MagicDuel
Steno
Generation 10

Steno

Former Advertiser
  • 5Mind Power 5of 7 levels
  • The Seekers of EnlightenmentMarind Bell
  • Honor 5,090of 5,000

808 days in the realm since 4 October 2007 · started in The Original Story Mode

Record

  • Fights1,047 won · 1,047 lost
  • Active12% of days · 808 of 6,935
  • Adept ofAzull
  • Player ID5613
Play with Steno as your mentor

Join the realm from this page and you start as Steno’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 Steno.

Character

Combat stats tap a row for its sources

  • 561.83 initial + 10 territory = 571.83

    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.

  • 426.26 initial + 20 alliance = 446.26

    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.

  • 124.89 initial + 15 territory + 7 alliance = 146.89

    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.

  • 410.02 initial + 30 territory + 5 alliance = 445.02

    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.

  • 433.84 initial + 20 alliance = 453.84

    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.

  • 111.42 initial + 45 territory = 156.42

    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.

  • 435.60 initial = 435.60

    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.

  • 422.33 initial = 422.33

    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.

  • 438.83 initial + 8 alliance = 446.83

    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

  • 525.01 initial = 525.01

    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.

  • 35 initial = 35.00

    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 24.7Herbalism 39.0Woodcutting 22.2Waterhandling 36.5Finesse 18.9Excavation 18.9Gardening 8.0Filtering 10.3100
  • Herbalism39.0
  • Waterhandling36.5
  • Mining24.7
  • Woodcutting22.2
  • Finesse18.9
  • Excavation18.9
  • Filtering10.3
  • Gardening8.0

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

Principles

Transposition Principle 4,000 · Time Principle 4,000 · Principle of Imagination 4,000 · Principle of Light 4,000

Realm

The Seekers of Enlightenment

Marind Bell

Housing oneness 10%

Armoury

No set pieces worn.

Writings

What I think Comments on self

I am a patient person. most of the time. I am not very motivated with most issues of real importance in my life. But, if i find a new game online, or a something interesting online or a new fetish that I have. I throw myself 200% into it. For MagicDuel, if you have a partner link, just send it my way, I'll set it up as soon as I can.

I found myself wandering as an errant thought came in about a land I used to roam.
Thus, I made my way to this old land, to find that it was now new.
As with all things, this land was made of possibilities, just like the self, capable of so much change,
though the cost is not always one that is considered worth paying.
Though the worth is in effort. For thought of effort is in and of itself the first step for change.

I used to help manage MD's partner links, as evidenced by my old Comments on self section at the top. My role was more of a chronicler than that of a stenographer. Nowadays I journey through MD, trying to connect the sporadic sources of information that are so abundant, yet so infrequent in this realm.
My goal is to create a living lore of where this realm has been, to better know where it will go next.

Wishlist (in descending order of desire)
-To be part of an A25 quest team
-To have some artworks done for some quest ideas I have
-For some of the living lore of MD (the things from adventure log, seedwalks, etc) to be turned into stories and added to MDA as a living text of MD's history.
-To meet Wodin and the Traveler
-To learn the mirror spell doc
-For it to rain more often in MD (like once a day for 10 minutes would be great)--> or to learn how to make it rain.


Arrrggghhh...! Personal hate list

I hate not being able to be on, for the most part, at the same time as Mur. :P 
I hate those that selfishly take and take of this existence without concern
or thought as to how to work together.
However, all problems of a contemplative nature are of great interest to me, so puzzles
that I cannot solve are of the the largest source of frustration for one such as me.

Creatures 36

  • Cloaked ShadeCloaked Shadelevel 1 · 2 held
  • Hollow WarriorHollow Warriorlevel 2 · 4 held
  • Barren Soul - 14th AnniversaryBarren Soul - 14th AnniversaryBarren Soul - 14th Anniversary Edition, level 1
  • Rustgold MadhornRustgold Madhornlevel 5
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3
  • Brundarus the SwiftBrundarus the SwiftWind Dragon I, level 4
  • Pyvrenait the HoardPyvrenait the HoardRustgold Combat Drachorn, level 4
  • PuppeteerPuppeteerMaster of Puppets, level 3
  • AngienAngienlevel 3
  • Skill VampireSkill Vampirelevel 3
  • Barren Soul - 15th Anniversary EditionBarren Soul - 15th Anniversary Editionlevel 1 · 2 held
  • BloodPact Dark Archer IIIBloodPact Dark Archer IIIlevel 5

The most experienced kinds, of 36 creatures in all.

Adepts 12

12 players joined the realm as Steno’s adepts.

From the Adventure Log

Page 480 · The Traveler

The subtle noise in Necrovion starts to again become stronger, rocks tremble visibly even if the sound is not heard by all ears. Barely seeing the world she once walked, Peace finaly breaks loose from her now degrading body. The low noise generated by the orb feels like food now, giving her strength. She feels every single rock and grain of sand in Necrovion as if the vibration suddenly became her eyes and ears.

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