MagicDuel
Aeoshattr
Generation 31

Aeoshattr

Knight of Iron Nails
also Night Keeper · 2 titles held

“A dark and mysterious keeper of endurance. He uses pain to forge and harden willpower and spirit, like a carpenter uses nails to craft sturdy woodwork.”

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 2,360of 5,000

3,993 days in the realm since 7 September 2008 · started in The Original Story Mode

Record

  • Fights9,982 won · 9,973 lost
  • Active61% of days · 3,993 of 6,595
  • Adept ofSyrian
  • Player ID89024
Play with Aeoshattr as your mentor

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

Medals 3

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 Aeoshattr.

Character

Combat stats tap a row for its sources

  • 22,028.20 initial = 22,028.20

    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.

  • 9,373.49 initial = 9,373.49

    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.

  • 999 initial = 999.00

    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.

  • 2,828.06 initial = 2,828.06

    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.

  • 3,754.69 initial = 3,754.69

    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.

  • 720.69 initial = 720.69

    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.

  • 4,253.09 initial = 4,253.09

    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.

  • 3,638.86 initial = 3,638.86

    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.

  • 5,185.46 initial = 5,185.46

    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

  • 1,726.71 initial = 1,726.71

    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.

  • 65 initial = 65.00

    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 31.9Herbalism 55.8Woodcutting 66.1Waterhandling 51.0Finesse 75.2Excavation 40.7Gardening 26.3Filtering 42.6Experimentalism 37.0Taming 26.3Dowsing 26.6Fusioning 26.1100
  • Finesse75.2
  • Woodcutting66.1
  • Herbalism55.8
  • Waterhandling51.0
  • Filtering42.6
  • Excavation40.7
  • Experimentalism37.0
  • Mining31.9
  • Dowsing26.6
  • Taming26.3
  • Gardening26.3
  • Fusioning26.1

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

Principles

Principle of Entropy 4,000 · Principle of Cyclicity 4,000 · Darkness Principle 4,000 · Transposition Principle 4,000 · Principle of Light 4,000

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Shatter Comments on self

Fractus

A Nephilim - a being said to have been forged from human and angel blood alike, by the Angel of Death himself - with an empty purpose, hollow, vain dedication and nothing more than a scornful pride and sense of deluded superiority over simple men. 


A little crime, a mindless theft was all it took. Stealing the Subtle Knife was what started the shattering, cleaving this one's soul in half and leaving the broken pieces crumbling away in brittleness, forever susceptible to harm - unmendable and increasingly lost and broken in time. It is still uncertain whether this new experience is nothing but a feverish dream, or indeed true, genuine reality... Alas it is clear that the remains of what was once a Nephilim awoke in the Paper Cabin and decided to renegade their past name, calling themselves Aeoshattr.     


Foolishly longing for that which could never belong in one's arms can be one of the most shredding, tormenting forms of agony. One must learn to long and lose, to admire but not touch, to contemplate and be content with the little one has been granted. For many times, desiring or even reaching for the object of one's wishes can cause it to wither, pale in value and die. Loving and losing by his own hands, yet against his will, is what this one had to learn - may the Muse of Love find one worthy of admiring her.

A burden to carry alone - that is what Pain is for most. It is a burden that is rarely ever lessened and most often gets heavier in time. Yet many times, one can find an aid; another one so devoted that they will carry the pain of another and only ask for love in return. Yet love is something that cannot be demanded or asked for, and never should be: be mindful of those who share or carry your burden, and never leave them behind as you soar to new heights with your weights lessened. For your wings shall crumble to dust when your aid withers away, dessicated of love and strength and leave you helpless, plummeting down to even harsher agony.     


