MagicDuel

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Neuro II

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honour 3,147of 5,000

165 days in the realm since 15 September 2008 · started in The Original Story Mode

Record

  • Fights753 won · 806 lost
  • Active2% of days · 165 of 6,607
  • Adept ofAqune
  • Player ID91956
Play with Neuro II as your mentor

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

Character

Combat stats tap a row for its sources

  • 48.53 initial = 48.53

    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.

  • 15.73 initial = 15.73

    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.

  • 17.77 initial = 17.77

    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.

  • 11.20 initial = 11.20

    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.

  • 9.58 initial = 9.58

    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.

  • 9.64 initial = 9.64

    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.

  • 11.42 initial = 11.42

    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.

  • 9.33 initial = 9.33

    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.

  • 20.63 initial = 20.63

    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 72.15 · Principle of Entropy 42.89 · Darkness Principle 41.74 · Principle of Imagination 69.32

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

My name is Neuro II. If I remembered right it’s been over pass 5 months since I numb by what happened back before when I stumble out of nowhere at the cabin.

 

I think I’m a bit of an unusual wanderer but still I think I’m a very normal person.

 

Because for some reason, I live by myself on the outskirts of the realm, on a large, empty plot of land. I carry the burden of one sacred spirit. At a time when the balance of nature still held the civilizations of mankind in thrall, a single drought could spell the end of a society and doom its inhabitants to piteous deaths.

 

Tag: The NeuronX series
 

Spells:

Leech curse: ability to suck vital energy from everyone at the current scene. 

Frozen breath: ability to freeze everyone at the current scene.    

Halimunan: ability to be invisible from sight.

Why am I imprisoned myself in Loreroot?

Because if I live outside I will only bring chaos and troubles to others.

Because this is the only place where my power can be suppressed, which I believed is part of Helena’s magic effect. Since people within the Lore boundaries unaffected, then I’m free to roam around without worries to hurt others.

 

I spent most of my time mediating in hopes one day I’ll be able to control my power. If that day were to come then that’s the day of my freedom.

 

Military ways and beliefs

 

 

Be wise

Seek to be strong and mighty

Stand on your own feet and create your own path

You can stop a clock from moving but none will successed to halt time

It may be a gift if you're always lucky but as such it might be a curse if you're spoiled by it

You may aim for top, but do remember to watch back cuz you never knew what might be underneath you

Train and conquer your soul

Discover your own potential

Aku cuma merepek.Jgn pcaya 

BONWE6HNK KOHUA BEKA

                                               upgrade      farm      magic tree    balace     story

                                  we        crit         st    ve   vp                  pe    in           cha    sh

                ap                    ure           a         sac                   er             n            lla        ri

on                             egg             t            t  bi                pe                       e            nge        ne 

                          dr      ang        s    w        r    r          p                                       r     pu               n

                  ac                  ie                i   e         d         t                                                rp              o

         ho                     n                        n e          u                                                      le                    n

rn                                                               a                                                        ha                                e

                                                           l                                                            t

                                                

Protector statement

Who are we to defy death for Death itself has it ending

Creatures 16

  • NeuronCNeuronCChaos Archer, level 6
  • Walking TreeWalking Treelevel 5 · 3 held
  • Elemental VElemental Vlevel 6 · 2 held
  • NeuronDNeuronDWater Daimon III, level 7
  • NeuronKNeuronKKnator War Master, level 5
  • Grasan HuvourerGrasan Huvourerlevel 3 · 2 held
  • NeuronWNeuronWFull-grown Winderwild, level 5
  • FledglingFledglinglevel 3 · 3 held
  • Water Being IIWater Being IIlevel 2
  • Elemental IVElemental IVlevel 5

The most experienced kinds, of 16 creatures in all.

Adepts 1

1 player joined the realm as Neuro II’s adepts.

From the Adventure Log

Page 394 · The Inner Sun - Ren., Am.

The two sit in silence for many long moments. The Archivist merely waits for Amoran to finish thinking whatever she's pondering. Experience will teach her in time. Amoran stands suddenly, and Renavoid looks up with a smile. After another pause, she speaks, "I need to think about this," and she abruptly leaves the room to travel her own path.

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