MagicDuel

Stipple

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 98of 5,000

830 days in the realm since 15 May 2011 · started in The Original Story Mode

Record

  • Fights210 won · 342 lost
  • Active15% of days · 830 of 5,616
  • Adept ofJubaris
  • Player ID219901
Play with Stipple as your mentor

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

Character

Combat stats tap a row for its sources

  • 309.35 initial = 309.35

    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.

  • 307.69 initial = 307.69

    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.

  • 75.83 initial = 75.83

    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.

  • 105.25 initial = 105.25

    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.

  • 132.93 initial = 132.93

    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.

  • 55.82 initial = 55.82

    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.

  • 88.27 initial = 88.27

    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.

  • 45.72 initial = 45.72

    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.

  • 97.81 initial = 97.81

    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 Balance 57.78 · Transposition Principle 396.16 · Principle of Imagination 74.07 · Principle of Light 181.73 · Time Principle 74.98

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

 
Chapter One
She huddles into a corner wincing.  Not all her attempts to hold her ears, nor the scarf wrapped around her head keep out the constant din of voices rising and falling around her.
Through the mists that tear at her hard fought balance, he reaches and his gentle voice lifts her up.  His faceless form is less than a blur of all the others, she feels his warmth and reaches out shyly to the high lord.  Sensing her inner battle he offers her a companion, a loyal archer who exudes aged wisdom and a wicked sense of humor.
She has naught to offer the high lord in exchange but her scarf.  The sole defence against the storm around her is soon unwrapped and given as a small exchange for the archer now standing beside her holding out his arm as support.
She smiles as the lord accepts and feels some sense of balance restored to her frantic world.   She sets down the road and smiles as she moves.  The archer's whispered tales of the deeds of the high lord keep the unbalancing clamors of this strange world at bay and gives her hope of a brighter tomorrow.
Chapter Two
A wolf offering non-damage training?  She stops and reads the message then ponders his words.  It takes courage and trust to answer words that issued through such sharp jaws.  Her whispered please though is responded to with courteous speech and gentle hands demonstrating the technique she needs to learn.   She smiles as she flows through the training forms and gains a bit of grace to hone the sharp edges off her newness to this land.
Wolves have honour shining from their eyes, rightness to add balance to the land, and lone or not the wolf pup holds within him the glory and greatness this land proffers.  He may have called it non-damage training but she will remember it as training to learn and learning to trust in the balance and flow of this land.
She whispers to her loyal archer companion of the new ways taught by the wolf warrior.  He laughs and reminds her that good may walk in fur as well as in light. 
Chapter Three
The small one looked up and up finally resting her trembling gaze on the stern visage of the mighty warrior.  He has kind eyes behind that mask - I think I saw them twinkle.  She shook a bit as she firmly set her knees into a rigid lock and then addressed him.  "Excuse me my Lord but could you enlighten me as to why this road winds around and becomes its own tail?"
The warrior paused and then a strangled sound resembling a choked off laugh arose from him.  "Becomes its own tail?  I'm never thought about the topology in quite those terms but yes it does indeed.   Until you find balance you are forced to repeat your steps and revisit until the old is new in your eyes."  He patted her head then strode on, his figure becoming indistinct in the fading light and then vanishing around a corner that straightened out behind him.
She sighed and headed down the road contemplating balance.   The Archer whispered to her about courage as they walked and looked for the new but finding only the old.

Creatures 25

  • Elemental VElemental Vlevel 6 · 2 held
  • Elite KnatorElite Knatorlevel 4
  • Water Guardian IIWater Guardian IIlevel 4
  • Water Guardian IWater Guardian Ilevel 3
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4
  • Imperial AramorImperial Aramorlevel 1 · 2 held
  • Royal SharpshooterRoyal Sharpshooterlevel 2 · 3 held
  • FledglingFledglinglevel 3 · 3 held
  • Grasan IIGrasan IIlevel 2
  • Dark Archer IIDark Archer IIlevel 4
  • Animated Tree IIAnimated Tree IIlevel 3
  • BloodPact Heretic Archer IIBloodPact Heretic Archer IIlevel 2

The most experienced kinds, of 25 creatures in all.

From the Adventure Log

Page 499 · Seeds Of The East

"Lib...Lib...look..." Liberty turns on the other side "Not now Handy, I am tired" Handy pulls Lib harder trying to wake him up "Lib LOOK, NOW! The SHADES!!" Liberty mumbles something in a very upset tone "I said let me...WHAT, Shades?? where ? when?!" he jumps up, as if burned, and pulls out his sword. The sky is darker, but there are no clouds. Dark silhouettes pass by from time to time, immaterial but very frightening.

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