MagicDuel
Ledah
Generation 31

Ledah

Veteran
also Soul Twister · 26 titles held

“Ledah has nearly existed since the beginning. He is a true veteran.”

  • 5Mind Power 5of 7 levels
  • Seal of SixLands Of The East
  • Honour 2,856of 5,000

6,355 days in the realm since 3 October 2007 · started in The Original Story Mode

Record

Play with Ledah as your mentor

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

Medals 2

Medals are earned through hard work and given one player at a time, sometimes with a ceremony. Together with titles, they are what the realm holds as true about Ledah.

Achievements 113

Achievements are deeds the realm measures by itself: days in the realm, fights won, creatures raised, things forged and found. These are the ones Ledah has reached.

Character

Combat stats tap a row for its sources

  • 104,042.90 initial + 60 territory + 20 alliance = 104,122.90

    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.

  • 76,587.67 initial + 25 territory + 2 alliance = 76,614.67

    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.

  • 7,304.22 initial = 7,304.22

    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 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.

  • 9,794.88 initial = 9,794.88

    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.

  • 11,072.98 initial + 10 alliance = 11,082.98

    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.

  • 2,733.22 initial + 82.90 weapons + 20 territory + 10 alliance = 2,846.12

    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.

  • 14,812.07 initial = 14,812.07

    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.

  • 11,729.89 initial + 50 territory = 11,779.89

    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.

  • 14,993.61 initial = 14,993.61

    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

  • 4,998.12 initial = 4,998.12

    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.

  • 426 initial = 426.00

    Your grasp of the map, and of the shortest way across it.

    Touching any of the 25 pillars. Each pillar pays a given traveller once, and never again.

    The action points every move costs you. It comes off the cost, down to a floor of one.

  • 74 initial = 74.00

    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.

Bug reports

  • 47 graded reports = 140

    Your record as a bug reporter. Every bug report is read, checked and graded once.

    A real bug earns 0 to +10 by the band it reaches, from a cosmetic nit to a payment fault or an exploit that really worked. A report that was not a bug costs 1 to 4 points, an attempt to mislead 5 to 10. The whole table is on the help page How a bug report is scored.

    How many bug reports Live Help sends for you in a day, and a few achievements and titles that are yours to find.

Casual gamer

  • 1 won, 1 lost against players = 0

    Your record at the small games played against other players: chess, checkers, battleships, stone tides, war towers, pot limit omaha and backgammon.

    A game won is +1 for each opponent you beat, so +1 against one player and +3 at a table of four. A game lost is -1, whether it was lost by play, by resigning or by leaving the table. At a poker table the player who ends furthest ahead wins it. A draw moves nothing. It can go below zero.

    Nothing. It is kept as your record.

Leanings

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingFishingMining 94.4Herbalism 95.2Woodcutting 90.8Waterhandling 90.8Finesse 92.8Excavation 93.3Gardening 103.8Filtering 90.7Experimentalism 88.0Taming 91.0Dowsing 41.1Fusioning 2.0Logging 27.5Fishing 3.3100
  • Gardening103.8
  • Herbalism95.2
  • Mining94.4
  • Excavation93.3
  • Finesse92.8
  • Taming91.0
  • Waterhandling90.8
  • Woodcutting90.8
  • Filtering90.7
  • Experimentalism88.0
  • Dowsing41.1
  • Logging27.5
  • Fishing3.3
  • Fusioning2.0

The Leanings are thirteen crafts that pull against each other: what a player practises grows, and what they neglect falls away.

Principles

Time Principle 4,000 · Principle of Light 4,000 · Principle of Balance 4,000 · Principle of Imagination 4,000 · Darkness Principle 4,000

Realm

Seal of Six

Lands Of The East

Housing oneness 10%

Armoury

No set pieces worn.

Creatures 271

  • Insurrect ShadeInsurrect Shadelevel 3 · 4 held
  • MadhornMadhornlevel 5
  • Rustgold MadhornRustgold Madhornlevel 5 · 2 held
  • Tamed ReindrachTamed Reindrachlevel 5 · 2 held
  • Pure ElementalPure Elementallevel 6 · 3 held
  • Horseman IIHorseman IIlevel 2 · 3 held
  • Resplendent WinderwildResplendent Winderwildlevel 6 · 2 held
  • Sarasith LordSarasith Lordlevel 6 · 3 held
  • Shmsh DarklingsShmsh Darklingslevel 8
  • Majestic WinderwildMajestic Winderwildlevel 6 · 2 held
  • Imperial Aramor WarriorImperial Aramor Warriorlevel 2 · 2 held
  • Snowy The SnowmanSnowy The Snowmanlevel 3

The most experienced kinds, of 271 creatures in all.

Adepts 27

27 players joined the realm as Ledah’s adepts.

From the Adventure Log

Page 435 · Tales of The Cube

The past memories can not be so easily forgotten by Junior. He looks in the dispersing crowd, trying to locate the old man, and so he does. "Lets see where you are going. You can't fool me old man."

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