MagicDuel

Allyce

  • 5Mind Power 5of 7 levels
  • Marind Bellno alliance
  • Honor 989of 5,000

226 days in the realm since 10 March 2010 · started in The Original Story Mode

Record

  • Fights396 won · 502 lost
  • Active4% of days · 226 of 6,046
  • Adept ofJubaris
  • Player ID188310
Play with Allyce as your mentor

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

Character

Combat stats tap a row for its sources

  • 125.15 initial + 10 territory = 135.15

    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.

  • 59.35 initial = 59.35

    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.

  • 25.73 initial + 15 territory = 40.73

    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.

  • 20.09 initial + 30 territory = 50.09

    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.

  • 45.46 initial = 45.46

    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.

  • 31.96 initial + 45 territory = 76.96

    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.

  • 32.32 initial = 32.32

    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.

  • 30.70 initial = 30.70

    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.

  • 59.65 initial = 59.65

    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

  • 0.23 initial = 0.23

    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 Entropy 140.98 · Time Principle 46.70 · Principle of Imagination 26.82 · Principle of Light 58.10 · Principle of Balance 15.40

Realm

Marind Bell

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

Name: Allyce

-nice person with brown eyes and colored smile :)-

 (soon you'll find out the truth about her)

As a citizen of MB :
==== Ballad of Marind's Bell ====
Marind's Bell's the Capitol,
With open arms it welcomes all,
Willow's Walk and Angien Hall,
Home of raucous Carnival,
Come see!

Struck by grandeur, bathed in light,
Moved to laugh or moved to fight,
Clothed in metal, wielding might,
Enjoying Life with great delight,
You'll be!

We are the gate to the MDA,
Champions fight or come to play,
Seat of mystery, some would say,
We'll hold the blight of shades at bay,
You'll see!

But do not think us all a Saint
For even Angiens have a taint
Paradise for sure this ain't
And rosey view I would not paint
For Thee!

Now peace is fleeting like the frost
By wars this land we did exhaust
And murder foul came with high cost
For Marind's soul now wanders lost
Poor she!

And ruined does the city lie
Perhaps to rise yet by and by,
Now truth it is so hard to spy
But don't despair and do not sigh,
I plea!

We guardians of a lost city
Find strength in our diversity
Marind's Folk in league, you see,
Champions of adversity
We'll be.

The Winderwild on graceful wing,
And Scout of Air, both news will bring,
While many Birds of cheer all sing,
Of winged tower and noble King,
From tree!

Heretic Archers by our side
Speak truth to all and never lied
For truth to show and never hide
Is what you'll seek if here abide
With me!

Angiens flare beside the shrine
And Elementals form a line
Here by a lake of tears of brine
This is the home that I'd call mine
With thee!

*made by Fyrd Argentus*

Personal hate list

Spiders !!!

Lie

Rainy Days

Vegetables Soup (bleah!)

...

Creatures 16

  • Elemental VElemental Vlevel 6 · 2 held
  • Chaos ArcherChaos Archerlevel 6
  • Grasan HuvourerGrasan Huvourerlevel 3 · 2 held
  • AngienAngienlevel 3 · 2 held
  • FledglingFledglinglevel 3 · 2 held
  • DivaDivaWater Daimon III, level 7
  • Knator War MasterKnator War Masterlevel 5
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4
  • Imperial Aramor WarriorImperial Aramor Warriorlevel 2
  • JokerJokerlevel 1
  • Unholy PriestUnholy PriestUnholy Priest II, level 2
  • WinderwildWinderwildFull-grown Winderwild, level 5

The most experienced kinds, of 16 creatures in all.

Adepts 1

1 player joined the realm as Allyce’s adepts.

From the Adventure Log

Page 223 · The Shade Ballance - Wod.

Upon returning from Golemus, Wodin promptly took measures to hide it. It would seem that many kiddies are asking the master if he knows where it is. They'll never find it like this! heh.

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