MagicDuel

wingeddragon

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 4,781of 5,000

105 days in the realm since 2 October 2008 · started in The Original Story Mode

Record

  • Fights83 won · 65 lost
  • Active2% of days · 105 of 6,571
  • Adept ofAzrael Dark
  • Player ID98612
Play with wingeddragon as your mentor

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

Character

Combat stats tap a row for its sources

  • 7.57 initial = 7.57

    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.

  • 2.16 initial = 2.16

    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.

  • 1.40 initial = 1.40

    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.

  • 0.49 initial = 0.49

    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.

  • 3.82 initial = 3.82

    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.

  • 0.39 initial = 0.39

    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.

  • 3.22 initial = 3.22

    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.

  • 5.17 initial = 5.17

    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.

  • 2.70 initial = 2.70

    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

  • 0.08 initial = 0.08

    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

Transposition Principle 15 · Element Principle 10 · Principle of Light 12

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

day 1 i went threw lots of stuff i went to the aramory and got my first creature it was an aramor i defeated lots of shades with him then i had to go back to the aramory because i couldint defeat liguid shade(wall) so igot two more aramors a grasan and a barren and defeated everybody who got in our way

day 2 ive just finished healing my creatures and got in a fight with dark slime i had gotting to more aramors i lost but its all good i went to the winds crossway i think and got three heretic archers and a egg thats my team for now i made a couple of rituals with them but we still lose now and then and ive gotting some pants haha

day 3 ive been threw lots of places and still im in chapter two i lost three fights one by soltis he thought me a couple things now i know what to do then i found a mysteries sphere in berserkers way i need to figure it out but now im just fighting people for now anyways

day 4 ive won 6 battles and lost 18 but im catching up to it ive had some help on berserkers way about the mysterious orb i almost got it but i still need some time for now im training my creatures to become strong

day 5 my aramor has turned into a aramor warrior hes strong my heretic archer needs one more age to become a diffrent creature than i almost figured out what the sphere is in berserkers way is but im still on it ive just figured out berserkers way s puzzle and my heretic archer has become a level two now im figuring out whats in this tunnel

day 6 i have to gone trow the tunnel i wasnt expecting this but it true i found a mysterious belladonna plant on my search i dont know where it went but i know i got to be careful or something mite happen and i have one lots of battles im almost to my loses but still need a lot to go

day 7 my aramor has turned into another aramor warrior i was happy and my elemental egg has hacted so its a baby right now

day 8 i have just gotting out of the tunnel again i have been healing my craetures i found pure water and a belladonna plant now i have to fight the williow shop knight 1

day 9 i have won the shop guardian 1 with two creatures remaining the grasan and the heretic archer 2 so then i went to the santuary got some armor for myself my other heretic archer needs two more battles to get him into level two

day 10 i have just leveled up my heretic archer 2 into a level 3 dark archer i have one about 25 battles and lost 17 now im off to fight the willow shop guardian i have lost to the shop guardian 2

day 11 i have won 28 battles and lost 18 im a little un balaced but ill get their i have made a my first healing ritual and still need to find some to help me with

day 12 ive just beat lots of people and lost to alot to make it more clear ive won 39 battles and lost 36 just 3 more battles to be balanced but ill work on it and ive gotting a sickle

day 13 i have just gotting two slots full of heat and dont know how to use it but i got help my armour warrior only needs 269 xp to go to level 3 my heretic archer 2 needs 100xp to level up to level 3

day 14 i have one 58 battles and lost 44 im still unbalanced but ill try to get some loses my heretic archer 2 is about to level up to 3 all i got to do is upgrade which im going to do in a couple of min i need to make some healing rituals because i got none haha

Creatures 10

  • Dark ArcherDark Archerlevel 3 · 2 held
  • Aramor WarriorAramor Warriorlevel 2 · 2 held
  • Hollow WarriorHollow Warriorlevel 2
  • Grasan IGrasan Ilevel 1 · 2 held
  • Heretic Archer IIHeretic Archer IIlevel 2
  • Elemental IElemental Ilevel 2
  • Barren SoulBarren Soullevel 1

The most experienced kinds, of 10 creatures in all.

From the Adventure Log

Page 442 · The Traveler

Unseen by shades or humans, he travels deeper and deeper into Necrovion's heart. Outside, his other part learns the basics of life disguised as a regular guy.

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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