MagicDuel

Kay Ingild

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 2,145of 5,000

158 days in the realm since 12 October 2010 · started in The Original Story Mode

Record

  • Fights182 won · 238 lost
  • Active3% of days · 158 of 5,831
  • Adept ofadiomino
  • Player ID204229
Play with Kay Ingild as your mentor

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

Character

Combat stats tap a row for its sources

  • 33.15 initial = 33.15

    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.

  • 18.30 initial = 18.30

    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.

  • 11.51 initial = 11.51

    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.

  • 4.04 initial = 4.04

    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.

  • 27.51 initial = 27.51

    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.

  • 4.55 initial = 4.55

    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.

  • 21.18 initial = 21.18

    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.

  • 15.32 initial = 15.32

    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.

  • 31.30 initial = 31.30

    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

Principle of Imagination 30.09 · Principle of Entropy 29.40 · Principle of Syntropy 30.31 · Element Principle 31.46

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Kay Ingild Comments on self

Maybe I'm a little too quiet. A little too cautious.

It's taking me a very long time to figure out who I am and where I fit in. I feel as though I leave no mark on the land as I pass through it. Never bothered me before, but it's starting to.

There are mysteries here. I can feel them, just outside my grasp. I could fill the air with questions, but I have so many, and it's hard to put them into words. I prefer to keep my eyes open, listen to scraps of conversations around me, read as much as I can, and hope I stumble across the answers by myself.



I do remember my life before I found myself here. If you're interested, I've written a bit about it at the bottom of the page. I'd rather not dwell on it.

When I first arrived I spent most of my time at the Marble Dale Park, gathered as many different creatures as I could, and sought out fight after fight to help them grow. Adiomino and Neno Veliki offered much-appreciated and sorely needed advice, and I am grateful to Spartiatis and Sagewoman, who generously gave me creatures.

Over time I found myself drawn away from battle; there were so many different places to explore. When I defeated the Loreroot guards and could travel freely through that land, for a while I lost the motivation to fight. But I couldn't quite bring myself to set aside the halberd I carry, and I've taken up arms again because I want to see how my creatures will evolve.

I found it hard to believe that anyone at all could get lost in the labyrinth... until I realized that they must be trying to get through it without making a map. Crazy!

When Awiiya is asleep and his leaves are furled, it looks to me like someone has taken a hatchet to his branches. I'm a little embarrassed to remember this, but the first time I saw him asleep, I ran around asking people if something terrible had happened to him.

I'm glad that Wolf regained his ability to transform, but he gave me a bit of a fright the other day.

The land of Loreroot... quiet and calm. I like it here; perhaps I will make it my home. The hospitality at the Root of the Matter Inn is impeccable.

Conversations at Awiiya's Way can be remarkably interesting. Unpredictable, too. (I still think magenta is a colour.)

Story Night! So much talent on display. I'm glad I was able to produce one little story to share, and I hope to contribute more. I'd like to be useful... perhaps I can help advertise the event?

I have signed up with the Bunny team for the upcoming birthday celebration. What have I gotten myself into?



A few victories, early on, made us bold.

We'd travelled to the island for the same reason as everyone else. For power. And in those first few weeks, we tasted it.

Every day we trained, and every day we fought the others in great battles. We fought and died to prove ourselves worthy of the ancient stone sculpture that granted strength to its favourites and brought us all back to life to fight again and again for its sake.

I have a dozen theories as to why the others gained an advantage over us. Some of us lost focus. Some of us, myself included, turned to the study of magic, assuming it could be used to support our warrior friends, but experiments led to failure time and again. Some of us trained poorly. Some of us missed critical battles…

Our early wins became a flood of losses, and our opponents gained the favour of the great stone artifact. Its favour, and all the power their bodies could bear. The great battles became farces. A single one of them, by the end, could massacre us all before any of us could move. And we had no choice but to fight every day. We couldn't resist the call of the battlefield, even knowing that our blood would feed our enemies' ever-growing strength.

Sometimes, very rarely, they let us win. That was even harder to bear.

I lost track of the days, by the end. They all finished the same way, fading to nothing as my life bled away. But one day I awoke, not there but… here. Wherever this place is.

Perhaps the artifact released my soul out of disappointment. I certainly did nothing to deserve respite.

Is this a sort of afterlife? Perhaps, but… perhaps not, as people here still seem able to die. And there is no life-giving artifact to automatically restore those who fall.

Can you blame me, then, for being cautious? I don't want to lose what little I have. I'm sure this aversion to any sort of risk is holding me back, and maybe one day I'll break free of this too, but until then…

Personal hate list


Unusable item


Nothing interesting here right now.

Creatures 24

  • SageWomansDayDreamerSageWomansDayDreamerDay Dreamer, level 2
  • Animated Tree IIAnimated Tree IIlevel 3
  • WinderwildWinderwildlevel 4
  • Elemental VElemental Vlevel 6 · 2 held
  • Dark Archer IIIDark Archer IIIlevel 5 · 2 held
  • Grasan HuvourerGrasan Huvourerlevel 3 · 2 held
  • Elite Lorerootian ArcherElite Lorerootian Archerlevel 3
  • FledglingFledglinglevel 3
  • Water Guardian IIWater Guardian IIlevel 4 · 2 held
  • Barren SoulBarren Soullevel 1 · 2 held
  • Elemental IIElemental IIlevel 3
  • AngienAngienlevel 3 · 3 held

The most experienced kinds, of 24 creatures in all.

From the Adventure Log

Page 98 · Golemus Wizard quest - Ak.

"Lets see..the element principle .." As she writes the principles she can remember, the papers
she has seem not enough so she tries to make it all as short as possible. Akasha continues writing as the storm sets in.
She hides under a tree trying not to get wet by the incomming rain but the storm gets stronger.
She remembers a cave nearby , with a strange looking monster shaped entrance, maybe she can find there a quite place to finish her writing.

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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