MagicDuel

Brulant

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

476 days in the realm since 30 November 2010 · started in The Original Story Mode

Record

  • Fights823 won · 1,393 lost
  • Active8% of days · 476 of 5,782
  • Adept ofPeace
  • Player ID207201
Play with Brulant as your mentor

Join the realm from this page and you start as Brulant’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 Brulant.

Character

Combat stats tap a row for its sources

  • 568.50 initial + 60 territory + 2 alliance = 630.50

    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.

  • 263.07 initial + 25 territory + 2 alliance = 290.07

    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.

  • 124.43 initial = 124.43

    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.

  • 67.90 initial = 67.90

    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.

  • 137.17 initial + 20 alliance = 157.17

    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.

  • 56.17 initial + 20 territory = 76.17

    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.

  • 91.45 initial = 91.45

    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.

  • 49.03 initial + 50 territory = 99.03

    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.

  • 126.36 initial = 126.36

    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

  • 3.52 initial = 3.52

    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.

  • 1 initial = 1.00

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingHerbalism 0.1Filtering 1.0Experimentalism 0.6Dowsing 8.8100
  • Dowsing8.8
  • Filtering1.0
  • Experimentalism0.6
  • Herbalism0.1

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 287.58 · Principle of Entropy 4,000 · Transposition Principle 3,191.88 · Time Principle 4,000 · Darkness Principle 4,000

Realm

Soldiers of the Inner Sun

Lands Of The East

Housing oneness 10%

Armoury

No set pieces worn.

Writings

Game Page Personal hate list

Hello! And welcome to my "Hate" page. I say it "Hate" with quotes, because nothing to do with hate will be found in these pages! In fact, let's call it a "Game Page". Check over to the left for some small challenges or things to do when you're bored, or to find the instructions on how to play my favorite game: The Oldest Game! If you feel that you get the hang of the Game, then please challenge me! I'd love to go a round or two with you. 
 Best Wishes!
~ Brulant ~










The Oldest Game

The name is deceiving, for this is more than just a game. When all the worlds, and all the planes were but formless mist, this is how Powers claimed their superiority. How can that without a shape, without a form, test their strength against one another. The obvious answer is with influence, how we mere mortals are affected by their presence and their promises. How then, before men and monsters, was dominance established? That is how The Oldest Game arose.

It is a contest of ideas, of dreams, of natures, and of innate power. Blows are never laid, fingers are never curled into fists and steel is never shown. Instead, in that ephemeral twilight realm, ideas are given form, and combatants are always shifting. It is a difficult thing to explain, if you wish to learn, I will show you. Worry not, you risk nothing but your pride....at least the first time. Do not forget though, this is the way the first wars were waged, and idle sparring is saved for those dearly trusted.

As all things, this game is not without it's rules. One must be challenged, or issue a challenge; the challenge must then be accepted. It is by the giving and acceptance of the challenge that the conflict is given weight, given life. The Challenger strikes first, the Challenged however chooses where the combat will take place. Strength is not measured from sword-arms and speed, instead from innate oneness and wisdom of the world. Strikes are not born of steel and magery, rather from ones nature. If you find it cryptic, I apologize, but there are few ways to actually give simple words to describe The Oldest game; to do so risks oversimplification.

The attacks are given life by a particular diction. " I am the Stag, Elusive and Silent". In response " I am the Hunter, Trap-setting, Stag-Hunting". This is the simplest of forms, a training form really in which one who is not familiar may be made familiar. The forms must begin with what is literal, The stag and the hunter. As combat rages, more abstract concepts may be used. The speed at which the abstract may take form is directly related to the power of the Combatant. To attempt a form beyond your ken, beyond your strength, is frightfully dangerous at best.

On the topic of combat forms.Strength of one's form is directly proportional to how in tune that form is with the Combatant. This is a difficult thing to explain. If a man is Brash, impulsive, and passionate, then his forms should suit. Constraining forms, binding forms, are lacking a oneness with him, and as such are weak and easily broken.

