MagicDuel

Gorshtak

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

264 days in the realm since 14 May 2009 · started in The Original Story Mode

Record

  • Fights729 won · 1,088 lost
  • Active4% of days · 264 of 6,355
  • Adept ofNeno Veliki
  • Player ID152209
Play with Gorshtak as your mentor

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

Character

Combat stats tap a row for its sources

  • 193.40 initial = 193.40

    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.

  • 132.71 initial = 132.71

    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.

  • 46.51 initial = 46.51

    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.

  • 33.02 initial = 33.02

    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.

  • 47.98 initial = 47.98

    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.

  • 32.43 initial = 32.43

    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.

  • 39.22 initial = 39.22

    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.

  • 35.39 initial = 35.39

    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.

  • 59.85 initial = 59.85

    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 Cyclicity 201 · Principle of Syntropy 382.87 · Principle of Balance 237.12 · Darkness Principle 179.06 · Time Principle 358.56

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self


"From the dawn of time we came, moving silently down through the centuries. Living many secret lives sruggling to reach the time of the gathering, when the few who remain will battle to the last. No one has ever known we were among you ..... until now"
            
 Part 1.  - From the beginning of time -

Gorshtak (Highlander)
was born in the year 1518 "in the village of Glenfinnan on the shores of Loch Shiel ". On the battlefield Gorshtak was mortally wounds, The clan mourn him but he miraculously revives shortly after his "death." Accusing him of witchcraft Gorshtak clansmen beat him and prepare to burn him, He escapes with his life but is banished forever from his clan and birthplace.




After a while i find a strange place, I was injured and abandoned by my clan, exiled from my country without anyone on my. Upon entrance to this strange place I felt some relief after all the problems and emotional wounds as Gorshtak because I was cursed not to feel physical pain.  

                              
The small cabin was somehow jetted in all this scenery and yet is it seems that should be there, I am also convinced, because the cabin was the first place where I was introduced to this strange place. Papers, maps, instructions on how to become a part of this community and this fine place and everything was here. I felt relief, hope again that someone will again be pleased that I was with him, but then again I'm afraid what will be when they know my secret my secret curse that I'm Gorshtak (Highlander). Now I just want to find friends, a new clan, the new king and most of the new home for the land which I will fight and love more of everything.
 
Part 2. -
 creatures, fighting rituals, getting to know the new me -
 

                                                 

     I started to learn my first steps, I was taught to use the world around me in my favor. I know that I will not be able to be opposed to all evil forces and people who will try to destroy me, I had to give part of me that would help me, it was not understandable, but like many things, knew that I would later have an explanation for all . Creatures that are making my strength they are a part of me, created from my vitality, I know I need to protect and wisely use, because if they disappear, disappear and part of me. And so continuing somehow alone and again with my creatures, I know I need to strengthen and to learn to lead my new battle. No longer can I be helped by my sword this is a world of magic and by magic I will fight.

Part 3. - The first fights, rituals, and the victory, Chapter 1 (Marind Bell) -

     
under construction.....
 

Creatures 18

  • Elemental VElemental Vlevel 6 · 3 held
  • Imperial Aramor WarriorImperial Aramor Warriorlevel 2
  • Majestic WinderwildMajestic Winderwildlevel 6
  • Chaos ArcherChaos Archerlevel 6 · 2 held
  • Walking TreeWalking Treelevel 5
  • Grasan HuvourerGrasan Huvourerlevel 3 · 2 held
  • JokerJokerlevel 1
  • Elite Lorerootian ArcherElite Lorerootian Archerlevel 3
  • AngienAngienlevel 3 · 4 held
  • Unholy PriestUnholy Priestlevel 1
  • WinderwildWinderwildlevel 4

The most experienced kinds, of 18 creatures in all.

Adepts 10

10 players joined the realm as Gorshtak’s adepts.

From the Adventure Log

Page 368 · The Inner Sun - Noo.

No One pants heavily and wipes the sweat from his face. His clothes are damp and he aches all over. He closes his eyes for a moment, but snaps them open again almost instantly. The images from his nightmare are still behind his eyelids, seemingly lying in wait for him. His breath rattles in his chest and disturbs the dust around him, the only sign of life within this land.

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