MagicDuel

Teclis the Archmage

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 553of 5,000

253 days in the realm since 16 April 2008 · started in The Original Story Mode

Record

  • Fights388 won · 397 lost
  • Active4% of days · 253 of 6,740
  • Adept ofAqlBeast
  • Player ID36139
Play with Teclis the Archmage as your mentor

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

Character

Combat stats tap a row for its sources

  • 117.91 initial = 117.91

    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.

  • 57.68 initial = 57.68

    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.

  • 28.57 initial = 28.57

    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.

  • 8.15 initial = 8.15

    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.

  • 22.39 initial = 22.39

    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.

  • 7.89 initial = 7.89

    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.

  • 12.44 initial = 12.44

    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.

  • 13.99 initial = 13.99

    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.

  • 23.98 initial = 23.98

    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

  • 0.76 initial = 0.76

    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 Light 223.96 · Darkness Principle 79.80 · Time Principle 42.57 · Principle of Entropy 282.52 · Element Principle 252.31

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

A Seeker of Knowledge, A Guardian from the Past, A Guide to the Future Comments on self

Prefered tags: Arcane Wizard / Twilight Guardian / Seeker of Knowledge
Abilities I would like:
Twilight Mist - The ability to avoid attacks or boost strenght while defending, to protect myself and others of importance.
Old and experienced - Wise of countless battles, this ability focuses mind and temporary increases experience- and statgains.
Dedication - Willing to put my life at the stake for my cause, I wish to be able to sacrifice my vitality to give myself or others heat.

Area: Personal Chamber in one of the deserted towers in the Tempest Fort, Golemus. Would like access to this area.

Short description: Haunted by his past, Teclis now seeks the power and knowledge needed to master his own fate and shape the future for the best of humanity.


HISTORY:
Born in a city long razed and forgotten, where in the ruins you can still hear the warcries of his ancestors echo if you listen to the wind. Wearing a title that most people recognise but very few, if any, know the origin or significance of. With uncountable scars; both physical and mental, that every day takes a toll of the wearer. Sworn to serve the Greatest of Queens, the Mistress of Twilight, whose spirit now speaks to him again after centuries of silence.

Teclis walks tall and proud among mankind. The memory of the chaos and havoc that caused the end of his glorious people has given him a purpose. To gain knowledge of anything and everything, and to use it wisely to avoid future repeating itself. For knowledge is the key to power. And power, once in the right hands and used for a good purpose, can be a very beutiful thing.

Teclis the Archmage is a Seeker of Knowledge, dedicated to guide mankind into keeping the balance and proceed where the people of his distant past did not prevail

Creatures 18

  • PolythemosPolythemosElemental V, level 6
  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • BerzerkerBerzerkerKnator War Master, level 5
  • Dark Archer IIIDark Archer IIIlevel 5
  • MedusaMedusaWater Daimon II, level 6
  • JokerJokerlevel 1
  • Animated Tree IIAnimated Tree IIlevel 3
  • WinderwildWinderwildlevel 4
  • Grasan IIGrasan IIlevel 2
  • Elemental IElemental Ilevel 2
  • Grasan IGrasan Ilevel 1
  • RemainsRemainslevel 1

The most experienced kinds, of 18 creatures in all.

From the Adventure Log

Page 298 · The Inner Sun - Iam.

His bones hurt and a cold air fills his lungs. All things start to move slow around him and to fade. He can still hear voices of people speaking around him. "Where do we put him now, the prison is not ready yet", "we could ...kill him..maybe?" , "no we must make him believe he is insane... make people believe he is insane, and they will forget what he said. Lets close him in the dungeon for now, the shades will take care of the rest."

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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