Victory is simple. One must yield. One may yield actively, declaring his own defeat. One may also yield by the inability to present a form that effectively counters their opponent's form, or by the inability to present a form in a timely manner

Awiiya's Rhyming Version for Groups of Three or More

Depending on the number of people, answers must be given in the form of rhyming couplets or rhyming triplets. If you have an odd number of people, then use couplets. If you have an even number of people, then use triplets. This is done so that the same people are not always rhyming with one another and everyone gets the chance to start a rhyme.
Cryptograms

If you're looking for some small, and potentially difficult, puzzles you've come to the right place. Cryptograms are streams of encoded letters where one letter directly replaces another. For instance, if I wanted to encode the word, "Dog" I could write "Agn" where A=D, G=O, and N=G. Get the idea? Anyways, if you manage to solve all of them, and are still fairly young, there might be a very small reward in the end for you. After each puzzle I'll place some letters that will give you a good starting point! Good luck, and have fun!


Number 1: MWZFYTQGZH (W=R, Z=I, F=E)

Number 2:HPIASHZC (H=H, P=A, S=S)

Number 3:ALNUUWYIDYI (L=H, I=G, D=I)

Number 4:CVT'E MZIQ SN! (S=U, I=V, V=O)

Number 5: NCWULT TYBVB... (N=A, B=E, W=M)

Number 6: PKWERJGKWA (K=O, R= A, W=U, A=S)

Number 7:VWC'GD ZWYD! (V=Y)
Worrisome Wordplay

Tell me what the next two letters in this series are, and why. T, M, W, T, N, T, L, I, T, S, A, _,_

The number 8,549,176,320 is unique for one reason, can you tell me what it is?

There's only one mammal that can fly that can't fly. What is it?

A criminal is sentenced with the death penalty, but he gets to choose which room he will die in. In the first room there are gunman with loaded guns, in the second room there are lions that haven't eaten for three years, and in the last room is a raging fire. Which room does he choose and why?

Another criminal is also sentenced to death. The executioner decides that he will execute him differently depending on his last words. If he last words are true, the executioner will hang him. If they are false, the executioner will drown him, if he says an opinion, he will be shot through the head, and if he says nothing at all he will be beheaded. What can the man say to not be executed?

A poor man has an abundance of this, a rich man has a severe lack of this, and if either man eats too much of it, they will die. What is it?
Hello! And welcome to my "Hate" page. I say it "Hate" with quotes, because nothing to do with hate will be found in these pages! In fact, let's call it a "Game Page". Check over to the left for some small challenges or things to do when you're bored, or to find the instructions on how to play my favorite game: The Oldest Game! If you feel that you get the hang of the Game, then please challenge me! I'd love to go a round or two with you. 
 Cheers!
~ Brulant ~









(P.S. I'm going to keep adding stuff, so make sure you check back)
Math Moreover

I was digging around in an old closet that I discovered up in the MDA lands when I accidentally knocked over a jar sitting on the top shelf! Imagine my surprise when the jar burst open upon contact with the floor and red, blue, and green marbles rolled everywhere! Upon a quick cursory look I ascertained that there were 65 marbles total. The red ones seemed to be twice as plentiful as the blue, but the blue marbles seemed to be four times as plentiful as the green! However, before I could pick up all the marbles and hide all the evidence of my crime, AmberRune opened the door and scattered the marbles everywhere! In order to make sure that I found all of the correct marbles, how many each of red, blue, and green marbles do I need to find?

Using only the basic mathematical operations (addition, subtraction, multiplication, and division) it is possible to get an answer of 98 in a problem containing only 7 sevens. Each seven can only be used once and you must use every seven.
7 7 7 7 7 7 7

Pebble Puzzler

I've arranged four perfectly round pebbles, which also happen to be the same size, into two rows, like this. Each pebble is currently touching two others. (They aren't a square, think of a rhombus lying on it's side)
O O_
_O O
Your task is to make a straight line out of them by only sliding one pebble at a time. Sounds easy right?
Well, here's the catch. You have to do so in a way where each pebble you move touches at least two other pebbles after you're done moving it and you may not move another pebble by pushing it with the pebble you are moving. It's accomplishable in four moves. Good luck!

