MagicDuel

Throm McLeod

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 4,996of 5,000

703 days in the realm since 3 July 2008 · started in The Original Story Mode

Record

  • Fights891 won · 1,515 lost
  • Active11% of days · 703 of 6,661
  • Adept ofMaebius
  • Player ID59490
Play with Throm McLeod as your mentor

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

Character

Combat stats tap a row for its sources

  • 528.63 initial = 528.63

    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.

  • 332.68 initial = 332.68

    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.

  • 312.37 initial = 312.37

    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.

  • 77.41 initial = 77.41

    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.

  • 103.89 initial = 103.89

    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.

  • 50.19 initial = 50.19

    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.

  • 137.87 initial = 137.87

    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.

  • 52.65 initial = 52.65

    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.

  • 91.19 initial = 91.19

    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

  • 9.65 initial = 9.65

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingHerbalism 0.9Woodcutting 0.6100
  • Herbalism0.9
  • Woodcutting0.6

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

Principles

Principle of Balance 1,534.72 · Darkness Principle 88.85 · Time Principle 2,022.54 · Principle of Syntropy 2,990 · Principle of Entropy 200.88

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

A squire tale, whant be a Knight Comments on self

Prologue(updated april 28, 2010)

 

He is Throm McLeod, of the clan McLeod. A Highlander. He was the strongest fighter in his land, so he journeys to find more challenges…



He once engaged in battle against many evil forces; wizards, golems, and even dragons from the deeper dungeons and high mountains.

Throm was consumed with seeking more Power. He wants more Power than an mortal being, but he can't handle more Power without be consumed; his own life force, even his sanity. He is trying get control of it, but each day he loses more control and his Darker side is getting stronger.

 

Chapter 1

 

After hunting down every monster in the know world, He started a journey to search forbidden places, treacherous and hidden from the site of the normal humans.

 

And at his last attempt to discover the unknown, he encountered a small figure, so beautiful, so young and so treacherous.

 

 

Tricked by a ghost, was drained all his strength, his will, and almost consumed, started to felling your soul risen in the air, your mind is so confusing, his sanity almost lost, when see blasts of lightning from the sky fall through his soul, and burning all things on sight.

 

Chapter 2

 

He was reborn, a highlander never dies, unless properly killed, now has acquired even more Power...


 

Every creature will be hunted down, if don’t accept bind with him will be vanquished!...

After more than year hunting the creatures of the continent of MD, searching every corner to learn about this world, his soul was calmed down, every creature beaten, or tamed, give him more control of himself. His Darkest side is sleeping now and the Balance has gained control…

 

It’s because the Time, the Time is upon all things in this world, nothing can broken it, so the Time always win.

 

Chapter 3



Throm McLeod visited the interior of the territory of Loreroot, and searched everywhere, find many powerful new creatures and met a nice lady named Mya Celestia.

They conversed about the most beautiful place in the world he had ever seen before, the magnificent capitol of Loreroot, Raven Hold.

A few days later he finds his highness King Firsanthalas in person and talk about his feelings about their land, the king felt confident about it and accepted his application for citizenship.

After that the search for a guild is only one step forward, he again entered the territory of Loreroot to gather more info, luckily the first person who was found wandering is Princ Rhaegar, Throm asks for an explanation of the guilds of its territory.

Not needing to bunches more about it and chose to try Savelites Church, and by sheer coincidence is under the leadership of Rhaegar.

Again his request was seeking to become a member of the Church, and Rhaegar sent me to find Marvolo, for it was he who selected the candidates for initiation.

Marvolo explained the ranks of the Church and I thought it better to try the Roll like Knight to be more in line with me.

Then after reaching this point, Marvolo sent me back to the Princ Rhaegar to the initiation as "Squire" of Savelites Church, a brother of the church.

 


 

Epilogue

 

So he concludes his feelings about this world and thinks that is the time to take place, to choose one side, to walk in a road, trail a path, and make some diference in this world, sob e it!


 

Rise Knight, make someone’s day, forward to glory, write a history with blood and steel!


 

 

 

Tumble weed Personal hate list

Tumble weed

The sound of wind and a rolling plant passing away(after talk to someone and be ignored)

I like Kilt:

The kilt is a knee-length garment with pleats at the rear, originating in the traditional dress of men and boys in the Scottish Highlands of the 16th century. Since the 19th century it has been associated with the wider culture of Scotland in general, or with Celtic (and more specifically Gaelic) heritage elsewhere. It is most often made of woollen cloth in a tartan pattern.


Custom Avy Maker Military ways and beliefs

WTS  avys:    WTB my avy that I lost to Shop:

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Creatures 23

  • Unholy PriestUnholy Priestlevel 1
  • Tormented SoulTormented Soullevel 1 · 12 held
  • Barren SoulBarren Soullevel 1
  • RemainsRemainslevel 1 · 4 held
  • Water Being IWater Being Ilevel 1
  • Elemental EggElemental Egglevel 1
  • Young Savage KnatorYoung Savage Knatorlevel 1
  • Toxicodendrite SeedToxicodendrite Seedlevel 1
  • Elite KnatorElite Knatorlevel 4

The most experienced kinds, of 23 creatures in all.

Adepts 7

7 players joined the realm as Throm McLeod’s adepts.

From the Adventure Log

Page 22 · SmartAlekRJ's Lost Dragon

SmartAlekRJ finds a small library of books ... well its actualy that small , because the books are very
small, but if they were normal size, this would be a huge library. As he opens several of them he
realizes that all the books are about drakhorns, how to raise them, how to tame them, seems
like its an entire tradition for these people to raise drakhorns. At some points he finds a passage
that speaks of "The sacrification of drakhorns" ...this doesn't sound right ..he keeps reading.

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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