lightsider
- 3Mind Power 3of 7 levels
- No Homelandno alliance
Honor -37of 5,000
10 days in the realm since 20 August 2011 · started in The Original Story Mode
Record
- Fights21 won · 10 lost
- Active0% of days · 10 of 5,519
- Adept ofERO
- Player ID225738
Join the realm from this page and you start as lightsider’s adept. MagicDuel is free to play in the browser.
Character
Combat stats tap a row for its sources
3.95 initial = 3.95
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.
2.55 initial = 2.55
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.
3.22 initial = 3.22
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.
1.80 initial = 1.80
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.
4.28 initial = 4.28
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.
0.87 initial = 0.87
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.
0.50 initial = 0.50
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.
2.78 initial = 2.78
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.
6.05 initial = 6.05
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
Leanings
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 9.06 · Element Principle 11.63 · Principle of Light 12.41
Realm
No Homeland
No alliance
Armoury
No set pieces worn.
Creatures 10
Heretic Archer IIlevel 2 · 4 held
Elemental Ilevel 2 · 2 held
Aramorlevel 1 · 4 held
The most experienced kinds, of 10 creatures in all.
From the Adventure Log
Page 577 · The Hunt for Red Presents
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.