MagicDuel

wahledor

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 4,875of 5,000

328 days in the realm since 14 February 2009 · started in The Original Story Mode

Record

  • Fights733 won · 1,116 lost
  • Active5% of days · 328 of 6,435
  • Adept ofDarigan
  • Player ID135000
Play with wahledor as your mentor

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Character

Combat stats tap a row for its sources

  • 189.14 initial = 189.14

    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.

  • 83.33 initial = 83.33

    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.

  • 122.74 initial = 122.74

    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.

  • 40.68 initial = 40.68

    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.

  • 53.39 initial = 53.39

    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.

  • 41.36 initial = 41.36

    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.

  • 68.22 initial = 68.22

    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.

  • 42.31 initial = 42.31

    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.

  • 72.12 initial = 72.12

    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

  • 5.01 initial = 5.01

    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

Principle of Syntropy 890.80 · Darkness Principle 332.06 · Principle of Imagination 1,284.31 · Transposition Principle 1,737.38 · Principle of Entropy 320.30

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Lost Soul Comments on self

Chaotic Evil
I would like nothing better than to cut your heart out with my axe and eat it for a tasty snack, or perhaps cut off your head and wear it as hat for a while. A HAT A HAT...YOUR HEAD GOES SPLAT.

Character Description

Standing an even 3 foot tall this happy go lucky fella seems as wide as tall.  Most of the time fairly well tempered with the few outbursts when interrupted  during contemplation.  Within a minute of meeting this short, almost dwarf like, fellow you see right away his mind is not where his body is.  The longer around this individual the more likely to see a wide array of emotions and actions in a shorty period of time.  With his mind lost somewhere in search for his soul, the body is left to sway to and fro in the wind.  Being in his presence for long you are as likely to get hugged as you are to get attacked.  While his stature does not seem very intimidating the size of his fists and arm muscle are.  Being mindless gives much time to things like doing back flips off tree stumps and a lot of naps under trees.  Mind your manners and always keep a spare eye on this little fellow, for you never really can trust a mindless man......can you??


Achevments

MP3: Defeated Willowguard 1&2, Loreroot guard 1, Berzerkers puzzle, Max XP

MP4: Defeated Willowguard 1&2, Loreroot guard 1&2*brute force*, Berzerkers puzzle

No Place To Hide Personal hate list


I hate the Dojo- a place for idle hands and cry-babies.

"Being one dealing with a large belly Windy said she would help. Today Windy gave me a berry called an Acacia Berry. She said to make tea from it for a month to lose my weight.  Before realizing what she said I swallowed the whole thing down.  After a strong rumble in my tummy she told me if swallowed was a super laxitive.  Soon after a very awful ordeal that needs not to be detailed about, I lost my large belly and now have rock hard abs.  Also a large axe came from my belly.  How it got there I do not know, but after a very detailed cleaning, I now carry it around everywhere I go.  With the exeption of the whole ordeal being very awful, several good things came from it.  Thanks Windy!!!"

Creatures 17

  • Elemental VElemental Vlevel 6
  • Chaos ArcherChaos Archerlevel 6
  • Grasan HuvourerGrasan Huvourerlevel 3 · 3 held
  • Day DreamerDay Dreamerlevel 2
  • Majestic WinderwildMajestic Winderwildlevel 6 · 2 held
  • Elemental IIIElemental IIIlevel 4
  • Knator War MasterKnator War Masterlevel 5
  • Walking TreeWalking Treelevel 5
  • Water Daimon IIWater Daimon IIlevel 6
  • Animated Tree IAnimated Tree Ilevel 2 · 4 held
  • Hollow WarriorHollow Warriorlevel 2

The most experienced kinds, of 17 creatures in all.

From the Adventure Log

Page 581 · The Hunt for Red Presents

The elves, tiny men, and various small creatures named similarly are little known among the folk of MagicDuel, however one thing that should be known is that they are fiercely loyal. They are especially fond of those who they work with, work being a key part of their lives. One such person was the Pickle Meister, and the elves, upon hearing of their sad departure from the world began their usual mourning routine, drinking morning til night in their memory... As you might imagine, this was not entirely useful for those attempting to determine where the presents went.

After slowly returning to the land of sobriety the archive Elf came back to find their small office missing with newly formed sierras of white and brown. Upon careful inspection this turned out to be a papery concoction of missives sent from Loreroot. After deciding that resolving the situation with Drachorn fire may cause too much ancillary damage, the elf decided to read one. In the letter chosen for its closeness to the bottom of the pile, and within easy reach, the Queen of Loreroot requested an audience and expressed concern at the lack of replies to previous messages. This would have to be solved thought the elf, and a big’un would be needed to move the rest of these letters.

This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.

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