MagicDuel
lashtal
Generation 28

lashtal

Necrovion Death Patrol
also Death Guard · 2 titles held

“Patrols Necrovion wasteland and murders anyone in his path.”

  • 5Mind Power 5of 7 levels
  • CaretakersLands Of The East
  • Honor 2,578of 5,000

4,502 days in the realm since 7 June 2011 · started in The Original Story Mode

Record

  • Fights4,898 won · 5,077 lost
  • Active80% of days · 4,502 of 5,593
  • Adept of| Sunfeather
  • Player ID221376
Play with lashtal as your mentor

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

Medals 5

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 lashtal.

Character

Combat stats tap a row for its sources

  • 126,814.53 initial + 60 territory + 20 alliance = 126,894.53

    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.

  • 128,227.38 initial + 25 territory + 2 alliance = 128,254.38

    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.

  • 7,401.32 initial = 7,401.32

    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 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.

  • 2,185.14 initial = 2,185.14

    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.

  • 3,052.42 initial + 10 alliance = 3,062.42

    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.

  • 1,363.47 initial + 20 territory + 10 alliance = 1,393.47

    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.

  • 3,997.39 initial = 3,997.39

    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.

  • 2,833.23 initial + 50 territory = 2,883.23

    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.

  • 4,887.27 initial = 4,887.27

    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

  • 1,618.84 initial = 1,618.84

    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.

  • 346 initial = 346.00

    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 1.9Herbalism 90.0Woodcutting 0.9Waterhandling 0.3Finesse 90.0Excavation 90.0Filtering 90.0Experimentalism 90.0Taming 90.0Fusioning 90.0100
  • Herbalism90.0
  • Finesse90.0
  • Excavation90.0
  • Filtering90.0
  • Experimentalism90.0
  • Taming90.0
  • Fusioning90.0
  • Mining1.9
  • Woodcutting0.9
  • Waterhandling0.3

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 4,000 · Darkness Principle 4,000 · Time Principle 4,000 · Transposition Principle 4,000 · Principle of Cyclicity 4,000

Realm

Caretakers

Lands Of The East

Housing oneness 10%

Armoury

No set pieces worn.

Writings

Comments on self

 

I wanted to witness what could never be

I wanted to see what could not be seen

But the moment of consummate disaster 

When puppets turn to face the puppet master

 

T. Ligotti

Spelldoc Quest Quest Info

 
 
Chasing Darkness 
(by lashtal at Necrovion, the archives, your head.)

 
The quest consists of 3 stages. Your researching skills will be tested along with your perceptiveness and the actions of your character.

 
Rewards: Your first sip of a strange, unsettling black liquid... An outstanding submission may be eligible for a WP.
Requirements: Anyone can participate, dead people might be advantaged.
How to start: To start the quest contact me via PM of forum PM.

Personal hate list

 
 
 
The visible universe is an illusion or (more precisely) a sophism.
Mirrors and fatherhood are abominable, because they multiply and disseminate that universe.
 
 J. L. Borges
 
artwork by Lazarus

Military ways and beliefs

Being loud doesn't make you right.
 
Everything possible to be believed is an image of truth.
 
If the doors of perception were cleansed, everything would appear to man as it is, infinite.
 
A man who is doing his true Will has the inertia of the Universe to assist him.
 
The cut worm forgives the plough.
 
Behold within and not above.
 
 If you have no doubt, you're probably wrong.
 
The man who never alter his opinion is like standing water, and breeds reptiles of the mind.
 
Everything deserves respect, nothing is important.

Without contraries there's no progression.
 
 
 
The best option is still extinction.
https://www.vhemt.org/index.htm

Creatures 16

  • Dark OrbDark OrbDark IV, level 4
  • Shmsh DarklingsShmsh Darklingslevel 8
  • Sarasith LordSarasith Lordlevel 6
  • Tainted Angien IVTainted Angien IVlevel 7
  • NosferatuNosferatuRevolted Skill Vampire, level 4
  • Death PatrolDeath PatrolInsurrect Shade, level 3
  • Wind Dragon IIIWind Dragon IIIlevel 6
  • SheSheShade III, level 3
  • Death GuardDeath GuardHorseman II, level 2
  • DoppelgangerDoppelgangerlevel 4
  • WitherwraithWitherwraithlevel 4
  • Redeemed WarriorRedeemed Warriorlevel 4

The most experienced kinds, of 16 creatures in all.

Adepts 12

12 players joined the realm as lashtal’s adepts.

From the Adventure Log

Page 307 · The Inner Sun - Iam. Noo.

"We are finaly out!!" Imb jumps around happy while Noo stares at the dark sky. "Whats wrong?" , "Nothing, just that this is the closest thing i ever seen too whats called NIGHT", "neah..its just a dark sky..we exited in Necrovion it seems", Noo looks at Imb "How can we be in Necro u dumbass, last time i remember we were traped in the Archives, thats FAR away."

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