MagicDuel
redneck
Generation 16

redneck

Heat Tainter
also The mosquito · 21 titles held

“Taints heat, drop by slow drop, until it turns to liquid dust, in a still that must never be opened while it runs. Makes the long blades that are quenched in it, and wipes nothing off.”

  • 5Mind Power 5of 7 levels
  • CaretakersLands Of The East
  • Honor 1,522of 5,000

2,649 days in the realm since 9 May 2009 · started in The Original Story Mode

Record

  • Fights13,294 won · 13,013 lost
  • Active42% of days · 2,649 of 6,359
  • Adept ofCless
  • Player ID151251
Play with redneck as your mentor

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

Medals 4

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 redneck.

Character

Combat stats tap a row for its sources

  • 433,170.47 initial + 60 territory + 120 alliance = 433,350.47

    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.

  • 203,865.17 initial + 25 territory + 12 alliance = 203,902.17

    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.

  • 2,232.32 initial = 2,232.32

    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.

  • 4,679.69 initial = 4,679.69

    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.

  • 5,587.77 initial + 60 alliance = 5,647.77

    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.

  • 1,554.01 initial + 49.02 weapons + 20 territory + 60 alliance = 1,683.03

    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.

  • 6,690.54 initial = 6,690.54

    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.

  • 5,426.79 initial + 50 territory = 5,476.79

    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.

  • 7,343.55 initial = 7,343.55

    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

  • 1,984.05 initial = 1,984.05

    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.

  • 354 initial = 354.00

    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.

Bug reports

  • 10 graded reports = 40

    Your record as a bug reporter. Every bug report is read, checked and graded once.

    A real bug earns 0 to 10, from a simple error to a serious fault that was truly solved. A report that was not a bug takes 0 to 10 away, the most for bad intent or an attempt to mislead.

    Nothing yet. It is kept as your record.

Leanings

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 91.9Herbalism 96.0Woodcutting 91.9Waterhandling 93.7Finesse 90.5Excavation 93.0Gardening 96.4Filtering 93.3Experimentalism 88.7Taming 91.6Dowsing 91.8Fusioning 0.4Logging 0.1100
  • Gardening96.4
  • Herbalism96.0
  • Waterhandling93.7
  • Filtering93.3
  • Excavation93.0
  • Mining91.9
  • Woodcutting91.9
  • Dowsing91.8
  • Taming91.6
  • Finesse90.5
  • Experimentalism88.7
  • Fusioning0.4
  • Logging0.1

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

Principles

Time Principle 4,000 · Darkness Principle 4,000 · Principle of Syntropy 4,000 · Element Principle 4,000 · Principle of Light 4,000

Realm

Caretakers

Lands Of The East

Housing oneness 60%

Armoury

No set pieces worn.

Writings

The Mosquito Comments on self


They call me the Mosquito. I have been a mercenary, a Sentinel, and a marshal. Now I walk among the Caretakers, carrying the history of each turn in my road.

Necrovion belongs to my beginnings. My first oath was to the Shades, and I have returned to examine that connection with greater patience than I once possessed.

Marind Bell also shaped me. I served the Knights with pride and remain responsible for my deeds beneath their name. Leaving has given me much to consider about loyalty, purpose, and the weight of an oath.

I travel with Coinwake, whose shifting form bears enough gold to tempt careless fingers. Admire him freely. Ask before touching.

An old mosquito still has curiosity, a little humor, and enough persistence to remain troublesome.

Book of Contempt Personal hate list

I have little patience for:

Cruelty offered as entertainment.

Oaths made for convenience and abandoned without a word.

Those who abuse the trust placed in them.

Authority used to humiliate.

People who speak over memories they never lived.

Certainty that leaves no room for questions.

Hospitality answered with exploitation.

Uninvited hands reaching for Coinwake’s coins.

Disagreement alone earns no place here. I would rather hear an honest objection than a comfortable lie.

Military Ways and Beliefs


Military ways and beliefs

My habits were formed through service: observe the ground, keep watch, prepare carefully, and know who stands beside you.

A weapon should be drawn with purpose. Anger is a poor commander, and pride can make a needless battle seem necessary. I value restraint, clear judgment, and the resolve to act when action is required.

Leadership carries responsibility for those who trust it. Orders deserve thought before they are given, and their consequences belong to the person who gives them.

An oath must be understood before it is sworn. When service ends, acknowledge it openly and answer for what remains unfinished.

Among the Caretakers, these habits find use in tending a camp, helping a companion, watching a road, and protecting a place where others may gather. I claim no command here. My conduct will determine the trust I earn.

I approach the Shades with respect and questions. Whatever relationship develops, I intend to understand the commitments I make.

Creatures 99

  • Insurrect ShadeInsurrect Shadelevel 3 · 3 held
  • LexiLexiMadhorn, level 5
  • Snowy The SnowmanSnowy The Snowmanlevel 3
  • Tamed ReindrachTamed Reindrachlevel 5 · 2 held
  • Infernal ElementalInfernal Elementallevel 5
  • Majestic WinderwildMajestic Winderwildlevel 6 · 4 held
  • Water Daimon IIIWater Daimon IIIlevel 7 · 3 held
  • DoppelgangerDoppelgangerlevel 4 · 3 held
  • Resplendent WinderwildResplendent Winderwildlevel 6
  • Angien Sentinel IVAngien Sentinel IVlevel 7 · 3 held
  • Unholy PopeUnholy Popelevel 3 · 4 held
  • Wind Dragon IIIWind Dragon IIIlevel 6

The most experienced kinds, of 99 creatures in all.

Adepts 10

10 players joined the realm as redneck’s adepts.

From the Adventure Log

Page 203 · The Shade Ballance - Others

A traveler that ventured into the depth of the underground started to tell stories about spooky voices beeing heard from the emptyness around the Gazeebo of Chaos. Some say those are the voices of the dead wariors telling their tales.

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