MagicDuel

Parchu

“Reabilitated criminal. Date of release 26/03/2009.”

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

251 days in the realm since 19 November 2008 · started in The Original Story Mode

Record

  • Fights725 won · 1,103 lost
  • Active4% of days · 251 of 6,523
  • Adept ofKing Bull
  • Player ID109894
Play with Parchu as your mentor

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

Character

Combat stats tap a row for its sources

  • 381.63 initial = 381.63

    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.

  • 277.03 initial = 277.03

    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.

  • 151.31 initial = 151.31

    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.

  • 69.30 initial = 69.30

    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.

  • 112.22 initial = 112.22

    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.

  • 35.15 initial = 35.15

    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.

  • 113.45 initial = 113.45

    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.

  • 27.21 initial = 27.21

    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.

  • 51.32 initial = 51.32

    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 989.05 · Principle of Light 1,009.82 · Darkness Principle 200 · Element Principle 155.70 · Principle of Entropy 6.67

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self


I am Parchu Son of King Bull
I am Bull Elephant

My father  (King Bull) is Elephant in spirit, My mother Queen (Ailith) Bull is Water Nymph.

My mother and father were lorerootians when i was born, That makes myself and my 2 bothers, Caru and Gwyrth also Lorerootains....Born and Bred 


Elephants represent Strengh, Fidelity, Long Memory,Patience, Wisdom, and Felicity.

The Elephant goes back to the Mythologies, As the Gods and the demons churned the oceans during 'sagar manthan'  (sagar = Sea : manthan = churning) for the elixir of life 'amrit' (nectar) that would make  them  immortal, there  surfaced  the 'navratnas ' (Nine Jewels). One of   these jewels  was the Elephant. The Elephant is, therefore absolutely precious to be preserved and protected like the way jewels are.

.elephant







 






 

                                              

Elephants represent strengh,fidelity, long memory, patience,wisdom,conjugal felicity.

There are several interesting social behaviors that have been observed in Elephants. They have been seen to help young and wounded elephants and  even bury them under branches, individual  elephants have been seen standing by the bones of dead elephants for hours and also carry bones around. Not only do these animals show compassion but also show loyalty and affection. Elephants having massive size and presence have been associated to various Myths.


Buddhist Mythology:

Sacred to Buddha, a white elephant having appeared to Queen Maya to announce the birth of a royal world-ruler. The white elephant is also the Jewel of the Law. The white elephant shows compassion, love and kindness.

Christian Mythology:

A symbol of Christ as an enemy of the serpent, trampling the serpent underfoot, chastity, benignity.

Chinese Mythology:

Strength, sagacity, prudence, energy, sovereignty.

Graeco-Roman Mythology:

An attribute of Mercury as intelligence. Pliny says the elephant is a religious animal, worshipping the sun and stars and purifying itself at the new moon, bathing in the river and invoking the heavens. In Roman art, longevity, immortality, victory over death.

Hindu Mythology:

Vehicle of the God Ganesha, the strength of sacred wisdom, prudence, kingly rank, invincible might, longevity, intelligence. The world is also supported by elephants.


 

 

 

 



My fathers story: told by BlackThorn Personal hate list

* The Bard entered the Earth and Flame by one of the secret ways that few knew of and slipped in unnoticed and unseen. The place was packed but its patrons nursed their drinks and made little conversation. Their mood was dark and somber. Blackthorn smiled one of his take-life–as–it-comes smiles and thought "I have just the story."

"He was an orphan, the very product of war, so it is no wonder, that having survived his lonely and desperate childhood, he would enter into that second oldest of professions. He became a warrior." The bard stopped and drank his ale. The crowd had fallen completely silent now, on that dangerous edge the Bard has seen so many times where they could fall over into hostility, or drop right into his hands.

"When he first came to our lands he was quite young," the Bard continued after a pause that was just long enough, "and worked to refine his skills with blade and spell. He was a Bull of a man; strong of frame and mind and eager to prove himself in battle, which he did. It did not take long before he was recognized by all as a truly exceptional warrior."

The bard smiled and pulled out his lute. His hands were eager for the strings. As he played a haunting tune, he continued. "I do not say this because he is my friend, though in fact he is, but because he has a gift for battle. An instinct honed to a fine edge upon the forge of his upbringing."

Now the people in the tavern had begun to stir a little, turing their chairs to see, muttering in what seemed pleased tones when they saw the lute. 'I have them now,' thought the Bard comfortably.

"Khalazdad recognized this gift and drew him from No Man’s Land to Necrovion. Drew him into the intrigues of that dark and accursed land, drew him into the boiling conflict of war where his particular talents would be put to good use. Indeed he fought, and won, many skirmishes for the Sentinels. There the warrior became a leader. There in that hard land the man learned many hard lessons under the tutelage of its master; Khalazdad.

"But memories of his childhood began to haunt him, drive him, eat at him like a dog gnaws at a bone. He saw a war coming that would tear his adopted home apart. 'The memories of a man in his old age are the deeds of a man in his prime' - he often says this about those dark days and little else. But this I know. He made a choice, perhaps the most difficult of his life. He chose not to fight for this land he so loved but to help all the people of the realm avoid the bloody devastations of war. In so choosing, he became more than a warrior.

"He became a champion.

