MagicDuel
Muad Dib
Generation 8

Muad Dib

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 4,792of 5,000

238 days in the realm since 12 April 2009 · started in The Original Story Mode

Record

  • Fights23,424 won · 23,816 lost
  • Active4% of days · 238 of 6,382
  • Adept ofGuybrush Threepwood
  • Player ID145562
Play with Muad Dib as your mentor

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

Character

Combat stats tap a row for its sources

  • 6,321.45 initial = 6,321.45

    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.

  • 4,584.29 initial = 4,584.29

    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.

  • 543.11 initial = 543.11

    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.

  • 152.29 initial = 152.29

    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.

  • 259.54 initial = 259.54

    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.

  • 123.24 initial = 123.24

    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.

  • 140.56 initial = 140.56

    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.

  • 282.36 initial = 282.36

    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.

  • 533.09 initial = 533.09

    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

  • 0.90 initial = 0.90

    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.

  • 1 initial = 1.00

    Your grasp of the map, and of the shortest way across it.

    Touching any of the 25 pillars. Each pillar pays a given traveller once, and never again.

    The action points every move costs you. It comes off the cost, down to a floor of one.

  • 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 4,000 · Darkness Principle 3,951.35 · Principle of Light 608.71 · Principle of Cyclicity 122.69 · Transposition Principle 1,483.81

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self


Boasting Time :

MP3
Berserker Way Puzzle
Willow Shop Guards
Entry to LoreRoot
Bought all equipment for sale up till LoreRoot's shop
May 2009 HC Gold Medalist (4210 heads held at GoE for last 24 hours; final score 46k)
Solved Cubicity of Zleiphneir (both parts)

MP4
Berserker Way Puzzle
Willow Shop Guards
Re-Entry to LoreRoot
*not sure what else to do :)* back to training i guess

Personal hate list


training rules
-keep role playing to a bare minimal it makes it hard to talk to be and get things across with all that going on.
-standard def should be 1 fully healed non damaging creature.
-wins are NON DAMAGE ONLY
-NO healing period whats so ever except at mp5 and just like damage it must be agreed upon by the defender.
-PAY attention in chat this in in case accident happens everyone can see that someones def is down so there isnt 6 people having their rit killed instead of just one.
-If you break a rit LET everyone know as soon as you realize it.

-Violaters will be put in a dream

Military ways and beliefs


 

The best weapon is one that deals a crippling blow on the first strike.

The best way to administer this is always from behind.......

Creatures 53

  • ImhotepImhotepUnholy Pope, level 3
  • PaladinePaladineRustgold Madhorn, level 5
  • LegolasLegolasBloodPact Dark Archer III, level 5
  • Water Daimon IIIWater Daimon IIIlevel 7 · 2 held
  • Dark SoulweaverDark Soulweaverlevel 2
  • Hollow WarriorHollow Warriorlevel 2
  • Pimped Grasan HuvourerPimped Grasan Huvourerlevel 3 · 6 held
  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • Dark Archer IIIDark Archer IIIlevel 5
  • Dark Archer IIDark Archer IIlevel 4 · 2 held
  • Walking TreeWalking Treelevel 5 · 2 held
  • SparkySparkyElemental V, level 6

The most experienced kinds, of 53 creatures in all.

Adepts 25

25 players joined the realm as Muad Dib’s adepts.

From the Adventure Log

Page 242 · The Shade Ballance - Br.

The roar becomes deafening as the swirling colors become dark and spin at their core. The shape and size of the body shifts. Magical energy electrocutes the air around the forming creature. A deep darkness pulls all of the energy in toward the center of the pentagram, and then an unseen pulse throws Braiton to the ground. Silence commences.

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