MagicDuel
Tipu
Generation 6

Tipu

  • 4Mind Power 4of 7 levels
  • Marind Bellno alliance
  • Honor 4,968of 5,000

1,257 days in the realm since 15 November 2009 · started in The Original Story Mode

Record

  • Fights1,061 won · 1,637 lost
  • Active20% of days · 1,257 of 6,161
  • Adept ofFang Archbane
  • Player ID177326
Play with Tipu as your mentor

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

Medals 2

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 Tipu.

Character

Combat stats tap a row for its sources

  • 392.23 initial + 10 territory = 402.23

    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.

  • 291.37 initial = 291.37

    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.

  • 83.55 initial + 15 territory = 98.55

    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.

  • 73.16 initial + 30 territory = 103.16

    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.

  • 120.57 initial = 120.57

    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.

  • 36.18 initial + 45 territory = 81.18

    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.

  • 89.65 initial = 89.65

    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.

  • 58.40 initial = 58.40

    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.

  • 147.35 initial = 147.35

    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

  • 55.33 initial = 55.33

    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.

  • 8 initial = 8.00

    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 0.2Herbalism 5.3Woodcutting 0.0Waterhandling 5.6Finesse 0.0Excavation 0.0Gardening 5.3Filtering 6.3100
  • Filtering6.3
  • Waterhandling5.6
  • Herbalism5.3
  • Gardening5.3
  • Mining0.2
  • Finesse0.0
  • Excavation0.0
  • Woodcutting0.0

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

Principles

Element Principle 2,133.92 · Darkness Principle 357.68 · Time Principle 101.05 · Principle of Entropy 1,966.83

Realm

Marind Bell

No alliance

Armoury

No set pieces worn.

Writings

The Lord Tipu Comments on self

ME :

I am no body's bitch iam Lord Tipu....The bringer of the nuisance.

U got only two options surrender or run

 Yess iam Back hehe

The Epic Scavenge Team:

It collects all Items and creatures of the players who r quiting MD and to reuse those Items and Creatures.

And of course will be used ONLY for the welfare of this community.

Instead of those items getting buried along with the players. Items will be used again for goodness, honor and more importantly money hehe.

Now no need to thank me .... Iam just doing what i can hehe.

All i need is the co operation of the people who leave MD to surrender their dragons and items to me.

So People what r u waiting for .. start Quitting *coughs* .. i mean start your Epic journey of quitting in Epic way by surrendering your dragons and other items to me.

"Scavenger Scavenger on the way...

Surrender your dragons for greater day...

u can leave MD any day

but remember to quit only after ur wealth away "

Kehehe....


MY WISH LIST :
-name change : Lord Tipu
-spell : Unleash Fugitives - Release or unban Jail members whose Jail
time has been completed.
 -item : Prison Key - yeah as the name suggest
access to the Jail In and out.

The honorable KC guards Personal hate list


The Mercenaries - Anthem 
We fight and we slash
but only for your cash
we kill we slay
but only if you pay
Only loyal to one
a higher bid makes our contract undone
we do not believe in gods, they are lame
we only believe in richness and fame
Show us the money
and we will protect your honey
pay us the gold
and our swords are sold
Pay the bill
or we are in for the kill                        


 

Survivie so i can eat U muwahaha Military ways and beliefs


1) A trick for those who want to do everything right on mp3 on an alternative account for example. Only train the creature you need to get into loreroot and of course a few other useful ones to beat the Willow Shop guards. Then drop to over -500 negative honor then you wont gain any xp or anything for fighting them. It will tell you that you are at your xp cap! That way you can get entry into loreroot with very little personal xp and then buy and train all those beautiful lore crits. Just get positive honor again afterwards.

2) Read the balancing fights help as often as it takes you to understand it. Once you understand it it is very easy to get a sword balance without the opponent or training partner to get a loss counted to his profile. That way you can keep training with friends without any of you suffering losses on their profile.

3) If you dont want to play very risky and especially if you are in an alliance aim for perfect balance - Same amounts of wins and losses. You will get a higher stat and xp reward from each battle you win and you might also discover something even better eventually.

4) And now for a better understanding of lifesteal: It is very important that you take the vitality on your creatures into account. Lets take a single lifestealer ritual for example. You will want to pump 100% of your stats into the lifestealer so that it leeches a decent amount and has some defense. However what you don't want to do in most cases is having to much vitality on it. All battle outcomes are based on the percentage of vitality loss and gain from the amount of vitality you started the battle with. So if you have 10k vitality on your single life stealer when you enter the battle you will only gain a victorious/sword balance if it ends the fight with at least 11k vitality on it and of course the opponent loosing a big deal of their vitality. Since it gets 100% of your initiative and defense anyway you will want to enter the battle with as little vitality as possible to really gain a victorious.

5) Use Elemental, UP and TS in ur ritual to convert enemies weakness/ strength to ur advantage hehe

6) Don't forgot the Power of free credits :
each Vote give u 0.01 * 20 links = 0.2 $ * 30days (1month) = 6$ * 12(1year) = 72$ ( Good enough to get a dragon and few premium creatures )

Most people will be too lazy to read all this and since the last points would be the most useful one for advanced players keep this information to you. You went through all the trouble reading this so its your knowledge now. If others didn't read it its their fault so don't share it. Keep it to you and progress faster than they do. You deserved it."

Tips and Hint on solving The breskers way Quest

  How Solve this device Quest *points to the device lying on the ground*
 First u got to find a clue about this Device for it to get activated.
 The clue will be in form of a scroll
 Hint : search the place where u came from (paper cabin)
 Once activated have a pen and paper and start solving it
 Hint : notice the pattern
start writing down the numbers and u will notice a pattern relating with the button u click.
 All the best hehe any problem just PM hehe
 

Creatures 38

  • Unholy Priest IIUnholy Priest IIlevel 2
  • Rustgold DrachornRustgold Drachornlevel 3 · 2 held
  • Day DreamerDay Dreamerlevel 2
  • Angien Sentinel IIAngien Sentinel IIlevel 5
  • The ConfessedThe Confessedlevel 3
  • Hollow WarriorHollow Warriorlevel 2
  • Master of PuppetsMaster of Puppetslevel 3
  • Elemental VElemental Vlevel 6
  • Santa IVSanta IVlevel 4
  • SharptearSharptearlevel 3 · 3 held
  • Water Daimon IIIWater Daimon IIIlevel 7
  • Master SharptearMaster Sharptearlevel 4

The most experienced kinds, of 38 creatures in all.

Adepts 19

19 players joined the realm as Tipu’s adepts.

From the Adventure Log

Page 96 · Golemus Wizard quest - sim.

"Who am i ?..." the mysterious man asks, without turning towards simplyzero. After a moment of silence, dead silance in this creepy place, he continues.. "I am simplyzero..you should ask yourself who you are". Simplyzero looks shoked at the man and is unable to reply. The ferry floats still in the dark waters, simplyzero tries to speak but he still has no clue what to say yet. (players are invited to sugest simplyzero what he should do >here<)

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