MagicDuel

Adiallinda

  • 5Mind Power 5of 7 levels
  • Golemus Golemicarumno alliance
  • Honor 3,026of 5,000

911 days in the realm since 29 May 2008 · started in The Original Story Mode

Record

  • Fights668 won · 1,349 lost
  • Active14% of days · 911 of 6,697
  • Adept ofPhantom Orchid
  • Player ID44510
Play with Adiallinda as your mentor

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

Character

Combat stats tap a row for its sources

  • 348.52 initial = 348.52

    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.

  • 248.32 initial = 248.32

    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.

  • 83.40 initial = 83.40

    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.

  • 73.36 initial + 20 territory = 93.36

    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.

  • 115.28 initial = 115.28

    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.

  • 55.26 initial + 20 territory = 75.26

    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.

  • 81.37 initial + 40 territory = 121.37

    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.

  • 55.40 initial = 55.40

    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.

  • 108.15 initial + 50 territory = 158.15

    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

  • 12.57 initial = 12.57

    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.

  • 7 initial = 7.00

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 0.1100
  • Mining0.1

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

Principles

Principle of Cyclicity 441 · Principle of Balance 150.28 · Principle of Imagination 147.09 · Principle of Entropy 538.68 · Time Principle 314.67

Realm

Golemus Golemicarum

No alliance

Armoury

No set pieces worn.

Writings

First Mate - Crimson Blade Comments on self

Title: First Mate - Crimson Blade

Description: First Mate and part-time topsail rigger on the Crimson Blade.  An alluring maiden of the seas, partial to swashing a buckle or two.

Elvynn - Alice SyiliphayvanhI'm a girl of Golemus Golemicarum.

A wisp of a girl, her small stature conseals a vibrant spirit. Her world is full of wonder. Her slight frame lies revealled beneath a deep maroon bustier and livid blue satin pants, her hips sway in a sensual sway as she walks or skips along. Long auburn tresses tumble past her shoulders to fall about the small of her back. Large green eyes look back at you, twinkling with mischief and mirth. A small straight nose perches above her lucious kissable lips. Delicate unadorned fingers dance about the air as she speaks and laughs.

Gift(s):
A ring of silver with a single small, but absolutely perfect pink pearl from Calyx of Isis (Let a single drop of your blood fall on it, and thank Isis out loud, you will have a Gust-of-Wind for half a day. It can only be used once, but what more could a sailor ask for!?;)
Framed, pressed Orchid, very beautiful, from Phantom Orchid
A feather from Gremlins wing - very beautiful and fluffy.


More about me

Listen and I'll tell you some of the story of my life

Every since I can remember I've loved the sea. Some of my first friends were mermaids. We'd swim for hours, till my mother demanded I come in for supper.

Papa was away on the sea alot, but when he came home he'd bring jewels and silk and other beautiful things, and Mum and I would dress up and we'd all go to town, and meet the crew and whichever girl or boy they happened to be with that night, even some of the married ones.

So anyway one day Mum and Papa spent all night talking after he returned from a long trip. They'd sent me out dancing and carousing.  Well when I got home, Papa was sitting at the table, sober as a judge, waiting. When I flounced in he called me over to join him. *smiles wistfully*  He was so handsome, you know.

I kissed him and sat down and he talked to me about the sea and life on it.  Then he asked me if I wanted to join him on the next voyage. That was when I noticed Mum in the doorway to their bedroom.  I smiled at her and she came over and sat next to Papa.  She looked a bit sad, but tried to hide it. Papa said it would be tough, but he thought I could handle it. His words were hot maple syrup warming my soul.  Of course I said yes!

Audience: What became of your mother

We were leaving in two weeks. He said I needed to learn a few things and that Maddy his topsail rigger would come over and show me the ropes.

Mum? She kept the home fires burning, always giving Papa a reason to return. Maddy was my favourite member of the crew, she was sassy, very beautiful, and could twist the boys around her finger.

We became inseparable. She taught me to fly up the rigging in those days before we left, how to handle a rapier enough that I wouldn't spit myself.

Audience: So that's where you get your charm.

And where to conceal a dagger should I ever need one. *winks*

I sailed with Papa for seven years and we prospered until that fateful day. *a sad look passes across her face*

Audience: You dont have to go any further if you don't want to.

*shakes her head* The fog had been heavy and when it cleared we discovered we'd sailed into the middle of an Admiralty fleet! It was awful, I'd been aloft at the time.  Before I could do anything the sound of cannon fire filled the air, I felt the shock through the mast as it was struck once, twice, three times and began to topple. But the cannon never stopped.

