MagicDuel

mech

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor -406of 5,000

124 days in the realm since 9 September 2008 · started in The Original Story Mode

Record

  • Fights138 won · 136 lost
  • Active2% of days · 124 of 6,593
  • Adept ofChewett
  • Player ID90539
Play with mech as your mentor

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

Character

Combat stats tap a row for its sources

  • 12.81 initial = 12.81

    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.

  • 10.76 initial = 10.76

    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.

  • 8.33 initial = 8.33

    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.

  • 4.32 initial = 4.32

    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.

  • 7.62 initial = 7.62

    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.

  • 3.03 initial = 3.03

    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.

  • 6.45 initial = 6.45

    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.

  • 8.65 initial = 8.65

    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.

  • 13.42 initial = 13.42

    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

  • nothing yet = 0.00

    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.

  • 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

Darkness Principle 45.74 · Principle of Imagination 19.44 · Principle of Entropy 33.74 · Time Principle 22.44

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

The journey was long and treacherous, but rich in pride, honour and strength. It had started last week, when i was just strolling through the maple road, looking for a challenge. i was reckless and always up for a good fight, i came across the famed loreroot guards, and with a potion i had stolen off of a weak victim, fought them. i was outclassed, outgunned and had no chance.

i woke up, dazed and confused. Question floating around in my brain, \"where am i?\" and \"how did i get here?.\"
i was back where it had all started. back in the paper cabin. I had been given a second chance. I decided that i was going to start anew, washing away my sins and begin to help others, to help them prosper, to help them grow in strength, to help me to forget the sins of my older self.

It didn\'t take me long to find a weary traveller, weak, and hungry. I took them under my wing without hesitation, looked after his creatures and nursed them back to a considerable amount of vitality. I offered to help him, sacrificing my creatures to help his to grow, his aramor\'s relished at the chance of a fight.

The fight didn\'t last long, i made sure that i would lose the fight, but i brought out the fighting spirit in my opponent, the urge to go forth, and i did nothing to hold him back.

Back on the road again, for months on end i wandered, helping those who needed it, and slowly acquiring knowledge on the way. my creatures are stronger now, wiser and stronger. I found myself back at the loreroot guards again. i heard the birds, the water and the wind, calling to me from the other side.

i took the wiser, knowledgable route towards the guards this time, i set up the same attack pattern as before, but without the blodlust, greed and dishonourable attitude towards it, i respected my opponent. not long leter, the guards opened the gates of loreroot to me.

Not far into exploring this wonderful land did i run into my old friend, the weary traveller, he offered his thanks to me again, and showed me that his simple aramors were now fully grown, leaping forth, as aramor assassin\'s.


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Metal Bunny is Awesome!

Personal hate list

i hate noone. for hate brings too much power, and with that power comes greed.

Creatures 13

  • Elemental IVElemental IVlevel 5
  • Dark Archer IIIDark Archer IIIlevel 5 · 3 held
  • Hollow WarriorHollow Warriorlevel 2 · 2 held
  • Water Guardian IWater Guardian Ilevel 3
  • Lorerootian ArcherLorerootian Archerlevel 2
  • Imperial AramorImperial Aramorlevel 1
  • Elemental IElemental Ilevel 2 · 3 held
  • Savage Knator IISavage Knator IIlevel 2

The most experienced kinds, of 13 creatures in all.

Adepts 1

1 player joined the realm as mech’s adepts.

From the Adventure Log

Page 177 · The Shade Ballance - Wod.

A great being of light, Wodin can feel the darkness spreading over the land. It eats at his light soul, and slowly numbs his senses. Realizing what this must mean, he makes his way back to that Golemus Beach in hopes of finding some light.

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