MagicDuel
Azull
Generation 28

Azull

Death Guard
  • 5Mind Power 5of 7 levels
  • Gateway KeepersGateway Island
  • Honor 1,123of 5,000

3,941 days in the realm since 12 September 2010 · started in The Original Story Mode

Record

  • Fights3,283 won · 3,283 lost
  • Active67% of days · 3,941 of 5,861
  • Adept ofSyrian
  • Player ID202015
Play with Azull as your mentor

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

Medals 7

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 Azull.

Character

Combat stats tap a row for its sources

  • 10,994.21 initial = 10,994.21

    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.

  • 7,108.66 initial + 500 territory = 7,608.66

    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.

  • 997.31 initial + 24 alliance = 1,021.31

    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.

  • 934.32 initial + 10 alliance = 944.32

    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.

  • 1,330.61 initial + 20 alliance = 1,350.61

    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.

  • 462.41 initial = 462.41

    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.

  • 1,432.40 initial + 50 territory = 1,482.40

    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.

  • 1,157.22 initial = 1,157.22

    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.

  • 1,804.51 initial + 250 territory = 2,054.51

    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

  • 2,778.60 initial = 2,778.60

    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.

  • 77 initial = 77.00

    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 58.9Herbalism 74.8Woodcutting 78.4Waterhandling 90.0Finesse 89.1Excavation 87.7Gardening 58.3Filtering 72.3Experimentalism 77.6Taming 57.4Dowsing 90.0Fusioning 62.0100
  • Waterhandling90.0
  • Dowsing90.0
  • Finesse89.1
  • Excavation87.7
  • Woodcutting78.4
  • Experimentalism77.6
  • Herbalism74.8
  • Filtering72.3
  • Fusioning62.0
  • Mining58.9
  • Gardening58.3
  • Taming57.4

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

Principles

Darkness Principle 4,000 · Principle of Imagination 4,000 · Principle of Light 4,000 · Time Principle 4,000 · Transposition Principle 4,000

Realm

Gateway Keepers

Gateway Island

Housing oneness 20%

Armoury

No set pieces worn.

Writings

Comments on self

The Oldest Game

     The name is deceiving, for this is more than just a game. When all the worlds, and all the planes were but formless mist, this is how Powers claimed their superiority. How can that without a shape, without a form, test their strength against one another? The obvious answer, with influence. How we mere mortals are affected by their presence and their promises. How then, before men and monsters, was dominance established? That is when The Oldest Game arose.

     It is a contest of ideas, of dreams, of natures, and of innate power. Blows are never laid, hands are never curled into fists and steel is never shown. Instead, in that ephemeral twilight realm, ideas are given form, and combatants are always shifting. It is a difficult thing to explain, if you wish to learn, I will show you. 

Worry not, you risk nothing but your pride... at least the first time. Do not forget though, this is the way the first wars were waged, and idle sparring is saved for those dearly trusted.

     As all things, this game is not without it's rules. One must be challenged, or issue a challenge; the challenge must then be accepted. It is by the giving and acceptance of the challenge that the contest is given weight, given life. The Challenger strikes first, the Challenged however chooses where combat will take place. Strength is not measured from sword-arms and speed, instead from innate oneness and wisdom of the world. Strikes are not born of steel and magery, rather from ones nature. If you find it cryptic, I apologize, but there are few ways to actually give simple words to describe this Game; to do so risks oversimplification.

     The attacks are given life by a particular diction. "I am the Stag, Elusive and Silent". In response "I am the Hunter, Trap-setting, Stag-Hunting". This is the simplest of forms, a training form really in which one who is not familiar may be made familiar. The forms must begin with what is literal, The stag and the hunter. As combat rages, more abstract concepts may be used. The speed at which the abstract may take form is directly related to the power of the Combatant. To attempt to form beyond your ken, beyond your strength, is frightfully dangerous at best.

     On the topic of combat forms. Strength of one's form is directly proportional to how in tune that form is with the Combatant. This is a difficult thing to explain. If one is brash, impulsive, and passionate, then the forms should suit. Constraining forms, binding forms, are lacking a oneness, and as such are weak and easily broken.

     Victory is simple. One must yield. One may yield actively, declaring his own defeat. One may also yield by the inability to present a form that effectively counters their opponents form, or by the inability to present in a timely manner.

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Personal hate list





 
 

 

"What do you despise? By this you are truly known." 


 
 
 

Military ways and beliefs





Before all else, be armed. 
Niccolo Machiavelli  

Supreme excellence consists in breaking resistance without fighting.
Sun Tzu

Nothing is an absolute reality, all is permitted.
Sayyiduna
 
The true prize is control and all control starts with self.
Terry Pratchett

Protector statement

  



Be strong enough to stand alone,

Smart enough to know when you need help,

And brave enough to ask for it.


Creatures 58

  • Tamed ReindrachTamed Reindrachlevel 5
  • Majestic WinderwildMajestic Winderwildlevel 6 · 3 held
  • ~GREMLIN~~GREMLIN~Reindrach Egg, level 1
  • Elemental VElemental Vlevel 6 · 2 held
  • Angien EggAngien Egglevel 1 · 5 held
  • SnowballSnowballlevel 1 · 2 held
  • The JesterThe JesterMaster of Puppets, level 3
  • Water Daimon IIIWater Daimon IIIlevel 7
  • Chaos ArcherChaos Archerlevel 6
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3
  • Unholy PopeUnholy Popelevel 3
  • Dark IVDark IVlevel 4

The most experienced kinds, of 58 creatures in all.

Adepts 21

21 players joined the realm as Azull’s adepts.

From the Adventure Log

Page 93 · Golemus Wizard quest - Ak.

Akasha rethinks her entire purpose..she started this jurney in order to convince the Golemus Wizard that she is loyal and
usefull so that he will accept her as his apprentice and in this way she could get close enough to him to find a way to stop
him, either by killing him or sabotaging his actions, maybe there is no need to actualy return with the book of principles,
maybe she can return with a fake just to distract the wizard for a few moments.
(Akasha has no way of knowing the wizard is allready dead so her quest continues as planned)

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