MagicDuel
Kiley
Generation 24

Kiley

The Bob Whisperer
  • 5Mind Power 5of 7 levels
  • Gateway KeepersGateway Island
  • Honor 2,500of 5,000

2,057 days in the realm since 8 January 2011 · started in The Original Story Mode

Record

  • Fights1,036 won · 1,748 lost
  • Active36% of days · 2,057 of 5,743
  • Adept ofShade Sentinel
  • Player ID209866
Play with Kiley as your mentor

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

Medals 1

Medals are earned through hard work and given one player at a time, sometimes with a ceremony. Together with titles, they are what the realm holds as true about Kiley.

Character

Combat stats tap a row for its sources

  • 383.55 initial = 383.55

    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.

  • 170.42 initial + 500 territory = 670.42

    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.

  • 41.39 initial + 24 alliance = 65.39

    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.

  • 25.90 initial + 10 alliance = 35.90

    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.

  • 96.88 initial + 20 alliance = 116.88

    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.

  • 52.32 initial = 52.32

    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.

  • 77.22 initial + 50 territory = 127.22

    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.

  • 66.21 initial = 66.21

    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.

  • 177.32 initial + 250 territory = 427.32

    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

  • 185.08 initial = 185.08

    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.

  • 20 initial = 20.00

    Your grasp of the map, and of the shortest way across it.

    Touching any of the 25 pillars. Each pillar pays a given traveller once, and never again.

    The action points every move costs you. It comes off the cost, down to a floor of one.

  • 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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 0.2Herbalism 0.0Woodcutting 0.7Finesse 0.1Excavation 0.8Gardening 0.1Experimentalism 0.1Taming 0.0Fusioning 2.5100
  • Fusioning2.5
  • Excavation0.8
  • Woodcutting0.7
  • Mining0.2
  • Finesse0.1
  • Gardening0.1
  • Experimentalism0.1
  • Herbalism0.0
  • Taming0.0

The Leanings are thirteen crafts that pull against each other: what a player practises grows, and what they neglect falls away.

Principles

Element Principle 482.08 · Principle of Cyclicity 895.01 · Principle of Imagination 27.85 · Time Principle 39.82 · Darkness Principle 103.10

Realm

Gateway Keepers

Gateway Island

Housing oneness 20%

Armoury

No set pieces worn.

Writings

Comments on self

Physical Description

 Height: 5 ‘ 6 "

Weight: 135 pounds

Eye Color: Bright Hazel

Hair: Chestnut, long and curly hanging free and a bit wild

Race: Human

Age: 19

Attire: Blue Jeans, t-shirt, and sneakers

 

Kiley leans towards the tall side for a human girl, and is of medium build.  She is not all that strong, but is persistent and slightly bull-headed.  She is not adept at wielding weapons or any type of magic.

 

Character Description

Kiley is “almost always” good-natured and willing to talk.  She is just as comfortable around large groups of people as she is in solitude, and can be often be found wandering enjoying her own company.  Her intense love of water often draws her attention from more important matters at hand.   

 

Very sensitive, Kiley would never intentionally hurt anyone’s feelings –unless provoked.  Her fierce loyalty to those she cares for also causes her temper to flare.

 

Back Story

Kiley was raised by her very overprotective father: Pastor David Jones.  After losing his wife during child birth, the Pastor protected his only daughter with the fierce love only a father has.  Kiley’s love for her father was only matched by his own for her.  As a child, she often mimicked him in both actions and words.  Raised to love the outdoors, Kiley has an innate love for all creatures great and small, but is most fond of frogs and turtles.

 

Kiley remembers the exact time she entered this mysterious world.  The story that follows are her words as spoken to me.  I would however recommend that you keep this bit of information between us, as Kiley’s guilt over leaving her father overwhelms her….more to come

 

 

 

 

Personal hate list

Unda; or, The Bride of the Sea
By H. P. Lovecraft

Black loom the crags of the uplands behind me;
Dark are the sands of the far-stretching shore.
Dim are the pathways and rocks that remind me
Sadly of years in the lost nevermore.

Soft laps the ocean on wave-polish’d boulder;
Sweet is the sound and familiar to me.
Here, with her head gently bent to my shoulder,
Walk’d I with Unda, the Bride of the Sea.

Bright was the morn of my youth when I met her,
Sweet as the breeze that blew in o’er the brine.
Swift was I captur’d in Love’s strongest fetter,
Glad to be hers, and she glad to be mine.

Never a question ask’d I where she wander’d,
Never a question ask’d she of my birth:
Happy as children, we thought not nor ponder’d,
Glad with the bounty of ocean and earth.

Once when the moonlight play’d soft ’mid the billows,
High on the cliff o’er the waters we stood,
Bound was her hair with a garland of willows,
Pluck’d by the fount in the bird-haunted wood.

Strangely she gaz’d on the surges beneath her,
Charm’d by the sound or entranc’d by the light.
Then did the waves a wild aspect bequeath her,
Stern as the ocean and weird as the night.

Coldly she left me, astonish’d and weeping,
Standing alone ’mid the regions she bless’d:
Down, ever downward, half gliding, half creeping,
Stole the sweet Unda in oceanward quest.

