MagicDuel

Alexandria Maplewood

  • 3Mind Power 3of 7 levels
  • Lorerootno alliance
  • Honor 1,675of 5,000

207 days in the realm since 18 September 2010 · started in The Original Story Mode

Record

  • Fights109 won · 104 lost
  • Active4% of days · 207 of 5,855
  • Adept ofAmoran K Kol
  • Player ID202371
Play with Alexandria Maplewood as your mentor

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

Character

Combat stats tap a row for its sources

  • 19.56 initial + 50 territory = 69.56

    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.

  • 11.17 initial + 50 territory = 61.17

    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.

  • 2.41 initial = 2.41

    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.

  • 2.48 initial + 25 territory = 27.48

    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.

  • 9.95 initial = 9.95

    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.

  • 1.27 initial + 25 territory = 26.27

    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.

  • 8.09 initial = 8.09

    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.

  • 3.64 initial = 3.64

    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.

  • 14.01 initial = 14.01

    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

  • 1.98 initial = 1.98

    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.

  • 3 initial = 3.00

    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.

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 Imagination 7.90 · Element Principle 6.54 · Principle of Light 10.14

Realm

Loreroot

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

    Alex, Wandering... Never to be freed... Waiting to find the right time.. Not for revenge, to ask a question. Why.

  Her mind swirled to smoke around her one memory, her eyes turned a shadowy silver color, her voice was rendered quiet and she became helplessly weak. She tried hard to remember what had happened to her. But she couldn't. To distract herself she took out the knife she found and twirled it on the tip of her finger, suddenly the memories cam rushing back to her, the masked man, the scars on her neck, the blackness of the night... She stopped spinning, and the memories stopped.. Her mind swirled back to smoke. From then on she went on spinning her knife to remember.... 
      That night she fell asleep, and woke up beside a lake, her memory was gone again...  She saw others.. she could sense that they were not like her, they were alive...
     
UPDATE!!: I am now a Sister^.^

THE SISTERHOOD

PURPOSE:  The purpose of The Sisterhood is to gather women into a sorority of  "Sisters" for the sole purpose of having fun with role playing with other players and creating mischief where ever we may be...such as smooching willing men.

The following Sisterhood rules are not to be taken seriously.

1. You must ask to smooch the men of MD, if you wish to participate in this duty.

2. Share your weapons and other nasty toys with your Sisters when asked.

3. You must forgo all notions that you are to act like Ladies, unless in the presence of Kings or Queen Kets.

4. Always stand behind your Sisters in times of need.

5. You must accept that slurping is a Mur given right to all Sisters.

6. Understand The Snicker Game and be prepared to play it at a moments notice.

7. Pay attention to the Mood Panel for collective instruction.

8. Keep an eye out for prospective Sisters.

9. Don't be shy on ideas for The Sisterhood to accomplish.

10. Always show your respect to the Kings and Queens of each land.

11. Be available to witness the swearing in of new Champions of the Rose and give them a smooch to "seal the deal" when asked.

Active Members:

1. Mistress Windy

2. Sister SageWoman

3. Sister Mainnelle D Ashke

4. Sister Mya Celestia

5. Sister sasha lilias

6. Sister Mysteria Blue

7. Sister Nylah Raynen

8. Sister Curiose

9. Sister Keida

10. Sister Gort Hedera

11. Sister Kiley Ann

12. Sister euraana Fitdo

13. Sister Vika Noir

14. Sister Lintara

15. Sister Raine Castaway

16. Sister Alexandria Maplewood.

The Sisterhood Oath

I, (state your name), do hereby swear to do my Sisterly duty, which is to have fun, help others, and do whatever task my Mistress of The Sisterhood asks of me.  So help me MUR!





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Personal hate list

The Clan:

  

This “Clan” is a family gathered under the wing of the Demoness. She considers them all as family and will protect them as if they were. She is very picky about who is allowed to join her clan and may put each member through a series of tests. However, there will be ranking, she asks for respect as the leader from each member. Ones of her kind that she specifically turned, rank above the ones who are not of her kind, BUT this can change if one earns their rank, and gets higher up

 


 

 

Clan Leader:  Keida

 

 First Member:  Alexandria Maplewood



Clan Contract:

 

 

Upon entering the clan there is certain rules that must be followed, when this contract is broken, you void your agreement, punishments will be decided by the clan as a whole, by joining this clan you agree to follow the rules given and if broken, then you agree to take the given punishment decided. If you do not accept whatever punishment you are given, then that will be equal to accepting the death penalty, and so the you will forever be an enemy to the clan.

 

 

 

v     You are not allowed to turn another person without first coming to the clan leader. 

v     Betrayal of another member with result in a penalty

¨      Appear to clan meetings.

¨      Have the proper respect for superiors

¨      Follow the orders of your higher ranks

¨      If you do not agree with an order given, request an audience with your leader. However, if you do resist the order given at that time, you will have to accept the punishment of your superior as long as the leader deems it within reason.

¨      If you are given a punishment you do not agree with, seek a trial and it will be seen, until then, the order will be set on hold.

¨      All members will undergo training to make sure they are suitable for the position received.


In order to leave the clan, the counsel must be spoken with, if there is not yet a counsel you must speak with the leader and see if permission to leave is granted. This is a clan for life, not just something to do for now.

 

 

In order to make sure that these simple rules are followed, this contract MUST be signed in blood.

 

 

 

Signature: Alexandria Maplewood

 

 



Creatures 16

  • Elemental IElemental Ilevel 2
  • Barren SoulBarren Soullevel 1 · 4 held
  • Dark ArcherDark Archerlevel 3 · 2 held
  • Lorerootian ArcherLorerootian Archerlevel 2
  • Water Guardian IWater Guardian Ilevel 3 · 2 held
  • Aramor WarriorAramor Warriorlevel 2 · 2 held
  • Water Being IIWater Being IIlevel 2
  • Grasan IGrasan Ilevel 1
  • AramorAramorlevel 1 · 2 held

The most experienced kinds, of 16 creatures in all.

Adepts 5

5 players joined the realm as Alexandria Maplewood’s adepts.

From the Adventure Log

Page 263 · The Shade Ballance - Rav., Wod.

Raven walks to the Road of Battles and sits on the ground near Master Wodin while waiting to hear word of the Necros' decision. "You know," says the Illusionist, "If this goes through, you'll be able to start helping that dojo like you want to." The mighty warrior lays back in the grass, "Aye...wouldn't that be wonderful?"

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