MagicDuel

Thomas the Titan

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 3,980of 5,000

576 days in the realm since 22 March 2009 · started in The Original Story Mode

Record

  • Fights312 won · 432 lost
  • Active9% of days · 576 of 6,399
  • Adept ofGargant
  • Player ID141727
Play with Thomas the Titan as your mentor

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

Character

Combat stats tap a row for its sources

  • 150.17 initial = 150.17

    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.

  • 63.83 initial = 63.83

    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.

  • 47.11 initial = 47.11

    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.

  • 12.28 initial = 12.28

    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.

  • 28.71 initial = 28.71

    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.

  • 6.42 initial = 6.42

    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.

  • 18.76 initial = 18.76

    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.

  • 10.43 initial = 10.43

    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.

  • 33.59 initial = 33.59

    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

  • 4.89 initial = 4.89

    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.

  • 1 initial = 1.00

    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

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 Entropy 261.27 · Principle of Cyclicity 410.46 · Principle of Balance 64.88 · Darkness Principle 58.54

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

Before

I am Thomas the Titan, and I was hailed as a God among mortals. None crossed my path and did not respect me. I gave life, and I took it away. I was what everyone wished to become, what they envisioned in their dreams. I was everything that they hoped to be. I carried the legendary Kasnata, the Spear of the Elements, and I also knew how to wield it, fairly well.

Birth/Growth

There is a tale in my land, that has been spoken throughout the centuries. The tale tells of me, and my travels to the other realms. It tells of my birth, how I descended from the clouds as a babe, a bastard child of the Gods. They tell of my conquests, the land I took, the leaders I overthrew, and the women I encaptured. It also tells of my defeat, and my banishment from the realms. It tells of my love's death by my very own spear, for I was possessed by a devil. It also tells of how the Gods took away my immortality, my legendary spear, and my strength. And although this story ends in sadness, it is nowhere near the end.  The story still continues, and will forever continue.

Present

I respect all who respect me, and although I admit I have my weaknesses, I will never admit defeat. Some may call me cocky, but it is only out of their jealous rage. Some say my birth was a curse upon the land, and others say it was a blessing. I however, call it a beginning. A beginning to the story of Thomas the Titan, the greatest warrior, friend, lover, and fighter whom ever lived. I roam the realms now, swearing to regain my strength, my vigor, my life. I will return to the land of where I came, and reclaim the Spear of the Elements. Then, I will rise to my position as a God, forever ruling all who fall under my gaze. I am Thomas the Titan, and this is my mission.

 

Personal hate list

This, obviously, is my award for the best role player ( 2009 ). It is something that I am most proud of here in MD, but it couldn't and wouldn't have been awarded without the guidance and RP skills of others around here, the list too big to even begin naming. If you are reading this, than more than likely you have influenced me, and so: Thank you. And all those who voted, an extra thanks to you. And, of course, and extra big thanks to whoever it was that drew the trophy. An excellent job, unknown artist!

Creatures 10

  • Elemental VElemental Vlevel 6
  • Walking TreeWalking Treelevel 5
  • Grasan IGrasan Ilevel 1
  • Imperial AramorImperial Aramorlevel 1
  • Elite KnatorElite Knatorlevel 4
  • Water Guardian IWater Guardian Ilevel 3
  • ScoutScoutlevel 1 · 2 held
  • Young Savage KnatorYoung Savage Knatorlevel 1
  • AngienAngienAngien Egg, level 2

The most experienced kinds, of 10 creatures in all.

From the Adventure Log

Page 51 · Golemus Wizard quest - Ak.

She moves away as far as she can so that she can see what is causing that
light above the huge floating piramid. Amazed by the view, Akasha realises that the
light is caused but something that could described as a "slow fire" , a fire that burnes
but its flames are moving realy realy slow. "This must be the fire of Mount Kelle'tha ..
i heard about it, i was hoping is something more metaphorical hmmm.."

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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