Calm grew the sea, and tumultuous beating
Turn’d to a ripple, as Unda the fair
Trod the wet sands in affectionate greeting,
Beckon’d to me, and no longer was there!

Long did I pace by the banks where she vanish’d:
High climb’d the moon, and descended again.
Grey broke the dawn till the sad night was banish’d,
Still ach’d my soul with its infinite pain.

All the wide world have I search’d for my darling,
Scour’d the far deserts and sail’d distant seas.
Once on the wave while the tempest was snarling,
Flash’d a fair face that brought quiet and ease.

Ever in restlessness onward I stumble,
Seeking and pining, scarce heeding my way.
Now have I stray’d where the wide waters rumble,
Back to the scene of the lost yesterday.

Lo! the red moon from the ocean’s low hazes
Rises in ominous grandeur to view.
Strange is its face as my tortur’d eye gazes
O’er the vast reaches of sparkle and blue.

Straight from the moon to the shore where I’m sighing
Grows a bright bridge, made of wavelets and beams.
Frail may it be, yet how simple the trying;
Wand’ring from earth to the orb of sweet dreams.

What is yon face in the moonlight appearing;
Have I at last found the maiden that fled?
Out on the beam-bridge my footsteps are nearing
Her whose sweet beckoning hastens my tread.

Currents surround me, and drowsily swaying,
Far on the moon-path I seek the sweet face.
Eagerly hasting, half panting, half praying,
Forward I reach for the vision of grace.

Murmuring waters about me are closing,
Soft the sweet vision advances to me:
Done are my trials; my heart is reposing
Safe with my Unda, the Bride of the Sea.

Epilogue
As the rash fool, a prey of Unda’s art,
Drown thro’ the passion of his fever’d heart,
So are our youth, inflam’d by tempters fair,
Bereft of reason and the manly air.
How sad the sight of Strephon’s virile grace
Turn’d to confusion at his Chloë’s face,
And e’er Pelides, dear to Grecian eyes,
Sulking for loss of his thrice-cherish’d prize.
Brothers, attend! If cares too sharply vex,
Gain rest by shunning the destructive sex!

THE SISTERHOOD

Mission Statement: The Sisterhood's mission is to support Magic Duel in all fun activities that brings the populace together as whole.


The following Sisterhood rules are not to be taken seriously.

1. You must be willing and able to smooch the men of MD indiscriminately..
2. You must be willing to share your weapons and other nasty toys with your sisters when asked..
3. You must be able to fight like a man but still look and smell like a woman.
4. You must be able to smell a bargain a mile away.
5. You must know all the Champions and have smooched them at least once.
6. You must take turns slurping your drink loudly, when with your Mistress and/or other sisters.

7. You must know how to play the Snicker game.

8. Pay attention to the Mood Panel for collective instruction. This rule is absolute!

9. You must read the forum for all SISTERHOOD related information. This rule is to be taken seriously!!

Active Members:

1. Mistress Windy

2. Sister SageWoman

3. Sister Falen Angel

4. Sister Mainnelle D Ashke

5. Sister Esmerelda

6. Sister Kriskah Arcanu

7. Sister Mya Celestia

8. Sister sasha lilias

9. Sister Ladytwin

10. Sister Nimrodel

11. Sister Nacirema Asu

12. Sister Lady Dawn

14. Sister Mysteria Blue

15. Sister Devie

16. Sister Dark Mystic

17. Sister XinHun

18. Sister Nylah Raynen

19. Sister Dragrun Katja

20. Sister Yala Sviseusen

21. Sister Curiose

22. Sister Keida

23. Sister Gort Hedera

24. Sister Kiley

 

Champions of THE SISTERHOOD

 GREMLIN, YOSHI, MALICHIW, and ROLAND.

The Sisterhood Oath

I, (state your name), do hereby swear to do my Sisterly duty, which is to smooch all men who are unfortunate to cross my path.  So help me MUR!



Creatures 36

  • Elemental VElemental Vlevel 6 · 2 held
  • Water Daimon IIIWater Daimon IIIlevel 7 · 2 held
  • Revolted Skill VampireRevolted Skill Vampirelevel 4
  • Walking TreeWalking Treelevel 5 · 2 held
  • Unholy PopeUnholy Popelevel 3 · 2 held
  • Rustgold Combat DrachornRustgold Combat Drachornlevel 4
  • Majestic WinderwildMajestic Winderwildlevel 6
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3
  • Imperial Aramor WarriorImperial Aramor Warriorlevel 2
  • Pimped Grasan HuvourerPimped Grasan Huvourerlevel 3 · 2 held
  • Master SharptearMaster Sharptearlevel 4
  • AngienAngienlevel 3

The most experienced kinds, of 36 creatures in all.

Adepts 4

4 players joined the realm as Kiley’s adepts.

From the Adventure Log

Page 545 · A Debt Repaid

The atmosphere in the room changes almost immediately. Sunfire speaks "You
gave your word you would bring no guards, and that I would provide
security." Azull responds, "I did not; I gave my word to come here without
hostility in mind." He turns to watch as more people enter the tower. "I
see we have more unannounced guests." Dst saunters in, a wide grin spread
across her face. She is quickly followed by Chewett and Rikstar. Sunfire
speaks, "I invited dst to be a witness and to keep the peace. With force if
necessary."

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