MagicDuel

Arkken

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 4,997of 5,000

442 days in the realm since 23 August 2008 · started in The Original Story Mode

Record

  • Fights680 won · 1,645 lost
  • Active7% of days · 442 of 6,610
  • Adept ofPeace
  • Player ID84350
Play with Arkken as your mentor

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

Medals 1

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 Arkken.

Character

Combat stats tap a row for its sources

  • 602.40 initial = 602.40

    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.

  • 367.09 initial = 367.09

    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.

  • 150.42 initial = 150.42

    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.

  • 81.67 initial = 81.67

    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.

  • 163.02 initial = 163.02

    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.

  • 56.17 initial = 56.17

    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.

  • 91.23 initial = 91.23

    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.

  • 61.55 initial = 61.55

    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.

  • 235.74 initial = 235.74

    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

Transposition Principle 2,318.30 · Darkness Principle 43.50 · Principle of Imagination 2,694.74 · Time Principle 2,662.92

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

I do not usually enjoy the company of others, so do not bother.

The original Slave-on-a-Leash.

---

The snake of ash
The dance is on
The bottle in the stream

---

The snake of ash

Uninteresting, unbidden, underneath your feet
Unseen, I crawl below the level of the eye
Untethered, no slave more free or mobile than I
Undone by the power of the dead, no mean feat

The flash of grey is a dull thing, not to behold
The silence of morning is my conquered domain
The vale of solitude a home where I remain
The kindness of spirit, an oath not to uphold

Ungiving, willing the end of your illusions
Uncaring, I drift around your rotting corpses
Unfazed, I follow the movement of your forces
Uninterested, I turn from your sad delusions

The shades of green give me well-sought tranquility
The remainder of branches on the ground are kin
The gallery of stone heads I deserve or nothing
The snake of ash roams lest he dwells eternally

---

 

The dance is on

 

The dance is on. I stab, she deftly dodges and slashes. I sidestep, bring up my blade. She is behind me; I can feel the air moving. I jump, she bends, I roll, she leaps. A clang echoes loudly as my armour reverberates. A leg sweep does not find her. A thrust misses me. The darkness only gives up the sound of our steps as we circle. I cannot read her expression, nor can she mine. A gasp as I strike; my words finally hit the mark.

 

---

The bottle in the stream

Once upon a time, Cilla was walking along a stream that ran in the forest, near her family’s house. On that particular outing, she spotted a filthy, corked bottle lodged against a root by the current. Though she knew a stream bottle was very unlikely to contain a message, she could not resist the urge to verify. She rubbed the side with a wide leaf so as to be able to peek inside, and the cork popped out. As Cilla gasped and took a step back, a dark mist floated out of the dropped bottle, and assumed the form of an older woman.

“Cilla, isn’t it?” She looked with knowing eyes at the young woman, who nodded. “As you have found me, I may grant you three wishes.” Cilla could hardly believe it; she took a moment to collect herself, but the woman, or mist, did seem real, and magical. She then spoke her wishes, as one, “I have three friends, to whom you shall grant their heart’s desire.” The woman of mist made a sweeping motion with her left arm, and they suddenly found themselves on a road. Cilla realized that they were now near town.

“Your friend Francis and his betrothed Mary.” Cilla spun around to find Francis lying on the ground, his shirt bloodied. His head was propped up on Mary’s lap, but the eyes saw nothing. Mary’s eyes could see nothing either, for they were closed against the tears that kept on coming. Cilla turned on the older woman and protested that this was not what she wanted, but the woman said, “His greatest wish was that he could die for the woman he loved, and so he did.” Before Cilla could protest further, she made another sweeping gesture and their surroundings changed.

The young woman, now very distraught, cried, “Stop this! Please!” The woman of mist shook her head, and explained, “Alas, it is all done. Archie.” She was pointing towards a red-haired young woman, who stood, the colour drained from her face, as she watched a house burn. “No! That’s her house!” Cilla ran to Archie, but her arms passed right through her. “We are merely watchers, not really here.”

“She can’t have wanted her house to burn,” Cilla protested. The older woman looked at the house, and said, “She desperately wanted independence from her parents. She has it now.” Cilla fell to her knees as realization swept her off of her feet. When the woman of mist swept the air with her arm again, she did not even bother to stand up. She did, though, when she heard the woman present “Marc.”

They were now in the town proper. A crowd was gathered a few feet from Cilla, who looked to the gallows to see Marc. He was in good health, though, and the young woman felt grateful for an instant before her eyes fell on her father, hanging from the noose tied around his broken neck. Her howl of pain filled the evening, but only the woman of mist heard her. “Always an ambitious one, and your father’s abuse of power as Marshall forced his hand. Now, he is legend to them.”

When Cilla opened her eyes, she decided she must have fainted. Then, finding herself in bed, she felt elation at finally awakening from that nightmare, for, surely, that was all it had been. However, this was not her bed: it was too big. And this was not her room. Slowly, she recognized the features of Marc’s room as he walked in. As he saw her awake, he went to sit on the edge of the bed. "Good morning, dear."

Personal hate list

Anyone too lazy to write out Christmas.

Also, anyone who complains about being bored, as if we should be entertaining them.

Creatures 21

  • RemainsRemainslevel 1 · 3 held
  • Day DreamerDay Dreamerlevel 2
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3 · 2 held
  • Dark Archer IIDark Archer IIlevel 4 · 2 held
  • Animated Tree IIIAnimated Tree IIIlevel 4 · 2 held
  • Elemental IIIElemental IIIlevel 4
  • Unholy PriestUnholy Priestlevel 1 · 4 held
  • Water Being IWater Being Ilevel 1 · 6 held

The most experienced kinds, of 21 creatures in all.

From the Adventure Log

Page 470 · The Traveler

Mesmerized by the event, nobody thinks to pick up the small, insignificant cube left on the ground. Everybody migrates in the direction that the mysterious sphere is headed. The tiny cube gets lost among the dry stones of the wasteland.

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