MagicDuel

neubis

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honour 5,000of 5,000

134 days in the realm since 8 August 2008 · started in The Original Story Mode

Record

  • Fights111 won · 111 lost
  • Active2% of days · 134 of 6,645
  • Adept ofRaven
  • Player ID75256
Play with neubis as your mentor

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

Character

Combat stats tap a row for its sources

  • 22.19 initial = 22.19

    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.

  • 12.24 initial = 12.24

    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.

  • 4.95 initial = 4.95

    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.

  • 4.80 initial = 4.80

    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.

  • 7.35 initial = 7.35

    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.

  • 2.03 initial = 2.03

    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.

  • 3.45 initial = 3.45

    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.

  • 1.28 initial = 1.28

    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.

  • 3.32 initial = 3.32

    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

Transposition Principle 53.72 · Principle of Balance 30.07 · Time Principle 27.66 · Principle of Light 35.38

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Neubis's Book of Life (Requested title: Master Conjuror) Comments on self

Easy little riddle. I am a master of the plains, a stalker of innocent pray. I eat meat and run fast and majesticly after my prey. To look at me is like seeing the sun god of animals, My roar can be heard from afar. Who am i?
Description
A mage with tricks up his sleeve, a dabster in the arcane mysteries. A jack of all trades and none, a dashing rogue and a eloquent prankster. Since the very beginning he was always looking into the arcane arts, even as a child he was summoning small clay creatures to play with. He set his goal in life to be the greatest Conjuror that ever lived, and so began studying the world around him and reading all the tomes about conjuration he could find. But his life was never dull, since he was the son of a hated noble. His life was filled with attemps to either kidnap him or kill him. It always seemed to work out for him tho and his magic helped out everytime.
\"Only in time does the wise grow to be powerfull\" - Neubis

In the Shadow of the Raven Once there was just darkness, shade on shadow, black on black. Legend tells us, Raven came and waved the darkness back. Provider and protector, integral to death and birth, A paradox in midnight black who brought the light to Earth. In the Shadow of the Raven we all stand: More than comrades. More than brothers. We are Clan. The Raven is a trickster and a scoundrel, but take care. His eye is always watching, always winking, always there. He spreads his wings and gathers us into his dark embrace: The poets and philosophers; the bold who seek his face. In the Shadow of the Raven we all rise: More than seekers. More than scholars. We are wise. The Raven calls to those who love the dark, yet seek the light. The more our curiosity, the greater his delight. He knows our deepest sadness, yet he shares laughter too, And if things get upset, he understands – its what we do. In the Shadow of the Raven we all soar: We are power. We are brilliance. We are more.

Personal hate list

I hate people that think they know more about you then you do, they don\'t know you and they think they know you before they even meet you in person.

Also i hate coffee and pure spirits... damn straight ^^

Rp:
Ongoin rp... the carnival.

Charecter:
A master Conjuror, not to old. But not a young man either. Usually wears Cloaks that cover his face. And choice of weapon is mostly his summons allthough he often carries a small weapon of some sort.

Quest:

Puzzles/tasks done:
Berskerers puzzle.
willow guard I/II done.
openened up for lore root guard attack.

Creatures 15

  • Hollow WarriorHollow Warriorlevel 2 · 2 held
  • FlayerFlayerGrasan II, level 2
  • Dark Archer IIDark Archer IIlevel 4
  • Elemental IElemental Ilevel 2 · 5 held
  • Dark ArcherDark Archerlevel 3
  • Grasan IGrasan Ilevel 1 · 2 held
  • AramorAramorlevel 1
  • Heretic ArcherHeretic Archerlevel 1 · 2 held

The most experienced kinds, of 15 creatures in all.

Adepts 9

9 players joined the realm as neubis’s adepts.

From the Adventure Log

Page 103 · Golemus Wizard quest - sim. - END

A strange feeling, not known to normal people, makes simplyzero realize his duality. His mind is at the same time on the dark see below the worlds and in the body that is wondering
the noman's lands. Time will tell if this strange splitt will have further consequences or its just a final state of his destiny. Under certain circumstances, simplizero has the ability to travel
the underworld waters and reach any point they connect. Each time he does so, a part of his soul shifts to the other side so he wont do that for free. Taking an other person with
him will be possible but the consequences are not yet known. (New RPC character released to play)

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