MagicDuel

meiche

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 645of 5,000

170 days in the realm since 5 July 2008 · started in The Original Story Mode

Record

  • Fights106 won · 109 lost
  • Active3% of days · 170 of 6,660
  • Adept ofAqlBeast
  • Player ID60589
Play with meiche as your mentor

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

Character

Combat stats tap a row for its sources

  • 68.27 initial = 68.27

    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.

  • 42.59 initial = 42.59

    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.

  • 41.54 initial = 41.54

    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.

  • 24.64 initial = 24.64

    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.

  • 22.62 initial = 22.62

    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.

  • 12.81 initial = 12.81

    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.

  • 25.20 initial = 25.20

    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.

  • 21.23 initial = 21.23

    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.

  • 26.81 initial = 26.81

    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 Imagination 83.68 · Principle of Light 111.10 · Principle of Syntropy 106.88 · Principle of Balance 90.93 · Darkness Principle 58.54

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Seeker of Knowlege Comments on self

A confused soul in a strange and foreign land, I am lost in my own thoughts. Birthed from a blackened carnival nightmare into a place where the sun never sets and strange beasts bound to my soul fight the battles I choose, for good or otherwise. In a simpler day I wondered what is my purpose? What am I doing here? But now these questions seem much deeper. Why was I chosen to end up in this land? Who is the strange maiden who asks so plaintively for my help, and what could she possibly see in me?

The more I learn the more lost I become. With every fact I gather, I find there is more lurking in the shadows waiting to be discovered. I wander slowly, my beasts tucked close to my pounding breast knowing that each soul I pass my be my new enemy, or an ally still undiscovered. As the heat of battle cools I know that I have found my purpose...TO KNOW.

Working within the adept system I will build a school of sorts in Marind Bell. With thanks to my teacher Aqlbeast who\'s knowledge is much greater than mine, I wish to make myself a teacher to those who would be my students. Under the open air and around the areas of Marind Bell we will seek, and I hope find the answers to all we seek. To learn, one must only be willing to ask and listen. I believe fully there is much that my students as well can teach me. To be a Seeker of Enlightenment is not a hollow promise, it is a goal that I can work on forever and grow as I do.

I welcome anyone with interesting information of any sort to send a scroll my way that we can examine it together and learn from each other. My particular interest is the history of this land and whatever became of Jack Willow. I also love random gossip, interesting secrets, and new happenings in the land.

I know that I am still inexperienced and weak, but my quest has become to help those that I can, and learn from those that may help me. Those who wish to learn may send a scroll at any time, and those who wish to teach, please know that my ears and heart are open.

I am seeking adepts to guide in the ways of this strange place. If you would like assistance with basic game play concepts or general explanation I am always happy to help. Those who seek to adept will find that I am quick to answer questions and queries, but will not spoil the game for anyone. Those who do not wish to adept can also message me, I like to help and will do my best to answer your questions.

In my pursuit of knowledge I am also a willing adept. I am happy to exchange my tutelage for a more advanced understanding of this game, and lore of the land. Players who wish to have me as an adept should message me with details.

Assuming the Obvious Personal hate list

Keep in mind that things are not always as obvious as they appear.

Some assumptions that drive me nuts!
Dark=evil
light=good
winning=victory

What am I talking about shades and angiens to begin with. Shades may be dark, but does that make them evil or the enemy?
Angiens are light, should I assume they are angelic?

Try to look deeper, and remember that as many differences as may be found in the players here may also be found in the races we have or are attempting to make contact with. Light and dark are not always black and white.

Creatures 17

  • Chaos ArcherChaos Archerlevel 6
  • Sgt. DeathSgt. DeathDark Archer III, level 5
  • Elemental IVElemental IVlevel 5
  • Grasan HuvourerGrasan Huvourerlevel 3 · 2 held
  • Elemental VElemental Vlevel 6
  • WinderwildWinderwildlevel 4
  • BloodPact Dark ArcherBloodPact Dark Archerlevel 3
  • JokerJokerlevel 1
  • Savage Knator IISavage Knator IIlevel 2
  • Lorerootian ArcherLorerootian Archerlevel 2
  • Water Being IIWater Being IIlevel 2
  • Animated Tree IAnimated Tree Ilevel 2

The most experienced kinds, of 17 creatures in all.

Adepts 4

4 players joined the realm as meiche’s adepts.

From the Adventure Log

Page 188 · A Freezing Firestarter

Sitting on the ground, Phrog notices some engravings on both sides of a piece of wood: STEVE and BOB. "Bob and Steve? Like...together forever? ...weird world.." Shrugging, he tries to rub several sticks together and start a fire. A tiny flame appears, to his great delight, but a gust of wind smothers it instantly.

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