MagicDuel

Rumi

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

677 days in the realm since 4 September 2010 · started in The Original Story Mode

Record

  • Fights667 won · 1,451 lost
  • Active12% of days · 677 of 5,869
  • Adept ofPhantom Orchid
  • Player ID201398
Play with Rumi as your mentor

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

Character

Combat stats tap a row for its sources

  • 284.95 initial = 284.95

    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.

  • 114.76 initial = 114.76

    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.

  • 95.03 initial = 95.03

    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.

  • 38.86 initial = 38.86

    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.

  • 83.11 initial = 83.11

    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.

  • 35.21 initial = 35.21

    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.

  • 89.09 initial = 89.09

    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.

  • 27.83 initial = 27.83

    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.

  • 100.85 initial = 100.85

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingHerbalism 2.8100
  • Herbalism2.8

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 939.55 · Principle of Cyclicity 1,684.85 · Time Principle 1,261.65 · Principle of Imagination 939.06 · Element Principle 992.30

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Who am I? Comments on self

MY WISH
I wish for the continued growth and development of the MagicDuel Community Garden at the Meeting of the Roads.

I am your friend and ally.
I am simple.
I am alive.
I am creative.
I am colorful.
I am nature working.
I am mostly bacteria.
I am mostly water.
I am mostly empty space.
I am earthen clay and heavenly spirit.
I am stardust.
I am condensed light.
I am a reflection of you.
I am that I am.


All of my earliest memories are of life on the mountain.  I remember quite vividly the garden in the meadow, the wild goats, the sea, my mother.


My mother came up to the mountain from the forest a long time ago.  I never really asked her why she came, and she never talked about it.  We lived simply.  All of our needs were met with cultivation in the garden and foraging the wild around us.


Our isolation was a great blessing and perhaps a great difficulty.  I spent my time observing and examining the living world around me.  The flows and patterns of nature defined my experience.  I appreciated the living world with all my heart and longed for community with all my soul.  Apart from my mother, my strongest relationships were forged with my allies, the mountain goats.


I was not so different from the mountain goats.  I was a solitary figure ambling across the mountainside.  I didn't seek anything in particular and I was always happy to find some bit of fun or something tasty to eat.  From time to time, I would simply follow a mountain goat, allowing myself to be led in any direction.  This often resulted in my approaching the boundaries of our safe haven.


We were pretty well hidden on the mountainside, in our little meadow among the rocks.  I was free to wander as I pleased.  I learned  the boundaries of the safe haven from my mother before my earliest memories.  I often wondered what lay beyond the safe haven and my curiosity was always quenched by some new discovery of nature within my small world.  As the outside world expanded outward into the unfamiliar unknown, my world expanded inward equally into a familiar unknown.


My mother often told me stories of the forest and I longed to know it.  We often sat, the two of us, on large stones at the cliff's edge, overlooking the sea and listening to the waves crashing below.  I knew that her forest was across the sea on the far land, visible in the distance.  As we sat together observing the sea, I would sometimes notice soft tears streaming silently down her face.


Something had drawn my mother to live on the mountain, and raise me in solitude.  She was loving and very kind, a stable rock, unmoving in the wind.  She disappeared one night when I was a boy and I experienced a most intense fear, crying myself to sleep.  When I spoke with her in the morning, she deflected my questions and managed to set my mind at ease.  When I had the same experience as a teenager, I was not so easily deterred.  She would still not tell me anything specific.  I learned that she had a lover.  I felt intense conflicting emotions and slowly began to consider my isolation more and more.


One summer, as I neared adulthood, in the year after the drought, my mother seemed to lose her baseline.  The parts of the garden she tended became overgrown and I often found her out on the stone at the cliffside, crying.  She talked frequently about the forest and I could tell she longed to leave the mountain.  Something happened and she was just a shell of the woman I had always known.  Her turmoil threw my own life into turmoil as well.  I found myself following the mountain goats to the ridge at the boundary of the safe haven regularly and I often considered pursuing them over the top.


One day, I did just that.  Over the top of the ridge, it was not long before I ran into trouble.  I don't really remember what happened on that day.  I seem to have purged the memories from my mind.  I remember crossing the ridge and walking a short distance through some thick trees before finding myself bursting out of the thicket, right in the middle of a road.  I turned to find a tall man staring right into my eyes.  I fell backward, startled, and hit my head on a rock at the edge of the road.  I have no memory of any other events from that time.  My earliest memory since that day is waking from a deep sleep on the floor of the Paper Cabin.  I do not know the fate of my mother.

Become like clear water Military ways and beliefs

Relax the whole body so it can react instantly without resistance, without thought.

Water can take any form.  It drifts without effort one moment, then pounds down in a torrent the very next.

Creatures 22

  • PheonixPheonixElemental V, level 6
  • Jack-in-the-BoxJack-in-the-BoxMaster of Puppets, level 3
  • LokiLokiMaster of Puppets, level 3
  • Drachorn HatchlingDrachorn Hatchlinglevel 2 · 2 held
  • The ConfessedThe ConfessedSoulweaver, level 1
  • Water Guardian IIWater Guardian IIlevel 4
  • Master SharptearMaster Sharptearlevel 4 · 2 held
  • RaphaelRaphaelAngien, level 3
  • LegolasLegolasMaster Lorerootian Archer, level 4
  • AmyAmyAramor Assassin - Anniversary Edition, level 3
  • BjornBjornAramor Assassin, level 3
  • ThorondorThorondorMajestic Winderwild, level 6

The most experienced kinds, of 22 creatures in all.

Adepts 1

1 player joined the realm as Rumi’s adepts.

From the Adventure Log

Page 361 · The Inner Sun - Bo., Tar., Iam.

Bootes and Tarquinus discuss how to obtain the page in I am Bored’s possession. Each man offers several plans, but none seems suitable. The two consider ideas until they agree on a promising one. “I’m Not sure I Like it…” “Nay, but our course is narrow. We must have it.” Bootes leans back in his chair and sighs, “True… Now To find Someone to do It.”

This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.

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