MagicDuel
Rophs
Generation 29

Rophs

Seedwalker

“Occasionally visits Awiiya's seeds leaving a trail of Wiiya Bubbles when he goes on a Seedwalk.”

  • 5Mind Power 5of 7 levels
  • Lorerootno alliance
  • Honor 3,899of 5,000

1,367 days in the realm since 28 April 2013 · started in The Original Story Mode

Record

  • Fights1,886 won · 2,204 lost
  • Active28% of days · 1,367 of 4,901
  • Adept ofEagle Eye
  • Player ID247146
Play with Rophs as your mentor

Join the realm from this page and you start as Rophs’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 Rophs.

Character

Combat stats tap a row for its sources

  • 530 initial + 50 territory = 580.00

    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.

  • 273.20 initial + 50 territory = 323.20

    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.

  • 73.32 initial = 73.32

    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.

  • 67.30 initial + 25 territory = 92.30

    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.

  • 163.45 initial = 163.45

    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.

  • 53.88 initial + 25 territory = 78.88

    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.

  • 156.50 initial = 156.50

    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.

  • 107.17 initial = 107.17

    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.

  • 257.75 initial = 257.75

    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

  • 768.75 initial = 768.75

    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.

  • 34 initial = 34.00

    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 1.0Herbalism 7.1Woodcutting 0.3Waterhandling 0.4Finesse 8.0Filtering 17.6Experimentalism 5.1Taming 0.5Fusioning 5.8100
  • Filtering17.6
  • Finesse8.0
  • Herbalism7.1
  • Fusioning5.8
  • Experimentalism5.1
  • Mining1.0
  • Taming0.5
  • Waterhandling0.4
  • Woodcutting0.3

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

Principles

Principle of Balance 456.54 · Element Principle 2,520.50 · Principle of Imagination 503.86 · Time Principle 562.88 · Darkness Principle 627.50

Realm

Loreroot

No alliance

Armoury

No set pieces worn.

Writings

The Seedwalker Comments on self

What you see:
Rophs is an acorn with little arms and legs. He prances around twirling a cane through the air causing mischief and mayhem. Everything he lacks in size he makes up for in personality along with his unmistakable squeaky voice. No matter what's going on around Rophs will manage to have a fun time and entertain himself.

There was a tension to the thing, a feeling of mute straining and striving towards some distant and incomprehensible goal. As a wizard, i was something Ponder had only encountered in acorns: a tiny soundless voice which said, yes, I am but a small, green, simple object - but I dream about forests.
-Terry Pratchett, Interesting Times

Selling Wiyya Personal hate list

Please do not sell or buy Wiiya, that includes Wiiya Bubbles if you're one of those cheeky buggers. Trading it for other non-currency items is fine but don't buy or sell it. It also makes a good gift to your friends :)

Creatures 31

  • Modern GhostModern GhostAngien Sentinel IV, level 7
  • Elemental VElemental Vlevel 6
  • AngienAngienlevel 3 · 2 held
  • Modern GhostModern GhostBloodPact Chaos Archer, level 6
  • Majestic WinderwildMajestic Winderwildlevel 6 · 3 held
  • Elemental IIIElemental IIIlevel 4
  • Imperial Aramor WarriorImperial Aramor Warriorlevel 2
  • Skill VampireSkill Vampirelevel 3 · 2 held
  • Reanimated RootsReanimated Rootslevel 5 · 2 held
  • Modern GhostModern GhostMaster Lorerootian Archer, level 4
  • Imperial AramorImperial Aramorlevel 1
  • Constipated GrasanConstipated GrasanGrasan II, level 2

The most experienced kinds, of 31 creatures in all.

Adepts 9

9 players joined the realm as Rophs’s adepts.

From the Adventure Log

Page 36 · Golemus Wizard quest - Ak.

"..ah and the Element Principle .. i wonder if that could stop the bad weather...but thats for more complex things...
oh well since i have nothing better to do while i am waiting, lets imagine how this could be done...
maybe add a bit of Fire to the Water and Wind outside, merge them into one, use the wind to spread the
action and use Earth to attract the Water ..... OHH! look the sun is shining, and this delicate warm rain ...oh and the fog is clearing..
i guess i can stop thinking nonesense and move on now..."

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