MagicDuel

Nemls

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 4,990of 5,000

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

Record

  • Fights251 won · 280 lost
  • Active2% of days · 121 of 6,381
  • Adept ofPamplemousse Ribbit
  • Player ID145593
Play with Nemls as your mentor

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

Character

Combat stats tap a row for its sources

  • 16.54 initial = 16.54

    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.

  • 6.09 initial = 6.09

    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.

  • 4.38 initial = 4.38

    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.

  • 2.16 initial = 2.16

    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.

  • 11.81 initial = 11.81

    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.

  • 1.91 initial = 1.91

    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.

  • 11.23 initial = 11.23

    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.

  • 16.53 initial = 16.53

    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.

  • 14.67 initial = 14.67

    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 Syntropy 38.52 · Principle of Entropy 46.71 · Transposition Principle 30.05 · Element Principle 6.61

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

From Beast to Boy Comments on self

Nemls

Age: 200+ Species: Unnamed

Is a creature of a nameless species of unknown origin, his own age is unknown, even to himself, though he presumes to be centuries old. The name Nemls was chosen himself from the word nameless. His is a species that presumably began as a non-sentient canine like creature. His species possesses a unique anatomy allowing them to “evolve”. Organs in his species body have the specific and sole purpose of creating cells of differing DNA as well as analyzing DNA. One organ takes DNA and combines it with other DNA previously collected or used, or simply mutates existing DNA in some fashion. The Organ then manufactures a cell using this DNA and the life and death, most often only death, of the cell is “observed”. An unconscious portion of the brain watches over this process and controls it at all times. This unconscious portion of the brain communicates in a simple fashion to the conscious portion of the brain and the conscious portion of the brain may decide to try out the changes. The body then undergoes a period of transformation. Once in the new form the creature may revert at any time, or move on to a new transformation. Constants remaining through all transformations is the organ carrying out the genetic recombination, the organ that holds past genetic data, the “core” brain (transformation includes forming of new brain tissue, however the “core” never changes), sex, and the “sample system”. The sample system consists of hollow fangs that are connected to the organ that analyzes new DNA. With conscious choice, it is possible for the individual to keep more traits consistent.


Nemls spent the majority of his life as a beast. The details of this portion of his life are unclear to himself. He is unsure why he never tried out a sentient form previously, or whether or not he even did. He has come to believe that his current state is an act of God, whether God was keeping sentience from him earlier, or by a miracle he gave now, he does not know.


Nemls traveled a great deal, how much, he is not sure, but he knew he had traveled a lot. His kind mated rarely, he was not entirely sure that he ever had. Roughly, twenty years ago however he had been following a female of his species with that intention. He had changed his form in order to match hers, which was a dog-like creature at the time. The two of them came across a dead female human in a cave in what he now knew to be a mountain in the Ontenen/Iscepes mountain range. The female he had been following sampled the dead woman. He had been very confused at the time. All instincts told him not to sample dead things, and he never found out entirely why she had done so. He continued to follow her in the caves for days afterward, but one morning he woke to find her in the form of the dead woman. This was the woman he'd come to call Thone. She simply sat there and looked around. He didn't understand the purpose, the creature looked soft and frail. Why would she continue to use the form? He also didn't understand the expressions she made. Confused, but determined to procreate he left the caves in search for another of his own kind. Finding a small grouping of humans in the hills just outside the caves, he waited for night and attacked a small one as it walked outside. A small bite and he quickly ran back to the caves. Finding his potential mate, he waited to process and eventually changed.


When the transformation was complete he understood, or rather he would have had he known understanding. The entire world was different from how it had ever been before. He was receiving input from things that didn't exist, about things that didn't exist. He later learned that these were “feelings”. For hours the two played together, running through the caves, exploring all their senses fully.


Eventually he realized something, for the first time he realized something, though he didn't know then what a realization was. He was going to need food, and he didn't know how to get it in this body. He knew he couldn't change back, he would die first. He didn't know what caused these senses, this change, and without knowing he couldn't incorporate it when he changed. He didn't know what to do. He sat down and water began to stream from his eyes. Thone took him by the hand and led him out of the cave and down to a village at the foot of the mountain. The sun was setting as they walked cautiously into the village. They were naked, and their feet were bleeding. They were both cut up in many places and were filthy. Seeing another of the humans, they went to them. The village took them in, fed and clothed them.


