MagicDuel

MRWarrior

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

381 days in the realm since 23 May 2008 · started in The Original Story Mode

Record

  • Fights602 won · 873 lost
  • Active6% of days · 381 of 6,703
  • Adept ofMRD
  • Player ID42568
Play with MRWarrior as your mentor

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

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 MRWarrior.

Character

Combat stats tap a row for its sources

  • 2,589.28 initial = 2,589.28

    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.

  • 1,502.04 initial = 1,502.04

    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.

  • 171.01 initial = 171.01

    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.

  • 167.50 initial = 167.50

    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.

  • 192.68 initial = 192.68

    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.

  • 88.92 initial = 88.92

    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.

  • 159.37 initial = 159.37

    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.

  • 97.72 initial = 97.72

    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.

  • 130.80 initial = 130.80

    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 Entropy 465 · Principle of Cyclicity 114.01 · Principle of Balance 520.32 · Element Principle 163.25 · Transposition Principle 257.03

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Rotting Carcass Comments on self

He rose from the twilight between life and death, death having gotten the upper hand, his flesh turned upon itself, eating and necrotizing its vital properties from his body as it sought to bring him to the underworld.




Left to die after a fierce battle, he finds himself half dead, his flesh, rotting, his soul empty. Yet he exists, able to interact with the world. In his uncertainty he stands and breathes life. He struggles to become whole again.... to be continued...

Military ways and beliefs


MR's Training Grounds

Located at the Golden Globe Gazebo in MDA Gardens


Staff
.MRD.
MRWander
MRV
MRWarrior
MRHoly One
Kamate
MRAlyon


Please do not attack without prior knowledge of how we train. For information on how to attack ask one of our Staff members. We use ONLY non damaging rituals

Example of a Defense : Single Grassan set to Weaken Defense

Example of Attack : 4 Heretic Archers set to Weaken Defense, and 2 Winderwelds


We hope that everyone enjoys what we have created and please do not ruin it for other players by breaking the rules.

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

Violators WILL BE Prosectuted by .MRD.





Special thanks to these people for helping create the MR's Training Grounds


.Shoeps.
.Akasha.
MRWander
MRV
MRHoly One
MRWarrior

Without their support and countless hours of testing this could not have been possible

Creatures 64

  • StellaStellaWater Daimon III, level 7
  • Master of PuppetsMaster of Puppetslevel 3 · 3 held
  • Rustgold MadhornRustgold Madhornlevel 5 · 2 held
  • Elemental VElemental Vlevel 6 · 2 held
  • BloodPact Chaos ArcherBloodPact Chaos Archerlevel 6 · 4 held
  • PandoraPandoraDark Soulweaver, level 2
  • Pimped Grasan HuvourerPimped Grasan Huvourerlevel 3 · 6 held
  • Majestic WinderwildMajestic Winderwildlevel 6 · 3 held
  • Skill VampireSkill Vampirelevel 3 · 3 held
  • Revolted Skill VampireRevolted Skill Vampirelevel 4 · 6 held
  • BushidoBushidoImperial Aramor Assassin, level 3
  • Unholy Priest IIUnholy Priest IIlevel 2 · 3 held

The most experienced kinds, of 64 creatures in all.

Adepts 6

6 players joined the realm as MRWarrior’s adepts.

From the Adventure Log

Page 371 · The Inner Sun - Bo.

The breeze is light and the sun is warm. Bootes travels quickly from the Archives, through Marind's Bell, and passes through the gates of the city. Others note his upbeat attitude and wave to him or call out. He merrily returns their well- wishes as he continues on. He turns a corner and his pack bounces against his back. Before long, the Gates of Ages appear.

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