MagicDuel

GoGoroth

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

79 days in the realm since 23 December 2010 · started in The Original Story Mode

Record

  • Fights259 won · 369 lost
  • Active1% of days · 79 of 5,759
  • Adept ofAzull
  • Player ID208824
Play with GoGoroth as your mentor

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

Character

Combat stats tap a row for its sources

  • 63.63 initial = 63.63

    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.

  • 24.08 initial = 24.08

    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.

  • 8.87 initial = 8.87

    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 initial = 12.00

    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.

  • 37.35 initial = 37.35

    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.

  • 4.32 initial = 4.32

    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.

  • 16.86 initial = 16.86

    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.

  • 6.75 initial = 6.75

    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.

  • 20.65 initial = 20.65

    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 Light 85.58 · Principle of Entropy 73.73 · Principle of Balance 69.61

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

The Once and Future King or Chevalier Mal Fet Comments on self

GoGoroth has little remarkable about him upon first glace.  Being slightly below average height, oftimes causes others to overlook him, usually to their peril. He wears a warriors close cropped hair.  It is light brown to blonde depending upon the season and his eyes are brown.  Again seemingly ordinary.  A great part of his drive stems from the bruised ego, of this ill made hero.  He has a pink complexion.  He is heavily muscled, though of ancient noble blood, his humble background, as a woodsman, gives him a robust nature.  A wide scar above his right eyebrow speaks to his willingness to meet confrontation head on.  Sometimes literally.  The ancient nobility in his blood bears with it a curse.  Luck is rarely on his side.  Anything that can go wrong, will, and at the least opportune time.  This has left him cynical and prone to the occasionally dark rage.  It has also led to his caustic wit and wry sense of humor.  When everything is out to get you, you also become adaptable.  In the familiar face of adversity he is calm and collected.  He stoically faces and overcomes each situation.  He sees the world in ideals, black and white, though when pragmatism demands it, he can traverse the grey.  This tendancy towards the ideal has left him with a profound sense of justice.  He is righteous and will never back down from a cause he deems worthy.  Once his loyalty is gained, it is unwavering.



made it through the labyrinth by Pure spite...

Received a choice creature...the potential of which is still shrouded...

none? Personal hate list

no enemies as per yet

Creatures 15

  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • The ConfessedThe Confessedlevel 3
  • Grasan HuvourerGrasan Huvourerlevel 3
  • Elite KnatorElite Knatorlevel 4
  • Majestic WinderwildMajestic Winderwildlevel 6
  • Animated Tree IIIAnimated Tree IIIlevel 4
  • Imperial Aramor WarriorImperial Aramor Warriorlevel 2
  • Elite Lorerootian ArcherElite Lorerootian Archerlevel 3
  • Water Guardian IIWater Guardian IIlevel 4
  • Heretic Archer IIHeretic Archer IIlevel 2
  • FledglingFledglinglevel 3
  • Imperial AramorImperial Aramorlevel 1

The most experienced kinds, of 15 creatures in all.

From the Adventure Log

Page 99 · Golemus Wizard quest - Ak.

Akasha enters the cave. The place seems quite nad dry at first but walking deeper into the cave reveals a huge hall where ridiculously
small people try hold a mighty dragon with their ropes. Outside the storm got much stronger so she will find a good place and stay here untill the storm is over.

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