MagicDuel
StrongWilled Legna
Generation 23

StrongWilled Legna

  • 5Mind Power 5of 7 levels
  • Lorerootno alliance
  • Honor 5,000of 5,000

483 days in the realm since 6 August 2008 · started in The Original Story Mode

Record

  • Fights362 won · 1,105 lost
  • Active7% of days · 483 of 6,627
  • Adept ofEagle Eye
  • Player ID74199
Play with StrongWilled Legna as your mentor

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

Character

Combat stats tap a row for its sources

  • 123.50 initial + 50 territory = 173.50

    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.

  • 69.18 initial + 50 territory = 119.18

    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.

  • 48.30 initial = 48.30

    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.

  • 20.10 initial + 25 territory = 45.10

    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.

  • 32.62 initial = 32.62

    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.

  • 17.74 initial + 25 territory = 42.74

    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.

  • 34.34 initial = 34.34

    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.

  • 25.13 initial = 25.13

    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.

  • 41.47 initial = 41.47

    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

  • 45.94 initial = 45.94

    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.

  • 1 initial = 1.00

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingWoodcutting 0.1Finesse 0.0100
  • Woodcutting0.1
  • Finesse0.0

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

Principles

Time Principle 337.60 · Principle of Entropy 152.74 · Darkness Principle 29.25 · Principle of Imagination 263.74 · Principle of Light 367.77

Realm

Loreroot

No alliance

Armoury

No set pieces worn.

Writings

Please read and if you have suggestions please pm me. Comments on self


Is 10 years old (in rl is 25 almost 26) and does not appear to age.
 Description: I am a small creature, with long blond hair, my eyes are a light blue (almost white), with skin that has a greenish tint, wearing a little white robe with red trim (from zalabar), eyes glitter when something excites me.
(I think jazira had drawn the above picture... but I can not find any of my documents to comfirm)
 

I got the giant rat from stormrunner when he went on an adventure to get rid of the mice in Winy's Pub. I think I am going to call her Tiny. She now has a red scarf tied to her leg, this way Gremlin's pet named Jade won't eat her. I also have a pet bunny given to me by Sunshine Knight. I have a pet snake that was given to me by Gremlin. Her name is "Sophia, Don't eat Tiny!" Her first name is "Sophia" and her last name is "Don't eat Tiny!" Since Sophia has a last name Tiny's full name will be Tiny, Run! *giggles*

Personal Page continued Personal hate list

I had a quest I was planning but it got lost in time.

Creatures 17

  • Grasan HuvourerGrasan Huvourerlevel 3
  • Archie the FirstArchie the FirstBloodPact Dark Archer II, level 4
  • FalconFalconFull-grown Winderwild, level 5
  • Tormented Soul IITormented Soul IIlevel 2 · 2 held
  • Master of PuppetsMaster of Puppetslevel 3
  • Dark Archer IIDark Archer IIlevel 4 · 2 held
  • Walking TreeWalking Treelevel 5
  • SoulweaverSoulweaverlevel 1
  • Barren SoulBarren Soullevel 1
  • Elemental IIElemental IIlevel 3
  • AngienAngienlevel 3 · 2 held
  • Pimped GrasanPimped GrasanPimped Grasan I, level 1

The most experienced kinds, of 17 creatures in all.

From the Adventure Log

Page 147 · The Shade Ballance - Nel. Kn.

Concerned by the recent missing of the Knator Commander, Nelya summons the coincil.
"Fellow Lorerootians we must take action. Yesterday i saw a dark beem shooting to the sky from deep inside necrovion. I don't know what it is but its defenetly not good. It seems
our spies where unable to find any info on this so far. Our Commander is nowhere to be found, i heard terrible rumors that he got even more involved in his music rehearsals.
I respect him a lot but i fear his ..advanced age.. hinders him from seeing the dangerous situation clearly. I dont know if that music stuff of his is simply a way to escape reality
or has a plan behind it, but so far it seems useless. We must mentain a strategic advantage, be it brute force, or secret knowledge."

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