MagicDuel

FlyingChipmunk

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 920of 5,000

732 days in the realm since 17 August 2008 · started in The Original Story Mode

Record

  • Fights584 won · 1,634 lost
  • Active11% of days · 732 of 6,617
  • Adept ofPeace
  • Player ID80806
Play with FlyingChipmunk as your mentor

Join the realm from this page and you start as FlyingChipmunk’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 FlyingChipmunk.

Character

Combat stats tap a row for its sources

  • 78.12 initial = 78.12

    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.

  • 160.61 initial = 160.61

    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.

  • -16.68 initial = -16.68

    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.

  • -21.67 initial = -21.67

    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.

  • -29.91 initial = -29.91

    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.

  • 28.79 initial = 28.79

    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.

  • -38.40 initial = -38.40

    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.

  • -57.95 initial = -57.95

    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.

  • -84.48 initial = -84.48

    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

  • 13.85 initial = 13.85

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 0.4Herbalism 0.1Woodcutting 0.1Waterhandling 0.1Excavation 0.1Experimentalism 0.0100
  • Mining0.4
  • Herbalism0.1
  • Woodcutting0.1
  • Excavation0.1
  • Waterhandling0.1
  • Experimentalism0.0

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

Principles

Darkness Principle 68.17 · Principle of Imagination 292.10 · Time Principle 63.90 · Element Principle 475.90 · Principle of Balance 1

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Napkin-Scrawled Note Comments on self

 Hello there! Come! Come! Sit by the fire.

*waves you over to the fire and pours two glasses of Mead, the stares into the flames*

A story, eh? *laughs softly* well I have just the tale. 

*takes a sip of Mead and clears his throat* 

They say the best place to start a story is at the very beginning. I've never really believed that myself, you can never really tell what might happen next, and not everything has to be a mystery, you know...  No, this story will start in the middle, in fact, it will start from right now, because the best stories are the ones that you yourself help shape. I know, I know, if we start in the middle, how will we get to the end, you say. Well that's another quirk in the world, not all stories have an end, some of them can span lifetimes and generations, or even farther than that. No matter how great a story is, as long as you don't end it, it just keeps growing. Sure, parts of a story might end, chapters will conclude almost like clockwork, but you should never end a story, because once you have an ending, it much more difficult to add to it, you see.

 

*takes another sip* 

Our story (because now that you're here, it is ours) is already well under way. With many ups and downs already established, whether they were yours or mine is irrelevant, because now we are both in the same pages.

Just recently I became a protector of a tree, but not an ordinary tree, no, because ordinary trees grow and bloom and wither and fade. This tree is different. It seems that it is frozen in time, never growing or dying, and only rarely showing any signs of life at all. Almost as if it lives in its own pace of time, but live it does, because a dead tree would never blossom at all. You have seen it, of course, because the only way to get anywhere takes you right past it. You may have even watered it from time to time,  which I thank you for, of course. Now, this tree has been there for as long as I can remember, and quite possibly longer than that, 

And in that time has made friends and enemies of its own. On this particular day, I was talking with one called Zleiphneir (though I know few who call him that, Z or Zlei is much easier to say) who I am also sure you have seen, because he is with the tree so often it seems he himself has rooted to that spot. Of course, he hasn't, but I'm still waiting for it to happen.

As we spoke, someone (I can't quite remember who, its been a long time, you see) approached the tree and started trying to set it aflame! Attacked, I assume, for no other reason than it happened to be there (I haven't yet seen a tree provoke attack). Of course, on seeing this, Zlei immediately ran the attacker off and doused the flames trying to bring down the old tree. I wish I could say I had helped, but the whole thing was over much quicker than you would think.

As we returned to talking, I learned that there had been more attacks against the small frail tree than there were stars in the sky on the clearest of nights. As it turned out, for every good person in this world that would see a bare tree and venture out of their way to give it water, there is another who would see it burn to the ground just the same. I guess everything must have a counterweight, or our world just wouldn't continue along its own path.

