MagicDuel

Roxanne du Rouge

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 4,969of 5,000

421 days in the realm since 21 September 2011 · started in The Original Story Mode

Record

  • Fights533 won · 804 lost
  • Active8% of days · 421 of 5,486
  • Adept ofPeace
  • Player ID227249
Play with Roxanne du Rouge as your mentor

Join the realm from this page and you start as Roxanne du Rouge’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 Roxanne du Rouge.

Character

Combat stats tap a row for its sources

  • 191.69 initial = 191.69

    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.

  • 151.40 initial = 151.40

    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.

  • 36.85 initial = 36.85

    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, draining principles 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.

  • 53.88 initial = 53.88

    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.

  • 86.97 initial = 86.97

    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.

  • 23.07 initial = 23.07

    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.

  • 51.29 initial = 51.29

    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.

  • 41.13 initial = 41.13

    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.

  • 59.05 initial = 59.05

    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 64.77 · Transposition Principle 19.66 · Darkness Principle 5.44 · Time Principle 43.59

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

You wish to know about me?

I was a very famous dancer, but I saw something bad and was kidnapped.

I used my best powers of persuasion on the guard and he allowed me to escape.  Having nowhere to run, I dove off a cliff into the river, hoping to swim to the next town.

Alas, the current swept me under and I lost consciousness.  I must have been swept out to sea.  I awoke in a land called Magic Duel.

My black leather dress is a little faded now and seems to have shrunk slightly-- I must leave most of the zippers open now.  Thank the gods my black stilletto heels weathered the ocean well-- I would be lost without them.

And in case you are wondering, my red hair is not from a bottle.  Though I admit the length of it does get in the way at times.

Want to know more?  Ask me if you dare.


Personal hate list

THE SISTERHOOD

PURPOSE:  The purpose of The Sisterhood is to gather women into a sorority of  "Sisters" for the sole purpose of having fun with role playing with other players and creating mischief where ever we may be...such as smooching willing men.

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.

11. Be available to witness the swearing in of new Champions of the Rose and give them a smooch to "seal the deal" when asked.

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 euraana Fitdo

13. Sister Vika Noir

14. Sister Lintara

15. Sister Princess Katt

16. Sister Raine Castaway

17. Sister Nava Sin Sethrius

18. Sister Roxanne du Rouge

The Sisterhood Oath

I, (state your name), do hereby swear to do my Sisterly duty, which is to have fun, help others, and do whatever task my Mistress of The Sisterhood asks of me.  So help me MUR!

Creatures 25

  • AngienAngienlevel 3 · 2 held
  • Elemental IIIElemental IIIlevel 4 · 2 held
  • Elite Lorerootian ArcherElite Lorerootian Archerlevel 3
  • Elemental IElemental Ilevel 2
  • Royal SharpshooterRoyal Sharpshooterlevel 2
  • Dark Archer IIDark Archer IIlevel 4 · 3 held
  • Unholy Priest IIUnholy Priest IIlevel 2 · 2 held
  • Grasan IIGrasan IIlevel 2 · 2 held
  • Aramor AssassinAramor Assassinlevel 3 · 3 held
  • Hollow WarriorHollow Warriorlevel 2 · 2 held
  • Elite KnatorElite Knatorlevel 4
  • Water Daimon IWater Daimon Ilevel 5

The most experienced kinds, of 25 creatures in all.

From the Adventure Log

Page 344 · The Inner Sun - Noo.

Confused, but curious, No One stands and looks around. The sky appears to have been painted with jewels. The moon appears large, emitting a soft, iridescent light that illuminates the whole of the surrounding land. No One is in awe at the scene unfolding before him. As he looks of into the distance, he sees another, strange light.

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