MagicDuel
Nep
Generation 4

Nep

Dust Refiner
also Wiiya Drawer · 18 titles held

“Refines liquid dust until it is clear enough to set into metal like a stone. What it is set into remembers being dead, and behaves accordingly.”

  • 5Mind Power 5of 7 levels
  • Guardians of the RootLoreroot
  • Honour 3,420of 5,000

1,113 days in the realm since 13 December 2017

Record

  • Fights69 won · 93 lost
  • Active34% of days · 1,113 of 3,257
  • Adept ofFyrd Argentus
  • Player ID259029
Play with Nep as your mentor

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

Medals 3

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 Nep.

Achievements 85

Achievements are deeds the realm measures by itself: days in the realm, fights won, creatures raised, things forged and found. These are the ones Nep has reached.

Character

Combat stats tap a row for its sources

  • 58,084.88 initial + 50 territory = 58,134.88

    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.

  • 46,334.82 initial + 50 territory + 2 alliance = 46,386.82

    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.

  • 1,997.14 initial + 1 alliance = 1,998.14

    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.

  • 6,071.74 initial + 25 territory + 1 alliance = 6,097.74

    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.

  • 6,579.52 initial + 1 alliance = 6,580.52

    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.

  • 1,582.78 initial + 25 territory = 1,607.78

    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.

  • 7,698.37 initial = 7,698.37

    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.

  • 6,774.37 initial = 6,774.37

    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.

  • 7,843.84 initial = 7,843.84

    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

  • 3,411.31 initial = 3,411.31

    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.

  • 357 initial = 357.00

    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.

Bug reports

  • 13 graded reports = 37

    Your record as a bug reporter. Every bug report is read, checked and graded once.

    A real bug earns 0 to +10 by the band it reaches, from a cosmetic nit to a payment fault or an exploit that really worked. A report that was not a bug costs 1 to 4 points, an attempt to mislead 5 to 10. The whole table is on the help page How a bug report is scored.

    How many bug reports Live Help sends for you in a day, and a few achievements and titles that are yours to find.

Casual gamer

  • 18 won, 18 lost against players = 0

    Your record at the small games played against other players: chess, checkers, battleships, stone tides, war towers, pot limit omaha and backgammon.

    A game won is +1 for each opponent you beat, so +1 against one player and +3 at a table of four. A game lost is -1, whether it was lost by play, by resigning or by leaving the table. At a poker table the player who ends furthest ahead wins it. A draw moves nothing. It can go below zero.

    Nothing. It is kept as your record.

Leanings

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingFishingArcheryMining 97.4Herbalism 87.1Woodcutting 86.0Waterhandling 100.0Finesse 91.8Excavation 87.9Gardening 92.7Filtering 98.3Experimentalism 85.2Taming 90.9Dowsing 1.2Logging 0.1Fishing 1.1Archery 1.6100
  • Waterhandling100.0
  • Filtering98.3
  • Mining97.4
  • Gardening92.7
  • Finesse91.8
  • Taming90.9
  • Excavation87.9
  • Herbalism87.1
  • Woodcutting86.0
  • Experimentalism85.2
  • Archery1.6
  • Dowsing1.2
  • Fishing1.1
  • Logging0.1

The Leanings are fifteen crafts that pull against each other: what a player practises grows, and what they neglect falls away.

Principles

Principle of Light 4,000 · Darkness Principle 4,000 · Transposition Principle 4,000 · Principle of Entropy 4,000 · Time Principle 4,000

Realm

Guardians of the Root

Loreroot

Housing oneness 2%

Armoury

No set pieces worn.

Writings

Comments on self

An adventurer dedicated to uncovering the mysteries of the land and mastering magic, with a particular focus on invisibility and weather manipulation. 
*
Moved to the mainland through Gateway Island ages ago and got mesmerized by Loreroot's peaceful beauty and connection to magic. 
With Lintara's guidance, Loreroot citizenship soon followed and shortly after that the prestigious badge of the Guardians of the Root alliance. Been a member there ever since. 
*
Enjoys charting the realm's heat veins and sliding along them with a skateboard, discovering secret and hard to reach places.
*
Prefers to stay out of trouble and rarely acts hostile unless provoked first. 

Personal hate list

Hate is a strong word but I'm not a fan of Ledah's antics sometimes. 

Apart from that I dislike mindless destruction and evil for the sake of evil. 

Creatures 161

  • Pure ElementalPure Elementallevel 6
  • Water Daimon IIIWater Daimon IIIlevel 7 · 3 held
  • Angien Sentinel IVAngien Sentinel IVlevel 7 · 2 held
  • Sarasith LordSarasith Lordlevel 6 · 2 held
  • Unholy PopeUnholy Popelevel 3 · 3 held
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3 · 4 held
  • Rustgold MadhornRustgold Madhornlevel 5 · 3 held
  • Reanimated RootsReanimated Rootslevel 5 · 5 held
  • Tainted Angien IVTainted Angien IVlevel 7
  • Insurrect ShadeInsurrect Shadelevel 3 · 3 held
  • SoulweaverSoulweaverlevel 1
  • Unholy PriestUnholy Priestlevel 1 · 9 held

The most experienced kinds, of 161 creatures in all.

From the Adventure Log

Page 275 · The Shade Ballance - Mrd

"Brothers! the Fraternity can not be destroyed while one of us still stands! Our name is the same, our will unites us!" MRD starts his alliance again, this time watching over its members more carefully than ever.

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