MagicDuel
Dracoloth
Generation 30

Dracoloth

  • 5Mind Power 5of 7 levels
  • Children of the EclipseLoreroot
  • Honor 2,638of 5,000

1,148 days in the realm since 3 August 2010 · started in The Original Story Mode

Record

  • Fights1,176 won · 1,176 lost
  • Active19% of days · 1,148 of 5,900
  • Adept ofAia
  • Player ID198736
Play with Dracoloth as your mentor

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

Character

Combat stats tap a row for its sources

  • 344.99 initial + 50 territory = 394.99

    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.

  • 243.04 initial + 50 territory + 3 alliance = 296.04

    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.

  • 106.59 initial = 106.59

    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.

  • 222.60 initial + 25 territory + 4 alliance = 251.60

    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.

  • 239.11 initial = 239.11

    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.

  • 91.54 initial + 25 territory + 1 alliance = 117.54

    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.

  • 247.30 initial = 247.30

    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.

  • 231.46 initial = 231.46

    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.

  • 290.15 initial = 290.15

    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

  • 153.47 initial = 153.47

    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.

  • 68 initial = 68.00

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 57.5Herbalism 57.3Woodcutting 57.4Waterhandling 57.1Finesse 57.3Excavation 54.2Filtering 0.2100
  • Mining57.5
  • Woodcutting57.4
  • Finesse57.3
  • Herbalism57.3
  • Waterhandling57.1
  • Excavation54.2
  • Filtering0.2

The Leanings are thirteen crafts that pull against each other: what a player practises grows, and what they neglect falls away.

Principles

Darkness Principle 55.20 · Time Principle 118.39 · Principle of Entropy 56.73 · Principle of Imagination 97.48

Realm

Children of the Eclipse

Loreroot

Housing oneness 2%

Armoury

No set pieces worn.

Writings

Stranger Than Truth Comments on self

(Forgive the writing. I was quite young when I wrote this and it hasn't been updated.)

INTRO

 

I was once what you may call a… Prince, on a world called Tarthras. My father was king my mother was queen, there was only one problem: we were all demons. The world of Tarthras was a demons world, fire, lava, monsters, and even little beasts with horns we called junders. A demons paradise that’s what it was, all my clan could ever want, we were the clan of fire, the head demon clan. I was to become its leader… until I ran away.

 

 The slaughter

 

          Once there was a tribe of goblins on our world, I hate to say what my people did to them but I suppose I must. My father was a ruthless leader, he hated those goblins but he wanted an excuse to kill them. One day there was a caravan of these goblins traveling in the neutral territory. My father got word of this and decided to attack. I was told that I would be under the command of a general named MajinBuu since I was still far too young to lead a raid. And this would be my first. I was so exited to be on a raid… until I saw what we did… as we approached the caravan the goblins were startled since this was on neutral ground and therefore they had permission to travel there… in five minutes it was all over. Goblin bodies lay still bleeding on the ground. I was horrified, so I decided to leave.

The Desert

One day I decided id have enough, enough of my father telling me that I had to become more evil, for I was not your normal demon, I did not want to harm I only wanted to protect those in need, but I was to become king of the DEMONS, how could I be good if I was a demon? So… I decided to run away!

 

I left that night. It was a cold night with a breeze blowing in from the west. I took the few belongings I had, and left headed towards the desert of lost souls.

        I walked for a day and a night through the desert, trying to get out of the sweltering heat, eventually I came to the middle of the desert, of course I did not know where I was at the time but now I do, I sat down trying to access the demon magic that would allow me to stay hydrated, but I was so tired that I couldn’t. I sat there for a while and eventually I started going mad with the heat. Suddenly a swarm of lost souls appeared and started circling me. As they were circling they swooped in one at a time and attacked me, I was too tired and thirsty to defend myself so eventually it became too much and I lost consciousness.

 

 

The Room

When I awoke I was in a room lying on the floor, the only thing in this room was a stool in the middle. Since it wasn’t very comfortable on the floor I got up and sat on the stool. The instant I did an image appeared in front of me, it was me… in black armor drawing a sword made of shadow out of its sheath, in the image I saw myself raise the sword and the cabin disappeared to be replaced by a battlefield on one side was me with undead crawling up out of the ground behind me and on the other was a half elf, for some reason I new that he was me if I chose to be him, in that instant I made that choice and everything disappeared to be replaced by the cabin, except one thing was different: there was another stool in front of me and sitting on that stool was an elf. This elf eventually became my friend, as I trained with him I started to look like him, my ears grew pointy, my eyes turned from red to green, and my skin became pale. The elf told me that if I wanted to stay in this form then I had to be sealed, but the sealer must be a demon, also there was a time limit: if I did not find a sealer soon then my spirit would be released and I would become my true self bent to destroy all things living, so, days past and he trained me in the ways of nature, one day we were walking in the forest when I wasn’t looking and I hit a tree and lost consciousness.

 

The Paper Cabin

 

I awoke in a cabin filled with scrolls and knowledge. I later learned this cabin was called “the paper cabin” because of its many scrolls. I do not know how I got to this world but I think it is a good one!
 
 

The General

 

          On the night that I left one person knew about it that I didn’t want to know, the general MajinBuu. He saw me leave and immediately reported it to my father. My father grew angry and told MajinBuu to follow me and bring me back… dead or alive. So Majin followed me, and is tracking me to this day. I do not know how he came to be in this world but perhaps he tracked me using my mind as a target, none the less he is here. He will track me down and bring me back at all costs.

 
 
 
This is what I look like:
 
At least that is what I look like now, (check back often to see if there are any changes)
 
I have found a demon sealer! For now I am safe!
 
Current Sealer: Ladytwin
 
(Update Year 16 Day 115, the following information used to be a secret known only to a few, but due to current game mechanics it's important I put it here. Keep in mind it is difficult to find this out in character, due to reasons outlined below.)
 
I am incorporeal. The only part of me in this world is my soul, which was torn from my body in the desert of lost souls.
I am however, currently unaware of this fact. I am able to touch things and be touched because I believe I am able to touch and be touched. The same is true for any other physical interaction with the world. If one were to touch me without my knowledge, they would pass through me as if I were not there at all. This is also the same effect that causes my physical appearance to change based on my current mental perception of myself.

Military ways and beliefs

heart

Creatures 43

  • Water Daimon IIIWater Daimon IIIlevel 7
  • Elemental VElemental Vlevel 6 · 2 held
  • Chaos ArcherChaos Archerlevel 6
  • Master of PuppetsMaster of Puppetslevel 3
  • Pimped Grasan HuvourerPimped Grasan Huvourerlevel 3 · 3 held
  • ZeusZeusMajestic Winderwild, level 6
  • Reanimated RootsReanimated Rootslevel 5 · 2 held
  • Rustgold MadhornRustgold Madhornlevel 5
  • AngienAngienlevel 3 · 2 held
  • Skill VampireSkill Vampirelevel 3 · 2 held
  • Pimped Grasan IPimped Grasan Ilevel 1 · 2 held
  • BloodPact Dark Archer IIIBloodPact Dark Archer IIIlevel 5

The most experienced kinds, of 43 creatures in all.

Adepts 3

3 players joined the realm as Dracoloth’s adepts.

From the Adventure Log

Page 508 · Seeds Of The East

They have all noticed a clear connection between the stone and the dark cloud gathering above them. Each time Handy tries to grab a piece of the stone, a more powerful shade attacks them, sometimes even two. Each time Liberty kills one the stone gives off less and less heat. "Akasha, call in Lifeline, I have a plan about how to make the stone cold enough so that Handy can grab a piece and also how to defeat any shade threat!"

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