MagicDuel
redneckSealed avatar
Generation 16

redneck

Death Guard
also The mosquito · 23 titles held

“Guards Necrovion for its crown. Reinstated by Queen Syrian of Necrovion in 2026.”

  • 5Mind Power 5of 7 levels
  • Tainted WarriorsNecrovion
  • Honour 5,000of 5,000

2,672 days in the realm since 9 May 2009 · started in The Original Story Mode

Record

  • Fights13,403 won · 13,403 lost
  • Active42% of days · 2,672 of 6,382
  • Adept ofCless
  • Player ID151251
Play with redneck as your mentor

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

Medals 4

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 redneck.

Achievements 83

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

Character

Combat stats tap a row for its sources

  • 497,862.74 initial + 100 alliance = 497,962.74

    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.

  • 212,402.19 initial + 4 alliance = 212,406.19

    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.

  • 2,282.73 initial = 2,282.73

    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.

  • 4,898.15 initial + 10 territory = 4,908.15

    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.

  • 5,815.57 initial + 10 alliance = 5,825.57

    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.

  • 1,612.11 initial + 20 territory = 1,632.11

    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.

  • 7,060.65 initial + 40 territory = 7,100.65

    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.

  • 5,692.13 initial = 5,692.13

    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.

  • 7,710.14 initial + 80 territory = 7,790.14

    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

  • 2,101.51 initial = 2,101.51

    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.

  • 354 initial = 354.00

    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

  • 29 graded reports = 114

    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.

Leanings

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingFishingMining 91.8Herbalism 91.8Woodcutting 91.7Waterhandling 94.4Finesse 91.3Excavation 93.9Gardening 93.0Filtering 93.0Experimentalism 91.2Taming 91.2Dowsing 92.3Fusioning 1.4Logging 1.1Fishing 0.5100
  • Waterhandling94.4
  • Excavation93.9
  • Gardening93.0
  • Filtering93.0
  • Dowsing92.3
  • Herbalism91.8
  • Mining91.8
  • Woodcutting91.7
  • Finesse91.3
  • Taming91.2
  • Experimentalism91.2
  • Fusioning1.4
  • Logging1.1
  • Fishing0.5

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 · Darkness Principle 4,000 · Principle of Syntropy 4,000 · Element Principle 4,000 · Principle of Light 4,000

Realm

Tainted Warriors

Necrovion

Housing oneness 20%

Armoury

No set pieces worn.

Writings

The Mosquito Comments on self

THE MOSQUITO
Mercenary · Sentinel · Marshal
THE MOSQUITO
Mercenary · Sentinel · Marshal
They call me the Mosquito. I have been a mercenary, a Sentinel, and a marshal. Now I walk among the Caretakers, carrying the history of each turn in my road.
Necrovion belongs to my beginnings. My first oath was to the Shades, and I have returned to examine that connection with greater patience than I once possessed.
Marind Bell also shaped me. I served the Knights with pride and remain responsible for my deeds beneath their name. Leaving has given me much to consider about loyalty, purpose, and the weight of an oath.
An old mosquito still has curiosity, a little humor, and enough persistence to remain troublesome.

Book of Contempt Personal hate list

I have little patience for:

Cruelty offered as entertainment.

Oaths made for convenience and abandoned without a word.

Those who abuse the trust placed in them.

Authority used to humiliate.

People who speak over memories they never lived.

Certainty that leaves no room for questions.

Hospitality answered with exploitation.

Uninvited hands reaching for Coinwake’s coins.

Disagreement alone earns no place here. I would rather hear an honest objection than a comfortable lie.

Military Ways and Beliefs

I am the Mosquito, a citizen of Necrovion and a Tainted Warrior. My first oath was to the Shades. My path later led me to Marind Bell, where I served as Twice-Sworn Marshal of the Knights of the Bell. The discipline and responsibility I learned there remain with me.

Now I put that experience to work in Necrovion. I keep watch, tend what needs care, and stand ready to defend my home and those beside me.

I believe strength requires judgment. Observe before acting. Understand the ground, the threat, and the consequences. Give a clear warning when circumstances allow, and be prepared to follow through. I will answer for the force I choose to use.

Kinship and friendship carry weight with me. They also call for honesty: I will speak plainly when someone I care for harms the land I have sworn to protect.

I approach the Shades with respect and questions. I seek to understand their nature and my relationship with them through patience and experience. Whatever I learn must be earned; I claim no authority to speak in their name.

My loyalty is to Necrovion, Queen Syrian, and the companions who share this watch. I will offer counsel honestly, keep my word, and take responsibility for my deeds.

An old mosquito knows the value of patience—and when it is time to sting.

Creatures 137

  • Insurrect ShadeInsurrect Shadelevel 3 · 3 held
  • LexiLexiMadhorn, level 5
  • Snowy The SnowmanSnowy The Snowmanlevel 3
  • Tamed ReindrachTamed Reindrachlevel 5 · 2 held
  • Infernal ElementalInfernal Elementallevel 5
  • Majestic WinderwildMajestic Winderwildlevel 6 · 4 held
  • Water Daimon IIIWater Daimon IIIlevel 7 · 3 held
  • DoppelgangerDoppelgangerlevel 4 · 3 held
  • Resplendent WinderwildResplendent Winderwildlevel 6
  • Unholy PopeUnholy Popelevel 3 · 4 held
  • Angien Sentinel IVAngien Sentinel IVlevel 7 · 3 held
  • Wind Dragon IIIWind Dragon IIIlevel 6

The most experienced kinds, of 137 creatures in all.

Adepts 10

10 players joined the realm as redneck’s adepts.

From the Adventure Log

Page 177 · The Shade Ballance - Wod.

A great being of light, Wodin can feel the darkness spreading over the land. It eats at his light soul, and slowly numbs his senses. Realizing what this must mean, he makes his way back to that Golemus Beach in hopes of finding some light.

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