MagicDuel

Yorael

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 1,257of 5,000

33 days in the realm since 3 May 2010 · started in The Original Story Mode

Record

  • Fights113 won · 31 lost
  • Active1% of days · 33 of 5,993
  • Adept ofFyrd Argentus
  • Player ID191845
Play with Yorael as your mentor

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Character

Combat stats tap a row for its sources

  • 9.86 initial = 9.86

    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.

  • 4.77 initial = 4.77

    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.

  • 1.83 initial = 1.83

    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.

  • 2.91 initial = 2.91

    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.

  • 8.03 initial = 8.03

    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.

  • 0.70 initial = 0.70

    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.

  • 4.11 initial = 4.11

    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.

  • 1.37 initial = 1.37

    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.

  • 6.01 initial = 6.01

    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

Principle of Light 20.67 · Principle of Syntropy 10.20 · Time Principle 9.92

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Yorael Comments on self

           I am uncertain of who I am, and only recently have I recovered my memory of my muse. The Flute it seems, is something I can recall now, but as for anything else, save for my name, I know naught.

           The furthest my memory reaches, is perhaps the Paper cabin, whence, I coalesced from nothing. Willed by objects aglow, and voices void of origin, I moved and acted, rested and relaxed. For knowledge undisclosed to me, I was advised to explore and scour the land to find my writ and homage, to delve this world where little is known, to permeate each stone, each breath of air, and droplet of water.
           Though, to begin, my journey took me to a desolate, and distant locale, where my first creature marched from yonder realm unto my care. For which I am eternally grateful. A "Barren Soul" as he was named, blessed with the power to heal wounds, I received two such creatures. Also in my company stood two Aramor’s, wielding lethal axes, and clad in their metallic armor sought to quench the thirst of their blades.

            Though, with these powers, to what should I heal, to what should I combat? Encroaching darkness and an ominious air supplied the answer. As to where or what the darkness was, and why it took such fearsome forms, I additionally, knew naught.

            The creatures fought, and met upon the fray of their sextuple fields. Though, the creatures seemed infantile, unable to coordinate their attacks or manage their healing effectively. At the least, they were doing it was, they had the innate ability to do: To mend, and fight. Exhausted and weary after the scant few skirmishes (especially those around the house of liquid dust), I decided to allow my creatures rest upon the Paper Cabin, as additionally prompted by supplement glowing items, and voices.

                Darkness. My memory serves Darkness of the next event, and little more. A white box, a wager made with a hardly visible, seemingly sentient being. A candle, and small child, most likely a girl, a now wooden box. Then… A fountain, a carnival, a group of communers, and an insatiable hunger. I must note, my hunger is tertiary to memory, but remains still what is discernable.

                Now, with this very document, my memory eludes me, and that which is present, and what I create as memory is all that serves me well. I long for the past that I am unsure whether I had or did not have, for the knowledge of my years alive and origin and perhaps date of birth, for knowledge of my demeanor, which is pleasantly subservient and honorific of others, and perhaps why this is as well. I know very few things: that my quest is not one of lost purpose, or resolve to bring to salvation an ailing world, but to protect, to serve as a shield, to mend broken hearts, bones, and flesh, and to endow my will upon those around me, with which to ease this unforgiving, yet rewarding World’s burdens.

,

Those Whom Hatred Deserves Personal hate list

No one. And there shall be none to list ever, for all eternity.

Creatures 11

  • Elite Lorerootian ArcherElite Lorerootian Archerlevel 3
  • Animated Tree IIAnimated Tree IIlevel 3
  • Water Daimon IWater Daimon Ilevel 5
  • Barren VisageBarren VisageHollow Warrior, level 2
  • Elemental IIIElemental IIIlevel 4
  • Knator ChiefKnator ChiefElite Knator, level 4
  • Dark ArcherDark Archerlevel 3
  • Grasan IGrasan Ilevel 1
  • Water Guardian IWater Guardian Ilevel 3
  • AramorAramorlevel 1
  • Barren SoulBarren Soullevel 1

From the Adventure Log

Page 105 · Golemus Wizard quest - Tha. Ak. Alc.

The word of Akasha's quest to find the Book Of Principles and her current study on this subject has reached Thanasias mind while she was prayig at the
Gazeebo of Gravitational Sound. As soon as he heard the news from Thanasia, Alche, a wanderer from MDA Lands thought that he found a flaw in Akashas failed atempt
to reach the floating pyramid and decided to go to Golemus and find out everything
he can about the Principles and try to get the book himself.

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