MagicDuel

MRG

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 1,131of 5,000

648 days in the realm since 1 May 2008 · started in The Original Story Mode

Record

  • Fights815 won · 1,440 lost
  • Active10% of days · 648 of 6,727
  • Adept ofPamplemousse Ribbit
  • Player ID38304
Play with MRG as your mentor

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

Medals 3

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 MRG.

Character

Combat stats tap a row for its sources

  • 857.06 initial = 857.06

    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.

  • 683.63 initial = 683.63

    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.

  • 112.73 initial = 112.73

    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.

  • 176.58 initial = 176.58

    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.

  • 194.21 initial = 194.21

    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.

  • 62.76 initial = 62.76

    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.

  • 146.20 initial = 146.20

    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.

  • 102.79 initial = 102.79

    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.

  • 138.45 initial = 138.45

    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

  • nothing yet = 0.00

    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.

  • 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

Element Principle 500.52 · Time Principle 62 · Principle of Light 346.90 · Principle of Syntropy 62.10 · Darkness Principle 44.10

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

AS I MEANDER THROUGH THESE LANDS, I WONDER,
WHY I AM HERE?
WHAT WAS THE DRAW THAT BROUGHT ME HERE IN THE FIRST PLACE?
WHAT GUIDES MY SPIRIT THROUGH?

I PASS OVER THE BARREN WASTES ON TOWARDS LUSH FERTILE PLACES. I'M DRAWN TO A DENSE FORREST WHERE I REST. THE DAPPLED LIGHT FILTERING THROUGH THE LEAVES CREATING A SOOTHING AND CALMING FEELING WITHIN ME. SLEEP SOON OVERCAME ME.
ALL OF A SUDDEN I FEEL A DRAW ON EACH SIDE OF ME NIETHER ONE STRONGER THAN THE OTHER, ONE HAS A DARK AURA ABOUT IT THE OTHER A FEINT LUMINECENT GLOW. I SUDDENLY REALISE THAT THERE ARE 2 SPIRITS WITH ME, ONE EITHER SIDE. THEY DON'T EXERT EXCESSIVE FORCE, BUT I AM STUCK FAST!
WHERE IS IT THAT THEY WANT ME TO GO?
WHY ARE THEY HERE?
WHAT IS THE TRUE MEANING OF IT ALL?

 I TRY TO SPEAK TO THEM, BUT NOTHING UTTERS FROM WITHIN ME. HERE I AM STUCK IN A CONFLICT THAT I NEITHER UNDERSTAND OR CAN SEE REASON TO. I NEED TO BREAK FREE. FIND MY PLACE AND DIRECTION. I NEED TO ERR TO ONE SIDE OR THE OTHER AND HEAD AWAY WITH IT, BUT WHICH WAY?
ALL OF A SUDDEN IT BECAME CLEAR, THERE WAS A STABBING PAIN OF PERSECUTION FROM ONE SIDE THAT DROVE ME TO THE OTHER. MY LOUD, ENERGETIC AND YOUTHFUL SPIRIT HAD BEEN BROUGHT DOWN UPON BY THE OPRESSIVE NATURE OF ONE FACTION. IT TRIED TO STEM ME, TO QUIETEN ME AND HIDE ME AWAY. ALL OF A SUDDEN WITH NEW CLARITY I JERKED MYSELF AWAY FROM THIS SPIRIT AND TOWARDS THE OTHER.

FREED FROM THE BINDING ENERGY I MOVED QUICKLY, SHOUTING AS I WENT,

"WHY DO YOU THINK I AM A MR NOT A mr?"
THIS IS MY FORCE MY ESSENCE, MY SOUL IS HELD WITHIN MY DEMEANOUR!
I WAS THE FIRST!
I MAY NOT BE THE MOST POWERFUL OR LEADING THE COLLECTIVE, BUT MY ESSENCE IS IN ALL MR'S. IT WAS MY FORCE THAT DREW FORTH OUR LEADER, MY ENERGY THAT GAVE US THE TITLE,   MR!"

WE WERE GAINING SPEED MOVING THROUGH A MAZE AT BLINDING PACE. THEN SPACE, FREEDOM AND CALM. IT WAS AT THIS POINT THAT IT DAWNED ON ME I WAS IN MY NEW HOMELAND, THE PLACE I WAS DESTINED TO BE AND PROTECT.
I WAS IN GOLEMUS.

DAY AND NIGHT A WANDERED ABOUT THIS NEW PLACE, SEEKING OUT ALL AREAS TO FAMILIARISE MYSELF TO MY NEW SURROUNDINGS.

Personal hate list

HATE TRULY IS AN EVIL WORD.
 DO WE EMBRACE IT AND FOLLOW AN EVIL PATH OR REJECT IT AND FLOAT ALONG A CELESTIAL ONE?
 A PATH OF EVIL CAN TRULY BRING IMENSE POWER, BUT CRUELTY AND CORRUPTION GO HAND IN HAND WITH IT.
A PATH OF GOOD BRINGS MASSIVE UNDERSTANDING ALONG WITH HEALING AND SELF SACRIFICE.
WHICH HAS THE GREATER MEANING AND GIVES GREATER PURPOSE TO YOUR SOUL.
CHOOSE YOUR PATH AND MOVE FORWARD, IF YOU CAN!

.

Creatures 101

  • Elemental VElemental Vlevel 6 · 5 held
  • Elemental IIIElemental IIIlevel 4 · 4 held
  • Master of PuppetsMaster of Puppetslevel 3 · 5 held
  • Water Being IIWater Being IIlevel 2 · 2 held
  • Water Being IWater Being Ilevel 1
  • Day DreamerDay Dreamerlevel 2
  • MRG'S DoppelgangerMRG'S DoppelgangerDoppelganger, level 4
  • Savage Knator IISavage Knator IIlevel 2
  • Angien Sentinel IIIAngien Sentinel IIIlevel 6 · 7 held
  • Angien Sentinel IVAngien Sentinel IVlevel 7 · 5 held
  • Lorerootian ArcherLorerootian Archerlevel 2
  • Water Daimon IIIWater Daimon IIIlevel 7 · 2 held

The most experienced kinds, of 101 creatures in all.

Adepts 5

5 players joined the realm as MRG’s adepts.

From the Adventure Log

Page 194 · The Shade Ballance - Br.

Braiton spreads a large sheet of paper on a flat surface and begins scratching marks on it with some soft rock. "I can't believe I have to be reduced to this. You'll pay, Evil One...." His grumbling continues as he tries to work out the puzzle presented in exchange for what he needs.

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