MagicDuel

Thistle MacRhee

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 1,393of 5,000

303 days in the realm since 1 June 2008 · started in The Original Story Mode

Record

  • Fights259 won · 487 lost
  • Active5% of days · 303 of 6,694
  • Adept ofJubaris
  • Player ID45036
Play with Thistle MacRhee as your mentor

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

Character

Combat stats tap a row for its sources

  • 73.01 initial = 73.01

    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.

  • 50.55 initial = 50.55

    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.

  • 31.05 initial = 31.05

    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.

  • 28.75 initial = 28.75

    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.

  • 35.40 initial = 35.40

    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.

  • 18.25 initial = 18.25

    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.

  • 33.64 initial = 33.64

    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.

  • 21.86 initial = 21.86

    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.

  • 39.42 initial = 39.42

    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

  • 0.94 initial = 0.94

    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.

  • 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 Light 81.66 · Transposition Principle 163.46 · Element Principle 76.86 · Principle of Entropy 98.84 · Principle of Balance 39.14

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Quotes from an Ancient Wandering Tree. Comments on self




A day is lost if one has not laughed.

Out of all the things I've lost in life, I think I miss my mind the most.

Eat a live toad the first thing in the morning and nothing worse can happen to you for the rest of the day.

Beer is proof that God loves us and wants us to be happy.

What's The Difference Between Roast Beef and Pea Soup? Anyone Can Roast Beef.

If at the first you don\'t succeed, skydiving is not for you.

If you must choose between two evils, pick the one you\'ve never tried before.

Never criticize a man till you have walked a mile in his shoes. That way when you do criticize him, you are a mile away and you have his shoes.




It was a cold winter day. An old man walked out onto a frozen lake, cut a hole in the ice and dropped in his fishing line. He was there for almost an hour, without even a nibble, when a young boy walked out onto the ice, cut a hole in the ice not far from him.
The young boy dropped his fishing line and minutes later he hooked a Largemouth Bass. The old man couldn't believe his eyes but chalked it up to plain luck. But, shortly thereafter, the young boy pulled in another large catch.
The young boy kept catching fish after fish. Finally, the old man couldn't take it any longer. "Son, I've been here for over an hour without even a nibble. You've been here only a few minutes and have caught a half dozen fish! How do you do it?"
The boy responded, "Roo raf roo reep ra rums rrarm.", "What was that?" the old man asked.
Again the boy responded, "Roo raf roo reep ra rums rarrm." "Look," said the old man, "I can't understand a word you're saying."
The boy spit the bait into his hand and said, "You have to keep the worms warm!"

Creatures 16

  • FinglassFinglassChaos Archer, level 6
  • Elemental VElemental Vlevel 6 · 3 held
  • AquifaeAquifaeWater Daimon II, level 6
  • Water Daimon IIIWater Daimon IIIlevel 7 · 2 held
  • Walking TreeWalking Treelevel 5 · 4 held
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4
  • WrathWrathKnator War Master, level 5
  • LiglassLiglassGrasan Huvourer, level 3
  • Dark Archer IIDark Archer IIlevel 4 · 2 held

The most experienced kinds, of 16 creatures in all.

From the Adventure Log

Page 117 · The Shade Ballance - Alc.

Alche reaches a bridge just before Mount Kelle'tha. A storm is comming so he decied to take shelter and continue his jurney tomorow.

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