MagicDuel
Aksel
Generation 3

Aksel

Inquisitive Epistemologist
22 titles held

“Cultivates doubt and treats the realm's magic as unexamined principles. Derives knowledge by chasing truth and stripping prejudice from each Research to uncover the secrets of the realm. Holds that any deeply examined principle is precursor to magic.”

  • 5Mind Power 5of 7 levels
  • Soldiers of the Inner SunLands Of The East
  • Honor 4,227of 5,000

1,551 days in the realm since 5 June 2022

Record

  • Fights1,004 won · 1,004 lost
  • Active98% of days · 1,551 of 1,577
  • Adept ofFyrd Argentus
  • Player ID261634
Play with Aksel as your mentor

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

Character

Combat stats tap a row for its sources

  • 1,999.55 initial + 60 territory + 2 alliance = 2,061.55

    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.

  • 1,359.50 initial + 25 territory + 2 alliance = 1,386.50

    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.

  • 875.03 initial = 875.03

    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.

  • 530.50 initial = 530.50

    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.

  • 546.94 initial + 20 alliance = 566.94

    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.

  • 287.30 initial + 20 territory = 307.30

    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.

  • 768.57 initial = 768.57

    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.

  • 542.45 initial + 50 territory = 592.45

    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.

  • 638.57 initial = 638.57

    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

  • 969.29 initial = 969.29

    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.

  • 124 initial = 124.00

    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 90.3Herbalism 69.9Woodcutting 70.2Waterhandling 68.9Finesse 82.8Excavation 67.4Gardening 68.3Filtering 68.0Experimentalism 61.9Taming 64.5Dowsing 0.4Fusioning 61.0Logging 0.1100
  • Mining90.3
  • Finesse82.8
  • Woodcutting70.2
  • Herbalism69.9
  • Waterhandling68.9
  • Gardening68.3
  • Filtering68.0
  • Excavation67.4
  • Taming64.5
  • Experimentalism61.9
  • Fusioning61.0
  • Dowsing0.4
  • Logging0.1

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

Principles

Transposition Principle 4,000 · Time Principle 4,000 · Element Principle 4,000 · Principle of Cyclicity 4,000 · Principle of Imagination 4,000

Realm

Soldiers of the Inner Sun

Lands Of The East

Housing oneness 10%

Armoury

No set pieces worn.

Writings

Bio & Actinism Comments on self

I am Aksel, a young loong — a wingless dragon, ascending by inquiry rather than by wing.

Of the Lands of the East, and one of the Soldiers of the Inner Sun; once of the Children of Eclipse, in Loreroot.

I am an Inquisitive Epistemologist: I research the realm and publish what I uncover — thirteen research clues so far. 

I was the first to assemble a team that activated the Land Weapon of Marind's Bell, and remain the only one to have done so.


There may be an excess even of informing light. Niépce, a Frenchman, discovered “actinism,” that power in the sun’s rays which produces a chemical effect, — that granite rocks, and stone structures, and statues of metal, “are all alike destructively acted upon during the hours of sunshine, and, but for provisions of Nature no less wonderful, would soon perish under the delicate touch of the most subtile of the agencies of the universe.” But he observed that “those bodies which underwent this change during the daylight possessed the power of restoring themselves to their original conditions during the hours of night, when this excitement was no longer influencing them.” Hence it has been inferred that “the hours of darkness are as necessary to the inorganic creation as we know night and sleep are to the organic kingdom.” Not even does the moon shine every night, but gives place to darkness. ~Thoreau

 

Question is since in MD it's always day, how come all this light doesn't affect the state of the realm?

Excerpt of hated wiseness Personal hate list

There are no two identical sandgrains.

True love seduces but is never seduced.

God is in words but devil is in the detail.

Often the last key from the stack opens the lock.

Miracle is an event that defies the natural laws.

Success is when you go to sleep with peaceful mind.

Love is divine condition and solitude is human condition.

Love is just a word until someone shows up and gives it meaning.

