MagicDuel

Aarcon

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 1,095of 5,000

123 days in the realm since 19 September 2008 · started in The Original Story Mode

Record

  • Fights185 won · 184 lost
  • Active2% of days · 123 of 6,583
  • Adept ofmeru chi
  • Player ID92586
Play with Aarcon as your mentor

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

Character

Combat stats tap a row for its sources

  • 40.72 initial = 40.72

    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.

  • 16.92 initial = 16.92

    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.

  • 7.79 initial = 7.79

    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.

  • 9.95 initial = 9.95

    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.

  • 33.53 initial = 33.53

    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.

  • 2.63 initial = 2.63

    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.

  • 5.04 initial = 5.04

    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.

  • 9.84 initial = 9.84

    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.

  • 17.69 initial = 17.69

    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

  • nothing yet = 0.00

    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.

  • 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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLogging100

No Leaning yet. Gathering and crafting grow them.

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

Principles

Principle of Imagination 50.15 · Principle of Light 59.32 · Transposition Principle 52.54 · Principle of Cyclicity 49.10

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Marble Dale Park Comments on self

Looking through the crowd gathered at the Marble Dale Park you spot on the far end the figure of Aarcon, seated – as always – against a tree with his nose in a book. He seems hardly aware of the throng around him, and nothing but an occasional chuckle and a thin wisp of pipe smoke rising from behind the cover seems to punctuate his reading. You smile inwardly at the thought of your last encounter. Collector of bawdy songs, avid consumer of saucy stories, leading authority on the bodice-ripping genre – Aarcon is well-known for his suggestive sense of humor and the petulant glee he takes in nicknaming those around him. If memory serves, your first encounter consisted largely in listening to his stories of one-legged barmaids and wood nymphs with a penchant for strong liquor. But despite the jokes and antics, it was clear that Aarcon had a thorough understanding of both the Land and the Principles. He had claimed to hardly ever leave Loreroot, but his words left you unconvinced – there was too much detail, too much richness in his stories for them to have not been experienced first-hand. “And odd fellow to be sure” you muse as you walk across the Park. And then the world stops. The crowd is still and deathly silent. You look up and see his slender, gnarly hands lower the book, and those eyes, those bottomless eyes bore deep into your skull, bearing with them the weight of ages past. A feeling washes over you – this man is old, very old – older than Marind Bell, older than the tree he leans on… And then it’s gone – gone like it had never happened – and your thoughts are drowned once again by the hum and bustle of the market sounds. You catch a last glimpse of Aarcon as he is eclipsed by the closing crowd – a large, jovial smirk as he buries his face in his book again. \"Yes, an odd fellow to be sure” you think to yourself. \"druid3\"

Personal hate list

I dare say there\'s no one on this gentle earth that I actually hate. Law-abidders and law-breakers each provide their share of humor, and I\'m certainly not one to judge the transgressions of others. Still, I believe my life would be made significantly more entertaining with the inclusion of a nemesis. I\'m still looking for one - someone to endlessly taunt and harrow, and who would of course lovingly taunt and harrow me back (there\'s nothing sadder than a one-sided feud). Nemesis triangles are also a definite possibility, but for the time being I think I will stick to the solo villain. Those interested in the position are invited to message me in game. You will of course be expected to demonstrate an appropriately maniacal laugh - once in swimwear, and once in evening dress. Please prepare accordingly.

Creatures 17

  • Chaos ArcherChaos Archerlevel 6 · 3 held
  • Grasan HuvourerGrasan Huvourerlevel 3
  • Dark Archer IIIDark Archer IIIlevel 5
  • Elemental IVElemental IVlevel 5 · 2 held
  • Animated Tree IIIAnimated Tree IIIlevel 4 · 2 held
  • Hollow WarriorHollow Warriorlevel 2 · 2 held
  • Elite Lorerootian ArcherElite Lorerootian Archerlevel 3
  • Elemental IIIElemental IIIlevel 4
  • Water Daimon IWater Daimon Ilevel 5
  • FledglingFledglinglevel 3
  • Adult KnatorAdult Knatorlevel 3
  • EggEgglevel 1

The most experienced kinds, of 17 creatures in all.

From the Adventure Log

Page 488 · The Traveler

Peace's soul ventures back into inner Necrovion seeking the Shades, hoping that the Sentinel will take her creatures as an offering and she will become whole again and rid herself of the memories of her former self....

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