(P.S. If/when you send me the answer, please try and include pictures, even if they're just typed hyphens and zeros!)
A Cookie Conundrum

Brulant, AmberRune, Blade Faryn, Adiomino, and Sasha Lillias baked a batch of 36 cookies, two-thirds of which were chocolate chip. The rest were plain. They each ate at least one right away. The cookies were so delicious, only one-and-a-half dozen are left, of which half are plain.

1. Brulant is allergic to chocolate.
2. Blade Faryn ate twice as many chocolate chip cookies as plain cookies.
3. Sasha Lillias and Adiomino each ate as many cookies as Blade Faryn and Brulant combined.
4. Sasha Lillias ate more chocolate chip cookies than Adiomino.

If the 18 cookies that were eaten were eaten by the bakers themselves, how many cookies of each kind did each person eat? ?

Hints

1. Determine the distribution of the types of cookies that were eaten. Then solve from there.
2. Simple math equations such as Brulant + Blade = Adiomino help a lot.
Pebble Puzzler 2

From the same pebbles that I used in the first puzzle I constructed a pyramid like so,

---o
--oo
-ooo
oooo

Now, your task is to turn the pyramid upside down with the same restrictions as in the first puzzle: Only slide one pebble at a time, don't move any other pebble with the pebble you're moving, and when you release your pebble it has to be touching two other pebbles.

Anyone can accomplish this puzzle in four moves. So I want you to do it in three.
Languishing Logic

Upon this page I will place a logic problem(s) that I myself find particularly puzzling. It will change weekly, or when many people solve it. Good luck!

Suppose that Brulant, AmberRune, Handy Pockets, and Awiiya are all wearing hats. Two of them are wearing black hats, and two of them are wearing red hats. Brulant is hiding behind Awiiya in such a way that none of the other three can see what hat he is wearing, but he cannot see any of the others. The other three are standing in a straight line, only able to see the people directly in front of them. Once they know their hat color, they must announce it. Other than that, no speaking is allowed. Which person will always be able to discover exactly which color hat they're wearing, and why?

The order goes: AmberRune <- Handy Pockets <- Awiiya :: Brulant
The arrows denote which way they can see.

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I have received two strings whose only known property is that when you light one end of either string it takes exactly one hour to burn. The rate at which the strings will burn is completely random and every single string is different.

How could I measure 45 minutes?

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One bright and sunny day, I was sitting outside the Paper Cabin waiting for AmberRune to appear. I got bored while I was waiting and started to mess around with 4 sticks that were lying around on the ground. AmberRune finally decided to show up, but when she saw me with the sticks she grinned and gave me 5 more.
"What're these for?" I asked her.
"Why, with those 9 nine sticks you can get TEN!" She replied.

What did she mean?
The MoM Cypher

MoM challenged me to give him something he couldn't decode. This took me somewhat less than 5 minutes to create, but it should easily take 10 times that length to solve.

Here it is, the MoM Cypher:

JXYYN BHPPG JNYAL FDYIT GUXF?

Deathwhisper Exit -- Current Puzzle Military ways and beliefs

EDIT 1/28/2014: These will remain up in their last altered form as a historical record for as long as I can do so.

SOLVE ALL THREE OF THESE PUZZLES TO EARN YOUR FREEDOM.

Addendum: Because the challenge is over and we need to work on clearing DeathWhisper any wrong answer to any of the puzzles will result in your teleportation out of the DoM.

The Puzzles: 

There has recently been a major crime spree in the land of MagicDuel.

Mur meets with 7 new prisoners when they arrive. He tells them, "You may meet today and create a plan. After today, you will be in isolated cells and will have no further communication with one another."

"In the prison there is a special room, which contains two light switches labeled A and B, each of which can be in either up or the down position. I will not tell you their present positions. The switches are also not connected to anything."

