MagicDuel
Paracelsus
Generation 13

Paracelsus

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 4,909of 5,000

457 days in the realm since 9 March 2011 · started in The Original Story Mode

Record

  • Fights1,155 won · 1,701 lost
  • Active8% of days · 457 of 5,682
  • Adept ofMaebius
  • Player ID214338
Play with Paracelsus as your mentor

Join the realm from this page and you start as Paracelsus’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 Paracelsus.

Character

Combat stats tap a row for its sources

  • 851.48 initial = 851.48

    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.

  • 550.91 initial = 550.91

    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.

  • 136.68 initial = 136.68

    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.

  • 159.18 initial = 159.18

    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.

  • 213.60 initial = 213.60

    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.

  • 53.17 initial = 53.17

    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.

  • 154.68 initial = 154.68

    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.

  • 96.49 initial = 96.49

    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.

  • 159.97 initial = 159.97

    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

  • 4.22 initial = 4.22

    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.

  • 6 initial = 6.00

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingHerbalism 5.0Waterhandling 2.6Finesse 2.1Gardening 0.1100
  • Herbalism5.0
  • Waterhandling2.6
  • Finesse2.1
  • Gardening0.1

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

Principles

Time Principle 4,000 · Principle of Cyclicity 3,637.27 · Darkness Principle 3,328.53 · Principle of Imagination 2,813.20 · Element Principle 683.80

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self


The Dose Makes The Poison



Long time ago i was a physician learned in the occult arts. I started studying the properties of the four elements which took me to remotes places.
It was about that time that i started asking myself about the nature of the world i was living in. The cosmos was made of the tria prima and i felt trapped in a box.
My countless enemies did anything they could to stop me, their wish soon became real and i was out of that world to suddenly wake up in another box from other box.


This strange box does not seem that strange anymore, it's bigger and deeper than i thought, the tiring lands of the east cautivated my eyes while the wilds golemus land fired my imagination. Now i wait for a trip to loreroot , to get the chance to know a little more about this realm.


day 53 A lot of time passed since my last entry and many things happend too, i've been in the loreroot trip which was nice but after that the 6 years celebration started and i was lucky enough to get on the first 5 in the first contest so got an aniv aramor, signed up to be contest moderator (didnt enjoy that very much, don't think i'm doing it again), anyway the festivals were cool,  after that advanced to mp4 and today i finally beated the loreroot guardians. 
being in the tribunals i saw a nice lab wich i'd like to occupy some day to start my experiments in this realm.

Personal hate list

MosquitoeMosquitoesMosquitoesMosquitoesMosquitoes

pzzzzzzzzzzzzzzzzzzzzzz zzzzzzzzzzzzz
                                             MosquitoesMosquitoesMosquitoesMosquitoes
MosquitoesMosquitoesMosquitoesMosquitoes

pzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
                            MosquitoesMosquitoesMosquitoesMosquitoesMosquitoes

pzzzzzzzzzzzzzzzz
MosquitoesMosquitoesMosquitoes

pzzzzzzzzzzzzzzzzzzzzzzzz
MosquitoesMosquitoes                                 MosquitoesMosquitoesMosquitoesMosquitoes




MosquitoesMosquitoesMosquitoes


Creatures 36

  • Elemental VElemental Vlevel 6 · 2 held
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4
  • MarthaMarthaWater Daimon III, level 7
  • Angien Sentinel IIAngien Sentinel IIlevel 5
  • Majestic WinderwildMajestic Winderwildlevel 6
  • Master of PuppetsMaster of Puppetslevel 3
  • ReindrachReindrachlevel 4 · 2 held
  • Rustgold Combat DrachornRustgold Combat Drachornlevel 4
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3
  • Revolted Skill VampireRevolted Skill Vampirelevel 4
  • Master SharptearMaster Sharptearlevel 4
  • Unholy Priest IIUnholy Priest IIlevel 2

The most experienced kinds, of 36 creatures in all.

Adepts 3

3 players joined the realm as Paracelsus’s adepts.

From the Adventure Log

Page 524 · A Debt Repaid

"Thank you for your service, Nimrodel. Necrovion will not forget the favor you have
shown to its children" Syrian produces a small pouch, coins softly clinking within.
Nimrodel holds up her hand. "No. I won't accept payment for this. I don't like to sell my services. It's free to all who need it."

Azull takes a step towards her. "Are you willing to use it
for those who started this? For the ones who choose to kill?" Nimrodel raises her proud features and matches Azull's gaze, "A victim is a victim, irrespective of what they have
done in the past or will do in the future." Nimrodel turns and leaves, stepping through Necrovion's gate and towards her homeland, her mind set on convincing those of her land, and hopefully others, that a change is needed throughout the realm.

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