MagicDuel

Merewen

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

85 days in the realm since 12 March 2008 · started in The Original Story Mode

Record

  • Fights236 won · 291 lost
  • Active1% of days · 85 of 6,778
  • Adept ofPamplemousse Ribbit
  • Player ID30547
Play with Merewen as your mentor

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

Character

Combat stats tap a row for its sources

  • 42.01 initial = 42.01

    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.

  • 26.40 initial = 26.40

    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.

  • 12.66 initial = 12.66

    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.

  • 7.71 initial = 7.71

    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.

  • 20.59 initial = 20.59

    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.

  • 7.69 initial = 7.69

    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.

  • 17.62 initial = 17.62

    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.

  • 23.67 initial = 23.67

    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.

  • 21.19 initial = 21.19

    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

Time Principle 26.70 · Transposition Principle 110.04 · Principle of Balance 51.76 · Principle of Syntropy 36.75

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Look inside but don't touch Comments on self

is div h
    
as min-height and min-width a         

         The way we strive forward is our path to knowing our outcome

 

                    

                             med ial          

 

 She's a slim build of a woman but don't let this mislead into thinking she hasn't much brawn. She walks round taking note and weighing up situations. Some may say she's too much of a thinker and less of a doer....

that is of course a matter of opinion.

She cares not for idle chit chat nor tarnishing peoples names.....

You will often see her staring into peoples eyes.....not sure if this is her way of looking into their soul or just plain curiosity.

The tattered parchment that she so lovingly carried around with her is like no other parchment. It absorbs all her jottings, sketches, maps, anything that has caught her interest not just for the present, but of things to come.

Each entry has a meaning, a reason for being there and when time is right the layers of the transcript will unfold for her......

the other is pample..her teacher and her trusted sister.

                   

                    o

This tattered piece of parchm

THE SISTERHOOD

The following are not to be taken seriously.  We are not an alliance nor do we seek to become one...unless asked by HIM.

1. Ye must be able to wear a dress without tripping.

 2. Thy hair must touch thy waist or lower. (Does that make sense, Lucius?)

 3. Ye must be able to sword fight with one hand and hold your dress up with the other.

4. Ye must be able to tell when a man is lying.

5. Ye must be able to smell a bargain a mile away.

6. Ye must conduct yourself in a courtly manner...when needed.

7. Ye must be able to fight 10 times in a row...and still smell like a rose.

8. Ye must be able to fight and not smudge thy lipstick.

 9. Ye must be a hellion behind closed doors and a conduct thyself as a Lady in public.

 10. Must be able to drink thy tea...without slurping. (Whenever we are together, someone slurp (loudly) so the others can follow suit. XD)

MEMBERS:

1. Sister Calyx of Isis

2. Sister Lady Isolda

3. Sister Ailith

4. Sister LunarGoddess

5. Sister Amoran

6. Sister SageWoman

7. Sister Peace

8. Sister Nelya Setesh

9. Sister Kittiness

10. Sister Kalaminira Kol

11. Sister Siala Lone Wolf

12. Sister Dark Mystic

13. Sister Falen Angel

14. Sister Aia, Priestess of Mana

15. Sister Keida

16. Sister StrongWilled Legna

17. Sister Lunar Priestess

18. Sister Mainnelle D Ashke

19. Sister Arianna de Montreve

20. Sister Esmerelda

21. Sister SunPriestess

22. Sister Lady Renata

23. Sister Merewen

24. Sister LilMsPiggy

25. Sister Rubyribeena

26. Sister Lady Amethyst 

27. Sister Jazira

28. Sister Dark Trial

29. Sister Kriskah Arcanu

30. Sister Mya Celestia

31. Sister Adiallinda

32. Sister XinHun

33. Sister Dream Elf

34. Sister Keida

35. Sister Black Rose

36. Sister Makichama

37. Sister Phantom Orchid

38. Sister Grid Althea

39. Sister Lady Tygara

40. Sister Handy Pockets

41. Sister sasha lilias

42. Sister Sharazhad

43. Sister Lady Esmeralda

44. Sister Icedragon

 GUARDIANS: GREMLIN, AEOSHATTR, ICEPHEONIX, WHITE REAPER, FLAMEWARRIOR & KAEL RAYNE

ent and it's all its wondrous and mysterious conten


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Creatures 17

  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • Elemental VElemental Vlevel 6
  • Grasan HuvourerGrasan Huvourerlevel 3 · 2 held
  • Elemental IVElemental IVlevel 5 · 2 held
  • Elemental IIIElemental IIIlevel 4
  • Imperial AramorImperial Aramorlevel 1
  • Grasan IGrasan Ilevel 1
  • Animated Tree IAnimated Tree Ilevel 2
  • Savage Knator IISavage Knator IIlevel 2
  • Unholy PriestUnholy Priestlevel 1 · 2 held
  • FledglingFledglinglevel 3
  • ScoutScoutlevel 1

The most experienced kinds, of 17 creatures in all.

Adepts 2

2 players joined the realm as Merewen’s adepts.

From the Adventure Log

Page 542 · A Debt Repaid

Weeks pass and a tense calm settles over the realm. Necrovion has sated its
bloodlust and Marind's Bell does not move against them for the moment. The
interim sees Chewett's abdication and the crowning of Princ Rhaegar as the
new king of Marind's Bell. Still, many wonder what the future holds for the
realm: peace or more bloodshed.

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