MagicDuel
Plix Plox
Generation 27

Plix Plox

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 4,893of 5,000

997 days in the realm since 29 June 2012 · started in The Original Story Mode

Record

  • Fights1,667 won · 2,434 lost
  • Active19% of days · 997 of 5,204
  • Adept ofEagle Eye
  • Player ID241122
Play with Plix Plox as your mentor

Join the realm from this page and you start as Plix Plox’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 Plix Plox.

Character

Combat stats tap a row for its sources

  • 404.87 initial = 404.87

    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.

  • 252.31 initial = 252.31

    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.

  • 96.69 initial = 96.69

    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, draining principles 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.

  • 81.78 initial = 81.78

    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.

  • 141.97 initial = 141.97

    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.

  • 39.44 initial = 39.44

    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.

  • 107.06 initial = 107.06

    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.

  • 66.25 initial = 66.25

    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.

  • 134.94 initial = 134.94

    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

  • 20.66 initial = 20.66

    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.

  • 4 initial = 4.00

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingHerbalism 11.7Waterhandling 2.2Finesse 0.6Gardening 0.3100
  • Herbalism11.7
  • Waterhandling2.2
  • Finesse0.6
  • Gardening0.3

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

Principles

Darkness Principle 74.20 · Transposition Principle 1,093.05 · Principle of Imagination 364.47 · Principle of Light 132 · Principle of Cyclicity 5.70

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

My Incomplete Page...Or Is It? Comments on self



Hello. 
That's Right. 
Nothing Here. 
Moving On...



Wishlist?
Gold Coins, Silver Coins...Any Coins
Every Kind of Creature There is in MD
My Own Tag - Perhaps Something Asiatic/Oriental
My Own Unique Usable Item - Haven't Thought of It Yet.
My Own Independent Bucket/Herb Collector etc.
Silver Armor Set
Join an Alliance 
To Unearth All The Secrets of MD
Have Access to More Spells 
The Ability to Visit All Lands and Unique Places
The Ability to Ignore Viscosity

To Hate Or Not To Hate? Personal hate list

"Hate"

I had a bitter enemy,
His heart to hate he gave,
And when I died he swore that he
Would dance upon my grave;
That he would leap and laugh because
A livid corpse was I,
And that’s the reason why I was
In no great haste to die.

And then – such is the quirk of fate,
One day with joy I read,
Despite his vitalizing hate
My enemy was dead.
Maybe the poison in his heart
Had helped to haste his doom:
He was not spared till I depart
To spit upon my tomb.

The other day I chanced to go
To where he lies alone.
‘Tis easy to forgive a foe
When he is dead and gone. . . .
Poor devil! Now his day is done,
(Though bright it was and brave,)
Yet I am happy there is none
To dance upon my grave.


-William Service

 

Assorted Writings and Things Military ways and beliefs

Here I will put things I have written for contests, quests, challenges etc. Perhaps I will also put on here random sayings, musings and whatnot. Enjoy.

***

Community Garden Poetry and Short Writing Contest  
(A somber poem written in the perspective of a growing sapling planted in the community garden. It tells of its relationship with an adventurer that comes to water it.)

"The Watering Visitor”

Scintillating sunrays sparkled,
as I woke from my soil-sheltered slumber.
With my husk split behind me,
did I grow, sprout and flourish.
Water came pouring, drenching me in its wake,
up I peeked and saw, a fresh smiling face.
Joyously did this boy scamper away, with his aramor at his side.
Thankful I was for his water, as my leaves grew in size.

Years did pass when I saw him again,
a fine young man he was.
From his wooden bucket, water splashed, spilled and fell.
Upon my woody roots did this cool water splatter,
as he sat tiredly beneath my leafy shade.
Counting coins in his pocket, muttering about quests and trades.
On the grassy ground he stood,
and from the crossroads he walked away.

Decades have elapsed since his last visit.
He came with a gray scraggly beard upon his chin.
On my gnarled bark he sprinkled with his wizened hand,
little water droplets.
From my top-most branches he plucked,
a ripe juicy fruit.
Offering it to the young child beside him,
and ambled together into the distance.

From my fruity bosom did my seedlings start to shoot.
In came the child with an urn and a bucket.
While he spread his grandpa’s ashes upon my winding roots,
the other hand with bucket in tow spread my seedlings with water.


Community Garden Scarecrow Contest
(My 2 Submissions)




Lashtal's "A Day of Fear"
The victim of this fearful ‘raucous darkness’ ritual will be no other than Metal Bunny.

As we all know, Metal Bunny is a rabbit. A bunny in is nature has poor frontal sight and poor vision in the dark. It is also coupled with the fact that they have a very strong sense of hearing. With these two key points I have come up with a ritual that will scare the ‘bejeesus’ out of Metal Bunny.

First, building upon the fact that a bunny has poor vision in generally. A situation which will really scare them would be an environment with little to no light. To achieve this, Instant Darkness Powder will be used to enshroud Metal Bunny in the dark, rendering him unable to see.

