MagicDuel

Lady Isolda

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 1,978of 5,000

204 days in the realm since 5 September 2008 · started in The Original Story Mode

Record

  • Fights536 won · 607 lost
  • Active3% of days · 204 of 6,598
  • Adept ofCalyx of Isis
  • Player ID87384
Play with Lady Isolda as your mentor

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

Character

Combat stats tap a row for its sources

  • 273.81 initial = 273.81

    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.

  • 163.01 initial = 163.01

    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.

  • 98.92 initial = 98.92

    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.

  • 52.27 initial = 52.27

    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.

  • 99.06 initial = 99.06

    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.

  • 34.45 initial = 34.45

    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.

  • 100.93 initial = 100.93

    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.

  • 54.86 initial = 54.86

    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.

  • 91.27 initial = 91.27

    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

Transposition Principle 686.94 · Principle of Syntropy 161.63 · Time Principle 539.80 · Principle of Imagination 183.44 · Darkness Principle 589.45 · Element Principle 273.96 · Principle of Entropy 619.86

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

 
Requests for the Festival

Lady Isolda is here to aid in the process of Power, Miracles and Transformation. She wishes to help those who seek their path in the Light; those who have acknowledged the supremacy of Justice, Honour and Enlightenment, and who have found the Strength to ask for them. Therefore, she wishes to be able to reward these selected few and/or to penalize the Unjust or Corrupted with permanent stats boost or decrease. Additionally, already being the Foreign Affairs Commander, as well as one of the Recruits Commanders of the Guerrilla Golemicarum Alliance, she wishes to be given the right of Free and Full Access to the Island of Golemus, and the right to grant and/or refuse access to those who have proved themselves worthy or unworthy of it. furthermore, she asks for a custom magical creature, the nature and abilities of which she would like to disclose only after her promotion, and full and exclusive rights upon said creature, as well as regarding said creature’s acquisition by other players. Finally, she wishes for Dream Control, for the right to access and to teleport others to all known locations of the map, and for the ability to locate the Alternative Accounts of the Realm’s Characters; she also asks for the right to disclose her findings in case of corruption or injustice taking place through the use of said alternative accounts.

The Tales of Lady Isolda

Lady Isolda is a proud, just and honourable young woman. Princess by descent, the loving daughter of her mother and the last of a long lineage of fascinating women whose enchanting charm… "Gives delight to the senses and pleasurably exalts both the mind and the spirit", as a famous troubadour once sang. Those ancestor women generously bestowed upon Lady Isolda their grace and virtues; alas, they also left her the ancient legacy of their mighty and arduous destiny. Lady Isolda comes from the Realm of Evolution, which extends itself over the vast lands of Transformation, Power and Miracles. This is the Realm of great Warrior women who are born to devote their existence in the ancient fight against ignorance and fear. In war they toil not, neither do they spin.

To these women to fight means to exist, and all kinds of weapons they employ; their swords, their charms, their beauty. “It is the cause that matters, not the means”, as always Medea says. Medea, Lady Isolda’s mother, is a demigoddess and a healer. Her lineage goes back to the Amazons. A woman of great character and beauty, she had been the mistress of these lands for three hundred years when she gave birth to Lady Isolda. The day the child was born heavy rain was flooding the Realm. The Priests kneeled inside the Temples and in the Altars performed rich sacrificial rituals; the Mystics prayed and glorified the Gods and the subjects celebrated in the fields; the rain was a sign of luck and fertility and the Prophets had spoken: The child was born under the Star of Scorpion the Phoenix, said they, and her blonde hair was already to her tiny waist. Yes, the Fates had bestowed their favour upon the child and Lady Luck had sealed her blessings with the ultimate gift; the child’s eyes were of different colour, one green, one black.

Lady Isolda was born the beloved child of Destiny’s Mistresses reassured the Prophets. All was well. All would be well. And about time it was. Time had not been kind to the Realm of Evolution; since the ancient times of its establishment, its lands were almost impossible to find since they would only reveal themselves to those unconquered by ignorance, fear or dishonesty. Those tormented by pain and hopelessness would leave their last breath vainly searching for a narrow path that would always escape them, but those with clarity in the mind and purity in the soul would be presented with a magnificent Gate and white smiling tigers would lead them in. Alas, so few were the chosen among the human kind that the Realm had begun to seem deserted by the time Medea gave birth to Lady Isolda. Terrified by the imminent isolation of her precious kingdom, and acknowledging that humans were unable to find their way into her lands on their own, she decided to lend a helpful hand. She could not change the way her Realm would behave toward humans; however, she could – and she would – help humans find their way into it.

Instead of waiting for some selected few to complete the arduous journey of transformation and evolution, she would send her daughters among them. Their purpose would be to light the fire in those dark places where fear and ignorance reigned; to teach, to heal and to encourage wretched humans to free themselves of the agony and the despair. All weapons were permissible in this sacred cause; steel and fire, threats and persuasion, cries and whispers, war and seduction. Humans would not be deprived of the supreme happiness to finally live in the Realm of Evolution, and the Realm would not be left to abandonment and desertion. The cause was sacred indeed, but was also strewn with difficulties. Humans would not be easily convinced to free themselves from the chains by which they tied themselves to misery and darkness. They would not easily find the courage to break their bonds with the old patterns, some out of fear for the effort and some because they had abandoned hope. While Lady Isolda’s sisters, scattered in the four corners of the world, gave tremendous fights for the sacred cause, Medea prepared Lady Isolda for her own destiny.

