MagicDuel

Gox

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 3,133of 5,000

94 days in the realm since 23 December 2008 · started in The Original Story Mode

Record

  • Fights131 won · 73 lost
  • Active1% of days · 94 of 6,488
  • Adept ofSilent Warrior
  • Player ID122357
Play with Gox as your mentor

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

Character

Combat stats tap a row for its sources

  • 44.55 initial = 44.55

    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.

  • 21.78 initial = 21.78

    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.

  • 17.68 initial = 17.68

    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.

  • 5.38 initial = 5.38

    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.

  • 3.65 initial = 3.65

    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.

  • 4.35 initial = 4.35

    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.

  • 6.87 initial = 6.87

    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.

  • 2.44 initial = 2.44

    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.

  • 6.49 initial = 6.49

    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

Time Principle 11.08 · Element Principle 235.08 · Principle of Imagination 10

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

I be Gox.I am a Goxzian otherwise known as a giant spider of enoumous size(for a spider anyways)

I stand at 6 feet tall with silk stronger then steel also i stand at a full heigt of 8 feet, down elow is a picture of me.Of corse i have another from .Down below the pic is additanl info.

no copy right intended

Normaly my kind foes not vocalize.instead we commincate throw color and actions,and rarely sounds.We also pack quite a dose of venom like most spiders.I came from a desert regien so juming is one of my best attributes.I also have sevral abilites which you may or may not find out

SciFi and Fantasy Art werespider by Jim D LeeThis is my scarier and more humaoid form.Changing to this form is well unpleasent to say the least.But as a night hunter it was neassary to learn how to change to our true form,also it dosnt acttaly hurt,we only think it does becuase we not used to it.Fyi night hunters are also consider protecter or warriors of the nest.Other wsie take a word from me.True forms are consider you strogest form.As for my kind we consider both our forms true,but for the sake of understanding I am just calling this one true

------------------------------------------------------------------------------------------------------------------

I came from a place called The Shifting Sands.It would rise and fall,change colors and shape.This is the place in which i grew up in.So much like the sand my kind was always changing,shifting,moveing.The sand seemed to be more then sand,it hard to explain

 

SPIDER-SMITH Personal hate list

Silk is very intresting stuff.Giant spiders such as my self can leanr to craft weapons and armors from it.So if you ever want you can ask me to make something for you.I may not have hands but Legs do the job fine.But please note it alot easier to make things for defense

items made so far

black robe

sheild

Other info

Though my kind is often refered to as giant spider,aracknoids and such there is no actaly name for us.So in this case im giving my kind a name.The Gozians.Innocence came up with it and i in all respects thank her

Creatures 6

  • Elite Lorerootian ArcherElite Lorerootian Archerlevel 3 · 2 held
  • Elemental IIElemental IIlevel 3
  • Adult KnatorAdult Knatorlevel 3
  • Heretic ArcherHeretic Archerlevel 1 · 2 held

The most experienced kinds, of 6 creatures in all.

Adepts 1

1 player joined the realm as Gox’s adepts.

From the Adventure Log

Page 377 · The Inner Sun - Bo., MRD

Bootes pauses a moment to adjust his pack before moving toward the Gates of Ages again. However, as he takes a step, there is a roaring blast of wind which bowls Bootes over, knocking him to the ground. Picking himself up, he sees there is now someone blocking the way: MRD, Leader of the MR Fraternity and Protector of Golemus.

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