MagicDuel

Ratsplat

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 2,201of 5,000

119 days in the realm since 1 June 2008 · started in The Original Story Mode

Record

  • Fights289 won · 607 lost
  • Active2% of days · 119 of 6,694
  • Adept ofDarigan
  • Player ID45077
Play with Ratsplat as your mentor

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

Character

Combat stats tap a row for its sources

  • 75.43 initial = 75.43

    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.

  • 33.35 initial = 33.35

    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.

  • 24.81 initial = 24.81

    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.

  • 5.34 initial = 5.34

    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.

  • 23.47 initial = 23.47

    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.

  • 10.68 initial = 10.68

    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.

  • 20.88 initial = 20.88

    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.

  • 27.73 initial = 27.73

    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.

  • 26.51 initial = 26.51

    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

Darkness Principle 76.58 · Principle of Syntropy 24.95 · Time Principle 44.67 · Principle of Entropy 165.83 · Principle of Imagination 25.66

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

The Scarred One Comments on self

Background: Lived underground in the Marind Bell area my whole life. Skin is sensitive to the light, so i require sun god armor to go above ground (during the day of course). Very anti-social, so i guess spending most of my life underground is good for me, but it doesnt let me get better at talking to people. Accidentally killed a rat when i was 13, and after that killing rats became my profession. When i was 18, I disappeared for one and a half years and the last thing i remembered was being taken behind a door down in the tunnels i hadn't seen before. After the long departure, i woke up at the bottom of some stairs in the tunnels. When i went to go check on my family and house, i noticed that the door to it was broken and there was no way in. I also noticed that mysterious door i disappeared behind years ago nearby.

What I am: Family used to be normal humans, until they were cursed with skin sensitive to the sun. At first you just feel a burning sensation, then start you feel weak, and eventually you will die (sort of like how vampires work).

Most of the time when you see me, I will mainly just be wearing sun god armor, which gets it power from the sun by absorbing its light, so it doesnt affect me very much. If i wasnt wearing anything, my skin will look like a burn victims skin, but very pale. The only time i will take the armor off is if im inside of a building above ground, but only the helmet, and when im underground i can pretty much wear anything i want.

My Role: Keeping the underground tunnels in marind bell safe for any travels, as well as my family who lives down there. When i go above ground, i have to wear sun god armor. For some reason, i collected all the heads of rats that ive killed. When someone on the surface heard of this, they decided to start a contest among everyone to battle each other for them and see who can hold the most after a certain period of time.

I also change the candle in the underground so it never goes out completely.

Quests:

  • Figure out why i disappeared behind that door years ago.
  • Find my family.
  • Kill rats.

Personal hate list

Whoever or whatever kidnapped me years ago, as well as whoever destroyed my house and possibly family.

Rats of course, especially the big ones.

Creatures 17

  • Elemental VElemental Vlevel 6
  • Chaos ArcherChaos Archerlevel 6
  • Grasan HuvourerGrasan Huvourerlevel 3
  • Imperial AramorImperial Aramorlevel 1
  • Animated Tree IIAnimated Tree IIlevel 3 · 2 held
  • Water Guardian IIWater Guardian IIlevel 4 · 2 held
  • Elite Lorerootian ArcherElite Lorerootian Archerlevel 3 · 2 held
  • Elite KnatorElite Knatorlevel 4 · 2 held
  • Elemental IElemental Ilevel 2 · 3 held
  • FledglingFledglinglevel 3
  • JokerJokerlevel 1

The most experienced kinds, of 17 creatures in all.

From the Adventure Log

Page 9 · Weaver Gared Chronicler

Fascinated by the current events, Weaver Gared beginns to write a chronicle about them and tries to keep up with all things going on. A great and dangerous adventure awaits him as he will follow the footstepts of those who went on the wizard quest. He hopes that his book will be greatly enjoyed by his friends and fellow players.

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