MagicDuel

Maitreyi Devi

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 4,065of 5,000

276 days in the realm since 20 September 2011 · started in The Original Story Mode

Record

  • Fights242 won · 459 lost
  • Active5% of days · 276 of 5,488
  • Adept ofPhantom Orchid
  • Player ID227182
Play with Maitreyi Devi as your mentor

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

Character

Combat stats tap a row for its sources

  • 65.89 initial = 65.89

    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.

  • 47.17 initial = 47.17

    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.

  • 24.50 initial = 24.50

    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.

  • 13.51 initial = 13.51

    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.

  • 32.85 initial = 32.85

    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.

  • 115.21 initial = 115.21

    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.

  • 26.48 initial = 26.48

    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.

  • 18.59 initial = 18.59

    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.

  • 43.36 initial = 43.36

    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

  • 34.82 initial = 34.82

    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.

  • 15 initial = 15.00

    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 0.8Herbalism 7.1Woodcutting 0.6Waterhandling 0.1Finesse 0.4Excavation 0.1Gardening 1.0Filtering 7.6100
  • Filtering7.6
  • Herbalism7.1
  • Gardening1.0
  • Mining0.8
  • Woodcutting0.6
  • Finesse0.4
  • Waterhandling0.1
  • Excavation0.1

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 63.47 · Principle of Balance 16.80 · Principle of Imagination 53.94 · Principle of Entropy 29.28

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

[under construction]


I have awakened in this world with the consciousness of a stormy past life and the feeling that I have to accomplish something. For now I don't know what that "something" is, so I keep my mind open in any kind of research, hoping that eventually I will find what I am searching for.

I love plants, minerals and little creatures... and I stay away from water or fire. Is not that I hate them, but most of the times, I am afraid of them.

When I first waked up in this realm, I found near to me three crystals:
 
Azurite Mavi - a beautiful dark blue raw crystal

Azurite is a gemstone of "Letting Go". In meditation it helps to let go of the thoughts that tend to flitter through our minds and helps moving into deeper levels of consciousness. It allows letting go of old patterns, thoughts, behaviors and attitudes so we can see with clarity and wisdom what lies before us.

It is also known as the Gemstone of Heaven because it helps increasing the desire of seeking in the higher self. It makes the perfect crystal to hold while meditating to contact your Spirit Guide as it helps open the lines of communications. (Simply allow the energy to fill your mind and body then listen with your ears and your heart.)

By mastering own emotions, you also increase your psychic abilities and azurite crystal helps with the developing of mental control to accomplish both. It also stimulates the third eye, helping to open you to receive guidance in information from the fine energies that permeate the universe.

Lapis Lazuli - a rare semi-precious polished stone

This stone is considered a stone of universal truth and friendship.
The blue stone is reputed to bring about harmony in relationships and to help its wearer being an authentic individual who may openly state his or her opinion.

Lapis Lazuli is a powerful stone for those who seek spiritual development. It brings mental clarity and emotional healing, and enhances judgment and wisdom.

This stone is also considered strengthening to mind and body. Lapis lazuli allows us to tap our own inner power while purifying the soul and the thoughts. Helps us contact our spirit guardians.

Stone of truth to be open in all ways. Tranquility, positive manifesting. Attributes of the night sky with golden stars.

But I am not always taking them with me. Sometimes I leave them in particular places beacuse I use them to gather energies.

The third crystal is a Clear Quartz that I always wear as a pendant, bounded with me in a very personal way.

 

Personal hate list

 

The Location Viscosity concept

The mind power requirement  for upgrading creatures

Advancing at Mp4 too soon

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Creatures 25

  • Elemental IIIElemental IIIlevel 4 · 2 held
  • Dark Archer IIDark Archer IIlevel 4 · 2 held
  • Grasan IIGrasan IIlevel 2 · 2 held
  • RhodoniteRhodoniteWater Daimon I, level 5
  • Pimped GrasanPimped GrasanPimped Grasan I, level 1
  • Drachorn HatchlingDrachorn Hatchlinglevel 2
  • Elemental IElemental Ilevel 2
  • CelestiteCelestiteFull-grown Winderwild, level 5
  • ChrysocollaChrysocollalevel 4
  • Aramor AssassinAramor Assassinlevel 3
  • JokerJokerlevel 1
  • SnowballSnowballlevel 1 · 2 held

The most experienced kinds, of 25 creatures in all.

From the Adventure Log

Page 544 · A Debt Repaid

Mya Celestia welcomes the delegates from Necrovion and Marind's Bell into
the Oak Tower. Once both kings are seated, Sunfire begins. "Good evening,
and thank you for coming. Mya and I will be your hosts; we recognize Azull
King of Necrovion, and Princ Rhaegar King of Marind's Bell. Valldore Nal
and Samon will be witnesses to--" Sunfire stops as Eara Meraia, Neno
Veliki, and Syrian appear. Azull, smiles. "My personal guard."

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