MagicDuel

MRnegative6

  • 5Mind Power 5of 7 levels
  • Golemus Golemicarumno alliance
  • Honor 4,955of 5,000

279 days in the realm since 10 July 2008 · started in The Original Story Mode

Record

  • Fights288 won · 933 lost
  • Active4% of days · 279 of 6,655
  • Adept ofChewett
  • Player ID65427
Play with MRnegative6 as your mentor

Join the realm from this page and you start as MRnegative6’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 MRnegative6.

Character

Combat stats tap a row for its sources

  • 307.75 initial = 307.75

    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.

  • 242.34 initial = 242.34

    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.

  • 67.85 initial = 67.85

    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.

  • 102.88 initial + 20 territory = 122.88

    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.

  • 118.46 initial = 118.46

    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.

  • 35.41 initial + 20 territory = 55.41

    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.

  • 70.85 initial + 40 territory = 110.85

    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.

  • 35.79 initial = 35.79

    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.

  • 60.93 initial + 50 territory = 110.93

    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 47.61 · Darkness Principle 37.16 · Principle of Syntropy 570.17 · Principle of Entropy 29

Realm

Golemus Golemicarum

No alliance

Armoury

No set pieces worn.

Writings

The Guardian of the Nine Comments on self

 

The Guardian of the Nine

I carry a great burden, and speak with care. I see many enemies and too few allies.

Origins

I come from a race, long forgotten and destroyed. I do not know how and why ive come to these lands, but i feel that the answer is within reach if only i knew where to look.

What i do know is that i must protect the Nine.

Chapter 1

When i apeared within these relms by The Gates of Age I had nothing on me other than my cape,  robes, and my wings which i tend to hide within my cape. Although after a quick search of the area i discovered a sword. I do not know where it came from. I did know it held some powers as it glowed under my touch and it had letters carved into its hilt (DK - GGG).

- Days and months passed and i heard of a contest. A head hunting contest, which i am still not sure where the tradition originated from but i saw it as a great oportunity to test my sword out.

-Surprisingly i smashed through the contest and won a golden medal that looked like a dragon of some sort. I also won a passage to join an alliance "The MR's Fraternity". The the MRs i was able to explore the lands of my ancestors Golemus  Golemicarum. I found out much about the landscape and geographical history of the place.

-Three places within Golemus Golemicarum interested me greatly, these were places where i felt a bond.

  • The Pillars
  • The Alter deep within the island
  • The Wizards study

- The pillars

 I was studying this odd collection of pillars which seemed to sing to me as i helf my hand up to them. After several attempts to figure out its purpose i was able to hear more than beautifull sounds but voices. The voices told me of the purpose of the pillars, and much more. It seemed to me that i did not yet hold enough powers to wield the powers of the pillars for my own use.

- The Alter deep within the island

I saw at once this place of power as i stood by The Alter my sword i have named DK after the carvings flashed white before a red light struck out from within the Alter into the sword. I felt great powers flow into me through DK from the Alter. I am still confused of what knowledge and power i had gained from the Alter but i felt more...free.

-The Wizards study

This is where i found a scroll  has mentioned DK, The Pillars, The Alter, and The Gates of Age. The writing on the scrolls are written in signs i am not yet familiar with. I am still working on decoding the signs, but so far i believe this scroll hides more than the naked eye can see.

Latest discoveries/progress to be edited into my scrolls:

- I found a way into Golemus Golemicarum

-I found something in the Drachorns lair i am not yet sure of. Looks like a purple scale.

-I have been succesfull in contacting the 8th and 9th of the Nine.

Personal Hate List

I dont have anyone i dont like... People that dont like me...heres a cheat: Press ALT+F4 and it does wonders to your account. (Also works durring head hunt when your chasing me!) Then go: 

 Thank you for cooperating:)

Although i do have things i dont like...this i picked up on the road while i tried to dig up some information on my research...like this is annoying! 

Stop moving you stupid thing!! I have found a solution, i can stop one at a time, but once i look away, it starts moving again! It mocks me!

You dont like me..?

Best quote ive heard so far:

"When I'm done with you it will make the battle of Normandy look like game of fucking paintball"

"When a man stares at a rock, he either has a lot on his mind or nothing"

Creatures 33

  • KyraKyraWater Daimon III, level 7
  • GISHGISHElemental V, level 6
  • Master of PuppetsMaster of Puppetslevel 3 · 2 held
  • Imperial Aramor WarriorImperial Aramor Warriorlevel 2
  • Master Hawk IMaster Hawk IMaster Lorerootian Archer, level 4
  • Lord PelicanLord PelicanBloodPact Dark Archer III, level 5
  • PumbaPumbaGrasan Huvourer, level 3
  • Majestic WinderwildMajestic Winderwildlevel 6 · 5 held
  • WikaWikaWater Daimon II, level 6
  • TimbaTimbaGrasan II, level 2
  • Elemental IVElemental IVlevel 5 · 2 held
  • Dark Archer IIDark Archer IIlevel 4

The most experienced kinds, of 33 creatures in all.

Adepts 43

43 players joined the realm as MRnegative6’s adepts.

From the Adventure Log

Page 404 · The Inner Sun - Bo., Nel.

Nelya nudges Bootes, rousing him from his slumber. “I have found something you should see, Bootes.” He barely opens an eye to peer at her. She smiles and whispers, “I think I have found the last piece of this puzzle.” Bootes grunts indistinctly, and Nelya rolls her eyes. She bends over and says in his ear, “A sigil.”

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