MagicDuel

Aurinia

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 3,731of 5,000

225 days in the realm since 9 May 2008 · started in The Original Story Mode

Record

  • Fights225 won · 252 lost
  • Active3% of days · 225 of 6,725
  • Adept ofEagle Eye
  • Player ID39385
Play with Aurinia as your mentor

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

Character

Combat stats tap a row for its sources

  • 143.66 initial = 143.66

    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.

  • 78.82 initial = 78.82

    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.

  • 52.94 initial = 52.94

    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.

  • 15.58 initial = 15.58

    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.

  • 27.93 initial = 27.93

    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.

  • 29.34 initial = 29.34

    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.

  • 21.58 initial = 21.58

    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.

  • 29.24 initial = 29.24

    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.

  • 40.34 initial = 40.34

    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 Entropy 271.25 · Principle of Light 262.22 · Principle of Imagination 180.08 · Transposition Principle 633.96 · Darkness Principle 111.46

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Aurinia Comments on self

Aurinia Regina walks the lands in silent contemplation, she studies nature and listens to the heartbeat of the earth.

Feeling lonely and lost she tries to find her way into the light only finding herself getting more lost in the dark.

A mystique trying to unravel  the truth of what lies beneath  the lands of Marind Bell.



The bird of peace follows her around observing her every move and every little progress she makes  is told to....
She doesn't know, what she does know is this, someone is looking over her.




All in the world know the beauty of the beautiful, and in doing
this they have the idea of what ugliness is; they all know the skill
of the skilful, and in doing this they have the idea of what the
want of skill is.

So it is that existence and non-existence give birth the one to
the idea of the other; that difficulty and ease produce the one the
idea of the other; that length and shortness fashion out the one the
figure of the other; that the ideas of height and lowness arise from
the contrast of the one with the other; that the musical notes and
tones become harmonious through the relation of one with another; and
that being before and behind give the idea of one following another.

Therefore the sage manages affairs without doing anything, and
conveys his instructions without the use of speech.

All things spring up, and there is not one which declines to show
itself; they grow, and there is no claim made for their ownership;
they go through their processes, and there is no expectation of a
reward for the results. The work is accomplished, and there is no
resting in it as an achievement.

The work is done, but how no one can see;
'Tis this that makes the power not cease to be.



My religion is very simple. My religion is kindness.




Personal hate list

Hmmm I hate hating.. it takes to much energy out of a person ^_^

Creatures 16

  • Elemental IElemental Ilevel 2 · 2 held
  • Water Guardian IWater Guardian Ilevel 3 · 2 held
  • Grasan IGrasan Ilevel 1 · 2 held
  • RemainsRemainslevel 1 · 2 held
  • Barren SoulBarren Soullevel 1
  • Young Savage KnatorYoung Savage Knatorlevel 1 · 2 held
  • ScoutScoutlevel 1 · 2 held
  • Imperial AramorImperial Aramorlevel 1
  • FledglingFledglinglevel 3
  • Unholy PriestUnholy Priestlevel 1

The most experienced kinds, of 16 creatures in all.

Adepts 6

6 players joined the realm as Aurinia’s adepts.

From the Adventure Log

Page 483 · The Traveler

Ignoring time itself, the eight corners were at the same time in all possible positions around the cubes center. Like an infinity of cubes sharing one common point, the perpetual state they reached needed a push, a spark, to bring them back in the flow of time so that they slow down to their initial shape nad live their present. For an insignificant moment in time the sphere was the shades view on the movement of all cubes, but from the lost cube in the grass to this one many mysteries remain to be revealed...

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