Fights386 won · 437 lost
  • Active2% of days · 110 of 5,909
  • Adept ofBurns
  • Player ID198053
Play with magustrick as your mentor

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

Character

Combat stats tap a row for its sources

  • 69.89 initial = 69.89

    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.

  • 35.56 initial = 35.56

    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.

  • 17.06 initial = 17.06

    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.

  • 20.58 initial = 20.58

    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.

  • 38.03 initial = 38.03

    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.

  • 4.61 initial = 4.61

    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.

  • 27.69 initial = 27.69

    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.

  • 19.44 initial = 19.44

    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.

  • 34.75 initial = 34.75

    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

  • 0.56 initial = 0.56

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 0.3Herbalism 0.1Woodcutting 0.1Waterhandling 0.0Finesse 0.0Excavation 0.1100
  • Mining0.3
  • Herbalism0.1
  • Excavation0.1
  • Woodcutting0.1
  • Waterhandling0.0
  • Finesse0.0

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

Principles

Element Principle 89.04 · Transposition Principle 130.12 · Principle of Imagination 46.42 · Principle of Light 39.37 · Time Principle 27.84

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self


Magustrick 
                       

Brief description of Magus's Role in Magiduel  


Magustrick a Demonic Vampiric Sorceror Warlock Entity arrived in MagicDuel as a Vampire Sorceror from the Old Age he has since made a pact with the Underworld and has become a Demonic Warlock by a ritual that granted him summoning abilities of various Underworld entities.

Abilities and Powers

Master Sorceror and Warlock can cast almost any spell and summon any demon and undead entities.

Vampire Attack Teeth grow approximately 6 inches in length and bite to drain blood of victims.

Rain of Bats brings forth legions of vampire bats to melee/bite foes of his choosing.

Fast Regeneration, Can heal and resurrect himself and others, Can vanish and Reapear anywhere at will.

Hypnotize can charm and hypnotize various people depending on there intellect and intelligence.

Summoning Creatures

    Harpies

 

  Hydra

 

  Hell Hound

 

 

Personal hate list


Troll, Orc and Goblin blood yuck!

Creatures 16

  • Elemental VElemental Vlevel 6 · 2 held
  • Hollow WarriorHollow Warriorlevel 2
  • Majestic WinderwildMajestic Winderwildlevel 6 · 2 held
  • Chaos ArcherChaos Archerlevel 6
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4
  • Animated Tree IIIAnimated Tree IIIlevel 4
  • Unholy Priest IIUnholy Priest IIlevel 2
  • FledglingFledglinglevel 3
  • Grasan IGrasan Ilevel 1
  • RemainsRemainslevel 1
  • Animated Tree IAnimated Tree Ilevel 2
  • AngienAngienlevel 3

The most experienced kinds, of 16 creatures in all.

Adepts 1

1 player joined the realm as magustrick’s adepts.

From the Adventure Log

Page 357 · The Inner Sun - Bo., Tar., Iam.

The men’s attention is drawn away from their current concern by a clamor coming from elsewhere in the Archives. Bootes peeks out his door to see a figure with a book shouting and singing on his way out. Tarquinus scowls dismissively at the spectacle and turns away. Bootes stops him and points, “Wait… What do you See There?”

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