MagicDuel

MRInquisitor

“Formerly known as tinylips before joining the MR ranks”

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 969of 5,000

246 days in the realm since 18 November 2008 · started in The Original Story Mode

Record

  • Fights383 won · 327 lost
  • Active4% of days · 246 of 6,523
  • Adept ofMRD
  • Player ID109857
Play with MRInquisitor as your mentor

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Medals 1

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 MRInquisitor.

Character

Combat stats tap a row for its sources

  • 138.46 initial = 138.46

    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.

  • 105.26 initial = 105.26

    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.

  • 29.01 initial = 29.01

    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.

  • 16.64 initial = 16.64

    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.

  • 32.69 initial = 32.69

    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.

  • 14.85 initial = 14.85

    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.

  • 25.05 initial = 25.05

    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.

  • 20.54 initial = 20.54

    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.

  • 33.36 initial = 33.36

    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

  • 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

Principle of Syntropy 26.43 · Darkness Principle 44.13 · Time Principle 45.47 · Principle of Balance 22.05

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Curious about me eh? Comments on self

Well there is not much to tell. I am basically  the same as you, although I spend most of my time at the Golden Gazebo Training Ground. If you need wins for that upgrade without fear of damage and want to do it in a mandated no damage area. Just PM me or any of the characters with MR at the front of their name. We will steer you in the right direction.

Golden Globe Gazebo training rules

READ ALL OF THIS THOROUGHLY

-All players are protected by these rules regardless of mp level or if they are idle or active

-Defense must be a single fully healed creature with at least 301ve.If you plan to go idle set 3 defenses total please.

example:heretic archer set to weaken.

-Attacking rituals must deal no damage or lifesteal to single creatures or all creatures, or *heal/regen your own creatures.

example:4 heretic archers set to weaken 2 grassan lvl 1 (they target multiple creatures and cannot damage single creatures)

-PAY ATTENTION IN CHAT

-If you enter the Golden Globe Gazebo for ANY PURPOSE, please set a single creature NON damage ritual for defense, even if you do not wish to train

-If your defense or anyone elses defense is not set properly TYPE IT IN CHAT SO EVERYONE CAN SEE. Whether you broke it or not.

-Try to keep chat and roleplaying to a minimum or if not possible at least repeat who's defense rits are broken once its off the screen.

The purpose is to gain wins for your creatures without gaining experience.

Any questions comments or concerns about staff members send to MRWander first or if about him to MRD

Violators WILL BE Prosectuted by .MRD.

Abilities that can be used AND how to use them properly:

Abilities.                            target                 other

weaken defense------------any-------------none

heal/regen----------------any--------------- ALL CREATURES IN THE RITUAL SHOULD BE FULLY HEALED BEFORE YOU ATTACK

damage------------mutiple or dying---------none

lifesteal-------------mutiple or dying--------none

martyr/defend------------dying-------------none

Any player with the prefix MR or MS is training grounds staff.

Heads of staff in order. .MRD., MRWander, MRV, MRHoly one, MRWarrior, MRalyon, MRInquisitor.

 

Special thanks to these people for helping create the MR's Training Grounds .MRD. .Shoeps. .Akasha. MRWander MRV MRHoly One MRWarrior Without their support and countless hours of testing this could not have been possible.

 

Anyone who wishes to contribute and translate rules into another language please do so. A thanks so for to Burns and Beril for translating. 

 

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Regeln fürs Training im Golden Globe Gazebo: - Möglichst wenig Chatten (vor allem keine RP-Gespräche) außer um einem Neuling die Regeln zu erklären -Als Verteidungsritual sind NUR eine einzelne, komplett geheilte Kreatur auf einer Option, die keinen Schaden verursacht [Weaken Defence, Heal] zugelassen -Angriffe erfolgen OHNE SCHADEN, also nur Weaken Defence und ähnliches -Keine Heilungs-Rituale, außer auf MP5, wenn beide Kämpfer online sind und einwilligen -Chat beachten, dort gibts aktuelle Informationen über gebrochene Verteidigungen damit ihr eure Rituale nicht so leicht verliert -Falls euch ein Unfall passiert und ihr eine Verteidigung brecht, gebt das im Chat bekannt ['just killed xxx's def', 'xxx is broken', so was in der Art]

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GGG rules (Lithuanian| Lietuvu) GGG taisykles -Standartinis ginybos ritualas turetu buti 1 padaras pilnomis gyvybemis (ir kurio gyvybes taškai viršytu 301ve) kuris nedarytu jokios žalos priešininkiui -Laimima NEDARANT JOKIOS ŽALOS PRIEŠININKUI -Jokio gydimosi kovos metu nebent tu esi perejes i MP5. -Stebekite susirašinejimo langa, nes jame galite sužinoti kieno ginybos ritualas yra sunaikintas ir taip apsisaugoti savo paties padarus -Jeigu tavo ginybos ritualas bus sunaikintas, pranešk tai visiem iškarto kai tik suprasi jog taip atsitiko

 

Who I hate Personal hate list

I don't hate anyone yet

Creatures 46

  • Elemental VElemental Vlevel 6
  • BloodPact Dark Archer IIIBloodPact Dark Archer IIIlevel 5
  • Chaos ArcherChaos Archerlevel 6
  • Pimped Grasan HuvourerPimped Grasan Huvourerlevel 3 · 2 held
  • Death DealerDeath DealerElemental IV, level 5
  • Dark Archer IIIDark Archer IIIlevel 5 · 4 held
  • PuffPuffRustgold Combat Drachorn, level 4
  • JokerJokerlevel 1 · 2 held
  • Quintin DavidQuintin DavidMaster Lorerootian Archer, level 4
  • Master of PuppetsMaster of Puppetslevel 3
  • Monkey BoyMonkey BoyKnator War Master, level 5
  • Lady TwinLady TwinBloodPact Dark Archer, level 3

The most experienced kinds, of 46 creatures in all.

From the Adventure Log

Page 358 · The Inner Sun - Noo.

The substance drips off No One’s limbs in long strands which tear at his flesh. No One screams as his body oozes and is stripped to the very bone. He wheels around wildly, continuing to melt. Yet, he cannot run nor can feel or hear anything. He rolls his eyes to the sky, which has turned jet black, to avoid the sight of his naked bones. His screams echo only in his head.

This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.

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