MagicDuel

Himuura

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 1,971of 5,000

61 days in the realm since 2 September 2010 · started in The Original Story Mode

Record

  • Fights137 won · 166 lost
  • Active1% of days · 61 of 5,871
  • Adept ofCrazyMike
  • Player ID201260
Play with Himuura as your mentor

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

Character

Combat stats tap a row for its sources

  • 22.23 initial = 22.23

    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.

  • 9.12 initial = 9.12

    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.

  • 8.31 initial = 8.31

    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.

  • 5.48 initial = 5.48

    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.

  • 19.50 initial = 19.50

    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.

  • 3.49 initial = 3.49

    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.

  • 10.69 initial = 10.69

    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.

  • 9.82 initial = 9.82

    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.

  • 19.71 initial = 19.71

    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 Light 58.82 · Darkness Principle 5.29 · Time Principle 38.73 · Principle of Syntropy 30.01

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

The story Comments on self

After finishing his job as the murderer "Hitokiri Battōsai" in the Ishin Shishi, Kenshin assumes the life of a wanderer. Ten years after the Revolution, he arrives in Tokyo, where he meets Kaoru. She invites him to stay in her dojo even after she discovers that Kenshin is the "Battōsai". During his residence in the dojo, Kenshin establishes lifelong relationships with many people, including ex-enemies. When Shishio Makoto, the brutal once-successor to Kenshin's position as Chōshū's hitokiri, masterminds a movement seeking to overthrow the Meiji Government, Kenshin leaves Tokyo to stop him. To defeat such a foe, Kenshin is forced to resume his training and mend his relationship with his teacher Seijūrō, who taught and took care of Kenshin, originally named Shinta (心太), in his childhood. That childhood training was interrupted when Kenshin decided to protect the people of Japan. After finishing his training, all Kenshin's friends reunite with him and help him to defeat Shishio and his army.

 

Months later, a man known as Yukishiro Enishi starts attacking all people that Kenshin meets as an act of revenge for the death of his sister Tomoe. At this moment, it is discovered that Kenshin was married to Tomoe in the Bakumatsu but accidentally killed her when trying to rescue her from a group of assassins. When Enishi finds out about Kenshin's feelings towards Kaoru, Enishi sets out to kidnap her. He succeeds and leaves behind a professionally-made decoy of Kaoru with a sword in her heart, making everyone believe that she had been murdered. Kenshin falls into severe depression and runs off to a village of wanderers to mourn. However, he breaks out of his depression after his friends discover Kaoru is alive. The group goes to rescue her on Enishi's island. A battle between Kenshin and Enishi follows and when Kenshin wins, he and Kaoru return home. Five years later, Kenshin is married to Kaoru and has a son named Kenji. After an encounter with Kaoru's student Myōjin Yahiko, Kenshin gives his sakabatō to him as a gift for his coming-of-age.

 

 

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Through discipline, we shall prevail...

Creatures 12

  • Dark Archer IIIDark Archer IIIlevel 5 · 2 held
  • Grasan HuvourerGrasan Huvourerlevel 3 · 2 held
  • Aramor AssassinAramor Assassinlevel 3
  • Elemental IElemental Ilevel 2 · 2 held
  • ScoutScoutlevel 1 · 2 held
  • AngienAngienlevel 3
  • Water Being IWater Being Ilevel 1
  • Young Savage KnatorYoung Savage Knatorlevel 1

The most experienced kinds, of 12 creatures in all.

Adepts 2

2 players joined the realm as Himuura’s adepts.

From the Adventure Log

Page 56 · Golemus Wizard quest - Ak.

Its clear that such a great artefact such as the Book of Principles should be placed somewhere in an important location,
but where? The floating burning building does not seem to have any way of access, maybe its not a building afterall.
Akasha starts inspecting the place searching for a clue. The piramids on the ground seem to have an entrance,
she starts with the first one, maybe she will find something in on of them.

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