MagicDuel

Keilerian

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 2,270of 5,000

72 days in the realm since 20 July 2010 · started in The Original Story Mode

Record

  • Fights122 won · 170 lost
  • Active1% of days · 72 of 5,915
  • Adept ofCrazyMike
  • Player ID197600
Play with Keilerian as your mentor

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

Character

Combat stats tap a row for its sources

  • 23.41 initial = 23.41

    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.

  • 12.91 initial = 12.91

    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.

  • 9.06 initial = 9.06

    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.

  • 6.32 initial = 6.32

    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.

  • 19.97 initial = 19.97

    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.

  • 6.46 initial = 6.46

    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.

  • 16.39 initial = 16.39

    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.

  • 22.64 initial = 22.64

    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.

  • 27.03 initial = 27.03

    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 15.96 · Principle of Light 19.36 · Principle of Syntropy 36.22 · Time Principle 37.43

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

The ways of Keilerian Comments on self

It was a warm summer and I had spent it hidden in my library working hard on a book.  The work was tedious and at times I thought I saw images upon the paper as I wrote.  But as I wiped my eyes and replaced my glasses, the images disappeared.  My work was abruptly interrupted by a strange gentleman at the door.  He stood before me wearing a tweed jacket and hat.  Without a word he signaled for me to follow him.

Our journey wended between the streets out into the forest to a small dell that held no particular interest for me.  He touched his nose and his eyes twinkled as he did offer this comment:
"You, my son, are one of the last magicians in this world."

He leaned way back on his heals observing my reaction, which was none.  He leaned forward once again and stated the same phrase once again.  I looked about and prepared to head back but he grasped my arm and pulled me closer.  He grabbed my hand and held it in a tight clasp looking me in the eyes.  When he let go, I felt something warm and hard in my hand.  A coin.  A small coin.  Smaller than a dime yet with exquisite detail and beauty.  

I do not know how long I looked at that coin but realized I must have stood there for hours.  Only the grumbling of my stomach brought me back.  When my focus returned he gave me a smile and a wink.
"You are beginning a journey that will at first confuse you.  As you continue to travel and search, you will then find that all will slowly come to you.  You were there before and now it is time for your return."

I looked at him puzzled and wondered just what the hell he was talking about!  Then a shroud of darkness fell over me.  Oh god I wished I had a light with me.  The darkness fell like threads wrapped about my eyes that no one could possibly remove.  I felt around yet felt nothing.  I stepped forward yet moved nowhere.  Then a dim awareness entered my mind; the coin.

My hand felt warmer and the coin began to glow brightly as if to cut through the darkness around me.  Slowly I felt as if I was leaving a cocoon.  Yes....that was it....a cocoon of darkness from which a new being would step forward into the world.  Slowly I took a step and the darkness took on a hue of gray.  The more I stepped the grayer it grew.  Soon the gray turned to a lighter shade of white and then....I tripped and hit my head.

When I awoke I was inside this strange shack that appeared to be made of paper.  I instinctively went to adjust my glasses but they no longer existed.  Yet my sight was perfect.  I looked around and found only a large scroll to pick up.  I walked around outside a bit but grew fearful of not finding my way back and returned.  A map on the wall soon gave me the courage to leave the safety of the shack and explore.

And my adventure began.


Day 1 - 8 of my adventure

In my travels I encountered a strange beast blocking the road.  I ran down to the Armory and was allowed to enter and recruit several beasts.  Upon my return to fight the creature, shades rose from the previously-empty roads and I found myself fighting the darkness once again.  After the darkness I met Mirand and she appeared while I was lost in a carnival.  I know not why but I put my faith in her and succeeded in escaping an eternal capture in that strange place.  By the time I returned to the road, the beast had run off.

I now had developed my beasts and they have begun to get stronger.   With their new strengths I've developed new ways to construct my attacks.  I continued to travel and discovered the gates to the Loreroot region.  But the gates were blocked by what appeared to be living trees.  By the suggestion of one of the guards, I now seek to change the way I see them so that I may see them for what they truly are.  I must learn a way to change my perception which seems to involve Nightshade and some device hidden within the Willows Shop.


Day 11 of my adventures:

I traveled to the archivist and climbed the ladders to read any volumes that may be of interest.  I came upon one that greatly concerns me.  It talks of the controller -- that there is another world parallel to this one where someone else controls my thoughts and being.  How could this be????  First I'm told I'm the last magician and I cannot even do a single card trick!  Now I read a writing that someone controls me and does thing such as 'go idle' or 'logout' whatever that may mean??!!!  I think I'll stop reading those books in the archives!  All I see there is heresy!

After some research I found the documents I needed to find the hidden entrance beneath Mirand Bell, got my nightshade and water a used the device in the weapons shop.  Unfortunately I saw that I got the heck beat out of me when I ended up fighting the tree creatures.  I now seek to strengthen myself before revisiting them.


Personal hate list

I travel the land and search for discovery.  I seek not enemies nor hate what I discover.

Creatures 12

  • Aramor AssassinAramor Assassinlevel 3
  • Dark Archer IIDark Archer IIlevel 4
  • Barren SoulBarren Soullevel 1 · 3 held
  • Grasan IGrasan Ilevel 1
  • Elemental IElemental Ilevel 2 · 2 held
  • Dark ArcherDark Archerlevel 3
  • FledglingFledglinglevel 3
  • Angien EggAngien Egglevel 1 · 2 held

The most experienced kinds, of 12 creatures in all.

From the Adventure Log

Page 157 · The Shade Ballance - Nel.

Lady NelyaSetesh’s mind is racing, worrying about the Commander. While relaxing at Ravens Peace, staring at the water
Nelya sees a silhouette rising up from the below the surface. “I am an ancient nymph, i know what happend with the
Knator Commander”.
“Without your leader you’re too weak to defend this land. We never interfere, but can bestow a gift”
Placing its hands on Nelya’s head.
She feels an new energy stirring within her. Unnerved by the experience,
she rushes to talk to her alliance. Returning through the forest, she notices a wounded animal.
Sensing the animals pain, deeper than ever before, she places her hand on the animal’s wound.
A warm light appears beneath her palm, and Nelya is shocked to see the blood slowly abate.
As the creature runs into the woodland, Nelya stands up and smiles….”so this is my gift..”.

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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