banned Alt abuse, nava
Averrana
- 3Mind Power 3of 7 levels
- No Homelandno alliance
Honor 88of 5,000
94 days in the realm since 8 December 2010 · started in The Original Story Mode
Record
- Fights8 won · 3 lost
- Active2% of days · 94 of 5,773
- Adept ofPatience
- Player ID207826
Join the realm from this page and you start as Averrana’s adept. MagicDuel is free to play in the browser.
Character
Combat stats tap a row for its sources
18.36 initial = 18.36
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.
4.77 initial = 4.77
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.
4.67 initial = 4.67
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.
3.07 initial = 3.07
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.
5.52 initial = 5.52
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.
5.41 initial = 5.41
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.
6.37 initial = 6.37
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.
3.35 initial = 3.35
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.
11.30 initial = 11.30
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
Leanings
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
Element Principle 15.82 · Darkness Principle 19.73 · Principle of Imagination 13.74
Realm
No Homeland
No alliance
Armoury
No set pieces worn.
From the Adventure Log
Page 584 · The Hunt for Red Presents
While Queen Aia was able to mask her impatience at her subjects fiery handiwork, she did request that Lashtal bind both accomplices to themselves to keep them close. They then continued into the lobby.
While the fire was contained to a single room, the later storm flooded through the archive finding its way inward through the damaged roof. The lobby covered with a sheen of water caused the Queen to hike her dress up slightly.
Deciding it is best to attempt to meet with the Elf sooner than later, Aia and her party pressed onto the archivists office. Unfortunately they were unable to get to the Elf’s office due to debris blocking the door. An attempt was made to access the office from the roof however the Hall of the Inner Sun was much more deeply covered in water, and the maintenance door was closed and unable to be accessed. Aia, deciding that more damage would be unfortunate, decided not to break down the door at this time.
On returning to the archivists office Aia found a tiny figure coughing and spluttering, It was the missing Elf!
This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.