MagicDuel

Lenwe Melwasul

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 499of 5,000

90 days in the realm since 12 November 2008 · started in The Original Story Mode

Record

  • Fights22 won · 18 lost
  • Active1% of days · 90 of 6,529
  • Adept ofMetal Bunny
  • Player ID109158
Play with Lenwe Melwasul as your mentor

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

Character

Combat stats tap a row for its sources

  • 6.81 initial = 6.81

    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.

  • 3.84 initial = 3.84

    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.

  • 1.33 initial = 1.33

    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.

  • 1.13 initial = 1.13

    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.

  • 6.92 initial = 6.92

    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.

  • 1.82 initial = 1.82

    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.

  • 4.34 initial = 4.34

    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.

  • 2.55 initial = 2.55

    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.

  • 2.88 initial = 2.88

    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 19.71 · Darkness Principle 19.57 · Element Principle 19.81

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Lenwe Melwasul. The Child of Night Comments on self

Lenwe Melwasul is my name
I have been called Nights Bane
Dudagnir's son, child of the night
I seek what has been hid from sight
Spawned by nightmares
A creature of darkness
With a hideous face, wrapped in shadowed cloth
Who can love the claws and hide the midnight fur
The haunted eyes
Tool of evils best left in the dark
The Night Bane stands
Alone in the dark

Traitor to those that claim I am their kind I wander alone.  Clinging to the shadows to hide from the light that will reveal the things that I fear most in my existence.  I shroud myself in black to hide from myself as well as others.  And so I seek out a purpose in life.  Something in life other than myself to live for.

Creatures 13

  • Dark ArcherDark Archerlevel 3 · 2 held
  • Aramor WarriorAramor Warriorlevel 2 · 2 held
  • Elemental IElemental Ilevel 2 · 3 held
  • Grasan IGrasan Ilevel 1 · 2 held
  • Barren SoulBarren Soullevel 1
  • AramorAramorlevel 1
  • Heretic ArcherHeretic Archerlevel 1 · 2 held

The most experienced kinds, of 13 creatures in all.

From the Adventure Log

Page 508 · Seeds Of The East

They have all noticed a clear connection between the stone and the dark cloud gathering above them. Each time Handy tries to grab a piece of the stone, a more powerful shade attacks them, sometimes even two. Each time Liberty kills one the stone gives off less and less heat. "Akasha, call in Lifeline, I have a plan about how to make the stone cold enough so that Handy can grab a piece and also how to defeat any shade threat!"

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