MagicDuel

methic

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 4,937of 5,000

145 days in the realm since 20 August 2008 · started in The Original Story Mode

Record

  • Fights156 won · 239 lost
  • Active2% of days · 145 of 6,622
  • Adept ofZleiphneir
  • Player ID81550
Play with methic as your mentor

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

Character

Combat stats tap a row for its sources

  • 9.94 initial = 9.94

    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.

  • 9.07 initial = 9.07

    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.

  • 10.98 initial = 10.98

    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.

  • 10.12 initial = 10.12

    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.

  • 10.70 initial = 10.70

    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.

  • 2.21 initial = 2.21

    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.

  • 11.78 initial = 11.78

    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.

  • 3.49 initial = 3.49

    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.

  • 7.64 initial = 7.64

    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

  • 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 61.17 · Principle of Imagination 37.52 · Element Principle 27.05 · Transposition Principle 34.88

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

my alternate-ego Comments on self

*Im still working on my rp-character, so if anyone has an idea>please do tell*

requested tags: ::none (yet)::
spell\'s/powers: ::open for suggestions::

background-story:

*chapter 1 \"waking life\"*
when I woke up after my terrible nightmare in the marind bell-carnival, I couldnt remember anything but a cube, and something related to a shadowy figure...
I felt in my pocket to see if I still had the wooden object, but allas it was gone.
obsessed by the surreal dream (or was it?) I just had, I stood up and let my eyes adjust to the bright sunlight.
as my legs begun to tingle beeing the effect from lying down for so long (couldnt recall how long it has been, but according to the feeling in my limbs it has been a long, long time) I looked around to see if I could find the eerie little thing that I felt was more than just an object in my \"dream\".

*chapter 2 \"the search begins\"*

::more to come::

what angers me. Personal hate list

same, Ill update this later on.
want to play the game a bit more first!

Creatures 12

  • Dark Archer IIDark Archer IIlevel 4
  • Aramor AssassinAramor Assassinlevel 3 · 3 held
  • Hollow SoulHollow SoulHollow Warrior, level 2
  • Dark ArcherDark Archerlevel 3
  • Grasan IIGrasan IIlevel 2 · 2 held
  • Elemental IIElemental IIlevel 3 · 3 held
  • Barren SoulBarren Soullevel 1

The most experienced kinds, of 12 creatures in all.

Adepts 1

1 player joined the realm as methic’s adepts.

From the Adventure Log

Page 432 · Tales of The Cube

"I will ask my scholars to search the archives for any relevant information. If the shades got hold of the Book, we should have noticed some kind of event by now, or some piece of information to indicate that." [Share ideas and discoveries here]

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