MagicDuel
SmartAlekRJ
Generation 2

SmartAlekRJ

  • 5Mind Power 5of 7 levels
  • Guerrilla GolemicarumGolemus Golemicarum
  • Honor 2,450of 5,000

1,074 days in the realm since 5 December 2007 · started in The Original Story Mode

Record

  • Fights278 won · 891 lost
  • Active16% of days · 1,074 of 6,879
  • Adept ofMur
  • Player ID16282
Play with SmartAlekRJ as your mentor

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

Character

Combat stats tap a row for its sources

  • 1,128.70 initial + 1 alliance = 1,129.70

    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.

  • 452.37 initial = 452.37

    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.

  • 197.82 initial = 197.82

    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.

  • 65.71 initial + 20 territory + 1 alliance = 86.71

    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.

  • 124.54 initial + 2 alliance = 126.54

    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.

  • 85.97 initial + 20 territory = 105.97

    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.

  • 79.24 initial + 40 territory = 119.24

    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.

  • 20.37 initial = 20.37

    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.

  • 143.93 initial + 50 territory = 193.93

    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

  • 12.09 initial = 12.09

    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.

  • 1 initial = 1.00

    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 0.0Herbalism 0.0Waterhandling 0.0Excavation 0.2100
  • Excavation0.2
  • Waterhandling0.0
  • Mining0.0
  • Herbalism0.0

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 Light 1,144 · Principle of Entropy 3,425.77 · Principle of Syntropy 891.86 · Principle of Balance 703.18

Realm

Guerrilla Golemicarum

Golemus Golemicarum

Housing oneness 2%

Armoury

No set pieces worn.

Writings

The Book of the DracHorn Master Comments on self


Tag: Cloak

Quest Info

Welcome to My QuestPage !!!
In the depths of the DracHorn Caves you can hear screams from the Toeless Fossil scattered about.
 

Under Construction Protector statement

Active Adepts:


1) I AM RJ 
2) FearMeMoron
3) Paracelsus
4) Sajura Oninay
5) nadrolski
6) Mcvities shadow
7) VonUngernSternberg

Inactive Adepts:(Old Friends most of them are)

1) theALIEN
2) proffesor jarvo
3) asc
4) Asgardh
5) Ahiezer
6) Vlad Triskavanski
7) lilljohn
8) Jimboguy
9) AncientOne
10) Zayos
11) sasikanth
12) Speaker32
13) Elemental Master
14) wizard nain
15) Quest Solver
16) CyricPoL
17) crlcan81
18) Rafe Stone
19) LiviuMarian
20) omegaweapon
21) Xodus1984
22) Nicci
23) PastorGordon
24) Argrus
25) kamaluh1985
26) Ilidian
27) lucille
28) Karthern
29) Mormacar
30) Aiora
31) runnergn
32) Claptrap
33) Laertus
34) Thuzzard
35) ipin
36) Igniil
37) Biff
38) Myrddin
39) Rashen
40) ktulu
41) soloflamelady
42) dragonrider420
43) squint
44) Throt
45) mindkeep
46) kagon
47) Apprentice
48) mattmanyah
49) Bebee
50) Lordwin
51) Kepner
52) Demetius Salonius
53) Gaelen
54) Grant
55) Darcynator

 

Creatures 34

  • Elemental VElemental Vlevel 6 · 3 held
  • DracHorn AdmiralDracHorn AdmiralBloodPact Chaos Archer, level 6
  • MadhornMadhornlevel 5 · 3 held
  • DracHorn of PuppetsDracHorn of PuppetsMaster of Puppets, level 3
  • Pimped Grasan HuvourerPimped Grasan Huvourerlevel 3 · 3 held
  • Skill VampireSkill Vampirelevel 3 · 2 held
  • Rustgold Combat DrachornRustgold Combat Drachornlevel 4
  • Unholy PopeUnholy Popelevel 3 · 2 held
  • Kick Ass Mother FuckKick Ass Mother FuckImperial Aramor Assassin, level 3
  • DracHorn ClawsDracHorn ClawsSanta IV, level 4
  • Walking TreeWalking Treelevel 5 · 2 held
  • AngienAngienlevel 3

The most experienced kinds, of 34 creatures in all.

Adepts 57

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

From the Adventure Log

Page 434 · Tales of The Cube

Everybody looks shocked at the old man that prepares to walk away. "But but ... you wanted to know about all this; you started the story.." Junior looks confused. "And, I have heard all I wanted to know." The image gets blurry, and everybody looks at each other confused, trying to remember why they stood gathered there in circle. After a while, they all split up, still trying to remember what it was. Some mumble about an old man, but none can recall what happened exactly.

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