MagicDuel

Elloriana

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 4,803of 5,000

91 days in the realm since 25 September 2008 · started in The Original Story Mode

Record

  • Fights107 won · 55 lost
  • Active1% of days · 91 of 6,577
  • Adept ofKing Bull
  • Player ID95121
Play with Elloriana as your mentor

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

Character

Combat stats tap a row for its sources

  • 4.21 initial = 4.21

    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.

  • 1.58 initial = 1.58

    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.

  • 1.09 initial = 1.09

    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.

  • 0.46 initial = 0.46

    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.

  • 4 initial = 4.00

    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.

  • 0.55 initial = 0.55

    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.

  • 3 initial = 3.00

    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.

  • 5 initial = 5.00

    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.

  • 3.65 initial = 3.65

    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

Time Principle 21 · Principle of Imagination 4 · Darkness Principle 8

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

A Pirate of Time Comments on self

Possessing an aura of confidence and mystery, she is a rather petite woman, standing at about 5’ 4” in height. Her skin is pale, seemingly untouched by the sun in ages. Her waist length red hair cascades down her back, which also frames her angular face. Bright green eyes peer about curiously, often assessing each movement in the area. Upon the back of her delicate hands, rests a sigil. \"TimeAn out of place eye patch rests on her face, although it does not appear to be needed, for she is unscarred. It is a traditional, black eye patch with a jolly roger on it. Her attire is simple, but form fitting for the most part. A pair of black leather pants, well worn but also well maintained, fit about her legs. These are laced along the sides, the metal grommets shining and polished. A belt hangs loosely tied to her slender waist which sheaths a long rapier style sword. These pants disappear into her knee high boots, where another pair of daggers rest. A simple white blouse, possibly of a satin, is covered with an open black leather vest. A simple silver pendant of the same sigil as rests upon on her hands, rests about her neck. Her hair is currently tied back into a long ponytail. \"The Diviner Upon the Crimson Blade “Soon to be” Airship.

It is no hate list, its a drink list! Personal hate list

The list for the alcoholic drinks: Whiskey Rum - In a coconut or not! Mostly saved for the crew. Ale and Beers - Wheat, Dark, Light, Amber Wine - Be specific.. I\'ll see what we got Tequila - Worm and all Baileys - Mix it, will ya? Liquors of all types. Ask and we\'ll see. You want something specific, ask me. The list for non-alcoholic drinks: Fresh orange juice Apple juice Banana milkshake Strawberry milkshake Coconut milk The list for hot drinks: We got Coffee. Anything else, I have no clue how to make... nor do I want to. Here is also a list for cigars we are selling: ((I can\'t tell them apart. Don\'t ask about them)) Shades smoke Where is my elemental The smoke from kel\'thas mountain Feel the metal bunny

Creatures 15

  • Dark ArcherDark Archerlevel 3 · 4 held
  • Hollow WarriorHollow Warriorlevel 2
  • Aramor WarriorAramor Warriorlevel 2 · 2 held
  • Elemental IIElemental IIlevel 3 · 2 held
  • Grasan IGrasan Ilevel 1
  • Heretic Archer IIHeretic Archer IIlevel 2 · 3 held
  • Elemental IElemental Ilevel 2
  • Barren SoulBarren Soullevel 1

The most experienced kinds, of 15 creatures in all.

Adepts 1

1 player joined the realm as Elloriana’s adepts.

From the Adventure Log

Page 444 · The Traveler

After a short walk the Traveler reaches a great dark pillar, more like a enourmous black plant growing from the abyss, the Death Marrow. Keeping his distance from the dark Death Marrow, he starts to transform again.

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