MagicDuel
Chewett
Generation 1

Chewett

King of Marind Bell and Grand Duke of the East
also Menkyo Kaiden · 4 titles held

“Ruler over Lands of the East and Marind Bell and the first person to gain rulership over two lands. The Daemon has left executive power over the Tribunal to this player.”

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

6,806 days in the realm since 13 September 2007 · started in The Original Story Mode

Record

  • Fights23,489 won · 24,361 lost
  • Active98% of days · 6,806 of 6,955
  • 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.

Character

Combat stats tap a row for its sources

  • 221,292.64 initial + 60 territory + 2 alliance = 221,354.64

    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.

  • 67,484.32 initial + 25 territory + 2 alliance = 67,511.32

    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.

  • 9,096.81 initial = 9,096.81

    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.

  • 1,749.12 initial = 1,749.12

    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.

  • 2,622.30 initial + 20 alliance = 2,642.30

    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.

  • 927.89 initial + 20 territory = 947.89

    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.

  • 2,360.84 initial = 2,360.84

    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.

  • 2,117.96 initial + 50 territory = 2,167.96

    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.

  • 3,675.47 initial = 3,675.47

    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

  • 759.63 initial = 759.63

    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.

  • 207 initial = 207.00

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 90.1Herbalism 90.0Woodcutting 90.1Waterhandling 89.9Finesse 93.0Excavation 90.0Gardening 90.6Filtering 89.9Experimentalism 89.4Taming 90.2Dowsing 89.9Logging 51.0100
  • Finesse93.0
  • Gardening90.6
  • Taming90.2
  • Mining90.1
  • Woodcutting90.1
  • Herbalism90.0
  • Excavation90.0
  • Dowsing89.9
  • Waterhandling89.9
  • Filtering89.9
  • Experimentalism89.4
  • Logging51.0

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 10%

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.

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 687

  • 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 · 8 held
  • MadhornMadhornlevel 5 · 4 held
  • Rustgold MadhornRustgold Madhornlevel 5 · 5 held
  • DoppelgangerDoppelgangerlevel 4 · 7 held
  • Elemental VElemental Vlevel 6 · 12 held
  • Majestic WinderwildMajestic Winderwildlevel 6 · 15 held
  • Unholy PopeUnholy Popelevel 3 · 3 held
  • Greg The SnowmanGreg The Snowmanlevel 3 · 2 held
  • MarksmanMarksmanlevel 1 · 16 held

The most experienced kinds, of 687 creatures in all.

Adepts 72

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

From the Adventure Log

Page 552 · One Man, Many voices

While waiting for the time to come, the event was popularized. Many were told but none volunteered to make the journey with Pipstickz. When the day came he ventured in alone, the guard Lashtal his constant companion. During his time in the forsaken land creatures were released, sacrificed to the dark ones, forming fenths in the land. They stirred.

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