MagicDuel
Great Guba
Generation 4

Great Guba

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 406of 5,000

494 days in the realm since 8 June 2010 · started in The Original Story Mode

Record

  • Fights1,117 won · 1,223 lost
  • Active8% of days · 494 of 5,956
  • Adept ofAmoran K Kol
  • Player ID194222
Play with Great Guba as your mentor

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

Character

Combat stats tap a row for its sources

  • 283.56 initial = 283.56

    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.

  • 194.53 initial = 194.53

    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.

  • 63.56 initial = 63.56

    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.

  • 62.51 initial = 62.51

    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.

  • 80.46 initial = 80.46

    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.

  • 31.84 initial = 31.84

    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.

  • 64.66 initial = 64.66

    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.

  • 35.51 initial = 35.51

    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.

  • 70.21 initial = 70.21

    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

  • 0.37 initial = 0.37

    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 Imagination 235.92 · Darkness Principle 44.79 · Principle of Syntropy 433.09 · Principle of Entropy 107.24

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

High above the silvery ocean winds are gathering the storm-clouds, and between the clouds and ocean proudly wheels the Stormy Petrel, like a streak of sable lightning.
Now his wing the wave caresses, now he rises like an arrow, cleaving clouds and crying fiercely, while the clouds detect a rapture in the bird's courageous crying.
In that crying sounds a craving for the tempest! Sounds the flaming of his passion, of his anger, of his confidence in triumph.
The gulls are moaning in their terror--moaning, darting o'er the waters, and would gladly hide their horror in the inky depths of ocean.
And the grebes are also moaning. Not for them the nameless rapture of the struggle. They are frightened by the crashing of the thunder.
Foolish penguins hide fat bodies in the crevices of rocks, while alone the Stormy Petrel proudly wheels above the ocean, o'er the silver-frothing waters.
Ever lower, ever blacker, sink the stormclouds to the sea, and the singing waves are mounting in their yearning toward the thunder.
Strikes the thunder. Now the waters fiercely battle with the winds. And the winds in fury seize them in unbreakable embrace, hurtling down the emerald masses to be shattered on the cliffs.
Like a streak of sable lightning wheels and cries the Stormy Petrel, piercing storm-clouds like an arrow, cutting swiftly through the waters.
He is coursing like a Demon, the black Demon of the tempest, ever laughing, ever sobbing--he is laughing at the storm-clouds, he is sobbing with his rapture.
In the crashing of the thunder the wise Demon hears a murmur of exhaustion. And he is knows the storm will die and the sun will be triumphant; the sun will always be triumphant!
The waters roar. The thunder crashes. Livid lightning flares in stormclouds high above the seething ocean, and the flaming darts are captured and extinguished by the waters, while the serpentine reflections writhe, expiring, in the deep.
It's the storm! The storm is breaking!
Still the valiant Stormy Petrel proudly wheels among the lightning, o'er the roaring, raging ocean, and his cry resounds exultant, like a prophecy of triumph -
Let it break in all its fury!


Personal hate list

Not one participant so far.

Military ways and beliefs

Never give up.

No mercy - first of all to self.

 

Creatures 28

  • Angien SentinelAngien Sentinellevel 4 · 3 held
  • JokerJokerlevel 1
  • Master of ArchersMaster of ArchersBloodPact Dark Archer II, level 4
  • Elemental IIIElemental IIIlevel 4 · 4 held
  • Full-grown WinderwildFull-grown Winderwildlevel 5
  • Animated Tree IIIAnimated Tree IIIlevel 4
  • FrolloFrolloUnholy Priest II, level 2
  • CandygoonCandygoonPimped Grasan II, level 2
  • Master of MarksmenMaster of MarksmenRoyal Sharpshooter, level 2
  • Rustgold Drachorn HatchlingRustgold Drachorn Hatchlinglevel 2
  • RemainsRemainslevel 1
  • Reindrach HatchlingReindrach Hatchlinglevel 2

The most experienced kinds, of 28 creatures in all.

From the Adventure Log

Page 208 · The Shade Ballance - Wod.

"It's so good to have you back, Master Wodin!" The army is ecstatic about the return of their leader. "Not now..I have something I must do." Pushing the groupies out of his way, he walks swiftly back to that Golemus beach and searches the sand. Spotting it on the ground, Wodin picks it up and puts it back on his belt, then returns to the Road of Battles.

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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