MagicDuel

Shenna Rai

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 2,785of 5,000

84 days in the realm since 6 January 2009 · started in The Original Story Mode

Record

  • Fights166 won · 731 lost
  • Active1% of days · 84 of 6,474
  • Adept ofGargant
  • Player ID128138
Play with Shenna Rai as your mentor

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

Character

Combat stats tap a row for its sources

  • 23.69 initial = 23.69

    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.

  • 14.95 initial = 14.95

    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.

  • 13.62 initial = 13.62

    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.

  • 3.51 initial = 3.51

    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.

  • 4.20 initial = 4.20

    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.

  • 4.91 initial = 4.91

    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.

  • 9.32 initial = 9.32

    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.

  • 2.86 initial = 2.86

    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.

  • 9.63 initial = 9.63

    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

Principle of Cyclicity 29.34 · Principle of Light 35.33 · Element Principle 23.19 · Transposition Principle 35.77

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

I am married, and not interested in any romance here in this Realm.


Shenna Rai is a full shapeshifter whose color is whiter than pure snow. She is also the mother of Jazira (The character, not the person.) Unlike Jazira, Shenna can shapeshift as many times an hour as she wishes, although she has no magical talents. Her forms include the Draiken (her usual), a wolf, a falcon, and many others. Beware of her if she changes into a dragon, for she cannot completely control her dragon's instincts and rage.


Shenna was born into a world where all were accepted, no matter what beast or creature or being they were. Elves were commonly seen helping the Humans and Dwarves, the Dragons were seen with Minotaurs and Centaurs and even Knights of all races. Even skirmishes that sometimes came up were solved quickly and quietly.

Although the land was in peace, not all was light and happy. There were some who wished for war, and did all they could to make it happen...and finally succeeded. The old Dark Mage was the one who started it. He hated the Draikens; he hated all races save for those who were like himself. Dark and evil minded. He started a gathering of such beings and creatures, and made a plan to cause war. He ran false messages between all the races, at first uniting them, then slowly spreading dissention between them. The result was disastrous, and all according to his plan.

The humans no longer trusted any one, not even their own. The Draikens removed themselves from sight, hiding deep in the forests. The Elves and the Dwarves also hid in their homes, killing or chasing away any who came near. The was always constant war after that... 


**I was young then, no more than 4 years old. My family was hiding in their woods, when they came. It was night, and very dark. The normally beautiful star filled night sky was covered by dark clouds and the occasional lightning. I had heard a story that night about dragons and lightning, how they used it when fighting and such. I was scared. I thought they might be angry at us, with the war going on. I did not understand why they may be after us, but I could not make that thought go away. I flew into the branches, searching for my parents.

Then, I heard pain filled screams from the Draikens I knew, and shouting from males in some foreign language. I ... felt .. changes. Changes in the world around me that should not happen. The air itself was full of electricity, and heat, and damp, all at the same time. It was more frightening that the thought of the dragons using lightning...so I flew faster and further away, until I was stopped.

I couldn't move. I could breathe, I could think, and I could see. But I couldnt move. My muscles tried, but nothing happened. I heard more screams and shouting, and bangings of stone on ... metal? I was suddenly dropped to the ground, injuring a wing as I landed awkwardly. I looked around but didnt see anyone near. Tears rolling down my face, I ran. I ran for so long, and as fast as I could. I couldn't go fast enough... Everything became darker, losing all color.. then I thought no more.

I awoke to cool water on my face. I opened my eyes and looked around. A female Centaur was there beside me.

(to be continued.)

Creatures 12

  • Elemental IIIElemental IIIlevel 4
  • Dark Archer IIDark Archer IIlevel 4
  • Aramor AssassinAramor Assassinlevel 3
  • Grasan IIGrasan IIlevel 2
  • Hollow WarriorHollow Warriorlevel 2
  • Dark ArcherDark Archerlevel 3
  • Barren SoulBarren Soullevel 1
  • Grasan IGrasan Ilevel 1
  • Aramor WarriorAramor Warriorlevel 2
  • RemainsRemainslevel 1
  • Imperial AramorImperial Aramorlevel 1
  • Young Savage KnatorYoung Savage Knatorlevel 1

From the Adventure Log

Page 217 · The Shade Ballance - Others

Sadly, all good things must come to an end...or at least taper off to a less exciting point. Many of the party-goers were hardcore for more action! But, as ideas began to drift, they were left listening to some idle babbling, and many went to sleep. A few still hang around, trying to have an ongoing party. Thanks for joining in with the community. :D

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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