MagicDuel

Jack Begemot

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 76of 5,000

9 days in the realm since 22 September 2009 · started in The Original Story Mode

Record

  • Fights10 won · 7 lost
  • Active0% of days · 9 of 6,216
  • Adept ofladytwin
  • Player ID171429
Play with Jack Begemot as your mentor

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

Character

Combat stats tap a row for its sources

  • 1.53 initial = 1.53

    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.

  • 2.34 initial = 2.34

    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.

  • 3.47 initial = 3.47

    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.

  • 4.53 initial = 4.53

    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.

  • 3.41 initial = 3.41

    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.

  • 1.93 initial = 1.93

    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.

  • 2.50 initial = 2.50

    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.

  • nothing yet = 0.00

    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.

  • 3.97 initial = 3.97

    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 Entropy 21.02 · Darkness Principle 11.25 · Principle of Imagination 15.12

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Stop where you are! Comments on self

Demon Cleric of Chaos

What's a demon, you might ask.  I would say to you - like a hornet, with the head of a dog.  Like that, but still a regular person.

And you might pretend to understand, by following up with the question "and a cleric?"  A cleric is both speaker and listener, worshipper and preacher, ship and sea.  Like that, but still a regular person.

It was not long after wandering away from the paper cabin, that I came to the Howling Gates.  There I saw a doorway unlike any i've seen before, and I knew my destiny was to enter that door.  And so, I did.  The scroll had nothing to say about this strange place.  I wandered for a day or two in those dark lands, before finding a way out.  Once there, the scroll began commanding me once again.  Necrovion, I will see you again someday.  It was later revealed to me that I had indeed wandered off the path that is usually intended for newcomers...

Anything can happen.  The best, most carefully constructed plans can be unravelled by a random event.  The random event of the door being open for me, at a time of my development, has lead me to embrace chaos, to seek it, and understand it. 


Anything for you? Personal hate list

The Butcher Shop

I have a hankering for quality meats, and I think many others do too.  As of right now, I can only offer ordinary meats. 

Sausages
Steak (Tbone, new york strip, etc)
Poultry
Cold Cuts
Pork (including pigs' feet)

Items desired, to optimize the meat value: meat grinder, freezer, meat processing pack (for making those dubious things, like hot dogs) Cleaver

SOON TO COME
Aramor
Dark Archer
Grasan

**My supplies are limited by the creatures under my control, so if you can, please make a donation!!**




Mij name is Tara the Demon-princess, the Heir to all of Hell.
But this is not Hell and my power as next in line to the trone are not respectected by all yet.
So I decided to make a Non-Aliance for all the hell spawn littered around the lands.
It is only a small faction now..... but one day maby it'll be more.


This is the plains of hell *smiles* a picture of home for us all


Who ever wishes to join; must ask first me for permision. Then simply copy this Non-Alliance statement into your paper.

The Rules of joining the Non-Alliance - Plains of Hell


Obay my commands and do take my (Tara / Ladytwin) advice when given. (as musch as your nature allows)
Work on making Tara Town real in the minds of others and your selfs.
Help others Hell ceatures. (as musch as your nature allows)
Add me (Ladytwin) to jour friends list. (if you have one that is)
Be my (Ladytwin) adept. ( will be highly apriciated by me)
Have fun like I do *winks*


 Not my sign jet but let's pretend it's ours for now i also hope to make this our flag instead of a country flag.



All members can be found on my hate page *giggles*

We can live free at my home I call it Tara Town *smiles*


Ok the drawing of a real big Town is not ready yet but just think there is a balcony around the walls and a few more brigdes and caves.

Creatures 12

  • Grasan IGrasan Ilevel 1 · 3 held
  • Imperial AramorImperial Aramorlevel 1
  • Elemental IElemental Ilevel 2 · 2 held
  • Barren SoulBarren Soullevel 1 · 2 held
  • Heretic ArcherHeretic Archerlevel 1 · 2 held
  • Unholy PriestUnholy Priestlevel 1
  • AramorAramorlevel 1

The most experienced kinds, of 12 creatures in all.

From the Adventure Log

Page 12 · Golemus Wizard quest - Ak.

Akasha realises the power of the wizard and pretend she is just an apprentice that came to learn from the great master. She doesn't want to dissapear like STF did, she must act smart and discover the wizards weakness before she attempts to kill him.

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