MagicDuel
gogu the Toad
Generation 7

gogu the Toad

“Tiny magical creature, probably result of spell of some sort.”

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor -7,165of 5,000

593 days in the realm since 16 May 2008 · started in The Original Story Mode

Record

  • Fights1,788 won · 1,427 lost
  • Active9% of days · 593 of 6,709
  • Adept ofBurns
  • Player ID40812
Play with gogu the Toad as your mentor

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Character

Combat stats tap a row for its sources

  • 172.35 initial = 172.35

    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.

  • 76.04 initial = 76.04

    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.

  • 71.16 initial = 71.16

    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.

  • 37.99 initial = 37.99

    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.

  • 67.40 initial = 67.40

    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.

  • 14.29 initial = 14.29

    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.

  • 135.27 initial = 135.27

    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.

  • 69.59 initial = 69.59

    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.

  • 97.47 initial = 97.47

    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 Balance 686.68 · Darkness Principle 44.21 · Principle of Imagination 630.95 · Principle of Syntropy 1,213.04 · Principle of Entropy 3

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Me ? I am just a puppet. Comments on self

Consider me (gogu) as a toy.

If you give me too many loses, I will start giving you negative honor (those from alliances don\'t care).

My suggestion is to get me as high in wins that everybody gets at least 400(+400). So, help me.

Attack me if you need honor but attack back again to give me a win too.


Send me rituals that can give me wins and I will add it here (with refference to the one that FIRST found it).
So that others can use them and give me VICTORs.

If you find this ritual too hard to give VICTOR ... I will change it.

Purpose: HONOR FARM Personal hate list

I am idle at Lore Manor Interior
1. Attack me with JUST weaken defence to get honor.
2. I will require someday that you attack me so that I can get even more VICTORs to give more honor to other players.
3. NEVER give me a loss or you will be banned :) from this service ;)

Other things: I can help you in certain problems :
 - to get VICTORIES
 - to get WINs
 - to LOSE
 - to get HONOR

If you want something ... just ask and I will set the proper rituals.
The main goal is to keep myself with a lot more wins then loses. So, if you attack me ... please use some non-aggressive rituals (I like weaken defense).

Creatures 18

  • Elemental VElemental Vlevel 6
  • Walking TreeWalking Treelevel 5 · 9 held
  • Water Daimon IIIWater Daimon IIIlevel 7
  • Chaos ArcherChaos Archerlevel 6
  • Imperial AramorImperial Aramorlevel 1
  • Unholy PriestUnholy Priestlevel 1
  • JokerJokerlevel 1
  • Animated Tree IAnimated Tree Ilevel 2
  • Dark Archer IIDark Archer IIlevel 4
  • Angien EggAngien Egglevel 1

The most experienced kinds, of 18 creatures in all.

From the Adventure Log

Page 13 · Golemus Wizard quest - Om.

Shades contracted a powerfull player to capture and bring BigC into Necrovion so that he can be imprisoned there for eternity. With his heart at peace that he did the right thing by not killing the wizard, BigC decides that its time to exit Golemus and face the wrath of the shades.

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