MagicDuel
Elthen Airis
Generation 25

Elthen Airis

  • 5Mind Power 5of 7 levels
  • Lands Of The Eastno alliance
  • Honor 992of 5,000

431 days in the realm since 14 September 2009 · started in The Original Story Mode

Record

  • Fights1,031 won · 1,044 lost
  • Active7% of days · 431 of 6,223
  • Adept ofPeace
  • Player ID170584
Play with Elthen Airis as your mentor

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

Medals 2

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 Elthen Airis.

Character

Combat stats tap a row for its sources

  • 685.83 initial + 60 territory = 745.83

    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.

  • 396.79 initial + 25 territory = 421.79

    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.

  • 262.28 initial = 262.28

    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.

  • 78.20 initial = 78.20

    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.

  • 120.42 initial = 120.42

    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.

  • 58.58 initial + 20 territory = 78.58

    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.

  • 90.39 initial = 90.39

    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.

  • 58.52 initial + 50 territory = 108.52

    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.

  • 105.32 initial = 105.32

    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

  • 4.36 initial = 4.36

    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.

  • 5 initial = 5.00

    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

Principle of Imagination 902.92 · Time Principle 120.35 · Principle of Syntropy 511.63 · Transposition Principle 1,246.60 · Principle of Balance 203.50

Realm

Lands Of The East

No alliance

Armoury

No set pieces worn.

Writings

Comments on self


 Chapter I - Prologue 

 A man was walking around the streets in the Eastern Lands. He was of middle age, although he looked much older. He was formally dressed with a coat and a bowler hat. He followed a staircase, which led to a lively pub in old-fashioned looks. There were two tables, two blazers, which ligthened the place, a bench and a bar with various beverages. Around half a dozen people were drinking, talking, laughing. The man went inside, ordered a glass of wine and rest his arms on the bar thinking. It was day 325 of the 4th year. The common topics were about the new alliances in the Eastern Lands - The Caretakers, the mysterious Seal of Six. Other topic were the latest quests and riddles, mostly about a Woodsman, who preached, about a person who lost his memory due to drug usage, the astral plane, a treasure chest and many more. On one of the tables the discussion was about the latest gathering at the Howling Gates, they were quite eager to gossip too. The murder of Marind, the queen of the land, which was named after her - Marind Bell, was a past story now. No one in fact knew exactly what happened, who was the real murderer, neither they knew where she was killed, and almost no one even talked about it. It was as if people didn’t like discussing that subject, because it reminded them of their past. And it wasn’t very bright. 

 Chapter II - The Story 

 It all happened when he found himself in a closed, isolated wooden room with the strangest encounter of a girl, who chaged her mood as quick as light went on and off. She offered him an acceptable offer. She got him out of the room, but she asked to find out who was behind her murder. A while after, he found himself looking at the crowds of people in Marind Bell’s Park who were having a carnaval, and a big one. There were clowns, citizens of all the lands, travelers, crafters and much more. Blinded by the excitement of his freedom of the wooden room, he went on, he laughed with the clowns, as they were joking around with him, and soon after he found himself sitting near a tree, tired of all that has happened. He fell asleep and it served him a good time to meditate. 
 When he waked up he realised that for the price of that freedom, he has lost all of his memories. He didn’t remember where he was from, neither did he remember anything about his background or what his family was like. He only remembered his name and his quest.

Chapter III - Introduction 

  My name is Elthen Airis. As for my appearance - middle age, dark brown hair, fit, moderately tall, officially dressed with a coat and a bowler hat. I’m a bit old-fashioned, but my principles aren’t. I’m a sleuth. It was my urge to discover the clues behind Marind’s murder that made me one. I had no background, no history, no past, so i decided to follow the present and dedicate myself to a cause. To solve the mystery around Marind's murder. My home is situated in the Eastern Lands. I live in a middling apartment alone with my thoughts, my books and my foundings. My services are open to everyone, for a certain price, unless i find it intriguing to solve the mystery myself.

 Chapter IV - Roots, Eastern Lands 

 Not long after i found myself sitting at Marind Bell’s Park with nothing but my thoughts, i went to search for some kind of shelter. I had heard there were lands not discovered by many and so i thought it would be the best place to start my search. It was day 277 of year 4.
 I went through a gate and followed the route through the plains of liberty. Passing through a place looking like a chapel situated me in the beginning of a city. As i followed exploring the unknown lands i found that there were an alwful lot of mysteries to be revealed and that intrigued me even more. Not long after, i realised i had found myself facing a magnificent almost untouched city with no population, except for one pub, which seemed to have had some presence recently, considering the newly stocked beverage on the shelves.
 I did find my place to live. It was an old uninhabited apartment, which i later used as an office. I situated myself immediately, though i didn’t really have a lot of possessions. I had a few books with my thoughts, and a few silver coins. I started summurising all of the information i had and day by day, with every piece of information i found, asking people or reading in the Archives, i managed to draw in my mind a vague picture of who and how could have Marind been murdered. However, the source of information was very limited and finally nothing could be said for sure.

