MagicDuel

Nylah Raynen

  • 5Mind Power 5of 7 levels
  • Marind Bellno alliance
  • Honor 4,995of 5,000

494 days in the realm since 6 August 2009 · started in The Original Story Mode

Record

  • Fights1,975 won · 2,803 lost
  • Active8% of days · 494 of 6,262
  • Adept ofBurns
  • Player ID165793
Play with Nylah Raynen as your mentor

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

Character

Combat stats tap a row for its sources

  • 416.89 initial + 10 territory = 426.89

    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.

  • 382.84 initial = 382.84

    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.

  • 96.31 initial + 15 territory = 111.31

    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.

  • 82.37 initial + 30 territory = 112.37

    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.

  • 129.21 initial = 129.21

    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.

  • 61.28 initial + 45 territory = 106.28

    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.

  • 118.48 initial = 118.48

    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.

  • 98.63 initial = 98.63

    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.

  • 198.93 initial = 198.93

    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 Imagination 1,061.79 · Principle of Balance 1,156.78 · Darkness Principle 297.22 · Time Principle 1,330.28 · Principle of Entropy 229.15

Realm

Marind Bell

No alliance

Armoury

No set pieces worn.

Writings

Comments on self


 
========= Ballad of Marind's Bell ===========


Marind's Bell's the Capitol,
With open arms it welcomes all,
Willow's Walk and Angien Hall,
Home of raucous Carnival,
Come see!Struck by grandeur, bathed in light,
Moved to laugh or moved to fight,
Clothed in metal, wielding might,
Enjoying Life with great delight,
You'll be!

We are the gate to the MDA,
Champions fight or come to play,
Seat of mystery, some would say,
We'll hold the blight of shades at bay,
You'll see!

But do not think us all a Saint
For even Angiens have a taint
Paradise for sure this ain't
And rosey view I would not paint
For Thee!

Now peace is fleeting like the frost
By wars this land we did exhaust
And murder foul came with high cost
For Marind's soul now wanders lost
Poor she!

And ruined does the city lie
Perhaps to rise yet by and by,
Now truth it is so hard to spy
But don't despair and do not sigh,
I plea!

We guardians of a lost city
Find strength in our diversity
Marind's Folk in league, you see,
Champions of adversity
We'll be.

The Winderwild on graceful wing,
And Scout of Air, both news will bring,
While many Birds of cheer all sing,
Of winged tower and noble King,
From tree!

Heretic Archers by our side
Speak truth to all and never lied
For truth to show and never hide
Is what you'll seek if here abide
With me!

Angiens flare beside the shrine
And Elementals form a line
Here by a lake of tears of brine
This is the home that I'd call mine
With thee!

by Fyrd Argentus

Achievement List Personal hate list

THE SISTERHOOD


 
The following Sisterhood rules are not to be taken seriously.  

1. You must ask to smooch the men of MD, if you wish to participate in this duty.
2. Share your weapons and other nasty toys with your Sisters when asked.
3. You must forgo all notions that you are to act like Ladies, unless in the presence of Kings or Queen Kets.
4. Always stand behind your Sisters in times of need.
5. You must accept that slurping is a Mur given right to all Sisters.
6. Understand The Snicker Game and be prepared to play it at a moments notice.
7. Pay attention to the Mood Panel for collective instruction.
8. Keep an eye out for prospective Sisters.
9. Don't be shy on ideas for The Sisterhood to accomplish.
10. Always show your respect to the Kings and Queens of each land.


Active Members:

1. Mistress Windy

2. Sister SageWoman

3. Sister Mainnelle D Ashke

4. Sister Mya Celestia

5. Sister sasha lilias

6. Sister Mysteria Blue

7. Sister Nylah Raynen

8. Sister Curiose

9. Sister Keida

10. Sister Gort Hedera

11. Sister Kiley Ann

12. Sister redmyth

13. Sister Vika Noir

14. Sister Lintatra




The Sisterhood Oath
I, Nylah Raynen, do hereby swear to do my Sisterly duty, which is to have fun, help others, and do whatever task my Mistress of the Sisterhood ask of me. So help MUR! 

Creatures 34

  • Water Daimon IIIWater Daimon IIIlevel 7 · 2 held
  • Elemental VElemental Vlevel 6 · 3 held
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3 · 3 held
  • Angien Sentinel IVAngien Sentinel IVlevel 7 · 3 held
  • Majestic WinderwildMajestic Winderwildlevel 6 · 3 held
  • Master of PuppetsMaster of Puppetslevel 3
  • Revolted Skill VampireRevolted Skill Vampirelevel 4
  • Master Lorerootian AMaster Lorerootian AMaster Lorerootian Archer, level 4
  • Unholy PopeUnholy Popelevel 3
  • Knator War MasterKnator War Masterlevel 5
  • Chaos ArcherChaos Archerlevel 6 · 3 held
  • Creaturelevel 3

The most experienced kinds, of 34 creatures in all.

From the Adventure Log

Page 144 · The Shade Ballance - Kh.

Concerned about what the shade said, Khalazdad gathers his most loyal servents for an emergency meeting. "So..you heard the mighty Shade. We will increase our number with more members untill we reach 50, but be carefull, there are spies among us. Now go!"

This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.

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