MagicDuel
WittyLeWat
Generation 30

WittyLeWat

Bringers of Light
  • 5Mind Power 5of 7 levels
  • Knights of the BellMarind Bell
  • Honor 739of 5,000

536 days in the realm since 28 August 2014 · started in The Original Story Mode

Record

  • Fights1,080 won · 1,036 lost
  • Active12% of days · 536 of 4,414
  • Adept ofFang Archbane
  • Player ID252568
Play with WittyLeWat as your mentor

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

Character

Combat stats tap a row for its sources

  • 106.27 initial + 10 territory + 5 alliance = 121.27

    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.

  • 36 initial + 5 alliance = 41.00

    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.

  • -4.44 initial + 15 territory = 10.56

    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.

  • 2.73 initial + 30 territory = 32.73

    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.

  • 37.65 initial + 4 alliance = 41.65

    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.

  • -5.92 initial + 45 territory = 39.08

    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.

  • 22.91 initial = 22.91

    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.

  • 22.08 initial = 22.08

    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.

  • 69.11 initial = 69.11

    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

  • 205.84 initial = 205.84

    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.

  • 17 initial = 17.00

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingHerbalism 0.3Waterhandling 0.7Finesse 0.1Gardening 0.8Filtering 0.1100
  • Gardening0.8
  • Waterhandling0.7
  • Herbalism0.3
  • Finesse0.1
  • Filtering0.1

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

Principles

Principle of Imagination 71.75 · Principle of Light 163.78 · Element Principle 122.69 · Principle of Syntropy 37.60 · Principle of Cyclicity 2

Realm

Knights of the Bell

Marind Bell

Housing oneness 2%

Armoury

No set pieces worn.

Writings

Comments on self


 

My name is Witty. 
I am a Pilgrim of the Bell.

------

 

 
I have arrived in this realm clueless of who, or should I say "what" I am. As the days went by, the way I relate to people evolved into a caring and kind bond. I have many friends that are dear to me and I always try to show warmth and love towards them. I believe in the power of example, I believe in kindness and selflessness. I believe in true, deep friendship and love and I am not afraid to show it.

I am the one and only Pilgrim of the Bell. I am constantly looking for former Pilgrims or ones who went to sleep and never woke up. If you happen to know of one, please let me know. Following the path of pilgrimage is what I found to be my calling. Here is a brief description of it :

 

    • Who are they? - The Pilgrims are one of the 3 pillars on which the Knights of the Bell alliance has been built, along with the Knights and the Squires.
    •  What kind of people are they? - Sociable, charismatic, benevolent, friendly, creative, unique. They stand for those traits. 
    • What do they do? - “Pilgrimage in the Knights of the Bell means a journey to one’s centre and a path to greater awareness. A Pilgrim of the Bell has the ability to listen to the voice of the land and to hear its calling in order to give Marind Bell a new face and identity.”

 

 

If you think the pilgrimage path is for you, if you find yourself wanting to give and receive loyalty and you think it's your calling... Send me a scroll and we could discuss further! 

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I am made of many entities, which manifest themselves by various transformations of my human body and behavior. Here are some older notes about my entities, In time I succeeded in controlling all of them and their actions... I've even learned how to try and discover new abilities... and it worked! 

 

 

  • The first one is The Lycantrope, or Werewolf. It gets triggered by certain manifestations of the natural instincts. It gets triggered by anger and rage, and I can barely keep it under control. But I'm getting better at it.

  • The second one is The Dragon. From my experience so far, it gets triggered by interacting with others, in their dragon forms. Also, another trigger for it is intense emotions. 

  • The third one is The Chameleon. It manifests by my hair changing colors as my moods and feelings change. I haven't noticed any other triggers or manifestations for it.

  • The fourth one is The Hyacinth. It only manifested once, but I'm not quite certain about it. I still don't know much about it, maybe it's dormant or just..undiscovered. - that ended up helping me communicate with Bob, the Tree, in a really strange way.

 

 


            Of course, then there is myself. The human part of me, and the only one I was born with and basically, my core. I am fighting everyday to make sure this one is still in control of the others. However, I am trying to make peace between them all, but it's gonna be a long road until they reach harmony. I realized I need harmony in order to stop the effects of the next "entity", the last one I acquired and made my life difficult lately: the Taint. I have been tainted accidentally(or maybe imminently..?), while some wounds of mine were being bandaged. I decided to not give in to it, and to try to overcome it, and I think the solution to that is inner harmony between all my parts. Also, along with Rophs ( who has also been through this struggle) and others who may support us, we wish to fight its spreading.       

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Most of the time, I look like a regular human being (which I actually am, to an extent...)
 I have a height of around 1.53 meters,  short hair that changes colors, and black eyes. I don't wear shoes.
      

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Image and video hosting by TinyPic 

 

  My home is at Willow's Walk, in Marind Bell, where I will always be with my love, Sir Blut, maybe not physically, but always spiritually. 

Personal hate list

Wishlist:

  • acousticremains permanent spell
  • coffee beans rp item
  • shade
  • peace and mutual understanding among the realm's people

Creatures 32

  • Tamed ReindrachTamed Reindrachlevel 5
  • Elemental VElemental Vlevel 6 · 2 held
  • Master of PuppetsMaster of Puppetslevel 3
  • AngienAngienlevel 3 · 3 held
  • Unholy PopeUnholy Popelevel 3 · 4 held
  • Two SnowballsTwo Snowballslevel 2
  • Hollow WarriorHollow Warriorlevel 2 · 2 held
  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4 · 3 held
  • Master of PuppetsMaster of Puppetslevel 3
  • Knator War MasterKnator War Masterlevel 5 · 2 held
  • Small Green DragonSmall Green DragonMadhorn, level 5

The most experienced kinds, of 32 creatures in all.

Adepts 12

12 players joined the realm as WittyLeWat’s adepts.

From the Adventure Log

Page 135 · The Shade Ballance - Ren, Br

Renavoid silently walks among the darker corners of the archives and pulls a single book from an untouched shelf. Returning to the East Corridor, he opens the book in front of the person waiting in the shadows. “I believe this is has the information you seek.” A sly grin creeps onto the stranger’s face.

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