MagicDuel

ireneja

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 4,975of 5,000

212 days in the realm since 19 May 2008 · started in The Original Story Mode

Record

  • Fights269 won · 262 lost
  • Active3% of days · 212 of 6,706
  • Adept ofJunior
  • Player ID41987
Play with ireneja as your mentor

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

Character

Combat stats tap a row for its sources

  • 84.16 initial = 84.16

    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.

  • 51.83 initial = 51.83

    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.

  • 41.16 initial = 41.16

    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.

  • 19.67 initial = 19.67

    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.

  • 30.93 initial = 30.93

    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.

  • 16.60 initial = 16.60

    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.

  • 31.04 initial = 31.04

    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.

  • 24.22 initial = 24.22

    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.

  • 35.99 initial = 35.99

    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

  • 42.05 initial = 42.05

    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.

  • 3 initial = 3.00

    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 3.6100
  • Herbalism3.6

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

Principles

Principle of Syntropy 326.51 · Principle of Imagination 214.07 · Principle of Light 255.72 · Time Principle 228.12 · Principle of Balance 191.15

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Creatures 15

  • PtičPtičMajestic Winderwild, level 6
  • Imperial Aramor WarriorImperial Aramor Warriorlevel 2
  • ScilaScilaWater Daimon II, level 6
  • Elemental VElemental Vlevel 6 · 3 held
  • JerryJerryChaos Archer, level 6
  • ArchyArchyMaster Lorerootian Archer, level 4
  • Dark Archer IIIDark Archer IIIlevel 5
  • Animated Tree IAnimated Tree Ilevel 2
  • ZverkaZverkaElite Knator, level 4
  • Toxicodendrite SeedToxicodendrite Seedlevel 1
  • Animated Tree IIAnimated Tree IIlevel 3
  • Heretic ArcherHeretic Archerlevel 1 · 2 held

The most experienced kinds, of 15 creatures in all.

Adepts 4

4 players joined the realm as ireneja’s adepts.

From the Adventure Log

Page 577 · The Hunt for Red Presents

Invie decided he would interrogate Willow to find out what they knew of the gifts. Alongside them was Sunfire and someone who Willow described as the "putrid one". This arrangement, good cop, bad cop, and smelly cop, continued until Aamon, Jakubhi, and Aia appeared later to listen in on the conversation.

Willow was a sly one who unfortunately lacked memory until Sunfire palmed him a rather large Diamond. Upon miraculously regaining his memory Willow proceeded to explain that he allowed “the Fat Man” to store presents in exchange for an exorbitant number of coins. There was also a significant amount of advertising of his potions which are likely a scam. However the writer would like it noted that they are a bargain of a scam at just one silver coin, get them today! (advert inserted due to a large amount of coin changing hand, Willow is a crafty one)

Once discussions of low low priced potions had abated, Willow was then confused why there would still be presents in his storeroom, stating that they are normally gone on Christmas Eve. They remarked that they found their present under the tree as usual so was surprised when they found the presents still in the storeroom.

Willow was able to confirm, through viewing a flier of the murdered elf, that this was the person hanging around his storeroom. He remarked that the elf was seen moving presents back into the storeroom on Christmas Eve. This was something he felt was a tad odd, however you do not question the Fat Man’s elves, so he let it slide.

Bad cop continued until Invie made the somewhat final mistake of biting Willow’s hand. You know what they say, you don’t bite the hand that feeds you information. The Shop Guardian I was called in and escorted the troublemaker out of the premises, locking Willows shop to all who wanted to enter.

Like many others, Willow was unable to take the presents, however upon inspecting them decided it was likely elf magic protecting them. He was shown a snowflake by Aamon and agreed that that too smelt of elf magic. Willow stated that while they are an artificer (and self professed expert potion maker) they were not familiar with elf magic, but would tinker to see what could be achieved.

While Willow was very keen to accept the kind offers of more coin to take them to the Fat Man, he had to admit he did not know how to contact him. They explained the mountain of coin gets delivered by Aramour directly from the Fat Man. While third cop Ledah had been mostly quiet until now, he took special interest in this discussions concerning Willow and causing him to make notes about doubling the guard.

Good cop Sunfire continued the investigation, opting not to bite any more hands, and convinced Willow to explain that a number of elves that work for the Archives and they may know the Fat Man. Unfortunately the time drew on and Willows hands grew itchy, feeling anxious about the lost coin he was not scamming off people. At this point he bustled off ending the discussion and went to re-open the shop.

The full log is available on the forum, continue to send details to the INVISIBLE VOICE’s as required. The adventure, continues.

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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