MagicDuel

Teufelhunden

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 1,165of 5,000

52 days in the realm since 8 September 2009 · started in The Original Story Mode

Record

  • Fights65 won · 237 lost
  • Active1% of days · 52 of 6,230
  • Adept ofSparrhawk
  • Player ID169890
Play with Teufelhunden as your mentor

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

Character

Combat stats tap a row for its sources

  • 12.30 initial = 12.30

    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.

  • 3.26 initial = 3.26

    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.

  • 6.16 initial = 6.16

    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.

  • 0.60 initial = 0.60

    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.

  • 4.36 initial = 4.36

    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.

  • 3.43 initial = 3.43

    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.

  • 4.64 initial = 4.64

    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.

  • 2.16 initial = 2.16

    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.

  • 5.30 initial = 5.30

    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

Principle of Imagination 12.37 · Darkness Principle 13.12 · Transposition Principle 19.20

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Notes Comments on self

I have tired of the violance of the lands.  I am taking a vow of non-violance, i am putting all my efforts into building a clockwork drachorn so i may have a protector and friend.  Maybe i will be able to make more once i have finished the first, we will see......   

Someone took my bottle of rum!!!!!!

  I am wandering this land looking for the parts I need to build a clockwork drachorn, if you have something i could use then please let me know. 

Possible choices for a soul include-  A drachorn because of the familiarity of the body and how it operates or a new soul that would have time to become familiar with the body with out being confused. A new thought is to split my soul and put a part of it into the Clockwork Drachorn.

People who have agreed to help me-

  • Kyphis
  • Kempcj
  • Sparrhawk
  • Sinister Minister
  • Fawe and alternates Distortion, Agro, AntRamCastle, antramcastle2, MagicDuelist200, KillerGreenAcidThing, Elrohir Calaelen, MarkLoreal, Swordsman Kyle
  • Ladytwin
  • Burns
  • Whitewater
  • Rockistah
  • Udgard- Help with joining the soul to the body
  • Cutler
  • Asryn
  • Awiiya
  • Yrthilian- Help with building the body and combining the soul.
  • Lifeline- In case anything gets out of hand
  • mcvitie
  • ansouinc
  •  Indyra Sirenias
  • MasterB
  • Iskra
  • Freezeblink
  • Peace
  • Handy Pockets

People Opposed

  • Yoshi- Believes that it will end badly for the creature (agony, rage)
  • Asterdai-
  • Godmother- Believes it is a dark art to put a soul into a object.

People who are not sure yet

 

People who can help me with different aspects of the project, (are unaware or have not agreed to help)

  • Braiton- Offer insight isnto the soul
  • Kragel- Help in building a body
  • Akasha- Carries a Drachorn Bone (not sure if this will help yet)
  • Duhu- Carries a Drachorn Bone (not sure if this will help yet)

 

Is a Follower of Ladytwin and part of her Non-Allaince of Hell Creatures

Is First member of the Destroyers of Ice Group.  Our leader is tempest episilon 

We keep a sharp eye out for penquins and the trouble they cause. 

Items owned, 

  1. Bundle of Bob's sticks
  2. Rock from Lord Pip (he found under Granos's Robe)

Creatures 12

  • Dark ArcherDark Archerlevel 3
  • Elemental IElemental Ilevel 2 · 3 held
  • Barren SoulBarren Soullevel 1 · 2 held
  • Young Savage KnatorYoung Savage Knatorlevel 1
  • RemainsRemainslevel 1 · 2 held
  • Angien EggAngien Egglevel 1
  • Water Being IWater Being Ilevel 1 · 2 held

The most experienced kinds, of 12 creatures in all.

From the Adventure Log

Page 517 · A Debt Repaid

Eon hefted his coin pouch, pleased at its weight. He repeated to himself the names of the Tainted Warriors to die. Familiar chatter surrounded the Gazebo of Equilibrium. Nobody saw him slit the throat of the sleeping Fire Starter, but Vicious Chaossword discovered the dead man slumped over in a pool of his own blood. She looked at the others arrayed around the gazebo and noticed a smirk on Maebius's face."This is your doing," she said, and Maebius gave a small nod. "But why?" She demanded. "Why is not for the public record," he replied. "It had to be done. Now it is done." A week later Syrian looked around frantically as a spellgate dropped her in front of the gazebo. She spied the flash of Eon's dagger descending on her just in time to take a glancing blow just below the collar. She jumped through a gate to King Azull, who was writing in his office in the Accursed Growth. "Eon came for me!" she gasped, breathless and bloody. The king met her eyes. "We're being hunted," he said.

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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