MagicDuel
Windy
Generation 8

Windy

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

1,022 days in the realm since 1 September 2008 · started in The Original Story Mode

Record

  • Fights412 won · 1,398 lost
  • Active15% of days · 1,022 of 6,602
  • Adept ofEagle Eye
  • Player ID86324
Play with Windy as your mentor

Join the realm from this page and you start as Windy’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 Windy.

Character

Combat stats tap a row for its sources

  • 476.76 initial + 10 territory = 486.76

    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.

  • 358.42 initial = 358.42

    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.

  • 213.30 initial + 15 territory = 228.30

    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.

  • 40.25 initial + 30 territory = 70.25

    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.

  • 95.85 initial = 95.85

    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.

  • 45.57 initial + 45 territory = 90.57

    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.

  • 105.96 initial = 105.96

    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.

  • 57.91 initial = 57.91

    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.

  • 84.59 initial = 84.59

    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

  • 11.38 initial = 11.38

    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.

  • 4 initial = 4.00

    Your grasp of the map, and of the shortest way across it.

    Touching any of the 25 pillars. Each pillar pays a given traveller once, and never again.

    The action points every move costs you. It comes off the cost, down to a floor of one.

  • 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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingFinesse 0.2100
  • Finesse0.2

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

Principles

Element Principle 1,260.56 · Principle of Light 2,386 · Principle of Cyclicity 1,842.83 · Principle of Imagination 1,379.32 · Time Principle 133.66

Realm

Marind Bell

No alliance

Armoury

No set pieces worn.

Writings

Windy Comments on self

Welcome to MagicDuel! A very addicting role playing game!  Come stay at The Wind & Rain Pub, which is located at Wind's Sanctuary.  This special pub is role-played and a very popular feature.

The Wind & Rain Pub

When you enter The Wind & Rain Pub! You are instantly greeted by a beautiful green-eyed woman with long red hair, down to her waist.

Windy 

To all appearances, she is a sweet young thing, fragile and gentle...you are dazzled by her charm, her green eyes, and warm greeting...until someone breaks her rules.  Then all hell breaks loose.

Windy's Eyes

 Is mated to Nightbane Strongarm - a fierce Gate Guardian.  Carries a huge Axe across his back.

Naughty Windy

 Pub's Wine Cellar

Windy's Bedchambers

 Rustic Bathroom

Baby Strongarm's Crib

New! Windy speaks to a dwarf named Gosney through a mirror.  Gosney crafts furniture for her and is currently fighting off Ogres with Brothers of Remnan

Specials Board:

Nava's Dream - Magic in Liquid form that increases pleasure and brings nostalgia to it's drinker. Take only a shot of it or else you might never get sober. You have been warned.

ABILITIES

. Goes back and forth between flesh form and spirit form.

.  Speaks with a soft Scottish lilt when her user remembers how to write it. XD

. Becomes a tempest when enraged and can whip up a storm like no other.

. Summon food and drink from her pub as well as anything else if she has seen it once.

Weakness: Blood.  Will faint.

Adores: Precious Gems, Gold, and Chocolates

Fears: Mice and Rats.  Will scream and jump up on the nearest high thing...including men.

Spirits Available at the Pub

JUICES ARE AVAILABLE FOR OUR NONDRINKERS!

Bloody Billy 

Blue Ale

Drambruie

Cachaca

Purple Strawberry Liquor

Fire Shine (Moonshine) ***Caution*** Will burn your soul.  Drink carefully!

INTRODUCING!!!!   Chocolate Fire ***Fireshine and Chocolate***

Sake - for Mourn & Susan The Silent

Hot Posset - A nice oatmeal/brandy drink, served hot.

Beer

Ale

Guinness

German Weiss Bier

Samual Adams Winter Lager

Samual Adams October Fest

*Others upon request*

Liquor

Firebrand Whiskey

2000 year-old Whiskey - Courtesy of Old Wolf

Bourbon

Port

Brandy

Vodka (Grey Goose)

Raspberry Cider Brandy

Jamaican Rum

Captain Morgan

Maotai

Hornbeam Bitter

Wine

5,000 year old Flaming Ice Wine - Not for the faint hearted, chicken hearted, nor weak hearted.

Mead

Champagne

Blood Wine

Mead

Apple Cider

Peach Hard Cider

Rose Red Wine

Mysti's Merlot

Winter Sense

Warm Beverages

Taster's Choice -  {Drinker Beware! This beverage will make the drinker have the urgent need to go pee when they reach the bottom of their cup!}

Other top of the line coffees

Several types and brands of teas

Juices

Apple Juice

Orange Juice

Lemonade

Carrot Juice - For Metal Bunny if he ever visits my pub

Pomegranite Juice

Tomato Juice

THE BOOTH

THE BOOTH is a special booth for the owners and friends to sit and chat/gossip.  The Booth is a special order Windy had made with her favorite carpenter, Gosney, who is a dwarf.  The back of the booth is carved with animals and fauna from within the realm.

The booth makes a "who-dun-it" sound whenever anyone says THE BOOTH.  It was a prank that Gosney and his fellow Dwarves did for "Prank Day". Whenever the words are said, we all ask, "What's that sound?"  Lots of fun for RPing.

