MagicDuel
Blackwood Forest
Generation 10

Blackwood Forest

Guardian of Bob
  • 5Mind Power 5of 7 levels
  • Defenders of BobEstablished Housings
  • Honor 5,000of 5,000

681 days in the realm since 26 March 2009 · started in The Original Story Mode

Record

  • Fights1,919 won · 2,613 lost
  • Active11% of days · 681 of 6,404
  • Adept ofZleiphneir
  • Player ID142355
Play with Blackwood Forest as your mentor

Join the realm from this page and you start as Blackwood Forest’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 Blackwood Forest.

Character

Combat stats tap a row for its sources

  • 999.80 initial + 100 territory = 1,099.80

    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.

  • 511.49 initial + 200 alliance = 711.49

    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.

  • 223.48 initial + 50 territory = 273.48

    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.

  • 66.60 initial = 66.60

    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.

  • 155.37 initial = 155.37

    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.

  • 50.92 initial = 50.92

    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.

  • 123.11 initial = 123.11

    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.

  • 90.60 initial = 90.60

    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.

  • 210.97 initial + 50 territory = 260.97

    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

  • 67.56 initial = 67.56

    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.

  • 18 initial = 18.00

    Your grasp of the map, and of the shortest way across it.

    Touching any of the 25 pillars. Each pillar pays a given traveller once, and never again.

    The action points every move costs you. It comes off the cost, down to a floor of one.

  • 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 0.1Herbalism 0.1Woodcutting 0.0Finesse 0.0100
  • Mining0.1
  • Herbalism0.1
  • Finesse0.0
  • Woodcutting0.0

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

Principles

Principle of Cyclicity 1,634.57 · Darkness Principle 4,000 · Principle of Balance 3,513.69 · Time Principle 4,000 · Principle of Syntropy 4,000

Realm

Defenders of Bob

Established Housings

Housing oneness 20%

Armoury

No set pieces worn.

Writings

My, and only my own story! Comments on self

reborn hero - stay tuned

And the story continues... Personal hate list

~~~ The traveler ~~~

 This page shall show my progress into this world envolved with roleplay:

No man lands:
Passing the madness of the carnival and those iron gates i traveled on. "Was it real or just a dream?" I still dont know. A few days later I met a lazy guy with a very good heart. He guards a lonely tree and something really makes this tree and him special. I like him, both of them. This guys hasn´t judged me at all and I guess there is something which makes us similar in some kind of way. He gave me something I never really had - a place called "home". And I´m thankfull therefore and I will protect my home and my friends, especially  the tree from harm. There are many foes, many without reason but still dangerous.
My advise for everyone: Do not underestimate this guy - what his name is, you ask? You will know him if you find him, or worse, kick the tree.

I protected the tree from a villain and the tree...he...he...bloomed for me! Yes, he did! It has been so wonderfull! Or did he really? Was my eyes playing me some joke? I will never know.

A few creatures are always walking around, trying to find so food or victims. I bet one of this specials creatures, lets call him "more female then  others", a Grasan and he she joined me from this day on.
Some crazy humans are on this world, but some of them seem very nice to me and I like the conversation with them. But still there are some where I can feel the bad emotions, yes i still feel them...

The trainings ground are a good place to envolve my fellow creatures, the obey me and I train them well. The Dojo mentors are fair,kind and will always help, and I call one of them a good friend.

Loreroot:
I reached a big forest, called Loreroot and I had really much trouble with those guards but finally I made it to beat them and now they let me enter whenever I want to. It is a quit deep and ancient forest, most trees are big as giants and there are some mystical places there where I haven´t found a usage for. But be aware, there might be always a wild knator around. I almost got lost in the beauty of these Medusa creatures but I could sane my mind before she almost attacked me. She joined me therefore to show me her respect of resisting her beautiful eyes.
Moving around between the tree´s suddenly an arrow hits the tree near my face. I stop moving, paralyzed escaping from death so close.

Between all darkness in this forest, the is a small resort - the "Defensive Quarters Inn".
"If you seek a place of kind people - go there.
If you seek a place with coffee addiction - go there.
If you are afraid of strong minded women - never go there!"
Quite a nice place which I will visit many times in future, maybe just for a small tea break.

Necrovion:
Day after day I stand before those demonic gates - they call the land behind it "Necrovion". I have to enter there, I feel something horrbile there...
On day, I asked .Marvolo., the prince of Necrovion, for help - and he granted me access to this mad lands, guiding and watching me carefully. And so he and his sister .Peace. did. As I entered the darkness from the gates, I heard them calling my name. I saw wasted earth and lost deserts...madness is all over there, and I am lucky I have left this land without losing my mind like many others before did. My journey is not over, not yet...or who knows when it will be.

MD archives:

To be continued....



Creatures 45

  • Elemental IV 2Elemental IV 2Elemental V, level 6
  • AilithAilithWater Daimon III, level 7
  • Master of PuppetsMaster of Puppetslevel 3 · 2 held
  • Angien Sentinel IVAngien Sentinel IVlevel 7 · 2 held
  • Master SharptearMaster Sharptearlevel 4
  • Majestic WinderwildMajestic Winderwildlevel 6 · 3 held
  • The RiddlerThe RiddlerDay Dreamer, level 2
  • Unholy PopeUnholy Popelevel 3 · 4 held
  • Revolted Skill VampireRevolted Skill Vampirelevel 4
  • Spore!Spore!level 5
  • Rusty Jubari DracyRusty Jubari DracyRustgold Madhorn, level 5
  • Imperial Aramor WarriorImperial Aramor Warriorlevel 2

The most experienced kinds, of 45 creatures in all.

Adepts 4

4 players joined the realm as Blackwood Forest’s adepts.

From the Adventure Log

Page 152 · The Shade Ballance - Che.

Time seems to stop at the docks. For weeks chewett and his followers researched ways of attracting the Angiens attention.
Some foolish people also jumped in the water trying to swimm to the island, but they never emerged back to the surface. A recent letter from the Archives calls the Seekers of Enlightment to secret gathering. There is still hope.

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