MagicDuel

WhiteRabbit

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

155 days in the realm since 13 March 2010 · started in The Original Story Mode

Record

  • Fights176 won · 338 lost
  • Active3% of days · 155 of 6,044
  • Adept ofDarigan
  • Player ID188468
Play with WhiteRabbit as your mentor

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

Character

Combat stats tap a row for its sources

  • 54.52 initial = 54.52

    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.

  • 18.99 initial = 18.99

    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.

  • 17.36 initial = 17.36

    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.

  • 9.36 initial = 9.36

    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.

  • 22.14 initial = 22.14

    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.

  • 4.92 initial = 4.92

    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.

  • 16.14 initial = 16.14

    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.

  • 11.20 initial = 11.20

    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.

  • 24.45 initial = 24.45

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingFiltering 0.6100
  • Filtering0.6

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

Principles

Principle of Balance 154.54 · Principle of Light 197.69 · Principle of Imagination 152.53 · Darkness Principle 16.30

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Follow the White Rabbit Comments on self

 


My story starts, I suppose, a little over a month ago. This is when I woke up at the paper cabin with no memory of my past. Not even a bracelet to remind me who I used to be. The clothes I had on were nondescript, rags even. What I did know was that I was a rabbit type creature. I knew because I had the ears of one and nose of one (or so I was told). Not exactly a real rabbit because I was walking on hind legs and using human speech (which in MD is not uncommon) but still I had some characteristics of a rabbit. The first person that saw me named me then. White Rabbit, after my fur color. I’ve been going by that name ever since. I like it though it doesn’t really fit all of me. My soul is pretty gray but who am I to tell them otherwise.

Those reading are probably wondering what I look like by now. See I have three forms. I have the half rabbit which lets me have the ears, nose and paws of a rabbit while a good deal of me is still humanoid in nature. There’s the full rabbit where I take on the shape of a small white rabbit. I have found this form useful when I’m running from Head Hunters or if I’m just trying to dodge people. And then there is the full humanoid in which I have short white hair. I say humanoid because I truly doubt I’m a skin walker type. Though that would be cool sort of. That and when I’m in this form I have pointed ears. It makes me think that I’m a sort of elf. That’s like my only clue. This and the fact that when I (finally) cracked open the Berserker Puzzle there was a note inside it just for me. How anyone else didn’t take it I don’t know. Still I’m happy about it.

If you are reading this it means you made it

You lived

You are probably wondering why you woke up alone right?

That because you are alone

You are the last one of us

Why don’t you remember?

Because there are some things better off forgotten

But no one should live wondering who they are for the rest of their lives

There will be more clues for you in a land called Loreroot

The path there will be difficult but not impossible

Stay strong

That’s it. No signature, no hint of how could have left it not even a clue that it was meant for me. I just know that if I follow what it says I will start to remember bits and pieces of my memories. Why that’s important to me I don’t know. I’ve lead a good life that past month and few days. I’ve made friends with all manner of creature even some that would like to eat me (as if I’d let them), I’ve found some curios puzzles and I’ve grown stronger. I even have creatures now. I like to think of them as friends but someone very wise told me that the creatures are like extensions of one’s self.

Loreroot was fun. The woods felt like hope up until I came to a bridge. I found marking there just like the ones on the note. When the answers come I will have more questions. Something tells me that I’m just going to be full of questions for the rest of my life. Whatever happens here or in the rest of journeys I know that I have a place I can always rest. Awiiya the tree-man said yes to have me curl up under his branches from time to time. And a bonus to this is that usually Handy Pockets is there when I wake up. When not at Awiiay's I stay at Windy's. Room 7# though if i'm ever there it means that I part took in spirits and am indisposed at the moment.

My friends are true friends, my enemies perpetually try to kick my fluffy tail. Something I have to live with though. Anyway I do as the note says and stay strong. What awaits me I don’t know but I have every intention of finding out. I am free to do so, I am a rabbit after all.

Creatures 16

  • Undead PriestUndead PriestUnholy Priest, level 1
  • BowBowDark Archer III, level 5
  • JokerJokerlevel 1
  • NecriesNecriesHollow Warrior, level 2
  • AnokAnokAramor Assassin, level 3
  • Elemental IIIElemental IIIlevel 4
  • Elite Lorerootian ArcherElite Lorerootian Archerlevel 3 · 2 held
  • WinderwildWinderwildlevel 4 · 2 held
  • GrinckleGrinckleGrasan II, level 2
  • Venomous TentaculaVenomous Tentaculalevel 2
  • Adult KnatorAdult Knatorlevel 3
  • Elemental IIElemental IIlevel 3

The most experienced kinds, of 16 creatures in all.

Adepts 2

2 players joined the realm as WhiteRabbit’s adepts.

From the Adventure Log

Page 391 · The Traveler

As he passes by the Gates of Marind Bell his attention gets distracted by a large gathering of people apparently fighting eachother with some white fluffy matter that its falling from the sky. Some build decoys in the form of fake white shillouetes and hide behind them. The Traveler carefuly approaches the agitated mob.

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