MagicDuel

thisismich

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 5,000of 5,000

95 days in the realm since 21 August 2008 · started in The Original Story Mode

Record

  • Fights14 won · 14 lost
  • Active1% of days · 95 of 6,613
  • Adept ofPenelope LightMoon
  • Player ID81903
Play with thisismich as your mentor

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

Character

Combat stats tap a row for its sources

  • 2.23 initial = 2.23

    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.

  • 1.89 initial = 1.89

    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.

  • 0.28 initial = 0.28

    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.

  • -0.13 initial = -0.13

    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.

  • 3.77 initial = 3.77

    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.

  • 0.49 initial = 0.49

    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.

  • 3.18 initial = 3.18

    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.

  • -0.94 initial = -0.94

    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.

  • 0.95 initial = 0.95

    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

Transposition Principle 14.59 · Element Principle 13.34 · Darkness Principle 15.48

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

I long for the night... Comments on self

The heat.
All the heat in this nightless world is burning my back and makes my head spin.
I don\'t remember who I am anymore, all I can recall is that paper cabin in which I strangely felt home. I always feel more comfortable when I\'m in the shade but here is almost impossible to get, that everpresent burning sun in the sky engulfs everything with its light.
I don\'t know much of my past but what I know for sure is that I long for the night, for the darkness to come; one should think I\'m a dark being but strangely enough all the shades I met since I left that cabin tried to hurt me. Maybe they just wanted me to join them and maybe I should... But no, death is not an option. I want to see the night, be submerged by its darkness, not be part of it.

Meanwhile I was wandering to understand more of this world I came across two things that may sound promising, one is the gate to Necrovion, there I could keep on studying the dark arts and maybe be able to bring at least more shadow in this world, but unfortunately only gods can pass them.
The second promising thing is a group of people, led by a lady called Penelope LightMoon that are trying to restore the night and search for the moon; now that is a news that makes one\'s day. I will follow them and help in their quest, I hope that with my help and my knowledge of the dark we can succeed.

Creatures 11

  • Aramor WarriorAramor Warriorlevel 2 · 2 held
  • Barren SoulBarren Soullevel 1 · 2 held
  • Dark ArcherDark Archerlevel 3
  • Grasan IGrasan Ilevel 1 · 2 held
  • Elemental IElemental Ilevel 2
  • AramorAramorlevel 1
  • Heretic ArcherHeretic Archerlevel 1 · 2 held

The most experienced kinds, of 11 creatures in all.

From the Adventure Log

Page 230 · A Freezing Firestarter

The flames grow hotter and engulf phrog's body completely. Those standing near him and trying to drag him back from the fire had to step back in horror as the flames totally incinerate his body, and turn it to little more than dust and some lumpy shapes.

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