THE BOOTH is carved from fallen Lorerootian wood. .  It seats 8 people.  WOE TO THE PERSON SITTING IN THE MIDDLE!  It is shaped in a huge arc.

GOSNEY Windy is sometimes seen speaking to Gosney through a mirror. It is the only way she can communicate outside Magicduel.  Great fun when the room is full.

TASTER'S CHOICE "Taster's Choice" coffee is Windy's own special brew. It is made from the finest coffee beans that only the White Elves grow. The only trouble is that she fiddled around with it so it gives the "taster" the urgent {desperate} need to pee when their cup is empty. Windy's idea of a great joke. Woe to those who think they can drink it unaffected. She will give those who think they can hold their water a very large cup!

CHARRED CHAIR This chair now belongs to Pyro Manic.  He ruined the chair with his "Eternal Fire" because he is still learning how to control his element.

Chaser Weed

The pub stocks chaser weed, which is sprinkled into one's drink to prevent hangovers.

*SNICKERS*

Whenever anyone uses this phrase, someone must say another chocolate bar name.  It is loads of fun when everyone in the room plays this game!  This game continues until the names run out.

RULES:

1. Wait your turn.

2. Do not use Snicker.

3. No repeats.

4. Do not make up names!!!

LODGING - VACANCY!

Pub Bedchambers

1. Summer breeze

2. Maebius

3. Nightbane Strongarm

4. VACANCY

5. Necromancer Mort

6. VACANCY

7. VACANCY

8. Sunfire

9. VACANCY

10. domonic

11. VACANCY

12. VACANCY

13. VACANCY

14.  Princess Katt

15. VACANCY

16. keida

17. VACANCY

18. Nava

19. Marvolo

20. Prince Rhaegar

21. nadrolski

22. VACANCY

23. VACANCY

24. VACANCY

25. VACANCY

26. VACANCY

27. VACANCY

28. VACANCY

PUB RULES

1. Do not bring your own drinks into the pub unless you have arranged for the pub to carry it.

2. Do not provoke me.  "She isn't called Windy for nothing." (SageWoman's favorite line.)

3. No swearing. Use [censored] for swear words. [wtf is also unacceptable.]

4. Do not get into Windy's personal space.  (Ask Zleiphnier why.)

5. Respect other players.

6. Do not get fresh with Windy.  (She was raised with 6 brothers and hits hard like a man.)

7. No means No.

8. Is a sucker for gifts of chocolate, gems, and roses.  In that order.

9. No Smoking of any kind.  Unless Windy is in a benevolent state of mind...

_______________________________________________________________________________________

Windy is a self proclaimed Protector of Bob.  What you will see if you try to hurt him or have hurt him.

Guardian of Bob

_______________________________________________________________________________________

Windy's Story (Revamped)

Windy grew up in a wealthy family with six doting older brothers, and she followed them EVERYWHERE.  Being the only girl in the family, she was pretty much spoiled rotten, but was never a rotten child.  Her brothers made sure of that.

At 6 years of age, she was dragged kicking, screaming, and crying to Boarding School to be to be taught to act like a Lady. Acting is exactly what she did, as she refused to be a Lady at all costs, much to the disapproval of her teachers and the heartbreak of her dear Mother.  In the Boarding School for "Ladies", she met a girl close to her age named Sage, who later became known as Sagewoman, and became fast friends with her.  She continues to this day to call her Sagie.

Windy's race was an ancient one even before she was brought forth into the world. They had evolved from their physical shells to their new forms and  called themselves"Wind Spirits" in order to become one with the world around them.  However, children do not use their spirit forms until they reach puberty. Puberty in her world is 100 years old.


 _______________________________________________________________________________________

The Thornless Rose Syndicate Personal hate list

 Brussel Sprouts
God Modders
Violence unless I'm the cause of it
Gore unless I'm the cause of it
Blood
Mice

Creatures 32

  • NichiyaNichiyaRustgold Drachorn Hatchling, level 2
  • Elemental IIIElemental IIIlevel 4 · 2 held
  • Water Guardian IWater Guardian Ilevel 3 · 3 held
  • Animated Tree IAnimated Tree Ilevel 2 · 3 held
  • Dark Archer IIDark Archer IIlevel 4 · 8 held
  • The NutcrackerThe Nutcrackerlevel 1
  • Animated Tree IIAnimated Tree IIlevel 3
  • Elemental IIElemental IIlevel 3 · 6 held
  • FledglingFledglinglevel 3
  • Imperial AramorImperial Aramorlevel 1
  • Toxicodendrite SeedToxicodendrite Seedlevel 1 · 4 held
  • Animated Tree IIIAnimated Tree IIIlevel 4

The most experienced kinds, of 32 creatures in all.

Adepts 16

16 players joined the realm as Windy’s adepts.

From the Adventure Log

Page 146 · The Shade Ballance - Ren.

The Archivist stays sad near the window. "Master, anything wrong?" .. .Renavoid. does not answer. After a few moments he turns away from the window and walks towards the door.
"Prepare the books, we have no choice now". "Master are you sure? there must be an other way!". "You heard me, there is no time left, not for us at least."

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