MagicDuel

TLeah

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 3,799of 5,000

135 days in the realm since 19 July 2008 · started in The Original Story Mode

Record

  • Fights263 won · 286 lost
  • Active2% of days · 135 of 6,645
  • Adept ofSavelfuser
  • Player ID67765
Play with TLeah as your mentor

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

Character

Combat stats tap a row for its sources

  • 40.09 initial = 40.09

    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.

  • 31.24 initial = 31.24

    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.

  • 22.78 initial = 22.78

    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.

  • 4.61 initial = 4.61

    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.

  • 11.26 initial = 11.26

    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.

  • 1.69 initial = 1.69

    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.

  • 9.68 initial = 9.68

    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.

  • 5.95 initial = 5.95

    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.

  • 8.04 initial = 8.04

    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

Darkness Principle 21.96 · Principle of Imagination 46.27 · Principle of Cyclicity 69.41 · Transposition Principle 57.10

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Matron in Training Comments on self

*I humbly request the title \"Matron in Training\" until I complete my studies and can claim full blown matron status.


These creatures, they lack a true bond with their master...me. I know that in my mind I could form a superior being that would truly have a bond with me, after being fashioned out of the fabric of my imagination. It would be a piece of my soul, I would understand its very nature, and it would serve me most loyally for all its days. Because it would be a piece of my soul, my theory is that it would harm me at my core if he were to fall deathly ill in battle, but that is the sacrifice I must make to attain this true master/creature bond. If I succeed in my quest, maybe I could spread te knowledge to the select few that are worthy of a true bond with their servants.

******Journal on my way to birthing a creature******

Entry 1
On the road to discovery certain facts stand out about the nature of our creatures. Time is a very important part in fostering a creature/master relationship. Time will be a principle worth studying. Transposition will help, I suppose, in understanding the very nature of my beast in the 4th dimension, but I want to expand that study to the actual passing of time where the relationship between us will exist, not just my perception of him in all his various stages.

I feel that I will have to carry this creature as a child and literally birth it from the seeds of my mind into reality, due to the nature of the relationship I seek with the \"object\" in question. It is not as simple as the creation of a stone (a feat I can not accomplish either) for a stone does not live. I can imbue the stone with a story, so that others who delve may perceive a list of places the stone has been picked up and dropped at, but that is not a life. A creature will live and breath, and thereby will most likely need to be fostered and raised. So instead of creating the creature at an adult stage, I must start with an egg, even if I know from my studies of transposition how that egg will develop. To truly bind the creature to my soul, I want this egg to grow inside me like a child, not cold and separate like the elementals. I want to nurse the child from the teat of my own vitality so that when he is mature,

Entry 2

The sacrificial alter at Fenth\'s press makes me weep with tears of blood. So much pain here, so much suffering, though I feel I may learn something from the stats that each strore bought creatures imbues me with. Maybe I could use one of these blasphemous alters to help me. Somehow I feel that if I make a large enough sacrifice I could benefit in my quest. Or maybe this place reeks too much with the screams of murdered creatures, if it makes my heart so heavy, how would a creature birthed here feel?---->theory, maybe a creature birthed in a place of blood and sacrifice will begin to crave the blood of the store bought creatures, making the child terrifying to behold by one of those empty souls. Hmmmm...

Some creatures I may be able to learn from: Elemental who learns to suck life as he grows slowly over time. Imperial Aranor takes a lot of additional trainging to grow, there i a mysterious egg that requires much of my own health to purchase, he might be special as well.

Entry 3

By now I have sacrificed quite a few creatures. I have made some observations on this practice and its benefits, and how they relate to creatures. The Aranor yields monetary, or physical rewards. The Aranor is also a very physical creature, whose body is made up of various metals, depending on the life stage. The do add some mental rewards, but I attribute this to the feeble amount of soul it takes to give life to one of these creatures.
The Hollow soul\'s, on the other hand, are much more ethereal. To sacrifice one of these creatures is to reap the rewards of life and mind powers. It gives a significant increase to two principles, cyclicity and transposition. this may be simply becuase those ar emy chosen principles, I may have to ask around what benefits others reap from the death of the hollow soul breed of creature.

Entry 4
This i a dangerous world I am considering giving birth in. I can not step outside of a sanctuary without being mercilessly attacked and my babies are suffering, as is my balance. I must find creatures that can provide a good defense, so that when I do have the child I seek, I can waylay my fear by knowing there are those who will lay down there lives to protect it.

Entry 5,
I have recently met an interesting character named Yami no Sakura. This person loved to share stories and legends about this world. Though I came to the story session a bit to late, I was still able to coax some information through discussion, and this is what I was told.

courtesy of Yami no Sakura

\"Origin of Creatures
It\'s a difficult subject to explain, but I\'ll try.

The creatures that fight for us are, in a sense, a part of ourselves. They are like our skils; the archers, fighters, and healers within us. Thus, they are bound to us. That vitality slider is just a more visual and physical representation of this bond.

As we learn about the world around us and face its challenges, we use the skills we have, honing them until we become stronger still.

So, the answers your questions about the birth of these creatures and why they align themselves with us: the creatures are a part of us. They are born when we discover that hidden part of ourselves, and they grow when we do.\"

If they are a part of us, then my quest is less fruitless than I had thought!


Personal hate list

Riddles...in a world full of them I am a lost forward thinking mind, but I must twist my thoughts around all these forsaken riddles. My poor babies will suffer for my lack of riddle sense, but I must persevere or there will be no babies.

Store bought creatures do not have the spark that I crave, they do not look to me with love, and their loyalty is shoddy unless I beat it out of them.

Places where the ground runs red wit the blood of children.

Creatures 16

  • Elemental IVElemental IVlevel 5
  • Grasan HuvourerGrasan Huvourerlevel 3
  • Elemental VElemental Vlevel 6
  • Dark Archer IIDark Archer IIlevel 4
  • Imperial AramorImperial Aramorlevel 1
  • Water Guardian IWater Guardian Ilevel 3 · 2 held
  • Adult KnatorAdult Knatorlevel 3
  • Dark ArcherDark Archerlevel 3
  • Aramor WarriorAramor Warriorlevel 2
  • Elemental IElemental Ilevel 2
  • Lorerootian ArcherLorerootian Archerlevel 2
  • Heretic Archer IIHeretic Archer IIlevel 2 · 2 held

The most experienced kinds, of 16 creatures in all.

Adepts 3

3 players joined the realm as TLeah’s adepts.

From the Adventure Log

Page 32 · SmartAlekRJ's Lost Dragon

A diabolical ideea starts to form in SmartAlekRJ's head ..."The drakhorns are such powerfull creatures... what if ...oh no i couldn't do that...but then again i am so big...am i?...hmmm".

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