MagicDuel
Panthea
Generation 5

Panthea

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 2,064of 5,000

286 days in the realm since 13 March 2013 · started in The Original Story Mode

Record

  • Fights166 won · 423 lost
  • Active6% of days · 286 of 4,955
  • Adept ofSyrian
  • Player ID246513
Play with Panthea as your mentor

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

Character

Combat stats tap a row for its sources

  • 37.87 initial = 37.87

    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.

  • 12.83 initial = 12.83

    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.

  • 4.43 initial = 4.43

    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.

  • -6.27 initial = -6.27

    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.

  • 8.16 initial = 8.16

    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.

  • 1.56 initial = 1.56

    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.

  • 4.26 initial = 4.26

    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.

  • 6.44 initial = 6.44

    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.

  • 24.83 initial = 24.83

    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

  • 23.90 initial = 23.90

    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 16.23 · Darkness Principle 42.37 · Principle of Light 26.35 · Element Principle 42.28

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Panthea Comments on self

Welcome, Adventurer
(Adapted from different stories)

Call me Heolster, call me Genip,
call me Sceadu
 
It was 1815...I was sixteen and had fallen for a man named Royce - he was quite handsome and came from a good family. However, when he asked for my hand in marriage I refused. I wasn't yet ready for marriage; though many my age were already married off, I wanted to study in school before I had children to call my own. One night, rather late, I was walking home. Royce was on a side street with friends - he called to me and I could tell he was quite drunk. He grabbed me and he and his friends raped and beat me, leaving me for dead in the alley. In the early morning an old woman found me and took me in, letting me stay with her and heal. I couldn't face my parents, embarrassed of the man I had chosen, but still loving him after what he had done. When I healed, I drowned with anger and my heart ached for revenge.  

So I quenched the thirst.

I went after each of Royce's friends - all six of them - taunting and killing them one by one. I saved Royce for last so that he would know I was coming. He died a painful death.

After his death I fled, dying my hair from its blonde color to brown, then to red, and doing my best to change my appearance. Two years later I ran into the woman who had saved my life - she recognized me despite my changes. Moved by the murders I had committed, the woman reported me, unaware that the prison warden was Royce's brother. He threw me into prison without trial and kept my incarceration secret.

A month into my incarceration, the stone of the bottom of my cell shifted and caved, revealing a tunnel that held an old man. The man introduced himself as Faria, a retired priest and soldier who was thrown in this prison for keeping secrets of a lost treasure from the warden. He'd been digging a tunnel in an attempt of escaping our prison, and he asked me if I should like to help. I agreed, and we began the project. Over the course of three years Faria taught me mathematics, literature, philosophy, economics, combat, and military strategy while we dug away with small stone tools, wearing stone against stone, trying to escape that place. On a warm evening in 1820, we saw dirt and roots in the soil we dug through - a glimmer of hope. The tunnel began to cave in, mortally wounding Faria. I pulled him out of the tunnel, only suffering minor injuries myself. Faria pointed me towards a map of the treasure he was thrown in this place for with his last breaths, then his eyes were empty, fixed in a blank stare. I kissed his cheek and closed his eyes, acting quickly. I hid in the tunnel where I first saw Faria, waiting for meal time. When Faria's bowl did not appear for the guard to fill, he opened the door of his cell to find his dead body. The guard put the old man's body in a bag and left for some help. I quickly moved to the stone where Faria pointed and dug it out, recovering the parchment that lay underneath, tucking it into my shirt. I removed Faria's body from the bag and hid it in a tunnel, covering the tunnel's entrance once again. 

"Thank you, friend." 

I lied down in the bag, sealing it back up over my body. The guard came along with a second man, who I recognized as the warden through a hole in the bag, to retrieve my body, and I was carried off. My body was carried out to the cliffs over the sea to be tossed in, and my legs were wrapped in chains to anchor me down. I spotted the keys at the warden's waist and reached for them through the hole, dragging him into the sea with me as I was thrown into the water. With the keys I unlocked the chains and tore them off of my legs, swimming to the surface after the warden. I spotted him in the darkness and wrestled with him, eventually breaking his neck. 

I discarded my clothing, keeping the map, and swam. I swam and swam, finally passing out with exhaustion and dehydration. About noon the next day I woke on a sandy beach, the map still in my clutch. I opened it then looked up...

There was a paper cabin in the distance.

 
You are Red/Blue!

Creatures 14

  • Grasan IIGrasan IIlevel 2 · 3 held
  • Skill VampireSkill Vampirelevel 3
  • Dark Archer IIDark Archer IIlevel 4 · 3 held
  • Unholy PriestUnholy Priestlevel 1 · 2 held
  • Barren SoulBarren Soullevel 1
  • Tormented SoulTormented Soullevel 1
  • Water Guardian IIWater Guardian IIlevel 4
  • JokerJokerlevel 1
  • Elemental IIIElemental IIIlevel 4

The most experienced kinds, of 14 creatures in all.

From the Adventure Log

Page 515 · Seeds Of The East - The Escape

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The Story Ends here for today, but perhaps another day it shall continue
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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