MagicDuel

Innundo

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

342 days in the realm since 8 December 2007 · started in The Original Story Mode

Record

  • Fights1,077 won · 1,623 lost
  • Active5% of days · 342 of 6,869
  • Adept ofPeace
  • Player ID16594
Play with Innundo as your mentor

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

Character

Combat stats tap a row for its sources

  • 484.58 initial = 484.58

    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.

  • 180.78 initial = 180.78

    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.

  • 126.86 initial = 126.86

    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.

  • 61.76 initial = 61.76

    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.

  • 125.34 initial = 125.34

    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.

  • 45.28 initial = 45.28

    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.

  • 95.94 initial = 95.94

    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.

  • 71.75 initial = 71.75

    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.

  • 168 initial = 168.00

    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

Time Principle 1,323.61 · Transposition Principle 732.52 · Element Principle 207.26 · Darkness Principle 950.15 · Principle of Imagination 341.54

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

What is Self? Comments on self


In Jungian theory, the Self is one of the archetypes. It signifies the coherent whole, unified consciousness and unconscious of a person. The Self, according to Jung, is realised as the product of individuation, which in Jungian view is the process of integrating one's personality. For Jung, the self is symbolised by the circle (especially when divided in four quadrants), the square, or the mandala. What distinguishes Jungian psychology is the idea that there are two centers of the personality. The ego is the center of consciousness, whereas the Self is the center of the total personality, which includes consciousness, the unconscious, and the ego. The Self is both the whole and the center. While the ego is a self-contained little circle off the center contained within the whole, the Self can be understood as the greater circle.

Instead of Hate, let us look upon Truth. Personal hate list


'Truth' they say... Is in the eye of the beholder. I seek not to sway one's opinion of anything, even though I may oft be accused of such, I simply ask each entity to look inwards and see what you truly are. Do you honestly look inwards and see what is inside, or do you glimpse what is there and suppress it, instead putting on a facade for the world outside? Which lense do you see the world with, and through which lense does the world see you?

Wisdom... Military ways and beliefs


Fear makes the wolf bigger than he is.

Creatures 48

  • Master of PuppetsMaster of Puppetslevel 3 · 2 held
  • MermaidMermaidWater Daimon III, level 7
  • Elemental VElemental Vlevel 6 · 5 held
  • ApophisApophisRustgold Madhorn, level 5
  • Majestic WinderwildMajestic Winderwildlevel 6 · 3 held
  • BloodBloodBloodPact Chaos Archer, level 6
  • Sun AssassinSun AssassinImperial Aramor Assassin, level 3
  • Knator War MasterKnator War Masterlevel 5 · 2 held
  • MermanMermanWater Daimon I, level 5
  • Pimped Grasan HuvourerPimped Grasan Huvourerlevel 3 · 2 held
  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • Dark Archer IIIDark Archer IIIlevel 5 · 4 held

The most experienced kinds, of 48 creatures in all.

Adepts 6

6 players joined the realm as Innundo’s adepts.

From the Adventure Log

Page 357 · The Inner Sun - Bo., Tar., Iam.

The men’s attention is drawn away from their current concern by a clamor coming from elsewhere in the Archives. Bootes peeks out his door to see a figure with a book shouting and singing on his way out. Tarquinus scowls dismissively at the spectacle and turns away. Bootes stops him and points, “Wait… What do you See There?”

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