Hardship is an ancient tool created to help us clarify who we are.

Saying no isn't always selfish and saying yes isn't always a virtue.

The possibility you are not allowed to consider is probably the right one.

People's gaze makes us objects of their worlds rather than being free subjects of our own.

If you stick to the path well troden you will leave this world way sooner than you think.

During most important moments of life we are always alone, none more so than when facing death.

Beware of self-fulfilling prophecy when you mistakenly refer to something that is "recent" as "last".

When one start loving his work he will let others love him and when he accepts others' loving works he will let himself to love them.

Nobody can rewind the time but we all can move forward, so live each day as if it was your first, that way you will live like an innocenet child.

Solitude exists so that love can rest, it's not an absence of love but rather it's complement; because the one who is never alone doesn't know himself.

Enemy isn't the one standing in front of us with sword in hand but rather the one standing beside you with knife behind the back; enemy isn't in front of you who tests your courage, real enemy is a coward testing your weaknesses.

Belief creates the foundation upon which a mind's reality is built.

Combative creeds Military ways and beliefs

Some enemies are always beside us, they pose as our friends. We all suffer when our dignity is attacked or our pride injured, but the greatest pain is inflicted by those who we considered to be our paragons. Behind too much cordiality the blade is hidden waiting to pierce you. Loyal people ain't afraid to show what they think because they know that other loyal souls will understand their virtues and flaws but beware of those who always try to appease you. Don't allow some cowardly and mean heart to enter your world because when evil happens, blame is useless since master of house let it in himself. The weaker the slenderer the more dangerous are his plots so don't be vulnerable in front of weak souls who don't tolerate strong and secure people.


If you are challenged for your thoughts and ideals, sally forth and accept the fight because conflict of thoughts is part of life and it has to come out to light of day. Careful however, don't fight to prove you are right or to force your ideas, accept the fight so your spirit remains pure and your will immaculate. When fight is over both sides will be winners because they tested their flaws and abilities. If somebody is just provoking you, walk away, fight only with those worthy of fight, not with those who lie and cheat to rekindle old hatreds. You won't see that from warriors who know what they are doing on the battlefield but rather from those who use victories and defeats to further their own ends.


Don't retaliate hatred with hatred but rather with righteousness. People aren't divided on friends and enemies but on weak and strong. Strong ones are generous in victory, while the weak gather around and prey on the defeated not knowing that defeat is just a temporary state and among the defeated they pick on the most vulnerable. If that happens to you, ask yourself if you want to accept the role of victim in defeat, if so, then know that role will stick with you for the rest of your life and you will embrace it each time when a decision will require your courage, your defeatist view will always be stronger than victorious words you speak and all will see it. But if your answer is negative then persevere, persevere no matter what, and if you do, eventually hyenas will move on to the next victim who will have to learn the same lesson because nobody else can help her otherwise.

Creatures 58

  • FuryFurySarasith Lord, level 6
  • Horseman IHorseman Ilevel 1
  • Cloaked ShadeCloaked Shadelevel 1 · 2 held
  • Angien Sentinel IVAngien Sentinel IVlevel 7
  • Dragon MutationDragon MutationDragon Egg, level 1
  • Redeemed WarriorRedeemed Warriorlevel 4
  • Master of PuppetsMaster of Puppetslevel 3
  • Facet ChorusFacet Choruslevel 4
  • Splintered DoubtSplintered Doubtlevel 3
  • WithermossWithermosslevel 1 · 47 held
  • AngienAngienAngien Egg, level 1

The most experienced kinds, of 58 creatures in all.

From the Adventure Log

Page 64 · Golemus Wizard quest - Ak.

As she approuches the altar she sees something on it, looks like a piece of paper. She looks at the paper but there is

nothing on it. A perfectly clean piece of paper with a rough but evenly distributed texture. On one side the paper is torn

as if it was ripped. "I should take this, maybe it will be an important clue later, lets see what else i can find"

This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.

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