"After today, from time to time whenever I'm bored, I will choose one prisoner at random and teleport him to the switch room. This prisoner will select one of the two switches and reverse its position. He must flip one switch when he visits the switch room, and may only flip one of the switches. Then he'll be led back to his cell."

"No one else will be touch the switches until I lead the next prisoner into the switch room. I'm going to choose prisoners at random. I may choose the same guy three times in a row, or I may jump around and come back. I will not touch the switches, if I wanted you dead you would already be dead. I'm giving you a chance at redemption."

"Given enough time, everyone will eventually visit the switch room the same number of times as everyone else. At any time, anyone may declare to me, 'We have all visited the switch room.'"

"If it is true, then you will all be set free. If it is false, and somebody has not yet visited the switch room, you will all die horribly and your accounts will be locked. You will be carefully monitored by a secret team of Elucubrations, and any attempt to break any of these rules will result in instant death to all of you"

What is the strategy they come up with so that they can be free?

-- Solved by Awiiya and tankfans --

 Five friends fortuitously found 100 fine feathers and have to divide up their prize. The friends are all extremely intelligent, treacherous and selfish (especially the eldest).

The eldest, being the eldest, always proposes the distribution of the feathers. Everyone votes on the proposal, and if half the group or more agree, the feathers will be divided as proposed, as no one would be willing to take on the eldest without a majority of backers on their side.

If the eldest fails to obtain support of at least half his friends (which includes himself), he faces a rebellion, and all of his friends will turn against him and make him leave. The friends would then start over again with the next eldest making the proposals.

What is the maximum number of feathers the eldest can keep without risking his life?

-- Solved by Duxie --

 

DUXIE vs. ESMARALDA

 

Standing before you are three apparitions of men dressed in strange armor. The wind tousles your hair and you begin to pick words out of the breeze.

"Greetings, our names are Paul, Deleon, and Samson... Samson is the man you seek. Before you meet with him, we must test you one last time. You must discern our identities by asking us 'yes' or 'no' questions.

Listen carefully to these rules, for we shall not repeat them. Samson will always tell the truth. Paul will always lie. And Deleon will answer randomly, with no pattern. You may only ask three questions. We understand your language and speak it to you now out of politeness, but when you ask us questions, we will respond in our own. We will tell you that our words for 'yes' and 'no' are 'kin' and 'ken' but we will not tell you which is which.

Are you ready?"

You swallow and respond confidently, "Yes, I am."

"Then, ask."

You collect your thoughts and then ask the second figure: "If I asked you 'Is the first figure Deleon?', would you say kin?"
"Kin."

You turn to the third figure and ask: "If I asked you 'Are you Samson?' would you say kin?"
"Ken."

You ask the third figure again: "If I asked you 'Is the second figure Deleon' would you say kin?"
"Kin."

You look at the figures and say, "I know which of you Samson is."

Which figure is Samson?


Creatures 1

  • Halloween EluHalloween EluElucubratie, level 1

Adepts 1

1 player joined the realm as Brulant’s adepts.

From the Adventure Log

Page 581 · The Hunt for Red Presents

The elves, tiny men, and various small creatures named similarly are little known among the folk of MagicDuel, however one thing that should be known is that they are fiercely loyal. They are especially fond of those who they work with, work being a key part of their lives. One such person was the Pickle Meister, and the elves, upon hearing of their sad departure from the world began their usual mourning routine, drinking morning til night in their memory... As you might imagine, this was not entirely useful for those attempting to determine where the presents went.

After slowly returning to the land of sobriety the archive Elf came back to find their small office missing with newly formed sierras of white and brown. Upon careful inspection this turned out to be a papery concoction of missives sent from Loreroot. After deciding that resolving the situation with Drachorn fire may cause too much ancillary damage, the elf decided to read one. In the letter chosen for its closeness to the bottom of the pile, and within easy reach, the Queen of Loreroot requested an audience and expressed concern at the lack of replies to previous messages. This would have to be solved thought the elf, and a big’un would be needed to move the rest of these letters.

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