MagicDuel
Junior
Generation 1

Junior

Quest Rangers
3 titles held

“Administrative team assigned with planning and preparing quest related construction blocks. Performs research tasks for quest creators.”

  • 5Mind Power 5of 7 levels
  • Knights of the BellMarind Bell
  • Honor 3,509of 5,000

2,948 days in the realm since 27 May 2008 · started in The Original Story Mode

Record

  • Fights5,656 won · 6,038 lost
  • Active44% of days · 2,948 of 6,699
  • Adept ofRophs
  • Player ID43448
Play with Junior as your mentor

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

Character

Combat stats tap a row for its sources

  • 1,753.93 initial + 10 territory + 5 alliance = 1,768.93

    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.

  • 1,229.21 initial + 5 alliance = 1,234.21

    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.

  • 356.62 initial + 15 territory = 371.62

    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.

  • 375.47 initial + 30 territory = 405.47

    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.

  • 602.49 initial + 4 alliance = 606.49

    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.

  • 193.73 initial + 45 territory = 238.73

    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.

  • 630.92 initial = 630.92

    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.

  • 496.79 initial = 496.79

    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.

  • 899.07 initial = 899.07

    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

  • 407.82 initial = 407.82

    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.

  • 26 initial = 26.00

    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 4.4Herbalism 9.3Woodcutting 7.4Waterhandling 10.6Finesse 10.5Excavation 10.3Gardening 8.8Filtering 14.6Taming 0.3100
  • Filtering14.6
  • Waterhandling10.6
  • Finesse10.5
  • Excavation10.3
  • Herbalism9.3
  • Gardening8.8
  • Woodcutting7.4
  • Mining4.4
  • Taming0.3

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

Principles

Darkness Principle 1,000 · Principle of Entropy 4,000 · Principle of Light 1,368 · Principle of Syntropy 1,258.82 · Element Principle 914.69

Realm

Knights of the Bell

Marind Bell

Housing oneness 2%

Armoury

No set pieces worn.

Writings

Comments on self

1.#19 Granted as a wish January 1st 2015
2.#22 Horseman
3.#23
4.#26 Ann. 3547 - [2015-05-28 16:44:21 - Stage 13] - Permalink
5.#53
6.#54

Military ways and beliefs

Play MD The Way its Suppose to be Played, KILL OR BE KILLED

 

 

We live in deeds, not years; in thoughts, not breaths; 
In feelings, not in figures on a dial. 
We should count time by heart-throbs. He most lives 
Who thinks most, feels the noblest, acts the best. 
And he whose heart beats quickest lives the longest: 
Lives in one hour more than in years do some 
Whose fat blood sleeps as it slips along their veins. 
Life's but a means unto an end; that end, 
Beginning, mean, and end to all things—God. 
The dead have all the glory of the world.

Creatures 70

  • GodzillaGodzillaMadhorn, level 5
  • Rustgold GodzillaRustgold GodzillaRustgold Madhorn, level 5
  • Reindrach GodzillaReindrach GodzillaTamed Reindrach, level 5
  • SnowballSnowballlevel 1 · 11 held
  • Elemental VElemental Vlevel 6
  • SatarelSatarelAngien Sentinel IV, level 7
  • ArchangelArchangelTainted Angien IV, level 7
  • Sarasith LordSarasith Lordlevel 6
  • Aramor Assassin - 7th Anniversary EditionAramor Assassin - 7th Anniversary Editionlevel 3 · 2 held
  • Dark IVDark IVlevel 4
  • DoppelgangerDoppelgangerlevel 4
  • Wind GodzillaWind GodzillaWind Dragon III, level 6

The most experienced kinds, of 70 creatures in all.

Adepts 45

45 players joined the realm as Junior’s adepts.

From the Adventure Log

Page 396 · The Inner Sun - Bo.

Bootes steps off the bridge leading to the island of Golemus and breathes the salty air. The unusual sound of the surf breaking on the nearby beach draws his attention. Walking on the sparkling sands of the beach, he takes a moment to smile. Then, with a deep breath, the Celestial Observer turns and walks back the way he came.

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