MagicDuel

AqlBeast

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 4,988of 5,000

712 days in the realm since 7 December 2007 · started in The Original Story Mode

Record

  • Fights3,626 won · 5,104 lost
  • Active10% of days · 712 of 6,871
  • Adept ofMasterB
  • Player ID16449
Play with AqlBeast as your mentor

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

Medals 1

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 AqlBeast.

Character

Combat stats tap a row for its sources

  • 2,172.21 initial = 2,172.21

    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.

  • 663.10 initial = 663.10

    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.

  • 243.99 initial = 243.99

    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.

  • 94.26 initial = 94.26

    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.

  • 277.35 initial = 277.35

    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.

  • 87.39 initial = 87.39

    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.

  • 146.02 initial = 146.02

    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.

  • 220.02 initial = 220.02

    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.

  • 548.39 initial = 548.39

    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

Principle of Light 1,000 · Time Principle 1,000 · Element Principle 2,429.70 · Principle of Syntropy 678 · Transposition Principle 600.31

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

 Just one of history's old image seeking his past.

Those that knows me please be kind.

Those that knows me not please not ask who I am...just an image of old time.

Ask not what I can do for you? Ask what you can do for yourself? Personal hate list

I am fool of stupidity, but I am not afraid to show it. Ignorance is the basis of my origin, knowledge is what I gain through time. I speak my mind, and I am not afraid to shun it if need be. What you should know about me is that I abhor anyone who THINKS he is better than the rest. If you think you are better, show it to me. Actions speak much better than words do. Show me who you truly are and remove my skepticism of you from me. I detest myself for I am nothing---living life without an aim, living life without a friend, living life with much disdain. In the end, I love nothing; yet, nothing, to others, is everything.

FOR FUN ONLY------TO BE ATTEMPTED BUT NOT TO BE SHARED Military ways and beliefs

THE WORLD STEPS ASIDE FOR THE MAN WHO KNOWS WHERE HE IS GOING

Protector statement

As an image of old time I have nothing to gain
 
But like all relics I have a story to tell, a purpose to exist, and a code of protection
 
To all believers of old time become a part of me and I leave you with ____________________

Creatures 26

  • Majestic WinderwildMajestic Winderwildlevel 6 · 2 held
  • DARK STEALERDARK STEALERElemental V, level 6
  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • DARK VAMPIREDARK VAMPIREUnholy Priest II, level 2
  • BloodPact Dark Archer IIIBloodPact Dark Archer IIIlevel 5
  • Barren SoulBarren Soullevel 1
  • Imperial AramorImperial Aramorlevel 1
  • Pimped Grasan IPimped Grasan Ilevel 1 · 2 held
  • Elemental IElemental Ilevel 2
  • Unholy PriestUnholy Priestlevel 1
  • AngienAngienlevel 3 · 5 held
  • BloodPact Heretic ArcherBloodPact Heretic Archerlevel 1 · 2 held

The most experienced kinds, of 26 creatures in all.

Adepts 52

52 players joined the realm as AqlBeast’s adepts. The 48 most active of them:

From the Adventure Log

Page 555 · One Man, Many voices

Once realising the being was there, Pipstickz and lashtal began to converse with the speaker in an attempt to find out more. Initially the conversation benign in its nature turned investigative. After some talking Pipstickz grew tired and while smiling, drew a circle in the sand. Immediately the old mans eyes seemed to glow less. Lashtal watched from outside the circle as Pipstickz prostrated himself in front of the old man, going to sleep after his adoration. Lashtal looks at the sleeping man wondering whether that circle is all it seems.

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