MagicDuel

Jaime

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 2,410of 5,000

183 days in the realm since 24 January 2010 · started in The Original Story Mode

Record

  • Fights290 won · 438 lost
  • Active3% of days · 183 of 6,091
  • Adept ofFang Archbane
  • Player ID185059
Play with Jaime as your mentor

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

Character

Combat stats tap a row for its sources

  • 70.23 initial = 70.23

    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.

  • 43.75 initial = 43.75

    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.

  • 33.29 initial = 33.29

    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.

  • 8.45 initial = 8.45

    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.

  • 29.65 initial = 29.65

    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.

  • 13.30 initial = 13.30

    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.

  • 22.38 initial = 22.38

    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.

  • 16.46 initial = 16.46

    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.

  • 33.49 initial = 33.49

    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

  • 2.80 initial = 2.80

    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.

  • 1 initial = 1.00

    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

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 Entropy 174.59 · Principle of Cyclicity 263.34 · Principle of Balance 76.12 · Darkness Principle 101.43

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Jaime the Wanderer Comments on self

Young yet mature, Jaime the wanderer tries to find his way after the loss of his mentor.

He lost both his parents at a young age. The father died when he was eight, due to war; his mother at eleven, because of sickness. He became an urchin for two years, living off the crumbs of bread the more fortunate left behind; until a particularly windy day, an old, lonely blacksmith called Farkin took pity on him, and decided to take him under his wing.

No one is sure why he adopted him, but whenever he was asked he said: "I don't really know. The moment I saw him I felt something diferent. He is just not your usual kid, y' know.... he has potential." Though it was quite obvious he wasn't telling everything. Besides, the Jaime was always day-dreaming and interested in only doing his own thing, which at the moment contradicted "has potential". With age, however he has become much more disciplined.

He spent the next four years training and studing under Farkin's mentorship. There he learned the ways of the forge, and the basics of combat. Altough not the most skilled in the latter, (And has the tendency of dodging into obstacles.) he is not completely usless in the field of battle.

During his free time he used to go to the local library and read various books. (Mostly fantasy.) In fact, for a while he had the aspiration of becoming a writer, but that was later abandoned since he had little time to write because of his duties at the forge.

After three years of apprentinceship, Jaime had become really skilled in the forge, so Farkin thought it was time to teach him the secret of his trade. Enchanting.

For the next two years he learned the secret procesess of augmenting metal with various diferent effects and properties. Altough he sometimes screws up the processes he is quite adept.

This one time he tried to create a sword that could throw fire and shards of ice, with the added property of shrinkiing to a dagger or expanding to a longsword, depending on the wielder's will. The result is what he called "The Insane Daggersword". 

When swung it would become blunt and useless. Many times it would throw water instead of ice, or sparks instead of fire. (That was depending on it's mood, as Jaime says.) Sometimes it didn't change form as you might wanted to, or it could also become eerily unbalanced.

Shortly after forging and enchanting it, momentarily proud Jaime decided to test the balance and weight of the dagger form by placing a bottle above a small stone fence, and throwing the weapon at it. When he threw it, the thing suddenly curved to the left, and changed it's trajectory directly towards him. Jaime tried to dodge to the right, but he forgot he was standing next to a tree.

He returned home with a frown, a bloody dagger, a sightly scratched right cheek, and a cut left one. (He still has the scar)

H decided to get help from his mentor. After much testing and tinkering, Jaime and Farkin decided to lock the sword in a box specifically made to seal enchantments, and forget about it. They didn't expect to wake up to the smell of smoke.

(Will continue later.)

Personal hate list

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Creatures 12

  • Tormented SoulTormented Soullevel 1
  • Elemental IIIElemental IIIlevel 4
  • Imperial AramorImperial Aramorlevel 1 · 2 held
  • Dark Archer IIDark Archer IIlevel 4
  • Barren SoulBarren Soullevel 1
  • Animated Tree IAnimated Tree Ilevel 2
  • Elite Lorerootian ArcherElite Lorerootian Archerlevel 3
  • Adult KnatorAdult Knatorlevel 3
  • Water Being IIWater Being IIlevel 2
  • Toxicodendrite SeedToxicodendrite Seedlevel 1
  • Grasan IGrasan Ilevel 1

The most experienced kinds, of 12 creatures in all.

From the Adventure Log

Page 72 · Golemus Wizard quest - Ak.

After inspecting all the pyramids she found out that each one contains an empty paper that looks like a page of some large notebook..or something similar. She now has 6 pages, but not a single clue what they are or where to find the Book of Principles.

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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