It was sure to be as arduous as the one of her sisters, yet Lady Isolda was blessed by the Fates and marked by Lady Luck. Hope rose again in the Realm. For years the legendary knights of the Realm trained her for war and the Priests taught her the marvels of the Universe; enchanting ladies gave her ancient weapons of seduction; the Prophets taught her to interpret the signs and the Mystics revealed for her sake the secrets of life and death. When Medea and the Council of Seven Sages decided that she was ready, Lady Isolda was a young woman in her twenties, already shaped to what she shall be until the day she leaves the lands of mortals and returns to the World of Ideals where she truly belongs.

Her blonde hair is now to her heels and her bizarre eyes shine on her pale face. It may be odd at first to look at these eyes, the one being black like the darkest dungeons on earth while the other shines with an emerald glow like the most charming Mediterranean seas... However, thanks to these eyes she is blessed with the rare ability to see both the dark and light in others. Be aware should you wish to avoid being charmed by her and shut your eyes in her presence if you’d rather keep your secrets hidden deep in your heart. She wears no jewels, but her Ring of Power, Miracles and Transformation, one of her most precious family heirlooms. Made of gold, the Ring is a square amethyst, the image of a Golden Phoenix being carved with exquisite art on top of the crystal. Her mantles are made of indigo velvet, the same Golden Phoenix being embroidered with gold silk thread right above her Solar Plexus Chakra.

She never hastens and most of the times she doesn’t walk; always with her is her Pegasus, her beloved winged horse with whom she flies. Pegasus had appeared in the Realm most unexpectedly, like the morning thunder. It was a rather gloom day and the Palatines were promenading in the Gardens, keeping silent companion to Medea. Suddenly, an enormous creature appeared in the sky, peacefully flying over their heads. For a while, he flew in circles above the startled faces and only when Medea called him with his name landed his body gracefully and stood in front of her. Medea was certain and the Prophets could only agree with her: Pegasus, the horse Bellerophon rid when he destroyed the Land of Amazons, had left his refugee after thousands of years and had come to find the last descendants of the people he once helped to ruin. Medea thanked the Gods once again for what she believed was another omen for the future happiness of her Realm and decided that Pegasus should from that day accompany and protect her daughter in her quest. And so it happened. Pegasus never lets Lady Isolda out of sight. When he’s not walking next to her side, he bends to let her ride him and together they journey. Sometimes, she fights her fights on his back, and sometimes, scared that her beloved horse might get hurt, she sends him away although she knows he is immortal. He warns her for future dangers and transfers her messages to Medea.

Most of the time he is quiet, especially in the presence of people he doesn’t trust or fancy, but when he is happy he can be rather noisy. Apart from his mistress who he adores, Pegasus becomes ecstatic before Wodin whose golden mantles he simply loves. He is a unique creature, strong and loyal to his mistress, and has become rather spoiled by the love Lady Isolda holds for him in her heart. He only eats rare herbs and delicious games that his mistress hunts and cooks for him and, unless Lady Isolda feeds his yellow sugar cubes to him several times a day, he silently cries sparkling diamond tears; he knows that Lady Isolda is simply overwhelmed with sadness every time he cries these tears.

Personal hate list

 
Hate List

Hatred is a valuable feeling and an honour toward those who manage to generate it within us; Lady Isolda, princess by descent and proud by nature and breeding, decides that nobody deserves such an honour; she therefore hates nobody.
/ However, she appreciates those who honour her by calling her by her title, who love her Pegasus, as well as those who acknowledge the supremacy of Golemus and show respect toward her brothers in arms. Finally, Jonn is her love. She loves and values him like her own life, and like her life she will protect him. Keep that in mind also.
Hatred she shall not feel, but she will never forgive the slightest insult against any of the above. Remember all that only her sisters are entitled to call her by her name: Isolda. Nobody else.

Military ways and beliefs

 
Hate List

Justice, Honour, Pride, knowledge, strength.

Win the war, win the fight; lose the fight, win the war.

Ask, speak, listen, learn, and then answer; answer right.

Always remember who did what and pay them back accordingly; never forget, never hate.

Forgiveness without honest repent is void and dangerous.

Revenge is a word invented by those who wish to wander unpunished.

Creatures 36

  • Water Daimon IIIWater Daimon IIIlevel 7
  • Harry CleanHarry CleanMaster of Puppets, level 3
  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • Knator War MasterKnator War Masterlevel 5
  • Red MurdererRed MurdererBloodPact Dark Archer III, level 5
  • CarlottaCarlottaPimped Grasan Huvourer, level 3
  • Elemental VElemental Vlevel 6 · 2 held
  • Water Guardian IIWater Guardian IIlevel 4
  • Majestic WinderwildMajestic Winderwildlevel 6
  • Walking TreeWalking Treelevel 5
  • WinderwildWinderwildlevel 4
  • Pimped Grasan IIPimped Grasan IIlevel 2 · 2 held

The most experienced kinds, of 36 creatures in all.

Adepts 13

13 players joined the realm as Lady Isolda’s adepts.

From the Adventure Log

Page 423 · Tales of The Cube

"They tried to do what was thought as impossible: to create a cube... They thought that if they gathered the power of all 4 elements they could create a...... well, they failed." "WHAT ..what did they try to create with that cube?!" shouts Liberty. "Ah, an abomination; An error of magic: a Golem, a false being with an artificial soul."

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