MagicDuel

Grid Althea

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 4,174of 5,000

91 days in the realm since 12 January 2009 · started in The Original Story Mode

Record

  • Fights258 won · 390 lost
  • Active1% of days · 91 of 6,468
  • Adept ofMetal Bunny
  • Player ID129478
Play with Grid Althea as your mentor

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Character

Combat stats tap a row for its sources

  • 31.69 initial = 31.69

    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.

  • 20.14 initial = 20.14

    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.

  • 13.14 initial = 13.14

    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.

  • 7.41 initial = 7.41

    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.

  • 14.49 initial = 14.49

    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.

  • 10.35 initial = 10.35

    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.

  • 16.50 initial = 16.50

    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.

  • 13.93 initial = 13.93

    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.

  • 17.79 initial = 17.79

    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

Darkness Principle 39.13 · Time Principle 40.37 · Transposition Principle 47.89 · Principle of Light 39.88

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

(Still needs much fine tuning. Any suggestions will be greatly appreciated! Thanks for reading!)

... feels no hunger, only thirst - thirst for human blood, but chooses to settle with animal blood
... her eyes golden when nourished, bright red when thirsty
... has long, fine, curly auburn hair
... skin hard as marble, cold as ice, and sparkles subtilely in sun light
... generous with her kisses

My Story before I came to this realm

 

 

It was in 1512 AD.  Yes, it was during the era of witch hunt.  I was 13 and was fueled with rage from the unjust persecution of my mother.  She was a midwife who never turned down anyone who sought her service and knowledge.  My father committed suicide due to depression from the death of my mother, leaving me alone in this cruel world.

 

My home was destroyed.  They took everything of values including food away.  I begged for food, but no one even gave me a glance of sympathy, not even the ones my mother had helped would give me a piece of bread crumb.

 

Some months went by, and suddenly they needed me.  You see, I’ve been apprenticed under my mother’s guidance ever since I was seven, and my mother was the only midwife for three communities.  There was a wife of a noble man giving birth to their first child.  This noble man has been trying to have a child for eight years, so he was not going to leave that to chance.  He sent a few of his servants with gifts asking for my service.  They even brought me chocolate!  Unable to resist, I went with them.  The baby was coming out in a breech position (bottom first), but fortunately I’ve already had plenty of experiences dealing with this.  It was a healthy baby boy!  The noble man was very pleased.

 

I was again accepted by the communities.  With the money I earned from the noble man, I was able to rebuild the once broken home.  I tried to put the past behind, and I forgave my neighbors and the villagers.  I decided to establish myself as the most knowledgeable and skillful midwife, so I started to study the old books.  I also took in apprentices.  My practice grew very successfully.  I thought my mother would be proud of me and my father would be joyful once again if they were watching me from above.

 

Six years later during a cold winter night, it was the New Years’ Eve.  Having no one to celebrate with and feeling a bit depressed being alone, I went to bed early.  Remembering the time when my parents were still alive, I cried myself to sleep.  I was woken by the wild knocks on my door, and I heard several people were talking. I dazedly put on my cloak and answered the door.  I saw someone pointing at me shouting my name, and the person next to me grabbed me by my hair.  I didn’t even have a chance to protest, and I was dragged out into the snow on my knees.

 

A hearing was held on behalf of me.  At least that’s what I was told.  Then I was taken out of my cell, and I found an angry crowd with a wooden post stood in the center.  It looked just like the one they burned my mother on alive!  I realized what was going to happen to me.  I struggled and tried to run away but was beaten.  “What wrongs had I done?” I yelled furiously.  The crowd turned silent.  My body was held up and tied against the post.  I held up my chin and stared at my spectators in their eyes.  One by one they looked away.  I knew all of them... except one, a stranger.  Our eyes met, and I felt all my troubles melted away.  I felt comforted.  I felt calm.  It was him who saved my life.


His name is Ahura Mazda.  We’ve been together ever since.  I love him deeply, but our relationship is strange.  Ahura is indeed a compassionate being and a man of few words.  However he often retreats into the mountain and leaves me feeling abandoned.  I learned to accept his ways over time.  I understand that he has his unresolved issues, and he never questions my wild ways.

 

I always love children.  As a vampire couple, we’re unable to have children of our own.  Many years later we met a sweet girl who named herself The Sixth Sense.  She followed us everywhere no matter how much we tried to loose her, and eventually we adopted her as our daughter.

 

Creatures 27

  • Dark Archer IIIDark Archer IIIlevel 5 · 2 held
  • Elemental VElemental Vlevel 6
  • Grasan HuvourerGrasan Huvourerlevel 3 · 4 held
  • Dark Archer IIDark Archer IIlevel 4 · 2 held
  • Aramor AssassinAramor Assassinlevel 3
  • Hollow WarriorHollow Warriorlevel 2 · 2 held
  • Elemental IIIElemental IIIlevel 4
  • Adult KnatorAdult Knatorlevel 3 · 2 held
  • Elemental IIElemental IIlevel 3 · 2 held
  • FledglingFledglinglevel 3 · 2 held
  • Savage Knator IISavage Knator IIlevel 2
  • JokerJokerlevel 1

The most experienced kinds, of 27 creatures in all.

From the Adventure Log

Page 174 · The Shade Ballance - Kh. Glo. Wod.

Winds Sanctuary's peace is disrupted, as Glor Damar confronts Khalazdad. "Your light
hides within Khalazdad", he taunts.
"I may free the white spirit at any time I please" , and with a flourish, providing
proof, he throws black powder upwards. Dancing around the settling dust, he whispers
dramatically while Glor Damar watches disbelieving,. Khlazdad proclaims he's
irrevocably severed from the light. "If you don't believe me, just ask Wodin", he
cries as Glor Damar hurries away.

This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.

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