MagicDuel

MegTrudov

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 793of 5,000

22 days in the realm since 29 October 2009 · started in The Original Story Mode

Record

  • Fights46 won · 42 lost
  • Active0% of days · 22 of 6,179
  • Adept ofladytwin
  • Player ID176326
Play with MegTrudov as your mentor

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

Character

Combat stats tap a row for its sources

  • 6.04 initial = 6.04

    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.

  • 3.53 initial = 3.53

    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.

  • 3.50 initial = 3.50

    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.

  • 3.39 initial = 3.39

    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.

  • 6.63 initial = 6.63

    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.

  • 1.34 initial = 1.34

    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.

  • 3.50 initial = 3.50

    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.

  • -0.76 initial = -0.76

    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.

  • 2.53 initial = 2.53

    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

Transposition Principle 21.44 · Principle of Imagination 16.22 · Darkness Principle 17.83

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

I am the Wind in your hair Comments on self

Meg Trudov, called Meg by those who know her and those few friends she has, is one of those people it can be dangerous to get close to. Run out of towns and dubbed "The Barmaid Assassin," she has an affinity for poisons in food, drink, and blade. Standing barely 5' tall and slender as a waif, she seems unassuming and sweet, showing no weapon. Never let that fool you, though.

A little deception, a little magic, and a cold heart can get a girl far, but there is something few know about her: She is loyal to the end to her friends, and perhaps, to one special person, she might even be obediant to a fault...

Menu for the Wind and Rain pub is below. Personal services and products to be discussed privately.


Possessions:

Barmaid's outfit

Sash with minor magic aura

Bag with various poisons and alchemical substances

Dagger


Wind & Rain Pub

 SECURITY - HEAD OF SECURITY - Necromancer Mort

GUARDIANS - Willem RedBeard & Gremlin

Chefs: zalabar aka Salad Bar

Spirits Available at the Pub

JUICES ARE AVAILABLE FOR OUR NONDRINKERS!

Bloody Billy 

Blue Ale

Cachaca

Purple Strawberry Liquor

Fire Shine (Moonshine) ***Caution*** Will burn your soul.  Drink carefully!

Sake - for Mourn & Susan The Silent

Beer

Ale

Guinness

German Weiss Bier

Samual Adams Winter Lager

Samual Adams October Fest

*Others upon request*

Liquor

Firebrand Whiskey

2000 year-old Whiskey - Courtesy of Old Wolf

Bourbon

Port

Brandy

Raspberry Cider Brandy

Jamaican Rum

Captain Morgan

Maotai

Hornbeam Bitter

Vodka

Wine

Mead

Champagne

Blood Wine

Mead

Apple Cider

Peach Hard Cider

Rose Red Wine

Mysti's Merlot

Warm Beverages

Taster's Choice -  {Drinker Beware! This beverage will make the drinker have the urgent need to go pee when they reach the bottom of their cup!}

Other top of the line coffees

Several types and brands of teas

Juices

Apple Juice

Orange Juice

Lemonade

Carrot Juice - For Metal Bunny if he ever visits my pub

Pomegranite Juice

Tomato Juice

THE KITCHEN:  

Chef: zalabar, aka saladbar. XD

NEW ITEM!!! COFFEECREME! A delightfully coffee flavored icecream invented by Zalabar aka Saladbar.

THE BOOTH

THE BOOTH is a special booth for the owners and friends to sit and chat/gossip.  This sitting area is always in caps because Windy loves a good joke and everytime we use it that way, an imaginary sound like the "who done it" sound, (Dun Dun dun dun!) is heard. (Everyone should look around and say, "What is that sound?")  This is also where most of THE SISTERHOOD sit.

THE BOOTH is carved from cherry wood and was carved by Farty the Dwarf who use to be Windy's bartender and protector.  It seats 10 people.  WOE TO THE PERSON SITTING IN THE MIDDLE!  It is shaped in a huge arc.

TASTER'S CHOICE "Taster's Choice" coffee is Windy's own special brew. It is made from the finest coffee beans that only the White Elves grow. The only trouble is that she fiddled around with it so it gives the "taster" the urgent {desperate} need to pee when their cup is empty. Windy's idea of a great joke. Woe to those who think they can drink it unaffected. She will give those who think they can hold their water a very large cup!

MUR'S BOOTH - Birthday gift to Mur.  Hand carved out of oak. MUR carved into the back board with decorative tree limbs and leaves encircling his name.  A special candle is the booth's only adornment.

Left-Handed Weed

Windy loves a good drink but can't get drunk unless she adds left-handed weed to her drink.  **THIS WEED WILL MAKE ANY DRINKER OF SAID CONCOCTION, DRUNKER THAN A SKUNK AFTER ONE TANKARD.**  She likes to sneak it into unsuspecting new customers drinks as a prank, unless, of course, they were smart enough to read this document first.  **ALSO CALLED "THE SPECIAL"**

Chaser Weed

The pub stocks chaser weed, which is sprinkled into one's drink to prevent hangovers.

SNICKER SNICKER

Whenever anyone says this phrase, someone must say another chocolate bar name.  It is loads of fun when everyone in the room plays this game!  This game continues until the names run out.

RULES:

1. Wait your turn.

2. Do not use Snicker.

3. No repeats.

4. Do not make up names!!!

Chronicals of an Assassin Personal hate list

Meg Trudov I am, and I was a barmaid. And an assassin. When I was hired to kill a magistrate, the choice seemed logical. After all, one thousand gold peices is not something to scoff at. A simple thing. Nightshade in his ale. He went to sleep and never woke.

When the king caught on to what had happened, he sent his guards to find me, hunt me down and imprison me for my crimes, possibly hundreds of men across the country had died near me (though of course, I know exactly how many), and I would spend the rest of my natural life in prison. So I ran.

I ran until I fell. I doesn't remember what happened, only that I awoke in the Paper Cabin with a splitting headache and little else, save my pouch of poisons, remedies, and alchemical potions.

Seeking my place, I have found friends in this forsaken world. Tara, Cassiana, and Lucious lead me to Peace, Queen of Necrovion. Now, I seeks to find my place beside such a majesty, and become a royal assassin.

Creatures 15

  • Dark ArcherDark Archerlevel 3
  • Aramor WarriorAramor Warriorlevel 2 · 2 held
  • Grasan IGrasan Ilevel 1
  • Heretic Archer IIHeretic Archer IIlevel 2
  • Elemental IElemental Ilevel 2 · 3 held
  • AramorAramorlevel 1 · 7 held

The most experienced kinds, of 15 creatures in all.

From the Adventure Log

Page 351 · The Inner Sun - Iam.

“What kind of book is this?! I want to see more!!” Try as he might, though, the seal holds fast. Annoyed, I am Bored turns to throw the book away but then stops, a thought occurring to him. “When I was sitting in the dark, a seal opened…” He looks at the page with the Rustgold Dragon on it and sees that the wax has all but disappeared. “I wonder…”

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