MagicDuel
TissySealed avatar
Generation 5

Tissy

  • 3Mind Power 3of 7 levels
  • Lorerootno alliance
  • Honour 4,989of 5,000

793 days in the realm since 2 February 2011 · started in The Original Story Mode

Record

  • Fights712 won · 752 lost
  • Active14% of days · 793 of 5,764
  • Adept ofMallos
  • Player ID211728
Play with Tissy as your mentor

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

Achievements 11

Achievements are deeds the realm measures by itself: days in the realm, fights won, creatures raised, things forged and found. These are the ones Tissy has reached.

Character

Combat stats tap a row for its sources

  • 513.03 initial + 50 territory = 563.03

    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.

  • 458 initial + 50 territory = 508.00

    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.

  • 172.90 initial = 172.90

    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 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.

  • 409.72 initial + 25 territory = 434.72

    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.

  • 423.46 initial = 423.46

    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.

  • 152.40 initial + 25 territory = 177.40

    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.

  • 426.21 initial = 426.21

    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.

  • 425.11 initial = 425.11

    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.

  • 436.90 initial = 436.90

    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

  • 538.39 initial = 538.39

    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

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingFishingArcheryMining 64.9Herbalism 60.0Woodcutting 56.9Waterhandling 58.8Finesse 64.3Excavation 66.2Gardening 51.2Filtering 57.2Experimentalism 0.9100
  • Excavation66.2
  • Mining64.9
  • Finesse64.3
  • Herbalism60.0
  • Waterhandling58.8
  • Filtering57.2
  • Woodcutting56.9
  • Gardening51.2
  • Experimentalism0.9

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

Principles

Principle of Imagination 52.33 · Darkness Principle 33.93 · Principle of Syntropy 61.44

Realm

Loreroot

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

What am I? 
A phoenix or a pheasant?
A dragon or a lizard?
Or just a basilisk?
My pieces are scattered all over the realm
I am awaiting 
for them to find me


Tasks Done

Day 154, beat Loreroot Guardians II.




Personal hate list

Hate comes from your own incapability.

Learn and practice to get stronger is the only way out.
Update 1: Now I hate people depletes resources. 


Military ways and beliefs


The highest excellence is like that of water which favors all without caring about vanity. 

Just as water retains no constant shape, in warfare there are no constant conditions.


Creatures 41

  • NefarianNefarianRustgold Combat Drachorn, level 4
  • Royal SharpshooterRoyal Sharpshooterlevel 2
  • RuggineRuggineRustgold Drachorn Hatchling, level 2
  • Master of PuppetsMaster of Puppetslevel 3
  • Pimped GrasanPimped GrasanPimped Grasan I, level 1
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4
  • Angien EggAngien Egglevel 1
  • Imperial AramorImperial Aramorlevel 1 · 2 held
  • Dark Archer IIDark Archer IIlevel 4 · 2 held
  • Barren Soul - 14th AnniversaryBarren Soul - 14th AnniversaryBarren Soul - 14th Anniversary Edition, level 1
  • Elemental IIIElemental IIIlevel 4
  • AngienAngienlevel 3

The most experienced kinds, of 41 creatures in all.

Adepts 1

1 player joined the realm as Tissy’s adepts.

From the Adventure Log

Page 291 · A Freezing Firestarter END

Phrog's spirit immediately escapes the log and deftly seeps into the Drachorn's Lair. In the lair, it binds its personality to two of the drachorns tied down by many little people. The drachorns' powers grow immensely, and they break their bonds. Phrog's spirit is so completely filled by the drachorns' presences, that it takes a physical form once more. Phrog is the master of flames, a true firestarter that has the ability to motivate drachorns to escape the little people with new masters sent by phrog's influence.

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