MagicDuel

letshin

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honour 750of 5,000

21 days in the realm since 28 January 2011 · started in The Original Story Mode

Record

  • Fights39 won · 34 lost
  • Active0% of days · 21 of 5,763
  • Adept ofadiomino
  • Player ID211341
Play with letshin as your mentor

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

Character

Combat stats tap a row for its sources

  • 8.35 initial = 8.35

    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.

  • 3.01 initial = 3.01

    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.

  • 1.19 initial = 1.19

    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.

  • 1.25 initial = 1.25

    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.

  • 8.98 initial = 8.98

    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.

  • 0.99 initial = 0.99

    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.

  • 4.07 initial = 4.07

    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.

  • 1.57 initial = 1.57

    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.

  • 4.68 initial = 4.68

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingFishingArchery100

No Leaning yet. Gathering and crafting grow them.

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

Principles

Darkness Principle 64.30 · Time Principle 5.26

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

This item seems to be some sort of mechanical device. It looks very interesting. You should first find some more information about it, otherwise you risk breaking it or something else could go wrong. Try asking the people around to see if they know anything about it

Notes on altering vision and perception

Hallucinations are different from illusions. In an illusory experience, a genuine sensation is attributed to an incorrect cause and given some additional (and typically bizarre) significance. A hallucination is a perception in absence of a stimulus.

Only by using the right ingredients can you create a concoction to induce Hallucinations that may reveal unreal things but associated with a deeper meaning. It is said that for those who cannot perceive the true nature of things, these hallucinations may let them reveal things that are not normally visible and may even help them to interact with them.

The alternate reality revealed by the hallucinations created with this concoction is not to be ignored, as one may die or suffer unrecoverable changes whilst interacting with things from their visions.

One of the ingredients to such a concoction is the herb called Nightshade, a deadly plant found on the shaded quiet cliffs reachable from the underground caverns of Marind Bell, and of course pure fountain water. You might also find a useful device in Jack Willows Shop.


Creatures 11

  • Dark ArcherDark Archerlevel 3 · 2 held
  • Aramor WarriorAramor Warriorlevel 2 · 2 held
  • Barren SoulBarren Soullevel 1
  • Grasan IGrasan Ilevel 1
  • Elemental IElemental Ilevel 2 · 2 held
  • EggEgglevel 1
  • Elemental EggElemental Egglevel 1 · 2 held

The most experienced kinds, of 11 creatures in all.

From the Adventure Log

Page 583 · The Hunt for Red Presents

Ledah and Aamon, both holders of the snowflakes held a meeting in the archives to see the elf. Jakubhi also came along as a neutral third party to observe the meeting. When the trio arrived they found mountains of paper and could hear a muffled cry under it. Aamon, being a kind-hearted fellow, decided to try and move the papers but found there were too many even with Jakubhi joining in. After much discussion the trio decided to light the papers with a lighter Ledah carried, this would surely get rid of them and free the elf!

After piling branches on top of the letters to ensure a good burn Ledah stepped back and, with the agreement of the other two, lit the fire. Almost immediately the fire spread to engulf the entire room and Aamon started shouting to put out the fire.

Unfortunately as the fire grew the team were forced out into the study into the earlier office. The fire continued to rage but luckily Jakubhi noticed that the roof of the previous room was collapsing. With quick thinking he broke a weather spell tablet and cast it, starting a tumultuous downpour centred on the archives. While the fire was much reduced, smoke began to fill the halls and our gallant heroes retreated to outside the archives to watch their efforts.

With smoke covering most of the archive buildings and being visible from many scenes away Sunfire made his way over to the archives. He initially ran past our heroes however the smoke was too thick and he had to retreat again. A debate ensured about whether casting another rain spell would cause further problems but the group decided that the fire was still more dangerous. Once again a weather spell caused the clouds in the area to open up, dousing the archives with more water.

Once most of the smoke had cleared, the trio, joined by Sunfire, ventured into the hallway and down to the Archives study room. The heroes then discovered that in their brave journey leaving the archives they had left Mallos in the room. After checking him over and deciding he was probably ok they discussed the day’s work. They had still not found the elf, destroyed a vast quantity of letters and possibly an entire room, and flooded the archives. Ledah summarised this confidently by stating that in his view it went very well.

The team decided to return to the archives the next morning to see the damage...

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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