MagicDuel
nadrolski
Generation 16

nadrolski

Water Dowser's Leader
also Bark Cutter · 6 titles held

“A Marind Bell native who exercise the conservation and preservation of water throughout the realm.”

  • 5Mind Power 5of 7 levels
  • Water DowsersMarind Bell
  • Honor 5,416of 5,000

6,001 days in the realm since 4 September 2009 · started in The Original Story Mode

Record

  • Fights18,195 won · 19,114 lost
  • Active96% of days · 6,001 of 6,236
  • Adept ofSyrian
  • Player ID169416
Play with nadrolski as your mentor

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

Medals 5

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 nadrolski.

Character

Combat stats tap a row for its sources

  • 32,933.39 initial + 10 territory = 32,943.39

    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.

  • 24,306.17 initial + 200 alliance = 24,506.17

    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.

  • 5,835.14 initial + 15 territory = 5,850.14

    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.

  • 4,177.46 initial + 30 territory = 4,207.46

    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.

  • 4,504.09 initial = 4,504.09

    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.

  • 732.07 initial + 45 territory = 777.07

    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.

  • 4,624.06 initial = 4,624.06

    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.

  • 4,145.04 initial = 4,145.04

    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.

  • 5,395.92 initial = 5,395.92

    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

  • 9,223.83 initial = 9,223.83

    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.

  • 18 initial = 18.00

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 21.4Herbalism 89.8Woodcutting 51.1Waterhandling 95.3Finesse 90.0Gardening 70.8Filtering 22.9Experimentalism 22.0Taming 3.0Dowsing 93.8100
  • Waterhandling95.3
  • Dowsing93.8
  • Finesse90.0
  • Herbalism89.8
  • Gardening70.8
  • Woodcutting51.1
  • Filtering22.9
  • Experimentalism22.0
  • Mining21.4
  • Taming3.0

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 4,000 · Principle of Light 4,000 · Principle of Entropy 4,000 · Principle of Imagination 4,000 · Darkness Principle 4,000

Realm

Water Dowsers

Marind Bell

Housing oneness 20%

Armoury

No set pieces worn.

Writings

II. Comments on self Comments on self

 
nadrolski - Proudly Philippine Made
 
Proudly Pinoy
 
Personal Wishlist:
1. To have slot #4 of the 'Royal Guard' set.
2. To have slot #8 of the 'Royal Guard' set.
3. To have slot #9 of the 'Royal Guard' set.
4. To have slot #10 of the 'Royal Guard' set.
5. To have slot #11 of the 'Royal Guard' set.
 
Creatures for sale or trade:
-
 
Roleplay Items (Common) for sale:
-
- - -

III. Personal hate list Personal hate list

MagicDuel, the adventure you will never forget.
 
MagicDuel is a unique fantasy game unlike anything you played before. We call it a "game" because anyone can join free and PLAY it, but MD is much more than a simple casual game. MagicDuel consists of a community of amazing people, players that build a virtual society, create their own quests and become friends ..or foes. I would like to say that there are lots and lots of players, but there are just a couple of hundred that stay, many more that come and go daily because MD is not the casual browser game kind you are used to. Regardless of you play it for fun from time to time or you end up with actual years of daily activity and rule your own land, if you manage to become part of this community, MD will be an adventure you will not forget.
 
MagicDuel is not something for anybody to master, but for everybody to experience. 
 
Now, take a part of your true identity and turn it in a MD Character, what are you waiting for?
 
Start your adventure!
Register now and get five (5) shop items FREE!
 
Our purpose is not to give you an alternate world to escape your real one, its not to give you a casual game to relax, but to educate your mind in a way that is not normally possible.
 
This "game" is highly addictive and might change you forever. Do not just play it.. learn from it.. because "it" learns from you.
 
- - -
 
As a new player you can raise creatures, upgrade them several levels, discover hundreds of beautifull hand-drawn landscapes, experience hard to believe magical items, compete and fight, adventure into captivating quests and much much more. As days pass by you will get deeper and deeper into the community and MagicDuel will mean much more than a nice game with beautifull artworks. You will learn how to understand people, you will learn to negociate and obtain, to use your words as a weapon, to appreciate and make friends, to hate, to create but also to destroy... to express those parts of your self that can not be normally expressed. Players can shape the game world with their actions, the game only has a beginning, but not an end. Daily updates and announcements keep things entertaining and alive.
 
Main features:
> No download - browser game - Flash player required.
> Hundreds of high quality artworks, user-friendly interface.
> Unique game-play, introducing new gaming concepts.
> No usual economy system.
> Creature fights, fantasy world, weapons, collectible items, magic casting.
> Real-time PvP fights, alliances, multiplayer spells, live chat.
> Interactive story - player selectable endings!
> Unique combination of  adventure, roleplaying and tactics.
> Role-play items to personalise your role.
> Huge lands to explore in a way you never imagined, secret locations.
> Each character becomes unique based on the player choices and play.
> Multiplayer story involving real players.
> Way of play changes several times as you progress.
> Amazing community of role-players.
> Free to play, $1 premium services.
 
WARNING: This game can become a very enjoyable adventure for those who are worthy of its secrets or turn into an addictive nightmare for those who aren't.
 
LOGIN or REGISTER to play.
 
- - -
 
Got questions? Contact me.
In-game : nadrolski
Forums : nadrolski
 
https://www.emoneyspace.com/nadrolski
 
- - -

Creatures 56

  • Judas PriestJudas PriestUnholy Pope, level 3
  • Sarasith LordSarasith Lordlevel 6
  • Elemental VElemental Vlevel 6 · 2 held
  • Water Daimon IIIWater Daimon IIIlevel 7 · 2 held
  • Pimped Grasan HuvourerPimped Grasan Huvourerlevel 3 · 3 held
  • DoppelgangerDoppelgangerlevel 4 · 3 held
  • Tamed ReindrachTamed Reindrachlevel 5 · 2 held
  • GastlyGastlyRustgold Madhorn, level 5
  • Greg The SnowmanGreg The Snowmanlevel 3
  • Betty The SnowwomanBetty The Snowwomanlevel 3
  • GengarGengarMadhorn, level 5
  • Majestic WinderwildMajestic Winderwildlevel 6 · 3 held

The most experienced kinds, of 56 creatures in all.

Adepts 32

32 players joined the realm as nadrolski’s adepts.

From the Adventure Log

Page 113 · The Shade Ballance

A group of adventurers gathered together by Khalazdad are grouped in front of the Hawling gates trying to get in contact with the Shades. They even tried to bring them gifts and offerings in the hope they can contact them, without knowing, or without caring maybe of the dangers.

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