MagicDuel

Gauge

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 4,814of 5,000

100 days in the realm since 13 April 2009 · started in The Original Story Mode

Record

  • Fights1,142 won · 1,526 lost
  • Active2% of days · 100 of 6,377
  • Adept ofJester
  • Player ID145950
Play with Gauge as your mentor

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

Character

Combat stats tap a row for its sources

  • 484.54 initial = 484.54

    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.

  • 284.26 initial = 284.26

    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.

  • 49.58 initial = 49.58

    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.

  • 73.75 initial = 73.75

    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.

  • 89.61 initial = 89.61

    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.

  • 22.05 initial = 22.05

    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.

  • 68.29 initial = 68.29

    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.

  • 46.01 initial = 46.01

    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.

  • 76.16 initial = 76.16

    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 Syntropy 1,534 · Time Principle 1,045.62 · Principle of Imagination 764.71 · Transposition Principle 167.01 · Principle of Light 1,042.44

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Evolving Comments on self

                                                                    Paladin of the Sun

 

Washed ashore on the sandy beaches overlooked by the Ivory Lighthouse, I had no memory of who I once was nor how I came to be here. I began to explore this new land that had been thrust upon me.  I didn't run away, nor cower in fear, instead choosing to stand courageous and embrace this new place and the mysteries that lay to rest here.

After wandering for many weeks, exploring and struggling to survive, I laid my head down to rest one day and dreamt a dream; I dreamt of this world, but covered in total darkness.  And in this lightless world I grew sad, for in that very instant I knew that without Light and the Sun which provides such life giving light this world would not, could not survive.  The trees and plants would die, in turn starving everything else, thus destroying the circle of life.  And when I was at my lowest point, stricken with grief for my new home, a strange thing happened.  I cringed as i began to feel my skin burn as though I was standing too close to a fire or had been out in the sun for far too long.  This burning sensation began to spread to every fiber of my being, as if I was burning from the inside out.  I howled in anguish and closed my eyes, trying to block out the pain any way I could, finally passing out in darkness.

When I awoke what felt like hours later, there was a being standing over me.  I would try and describe it to you, but alas, it was like staring into the Sun. The longer I looked the more blurred my vision became.  And then, It spoke, and although it made no sound, I knew in my mind what it was saying.

 "Know mortal, that this is but one of the possible futures of this, your world. One, which I sense you do not wish to come to pass."  Speechless, all I could do was nod my head in awe. "Nor do I mortal, for I am the Sun God, and in this future, I have no worshippers nor the power to restore the balance of light." 

I thought about what it said and looked around at this world trapped in darkness and knew what I must do. Slowly, I got to my feet and knelt down before the Sun God

“I, Gauge, will do everything in my power to keep this from happening. I give you my Life, my Death, and anything else you ask of me. I am yours."  After I spoke these words, I could sense that the Sun God was pleased.  I knew in an instant that it had accepted my offer and that now my life was his, as a Paladin of the Sun.

When I awoke, I felt something rubbing against my neck. In my sleepy haze, I slapped at it, and realized that it wasn't a bug or some other pesky thing, but a radiant Orange Sapphire cut into the image of the Sun, hung upon a golden chain.  Then it all came back to me, all that had happened in my "dream", and I knelt in prayer to the Sun God and thanked him for giving me purpose again.

And that is something I will live or die for, Sun God willing!

 


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Evolving Personal hate list

Achievements :

Completed Berserker' Puzzle as MP3.

Placed in the HC at 20ish days old.

Completed Berserker's Puzzle as MP4

Gained entry into Necrovion as MP4

Gained entry into Loreroot as MP4

Gained entry into Golemus Golem as MP4

Advanced to MP5 in less than 40 days

Acquired 2 WishPoint's.

Acquired the Spell Doc "Sword Slash 3"

Acquired the Spell Doc "Protection Numerology 2"

Acquired the full set of Medusa's Armour

Acquired the full set of Sun God's Armour

Commissioned Kragel to build a weapon for me: Desc: Fail of Faith :  Handle made of Evergreen, bearing a Golden pattern, mimicking the Suns rays through the clouds, base burdened with a golden stud, embossed with the Symbol of the SunGod. An Iron chain connects a single Golden spiked ball, rumored to puntcure even the sturdiest of materials with ease, and without damage to the spikes. You hear a rattling inside... could it be hollow???

Evolving Military ways and beliefs

My purpose is to prevent total darkness from ever taking over this world. As such I must train my creatures till they are as strong as possible. That means that if you are not in a dojo or other sanctuary area, I will attack you, and I invite you to also attack me. Consider yourself warned.

 

 

P.S.  It seems some people don't like this very much. SO if it *really* aggrivates you let me know and Ill put you on a list to ask first before attacking.

1. Czez

Creatures 19

  • Sol ArcherSol ArcherChaos Archer, level 6
  • Elemental IVElemental IVlevel 5 · 2 held
  • DayWalkerDayWalkerRevolted Skill Vampire, level 4
  • PheonixPheonixMajestic Winderwild, level 6
  • JokerJokerlevel 1
  • Sage of the SunSage of the SunWater Daimon III, level 7
  • Soul EaterSoul EaterElemental V, level 6
  • Walking StickWalking StickWalking Tree, level 5
  • PheonixPheonixFull-grown Winderwild, level 5
  • Priest of the SunPriest of the SunUnholy Priest II, level 2
  • elow____elow____Fledgling, level 3
  • Heretic ArcherHeretic Archerlevel 1 · 4 held

The most experienced kinds, of 19 creatures in all.

From the Adventure Log

Page 31 · Golemus Wizard quest - Ak.

"The Book of Principles, what could be in it?...", Akasha starts enumerating the principles she learned so far..
"ok, i know..Balance...i fight well and temper my greed, i learned to lose well and to win when i want ... what else..
oh, i know Syntropy ... i regenerate my creatures and they keep improving skill ..what else..." As she tries to think
of more principles she knows of, the weather starts to get worth ,seems she has to wait more before crossing the bridge.

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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