It is then in this utter darkness that shrieks of banshees, scraping noises, witchy cackles, hollow deathly howls etc. will be summoned via a "sounds from hell incantation". Due to Metal Bunny’s keen bunny hearing, these noises will be amplified. In tandem with the darkness, the fear induced from this ritual with be multiplied manifold. To REALLY scare Metal Bunny, these noises will be coming from all directions and it will get louder and louder until it seems like these ghostly sounds and noises are made just next to his poor bunny ears, until he can’t handle this anymore and faints from fear.

Due to the impairment of two of the most vital senses of bunnies due to this ritual (the lack of sight and distracted hearing), Metal Bunny will be amply scared even if he IS a Metallic Bunny…


Lashtal's "A Little Brain Teaser" Challenge
(Was asked to pick which principles best encapsulated the features of a few specified lands in MD)

I think to ascertain this, we have to first identify the underlying qualities that these three lands possesses. The underground is the dark underworld of the MD realm, hidden deep in the belly of the Earth. The MDA is a land filled with vast collections of scriptures, with surmounting pieces of knowledge that transcends time with its physical existence. Lastly, the Tribunal is the mysterious land which takes a large physical toll every time you travel through it.

Consequently, for the Underground, I believe the Principles of Darkness, Light, and Element are most applicable. The Principle of Darkness is fairly self-explanatory, seeing as it the land solely without contact with the lively radiant rays of the sun. While the Principle of Light seems paradoxical from my previous statement, the underground is not without an end, there is always a bright shining exit to the endless darkness within the depths of MD. I believe that this is also a very fitting metaphor to life, in that even if one is experiencing ‘darkness’ in one’s life, there is always an opportunity, a chance, a ‘light’ out of whatever troubles one is in. Lastly, I think the Element Principle is very fitting because I believe that it is the underground that contributes to the elemental constitution of everything in the realm. Seeing as the common elements of Earth, Water, Fire, Wind are borne directly or indirectly from the ground, I believe that Element Principle is somewhat applicable.

For the MDA, I believe the Principles of Time, Imagination and Transposition are most relevant to his land. I think that these three stated principles relate to the concept of ‘Knowledge’ that serves as the crux to this land. To begin with time, books and writing as we know are physical manifestations of knowledge. Seeing as the MDA is an archive of such pieces of writing, this knowledge is able to transcend time and provide its information to the citizens of MD for many years to come. As for Imagination, I believe knowledge comes from Imagination. Without a spark of inspiration, knowledge will never be created. For instance, seeing as MDA is the place where players can acquire their personal papers, it seems fitting to say that Imagination is very relevant in that the MDA is a place for players to develop, to create, to imagine their roles and significance in this realm. Transposition is very much like Imagination. Because the writings in MDA harbor such extensive knowledge of old and new players alike, I think that we utilize these rather ‘lifeless’ pieces of information and manipulate them to create something with meaning, imbuing it with cherished memories. As a result, these three principles are very significant to the MDA.

Lastly, for the Tribunal, I think the Principles of Cyclicity, Entropy and Syntropy are suitable. These principles are applicable largely because they have a relationship with the expansive nature of the Tribunal as well as its large AP cost to travel in it. Starting with Entropy, other than the obvious ‘ending’ of one’s AP to travel across these lands, I think that the Principle of Entropy is related to the Tribunal on a deeper basis. Seeing as the Tribunal is so big and expansive, one would think that there is no end to this land. However, there is and this represents how most things in life do come to an end, like how the Tribunal does not go on infinitely. The Principles of Syntropy and Cyclicity relate closely to the nature of AP usage in the Tribunal. Because AP gets used up so quickly in the Tribunal aforementioned, with every regeneration, more AP is ‘created’. While it gets used up again and again while travelling through the Tribunal, AP with again and again be created. Consequently, one is never in a standstill, but in a perpetual cycle where one will be in stages of entropy and syntropy.


Tom Pouce's Challenge - "Draw Your Perception of Tom Pouce"



Creatures 22

  • Water Daimon IIIWater Daimon IIIlevel 7
  • BloodPact Chaos ArcherBloodPact Chaos Archerlevel 6
  • Revolted Skill VampireRevolted Skill Vampirelevel 4
  • Elemental VElemental Vlevel 6
  • Angien Sentinel IIAngien Sentinel IIlevel 5 · 2 held
  • Master of PuppetsMaster of Puppetslevel 3
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3 · 2 held
  • ToxicodendriteToxicodendritelevel 5
  • Majestic WinderwildMajestic Winderwildlevel 6
  • Pimped Grasan HuvourerPimped Grasan Huvourerlevel 3
  • Unholy PopeUnholy Popelevel 3 · 2 held
  • Knator War MasterKnator War Masterlevel 5

The most experienced kinds, of 22 creatures in all.

Adepts 1

1 player joined the realm as Plix Plox’s adepts.

From the Adventure Log

Page 467 · The Traveler

The Shade Sentinel is nowhere to be found. What was once a strange humanoid creature-the Traveler, is now a floating orb. No fight, no nothing, the soldier stares shocked and understands nothing of what just happend. Is the Sentinel dead, whatever that means for a shade, is it inside the orb, is the Traveler still there, what happened? All these are questions that pass through his mind making him feel more of a insignificant human observer than ever before.

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