MagicDuel
Else
Generation 9

Else

Sorrow Smith
also Heat Contriver · 16 titles held

“Forges armour from bone, dust and grief, in the way of cleansing fire. Makes the spiked plate, the wards and the swords a demon would wear, if a demon wore anything.”

  • 5Mind Power 5of 7 levels
  • Legend SpeakersMagicDuel Archives
  • Honor 5,000of 5,000

1,532 days in the realm since 31 May 2010 · started in The Original Story Mode

Record

  • Fights3,711 won · 3,711 lost
  • Active26% of days · 1,532 of 5,965
  • Adept ofFyrd Argentus
  • Player ID193599
Play with Else as your mentor

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

Medals 1

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 Else.

Character

Combat stats tap a row for its sources

  • 298,465.72 initial + 2 alliance = 298,467.72

    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.

  • 136,298.02 initial + 300 territory + 30 alliance = 136,628.02

    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.

  • 3,092.19 initial = 3,092.19

    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.

  • 9,267.27 initial + 10 alliance = 9,277.27

    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.

  • 10,044.76 initial + 10 alliance = 10,054.76

    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.

  • 1,908.02 initial + 57.24 weapons = 1,965.26

    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.

  • 12,207.46 initial + 50 territory = 12,257.46

    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.

  • 10,047.12 initial = 10,047.12

    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.

  • 12,026.04 initial + 150 territory = 12,176.04

    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

  • 2,192.46 initial = 2,192.46

    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.

  • 219 initial = 219.00

    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 90.8Herbalism 94.0Woodcutting 89.1Waterhandling 92.2Finesse 90.9Excavation 89.4Gardening 104.0Filtering 91.7Experimentalism 88.5Taming 89.6Dowsing 2.5Fusioning 91.4Logging 2.1100
  • Gardening104.0
  • Herbalism94.0
  • Waterhandling92.2
  • Filtering91.7
  • Fusioning91.4
  • Finesse90.9
  • Mining90.8
  • Taming89.6
  • Excavation89.4
  • Woodcutting89.1
  • Experimentalism88.5
  • Dowsing2.5
  • Logging2.1

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

Principles

Principle of Balance 4,000 · Darkness Principle 4,000 · Time Principle 4,000 · Principle of Syntropy 4,000 · Transposition Principle 4,000

Realm

Legend Speakers

MagicDuel Archives

Housing oneness 10%

Armoury

No set pieces worn.

Writings

Comments on self

Some day in year 5 a young warrior was wandering around No Man's Land, when he saw a strange figure far away. He was quite curious about the figure, but at the same time, he didn’t feel he should get involved with it, so was going to continue his way when the figure greeted him.
The conversation went pretty interesting, soon enough the figure revealed herself, she was Pamplemousse Ribbit, who became the young warrior's first teacher and mentor. She taught him about the mysterious world they were in and how to survive in it. Eventually she gave him a citizenship for Necrovion at his request and with that a house.
The days passed and the young warrior went to sleep, waking up in Necrovion only to discover that he was trapped. He searched for an exit, wondering how he got there. After a while he was escorted out by the Death Patrol with just a warning for trespassing. The young warrior noticed that 10 years had passed and his teacher was absent, and so was his citizenship.
Months passed while the warrior was polishing his skills and on day 118 Year 16, Fyrd Argentus offered him a new job with a new role within the MDA - to strengthen the reopening of the alliance “Legend Speakers” and with that a new home. The young warrior became the Bailiff of his alliance, tasked with the protection of his fellow allies members. Now always impartial and neutral, he imposes order within the Archives, forcing transgressors to behave…

Personal hate list

Black List:

1. Ledah

2. Granos

3. Eon

 

Military ways and beliefs

After waking up in year 15 not remembering his past, this warrior tried to grind his way to the top, however, he got killed by an invisible entity while sleeping in GoE. He managed to find his way back to the living, remembering the way back for future use. He went back to his training, but got killed again and again by an surprisingly dangerous spade. It has been a while since he got killed, but now he also seeks revenge from his enemies. He has learnt the best of the SorrowSmith from Necrovium and classic Blacksmithing to forge a sword capable of helping him in his goals.......

Creatures 115

  • Tamed ReindrachTamed Reindrachlevel 5
  • Water Daimon IIIWater Daimon IIIlevel 7
  • MadhornMadhornlevel 5
  • Lost BerserkerLost Berserkerlevel 1
  • Rustgold MadhornRustgold Madhornlevel 5 · 2 held
  • Angien Sentinel IVAngien Sentinel IVlevel 7 · 3 held
  • Worry of WanderersWorry of Wandererslevel 1
  • Chaos ArcherChaos Archerlevel 6 · 3 held
  • BloodPact Chaos ArcherBloodPact Chaos Archerlevel 6 · 2 held
  • Sacrilegous AntipopeSacrilegous Antipopelevel 3
  • Pure ElementalPure Elementallevel 6
  • Insurrect ShadeInsurrect Shadelevel 3 · 2 held

The most experienced kinds, of 115 creatures in all.

From the Adventure Log

Page 100 · Golemus Wizard quest - Ak.

While searching for a confortable place Akasha found a network of tunnels that lead her to what seem to be inhabited quarters but no one
is arround so she starts searching the rooms.
One room in particular attracts her attention, its a library. She sits at a table and resumes her work "Darkness principle" ..Akasha smiles ..
"It seems i am living it right now as i am clueless of where i am but i try to remain undetected at the same time" She continues to write.

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