MagicDuel
Soothing Sands
Generation 22

Soothing Sands

  • 5Mind Power 5of 7 levels
  • Marind Bellno alliance
  • Honor 4,979of 5,000

1,195 days in the realm since 10 March 2010 · started in The Original Story Mode

Record

  • Fights5,036 won · 5,182 lost
  • Active20% of days · 1,195 of 6,047
  • Adept ofEagle Eye
  • Player ID188260
Play with Soothing Sands as your mentor

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

Medals 2

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 Soothing Sands.

Character

Combat stats tap a row for its sources

  • 446.20 initial + 10 territory = 456.20

    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.

  • 225.96 initial = 225.96

    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.

  • 70.80 initial + 15 territory = 85.80

    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.

  • -10.38 initial + 30 territory = 19.62

    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.

  • 64.85 initial = 64.85

    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.

  • 28.65 initial + 45 territory = 73.65

    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.

  • 2.28 initial = 2.28

    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.

  • -25.52 initial = -25.52

    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.

  • 79.72 initial = 79.72

    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

  • 19.21 initial = 19.21

    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.

  • 6 initial = 6.00

    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 0.1Waterhandling 5.1Finesse 0.1Experimentalism 0.0Dowsing 8.4100
  • Dowsing8.4
  • Waterhandling5.1
  • Herbalism0.1
  • Finesse0.1
  • Experimentalism0.0

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 Cyclicity 4,000 · Time Principle 2,161.52 · Principle of Entropy 4,000 · Principle of Light 4,000

Realm

Marind Bell

No alliance

Armoury

No set pieces worn.

Writings

Sand Melting Comments on self


1-4 Sand + 15,000 heat --> 8 glass

History:

Ann. 1970 - [2011-08-10 07:38:45 - Stage 10]
Sand Melter, uses sand and heat (from heat container or heat stones) to produce several glass bottles from one unit of sand. Waiting for suggestions and volunteers to handle this new type of item and ensure its constant production and availability on the market. Bottles will be used in many recipes to store liquids but not only. Optional separation of this tool into raw glass and then tools to create glass items is also possible but would increase bottles price too much. Bottles need to remain a cheap, common item, available in large quantities but not as large as resources.

Ann. 1972 - [2011-08-11 00:30:18 - Stage 10]
Passant the weak was selected as the first Sand Melter. The melters functionality changed, they will produce raw glass and raw glass will be processed further into bottles by a secondary item, a cauldron type item that will be created later. For now Passant can create raw glass out of sand and heat and when cauldron items are ready, bottle production will start. Having raw glass as a separated resource allows more flexibility in what to create with it. 

UPDATE: melter will consume 1-8 sand and produce 4 raw glass. having less sand is more efficient than having lots, this is to give a sort of penalty to hoarding resources.

Ann. 1973 - [2011-08-11 02:21:43 - Stage 10]
Soothing Sands received a Sand Melter

Personal hate list

Note- I'm a guy. 









 
 
                                  As you reach for the papers, Soothing Sands starts walking away.  

Creatures 25

  • Soothing SentinelSoothing SentinelAngien Sentinel, level 4
  • Bahth, Who TakesBahth, Who TakesWater Daimon III, level 7
  • SoothingDoppelgangerSoothingDoppelgangerDoppelganger, level 4
  • ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Unholy Pope, level 3
  • Soothing SeedSoothing Seedlevel 5
  • SnowballSnowballlevel 1 · 2 held
  • Soothing VampireSoothing VampireRevolted Skill Vampire, level 4
  • Halloween EluHalloween EluElucubratie, level 1
  • The NutcrackerThe Nutcrackerlevel 1 · 2 held
  • Unholy PriestUnholy Priestlevel 1 · 2 held
  • Majestic WinderwildMajestic Winderwildlevel 6 · 3 held
  • Grasan IIGrasan IIlevel 2 · 2 held

The most experienced kinds, of 25 creatures in all.

Adepts 1

1 player joined the realm as Soothing Sands’s adepts.

From the Adventure Log

Page 186 · The Shade Ballance - Kh.

"Damned, worthless, USELESS!" Without mercy, Khalazdad personally executes the spies that failed their mission. With a wicked grin, he licks their blood from his blade and laughs.

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