The more we spoke, the more it became clear that someone would always have to be there with the tree, to keep a wary eye out for the next person with fire in there eyes, intent on destroying something as innocent and unobtrusive as this tree was. And so here we are, watching a fire, drinking Mead, and always wondering when someone else will stop by with less than loving thoughts for the tree will wander by, and what we will have to do to protect it the next time.

*takes out two small pipes and packs them, offering one to you and taking a long draw off his own*

I guess if you think about it, everyone around here could fall into one of three categories. Those that protect things that haven't a way to protect themselves, their counterweights, who would rather prey on the same, and those who cannot protect themselves. The question follows, then, which are you now, and what will you be further down our path?

I've been blind before, to learn how to see through a person, to try and gather some understanding of what characteristics make what kind of person. All I learned is that sometimes you just can't read someone based off their actions anymore than you could based off their appearance. There's just no way to know someones motives, even when they seem obvious. I've been broken, for no reason other than to learn to fix myself. and every time I have, I learn that you never really go back to exactly who you were. Things never go back to the same way, they're always changed, sometimes a little, sometimes beyond recognition, but never the same. I guess because you can't unlearn anything, and maybe that isn't a bad thing.. 

*finishes his Mead and takes another draw from his pipe*

I have been here for what seems like a lifetime, but I wasn't always here, I drift between this realm and one of dreams. I'm never sure when I will leave one to return to another, but I guess some things really do have to be a mystery. Each time I return, more things have changed, and I see old friends less and less. I see people from the past going on to do great things, rushing through the present, even as we sit here now. I live a few moments behind the rest, because I can never quite catch up before I leave and fall behind again. 

*finishes his pipe and tucks it inside his shirt pocket, stoking the flame*

I think for now, that is an excellent place to stop. I'm tired, and I'm sure you are as well. We can pick up where we left off later. and we can add in all the things that have happened when we do.


Life is little more than a series of choices... And every choice we make, leads us to the next moment, and the next choice. Occasionally, you get a second chance to make the same choice differently.. but not often enough to expect them.

What matters is how you recover from you mistakes... always learn from them, but never dwell on them.. The longer you look back to tell yourself the hundred ways you could have done things differently... the more you will find you have missed when you finally start looking ahead.. I guess what I'm saying is always move forward, or sideways, or up, or any variation of those axis... just not backwards. if we were supposed to look backwards after every mistake we made, we would hardly need a memory, because we would never move from some moment we can't forget.

Everyone has secrets, and pages or chapters they have torn from their stories. I am no different, though I try so very hard to put only my true face forward. But then, the only thing as valuable as a secret is another secret.. and a secret that everyone knows is hardly a very good secret.

All I can say is that I am me.. I may be rude, I may be callous, I may say something that makes your blood boil, purposefully or not, and then I may fall asleep while you yell at me for it... and none of that matters, because the few people who put up with it all know just how amazing I am.. well... kinda.. they may sell me a little short..

If you want to know how amazing I am, just, you know.. ask me

The point is.. when you don't understand someone, it's not always because they are less than you...but thinking you are more than everyone else is a sign that just the opposite is true... and also, the people that know me, even just a little... are more incredible than I could ever be... 

 

Creatures 11

  • FirenzFirenzElemental V, level 6
  • Myristica FragransMyristica Fragranslevel 3
  • Elite KnatorElite Knatorlevel 4
  • BlitzBlitzAramor Assassin, level 3
  • Imperial Aramor WarriorImperial Aramor Warriorlevel 2
  • DeadeyeDeadeyeMaster Lorerootian Archer, level 4
  • JokerJokerlevel 1
  • Elemental IElemental Ilevel 2 · 2 held
  • RemainsRemainslevel 1
  • BloodPact Heretic ArcherBloodPact Heretic Archerlevel 1

The most experienced kinds, of 11 creatures in all.

Adepts 4

4 players joined the realm as FlyingChipmunk’s adepts.

From the Adventure Log

Page 8 · Golemus Wizard quest - sim.

An uneducated peasant, known by the name of simplyzero, frustrated by the fact that he can not participate in the wizard quest, decided to go on a jurney to find the shades and kill them. He seems well motivated and he will probably die with the sword in his hand..thats IF he will find the shades....

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