MagicDuel

Astral Almighty

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

371 days in the realm since 18 September 2008 · started in The Original Story Mode

Record

  • Fights1,634 won · 2,624 lost
  • Active6% of days · 371 of 6,585
  • Adept ofFirsanthalas
  • Player ID92323
Play with Astral Almighty as your mentor

Join the realm from this page and you start as Astral Almighty’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 Astral Almighty.

Character

Combat stats tap a row for its sources

  • 604.24 initial = 604.24

    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.

  • 317.74 initial = 317.74

    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.

  • 166.94 initial = 166.94

    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.

  • 114.61 initial = 114.61

    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.

  • 213.67 initial = 213.67

    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.

  • 60.77 initial = 60.77

    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.

  • 157.65 initial = 157.65

    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.

  • 87.68 initial = 87.68

    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.

  • 234.99 initial = 234.99

    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

Darkness Principle 1,000 · Principle of Entropy 1,116 · Transposition Principle 2,692.96 · Principle of Light 2,376.08 · Principle of Syntropy 1,342.73

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

former Dark Necromance Lord Comments on self

I was born on a planet far away from this realm.
My name is Astral Almighty son of Astral the Powerful and Astrala the Graceful.
We are Astral kin, mind travelers. We don’t have an actual form,
I guess you could compare us a bit to ghosts, but while we are astral traveling we can take any form we want.

My father was sort of King of our world and I was to succeed him one day,
but I was young  and impatient, my powers were growing daily and I wanted to explore other realms.
On one of my mind travels, which my father had forbade me, I encountered Death.
I was drawn to his power and Influence in all kind of realms and I became his pupil.

I became what they would call a necromancer, but one of the greatest ever seen.
I nearly grew as powerful as Death himself.
But gaining all that power and thirsting for more corrupted my mind.
I could decide who lived and who died and drain there powers as I killed them.
I lost contact with my own kin and traveled realm to realm killing and draining al kind of powers,
I became an invincible monster.

But then one day I saw a Realm I never visited before,
they call it the MD realm and none of my kin dared to travel there.
With my new power and my thirst to become the greatest ever I entered it.
That became my greatest blessing or my greatest curse.

When I entered I felt something was wrong but I could leave anymore.
My powers and blood thirst altered and I nearly became a mere mortal.
At first I was frustrated, there were people in this realm more powerful than I ever seen.
But as I traveled the realm I learned that I could grow as strong or even stronger.
I learned to know some people and their stories of ending up here.

And in one of those moments it came to me that I don’t have to be the most powerful as long as I have friends and family.
In my heart I bounded to the land of Loreroot but I haven’t become an official inhabitant yet.

I hope that once I grow old and wise enough, the realm will let me go and reunite with my kin and succeed my father as maybe not the mightiest but wisest king ever seen.

Military ways and beliefs

When talking doesn't help
try to bribe, torture, kill,...

or just drink a beer togeter and get drunk
that always helps for me

Creatures 16

  • Angel of DeathAngel of DeathAngien Sentinel III, level 6
  • Water Daimon IIIWater Daimon IIIlevel 7 · 2 held
  • Elemental VElemental Vlevel 6 · 2 held
  • Chaos ArcherChaos Archerlevel 6 · 3 held
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4
  • Knator War MasterKnator War Masterlevel 5 · 3 held
  • Refresh the DemonRefresh the DemonHollow Warrior, level 2
  • EagleEagleMajestic Winderwild, level 6
  • Grasan IGrasan Ilevel 1
  • TreebeardTreebeardWalking Tree, level 5

The most experienced kinds, of 16 creatures in all.

Adepts 1

1 player joined the realm as Astral Almighty’s adepts.

From the Adventure Log

Page 91 · Golemus Wizard quest - Wod. Om.

Still glowing, Wodin Ullr steps out of the morphing light. He looks at the dead wizard and at his killer and speaks to him:
"Thank you, two souls were given to summon mine, from one i master the spirit and from one the body, now its time to raise an army! ".
He steps outside the room and starts walking towards No man's land. Ome looks at him confused, realising that this was part of the wizards plan "What have i done!"

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