MagicDuel

banned banned for financial issues, has the right to recover her status nce the issues are solved. I took thi decision with great pain... i don;t see MD as a world that depends on money, by someone who cheats who abuses this aspect , has no other choice other than ban. Once you decide to answer my last email , we talk then. Till then, goodbye.

Sasha Lilias

Ghost of Fortune

“A ghost said to have died with inconceivable wealth. Prove your worth and she may just impart some of that wealth upon you”

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

904 days in the realm since 21 April 2009 · started in The Original Story Mode

Record

  • Fights4,740 won · 4,758 lost
  • Active14% of days · 904 of 6,389
  • Adept ofsimplyzero
  • Player ID148016
Play with Sasha Lilias as your mentor

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

Medals 3

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 Sasha Lilias.

Achievements 13

Achievements are deeds the realm measures by itself: days in the realm, fights won, creatures raised, things forged and found. These are the ones Sasha Lilias has reached.

Character

Combat stats tap a row for its sources

  • 16,340.23 initial = 16,340.23

    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.

  • 10,665.28 initial = 10,665.28

    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.

  • 415.23 initial = 415.23

    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.

  • 360.23 initial = 360.23

    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.

  • 525.64 initial = 525.64

    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.

  • 163.38 initial = 163.38

    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.

  • 565.60 initial = 565.60

    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.

  • 446.07 initial = 446.07

    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.

  • 758.94 initial = 758.94

    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

  • 391.40 initial = 391.40

    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.

  • 47 initial = 47.00

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingHerbalism 26.7Finesse 0.2Excavation 0.0Gardening 0.3Filtering 25.3Experimentalism 24.5Dowsing 19.2100
  • Herbalism26.7
  • Filtering25.3
  • Experimentalism24.5
  • Dowsing19.2
  • Gardening0.3
  • Finesse0.2
  • Excavation0.0

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

Principles

Element Principle 4,000 · Principle of Light 4,000 · Darkness Principle 4,000 · Principle of Imagination 4,000 · Principle of Entropy 4,000

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

 Sasha Lilias,

Ghost of Fortune,


Once a young lady passionate about life and the music it had to offer...now a lonely ghost searching for comfort more than gold. With her name known, her death a haze and her past forgotten, Sasha strives to remember the feel of cold water touching her lips, the tickling of grass on her feet...the feel of another's warm hand.

 


 Now as a ghost Sasha searches for a way to return to life, to once again feel the embrace of love. With a mysterious, mist like, book ,found on her travels with .Simplyzero., she slowly uncovered ancient arts, unknown to mortals... The arts of the Damned.
 


 This book, however, is not her only possession. It may seem she has nothing but a few coins and trinkets...but her fortune is more incomprehensible than you could ever imagine. Through death, though, her love for rare and valuable items has faded, her fortune - in her eyes - obsolete. Due to this she is known to give parts of this wealth away, for free, with only one requirement; do not ask. For if you ask...you are unlikely to ever see her fortune.


Sasha moves silently through the realm, watching, listening, learning all she may. She fades between this realm and the dead, always searching for the one answer...yet never can she find it. Her master is gone, dead...but he was always dead? So where...where can she search for him? His ferry no longer arrives to carry others - he is but a ghost in the mist... Yet still Sasha searches, for with her tome in hand...not even death may stop her.

~~

 
Brief description of Sasha Lilias

Sasha walks between life and death, a being of both worlds. Due to this Sasha may travel to many places with far more ease than many, her ability to travel to unknown places better than most. She may see and hear, but not smell, touch or taste. This is a light price to pay, however, for the powers she has gained.

Dedicated to remembering Simplyzero and his abilities, for the lessons that may be learnt from them, she strives to continue his legacy. Many oppose this and more do not even know who he was. This, however, will not prevent her from continuing her self-created quest.

Although dedicated to Simplyzero, Sasha understands the importance of documentation and can often be found within the Archives,  listening to the echoes of the whispers the dead provide her with. 

The MagicDuel Archives (MDA) are her home and land, one that no one may tear from her spirit. She will protect the land, it's inhabitants and knowledge at all costs.

 

 

Creatures 9

  • Flabulous GuardianFlabulous GuardianPimped Grasan Huvourer, level 3
  • RemainsRemainslevel 1
  • Air GuardianAir GuardianMajestic Winderwild, level 6
  • Dark Soul GuardianDark Soul GuardianDark Soulweaver, level 2
  • Soul GuardianSoul GuardianSkill Vampire, level 3
  • Unholy PriestUnholy Priestlevel 1 · 4 held

The most experienced kinds, of 9 creatures in all.

Adepts 14

14 players joined the realm as Sasha Lilias’s adepts.

From the Adventure Log

Page 106 · Golemus Wizard quest - Ak.

The place looks somehow different, everything is darker , plants are burnt here an there, a window is broken, the place almost seems deserted .."what happend here?" thinks Akasha as she approaches the wizards place. She enters and sees the wizards cloak lieing on the floor. She starts to search the place to find out where the wizard is or what is going on.

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