  Long time has passed and many things have changed. It is now day 279, year 6. My apartment is now occupied by another person who calls himself Miq, although he is rarely staying there, it seems. The Eastern Lands are getting inhabited little by little. After a research team leaded by the Knator Commander rushed inside and blocked the entrance, the people who dared made an uproar. They deemed those lands as their own and they felt connected with them. It turned out though that the team only situated themselves there to make some research and not after long the lands were open to everyone again. Later on a guild, very old, ventured deeper in those researches and classified their work. The guild was called The Soldiers of the Sun. 

  Marind murder's case was finally solved. My eternal promise to Marind has been fulfilled and i now wander around this realm looking for mysteries of all kind, which await to be revealed. I have become stronger and more confident.

  I was officially granted citizenship on day 276, year 6. I have been vigorous and relentless, because i believed i deserved that honor and with the aid of Curiose and Phantasm, who stood beside me, i was finally granted my long-awaited wish.

Chapter V - Cases 

"The theft"

  During one of the usual days i was having my tea at the apartment at the Tribunal, while reading the daily newspaper when i noticed a very peculiar topic. There had been a theft of a precious book with information about creatures. Since i hadn’t got much work at the moment, i decided to look up further into this matter, which seemed too interesting to evade my attention and what’s more, it was detective’s work. It was the 345th day of year 4.
  After going through a thorough investigation i must say that at first i was blindfolded by the clues left at the crime scene. There were four suspects, each with quite a motive. Zleiphneir, Grido, Chewett and dst. After five days of running after shadows and having bursts of thoughts in my mind it finally came to me that the culprit was none other than dst, who cooperated with No One. The case was solved on day 350. Not long after i organized a meeting at my apartment in the Tribunal, with the help of Assira the Black, which was attended by 9 people. The revelation of the theft took place that evening and the most witty person - Czez was awarded a silver coin for participation.

(This page will be continued as i progress.)
 




Achievements:

Solved machine puzzle
Scored 2nd place in the Head Contest at MP4
Solved SmartAlekRJ's "The Drachorn Story" & "The Great Puzzle" quest
Solved Shattered Illusions' first quest(Detective, Theft)
Solved Indyra Sirenias' Seekers of Inspiration quest
Solved Maebius' "A little tour... of sorts" quest
Bested the labyrinth and has access to Golemus Golemicarum
Obtained a drachorn egg on his 26th active day
Defeated the Loreroot guardians and has access to Loreroot

Creatures 30

  • Angien Sentinel IIAngien Sentinel IIlevel 5 · 2 held
  • Elemental VElemental Vlevel 6 · 2 held
  • SnowballSnowballlevel 1 · 2 held
  • TyrielTyrielAngien, level 3
  • SirèneSirèneWater Daimon III, level 7
  • MadhornMadhornlevel 5 · 2 held
  • DanteDanteRevolted Skill Vampire, level 4
  • Master SharptearMaster Sharptearlevel 4 · 2 held
  • DhoDhoMaster Lorerootian Archer, level 4
  • Uzuz NarsnagaUzuz NarsnagaPimped Grasan Huvourer, level 3
  • Majestic WinderwildMajestic Winderwildlevel 6 · 2 held
  • NazkhalNazkhalUnholy Pope, level 3

The most experienced kinds, of 30 creatures in all.

Adepts 2

2 players joined the realm as Elthen Airis’s adepts.

From the Adventure Log

Page 547 · A Debt Repaid

Dst interjects, "So many Necros." She shrugs and waves dismissively. "What
if some die?"
Princ Rhaegar stands and then explains, at length, that the citizens of
his land didn't stop Maebius' plan because none had the desire to do so. He
even admits to some curiosity about what Necrovion's reaction would be.
When he finally finishes, he sits and watches Azull. The King of Necrovion
stands, but is silent for a time before speaking. "My blood, and the blood
of my people, has been spilled because of your inaction. In turn, I have
taken your blood, and the blood of your people." He crosses his arms and
stares at Rhaegar. "Vengeance has been satisfied. I am ready to end this
now."

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