MagicDuel

CoM Russel

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 4,939of 5,000

35 days in the realm since 26 June 2009 · started in The Original Story Mode

Record

  • Fights61 won · 76 lost
  • Active1% of days · 35 of 6,304
  • Adept ofFirsanthalas
  • Player ID158094
Play with CoM Russel as your mentor

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

Character

Combat stats tap a row for its sources

  • 8.64 initial = 8.64

    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.

  • 3.27 initial = 3.27

    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.

  • 5 initial = 5.00

    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.

  • 1.38 initial = 1.38

    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.

  • 1.86 initial = 1.86

    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.

  • 4.89 initial = 4.89

    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.

  • 5 initial = 5.00

    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 initial = 3.00

    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.

  • 4.55 initial = 4.55

    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

Element Principle 32.20 · Principle of Cyclicity 18.50 · Principle of Entropy 16

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

I am a CoM Comments on self

My name is Russell. Woke up with a headache in this place called a Paper Cabin, only it is not made of paper but of oak planks. I met up with this CoM named Jarhead and became a fellow Brothah! OOOMMMMM!

What do we worship? Anything that Jarhead tells me to. Let the Fish and Tomatoes Fly! OMMMM!

Waste of Space Personal hate list

I hate falling on my head. Hurts like hell.
Bossy Women [Note: Raised in house of women, Mother and the three Ugly Sisters. Left when I was 16]
Fresh Tomatoes - Rotten ones makes for better squish sounds and soils non-believers clothing.
Rotten Fish - Hey, I'm not stupid. Ever try to wash the smell of rotten fish out of robes?
Women with no fashion sense. Raised by the ugly sisters, I should know. <.<  >.>

Rules I have Learned So Far

1. Never try to heal your creatures at Sparring Ground or anywhere out in the open.
2. Sanctuaries are our safe zones. Learn them all. Fenths Press, Winds Sanctuary, Index Room in the Archives, Paper Cabin and Fenths Wielder (but I can't reach it).
3. Avoid the one called Windy. I have observed her and she has this compulsion to Smooch. Noted: My own sisters and mother like the same brand of lipstick. I shudder at this knowledge.
4. Rule number 2 does not apply during a Head Contest. Any player with 7 or more heads will lose them in Sanctuaries. Luck will have it, I lose my head all the time when in a fish and tomato battle with non believers.
5. Obey CoM JarHead. (I think he use to be a Marine).

Weapons of Choice

           



Creatures 12

  • Grasan IGrasan Ilevel 1 · 2 held
  • Elemental IElemental Ilevel 2 · 2 held
  • Heretic Archer IIHeretic Archer IIlevel 2 · 4 held
  • Water Being IIWater Being IIlevel 2
  • Heretic ArcherHeretic Archerlevel 1 · 2 held
  • Water Being IWater Being Ilevel 1

The most experienced kinds, of 12 creatures in all.

From the Adventure Log

Page 49 · SmartAlekRJ's Lost Dragon

Intrigued by their reaction SmartAlekRJ shouts again this time louder and more convincing
towards the swarms of tiny people working allover the palce.
"I am YOUR master and you will do as i say or i shall turn you into dust!" ..same indiferent answer
.."Hail The Dragon Master!!"

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