The villagers took good care of them and he slowly began to learn that the noises they made were a complex way of communicating. When they had overcome their fear of being bitten by him again, though he only bit everyone once, they began to warm up to him. He began to learn their language, and he taught her. They would spend days at a time in the village, and days at a time in the caves, wondering and laughing together.


One day they were playing and they saw a strange man. The man was not from the village that had taken them in and he wore shiny clothes. In his hand he carried what looked like one of the many tools the villagers used for farming. Nemls was scared of the man and he hid behind a rock, but she walked up to the man. Nemls would never forget that day.


When the man saw Thone his eyes got big and water started coming out of his eyes like it did when bad things happened. He hugged her like Nemls often hugged her, and she looked surprised. He spoke to her, but Nemls couldn't hear anything. The man’s face started to look funny, similar to how Thone's did when he tried to explain language to her, and then it started twisting and getting red like when one of the villagers accidentally hit themselves with their tools. He started yelling, “You're not her, you're not Mary. Where's Mary? What did you do to Mary?”
And Nemls got even more scared, he didn't know who Mary was, but the man was being very rough with Thone. Suddenly the man threw her down, and Nemls got very scared because he knew there was a hole nearby and Thone was very close. She stood back up, but she was shaking, Nemls wanted to yell, wanted to run and hit the man, but he was too scared.


The man turned to Thone, raised his tool, and threw it at Thone. Nemls screamed and the tool went through Thone and blood came out. And Nemls screamed, and Thone fell, and Nemls screamed, and he screamed and he screamed, but the man didn't pay any attention to him. The man hurt Thone, the man hurt Thone badly, and then Thone fell in the hole. It was an awful long way down.


Nemls turned and ran; he knew how to reach the bottom of the hole. The whole way, water was coming out of his eyes and it wouldn't stop, and he knew it wouldn't anytime soon, because water came out of your eyes when bad things happened. This was bad, this was very bad. Nemls was scared that it might never be good again.
When he finally made it to the bottom of the hole, he saw her lying there, with the tool sticking out of her. He went to her side and looked at her. He saw her eyes, and they were pointed at him, but he didn't think she saw him. She didn't move, she wasn't breathing. Neml started sobbing.


Nemls wasn't big enough, Nemls wasn't fast enough, Nemls wasn't brave enough. Nemsl could have been stronger, Nemls could have been faster, Nemls should have been braver. Nemls needed to get her back to the village, but she was big, he needed to get her to people, so they could fix her, but he wasn't strong. The man was going to come back; the man would want his tool. Nemls was going to be strong. Nemls was going to be fast. Nemls was going to be brave. Nemls was going to stop the bad man from hurting Thone anymore.
The tool the man carried fell out of Thone, and he would have thought it strange if he had been paying attention, but he wasn't, he was changing.


Time passed, he didn't know how much, but he heard the man’s footsteps fall closer and closer. When the man arrived, he looked ragged, terrible.


“Mary? Mary are you there? I'm sorry Mary, I don't know what happened. I was confused Mary, Mary?”

Creatures 17

  • Elemental VElemental Vlevel 6
  • Grasan HuvourerGrasan Huvourerlevel 3 · 3 held
  • Dark Archer IIIDark Archer IIIlevel 5 · 2 held
  • Unholy PriestUnholy Priestlevel 1 · 2 held
  • Tormented SoulTormented Soullevel 1 · 2 held
  • Heretic ArcherHeretic Archerlevel 1
  • AramorAramorlevel 1
  • EggEgglevel 1 · 3 held
  • RemainsRemainslevel 1 · 2 held

The most experienced kinds, of 17 creatures in all.

From the Adventure Log

Page 126 · The Shade Ballance - Ren.

Agitated by the move of forces in the realm, The MD Archive lands assembled a intelligence taskforce to gather and centralize information about ongoing events. The Archivists, led by *Renavoid* have diplomatic immunity and will act as an observer to the events gathering all information they can and store it in their logs for further reference.

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