MagicDuel
Jolla
Generation 10

Jolla

Embers of Kelle'tha
  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 4,996of 5,000

1,098 days in the realm since 11 April 2011 · started in The Original Story Mode

Record

  • Fights7,031 won · 7,890 lost
  • Active19% of days · 1,098 of 5,652
  • Adept ofnadrolski
  • Player ID217374
Play with Jolla as your mentor

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

Medals 3

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 Jolla.

Character

Combat stats tap a row for its sources

  • 3,142.96 initial = 3,142.96

    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.

  • 2,017.51 initial = 2,017.51

    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.

  • 505.38 initial = 505.38

    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.

  • 174.90 initial = 174.90

    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.

  • 315.76 initial = 315.76

    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.

  • 111.03 initial = 111.03

    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.

  • 314 initial = 314.00

    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.

  • 210.66 initial = 210.66

    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.

  • 485.21 initial = 485.21

    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

  • 100.06 initial = 100.06

    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.

  • 7 initial = 7.00

    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 0.2Herbalism 14.0Waterhandling 23.5Finesse 12.2Excavation 7.2Gardening 2.1Filtering 17.6Experimentalism 25.6100
  • Experimentalism25.6
  • Waterhandling23.5
  • Filtering17.6
  • Herbalism14.0
  • Finesse12.2
  • Excavation7.2
  • Gardening2.1
  • Mining0.2

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

Principles

Element Principle 4,000 · Transposition Principle 4,000 · Principle of Balance 4,000 · Darkness Principle 4,000 · Principle of Entropy 4,000

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

I'd rather everyone in the realm to have an extra coin or two and a teleport to 
anywhere spell....in case of emergency :D 

 
Okay, here goes my personal wish list. Short one, none the less......For my first
wish: Hmmm, a Darkling would be wicked! My second would be for all in MD to prosper, laugh and enjoy the "most excellent" people, places and yup things :D
That's it......

 

 

 

Personal hate list




Hmmm, Personal hate list. For me, hate is something that can build and fester or just come on like a furious beast. I would and could only hate those that harm my family and loved ones. That hatred would turn into something far greater......not even the gnarliest things fathomable would be close to what I would do if anyone or anything dare try to hurt them. I say justice not mercy.


Jolla 

Military ways and beliefs

                                       

I believe in honor and truth. Having served my time in the service, you must be able to follow and lead by example and without hesitation. Follow your last order, be patient and never quit. I will fight for what's right, die for those that cannot and smile the entire time. I may lose and get beaten close to death........However, nothing can tarnish my spirit nor keep me from getting back up each time I fall. Military is needed for your freedom and rights......Respect is earned and never given. 

Jolla

Creatures 27

  • RustyRustyRustgold Madhorn, level 5
  • AndrogynyAndrogynyThe Confessed, level 3
  • Bloody RootsBloody RootsWalking Tree, level 5
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3 · 3 held
  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • Farting GrasanFarting GrasanPimped Grasan Huvourer, level 3
  • Rustgold Combat DrachornRustgold Combat Drachornlevel 4
  • KinslayerKinslayerAramor Assassin - Anniversary Edition, level 3
  • Tormented Soul IITormented Soul IIlevel 2
  • Skill VampireSkill Vampirelevel 3 · 4 held
  • Master of PuppetsMaster of Puppetslevel 3 · 2 held
  • Santa IVSanta IVlevel 4

The most experienced kinds, of 27 creatures in all.

Adepts 1

1 player joined the realm as Jolla’s adepts.

From the Adventure Log

Page 159 · The Shade Ballance - Wod, Me.

As Metal Bunny turns to talk to the troops, he notices a familiar, formidable figure
making its way towards him. Turning to the soldiers he cries "All Hail Master Wodin;
he has returned!" Wodin's demeanor is confident as he strides towards Metal Bunny.
Acknowledging his army, he grabs Metal Bunny and pulls him to one side. "I know what
the shades require....and we are not going to let them have it."

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