MagicDuel
Miq
Generation 2

Miq

King of Golemus Golemicarum
also Ex Concierge · 2 titles held

“After gaining the respect and approval from his fellow citizens Miq rose to become the Golemus King”

  • 5Mind Power 5of 7 levels
  • Guerrilla GolemicarumGolemus Golemicarum
  • Honor 1,511of 5,000

4,836 days in the realm since 29 November 2009 · started in The Original Story Mode

Record

  • Fights12,705 won · 12,705 lost
  • Active79% of days · 4,836 of 6,160
  • Adept ofChewett
  • Player ID178623
Play with Miq as your mentor

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

Medals 6

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 Miq.

Character

Combat stats tap a row for its sources

  • 1,228,470.40 initial + 1 alliance = 1,228,471.40

    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.

  • 596,151.06 initial = 596,151.06

    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.

  • 7,450.86 initial = 7,450.86

    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.

  • 4,918.75 initial + 20 territory + 1 alliance = 4,939.75

    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.

  • 6,359.41 initial + 2 alliance = 6,361.41

    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.

  • 1,335.71 initial + 20 territory = 1,355.71

    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.

  • 7,249.50 initial + 40 territory = 7,289.50

    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.

  • 6,017.85 initial = 6,017.85

    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.

  • 8,287.28 initial + 50 territory = 8,337.28

    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

  • 1,844.15 initial = 1,844.15

    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.

  • 303 initial = 303.00

    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 90.0Herbalism 90.0Woodcutting 90.0Waterhandling 90.0Finesse 90.0Excavation 90.0Gardening 90.0Filtering 90.0Experimentalism 90.0Dowsing 90.0100
  • Mining90.0
  • Waterhandling90.0
  • Herbalism90.0
  • Woodcutting90.0
  • Finesse90.0
  • Excavation90.0
  • Filtering90.0
  • Experimentalism90.0
  • Dowsing90.0
  • Gardening90.0

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 4,000 · Principle of Cyclicity 4,000 · Principle of Balance 4,000 · Principle of Syntropy 4,000 · Darkness Principle 4,000

Realm

Guerrilla Golemicarum

Golemus Golemicarum

Housing oneness 2%

Armoury

No set pieces worn.

Writings

Comments on self

 Slow as a golem, relentless as a golem.

 


 

 


 

"And then not so wise men fill the pantheon of heaven with hierarchies of angels and set the plagues of man on horseback and write down the dimensions of Heaven in which to imprison the lord of infinite space. The stories begin to choke the system ..."

 


 

Whislist:

remove all spells from me and in exchange make no spells castable on me.

Personal hate list

Book Of Terrific Bans

 

Article 24612/3

Octopus
Word Twizzle
Lists
Hide and Seek
Ankle
Fairies
Attacking Aethon with lifesteal.
Stuffing Miq to Nadrolski's crack
 

Article 29241//986

 
One shall not smash pumbkins unless asked by an Unicorn.

Article 24312/4

Cookies
Sulking
Tickle
Stealing Miq's Trout.
 

Article 24912/1

Pinching
Butts
Google
Mackerel
Cheating MD with others
Hidden cameras
Not knowing what TBB or BTB means 

Article 1/1

Hugging
Obsidian boobs
Trout roasting
Star Wars
 

Article 503/23

dst shall receive troutslaps!
Apple
Gifts to newborns
Reality

Article 404/4

Dancing
Getting more than 1k stats a day
Being smart
Medicine

Article 4023/325

Gateway Island
Suits
Suits
Supercalifragilisticexpialidocious
Naughty Lists
Eara's finger.

Article 943/2451

Smashing things between book pages.

Silver hair on young people

Article 405/234

Not being aware
Nep cleans the gasebo

Creatures 54

  • Elemental VElemental Vlevel 6
  • Jimmy The SnowmanJimmy The Snowmanlevel 3
  • Helga The SnowwomanHelga The Snowwomanlevel 3
  • Tamed ReindrachTamed Reindrachlevel 5 · 2 held
  • Rustgold MadhornRustgold Madhornlevel 5 · 3 held
  • Elemental IIElemental IIlevel 3
  • MadhornMadhornlevel 5
  • Tainted Angien IITainted Angien IIlevel 5
  • Angien Sentinel IVAngien Sentinel IVlevel 7 · 3 held
  • Unholy PopeUnholy Popelevel 3 · 3 held
  • Resplendent WinderwildResplendent Winderwildlevel 6
  • Reanimated RootsReanimated Rootslevel 5 · 3 held

The most experienced kinds, of 54 creatures in all.

Adepts 2

2 players joined the realm as Miq’s adepts.

From the Adventure Log

Page 424 · Tales of The Cube

"Hey don't talk like that! Golems are pieces of art requiring extreme finesse and power to create!" Udgard looks angrily at the old man. "Yes, but not when you forge one of the elements because you can't control it well enough." The old man sits down and a couple of people gather closer to 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