MagicDuel
Zetsuei
Generation 5

Zetsuei

  • 5Mind Power 5of 7 levels
  • Marind Bellno alliance
  • Honor -321of 5,000

1,337 days in the realm since 1 October 2010 · started in The Original Story Mode

Record

  • Fights408 won · 590 lost
  • Active23% of days · 1,337 of 5,842
  • Adept ofEagle Eye
  • Player ID203288
Play with Zetsuei as your mentor

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

Character

Combat stats tap a row for its sources

  • 2,176.23 initial + 10 territory = 2,186.23

    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.

  • 1,768.54 initial = 1,768.54

    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.

  • 1,088.21 initial + 15 territory = 1,103.21

    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.

  • 1,234.40 initial + 30 territory = 1,264.40

    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.

  • 1,302.15 initial = 1,302.15

    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.

  • 333.90 initial + 45 territory = 378.90

    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.

  • 1,546.25 initial = 1,546.25

    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.

  • 1,310.92 initial = 1,310.92

    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.

  • 1,463.13 initial = 1,463.13

    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

  • 736.02 initial = 736.02

    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.

  • 144 initial = 144.00

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 90.0Herbalism 90.0Woodcutting 90.0Waterhandling 90.0Finesse 90.0Excavation 90.0Gardening 65.2Filtering 71.7Experimentalism 85.4Taming 68.4100
  • Mining90.0
  • Herbalism90.0
  • Woodcutting90.0
  • Waterhandling90.0
  • Finesse90.0
  • Excavation90.0
  • Experimentalism85.4
  • Filtering71.7
  • Taming68.4
  • Gardening65.2

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

Principles

Element Principle 4,000 · Principle of Entropy 4,000 · Principle of Syntropy 4,000 · Principle of Light 4,000 · Principle of Imagination 4,000

Realm

Marind Bell

No alliance

Armoury

No set pieces worn.

Writings

The life of Zetsuei Comments on self

My life has not been a simple one. There are many details of it that I don't recall myself. The thing that I do lmow is that I am not human...at least not anymore. The details of my transformation are a bit sketchy as all the evidence of it ever happening has long since been erased from paper and mind. They told me that me body was fused with a Elemental egg at a very young age. Because of the eggs nature and its all consuming nature of its evolution, I was an abomination...a danger to all around me. My body constantly absorbs energy from my surroundings, causing  many problems.

 

It was only when I became 10 years old that I was able to get help controling this "natural" power. For the moment now...I'm just a man in search of good times. After all thats what we all need right?

Afterward I learned a new power: The ability to increase and decrease space at will..this too I was trained in. Eventually, I learned how to make tangible for my use. It's still a long way from mastery...but its something.

I went into a deep sleep one day and have awoken only recently. Of course an age has passed and what was is no longer true. I am a lost one from a lost age with only a semblance of what was.


Creatures 24

  • Enthalpic ElementalEnthalpic Elementallevel 4
  • Shmsh DarklingsShmsh Darklingslevel 8
  • AngienAngienlevel 3
  • BloodPact Chaos ArcherBloodPact Chaos Archerlevel 6 · 2 held
  • MalerieMalerieMajestic Winderwild, level 6
  • William the ArrogantWilliam the ArrogantRustgold Combat Drachorn, level 4
  • ZetsueiZetsueiElemental V, level 6
  • Flirty Bikini ModelFlirty Bikini ModelGrasan Huvourer, level 3
  • RodinRodinRustgold Madhorn, level 5
  • KraidKraidRevolted Skill Vampire, level 4
  • Unholy PopeUnholy Popelevel 3 · 2 held
  • Reanimated RootsReanimated Rootslevel 5 · 2 held

The most experienced kinds, of 24 creatures in all.

From the Adventure Log

Page 176 · The Shade Ballance - Kh.

The General hurries to his master with a new spell. Khlazdad demands a demonstration Mouthing words in an unknown tongue, the General completes the enchantment. Khalazdad is suitably impressed and circles his General silently, “Teach me” he demands. Then praising his loyalty, “ You could be Court Vizier, what other magic can you learn?”
The General breathes with relief, unsure how much of this unbalanced creatures attention he wants.

This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.

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