MagicDuel

frostythehemp

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 1,239of 5,000

279 days in the realm since 14 September 2007 · started in The Original Story Mode

Record

  • Fights172 won · 251 lost
  • Active4% of days · 279 of 6,954
  • Adept ofChewett
  • Player ID1698
Play with frostythehemp as your mentor

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Character

Combat stats tap a row for its sources

  • 43.37 initial = 43.37

    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.

  • 20.77 initial = 20.77

    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.

  • 14.46 initial = 14.46

    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.

  • 14.20 initial = 14.20

    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.

  • 24.48 initial = 24.48

    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.

  • 10.08 initial = 10.08

    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.

  • 23.12 initial = 23.12

    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.

  • 17.12 initial = 17.12

    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.

  • 27.64 initial = 27.64

    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

  • 1.26 initial = 1.26

    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.

  • 2 initial = 2.00

    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

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 Balance 65.89 · Transposition Principle 49.13 · Darkness Principle 62.25 · Principle of Imagination 19.44

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

I bring the Frost Comments on self




Beneath my tightly wrapped jacket lies the force of the arctic. Every inch of skin must be protected from the sun lest I melt – evidence is shown in my errr... what used to be legs. I must shuffle around in this dreaded human world, but take me to the glaciers, the ice sheets, the blizzards, and I will grow. Power will crunch beneath my feet as I pull on the full force of the aurora to engulf my soul and channel its anger. Bitter Anger. So long it has waited with will, and now I provide the means.

You might at this time want to read my Hate List to view the true source of this eternal rage.

 

Below I hope to provide a description of how certain souls will enter a deep freeze for all time. Forever preserved within a too perfect prison of ice, destined to spend all eternity being punished for no apparent reason, sometime even unknown to their selves

Notice that my chilling glare of disapproval has frozen them right to the core. They are already dead and they know that. They know this from the shards of ice that have formed in their veins, ripping them open form the inside. The extreme sensation that all has been lost, every possible happy thought has been blown away in a blizzard of depression. And when they reach that lowest state, the state where they do not panic, they do not fear, they simply cannot go on. I am there for them. I devour all taht is left and it makes me stronger. I feed on their impurities. I feed on their fears. The coldness of their hearts warms me, inside my stomach. And I grow. 
 

The Source of all My World's Anger Personal hate list

The anger that steams from pure beauty. Perfection can never be reached, there will always be another element that goes astray as something nears perfection - to restore and maintain the cosmic balance that lies within. From the perfection of visual pleasure comes a monstrously disgusting foulness which rears its ugly head as forcefully solid raging anger.


Behind this delicate sight is the rage of a misinterpreted power, far beyond that of what the tiny human mind could ever imagine. Cast as a warning to us all that it was coming to crush, the lights that dance in the northern sky have been misinterpreted by unguided beings as a gift. What has enraged the power so is how souls have clung to it for support and guidance. The very souls it despises so.

For countless years it has tried to find a chanel into our worlds and dementions so basic to its self. But then there was me...

Creatures 19

  • Elemental VElemental Vlevel 6 · 2 held
  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • Master of The BowMaster of The BowMaster Lorerootian Archer, level 4
  • Water Daimon IIIWater Daimon IIIlevel 7
  • Knator War MasterKnator War Masterlevel 5
  • Walking Tree DudeWalking Tree DudeWalking Tree, level 5
  • Full-grown WinderwildFull-grown Winderwildlevel 5
  • Elite Lorerootian ArcherElite Lorerootian Archerlevel 3
  • Dark Archer IIDark Archer IIlevel 4 · 2 held
  • JokerJokerlevel 1
  • Pimped GrasanPimped GrasanPimped Grasan I, level 1
  • Aramor WarriorAramor Warriorlevel 2

The most experienced kinds, of 19 creatures in all.

Adepts 3

3 players joined the realm as frostythehemp’s adepts.

From the Adventure Log

Page 273 · The Shade Ballance - Kn. Yrth. Wod. dst

"Thank you Commander, Golemus will never forget your help" Yrthilian takes the dagger from Knator Commander. "Wodin, now you die, i think you got used to that allready .... muhahhaha".

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