MagicDuel

Battilaa

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 3,027of 5,000

101 days in the realm since 6 May 2009 · started in The Original Story Mode

Record

  • Fights763 won · 998 lost
  • Active2% of days · 101 of 6,355
  • Adept ofAeoshattr
  • Player ID150916
Play with Battilaa as your mentor

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

Character

Combat stats tap a row for its sources

  • 340.10 initial = 340.10

    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.

  • 198.36 initial = 198.36

    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.

  • 99.68 initial = 99.68

    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.

  • 44.53 initial = 44.53

    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.

  • 85.37 initial = 85.37

    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.

  • 25.85 initial = 25.85

    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.

  • 98.16 initial = 98.16

    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.

  • 31.38 initial = 31.38

    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.

  • 49.92 initial = 49.92

    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

  • 0.20 initial = 0.20

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 0.0Herbalism 0.0Woodcutting 0.0100
  • Mining0.0
  • Woodcutting0.0
  • Herbalism0.0

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

Principles

Principle of Entropy 172.28 · Darkness Principle 304.48 · Time Principle 218.28 · Principle of Balance 403.48 · Principle of Imagination 396.44

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Under Cover Comments on self

Gazebo of Victory!
Have one on the House


Here-here wonderer; behold what we call the survival of the fittest! If a form of advancement is stopped another one will take its place. Nowadays only few players dare to fight each other, gloves off, old school style. Losses are permanent little stamps on your character that are hard to erase, and are almost never worth the risk.
To counteract that I suggest you take part in cumulating victories for yourself and others, so that on another day you may experiment with fights regardless the risk of losing them.
The question is simple.
Do you want to repeat a never ending cycle of retreats, or do you want to spill blood on the table?

For now you are in the testing stage, (you know like MD itself) you fight against mere sandbags, to gather knowledge and power, for battles to come.

To take part you must yourself offer a part of your army to become the target of public bloodlust.

Send at least 3 of your upgraded Trees to become a Part of our growing forests! And let the battle began!

Rules:
Please set 3-6 level 4-5 Trees on Martirism in your defending ritual. With 0% Personal VE. We don’t want you, yourself getting hurt.

Attacking rituals should try to achieve victories, preferably without breaking the defenders. Loosing at least 10% of own VE and 40-50% of the attacker VE.

The player names of people who achieved correctly set attacks against me will be reported on this forum:
http://magicduel.invisionzone.com/topic/6253-gazebo-of-victory

Clearly offensive attackers, will also be included in that list. If you are stronger than them,  attack them until death, if they are stronger, run to GGG if you see them.

Please try damaging less, end then working yourself up from there step by step.

Remember:
-Martirism will give the trees a very high DEFENSE, so that normal attacking creatures will have a hard time getting trough.
-The trees wont attack you so you will only loose the minimum 10% own VE if you damage yourself.
-Lifesteal will heal you. If you use it you will need even more damage to yourself

Creatures 23

  • Water Daimon IIIWater Daimon IIIlevel 7
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3
  • BloodPact Dark Archer IIIBloodPact Dark Archer IIIlevel 5
  • Day DreamerDay Dreamerlevel 2
  • Elemental VElemental Vlevel 6 · 5 held
  • Majestic WinderwildMajestic Winderwildlevel 6
  • Chaos ArcherChaos Archerlevel 6 · 3 held
  • Elemental IVElemental IVlevel 5
  • Walking TreeWalking Treelevel 5 · 2 held
  • Grasan HuvourerGrasan Huvourerlevel 3
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4
  • RemainsRemainslevel 1

The most experienced kinds, of 23 creatures in all.

Adepts 3

3 players joined the realm as Battilaa’s adepts.

From the Adventure Log

Page 575 · The Hunt for Red Presents

As the Elf looked over the presents, they noticed others in the location. This was not to plan at all, these people shouldn’t be here. Wanting to take the presents quickly they reached out and… completely failed to pick them up. Now growing more self-conscious the Elf then noticed the much larger players were talking to it, suggesting he was not a good elf! They taunted him, increasing the worry that Confused Santa, who the elf assured everyone was not confused, would be angry.

Even though the day was going poorly, a devilishly wicked player called Ledah was able to show the elf that his day could indeed get worse. This was achieved by the simple method of brutally murdering the elf.

Discussions immediately turned to an argument about the reasoning for killing the elf, but Ledah as ever was cryptic. While the arguments did nothing to help the elf, it made everyone feel better.

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