MagicDuel
Kamisha
Generation 11

Kamisha

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 1,929of 5,000

1,101 days in the realm since 30 September 2007 · started in The Original Story Mode

Record

  • Fights2,882 won · 2,915 lost
  • Active16% of days · 1,101 of 6,939
  • Adept ofSyrian
  • Player ID3860
Play with Kamisha as your mentor

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

Medals 1

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 Kamisha.

Character

Combat stats tap a row for its sources

  • 1,657.21 initial = 1,657.21

    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.

  • 909.32 initial = 909.32

    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.

  • 749.35 initial = 749.35

    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.

  • 145.24 initial = 145.24

    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.

  • 226.66 initial = 226.66

    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.

  • 85.52 initial = 85.52

    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.

  • 266.19 initial = 266.19

    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.

  • 161.77 initial = 161.77

    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.

  • 307.28 initial = 307.28

    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

  • 135.50 initial = 135.50

    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.

  • 8 initial = 8.00

    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 0.1Herbalism 2.0Woodcutting 0.3Waterhandling 1.7Finesse 1.1Gardening 1.2100
  • Herbalism2.0
  • Waterhandling1.7
  • Gardening1.2
  • Finesse1.1
  • Woodcutting0.3
  • Mining0.1

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

Principles

Darkness Principle 379.18 · Principle of Light 4,000 · Principle of Entropy 4,000 · Principle of Imagination 4,000 · Principle of Cyclicity 4,000

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Bonding Souls Comments on self

He is often detached and does not say too much unless it is very important. Being a pure demon he finds it difficult to fit in with the people of the upper realm. Being in hell all you are is soul but coming to the surface there are different rules. The physical limitations of the upper realm require a body a physical body in order to have any effect on the upper world. After wondering for a bit in the upper realm he found one to take control of. After forcing the other soul out he was free to walk the realm.

With his physical appearance he keeps his face clocked over in order to attempt to stop people from identifying the original owner of the body he has taken control of. After almost a year of control he was finally able to mold the face of the person into who he wanted to be. Though few people see his face as he keeps it cloaked as some of the aspects of the previous owner are still present his body has a fair face though has grown a beard only covering his chin. His hair is dark almost black with a touch of brown if the sun where to hit it correctly. His skin is very pale from his face being hidden so long. Finally his eyes still resemble the original owner by being a mixture of green and blue marbled throughout so you can see veins of green running through the blue seas.  After some time of connecting with the upper realm he became more talkative and more open to the realm. Though things are still tough for him he finds ways to make due.

Later in his life or his human life he found ways in order to leave his body behind for a little while and become a sprite if just for a little while. He finds it hard to hold thus only keeps it for a few minutes before losing it and being drawn back into the physical limitations of the realm. During these times he is nothing more than an apparition barely visible. He is currently finding a way in order to shape his non-physical form to take on the shape of others but is currently struggling with the finer concepts.

Often he is offered magical means of healing after a battle which he is wounded though will refuse all aid that can be received. He chooses to believe that scars are a mark of a true warrior and that pain is punishment for weakness. If hurt he will grant himself some rest before moving knowing that it is wiser to let his body live instead of force it beyond its boundaries though he often brings it just to its limit. He waits for the day when his strength is great enough to punish those he has shown weakness to in order to correct what he calls his mistake. It is only a mistake up to the point that he chooses to correct it and he knows he will not fail in finding the right moment to strike back.

Oct 23rd /2010 - Was given a braclet from home. It allows him to to stay on the middle earth for a longer time then usual without having to return to the under world to recover. Made of glass and contains a gold mirror in the center that mimics the fire in the underworld that keeps him alive above ground. Though it comes at the price of being burnt by the flames.

July. 28th /2014 - Learns of a possible herb that may sustain him for a longer period of time that does not require him to were his braclet. Stealing a Herb Basket from Lore Root he now searches for it not sure what he is looking for it will take some experementing. For the time being he is going to use some of his underworld exsperiance to produce medicines from the herbs that he cant find a better use for.


 


Wishes: Change Darkness Principle to Elements Principle 

PLAINS OF HELL FACTION Military ways and beliefs

PLAINS OF HELL FACTION

Created and Managed: 2009-2010 by Ladytwin (Tara)
To be Revived: 2014 by Kamisha

The State Today

The Plains of Hell Faction has changed from its past. As the realm has evolved the Plains of Hell Faction has had to as well because an organism will not survive a changing unless it finds a new way to survive. So to must this Faction evolve to survive. There are new requirements for recruitment new rituals rules and initiations that members must endure to show devotion, will and, strength. Previous members may reapply and skip these steps. Your devotion to the faction prior to today is not unrewarded. I trust you enough to come without penalty. New initiates will have it much more difficult. The question you may ask is it worth it and if you do than you are not one of us and you need not apply.

