MagicDuel
Pipstickz
Generation 16

Pipstickz

Resource Merchant
also Ex Leader of the Treasure Keepers · 3 titles held

“Buys and sells resources for a profit. Masters economic and trade skills. Needs many unique resource types traded over long time. Can attend further studies at the Archives.”

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

3,611 days in the realm since 4 March 2008 · started in The Original Story Mode

Record

  • Fights8,656 won · 8,694 lost
  • Active53% of days · 3,611 of 6,788
  • Adept ofSyrian
  • Player ID29677
Play with Pipstickz as your mentor

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

Medals 3

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 Pipstickz.

Character

Combat stats tap a row for its sources

  • 4,386.64 initial = 4,386.64

    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.

  • 2,796.04 initial = 2,796.04

    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.

  • 716.75 initial = 716.75

    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.

  • 819.40 initial = 819.40

    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.

  • 1,162.87 initial = 1,162.87

    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.

  • 383.32 initial = 383.32

    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.

  • 1,350.41 initial = 1,350.41

    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.

  • 1,021.42 initial = 1,021.42

    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.

  • 1,646 initial = 1,646.00

    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

  • 1,215.65 initial = 1,215.65

    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.

  • 38 initial = 38.00

    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 15.3Herbalism 44.1Woodcutting 8.1Waterhandling 10.6Finesse 75.4Excavation 30.1Gardening 2.5Filtering 21.1Experimentalism 5.4Taming 1.3100
  • Finesse75.4
  • Herbalism44.1
  • Excavation30.1
  • Filtering21.1
  • Mining15.3
  • Waterhandling10.6
  • Woodcutting8.1
  • Experimentalism5.4
  • Gardening2.5
  • Taming1.3

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

Principles

Principle of Cyclicity 4,000 · Principle of Light 4,000 · Darkness Principle 4,000 · Time Principle 4,000 · Principle of Entropy 4,000

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Fnurg Comments on self

Wish list:
-Tag "Freelancer" with description "Lances freely according to his whims"
-Tag "Feral Queen of the East" with description TBD and (if possible) citizenship to LotE only while I wear that tag in the primary slot (ie. toggle-albe citizenship as one of my rulership tools, though if that's impossible I might try to use current existing kingship tools to achieve the desired effect)
-Access to Borderview Tower Interior
-Access to The Underside
-sendtoborderview spell with 8 regenerable casts
-The spell simplyzero had (related to water)
-Mind Power 7/5
-Tag "Tainted" that I had previously to be reinstated
-Aramor species limit of 6, rather than 4, to parade my babies
-Anniversary Aramors
-Another jail tour
-Four crowns
-Better stats
-Better understanding
-Cool story bro


The Plur

The Great and Mighty Plur is the easternmost building on the map. The Plur's influence is spread all over at any given time, through it's Omnipresence, which is felt by anybody who really and truly believes in The Plur. As for those who do not truly believe, they are wrong. They are Misbelievers, and they can not feel the Omnipresence. This is why The Plur forgives all Misbelievers. They punish themselves by not accepting the Omnipresence. If you are close enough to the Plur, you can perhaps reach into The Omnipresence, and pull something out.


"It is a SHADE!!" All scream in panic and hide behind Khalazdad. "We come in peace!" sais Khalazdad a bit unsure on his words. "Peace..hahhahaa..that will be your doom, human, you need WAR to survive, peace with the shades will only make you more...faded". confused by what the shade said, Khal tries to find out more and als learn more about the shades.



Boil 'em, mash 'em

 People that made fries for me:
Silver Renard (Bunch o' times) - Bag of fries!
MRWander
dwert
Necromancer Mortis
Dragoonus
*perrobotillo* - UNLIMITED FRIES!
DarkElfMage
ShadyJester
Cryxus
Kamate
MRD and his ego Fred
Lady Isolda
.Khalazdad.
Sandra Klien
Keida
JadenDew
Mya Celestia

The significance of the Potato

    While to some, a potato may seem like quite a random topic, but it is surely not. The potato is, in fact, a relative to the tomato, and also a plant known as "Atropa Belladonna", also known as: Deadly Nightshade. The same Nightshade that is so coveted by the Shades that they will supposedly kill anybody who handles the plant. Considering that the Shades make their home in Inner Necrovion, and all of the "blood of the land", or Liquid Dust, flows into Inner Necrovion, then that makes the Shades quite important, does it not? It is because of this, that I believe that the Shades are formed of the Liquid Dust so that it can protect itself, and that Necrovion is the shell that surrounds the veins of the land, and so the Shades protect Necrovion. If the Shades are so protective of Nightshade that they seek to murder because of it, then because of that relation, the potato must also be important to them. If indeed the Shades are of the blood of the land, then the potato, and the tomato, must both be at least of interest to them.



