MagicDuel

Rue II

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 4,994of 5,000

109 days in the realm since 7 September 2008 · started in The Original Story Mode

Record

  • Fights143 won · 146 lost
  • Active2% of days · 109 of 6,595
  • Adept ofScatha
  • Player ID89062
Play with Rue II as your mentor

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

Character

Combat stats tap a row for its sources

  • 6.21 initial = 6.21

    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.

  • 6.91 initial = 6.91

    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.

  • 6.35 initial = 6.35

    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.

  • -1.31 initial = -1.31

    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.

  • 3.98 initial = 3.98

    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.

  • 0.70 initial = 0.70

    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.

  • 8 initial = 8.00

    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.

  • 8.18 initial = 8.18

    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.

  • 7.28 initial = 7.28

    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

Time Principle 23 · Darkness Principle 24 · Principle of Balance 23 · Principle of Entropy 12

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

~Romancing Saga~ ( The Exiled Prince ) Comments on self

Rue II, former prince of Thermes and successor to the throne of Rue I, is exiled by his father when at the age of 7 he fails the Firebrand Ceremony by being unable to manifest his Anima through the sword to light it aflame. Both he and his mother, Queen Sophie (who tried to prevent Gustave\'s banishment) are banished from the castle and forced to live in the slums of Thermes, being forbidden by Rue I to leave for Nohl. Master Cielmer, noting to Rue I that with Rue II banishment that his services are no longer required, asks for permission to leave Thermes and the King\'s Employ, which is granted. Cielmer then uses this opportunity to sneak them to Gruegel to seek asylum from King Sui of Na, noting that Rue I has thoughts of execution possibly on his mind. Rue II will set neither foot nor sights on Thermes, Finney, or Merchmin for another 20 years. With this scenario, the long and intriguing story of Rue II begins... Shortly after the death of his mother and his conquering Wide, Gustave hears of the death of his father and heads to the Finney kingdom to take the throne (despite his doubt and self-loathing), afterwards he gives the throne to his brother Phillpe... Gustave dies at the age of 49 in one of his forts. It is beleaved that he and Johan (Johanne originally) were both killed by monsters, although it is never confirmed as his and Johan\'s bodies are never recovered..

You smile to yourself and to Nature, for its gifts are beautiful and due to these gifts and to Nature\'s calmness, you have released yourself from the madness of that bizarre Carnival. Images flash through your head while you think. A little girl, a Wood Room, a crazy Carnival... they seem like dreams from a different time and age... All those things are now behind you and you are moving forward. From now on, you always will! You reach a set of beautiful Gates. They seem to act both as an exit and as an entrance. They look very old, but they are strong, for they withstood time\'s vengeance. You pass the Gates and follow the path. Even if you do not know where it will lead you, you are not afraid. You choose your own fate from now on, of that you are sure!

My Taste on Life and Other things Personal hate list

The Following Information is based on real life and not arrange in any particular order.

: Likes :

Music/Musicians ( Songs By Billy Joel, Bob Marley, Bob Dylan, James Taylor, Kenney Rogers and more lots more)
Games ( Board Games, PC, PS, PS2, PS3, Wii, X box, X box 360 and the likes)
Sleeping ( Try it really good for your health ^_^ )
Eating (Any kind of food fruits, vegatables and meat )

: Dislikes :

Music ( Noise that so called artist pass as music now a days PS Iam only 23yrs Old)
Games ( Games of the heart )
Sleeping ( Not getting enough or not getting any at all bad for your health )
Eating ( Oily foods or too much artificial ingreints and flavorings I try to eat healthy you should to)

~PS~
If you need help feel free to PM me I will try to help as much as I can anyway that I can

Creatures 14

  • Dark ArcherDark Archerlevel 3 · 2 held
  • Aramor AssassinAramor Assassinlevel 3 · 2 held
  • Grasan IIGrasan IIlevel 2
  • Hollow WarriorHollow Warriorlevel 2
  • Elemental IIElemental IIlevel 3
  • Barren SoulBarren Soullevel 1 · 4 held
  • Elemental IElemental Ilevel 2
  • Elemental EggElemental Egglevel 1 · 2 held

The most experienced kinds, of 14 creatures in all.

Adepts 4

4 players joined the realm as Rue II’s adepts.

From the Adventure Log

Page 43 · Golemus Wizard quest - Ak.

After climbing several hours Akasha finaly reaches the top of Mount Kelle'tha.
Thinking at first that they are huge rocks, she discovers a circle formation of piramid shaped buildings,
looks like a temple of some sort. As she looks at those constructions she realises that something is
casting a big shadow on the entire plateau. Slowly she raises her head and looks to the sky...

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