MagicDuel

Dyeles Von Esc

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 2,651of 5,000

164 days in the realm since 30 May 2010 · started in The Original Story Mode

Record

  • Fights405 won · 379 lost
  • Active3% of days · 164 of 5,966
  • Adept ofAmoran K Kol
  • Player ID193558
Play with Dyeles Von Esc as your mentor

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

Character

Combat stats tap a row for its sources

  • 36.74 initial = 36.74

    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.

  • 21.71 initial = 21.71

    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.

  • 8.28 initial = 8.28

    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.

  • 6.03 initial = 6.03

    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.

  • 16.51 initial = 16.51

    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.

  • 7.21 initial = 7.21

    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.

  • 14.13 initial = 14.13

    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.

  • 17.12 initial = 17.12

    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.

  • 21.04 initial = 21.04

    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

  • 1.28 initial = 1.28

    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.

  • 2 initial = 2.00

    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

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

Transposition Principle 93.16 · Darkness Principle 14.37 · Principle of Imagination 20.34

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Biography Comments on self

...Over 600 years ago, Dyeles Von Esc, the young human known back then by the name of Targash, finding he had a Talent, used his magic to dazzle friends and make life easier. When he began to study magic in further detail, he was absorbed by it. His power grew quickly and attracted the attention of some supernatural beings... Vampires.

He was 25 when the vampires came to him with their offer of eternal life in return for his services. Having seen how quickly life goes by, leaving him in this world alone as a wanderer when his father, mother and brother were killed in battle, despite his attempts to save them, Targash lost hope in the world of his birth, until he discovered his Talent.

Targash accepted and was Embraced. For many years he spent all of his time studying magic and doing his masters` bidding. But he grew so powerful that his masters came to fear him. Targash was locked into a dungeon and required to create magical artifacts during his imprisonment.

As time went by Targash`s magics increased, and since he spent time sparring and weight lifting to ease his boredom, so did his size... and anger boiled up in him at his masters. For many years he worked in secret upon a magical Katana, a sword for himself also know as a "samurai sword", tempering it and focusing his powers into it.

When his work was at last complete, one swing of the magical Katana sword sent the door to his dungeon cell flying from its hinges. Bounding up the stairs to the chambers that led to his captors, he found the vampire with another captive who was pleading for his life. Targash beheaded his former master with a quick swing of his Katana, and he and the captive ran away. The grateful captive offered Targash a reward, and Targash asked if the man could help him escape from such a doomed and retched place. Thus was Targash sent to this dimension of existence.

Targash became a wanderer once again until a high society of vampires noticed him and his Talent, those vampires belonged to the clan Ventrue.

-Elegant, aristocratic and regal, the Ventrue are the lords of the Camarilla. It was Clan Ventrue that provided the cornerstone of the Camarilla, and it is Clan Ventrue that directs and coaxes the Camarilla in its darkest hours. Even in the modern age, the majority of princes descend from Clan Ventrue. The Ventrue would, of course, have things no other way. In the tradition of noblesse oblige, the Ventrue must lead the other clans for their own good. In ancient nights, Ventrue were chosen from nobles, merchant princes or other wielders of power. In modern times the clan recruits from wealthy "old-money" families, ruthless corporate climbers, and politicians. Although Ventrue move in the same social circles as the Toreador, they do not fritter away their existences in frivolity and idle chatter.-

Lord Lorenrod Esc , offered him to join the Clan, - Targash without knowing it, saved Lord Lorenrod`s wife life from the attack of a traitor inside the Clan- he was offered a home, friends, knowledge, power and guidance, Targash accepted and embraced the new change and adopted his new name and the one he`s being wearing proudly ever since DYELES VON ESC......

Currently he is wandering around MD lands trying to discover his new adventure, his new future his  new LIFE.

About Stupidity Personal hate list

Light travels faster than sound. That's why some people appear bright until you hear them speak.

Creatures 17

  • Water Guardian IIWater Guardian IIlevel 4
  • Dark ArcherDark Archerlevel 3 · 2 held
  • Elemental IIElemental IIlevel 3
  • Animated Tree IAnimated Tree Ilevel 2 · 2 held
  • Water Guardian IWater Guardian Ilevel 3
  • Elemental IElemental Ilevel 2
  • AngienAngienlevel 3
  • JokerJokerlevel 1
  • FledglingFledglinglevel 3 · 5 held
  • HatchlingHatchlinglevel 2 · 2 held

The most experienced kinds, of 17 creatures in all.

Adepts 1

1 player joined the realm as Dyeles Von Esc’s adepts.

From the Adventure Log

Page 136 · The Shade Ballance - Tse.

The rich Duke of Tempest Fort, Tsenn, is counting his many coins when he decides that he doesn’t want to die an old, haggard nobody. He dons his traveling clothes and has a servant fetch a chest of his coins, then sets off down the path towards the Road of Battles. There, he plans on offering his financial assistance to Wodin’s Army and those he deems worthy of it.

This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.

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