MagicDuel

Ice Winterland

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 4,961of 5,000

349 days in the realm since 31 July 2009 · started in The Original Story Mode

Record

  • Fights163 won · 216 lost
  • Active6% of days · 349 of 6,269
  • Adept ofEagle Eye
  • Player ID164835
Play with Ice Winterland as your mentor

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

Character

Combat stats tap a row for its sources

  • 26.19 initial = 26.19

    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.

  • 11.56 initial = 11.56

    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.

  • 4.45 initial = 4.45

    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.

  • 2.30 initial = 2.30

    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.

  • 9.30 initial = 9.30

    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.

  • 1.88 initial = 1.88

    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.

  • 9.96 initial = 9.96

    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.

  • 10.10 initial = 10.10

    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.

  • 19.80 initial = 19.80

    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

  • 6.61 initial = 6.61

    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

Time Principle 8 · Principle of Light 6 · Principle of Imagination 16

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

If no one cares for you, do you really exist? Comments on self

I used to look like this: cold, hard, and ruthless. Rude, annoying, heartless. Dramatic, pathetic, and stupid.

But I am much better. A year stuck on Golemus Golemicarum has made sure of that.

I am Ice Winterland.

Nestled in the Valley of the North, wrested in between mountains on all sides, there was a kingdom but of Elves, Elves born of the bright green leaves of the summer, and the white snow of the winter.

 A little Elf named Ice Winterland was born to a wealthy Elf family in the hardest part of winter. She never got to see her friends or do anything she wanted outside of home because being born in winter was a bad omen. She was born with the power to control cold weather. People who were threat to her were often times found frozen solid in their own homes. Everyone knew who the culprit was, but everyone was afraid of her father.

Her parents arranged her to marry a boy named Estelon when she was fifteen. The moment they met, they fell in love. But then, something happened that Ice did not intend.

***

One day, Estelon called upon her late in the evening, when the rest of the land was comfortly nestled in the nooks and crannies of Sleep. When Ice had sleepily answered him with hollow tones, he said it was a surprise for her. Stumbling about with weariness, she followed him out of the village toward the Forbidden Mountains.

Halfway up the tallest mountain, Estelon suddenly stopped, causing Ice to bump into him. "What is it?" Ice asked irritably. Estelon put a finger to his lips.

"Listen," he whispered. Ice ceased her heavy breathing and did as he asked. At first only the buzzing silence was heard, along with the far way sound of a blacksmith starting the day. Then she heard it. A slight wooshing noise, as if water were being pushed back in forth in a giant tub. As they got closer to the mountain's only cave, the noise became louder and louder.

Upon entering the wet cave, a wave of light hit the two Elves, and Ice had to sheild her gray eyes from the torrent of light. Mustering up the strength to look without being blinded, she slowly raised her eyes, and what she saw both disgusted her and took her breath away.

A huge mass of green liquid was suspended in midair, grossly pulsing greenish light. As it swirled, it flung droplets of itself across the cave which was why it was so wet. At each pulse, images surfaced of great warriors moving across barren land, carrying torches; strange creatures battling as an assorment of people jeered them on; a man trapped behind iron bars, crying and moaning to be let free. Some images were even wonderful. A small child toddled across a field to his mother; a white stallion running across a field of broken sheilds and swords; a man and woman swirling to music at a carnival.

Suddenly, she was pushed from behind toward the pulsating monster. Ice was sucked into the portal of images.

Her last image of her world was Estelon cackling maniacally as she screamed and thrashed to be let free of the swirling mass.

***

The portal heaved Ice out of its depths onto a hardwood floor, then disappeared with a sucking noise. She found herself in a small, cosy cabin. it was furnished with a wooden desk, a chair, and a couch that been sat on too many times. The desk was cluttered with old maps and papers, ink and quills, and a globe labeled "MD" in large, swirling letters. The wall was plastered with a map, also labeled "MD." A ladder led up to a square opening in the roof, and she could hear the sounds of an ocean wafting through the open door.

A man sat behind the desk, reading a book. When she landed on the floor, he didn't even look up.

"Hello," he said lazily. "Welcome to MagicDuel."

He had said it a hundred times. And he would say it a hundred times more.

 

 

---

Name: Ice Winterland

Names Called: Miss Winterland, Ice

Age: 1,254 (Elf years), 25 (human years)

Description: Blonde, almost white hair; blue eyes with a swimmy look; petite, and very skinny; porpotional for size

Attire: Long, white dress; brown sandals

Personality: Nervous; blushes alot; shy; kind

Likes: the color green, mice, cats, insects, water, snow

Dislikes: dishonesty, meaness, unrest

***

Who is that girl?

Once a devil, always a devil they say

I beg to differ

***

"Two roads diverged in a yellow wood, and I--

I took the one less traveled by

And that has made all the difference."

-The Road Not Taken, Robert Frost

***

I woke up in the morning

And rose up out of the East Mountains

I began my travels across the sky

When I was done

I settled into the West Mountains

And watched the moon take my place

***

Before I woke up

I saw soaring castles

Diving mermaids

Flying faeries

And lumbering beasts

So, please, sir

Which way is it

To Dream-land?

***

I am like the silent snake that no one notices

That was born small

Never reaching the expections

Hiding and waiting in the tall grass

Then, suddenly striking out

Tearing its' fangs into the heart of its victim

***

I am the Seventh Star Personal hate list

Little known fact:

                Of all the people in the world

                                        Very few TRULY know the meaning of love

                                             Everyone hates, but do any of us TRULY love?

***

Note: "Hate" backwards is "etah." If one were to take off the 'h' it would be "eta" which means the seventh star in a contellation. I think I'd much rather be the seventh star in a contellation than hate somebody, wouldn't you?

***

Cna yuo raed tihs?
Olny 58% of plepoe can.

I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
if yuo cna raed tihs, palce it in yuor porfiel

Creatures 16

  • Grasan IGrasan Ilevel 1 · 2 held
  • Aramor WarriorAramor Warriorlevel 2 · 4 held
  • Hollow WarriorHollow Warriorlevel 2 · 2 held
  • Barren SoulBarren Soullevel 1 · 5 held
  • AramorAramorlevel 1
  • Heretic ArcherHeretic Archerlevel 1 · 2 held

The most experienced kinds, of 16 creatures in all.

Adepts 1

1 player joined the realm as Ice Winterland’s adepts.

From the Adventure Log

Page 31 · Golemus Wizard quest - Ak.

"The Book of Principles, what could be in it?...", Akasha starts enumerating the principles she learned so far..
"ok, i know..Balance...i fight well and temper my greed, i learned to lose well and to win when i want ... what else..
oh, i know Syntropy ... i regenerate my creatures and they keep improving skill ..what else..." As she tries to think
of more principles she knows of, the weather starts to get worth ,seems she has to wait more before crossing the bridge.

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