MagicDuel

Aerramort Stylidum

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 5,000of 5,000

47 days in the realm since 20 June 2009 · started in The Original Story Mode

Record

  • Fights96 won · 106 lost
  • Active1% of days · 47 of 6,310
  • Adept ofGargant
  • Player ID157279
Play with Aerramort Stylidum as your mentor

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

Character

Combat stats tap a row for its sources

  • 9.16 initial = 9.16

    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.

  • 3.87 initial = 3.87

    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.

  • 1.92 initial = 1.92

    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.

  • 0.94 initial = 0.94

    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.

  • 4.23 initial = 4.23

    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.

  • 0.88 initial = 0.88

    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.

  • 3.18 initial = 3.18

    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.

  • 5.79 initial = 5.79

    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.

  • 4.05 initial = 4.05

    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 20.74 · Darkness Principle 19.42 · Principle of Balance 24.09

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

The Cavalier's Heart Comments on self

I Remember, or Dreamt

     I let my lance fall to the earth.  Shortly thereafter, Da- joined it.  Turning from my slain friend - he was just doing his job - I returned to his triumph.  She had been my triumph too, my greatest achievement.  My mission was for love, while Da- was to kill her.  I can't say for sure what she earned, but in the final moments I knew she was happy. 
     Her blue eyes were fading as the life left her.  She was looking into my eyes, and I could tell she was not afraid.  Later, I would be envious of her bravery.  But then, all that was on my mind was those eyes, and that face - the perfect face I had forsaken public honor for.  I did not feel guilt.  I felt the end of my happiness had come; soon I would have to hide.  I held her there, on the flat grass while she died. Her name was G-.

A Statement

     Wherever I travel, terror strikes me at the strangest times.  The fragments I do remember about getting here are so strange, I must speculate that I have had a past life of a kind.  I do not know if I was sent here for something, or even banished here.  Until I learn more, I must assume that my predicament is due to a natural disaster.   

Outside Perspective

     As much as he may talk about being a loyalist, and having a place to call home, Aerramort is restless and wanders far and wide.  He is a youth preoccupied by conventions, propriety, and suffering.  Although he seeks to surround himself with the bounties of property and friendship, it is because his heart is near the tipping point.  Unlike most men, he recognizes the weakness inherent in his soul, and seeks to change it through thought and deed. 

Favorite Fight to Date

     With Popp. Resurrection : Much honor was to be had, much xp was to be had, and at the end all my fenths were dead. 

MP3 Accomplishments: 

     The labyrinth, in what may have been my most foolish action to date.  I saw strange hollow people there.  
Berserker's Puzzle
Defeated Willow's Shop Guards

 

Image courtesy of *janaschi, deviantart


One Free heal token - Gargant

Endless cookie tin - Gargant

The Use Personal hate list

 To you -

Do you think I can tell when you are faking it?  I can.  I know everything about you -
and I know the shortest distance is a straight line, but stop stringing me along.

Caught -

How could I have told you?  I kept my mouth shut to make you happy.  I knew that day
would come, when your eyes would stop shining.  For all those days I lied to you, over time
you knew I was faking it.  I told you I didn't know what I was doing.  I knew exactly what
I was doing.  I hope you believed me.


Creatures 13

  • Elemental IIIElemental IIIlevel 4
  • BorschtBorschtGrasan II, level 2
  • Dark Archer IIDark Archer IIlevel 4
  • Hollow WarriorHollow Warriorlevel 2
  • Aramor AssassinAramor Assassinlevel 3 · 2 held
  • Grasan IGrasan Ilevel 1 · 2 held
  • Dark ArcherDark Archerlevel 3
  • Barren SoulBarren Soullevel 1 · 2 held
  • Elemental IElemental Ilevel 2 · 2 held

The most experienced kinds, of 13 creatures in all.

From the Adventure Log

Page 277 · The Shade Ballance - Rav., Kh., Ren.

Raven and Khalazdad the Black are moments away from signing the treaty at the Demented Path when suddenly Mur's intergalactic spaceship swoops down and Renavoid steps out. "I need to speak with both of you, and the others as well. The Archivists would like to officially mediate this treaty and see if we can't all come to a viable agreement."

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