MagicDuel
shnappie
Generation 19

shnappie

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

1,178 days in the realm since 22 March 2010 · started in The Original Story Mode

Record

  • Fights620 won · 1,422 lost
  • Active20% of days · 1,178 of 6,034
  • Adept ofPeace
  • Player ID189105
Play with shnappie as your mentor

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

Medals 2

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 shnappie.

Character

Combat stats tap a row for its sources

  • 350 initial = 350.00

    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.

  • 281.14 initial = 281.14

    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.

  • 71.89 initial = 71.89

    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.

  • 73.87 initial = 73.87

    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.

  • 120.76 initial = 120.76

    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.

  • 55.79 initial = 55.79

    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.

  • 80.31 initial = 80.31

    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.

  • 56.77 initial = 56.77

    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.

  • 118.21 initial = 118.21

    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

  • 0.16 initial = 0.16

    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.

  • 1 initial = 1.00

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingFiltering 0.6100
  • Filtering0.6

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

Principles

Element Principle 63.97 · Time Principle 136.54 · Darkness Principle 163.11

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Shnappie Comments on self

 
Parts of my belief:

Believe those who are seeking the truth.  Doubt those who find it.
It is better to know some of the questions than all of the answers.
Tomorrow always comes, and today is never yesterday
Do not seek to follow in the footsteps of the wise.  Seek what they sought.
     



My Achievements as MP5

Survived the Shades Ambush
Defeated the Guards of Willows Shop
Completed the Berserkers Puzzle
Defeated the Loreroot Guards


My Achievements as MP4

Survived the Shades Ambush
Defeated the Guards of Willows Shop
Completed the Berserkers Puzzle
Defeated the Loreroot Guards
Day 165 of the 5th Year: I was accepted as member of the Necrovion Sentinels


My Achievements as MP3

Survived the Shades Ambush
Finished the "What number am I Puzzle Arcade Quest"
Completed the Berserkers Puzzle
Defeated the Guards of Willows Shop
Placed 3th at the HC




My Story

After escaping from the box and all the travels i did with the little girl, i ended up in an unfamiliar place.

This unfamiliar place seems full of puzzles and quests... I find it fun to do. Even some fishing is nice to keep me and my creatures well fed. I wandered all around and collected some strange creatures. But then again, when i am attacked by other ppl i see even stronger and more impressive creatures. I even found out where you can buy them, but every time i try to get one there is those guards in the way not letting me pass.. Seems i have to train my current creatures some more since after 8 round all my creatures are down and the guards are hardly scratched.

Maybe i should be looking for a mentor, someone who could help me on my travels, someone who knows his/her way around.

Ok after restoring a bit from the fight and the fear that those guards left me with, i decided to take it a bit slower and do some more sightseeing. I stumbled across some place called the GGG by most ppl. a place to talk about the creatures and a place to train them. I stayed a bit around there, and experienced my first Burst.
But still, staying in one place to long is nothing for me yet so i moved on... finding out about a cardgame. Even though i didn't got the strategics clear for the game i gave it a try and won 50% of the games i played. And offcource some ppl did better then me so no WP for me.... more luck next time.

While playing the cardgame i heard about a rumor... a possibity for me to even do some more exploring. It would be risky to participate, but still, i would be able to see places i didnt visit before so i took my chances and went for it :D

Walking around with the torch was a real nice experience. I even managed to get me some new creatures i only had dreamed of. Still i miss some which are on my list. but i am closer to getting them i think.

Though walking around and attacking some ppl was not good for my reputation it seems. If people see me comming they hide from me... no idea what caused it, but it doesnt feel nice to be avoided :(
Maybe i should find out why i am avoided and how to be more liked again.


After all the fun i had before i decided to move along. With fresh courage i stepped up and asked if someone would be willing to teach me the ways of the country of my desire, so that one day i could be one of its inhabittants.
So far i think i passed the tests, but then again who knows whats still to come......

At day 165 of the 5th Year i managed to finish my training and to be accepted as member of the Necrovion Sentinels

To be continued

What i hate and why i hate them : Personal hate list

Things i hate in random order
Drachs: For being real expensive and for rich plauers who keep pounding me with them

Soulweavers: For.... well actually i have no idea about them.....

Angien: For burning me

Lemmings : For being without an own will and just doing as been told

Junk: Seems the waters are filled with them and they give the fish a chance to get away

Knator War Master : For being better then my Grasan

Master Lorerootian Archer : For picking on my weak creatures

Bob : for being there and not being on a campfire.
For taking away friends since they think Bob is important

GG: For letting me get stuck after i made it there in one piece

aaront222 for :
shnappie: Anyone knows who the guardian of BoB is ?
 aaront222: Ledah






Military ways and beliefs







When i walk around in the MD lands i feel like a mouse







 .

Creatures 47

  • Elemental VElemental Vlevel 6 · 2 held
  • Water Daimon IIIWater Daimon IIIlevel 7
  • Skill VampireSkill Vampirelevel 3
  • Pimped Grasan IPimped Grasan Ilevel 1 · 2 held
  • Unholy Priest IIUnholy Priest IIlevel 2 · 2 held
  • Dark Archer IIIDark Archer IIIlevel 5
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4 · 2 held
  • AngienAngienlevel 3 · 3 held
  • JokerJokerlevel 1 · 2 held
  • Elite KnatorElite Knatorlevel 4
  • Chaos ArcherChaos Archerlevel 6
  • Hollow WarriorHollow Warriorlevel 2 · 2 held

The most experienced kinds, of 47 creatures in all.

From the Adventure Log

Page 170 · The Shade Ballance - Alc.

Excitedly reaching out to touch the flames, Alche’s body is immediately extinguished. Without any waning, a brave man’s very being is reduced to a pile of dust. A sudden gust of wind blows through the opening, and sends the dust up into the air, and outwards onto the breeze. The ashes spread into different air pockets, and a small amount comes to rest in each of the pyramids.

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