MagicDuel

Golgothar Skull

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 194of 5,000

57 days in the realm since 17 April 2009 · started in The Original Story Mode

Record

  • Fights156 won · 44 lost
  • Active1% of days · 57 of 6,373
  • Adept ofSagewoman
  • Player ID146931
Play with Golgothar Skull as your mentor

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

Character

Combat stats tap a row for its sources

  • 11.02 initial = 11.02

    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.

  • 6.48 initial = 6.48

    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.

  • 0.72 initial = 0.72

    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.

  • -0.65 initial = -0.65

    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.

  • 6.62 initial = 6.62

    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.

  • 1.47 initial = 1.47

    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.

  • 3.90 initial = 3.90

    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.

  • 6.94 initial = 6.94

    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.

  • 7.18 initial = 7.18

    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 Entropy 18.08 · Principle of Light 20.20 · Darkness Principle 21.81

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

The Perfect Shadow Comments on self

Long ago, in the beginning of our existance, God called for light and made the universe. With this light came an opposing force; a darkness. This darkness, so pure and innocent in nature took on a will of its own. It has been called many things in its time due to his relationship with the creation of Satan; King Fear, Lord Mayhem, Perfect Shadow, and its self-chosen name Shadzu.

As God continued creating his universe, Shadzu had learned how to think, how to create, how to controll the essence of this "perfect shadow" of which he was constructed. He grew, like an unknown demi-god in slumber he grew and learned.

After God finished making his world, he made man. Not far after, Shadzu awoke from his medatative cycle of growth and learning onlly to realize that he was rapdly loosing power. He was distraught and wondered why he was weakening, dying. He looked to God and saw that his power came from the praise he gained from his creations. Shadzu decided that he should try his hand at creation and in turn gain thier favor and survive. However, when he spawned his creatures of dark upon the earth, they mingled with man and, like two magnetic forces, were atracted to God's man. The two consumed one another and started to swell together, creating not one of God's gracefull men or Shadzu's innocent shades, but some form of consuming, evil spirit. It was later know as Satan and was imprisoned in a pit of flame and torment. Satan's anger and rage at God's act tainted God's man with inbred temptation and evil.

After God cleared the mess of Satan, Shadzu thought about what went wrong. He saw that he gave man the power of both the light and dark of creation, resulting in an overage of power to a mortal being. Shadzu went to god and explained his theory and the dilema of shotage of power that Shadzu faced. God told him that instead of simply giving man the power of this perfect shadow to be added to their natural God-given light, he should convert willing mortals to beings of shadow. Shadzu was highly greatful at God's generosity and assured that he would take discretion in the amount of God's men he took.

Shadzu went to earth and consulted men on the idea of trading their lives under god to become a disciple under Shadzu. Many kindly turned down the idea (seeing how rewarding God could be), but many liked the idea. These men that agreed went through a painstaking ritual that turned them into shades, creatures that thought and appeared as men, but were constructed of the pure shadow of Shadzu. This shadow gave them the ability to have sensitivity to an arcane force in which they sparingly utilized for religious ceremonies, healings, and, of course, for their studies of knowledge and enlightenment.

From this Shadzu's force of being increased tenfold, and his crisis of existence was expelled for eternities to come. He decided to become active with his followers in teaching them a balance in the principles of life, of the light and shadow, of God's nature and Shadzu's arcane. Shadzu taught his diciples that a balance in all elemental and behavioral principles was the way to become most powerful and wise and controlled. He taught that power of any kind is evil unless it is wielded by a being equally as wise. From then forth, these disciples, The Disciples of Balance as they were known, passed down their teachings of balance, continually feeding Shadzu's being.

Later in time, God made Jesus to reestablish his link to man and to wash them of their sin, to protect them from Satan. Shadzu realized that a few of his diciples had also been infulenced by Satan. So Shadzu decided to make a being of pure shadow (like his original shades that created Satan) but with the assistance and careful construction of his mortal decendent, assuring that it would be wise and stable to create and teach to Shadzu's will to The Disciples. From this sprang forth the mightiest of the shade mortals; Golgothar Skull.

And so is the beginning of the balance of light and dark, to fend off the evil made through ignorance, for it is not the darkness that is evil, but the unworthy will that wields it vast power vainly. The Darkness is but a tool, and evil will that taints it.

True Hatred Personal hate list

Myself.  Or at least my worser tendencies, that is.

 

No Breathing being has the ability to know another person well enough to truly hate them.  One can only hate the more corrupt part of the self, for one can only know oneself well enough to hate them. 

This is a hate that can be controlled, manipulated, and rid of if one strives hard enough to better, and therefor expell, the tendencies and atributes within that are hated.

Creatures 9

  • Dark Archer IIDark Archer IIlevel 4 · 2 held
  • Elemental IVElemental IVlevel 5 · 2 held
  • Grasan HuvourerGrasan Huvourerlevel 3 · 2 held
  • Barren SoulBarren Soullevel 1 · 2 held
  • Imperial AramorImperial Aramorlevel 1

The most experienced kinds, of 9 creatures in all.

From the Adventure Log

Page 290 · A Freezing Firestarter

The Phrog in the log is carried by the helpful adventurer through the mountain and down the path. The firestarter begins to feel more and more energy return as he nears his destination. Arriving at the entrance to the cave, the adventurer sets down the log, "Now what...?"

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