MagicDuel

eiggerreggie

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 112of 5,000

391 days in the realm since 31 July 2008 · started in The Original Story Mode

Record

  • Fights959 won · 1,198 lost
  • Active6% of days · 391 of 6,633
  • Adept ofMRI
  • Player ID70557
Play with eiggerreggie as your mentor

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

Character

Combat stats tap a row for its sources

  • 462.86 initial = 462.86

    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.

  • 203.51 initial = 203.51

    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.

  • 45.63 initial = 45.63

    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.

  • 52.42 initial = 52.42

    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.

  • 72.26 initial = 72.26

    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.

  • 21.01 initial = 21.01

    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.

  • 46.56 initial = 46.56

    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.

  • 26.23 initial = 26.23

    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.

  • 50.95 initial = 50.95

    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

Principle of Cyclicity 1,016.24 · Principle of Light 587.18 · Principle of Entropy 610.66 · Principle of Imagination 454.67 · Principle of Balance 55.24

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

I have won heads contest i came in 3rd Comments on self

my list on who i will kill any time i want, but still i will kill all mp4 in any place

i will kill anyone in my way i am very strong you do not want to be on my mp4 hitlist
i have won HC 2rd place you step in my way and i will kill you
                                                       HIT LIST
1.
werewolfer 

i hate no body but i guess so many hates me Personal hate list

HOW TO GET FREE CREDITS ON THIS GAME: Look at the top of the screen and you will see a \"RED BUTTON\" titled \"FREE CREDITS\" click it and vote there you will get temporary Vital Energy,Value Points and Action points BUT the MOST IMPORTANT IS you get SMALL FREE CREDITS,you just need to accumulate it to $2.00 to convert it

Don\'t know how to Become an Adept? Simply click on the circle located below your stats and where the box is type in the name of the person you want to become an adept of exactly as it appears.

HOW TO MAKE A HEALING RITUAL

A LITTLE ADVICE FOR NEWBIES ESPECIALLY MP3(more on the last part of this page): choose 6 creatures that you think you will use to level up,try to protect these creatures by buying 10 heretic archers and making 10 defense rituals with 1 archer per ritual,1 creature ritual i mean and put it to 0%,that way you wont lose your personal ve and your creatures ve

HEALING RITUALS: Composes of creatures that can heal and creatures that has the ability to weaken defense like (heretic archers, grasans 2 and 3,bloodpact archers and birdies).NOTE: CREATURE IN A HEALING RITUAL SHOULD HAVE AT LEAST 301 HP(TOTAL)

A LITTLE TIP FOR HEALING RITUALS:

1. Make a LEVEL 2 barren soul. Coz they can target DYING creatures. Level 1 barrens has a lesser chance to fully heal your creatures due to low healing power and it sometimes heal the creatures who have full lyf already. it heals on random.

2. If you\'ll make heal rituals with me or with others better use creatures with very low lyf but should atleast reach 301 hp(TOTAL). NEVER put creatures on a ritual that are fully healed already (EXCEPT BARREN SOULS) ITS USELESS.

3. if you think you are 1 of the strongest players in your mind power and you will not lose 100% in battle if ever some1 is stronger than you,i recommend you make a ritual with your best creatures and make it win so many times.the max is 100 wins. if it is max, you can heal your creatures very fast just by attacking.it will give bonus lyf. but if you lose your ritual 100%,the combo wins will be lost. Its not just healing i can give. If you have questions about the game I can also help you with informations that can help you in the game. If ever im in battle mode and my healing mode is off,try to study my ritual and think of a way to defeat it. Look at my craetures and try to see what their capabilities are so that you\'ll be able to think of some ways to counter it. HAVE FUN GUYS!!!!ALL HAIL MUR THE GREAT for making a very fantastic game and all the players who are active in this game.

ADVANTAGES:
1. Heal your creatures faster.
2. Conserve personal Vital Energy

DISADVANTAGES:
1. Small negative expi for your creatures
2. Doing heal rit in a vulnerable place will surely get your creatures be vulnerable to death too

HOW TO PROTECT YOUR GOOD CREATURES: Choose 6 creatures you want to level up,then buy 10 more heretic archers coz you can get 16 maximum creatures.make a defense ritual with only 1 heretic archer on 0%,so that your good creatures will not die.then repeat the same step if ever your defense creature died just revive it.

Creatures 6

  • AramorAramorlevel 1 · 2 held
  • Elite KnatorElite Knatorlevel 4
  • Grasan IGrasan Ilevel 1 · 2 held
  • Elemental IIIElemental IIIlevel 4

The most experienced kinds, of 6 creatures in all.

From the Adventure Log

Page 173 · The Shade Ballance - Alc.

The view of the pile of dust fades away and Alche sees now himself walking towards a door of light. Passing the door makes him realise that he exited one of the several pyramids on top of mount Kelle'tha. He walks forward and see someone else walking towards him. "Who is that..it looks ...oh no..it is...ME!!" Confused by his new state of existence, and by the appearance of himelf exiting at the same time each pyramid, Alches ability to judge the moment is blocked and makes him simply accept and follow the events. Everything is like a weird dream for him.

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