MagicDuel
Change
Generation 30

Change

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 2,821of 5,000

1,237 days in the realm since 6 January 2012 · started in The Original Story Mode

Record

  • Fights3,003 won · 2,738 lost
  • Active23% of days · 1,237 of 5,379
  • Adept ofSyrian
  • Player ID233774
Play with Change as your mentor

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

Medals 4

Medals are earned through hard work and given one player at a time, sometimes with a ceremony. Together with titles, they are what the realm holds as true about Change.

Character

Combat stats tap a row for its sources

  • 765.63 initial = 765.63

    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.

  • 597.85 initial = 597.85

    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.

  • 96.57 initial = 96.57

    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.

  • 103.57 initial = 103.57

    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.

  • 146.79 initial = 146.79

    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.

  • 59.41 initial = 59.41

    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.

  • 136.21 initial = 136.21

    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.

  • 73.17 initial = 73.17

    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.

  • 153.32 initial = 153.32

    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

  • 286.52 initial = 286.52

    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.

  • 18 initial = 18.00

    Your grasp of the map, and of the shortest way across it.

    Touching any of the 25 pillars. Each pillar pays a given traveller once, and never again.

    The action points every move costs you. It comes off the cost, down to a floor of one.

  • 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 0.1Herbalism 20.9Woodcutting 0.4Waterhandling 0.0Finesse 13.1Excavation 7.2Gardening 0.4Filtering 14.6Experimentalism 0.1Fusioning 28.9100
  • Fusioning28.9
  • Herbalism20.9
  • Filtering14.6
  • Finesse13.1
  • Excavation7.2
  • Woodcutting0.4
  • Gardening0.4
  • Mining0.1
  • Experimentalism0.1
  • Waterhandling0.0

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

Principles

Element Principle 3,692.14 · Principle of Entropy 4,000 · Principle of Syntropy 302.31 · Principle of Light 2,804.74 · Principle of Cyclicity 4,000

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

doodles from the sketchbook Comments on self




Creatures 67

  • Lolly GhostLolly GhostPimped Grasan I, level 1
  • AngienAngienlevel 3 · 2 held
  • Unholy PopeUnholy Popelevel 3 · 7 held
  • Skill VampireSkill Vampirelevel 3 · 2 held
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4 · 2 held
  • Elemental VElemental Vlevel 6 · 2 held
  • Master of PuppetsMaster of Puppetslevel 3 · 2 held
  • Water Daimon IIIWater Daimon IIIlevel 7 · 3 held
  • Majestic WinderwildMajestic Winderwildlevel 6 · 3 held
  • PuffPuffMadhorn, level 5
  • Pimped Grasan HuvourerPimped Grasan Huvourerlevel 3 · 3 held
  • Chaos ArcherChaos Archerlevel 6 · 2 held

The most experienced kinds, of 67 creatures in all.

Adepts 9

9 players joined the realm as Change’s adepts.

From the Adventure Log

Page 284 · The Shade Ballance - Yr., Wod.

Yrthilian stands before Wodin, dagger in hand, poised to strike. Wodin knows that his strings of fate only stretched as far as battle with the shades. With them more or less gone, he stands only with his personal whims to face. Yrthilian hesitates, not wanting to lose the Master. "What would you do?"

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