MagicDuel

Seighart

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor -25of 5,000

417 days in the realm since 16 June 2008 · started in The Original Story Mode

Record

  • Fights454 won · 666 lost
  • Active6% of days · 417 of 6,678
  • Adept ofGrido
  • Player ID53119
Play with Seighart as your mentor

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

Character

Combat stats tap a row for its sources

  • 203.09 initial = 203.09

    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.

  • 146.50 initial = 146.50

    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.

  • 76.96 initial = 76.96

    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.

  • 59.26 initial = 59.26

    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.

  • 75.25 initial = 75.25

    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.

  • 29.97 initial = 29.97

    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.

  • 60.55 initial = 60.55

    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.

  • 21.77 initial = 21.77

    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.

  • 44.67 initial = 44.67

    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

Time Principle 1,040.60 · Principle of Light 525.50 · Principle of Imagination 256.05 · Principle of Cyclicity 266.77 · Principle of Entropy 132.08

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Personal hate list

No Man’s Land:

1. what is under the gazzebo of equilibrium? Path of Loneliness
2. who is the Guard of Bob the Tree? Zleiphneir
3. what opens the Berserkers puzzle when you solve it? the statue in marble dale park

Marind Bell:

1. where is the dojo in marind bell located? Marble dale park
2. what is the capitol of Marind Bell? Wind sanctuary, capitol
3. where is the pub, “Sozzled Salamander”? wind sanctuary

MDA Lands:

1. who is the Leader of the archivists? it was renavoid but i dont know now who is the leader
2. how many (public) puzzles are there in MDA Lands? i think it only have 1 the broken puzzle
3. how many book’s are lying in the study room on the tables? there are only 3 papers

Loreroot:

1. who is the Leader of the Loreroot Guards? .NelyaSetesh.
2. who guards the hidden entrance? .Knator Commander.
3. what armor set do you get in Loreroot? Medusa armor set

Necrovion:

1. who is the Leader of the Shade Sentinels? Khalzdad
2. who was the person who experimented with Drachorns and made a mutated Drachorn? Braiton
3. tell me what you think of the shades? (this question shows me what you think about the shades, it doesn’t counts as a question. it is free you can answer me on that question or not)
Shades are said to be the bad guys, but i think shades,loretians and people from golemus,i mean every1 are the same. i think that all parties have their good and bad side, shades are bad guys but deep inside they still have good i think if only we can change them.

Golemus Golemicarum:

1. who was the person that got summoned by the great golemus wizards to hunt down the shades? .Wodin Ullr.
2. how is the biggest Mountain in Golemus called? Golemus Golemicarum
3. who is the Leader of MR’s? MRD


these are my questions, you can talk to people and ask them what they know, you have got for every Land 5 guesses, if you have got the answers then send them to me, but I wont respond you on one answer, I want them all together. I wish you good luck by solving these questions.

Creatures 15

  • AramorAramorlevel 1 · 15 held

The most experienced kinds, of 15 creatures in all.

Adepts 1

1 player joined the realm as Seighart’s adepts.

From the Adventure Log

Page 585 · The Hunt for Red Presents

Aia, while initially surprised, welcomed the elf as befitting a Queen and offered them help with their predicament. The elf was upset and directly questioned whether Aia had come to further set his home alight.

After the initial grumpiness, Aia spent some time learning why the elf had not replied. The elf and their friends had went away to commiserate the loss of their friend Fyrd. This was why there was no replies, and someone with a tricky sense of humour decided to continue to pile the letters up in the office. They continued to discuss the letter situation and Aia admitted that on her request the letters were sent. While the elf refused to admit it, Aia got the distinct impression that the elf had not read them.

As the discussion continued, they migrated to the Defensive Tower Balcony where tea and biscuits were offered. Aia explained the concern about Confused Santa, his elf, and the presents and the archive elf mentioned that he would be able to help. However this was contingent on whether the problems with the archives could be solved since that was their first priority.

After the elf left, Aia realised that the elf did not realise she was the Queen, after them making several comments about the scary Queen. That shall be a surprise if the elf later realises! The elf has promised to send the Queen or Aia, whom is much less scary than the queen, a list of requests to help restore the archives.

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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