MagicDuel

SilentKnife

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 380of 5,000

10 days in the realm since 25 May 2010 · started in The Original Story Mode

Record

  • Fights19 won · 10 lost
  • Active0% of days · 10 of 5,970
  • Adept ofPeace
  • Player ID193236
Play with SilentKnife as your mentor

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

Character

Combat stats tap a row for its sources

  • 3.75 initial = 3.75

    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.

  • 2.46 initial = 2.46

    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.

  • 4.63 initial = 4.63

    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.

  • 4.79 initial = 4.79

    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.

  • 6.54 initial = 6.54

    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.

  • 0.81 initial = 0.81

    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.

  • 3.88 initial = 3.88

    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.

  • -0.21 initial = -0.21

    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.

  • 4.32 initial = 4.32

    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

Principle of Imagination 17.06 · Principle of Entropy 11.11 · Principle of Balance 8.94

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Child of the Storm Comments on self

In the deepest desert, where the wind sings over the deep thrumming of the sand, and the sun hangs like a coal in a sapphire sky, when the wind is just right, and the dunes have shifted just so, you might find the tip of a doorway. Carved from the bedrock of the desert, it stands alone, unsupported, with no foundation around it. Is it the remains of an ancient palace? No. If you could open the perfectly preserved teak door, you would find yourself in the palace of the Djinn, and here is where our story begins.

The Djinn are a proud people, tall as a house, their veins running with sand, eyes burning like the desert sun, and they are long-lived, each surviving more than an age of mankind. But once in every thousand generations, a child is born to them… different.

The girl you see before you was a Djinn, born small, more human that her sires, and instead of the dry heat of the desert, her power lies in the sudden tempests that rip through the sands, blasting the sky with lightening and draining away the grains with torrents of water. This is a child of the storm.

She stands no more than 5 feet tall, wearing silken viels, even over her hair and face and chains of bells and coins at her wrists, waist, and ankles. Dark, almost black ringlets peak out of her hood, and violet eyes, as quick to smile as to frown, peak over the near transparent viel.

Though many strange adventures unfolded through the magic scroll she found herself in possession of, the strangest adventure yet were the denizens of this place, this MagicDuel. Here, she met wind spirits and immortals, fey and fruit and elves and vampires. Werewolves and undead guided her way, and even a simple slave girl became a friend. Puzzles opened at her touch, and music guided her feet in dance upon paper floors under parchment roofs. Yet still, she was nameless...

Until a kind soldier took her into his mind, his arms, and his heart, and named her, opening her to new things, giving her the ability to grow and change and become MORE.

Empty Sands Personal hate list

Name: Ley

Hight: 5'

Weight: Depends on form

Hair: Black

Eyes: Violet

Skin: Sun-tanned

Garments: 4 silk viels, blue at her waist, red at her breast, black over her hair, and purple over her face, one coin belt, with a golden key marked "12" hanging from it, bracelets and anklets of tiny silver bells.

Other Possessions: A small bag of coins and a plank of wood given by sasha lilias, and a silver coffee service with 4 porceline cups.

Powers: Composed of fine sand, storm winds, and heat lightening, she can use these powers at will for her defence and other purposes, but her true power comes from a complex network of debts and obligations, a power she can never use for herself.

Creatures 14

  • Heretic Archer IIHeretic Archer IIlevel 2 · 4 held
  • Elemental IElemental Ilevel 2 · 3 held
  • BloodPact Heretic ArcherBloodPact Heretic Archerlevel 1
  • AramorAramorlevel 1 · 4 held
  • Grasan IGrasan Ilevel 1
  • Unholy PriestUnholy Priestlevel 1

The most experienced kinds, of 14 creatures in all.

From the Adventure Log

Page 210 · The Shade Ballance - Kh.

People are moving...and someone's talking. What are they saying? It all seems so bright until a dark spot approaches. Suddenly Khalazdad wakes with a jolt, still sitting by the Howling Gates. "What sort of blasphemy..?"

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