MagicDuel

Asad Suhail

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

262 days in the realm since 1 April 2011 · started in The Original Story Mode

Record

  • Fights720 won · 1,006 lost
  • Active5% of days · 262 of 5,659
  • Adept ofShemhazaj
  • Player ID216472
Play with Asad Suhail as your mentor

Join the realm from this page and you start as Asad Suhail’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 Asad Suhail.

Character

Combat stats tap a row for its sources

  • 416.89 initial = 416.89

    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.

  • 280.50 initial = 280.50

    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.

  • 134.58 initial = 134.58

    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.

  • 73.69 initial = 73.69

    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.

  • 123.45 initial = 123.45

    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.

  • 42.35 initial = 42.35

    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.

  • 96.48 initial = 96.48

    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.

  • 59.31 initial = 59.31

    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.

  • 137.26 initial = 137.26

    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

  • 0.79 initial = 0.79

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingWoodcutting 19.0Filtering 0.6100
  • Woodcutting19.0
  • Filtering0.6

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

Principles

Darkness Principle 19.30 · Principle of Light 2,730.24 · Principle of Entropy 3,771.42 · Element Principle 3,796.33

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

1 Comments on self

 I don’t know how I really m

The only clear memory I have is waking up in The Paper Cabin, nothing else...
I don't remember anything except my name, ASAD. 

 

 

Ever since i woke up in The Paper Cabin, I’ve been hearing a voice in my head that sounded...
It said... I had an important fate... Something that would change the world everyone lived in.
My memory is full of blanks, where I don't remember what i did except the one i love more than myself and my duty to obey my king, but don’t know what had happen here its seems like I have sleep for a long time and have in some wounds all over my body it’s like I got it in some battle

Till now 100+ days passed and I’ve met a number of people that have been very kind to me, and helped me understand this strange world many of them are from a country called Loreroot. It feels long and short at the same time. Indeed I got quite used to it already and it seems to me that this is something natural now. On the other hand, there is so much more to discover and understand.

  ----------------------------------------------------------------------------------------------------------------------------------

 
     Sometimes I feel so much pain in my head when i try to remember about   my past......

  

 
 
A love of mine

With a song and a wine
you're harsh and divine
Like truths and a lie
But the tale ends not here
I have nothing to fear
For my love is hell of giving and hollow
And the bright emptiness
In a room full of it
Is a cruel mistress

 
   I feel this unrest
That nest of hollowness
For I have nowhere to go not go
And I feel so lonely
there's a better place than this
Emptiness
And I'm so lonely
there's a better place than this
Emptiness

 
 
  -------------------------------------------------------------------------------------------------------------------
 
 

 Remembering a bit of the Warrior’s way to serve.

 
“Stay committed to your decisions, but stays flexible in your approach.”

“If you live to be 100, I hope I live to be 100 minus 1 day, so I never have to live without you.”

  “If all my friends were to jump off a bridge, I wouldn't follow. I'd be at the bottom to catch them when they fall.”
“Our Similarities bring us to a common ground; Our Differences allow us to be fascinated by each other” 

 "The greater the loyalty of a group toward the group, the greater is the motivation among the members to achieve the goals of the group, and the greater the probability that the group will achieve its goals.”

“Loyalty is a feature in a boy's character that inspires boundless hope.”

 

Creatures 25

  • Animated Tree IIAnimated Tree IIlevel 3
  • Unholy Priest IIUnholy Priest IIlevel 2 · 3 held
  • Angien SentinelAngien Sentinellevel 4 · 3 held
  • Water Daimon IWater Daimon Ilevel 5 · 4 held
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3 · 2 held
  • Day DreamerDay Dreamerlevel 2
  • Full-grown WinderwildFull-grown Winderwildlevel 5
  • Skill VampireSkill Vampirelevel 3 · 2 held
  • Grasan IIGrasan IIlevel 2 · 3 held
  • Animated Tree IIIAnimated Tree IIIlevel 4 · 2 held
  • Unholy PriestUnholy Priestlevel 1 · 2 held
  • The ConfessedThe Confessedlevel 3

The most experienced kinds, of 25 creatures in all.

Adepts 1

1 player joined the realm as Asad Suhail’s adepts.

From the Adventure Log

Page 142 · The Shade Ballance - Alc, Bl.

Excitement builds as a task force assembles at the Gates of
Ages to help Alche retrieve the Book of Principles. Small groups sit together
and discuss the best method of obtaining the Book. Suddenly, an intelligent soul,
Blackthorn, suggests
a most impressive theory, and the group is ecstatic with the outcome of their
studies. With high hopes, the theory hastens to Alche by way of a footling messenger.

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