MagicDuel

Havvy

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 3,743of 5,000

35 days in the realm since 23 December 2008 · started in The Original Story Mode

Record

  • Fights100 won · 107 lost
  • Active1% of days · 35 of 6,489
  • Adept ofLady Isolda
  • Player ID122283
Play with Havvy as your mentor

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

Character

Combat stats tap a row for its sources

  • 6.13 initial = 6.13

    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.

  • 2.28 initial = 2.28

    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.

  • 1.49 initial = 1.49

    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.

  • 0.67 initial = 0.67

    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.

  • 4.47 initial = 4.47

    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.

  • 0.44 initial = 0.44

    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.

  • 3.12 initial = 3.12

    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.

  • 5.49 initial = 5.49

    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.

  • 3.88 initial = 3.88

    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

Transposition Principle 10.25 · Principle of Cyclicity 12 · Time Principle 12.08

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Self Documenation Comments on self

Main Details

  • Full Name: Ryan Laglar Havvy
  • Gender: Male
  • Identity/Role: Unknown--In Search of One
  • Job: None

Quest Accomplishments

After traveling through the lands, Mr. Havvy managed to translate and read a specially written text.
After much discussion with the friends, Mr. Havvy had found and released a soul.  Perhaps this was the soul that the texts were alluding to.
The brave warrior took a potion of a deadly plant, and instead of dying, he saw living entities blocking a path that he wishes to travel.
Still, without access to Loreroot, Mr. Havvy continues his study.

Physical Description

Mr. Havvy is an odd-looking creature. Imagine a normal male human. Add demonic wings similar to those in the image below. The face is otherwise normal, except for the eyes. The eyes are a set of three, with two eyes in a 'normal' position, and the third one five centimeters (or two inches) above the nose. The left eye is blue. The right eye is green. The top eye is red. Mr. Havvy has short, messy, black hair. He does not wear a shirt, as he cannot find a tailor to make a custom fit. He does, however, wear black linen pants with three streaks of dark shaded color going down each side, being red, green, and blue.

Wings
Wings of Havvy


Random Sayings

"Metal Bunny is awesome."

Personal hate list

I have two hates related to the game, but are not based only on the game.  They both have to do with community.  One of them is Godmoding, and the other is Leaving Spoilers in Chat.

Godmoding has three definitions:

  • Roleplaying out the actions of a character that the player is not in control of. This is most often carried out when one player does an action to another, and then says what the results of the action is.
    • Ex:  "Bob pushes Jerry into a well, and notices that Jerry breaks his collar-bone"
  • Roleplaying the player's own character as invincible or immortal; Otherwise doing things that is not possible for the character at the level of development.
  • Controlling the environment to ones own benefit with rare or sudden events.
    • Ex:   "Bob watches as a meteorite comes out of nowhere hits Jerry on the head."
    • Ex:  : When it was said earlier that it was a bright and shiny day with the sun out, that it starts to rain. Somebody should mention that clouds moved in during the roleplay.
Do I have to say anything about leaving spoilers in chat? Flood out your conversation when it is finished.

Creatures 16

  • Dark ArcherDark Archerlevel 3 · 3 held
  • Elemental IIElemental IIlevel 3
  • Barren SoulBarren Soullevel 1 · 3 held
  • Grasan IGrasan Ilevel 1
  • Aramor WarriorAramor Warriorlevel 2
  • Heretic Archer IIHeretic Archer IIlevel 2
  • AramorAramorlevel 1 · 6 held

The most experienced kinds, of 16 creatures in all.

From the Adventure Log

Page 312 · The Inner Sun - Bo., Pen.

Bootes and Penelope are quietly studying the ancient documents when without warning Penelope slams her first on the desk in frustration, "We must be missing something! This can't be all of them, can it?" Bootes stands, "I'll check the pub. You try and figure out what you can."

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