MagicDuel

tomten

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 10of 5,000

284 days in the realm since 1 August 2008 · started in The Original Story Mode

Record

  • Fights404 won · 487 lost
  • Active4% of days · 284 of 6,633
  • Adept ofEagle Eye
  • Player ID70752
Play with tomten as your mentor

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

Character

Combat stats tap a row for its sources

  • 179.34 initial = 179.34

    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.

  • 76.21 initial = 76.21

    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.

  • 67.23 initial = 67.23

    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.

  • 25.59 initial = 25.59

    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.

  • 46.09 initial = 46.09

    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.

  • 38.64 initial = 38.64

    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.

  • 45.13 initial = 45.13

    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.

  • 50.94 initial = 50.94

    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.

  • 70.92 initial = 70.92

    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

  • 15.58 initial = 15.58

    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.

  • 2 initial = 2.00

    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

Darkness Principle 162.18 · Principle of Entropy 547.66 · Principle of Imagination 36.81 · Transposition Principle 1,263.56 · Principle of Syntropy 25.70

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Greetings Comments on self

Everyone should strive for the unknown

I belive that humans greatest strenght is our curiosity.
But if he/she isent aware of the risks, and just blindly follows what ther curiosity tells them to do,
then the curiosity turns into a weakness
which could bring down even a king.

Although curiosity is an innate capability of many living beings,
it should not be categorized as an instinct
because it is not a fixed action pattern rather
it is an innate basic emotion because while curiosity can be expressed in many ways,
the expression of an instinct is typically more fixed and less flexible.
 Curiosity is common to human beings at all ages from infancy to old age,
and is easy to observe in many other animal species.

Strong curiosity is the main motivation of many scientists.
 In fact, in its development as wonder or admiration,
it is generally curiosity that makes a human being want to become an expert in a field of knowledge.
 Though humans are sometimes considered particularly curious,
they sometimes seem to miss the obvious when compared to other animals.
 What seems to happen is that human curiosity about curiosity itself,
 combined with the ability to think in an abstract way,
 lead to mimesis, fantasy and imagination - eventually leading to an especially human way of thinking ,
which is abstract and self-aware, or conscious.
 Some people have the feeling of curiosity to know what is after death.


                    Everyone should strive to explore the unknown.

Creatures 16

  • Angien SentinelAngien Sentinellevel 4
  • Elemental VElemental Vlevel 6
  • Unholy Priest IIUnholy Priest IIlevel 2
  • JokerJokerlevel 1
  • Imperial AramorImperial Aramorlevel 1 · 2 held
  • BloodPact Dark Archer IIBloodPact Dark Archer IIlevel 4
  • Majestic WinderwildMajestic Winderwildlevel 6
  • RemainsRemainslevel 1 · 7 held
  • Toxicodendrite SeedToxicodendrite Seedlevel 1

The most experienced kinds, of 16 creatures in all.

Adepts 4

4 players joined the realm as tomten’s adepts.

From the Adventure Log

Page 570 · One Man, Many voices

In the light of dawn a figure made its way over to the place Aia abided. Sliding out the drachorn’s fang and piercing her target Aia fell ill to its deadly effects. As she steadily grew worse she was heard to mutter, “The children are dead in body but not in spirit”. For now, Dst has killed the Children of the Eclipse.

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