MagicDuel

two sides

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor -209of 5,000

45 days in the realm since 23 June 2009 · started in The Original Story Mode

Record

  • Fights25 won · 45 lost
  • Active1% of days · 45 of 6,307
  • Adept ofladytwin
  • Player ID157772
Play with two sides as your mentor

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

Character

Combat stats tap a row for its sources

  • 2.14 initial = 2.14

    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.

  • 2.94 initial = 2.94

    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.

  • 3.15 initial = 3.15

    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.

  • 4.11 initial = 4.11

    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.

  • 4.84 initial = 4.84

    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.

  • 0.32 initial = 0.32

    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.

  • 4.70 initial = 4.70

    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.

  • -0.79 initial = -0.79

    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.

  • 1.23 initial = 1.23

    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

Darkness Principle 11.45 · Principle of Imagination 6.41 · Element Principle 12.49

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

I am a demon but not a normal one I can change myself in to a woman or a man.
They trew me out of hell because I was to much trouble.
Because of my habit to change at will it is hard to live whith me :) I guess they got fed up whit me.



My male side



My female side

Don't mess whit me I belong to Ladytwin!!

Also known as Tara the Demon - Princess!!

 

 

Personal hate list

 

 

Alliance leader statement
Mij name is Tara the Demon-princess, the Heir to all of Hell.
But this is not Hell and my power as next in line to the trone are not respectected by all yet.
So I decided to make a Non-Aliance for all the hell spawn littered around the lands.
It is only a small faction now..... but one day maby it'll be more.


This is the plains of hell *smiles* a picture of home for us all


Who ever wishes to join; must ask first me for permision. Then simply copy this Non-Alliance statement into your paper.

The Rules of joining the Non-Alliance - Plains of Hell


Obay my commands and do take my (Tara / Ladytwin) advice when given. (as musch as your nature allows)
Work on making Tara Town real in the minds of others and your selfs.
Help others Hell ceatures. (as musch as your nature allows)
Add me (Ladytwin) to jour friends list. (if you have one that is)
Be my (Ladytwin) adept. ( will be highly apriciated by me)
Have fun like I do *winks*


 Not my sign jet but let's pretend it's ours for now i also hope to make this our flag instead of a country flag.




We can live free at my home I call it Tara Town *smiles*


Ok the drawing of a real big Town is not ready yet but just think there is a balcony around the walls and a few more brigdes and caves.
    OK    

 

 

 

 

 

 

 

Comments on self *whispers quietly* we are only known by the wind

1. for the jewlz only: ladytwin, keida, mortis, two sides... 

2.when that is whispered put nod or bow.

3. when someone asks about this say "we are only known by the wind"

4. when you enter a room say we are only known by the wind so that you may see other members

5. steal ( in roleplay, not for real) from the rich give to the poor (not a must its a choice

6. always be polite when you steal (also a choice)

7. come to ladytwin and keida before you even think about adding someone...

8. add these rules to your papers

9. kill all traitors we can not afford to have someone untrustworthy.

10. do not make hasty decisions check with the jewlz first

11. do not leave any jewlz behind... we are to help each other and if one of us are in danger stop what ur doing and help them

Creatures 10

  • Elemental IElemental Ilevel 2 · 3 held
  • AramorAramorlevel 1
  • Barren SoulBarren Soullevel 1 · 3 held
  • ScoutScoutlevel 1
  • Heretic ArcherHeretic Archerlevel 1 · 2 held

The most experienced kinds, of 10 creatures in all.

From the Adventure Log

Page 51 · Golemus Wizard quest - Ak.

She moves away as far as she can so that she can see what is causing that
light above the huge floating piramid. Amazed by the view, Akasha realises that the
light is caused but something that could described as a "slow fire" , a fire that burnes
but its flames are moving realy realy slow. "This must be the fire of Mount Kelle'tha ..
i heard about it, i was hoping is something more metaphorical hmmm.."

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