MagicDuel

Kall Sundash

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 1,234of 5,000

14 days in the realm since 23 July 2010 · started in The Original Story Mode

Record

  • Fights80 won · 74 lost
  • Active0% of days · 14 of 5,912
  • Adept ofDarigan
  • Player ID197776
Play with Kall Sundash as your mentor

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

Character

Combat stats tap a row for its sources

  • 7.97 initial = 7.97

    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.

  • 8.97 initial = 8.97

    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.

  • 2.43 initial = 2.43

    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.

  • -3.12 initial = -3.12

    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.

  • 5.08 initial = 5.08

    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.

  • 0.44 initial = 0.44

    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.

  • 3.70 initial = 3.70

    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.

  • 4.63 initial = 4.63

    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.

  • 6.77 initial = 6.77

    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 23.03 · Principle of Entropy 16.99 · Darkness Principle 5.82

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Kallisa Comments on self

Good day, curious one. I suppose you read these papers with the intent of discovering something, likely about me.

Well, alright. I am Kall, Kall Sundash. I sit and write this at the end of my life, but the girl you may see before you has plenty in her future. I am her, yes, but she is not yet me.

I enjoy well made pastries, the warm sun, puzzles and books.

The Kall you see has poor taste, and is much too impatient for puzzles and stories. She, however, can - like me - be perfectly content on a grubby strip of grass, relaxing in the sun. To one who knows us, we are not so different, but no one knows us both, not properly, and it would not surprise me in the least to discover that others may not be willing to believe we are one and the same.

To differentiate between us, you may refer to me, the author, as Kallisa, as it is our true, full name. Young Kall would hate to be called that, however, so it is best simply to stick with the nickname for her.

I am not here in flesh, only spirit, but I have more knowledge of the mind then Kall does, and it is simple for me to talk through her, though I rarely will. She has no knowledge of my presense, and I would rather keep it that way, as I remember being rather defiant at this time in my life, and would probably not react well to knowing her own future.

As a final note: if in conversing with my younger self, you grow weary of her, you may call my name and I will take possession of the body instead. I never remembered being especially annoying, but looking at Kall from this new perspective, I can see how she might wear on one.

Creatures 12

  • Dark ArcherDark Archerlevel 3 · 3 held
  • skadoodleskadoodleAramor Assassin, level 3
  • Grasan IGrasan Ilevel 1
  • Barren SoulBarren Soullevel 1
  • Elemental IElemental Ilevel 2 · 3 held
  • Aramor WarriorAramor Warriorlevel 2
  • Heretic Archer IIHeretic Archer IIlevel 2 · 2 held

The most experienced kinds, of 12 creatures in all.

Adepts 1

1 player joined the realm as Kall Sundash’s adepts.

From the Adventure Log

Page 409 · The Inner Sun - Am., Kal.

Kalamanira looks into Amoran’s eyes and smiles sadly. “You know that is no longer true. We each sought healing. You found it in the Oak Fort of Loreroot and I took it from the Accursed Growth in Necrovion. We were connected, yes, but we have each been healed by the land to which we bound ourselves.” Amoran stands, considering her words.

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