MagicDuel

Eva De Vil

  • 3Mind Power 3of 7 levels
  • Lorerootno alliance
  • Honor 1,191of 5,000

35 days in the realm since 16 June 2011 · started in The Original Story Mode

Record

  • Fights38 won · 47 lost
  • Active1% of days · 35 of 5,584
  • Adept ofAeoshattr
  • Player ID221871
Play with Eva De Vil as your mentor

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

Character

Combat stats tap a row for its sources

  • 6.52 initial + 50 territory = 56.52

    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.

  • 3.20 initial + 50 territory = 53.20

    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.

  • 1.43 initial = 1.43

    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.

  • 2.12 initial + 25 territory = 27.12

    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.

  • 6.86 initial = 6.86

    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.

  • 0.85 initial + 25 territory = 25.85

    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.

  • 4.06 initial = 4.06

    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.

  • 0.72 initial = 0.72

    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.

  • 4.47 initial = 4.47

    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

Principle of Imagination 11.84 · Principle of Balance 11.46 · Principle of Syntropy 9.02

Realm

Loreroot

No alliance

Armoury

No set pieces worn.

Writings

It's all about me Comments on self

She was born on a winter day and lived in a poor town on the outskirts of the forest. Normally should have died at birth because of her nature, but was miraculously saved by a warlock, after her parents have been killed. By the age of fifteen she didn’t really know what or who she was, or even if her parents or relatives were still alive. One day, while cleaning the attic she found a book with strange characters who attracted her attention from the first moment. When she opened it, a blinding light slammed her down. She spent a few days asleep, with the warlock at her head, until she was finally awoken by a mosquito. A few days later, she discovered something quite strange: her senses got sharper. For the first time, she didn’t tell the medicine man about this change, but then, after she killed an animal, the warlock figured out what had happened; he discovered the truth, but only a part of it. Finally she confessed that she was a dhampire, half human, half vampire. So she began training everyday with swords and knives given to her by the warlock, and after two years, she is almost a master in handling of weapons similar to some miniature spears.


At the age of eighteen, when she woke up, she realized that the warlock had disappeared. So…she expected him to return, but she realized that he will never return. She was alone in the middle of a forest so she started feeding on various kinds of creatures to survive. She continue to train until she discovered after a painting, a letter from the warlock, before he disappeared. The letter was written some pretty strange characters, but awfully similar to those in the book that she had found long time ago. In that day she opened that book for the second time, but this time nothing had happened. Spending few hours to read that book, she discovered what the message actually was. A warning. The warlock was still alive, that was certain, but she needed help to find him...in that letter, he told her of a way to bring him back, but for that, she need to contact one person...and yes, she WILL find him…

 


 

Personal hate list

Nobody..

Creatures 13

  • Aramor WarriorAramor Warriorlevel 2 · 2 held
  • Water Being IIWater Being IIlevel 2
  • RemainsRemainslevel 1
  • ScoutScoutlevel 1 · 2 held
  • Elemental IElemental Ilevel 2 · 2 held
  • Young Savage KnatorYoung Savage Knatorlevel 1 · 2 held
  • Barren SoulBarren Soullevel 1 · 2 held
  • Water Being IWater Being Ilevel 1

The most experienced kinds, of 13 creatures in all.

From the Adventure Log

Page 92 · Golemus Wizard quest - Wod. Om. - END

Full of anger Ome thinks, "I never fail!!! If this means Wodin is preparing for war against the shades, then my task becomes now
to stop him" out of nowhere a voices speaks "very good, i was just preparing to kill you for your incompetence, but maybe your
extraordinary skills can be of some use for our cause. Go seek Wodin at Road of Battles, he is training his army there, but be carefull,
he spirit is stronger than your blade, you must find an other way to challenge him". (New RPC Character released for play)

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