I don't claim any of this to be true, I'm not sure I really want to know whether it is or not.



The Tribunal is split into four parts: The first section I will call the Tribunal, even if only a little. The second I will call "Unity", because it seems focused on joining culture (many offices for writing and the piano) with market and industry (the hotel and tea market). The third I will call "Recluse", because is has very few buildings compared to the rest of the Tribunal, and one of them is the Drywater Temple where, if people DID live there, they probably wouldn't live socially. The fourth part is, perhaps, the Dominion of Mur.


Observance
From it, you can see a tower in the distance, in more places than one. Perhaps it is the building in the Dominion. The buildings in the area are all bunched together (with a couple exceptions, including the two temples, one near the entrance and one at the end) around a bar, perhaps indicating that it would be where people would live (probably lower-income). The transition into Unity is the stairs down after the temple.

Unity
There is more variety in the buildings here than anywhere else in the Tribunal. Offices, an inn, a mansion, a tea market and a restaurant. It also has a small garden-like area. From the diversity of locations, I can infer that this is the business area. The transition into Recluse is the stairs up to Knatty's Cabin.

Recluse
There are only three buildings here that I can see; Knatty's Cabin, the Drywater Temple and the wooden home out there. This area particularly reminds me of the House of Liquid Dust, not because of the Liquid Dust itself, but the house itself. The transition into the Dominion is, obviously, the Gate.

Dominion of Mur
I don't know much about this area, but what does catch my interest is the mountainous terrain, because there is a tunnel running through it and tunnels hide secrets. Of course, it could just go straight through to the building at the end, I don't know.

Four
Why four areas? Balance, visual clues, guesswork, and each section was released one by one. Of course, I could just be assigning meaning where it isn't due, but I believe there is a reason they were released as they were and not all at once, and that this is, if not the reason entirely, a part of it.

Drywater
A counterpart to Liquid Dust, made evident by its name, the existence of drywater makes me wonder if Liquid Dust is part of a four-part balance as the main lands are. From what I know, Shades are not agreeable to water or heat, which wouldn't make sense in a four part balance if Shades are made completely from Liquid Dust.
Consider what would happen if Necrovion and Golemus joined together to create a single land: The imbalance created by this action would need to be rectified by Marind Bell and Loreroot joining in the same manner, or by forcing Necro and GG to split. In the same fashion, if Shades are a combination of Liquid Dust and the last part of this balance system, Drywater, then the other parts would seek to and naturally be able to split them.

Only one problem I can think of; also evident by their names, Liquid Dust and Drywater would seemingly only cancel each other out, if they were in balance with each other. This leads to the assumption that the scales are tipped so that they are not in balance, and actually operate as a sort of hierarchy, with Liquid Dust only being above Drywater, which has a very limited presence by itself, if any. This means that if the Shades themselves are opposite us, then we would be result of a hierarchy where Drywater is on top, and feeds off of heat and water. In fact, perhaps we and all other "real" creatures are part of a balance system that is determined by the amount of imbalance in a system of these substances.

Manifest Destiny Personal hate list

"And the leader of the four armies wielded an instrument of death so powerful, that it was said a few people died when they touched the silvery-blue blade, the same blade on which the curse that changed so many realms was written in symbols long forgotten."
The curse stated that all whoever use the sword in any human purpose, will be cursed to destroy and to suffer a death led by their worst fear.

I will continue to use The Deathbringer until I receive my rightful Crown.

wut Military ways and beliefs










Creatures 81

  • Rustgold MadhornRustgold Madhornlevel 5 · 2 held
  • Angien Sentinel IVAngien Sentinel IVlevel 7 · 4 held
  • Pimped Grasan HuvourerPimped Grasan Huvourerlevel 3 · 3 held
  • MadhornMadhornlevel 5
  • Luminous ElementalLuminous Elementallevel 3
  • Hollow Warrior - 14th AnniversHollow Warrior - 14th AnniversHollow Warrior - 14th Anniversary Edition, level 2
  • Chaos ArcherChaos Archerlevel 6
  • Hollow Warrior - 15th AnniversHollow Warrior - 15th AnniversHollow Warrior - 15th Anniversary Edition, level 2
  • Master SharptearMaster Sharptearlevel 4
  • Wind Dragon IIIWind Dragon IIIlevel 6
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4
  • Horseman IHorseman Ilevel 1

The most experienced kinds, of 81 creatures in all.

Adepts 52

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

From the Adventure Log

Page 302 · The Inner Sun - Nel.

In her study room nelya tryies to figure ouw more about the documents she found. Lines over lines that connect into strange symbols and a description about something called the inner sun. Suddenly all seems to connect. The symbols have a meaning only in relation with the other docs, she realises that she has to find all of them in order to understand their meaning.

This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.

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