I fell and as I hit the water a spar knocked me unconscious, but on my fall, I saw Maddy ripped apart as she tried to protect Papa. I guess she always loved him.

I vaguely remember being fished out of the water, a girl of eighteen. I slipped in and out of consciousness for days.

I remember agony, but not the faces who inflicted it. They told me my Papa was dead and all who sailed with him except me and I wept.

Audience: That's so sad

*wipes a tear from her left eye* Then they dumped me on an island, alone with a chest of food, meally and weevil ridden. The bastards! I swore they would pay for what they did to my mother and Papa.

I dragged the chest up to a cave out of the weather and salvaged what edible food I could and built a small fire. That was when I discovered the scars that mark me to this day.

I plotted revenge that night, and moved to the back of the cave to sleep. That's when things got strange, because I woke up in this realm separated from any chance of revenge.

Personal hate list

To many beautiful people to hate anyone.  But I would like to know who left me the scars on my back.  Its been a long time since anyone loved those scars, and I can't remember where they came from.

Nice Boys I've met: my Captain, Cryxus, King Bull, Shalanar, Gremlin and the Guardian (you know who you are *winks*).

 THE SISTERHOOD  

The following are not to be taken seriously.

  1. Ye must be able to wear a dress without tripping.
  2. Thy hair must touch thy waist or lower. (Does that make sense, Lucius?)
  3. Ye must be able to sword fight with one hand and hold your dress up with the other.
  4. Ye must be able to tell when a man is lying.
  5. Ye must be able to smell a bargain a mile away.
  6. Ye must conduct yourself in a courtly manner...when needed.
  7. Ye must be able to fight 10 times in a row...and still smell like a rose.
  8. Ye must be able to fight and not smudge thy lipstick.
  9. Ye must be a hellion behind closed doors and a conduct thyself as a Lady in public.
  10. Must be able to drink thy tea...without slurping. (Whenever we are together, someone slurp (loudly) so the others can follow suit.)

        MEMBERS       

 

  1. Sister Calyx of Isis
  2. Sister Ailith
  3. Sister LunarGoddess
  4. Sister Amoran
  5. Sister SageWoman
  6. Sister Peace
  7. Sister Kittiness
  8. Sister Kalaminira Kol
  9. Sister Siala Lone Wolf
  10. Sister Dark Mystic
  11. Sister Falen Angel
  12. Sister Keida
  13. Sister StrongWilled Legna
  14. Sister Lunar Priestess
  15. Sister Mainnelle D Ashkera
  16. Sister Arianna de Montreve
  17. Sister Lady Renata
  18. Sister Dark Trial
  19. Sister Kriskah Arcanu
  20. Sister Mya Celestia
  21. Sister Adiallinda
  22. Sister Grid Althea
  23. Sister Lady Tygara
  24. Sister Handy Pockets
  25. Sister sasha lilias
  26. Sister Sharazhad
  27. Sister Icedragon
  28. Sister Ladytwin
  29. Sister Nimrodel
  30. Sister Nacirema Asu
  31. Sister Assira The Black
  32. Sister Miidorii
  33. Sister Mystic Siren
  34. Sister Madalina Fitzroy
  35. Sister Wildfires

Sisterhood Guardians: Gremlin (quite ticklish), Chep, Icepheonix, White Reaper, AkenEX, Kael Rayne, Ilias, Harri, Swordmaster Trey, Redneck, Poppitz Resurrected

Creatures 20

  • Water Daimon IIIWater Daimon IIIlevel 7 · 2 held
  • Elemental VElemental Vlevel 6 · 2 held
  • Sonorous JesterSonorous JesterMaster of Puppets, level 3
  • Imperial AramorImperial Aramorlevel 1
  • Robin HoodRobin HoodChaos Archer, level 6
  • Evil CupidEvil CupidMaster Lorerootian Archer, level 4
  • AlbatrossAlbatrossMajestic Winderwild, level 6
  • Knator War MasterKnator War Masterlevel 5 · 2 held
  • PunchPunchGrasan Huvourer, level 3
  • AngienAngienlevel 3 · 2 held
  • Dark Archer IIDark Archer IIlevel 4
  • Toxicodendrite SeedToxicodendrite Seedlevel 1

The most experienced kinds, of 20 creatures in all.

From the Adventure Log

Page 221 · The Shade Ballance - Kh.

Khalazdad wanders through the crowds, occasionally talking to a person or more. Behind him follows confusion. He keeps telling people to help him. What's going on? With a jerk, Khalazdad sits up at the Howling Gates, having fallen asleep once again. "Nightmares..."

This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.

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