"Such choices are not without consequence. And so it was that the Lion found himself cast-out from his own pride. Equally shunned by those who had once called him brother and by those he had once stood against, he made his way to Marinds Bell and spent his days training and teaching in the dojo. There he found a new path to follow; the Elephant Dance. It is said: that to whom much is given, much is also required. And so while suffering the constant barbs of persecution he continued to freely give all he could to those that applied for his help."

Now the Bard began to strum on his instrument, not accompanyment exactly but just the soothing sound of notes happening. The customers of the tavern had fallen now, fallen into his spell.

He continued:

"It was around this time that I invited him to join me in Loreroot. Nelya Setesh warmly welcomed him and for a season he stayed with the Guardians of the Root, became one of us. Here in the depths of the forest he found a happiness he had not known before. Love, marriage, children; blessings he had never dreamed he would know. Here he stayed and raised his sons with the love and support he himself had lacked. Here he found friendship freely given, and the admiration of all. Quickly he rose to be a member of the High Council of Loreroot and humbly served its people.

"The Root found fertile soil within his soul and his awareness began to grow. He saw the truth of things that had once confused him. He found the truth of his own existence and within that truth he found…… Balance.

"'Balance above all,' he said to his friend Khalazdad.

"Khalazdad looked at his former captain with something bordering on rage. 'This is the path you have chosen?' He cursed. 'Balance?'

"'It is,' said King Bull. Khalazdad had once seemed so much more intimidating, but now something had changed. It took a moment for him to see that it was not Khalazdad who had changed, but himself. He was no longer content to follow other men. He would set his own course; hold fast to his own truth. At last he had found a battle worth the fighting.

"'You will not shake me from this. I will serve Necrovion, but only by maintaining the Balance. This is the only treaty I will make and it will be the same for all the other alliances, I will fight with those who seek to keep the Balance, and decimate all those who would destroy it.' As he said this, King Bull looked directly into the eyes of his former master, they stood there the two of them locked in a wordless struggle, but it was Khalazdad that turned away first.

"Khalazdad knew, like a father knows, that there was nothing he could say or do to change what he saw in those eyes. But then he knew of another Principle; Time.

"Time had a way of eroding even a will as stubborn as King Bull’s. Khalazdad had always been a patient man.

"'So you call yourselves the Knights of Necrovion?"' he slapped his friend on the back and smiled. 'Good name; a dark name. Wish I had thought of it.'"

BlackThorn set down his lute. This tale was at its end, but the story of King Bull was far from complete. The Bard of Loreroot knew there would be many more chapters yet to come. Lifting his glass the Bard toasted his friend, "To King Bull and the Knights of Necrovion. Balance above all."

The Bard did not pay for any of his own refreshments that night, and surely the turn of his leg was noticed by the tavern girls.

 

Many hours later a shadow passed into the depths of the Weald. Blackthorn had slipped out of the Earth and Flame leaving its patrons with wine flowing and songs singing. His business this night was far from over. Many had heard his story and their mood had lightened. Suddenly the world was not so dark a place, if a Lion of Necrovion could return home stronger and wiser for the journey. He would champion the Balance and ensure that the realm would not fall into a war from which none would survive. He would gather together Knights from all the lands of the realm. People like himself that would put the interests of the Realm before the interests of their own lands or even themselves. The Bard's smile was lost in the darkness of the Weald, "comfort and stability coming from Necrovion. Who would have thought it Possible?"

Military ways and beliefs

"Sometimes you must walk backwards  to move forward"

 The biggest  most important thing  I can tell you is that new players learn the most and get the most involved in the game by interacting with the older players, and playing a role that they can become known for.
1. Keep moving.
2. Prey on the weak when you can.
3. Set up some defensive rituals. When one gets the beat, the next one you flagged as defense comes into play, so spend some time erecting a wall of defensive rituals.
4. When doing the previous step, use creatures that are expendable, with the minumum vitality (301) and no investment of your own traits.
5. Spend time accruing enough creatures that you can keep a screen of defensive rituals around you at all times.
6. Get an elemental up to the highest level possible as soon as possible.
7. Get into Loreroot as quick as you can:
b. Think about what it means to win a fight.
c. Think about how your stats transfer to creaturesmake sense until later.
8. Remember it is a game.
9. Go to Marble Dale Park Sparring Grounds train and help otherss so you can upgrade creatures                                                                                                                                                                                                                  .    a.   Think about what it means to win a fight.
     b.   Think about how your stats transfer to creatures


Creatures 13

  • Water Daimon IIIWater Daimon IIIlevel 7 · 2 held
  • BloodPact Dark Archer IIIBloodPact Dark Archer IIIlevel 5
  • Elemental VElemental Vlevel 6
  • Imperial AramorImperial Aramorlevel 1
  • Angien Sentinel IIAngien Sentinel IIlevel 5
  • Chaos ArcherChaos Archerlevel 6
  • Grasan HuvourerGrasan Huvourerlevel 3 · 2 held
  • Majestic WinderwildMajestic Winderwildlevel 6
  • Angien SentinelAngien Sentinellevel 4
  • JokerJokerlevel 1
  • Walking TreeWalking Treelevel 5

The most experienced kinds, of 13 creatures in all.

From the Adventure Log

Page 294 · The Inner Sun - Pen. Bo.

"Penelope, good that you are here, i want to show you something i found in the archives" Bootes pulls out some old papers and spreads them on the table. "Oh, there are more?", "What do you mean there are more, you have more of these documents?" Pen pulls Bootes aside "We should not talk here, its not safe, lets go.."

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