Pledging one's heart to a land is indeed one of the most profoundly changing experiences in this realm; be certain and truthful to yourself, lest you shall end suffering, lonely among many. This one had pledged his heart to Loreroot, taking the mark of the Children of the Eclipse. While it was not meant to last, the change was core-wracking and lingers to this day; pursuit of the Night, temper and fears are echoes of this past self, remnants of a fundamentally altering pledge - one that brought joy, but anguish and Pain alike. Eroding his already thin heart little by little...   

Little by little, crumb by crumb, shards gathered - each mistake spawning a new one, a new broken reflection in a desperate attempt to learn what was needed for redemption. Yet each new echo only reverberated further and further away from the truth. His love misplaced once again, angelic vengefulness, pride and scorn were brought to the surface in a grotesque display, to show the true nature of the beings he once revered, now in a saddening revelation. The Light holds nothing of worth for any other beings than those forged from Light itself... A being that Aeoshattr sadly was not.     


   Sextus

Erosion became indeed, but a daily truth - merely entropy. However, when there is little to nothing left to shave away, when only prickly dust chokes the heart, change is at its most fundamental. Nothingness cannot break; there is nothing to take from Emptiness... Thus when his trust was once more broken and abused, this hollow, empty shell caved in on itself, all six facets shattering open. Nothing was left but a twisting, ravenous, devouring Pain. 

And still... the cube remained, giving rise to the Last. All six facets were shattered, each in a unique way. Delicate, translucent webs adorn the flimsy fabric of the worn cube, casting twisting, dancing shadows within. Nothing left to break, nothing left to wear out; nothing but the dark, flickering emptiness of one's inner self, when all else has been extinguished. Occult, occluded, silent, Necrovian by choice and destiny, and peacefully alone in a Night of the heart.     
 

Your Personal hate list

May
 
When the eye of May glares down
Under the old linden I rest.
The way the wind twirls your gown...
Your ballet has me obsessed.

Prance and jump and swing and sway!
Make good use of all your charms.
Dance! Dance! Dance your mind away;
Come and wither in my arms...
 
Jest

A broken path your eyes must follow
Along dull lines that we once traced.
Love! Why have you left me hollow?
A few more steps, more tears misplaced.

Your touch my skin must feel once more,
To rake your nails across my chest;
Alas! Your love has left me sore.
To you, I know t'was but a jest.

Anguish Military ways and beliefs


Codice
 

Suffering is solely for necessity.
Deliver not one more blow than needed.
There is power behind grace.
Cherish not the blood that stains your hands.

Love Protector statement

Patronus
 Clipped
Wings of noble, gentle
Script.

Led
And bitter tongue you have
Fed.

Sown
Discord and tears alike,
Alone.
Voluntas
 
One's value is based solely on Willpower - the strength to balance one's desires with reality, the power to resist outside influence. Worthy are those both of great and small Willpower, yet for different purposes. Know and exercise your Will...        
               

Creatures 57

  • Angien Sentinel IVAngien Sentinel IVlevel 7 · 2 held
  • MadhornMadhornlevel 5 · 2 held
  • Rustgold MadhornRustgold Madhornlevel 5 · 4 held
  • Elemental VElemental Vlevel 6 · 2 held
  • Tamed ReindrachTamed Reindrachlevel 5 · 2 held
  • HeartHeartDark IV, level 4
  • EdmundEdmundTainted Angien IV, level 7
  • LamiaLamiaWater Daimon III, level 7
  • Insurrect ShadeInsurrect Shadelevel 3 · 2 held
  • Majestic WinderwildMajestic Winderwildlevel 6 · 3 held
  • DoppelgangerDoppelgangerlevel 4 · 2 held
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3 · 3 held

The most experienced kinds, of 57 creatures in all.

Adepts 24

24 players joined the realm as Aeoshattr’s adepts.

From the Adventure Log

Page 19 · Golemus Wizard quest - sim.

Walking in the darkness simplyzero realises that he aged a lot,
his hair is now long, his beard is dense and his legs hurt him.
Something about this place made him lose vitality, but he
keeps moving. Far away he can see a thick column of smoke.

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