The Big Difference

In the past the Plains of Hell Faction was a Faction but the Plains of Hell is more of a religion than before. The main difference between factions and religion are variable but it is important to understand how this is different. First of all when you adopt a religion you can only adopt one religion and renounce the other. This is sort of important because most people in MD are bound to the Church of Mur. The Church of Mur has less nefarious properties than here but they have there grey areas as well. It is also important to realize that where a faction is a group of people recruited people of a religion are converted. What that means is yes I can invite you to become a convert and yes you can join but there is more of a process. That will be covered later.

To Join the Plains of Hell

As with any religion there is a long list of rules but since we have only been around for less than a year they are a bit shorter. In order to join you must:
-Either be a demon or some variant of and/or have the intention to wreck Havoc.
-Contact the  Plains leader or Plains Walker and have them say its O.K. (it may take a few days before you are added to the list)
- Attend at least one of the weekly meeting once month unless you have other plans at that time.
-Attend a meeting after your first 30 days as an Initiate (we will deciding weather you can participate in the ceremony to become a full Convert.)
-Post this somewhere in your docs it does not really matter where.

Conversion Ceremony

O.K. please understand this stuff is sort of under the radar stuff and only Converts are allowed to know what really happens during this. In order for this to work though I do need to reveal some things though. O.K. first off and foremost. The ceremony will start on the last day of the month every month and you must be an initiate for at 30 days to preform it that means you could be waiting up to 59 days just to even be able to actually become a convert and the Plains Leader and the Plains Walkers have to O.K. you with a 75% confidence vote at least (I am saying is it could be a long time) but if you show up to meetings and express an interest in becoming a convert you will eventually be invited to go through your ceremony. Before your ceremony you can choose to do some prep work before you actually do.
The Ceremony involves two parts the first is the river and the second is the turn. The River part will be easier if you have sponsors. The sponsors can include members from the Plains of Hell including Converts, Plains Walkers, the Plains Leader and other Initiates who have been cleared for conversion at your ceremony time. The Turn however must include a Plains Leader and/or a Plains Walker in order to Complete.
Sponsors and everything else will become apparent later when you are cleared and you are briefed on the process.

Leaving

Leaving may make you are target of other people in the Plains of Hell. If you leave as an initiate you will be left alone about as much as anybody else but as you get deeper in you may see some demons literally niping at your heels and watching closely. When you leave our ceremonies are still secret and we want it to remain that way if you spill any secrets even the small ones things can and will get very uncomfortable to you very quickly. If you are going to share any secrets while you where in the Plains of Hell you better hope we don't find out. I warn you that demons do have some special powers that can find out where ever you are at any time of day or night.

Members
Plains Leader: Kamisha
Plains Walker: (empty)
Convert: (empty)
Initiate: (empty)

History

PLAINS OF HELL FACTION


I am Tara the Demon-Princess and I was chosen to be the Heir to the Trone 
of Hell by my uncle.
Because of the fact that Hell creatures have no home place I made this Faction.
It is now still a small faction but in time it will grow.

Posted Image
a picture of home the Plains of Hell


When invited by me or a faction member you can a member of this faction 
and we are picky *chuckles*
You must be evil ore a wanabee evil being.


The rules of joining the Faction Plains of Hell:
* Obay my commands and do take my (Tara/Ladytwin) advice when given.
* Help other Hell Creatures.
* Work on making Tara Town real in the mind of others and your self.
* Make evil plans and have fun. (but plans involving others run them 
by me to be sure they are ok)
* We demons love to have fun so have fun like I do *winks*
* Copy this page in your pages somewhere.

Optional (just for the fun of it *winks*)

* Add me (Tara/Ladytwin) to your friend list.
* Be my (Ladytwin) adept.

Follow these rules as much as your own nature allows.

Posted Image
When given this will be our flag some day

All Hell Creatures are welcome to live in Tara Town (GoC)
Posted Image
Plains of Hell Members:

Leader:
Tara/Ladytwin

Members:

Teufelhunden
Two Sides
Robin Mea
Cloud Elite
Jack Begemot
Shaogorath
Ectremere
Freezeblink 
Kamisha

Creatures 50

  • EllenEllenWater Daimon III, level 7
  • LuxuriaLuxuriaAngien Sentinel IV, level 7
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4
  • MartismMartismMaster of Puppets, level 3
  • Unholy PopeUnholy Popelevel 3
  • Aramor - 9th Anniversary EditionAramor - 9th Anniversary Editionlevel 1
  • BlitzenBlitzenTamed Reindrach, level 5
  • ElizibithElizibithRevolted Skill Vampire, level 4
  • SnowballSnowballlevel 1
  • Rustgold Combat DrachornRustgold Combat Drachornlevel 4 · 2 held
  • Pimped Grasan HuvourerPimped Grasan Huvourerlevel 3 · 3 held
  • AngienAngienlevel 3 · 4 held

The most experienced kinds, of 50 creatures in all.

Adepts 7

7 players joined the realm as Kamisha’s adepts.

From the Adventure Log

Page 60 · SmartAlekRJ's Lost Dragon

As he opens an other book, a big heavy book, actualy heavy for him too not only for the tiny people, he reads its title.."History of the Ancient Dragon Master". He stares speachless at one page illustrating him in front of a big crowd. He starts readin with his heart pumping hard in his chest...

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