MagicDuel
Dragual Monarth
Generation 24

Dragual Monarth

Death Guard

“Reabilitated criminal. Date of release 26/09/2011”

  • 5Mind Power 5of 7 levels
  • Lorerootno alliance
  • Honor 4,989of 5,000

959 days in the realm since 13 November 2010 · started in The Original Story Mode

Record

  • Fights1,909 won · 2,351 lost
  • Active17% of days · 959 of 5,798
  • Adept ofShade Sentinel
  • Player ID206015
Play with Dragual Monarth as your mentor

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

Character

Combat stats tap a row for its sources

  • 758.09 initial + 50 territory = 808.09

    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.

  • 469.32 initial + 50 territory = 519.32

    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.

  • 228.38 initial = 228.38

    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.

  • 42.01 initial + 25 territory = 67.01

    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.

  • 84.94 initial = 84.94

    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.

  • 42.80 initial + 25 territory = 67.80

    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.

  • 92.85 initial = 92.85

    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.

  • -9.86 initial = -9.86

    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.

  • 54.81 initial = 54.81

    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

  • 294.38 initial = 294.38

    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.

  • 14 initial = 14.00

    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 0.4Herbalism 1.1Woodcutting 5.7Waterhandling 0.0Finesse 4.6Excavation 4.1Gardening 0.1Experimentalism 0.3Dowsing 4.4100
  • Woodcutting5.7
  • Finesse4.6
  • Dowsing4.4
  • Excavation4.1
  • Herbalism1.1
  • Mining0.4
  • Experimentalism0.3
  • Gardening0.1
  • Waterhandling0.0

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

Principles

Element Principle 4,000 · Principle of Imagination 870.28 · Principle of Balance 1,089.28 · Darkness Principle 4,000 · Time Principle 4,000

Realm

Loreroot

No alliance

Armoury

No set pieces worn.

Writings

Personal hate list


Personal Achievements
  • I successfully defeated the Loreroot Tree Guards and have gained access to the lands of Loreroot.
  • I have gained citizenship within Necrovion.
  • I was granted access to the alliance of the Tainted Warriors.
  • I have collected a great deal of secret documents and clues.
  • I have gained a taste of a black liquid...

Wish List
  • I would like access to the hidden scene in the graveyard.
  • Access to level 3 and 4 clues.
  • A Stone Ritual Goblet.
  • A spell that can remove the effects of another spell.
  • The Send to Trial of Agony spell.
  • Access to the House of Tainted Times Interior.
  • A Movelock Trap Spell, which, when cast in a scene, would linger until the target player enters the scene (or for until a fixed period of time expired) then trigger and act as a normal Movelock spell, with a slightly lessened duration. 
  • A GG Drach.
  • A Tome of Blood Magic
  • The ability to make my Spells cost VE rather than Heat.

Military ways and beliefs

  -Never let your enemy know the real way in which you will defeat them. Lie, cheat, steal as it is war and your opponent would do no less. Always have more than one plan. Win the fight before it even begins. 

 
 
Somethings to think upon.

  1. What is a sword?
A sword is an object used to inflict harm upon another.
~A sword can be anything. A metallic object, an idea, or a person. Don't always take the most direct or most painful attack. Sometimes, it is better to wear down your enemy while conserving your energy. Then, once you see that they are weak, strike a hard blow at their weakest point. However, keeping this up to long may cause your opponent to catch on and change tactics.
  2. What is a shield?
A shield is an object used to deflect harm.
~The most effective use for a shield is to push the weapon away from it's intended path. A block. However, this is not always an easy thing to do. In this case, brute force is required. While your enemy moves to strike, send your shield directly at your foe before they are too close.
  3. What is armor?
Armor is a series of objects used to reduce damage taken.
~Armor is hard to come by at times. Sometimes it can be as simple as apathy, or as complex as a line of deep fear that you have invoked upon others. However, armor is, again difficult to come by.
  4. What is an army?
An army is a gathering of characters with an objective, generally intended to battle another army.
~The means behind this is simple. Gather friends as there is strength in numbers. Yet like any general, choose carefully. Choose friends that you TRULY can trust and put your faith in. 
     
Always examine an enemies weakness, but never forget their strength.

     

Creatures 36

  • Sentinel DalafarSentinel DalafarAngien Sentinel, level 4
  • The ConfessedThe Confessedlevel 3
  • Elemental VElemental Vlevel 6 · 3 held
  • Master SharptearMaster Sharptearlevel 4
  • Rustgold MadhornRustgold Madhornlevel 5
  • Water Daimon IIWater Daimon IIlevel 6 · 3 held
  • Vampire LordVampire LordRevolted Skill Vampire, level 4
  • Imperial Aramor WarriorImperial Aramor Warriorlevel 2
  • BloodPact Dark Archer IIIBloodPact Dark Archer IIIlevel 5
  • Reanimated RootsReanimated Rootslevel 5 · 2 held
  • Constipated PimpConstipated PimpPimped Grasan II, level 2
  • Exfoliating GrasanExfoliating GrasanGrasan II, level 2

The most experienced kinds, of 36 creatures in all.

Adepts 9

9 players joined the realm as Dragual Monarth’s adepts.

From the Adventure Log

Page 356 · The Inner Sun - Noo.

“This… this is a dream?! Someone! Anyone?! Help me!!” No One cries. The torrent abates and No One stand motionless. “Wait, something isn’t right…” He examines his skin for gashes but finds none. Instead, he finds something else more disturbing. Looking on in disbelief, No One finds he is covered in a thick, black, sticky substance like oil... or blood.

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