MagicDuel

Wolper

  • 4Mind Power 4of 7 levels
  • Marind Bellno alliance
  • Honor 4,980of 5,000

337 days in the realm since 26 February 2010 · started in The Original Story Mode

Record

  • Fights1,421 won · 1,637 lost
  • Active6% of days · 337 of 6,058
  • Adept ofMaebius
  • Player ID187561
Play with Wolper as your mentor

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

Character

Combat stats tap a row for its sources

  • 292.48 initial + 10 territory = 302.48

    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.

  • 182.60 initial = 182.60

    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.

  • 184.06 initial + 15 territory = 199.06

    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.

  • 67.05 initial + 30 territory = 97.05

    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.

  • 85.15 initial = 85.15

    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.

  • 31.54 initial + 45 territory = 76.54

    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.

  • 67.61 initial = 67.61

    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.

  • 20.59 initial = 20.59

    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.

  • 49.85 initial = 49.85

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingWaterhandling 0.9100
  • Waterhandling0.9

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

Principles

Principle of Entropy 689.83 · Principle of Cyclicity 635.10 · Principle of Balance 474.38 · Time Principle 503.08

Realm

Marind Bell

No alliance

Armoury

No set pieces worn.

Writings

Woipertinger Comments on self

Sein oder nicht sein, oder doch nur Schein? 

--------------------------------------------------------------------

Role Summary:

About the Woipertinger

Appearance:

 The Woipertinger are related to the kin of the Gestaltwandler (Shapechangers). Grown up we walk manlike, but at little pups we live on our four paws. Normally our visual nature resembles the aspects from various animals. But if we want, we can transform in every known (and unknown) critter. This includes also the so called crown of evolution, the mankind. 

This is a cute baby Woipertinger:


Way of live:

Since aeons my race lives in the shadows of the east Bavarian forests. We are the pioneers of the Bavarian way of live: "Lebt a guad, stiarbt'a guad!".

From time to time, some of us goes on the roam
. Leaving our beautiful homeland. Looking behind the horizon. Searching for interesting news, and so on.

I'm one of them. Looking for wisdom!
And searching up and down the whole world for all and nothing.

I walk the dusty roads in the broad daylight and in the darkest nights. Travelling to all the beautiful places in the whole world. And also visiting the direst places in the known and unknown lands. I'm going to hike around the whole world (and if it must be, I will even set a foot on the planks of a ship).


Dear Travelers: Personal hate list

My activities at MP4:

• ???

• 1000 Loyalty on day 119

 • getting near the xp-cap on day 111 

• Combofighter Achievement on day 109

• HC Challenge: fourth place on day 96

• Back to balance on day ~85, fall to negative honor on day 88 (-759 Honor) 

 •  Defeated the Loreroot guardians on day 80 

   •  won the MD-Card-Game on day 74 (First Wishpoint)  

  • Marind Bell - Citizen

 • Solved the Berserker's Way Puzzle 

 

  My activities at MP3:

  • Sacrificing some little Birds (it's a bad thing, but it's well paid)  

• Working Cutler's What Number Am I? Puzzle Arcade Quest, Solved until now hint 1,2,3,4,5,6,7,8,10 and 12 

 • Sneaked into Loreroot! In the deepest and blackest night, and had one little torch to lighten my way.

• Defeated the Loreroot guardians I and hit exp-cap.

• Defeated the Willow's Shop guards (Smoked the Hubble-bubble)

 • Acquired the Comments on self & Personal Hate List papers.

• Solved the Berserker's Way Puzzle (Second day in roam)

• roamed the MD world.

  
 


Es ist Quatsch, dass der Mensch im Grunde ein friedvolles Wesen ist. Friedfertigkeit wäre evolutionsbiologisch völlig widersinnig.
(Bert Hölldobler, Biologe) 


Creatures 31

  • AngienAngienlevel 3 · 3 held
  • geyba Schlachtageyba SchlachtaImperial Aramor Assassin, level 3
  • IrrlichtarlIrrlichtarlRevolted Skill Vampire, level 4
  • bluadiga Bog'nbluadiga Bog'nBloodPact Dark Archer II, level 4
  • JokerJokerlevel 1 · 2 held
  • Full-grown WinderwildFull-grown Winderwildlevel 5 · 3 held
  • PadrePadreUnholy Pope, level 3
  • Young ReindrachYoung Reindrachlevel 3
  • Rustgold DrachornRustgold Drachornlevel 3
  • Pimped GrasanPimped GrasanPimped Grasan II, level 2
  • Elemental IIIElemental IIIlevel 4
  • Imperial AramorImperial Aramorlevel 1

The most experienced kinds, of 31 creatures in all.

From the Adventure Log

Page 136 · The Shade Ballance - Tse.

The rich Duke of Tempest Fort, Tsenn, is counting his many coins when he decides that he doesn’t want to die an old, haggard nobody. He dons his traveling clothes and has a servant fetch a chest of his coins, then sets off down the path towards the Road of Battles. There, he plans on offering his financial assistance to Wodin’s Army and those he deems worthy of it.

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