MagicDuel

Dark Ruler

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

314 days in the realm since 25 September 2008 · started in The Original Story Mode

Record

  • Fights485 won · 1,091 lost
  • Active5% of days · 314 of 6,578
  • Adept ofMarvolo
  • Player ID94993
Play with Dark Ruler as your mentor

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

Character

Combat stats tap a row for its sources

  • 227.99 initial = 227.99

    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.

  • 99.77 initial = 99.77

    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.

  • 39.05 initial = 39.05

    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.

  • 18.10 initial = 18.10

    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.

  • 51.36 initial = 51.36

    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.

  • 33.21 initial = 33.21

    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.

  • 25.12 initial = 25.12

    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.

  • 32.23 initial = 32.23

    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.

  • 68.86 initial = 68.86

    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

  • 0.04 initial = 0.04

    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.

  • 1 initial = 1.00

    Your grasp of the map, and of the shortest way across it.

    Touching any of the 25 pillars. Each pillar pays a given traveller once, and never again.

    The action points every move costs you. It comes off the cost, down to a floor of one.

  • 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

Darkness Principle 569.63 · Element Principle 118.25 · Principle of Imagination 144.77

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

~ The Rise Of The Demon Within ~ Comments on self

I was born and raised in Underworld, my Home. My father is demonic and my mother ... well she is angelic. My father fell in love with my mother from the human world, which he had visited. Their relationship was too strong to break.

I was born half demon and half angel. My wings are black. My mother named me Sky because she thought “sky” is heaven from the God who brought me my wings.

My father called me Diablo, which means ruler of the Underworld. All I could remember was feeling safe with my parents hold upon me. My nightmare began with a wicked devil, Satan, the head of Underworld. He forbade my parents relationship and killed my mother in the deadly, burning fires of Hell.

I was horrified to watch my mother die in front of me. Satan attempted to kill me but I was within my father’s safety. My father begged Satan for my life. Satan decided to let me live and demanded I become a Reaper.

I studied life and death, which took me 3 years to complete and I trained my dark powers with my father. All my powers and skills were successful and ready. I passed all the exams that all young Death Angel students took when they were ready to visit the human world to collect souls.

One day, Satan handed me a scroll that had a list with many names. He told me to take all the human souls on that scroll. He sent me out into the world. I’ve never seen this place before and it was unimaginable. I could see all kinds humans, many furry creatures, and wonderful natural lands.

My first mission was to collect a little girl's soul. I saw her as she saw me entering the park. She looked awfully frightened when I showed up. That poor girl reminded me of my mother. I was too scared to take her life by using my powers. I’ll never forget how Satan killed my mother; it was my worst nightmare. I just could not take the girl’s soul and decided to give up. Mission FAILED...

Satan was furious when he heard I would not kill innocent people. All Death Angels were talking about me. They made fun of me and called me a mortal lover. I felt hopeless. I didn’t have any self-esteem.

I lost my temper and my eyes start glowing red with fury. I attacked everything in sight. Satan decided to kill me after all, but my father suggested they cast me out of the Underworld.

I was shocked that my father had abandoned me. My father knew he gave up on me for my own safety from Satan. They kicked me out of the Underworld… So I forced myself into MD world … alone.

My life was falling apart… I had no home, no family and no life, except for being a "Dark Ruler". But then my life changed. I learned many interesting skills from all the MD creatures, Lords and Kings, who taught me to control my anger, despair and all the different strange things that held me back in the past. The MD world is like no other!

Creatures 11

  • Elemental VElemental Vlevel 6 · 2 held
  • Majestic WinderwildMajestic Winderwildlevel 6
  • Chaos ArcherChaos Archerlevel 6
  • Walking TreeWalking Treelevel 5
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4
  • Knator War MasterKnator War Masterlevel 5
  • Grasan IIGrasan IIlevel 2
  • AngienAngienlevel 3
  • Unholy PriestUnholy Priestlevel 1
  • Elite Lorerootian ArcherElite Lorerootian ArcherScout, level 1

The most experienced kinds, of 11 creatures in all.

Adepts 4

4 players joined the realm as Dark Ruler’s adepts.

From the Adventure Log

Page 495 · Seeds Of The East

"You mean i risked my entire Libs army for some ..SEEDS?". Akasha turns dark spreading her wings more and speaks with a thunderous voice "Do you question the mission? Maybe you want to return?" Lib, backing off a bit says,"Oh, come on, stop doing that, you are pretty scary when you do that. Ok ok, whatever you say, seeds shall be then" at that moment HandyPockets falls on the ground almost breaking her neck at the impact.

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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