MagicDuel

Tenoch

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 4,995of 5,000

113 days in the realm since 11 December 2008 · started in The Original Story Mode

Record

  • Fights284 won · 307 lost
  • Active2% of days · 113 of 6,501
  • Adept ofEctremere
  • Player ID117385
Play with Tenoch as your mentor

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

Character

Combat stats tap a row for its sources

  • 72.60 initial = 72.60

    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.

  • 32.83 initial = 32.83

    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.

  • 13.96 initial = 13.96

    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.

  • 10.75 initial = 10.75

    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.

  • 25.49 initial = 25.49

    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.

  • 8.49 initial = 8.49

    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.

  • 21.27 initial = 21.27

    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.

  • 9.92 initial = 9.92

    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.

  • 20.76 initial = 20.76

    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

Element Principle 45.37 · Time Principle 128.59 · Principle of Entropy 57.96 · Principle of Balance 119.39 · Transposition Principle 28.53

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

 

 

The translation of Tenoch first chapter has been done with the help of Queen Ailith Bull  and  Lucretia.

 

 

 

Chapter One: A stranger on a strange land.

 

Tenoch, the righful ruler of a land not so far away, ran away because of the betrayal of his brother. His crown was taken, and was pursued by, he thought, his closest companions. These events forced him to wander for months in search of a quiet place to reflect upon his possibilities.

His political background induced him to not trust even his own shadow. This situation stopped him from making new friends... Tenoch's only companions are his creatures with diverse powers... but they only seem to follow him, in order to use his vital energy.

Tenoch’s spirit hasn’t fallen yet. However, in his loneliness, he suffers hallucinations and confuses his past with his present. Frequently, in the middle of the night, he hallucinates seeing his brother coming towards him, holding a knife over his head

"I shall return!!" He shouts in anger... "this is far from being over".

Chapter two: A small chat with a creature.

Alebrije looks upon Tenoch with a strange smile on its face. It is the only creature that doesn’t participate on the fights he has encounter on the new land. It does feed on Tenoch vitality but it seams to be the only creature that understands his master suffering. 

Tenoch suddenly sees it smiling directly to him... it’s eyes seam transparent… Tenoch decides is time to talk... he needs to talk to somebody... to anything before he becomes insane and looses his path on this land.

His voice trembled

“I belive i have found someone who might help me. We must follow...”

The creature stares at him for a brief moment while its tongue grabs a bright insect passing thru. Then it falls asleep.

"It’s been a long journey, I should rest too" mumbled Tenoch.                                                            

                                                            

Creatures 9

  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • Elemental VElemental Vlevel 6
  • Grasan HuvourerGrasan Huvourerlevel 3 · 2 held
  • Lorerootian ArcherLorerootian Archerlevel 2
  • Water Being IIWater Being IIlevel 2
  • Young Savage KnatorYoung Savage Knatorlevel 1
  • Heretic ArcherHeretic Archerlevel 1

The most experienced kinds, of 9 creatures in all.

From the Adventure Log

Page 453 · The Traveler

The Sentinel turns towards east looing at the dark smoke raising up from inner necro. "Burn an other document! they ased for it". A translucent shape moves fast from behind a gravestone and hides behind a dead tree. The Sentinel departs leaving behind it small drops of a black liquid.

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