MagicDuel
ChewettSealed avatar
Generation 1

Chewett

Tester
also Menkyo Kaiden · 6 titles held

“Draws wiiya from the pools on the way of Awiiya, a bubble at a time, and carries it to the Archives without popping it. The first title of the wiiya line.”

  • 5Mind Power 5of 7 levels
  • Soldiers of the Inner SunLands Of The East
  • Honour 15of 5,000

6,823 days in the realm since 13 September 2007 · started in The Original Story Mode

Record

  • Fights347 won · 293 lost
  • Active98% of days · 6,823 of 6,973
  • Adept ofFyrd Argentus
  • Player ID1619
Play with Chewett as your mentor

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

Medals 17

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 Chewett.

Achievements 112

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

Character

Combat stats tap a row for its sources

  • 292,126.36 initial + 60 territory + 4 alliance + 3,500.01 magic = 295,690.37

    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.

  • 67,561.07 initial + 25 territory + 4 alliance + 8,000.01 magic = 75,590.08

    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.

  • 9,108.84 initial = 9,108.84

    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.

  • 1,814.58 initial + 4,500.01 magic = 6,314.59

    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.

  • 2,691.64 initial + 40 alliance + 2,500.01 magic = 5,231.65

    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.

  • 934.60 initial + 20 territory + 1,500.01 magic = 2,454.61

    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.

  • 2,454.67 initial = 2,454.67

    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.

  • 2,192.40 initial + 50 territory = 2,242.40

    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.

  • 3,779.91 initial + 2,000.01 magic = 5,779.92

    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

  • 842.40 initial = 842.40

    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.

  • 208 initial = 208.00

    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.

  • 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.

Bug reports

  • 133 graded reports = 433

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

    A real bug earns 0 to 10, from a simple error to a serious fault that was truly solved. A report that was not a bug takes 0 to 10 away, the most for bad intent or an attempt to mislead.

    Nothing yet. It is kept as your record.

Casual gamer

  • 0 won, 1 lost against players = -1

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 90.2Herbalism 90.1Woodcutting 90.6Waterhandling 89.9Finesse 96.7Excavation 89.8Gardening 90.3Filtering 89.7Experimentalism 89.2Taming 90.0Dowsing 89.6Logging 50.9100
  • Finesse96.7
  • Woodcutting90.6
  • Gardening90.3
  • Mining90.2
  • Herbalism90.1
  • Taming90.0
  • Waterhandling89.9
  • Excavation89.8
  • Filtering89.7
  • Dowsing89.6
  • Experimentalism89.2
  • Logging50.9

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

Principles

Principle of Cyclicity 4,000 · Principle of Imagination 1,444 · Principle of Light 1,873 · Principle of Entropy 666 · Time Principle 3

Realm

Soldiers of the Inner Sun

Lands Of The East

Housing oneness 20%

Armoury

No set pieces worn.

Writings

King of Marind Bell and Grand Duke of the East Comments on self

Chewett is an old and grizzled figure of MagicDuel, known both as King of Marind Bell and Grand Duke of the East. Those titles are more than ceremonial; they place him among the Realm’s most established rulers, with authority stretching across multiple lands, old alliances, and the Tribunal itself.

He is also the Code Guardian, entrusted with keeping the machinery of MagicDuel alive, repairing what breaks, and maintaining the forums. More importantly, the title reflects a deeper level of trust: Chewett was described as the first person trusted to deal with MagicDuel in any situation, and was publicly marked out for the highest distinction Mur could award — a title equivalent to Menkyo Kaiden.

That trust was not merely technical. Mur stated that, in his absence, Chewett should be regarded as already holding that highest rank, and that Chewett effectively ruled MagicDuel alongside him. Combined with his position as ruler of both Marind Bell and the Lands of the East — the first person to hold rulership over two lands — this places Chewett in a uniquely powerful position within the Realm. He was in charge of many changes, announcements such as 3559 shows the many thousands of lines of code he wrote for MagicDuel.

That authority extends into something far more unsettling: life and death. Chewett can restore the fallen to life or send the living to death, a power that makes his rule feel less like simple politics and more like guardianship over the boundary between the two.

For someone entrusted with code, lands, people, and even the fate of souls, Chewett remains strangely fond of bureaucracy, elaborate schemes, carefully worded declarations, and, of course, green cards.

WP Quest: Personal Paper Creator Quest Info

This quest is to make a personal page that fulfills some specific guidelines below. An example of a personal page that we are looking for is on my personal page here: http://magicduel.com/players/chewett (note this is outdated and havent had time to update it)

Full details are on the forum: http://magicduel.invisionzone.com/topic/14314-wp-quest-personal-paper-creator/

Military ways and beliefs

I am a grizzled veteran of countless battles, carrying thousands upon thousands of combat stats earned over years of fighting, training, and surviving whatever the Realm has thrown at me.

My military record speaks for itself. I claimed victory in The Heads Contest, and again in the Boss Heads Contest, proving that I was not simply capable of fighting, but of enduring longer and striking harder than those around me.

For a time I also ran the Golden Globe Gazebo Training School, teaching others how to fight, train, and make better use of the strength they possessed.

My belief is simple: strength should be earned, discipline matters, and experience is worth more than bravado. I do not seek conflict for its own sake, but when conflict comes, I prefer to meet it prepared.

Protector statement

I protect my flock fiercely. Those under my care can expect loyalty, defence, and a willingness to stand between them and whatever threatens them.

But protection should never be mistaken for softness. I am not fearful of bloodshed, nor unwilling to kill those I am sworn to protect if they become a danger to the Realm, to others, or to themselves.

A shepherd guards the flock from wolves.

Sometimes, the wolf is already inside the fence.

Creatures 709

  • Sarasith LordSarasith Lordlevel 6 · 3 held
  • Tamed ReindrachTamed Reindrachlevel 5 · 3 held
  • Water Daimon IIIWater Daimon IIIlevel 7 · 13 held
  • Angien Sentinel IVAngien Sentinel IVlevel 7 · 7 held
  • MadhornMadhornlevel 5 · 4 held
  • Rustgold MadhornRustgold Madhornlevel 5 · 5 held
  • Walking TreeWalking Treelevel 5 · 25 held
  • DoppelgangerDoppelgangerlevel 4 · 7 held
  • Elemental VElemental Vlevel 6 · 13 held
  • Unholy PopeUnholy Popelevel 3 · 3 held
  • Greg The SnowmanGreg The Snowmanlevel 3 · 2 held
  • Majestic WinderwildMajestic Winderwildlevel 6 · 15 held

The most experienced kinds, of 709 creatures in all.

Adepts 73

73 players joined the realm as Chewett’s adepts. The 48 most active of them:

From the Adventure Log

Page 38 · Golemus Wizard quest - Om.

He can't turn back to Necrovion, that path only opens in the presence of a shade,
but he can do something else that might impress the shades and make them
forgive his failure in killing BigC...."yeeeees ..this i will do...i will be the first to do it so
the shades will forgive me or maybe even reward me hehhehe". As he thinks of this Om.
starts walking towards the Gates of Ages

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