MagicDuel

Eferska

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 4,310of 5,000

279 days in the realm since 20 February 2009 · started in The Original Story Mode

Record

  • Fights251 won · 511 lost
  • Active4% of days · 279 of 6,430
  • Adept ofEctremere
  • Player ID136371
Play with Eferska as your mentor

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

Character

Combat stats tap a row for its sources

  • 51.72 initial = 51.72

    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.

  • 28.45 initial = 28.45

    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.

  • 11.48 initial = 11.48

    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.

  • 10.26 initial = 10.26

    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.

  • 28.85 initial = 28.85

    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.

  • 9.17 initial = 9.17

    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.

  • 26.64 initial = 26.64

    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.

  • 21.66 initial = 21.66

    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.

  • 30.13 initial = 30.13

    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 28.17 · Principle of Imagination 41.78 · Time Principle 45.31 · Transposition Principle 42.71

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Eferska the Grandetton Pathfinder Comments on self

Preffered Tag:   Grandetton Pathfinder

Personal Description:   A young disciple in the truths of the mind from the planet Grandetto, seeking to explore the unreached depths of the human intellect. The human psyche cannot begin to visualize or comprehend his natural form, so he has prepared this meager body to carry his natural form in and to blend in with those on this planet.

Desired Ability:  

Pathfinder's Perogative => recovers action and explore points with the sacrifice of value points, in order to increase his exploration efforts.

Desired Items:

(none at this time)

------------------------------------------------------------------------------------------------------------------

A young disciple in the truths of the mind from the planet Grandetto, seeking to explore the unreached depths of the human intellect. The human psyche cannot begin to visualize or comprehend his natural form, so he has prepared this meager body to carry his natural form in and to blend in with those on this planet.

He currently seeks out the Nimbus Tropus, an artifact brought to this planet hundreds of years ago by the early explorer Ylemma. The Nimbus Tropus was accidentally left on this planet by Ylemma as she returned back to Grandetto, as she had confused the artifact with a common snow globe. As a result, Eferska is in constant quest for all items known as "snow globes" in hope that he may one day find the Nimbus Tropus and return it to Grandetto.

Sadly, Eferska has yet to locate any of these artifacts known as "snow globes" here in the world of MagicDuel.

Creatures 20

  • Elemental VElemental Vlevel 6 · 2 held
  • Dark Archer IIIDark Archer IIIlevel 5 · 2 held
  • Grasan HuvourerGrasan Huvourerlevel 3 · 2 held
  • Animated Tree IAnimated Tree Ilevel 2 · 2 held
  • Imperial AramorImperial Aramorlevel 1
  • Master Archer ThetaMaster Archer ThetaMaster Lorerootian Archer, level 4
  • Water Guardian IWater Guardian Ilevel 3
  • Hollow Warrior BetaHollow Warrior BetaHollow Warrior, level 2
  • Aramor AlphaAramor AlphaAramor Assassin, level 3
  • Water Guardian IIWater Guardian IIlevel 4
  • Elite KnatorElite Knatorlevel 4 · 2 held
  • Elite Archer PsiElite Archer PsiElite Lorerootian Archer, level 3

The most experienced kinds, of 20 creatures in all.

From the Adventure Log

Page 488 · The Traveler

Peace's soul ventures back into inner Necrovion seeking the Shades, hoping that the Sentinel will take her creatures as an offering and she will become whole again and rid herself of the memories of her former self....

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