MagicDuel

Wodin Ullr

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 2,562of 5,000

584 days in the realm since 30 September 2007 · started in The Original Story Mode

Record

  • Fights493 won · 670 lost
  • Active8% of days · 584 of 6,939
  • Adept ofNo one
  • Player ID4128
Play with Wodin Ullr as your mentor

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

Character

Combat stats tap a row for its sources

  • 2,242.74 initial = 2,242.74

    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.

  • 1,357.98 initial = 1,357.98

    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.

  • 62.82 initial = 62.82

    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.

  • 144.99 initial = 144.99

    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.

  • 305.10 initial = 305.10

    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.

  • 104.63 initial = 104.63

    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.

  • 99.51 initial = 99.51

    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.

  • 86.01 initial = 86.01

    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.

  • 89.92 initial = 89.92

    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.

  • 102 initial = 102.00

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 Syntropy 188.96 · Transposition Principle 1,054.20 · Principle of Balance 400.71 · Principle of Light 564.94 · Element Principle 299.27

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Teachings of Wodin Comments on self

Honesty is a virtue that must be upheld in every situation Treat others with the respect they deserve (some people deserve none, so show them none) If u have knowledge of a subject and someone asks a question on it, share that knowledge. Withholding that information due to laziness or any other reason is a bad thing to do There is always someone stronger than you, but more importantly, there is always a way of beating that person Have pride in thyself, and seek perfection in body and in mind. For the law has said, "How can thou honor another unless thou give honor to thyself first?"

Beat me Quest Info

This is a very simple quest, with no rewards whatsoever.


My defence consists of 2 Elementals and one Angien.


Watch out, though, skill damage is being applied, think before you strike!

 


Rituals Military ways and beliefs

All rituals must have at least 301 Vital Energy in them otherwise a random ritual is selected.

Your stats are distributed evenly among the number of creatures in your ritual.
If u have 6 creatures in your ritual then all your stats are divided by 6 and each creature is given the same amount of each stat.

Different ritual types:

Healing Ritual For Mp3 players the most important ritual is probably the healing ritual. This is a ritual where each side creates a ritual that only includes creatures that do no damage to the opposing side, eg. Heretic archers on weaken defence and Barren Souls on heal. This way both sides get some of their creatures fully healed. Be careful not to put attackers into these rituals though if you agree to do a healing ritual. Always do these rituals in a secluded place as you could very easily get attacked while u have it out and be sure to unbind this ritual immediately after using it as you do not want all those creatures destroyed straight away!

2 Creature Rituals

These are often good against large 6 creature rituals that target multiple creatures when u reach mp5 and your stats are starting to grow. When your stats start to grow they will affect the battles as much as the creatures being leveled up. The multi targeting ability targets a random figure between 2 and 4 creatures BUT if it tries to target 3 creatures and there is only 2 available it will miss with that attack! A good 2 creature ritual will often be an elemental and an Elite Lorerootian Archer.

1 creature rituals

With high stats these can be deadly, For example with an attack stat of 400 and a Chaos Archer u will deal over 80 damage to each creature on the opposing team, ignore all creatures that attack multiple creatures and give u a defence boost equal to your stats.

Rituals that give u a better chance of achieving victories

Certain rituals will give u a better chance of achieving victories, these are rituals that do damage to u as well as the opponent. The creatures that will achieve this for u are the ones that cast Martarism, like the Animated tree or the Water Guardian. This is only useful once u have entered mp4 and mp5 when u need to achieve victories, not just wins. If u have a low power stat i would suggest using more than 1 of these creatures. If u can think of more information on rituals that might be useful feel free to PM me, it would be very much appreciated :)

Game Restrictions Protector statement

Main things that can get you banned:

* Chat flood * Spam links in chat or repeated spam in PM *

You are allowed to talk about other games but obsessively advertising something or flooding the chat with link to a site will get you banned without warning

* Spoiling quests or posting puzzle solutions / walkthrus on the forum is not allowed. You can help individual players but don\'t hand them the solution, just give them all the clues they need and let them figure it out..you can even give them more clues than they need , just do not make it a boring click to advance type of game by spoiling it. Posting story spoilers / story structure / walkthrus on the forum or anywhere else will get you a warning, refusing to delete them will have your account permanently closed.

* Impersonating an other player pretending you are him or using very similar player name to do that * Using player names like MagicDuel or a creature name or combinations that could cause confusion *

Any attempt to cheat the system by directly altering page variables and such gets you permanent ip ban as well. Proxy use might not always help you.

* Any repeated complain from multiple unique users will get some kind of unwanted action on you, try not to offend people, or to cause a mess in general *

Keeping multiple browsers with multiple game accounts open at the same time will trigger a firewall rule that will get you banned from accessing the site, you better don\'t try that. You should be especially careful if you are in a network that exits on same IP with many others.

Uncommon things that you CAN do *

You can have multiple accounts, to try out story, to experience new ways of play etc ...,

however if you are detected that you are using them just to help one of your main accounts , all of them including the main will get banned. *

You can talk dirty things on chat, only if you are on a remote location on the map and not a public place, and if none of the players reading your crap will complain about it.

* You can use rituals that other consider unfair, all rituals are allowed. *

All methods to lose fights are allowed, including spam attacks to get lost fights, anything at all, ...

however if more players complain about your actions you should stop or target other players or you will get on the \'black list\' *

You are free to do anything in the game that is technically allowed. If you consider that you discovered some sort of exploit or a bug, report it to a moderator.

You are allowed to use any exploit you discover, until it gets fixed, as long as you report it in time.

Creatures 24

  • BloodPact Chaos ArcherBloodPact Chaos Archerlevel 6
  • MadhornMadhornlevel 5
  • Grasan HuvourerGrasan Huvourerlevel 3 · 2 held
  • Elemental VElemental Vlevel 6 · 3 held
  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • Walking TreeWalking Treelevel 5 · 5 held
  • Unholy PriestUnholy Priestlevel 1
  • DrachornDrachornlevel 3
  • AngienAngienlevel 3
  • Drachorn HatchlingDrachorn Hatchlinglevel 2 · 4 held
  • Tormented SoulTormented Soullevel 1
  • Angien EggAngien Egglevel 2 · 2 held

The most experienced kinds, of 24 creatures in all.

Adepts 3

3 players joined the realm as Wodin Ullr’s adepts.

From the Adventure Log

Page 299 · The Inner Sun - Other

Alerted by the rumors, people start to talk about the misterious papers but nobody seems to actualy know anything more. Somewere in a safe place, Bootes tries to find more about the docs. They speak about a "inner sun", what could that be, the recent movement of the Sun seems to be documeted in these docs that look ancient but how is that possible when this just happend after the Shade ballance situation? More questions rise and some even sugested its not the sun that these talk about.

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