MagicDuel

Totalop

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 4,995of 5,000

106 days in the realm since 23 September 2008 · started in The Original Story Mode

Record

  • Fights158 won · 238 lost
  • Active2% of days · 106 of 6,579
  • Adept ofAqlBeast
  • Player ID94225
Play with Totalop as your mentor

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

Character

Combat stats tap a row for its sources

  • 47.43 initial = 47.43

    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.

  • 21.01 initial = 21.01

    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.

  • 18.57 initial = 18.57

    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.

  • 7.92 initial = 7.92

    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.

  • 13.20 initial = 13.20

    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.

  • 9.37 initial = 9.37

    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.

  • 9.48 initial = 9.48

    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.

  • 8.86 initial = 8.86

    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.

  • 14.89 initial = 14.89

    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

Time Principle 50.44 · Principle of Light 70.60 · Transposition Principle 73.05 · Principle of Imagination 25.83

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

I come from a land known by few, revered by fewer. Across the sea, past the deserts of light and into the forests of pure darkness.

I was born into a world of night where my very existence relied on my use of shadows and my surroundings.

My nature is to keep no allies and stalk my enemies, yet I have found a home within Loreroot, although a brighter and happier place than my birthplace, it is the only place I will call home. I have no quarrels with any, including the Necrovion, yet many will find I have few reservations and will pursue any and all who I choose to stalk as my prey.

I walk freely in the realm, anywhere i choose and out in the open, helping many and hindering few, choosing my battles only when I believe I may help a potential friend in need or teach someoe a lesson if need be. However, within my home of Loreroot I am a ghost, keeping to the shadows and stalking through the trees. If you see me within my element it will only be because I have allowed you to, in which case beware, check and double check your rituals for I will strike, then disappear as swiftly as I came.


[More information}

I am always moving, only resting within the sanctuary areas in loreroot, or guarding bob while my creatures rest. You will only see me to attack me when you are most velnerable, and by then, you have already been attacked. Do not take me lightly, i travel with nothing, catching all that I need, and I strike faster than all who appreach me. If you wish me or my allies of Loreroot harm, beware, I am nothing to be trifled with.

Personal hate list

Given my nature, I dispise all who would destroy for personal gain. I also will fight any and all who oppose the way of nature.


[And a little side note]
I hate anyone who attacks in the dojo while knowing the rules.
If you attack me or my allies in the dojo I will personally makes sure you\'re reported, put on the forums, and attacked at every available opportunity.

Creatures 16

  • Elemental IIIElemental IIIlevel 4
  • Dark Archer IIIDark Archer IIIlevel 5 · 3 held
  • Grasan HuvourerGrasan Huvourerlevel 3
  • Imperial AramorImperial Aramorlevel 1
  • JokerJokerlevel 1
  • Elite Lorerootian ArcherElite Lorerootian Archerlevel 3 · 2 held
  • Animated Tree IIAnimated Tree IIlevel 3
  • Water Guardian IIWater Guardian IIlevel 4 · 2 held
  • Adult KnatorAdult Knatorlevel 3 · 2 held
  • FledglingFledglinglevel 3 · 2 held

The most experienced kinds, of 16 creatures in all.

Adepts 3

3 players joined the realm as Totalop’s adepts.

From the Adventure Log

Page 85 · SmartAlekRJ's Lost Dragon

SmartAlekRJ looks at the library and thinks of all the interesting info he could find there, about Darachorns, the tiny people and their former rulers "....or were they rulers afterall?". He turns back to the great hall planning to speak to them one more time.

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