MagicDuel

Jose

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 1,801of 5,000

23 days in the realm since 31 July 2009 · started in The Original Story Mode

Record

  • Fights67 won · 68 lost
  • Active0% of days · 23 of 6,268
  • Adept ofKittiness
  • Player ID164942
Play with Jose as your mentor

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

Character

Combat stats tap a row for its sources

  • 4.05 initial = 4.05

    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.

  • 1.62 initial = 1.62

    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.

  • 1.11 initial = 1.11

    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.

  • -1.70 initial = -1.70

    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.

  • 3.11 initial = 3.11

    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.

  • 0.97 initial = 0.97

    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.

  • 3.50 initial = 3.50

    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.

  • 5.56 initial = 5.56

    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 Imagination 13 · Transposition Principle 9 · Time Principle 10.08

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

A MONSTER OR A BOY ? Comments on self

I have travled from world to world,seeing many things.But being a....monster isnt easy when people consider you that.Its said to think at 9 the humans and creatures that raised me disnt want to be near me.Because of what i was.So now i shift and go as I please hopeing beyound hope that there is a place that i can rest in peace.I cant say home since I already have one.

 

 

Jose is a young boy.About the age of 15.He tends to be stubborn but has a genraly lay back nature.If you try to talk to him,he probly wont answer back till you yell.He isnt deaf but tends to listen.To what you'll have to ask him.Jose also dosent talk much and will probly listen more then talk.The other things his sight.He tends to see past people or in them rather.Unfortyanly alot of people dont act like the way he sees them,so often he gets into trouble (exp;told a kid he was nice(this kid happen to act the other way)he gets punched in the face).At other times he may ignore you completly without meaning too.But dispite this he easy to tallk to if you can get to him.Most of all though he like to explore and see what sounds and monsters he can find.Has rare moments of talkativity

PHYSICAL DESCRIPTION

Hieght: 5;6      Weight; 145

Color; brown

Eye color; dark brown/black

Hair; short and black

Other: Despite usally being in human form he ALWAYS has his tail weaher showing or not

ABILITIES

super regenrative(like regrowing arms)

enhanced senses

can be smart

 

Jose also has a monster form. He is equiped with 6 long spines.A long tail and sharp teeth.Along with that he has tentacle like wiskers.In this form he seems to have a diffrent mind setting.He usally thinking about girls and how to get with them often.He also tends to be more outgoing and more talkative,and down to planet.But a bad thing is he seems to be trying to take over his other side as well.

 

MONSTER PHYSICAL DESRIPTION

Height: 8.6   Wieght: 900

Fur/Scale color: black and brown

Other:a wicked tough hide that even bullets cant penetrate

ABILITIES

super rengenative(like regrowing arms)

extreamly strong

can be dim witted(is that even good?)

wicked tough hide(bring it on bullets and swords)

enhanced senses(dosent seem to use them well 8D)

camaflage/shapeshifting (shape shifting limited)

machospics027.jpg picture by Gmaster131313My monster form

 

other Personal hate list

I travel from world to world seeking all kinds of well anything and everything that I like.I mainly go about searching for sound spinners and monsters

REASON TO KILL MONSTERS

1.Im going to eat it

2.Its trying to eat or kill me

3.Demon(there always trying to kill me anyways)

4. for the market

PACK

Poncho: a gift i got from kittiness that more tolorent of my sudden physical changes.It is made from goat hair

Leather poncho

12 inch dagger

File on monsters he seen

In addition to the clothes on his back he has a spare set in case he changes form suddenly

cloak: the cloak is as thick as a branch and seems to be made from a silky matariel such as spider silk..He keeps it becuase,it can completly cover you and change with him when he camaflages

loin cloth:same thing as the claok

jeans

T-shirt

SOUND SPINNERS:these are odd rocks,stones what ever you call them.Eather way when spun they make a sound and tend to do other such things.

lonely wisper:found near bob http://www.youtube.com/watch?v=FTCsNTHrBNk

siren song

my sound,my story http://www.youtube.com/watch?v=VgrJ4i-DZ3I

 mimic http://www.youtube.com/watch?v=rL4Z9d9oObY&feature=related

comfort http://www.youtube.com/watch?v=I6kdgchSAJ8

dont know how to trust  http://www.youtube.com/watch?v=73-V2A3NuWo

waiting http://www.youtube.com/watch?v=uPOBMzMTP4U

im still hear http://www.youtube.com/watch?v=AMGXq9_IQBQ

Monster file

 

machospics026.jpg picture by Gmaster131313Skyth: a small intelegnt creature despite its looks

machospics029.jpg picture by Gmaster131313 Hex: first a warning. DONT MESS WITH A HEX.Ok hexes eat anything but tend to be mild manner unless angerd.When angered there said to put a hex on the person in question(wonder how they got there name huh?)

machospics030.jpg picture by Gmaster131313 Pheonix:a fire bird  that is reborn throw the ashes

 

machospics035.jpg picture by Gmaster131313 Armoraineum: a fiece looking fish with an attitude to match

machospics038.jpg picture by Gmaster131313 zalabar: just plain ugly

machospics044.jpg picture by Gmaster131313 Vainer: a very buitful fish with vains lacing its entire body if remarkable patterns

Creatures 14

  • Elemental IIElemental IIlevel 3
  • Dark ArcherDark Archerlevel 3
  • Aramor WarriorAramor Warriorlevel 2 · 2 held
  • Heretic Archer IIHeretic Archer IIlevel 2 · 2 held
  • Adult KnatorAdult Knatorlevel 3
  • Water Being IIWater Being IIlevel 2
  • Elite archerElite archerLorerootian Archer, level 2
  • Barren SoulBarren Soullevel 1
  • Grasan IGrasan Ilevel 1
  • Elemental IElemental Ilevel 2
  • Unholy PriestUnholy Priestlevel 1
  • RemainsRemainslevel 1

The most experienced kinds, of 14 creatures in all.

From the Adventure Log

Page 395 · The Inner Sun - Ren. END

The Archivist watches the woman leave and sighs. "It would seem it has begun. It is a shame we can't get personal directions...but our paths are much too unique.." Renavoid's path has led him to his next task, and he rises now as the Master Archivist: overseer of the Archivists and Archives, as well as many other things that pertain to them. His Inner Sun is unlocked.

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