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Wild Creatures Taming

Discussions about new creatures specific to this land, abilities of existing creatures and possible setup and uses. Lorerootians have a habit of taming new beasts.

  1. Started by Pipstickz,

    I was training some Daimons today and wondering as I did "Aren't these creatures kind of a water counterpart to fire Elementals?" and therefore, shouldn't they share a species? Especially considering the new shards system! It would be nice, I think, to see more crossover of creature species, rather than just one species per creature as many seem to be. So I thought it might be worth a discussion, or at least a question.

    • 1 reply
    • 3k views
  2. Started by Pipstickz,

    Basic Iron Ingot (armour, arrowheads) Branches (arrow shafts) Lumber (to be carved to make the bow itself String (also for the bow) Tree Bark (for the quiver) Flowers (for fletching...hmm...if only birds dropped their feathers every once in a while...oh well, I'll pretend flower petals would work for now! :p) Any other ideas?

  3. Started by DARK DEMON,

    [font=comic sans ms,cursive][color=#006400]Cocoon:[/color][/font] [font=comic sans ms,cursive][color=#006400]Abilities: Heal[/color][/font] [font=comic sans ms,cursive][color=#006400]Targets: Random[/color][/font] [font=comic sans ms,cursive][color=#006400]Stats: Vital Energy: 50/50, Power 10, Defense 10, Initiative 0[/color][/font][font=comic sans ms,cursive][color=#006400].[/color][/font] [font=comic sans ms,cursive][color=#006400]Requirements for next level: Age 10, Action points 30 [/color][/font] [font=comic sans ms,cursive][color=#006400](like an angien egg, it can't be used in battle at this stage)[/color][/font] [font=comic sans ms,cursive][color=#0064…

  4. Started by Sharpwind,

    The Ivy mortissima (or [b]Mad Thorn[/b] as locals refer to it) is luckily not a very common plant and most sad souls that have witnessed its beautiful silver flowers to blossom never lived to tell the tale. It strikes incredibly fast and it's victims are entangled with its thorny vines waiting for a certain death ----------------------------- Small red seed Stats Vital Energy 5/5 Attack Defense Initiative Targets: Abilities: Special influences Upgrade costs Action points 50 Value points Sacrificed vitality 10000 Exploring Points Age 60 wins -------------------------------------- Small thorny plant Stats Vital Energy 50/50 Attack 10…

    • 7 replies
    • 3.7k views
  5. Started by Andrew16,

    [b]Terra Firma[/b] Requirements for recruiting this creature: Action points: 80 Value points :7000 Sacrificed vitality :4000 Exploring Points: 20 Targets: Random Abilities: Damage, Protect Special Influences: Protect lasts twice as long Defence of all creatures is raised by 2 Stats: Vital Energy:1000 Defence:10 Initiative:1 Attack:5 Requirements for next level: Experience: 1000 Won battles: 5 Age: 30 Upgrade costs: Action points : 60 Value points : 3000 Sacrificed vitality :2000 Exploring Points :10 -------------------------------------- [b]Terra Firma II[/b] Targets: Random, Dying, Weak Creatures Abilities: Damage, Protect Sp…

  6. Started by Ratsplat,

    Describing how a creature is different from all creatures is a little more important than listing a large list of numbers, so im going to skip all of that. This creature is basically a monkey-like creature, that lives in the trees of loreroot. Hopefully this isnt too hard to add in MD, but basically, the trickster just does a lot of random things, either to your own army, or theirs. When you choose targets for the creature, you can either choose "Random-friendly" or "Random-enemy", or just have it be completely random and happen to either army. This is because the only attack that it does is called "Random effect", which is different from random damage. Basically, it …

    • 6 replies
    • 2.3k views
  7. Started by werewolfer,

    Well looking in loreroot there are alot of intrrsint creatures.But alos it seem ther eroom for no ones as well.Since the first topic was closed a thought a new one should start up.I have a few ideads.but alos post ideas on how to use the current creatures effitivly.

  8. Started by Sasha Lilias,

    I was thinking today about the Winderwilds we have in Marinds Bell lands and thought "Oh. Perhaps we can have a different type of winderwild for each mainland" for example in necrovian we could have something like (only an idea)an "Undead Winderwild". Each winderwild would have a different ability, stats and creature boost depending from which mainland they come from. Here is a small list of possible abilities; Necrovian Winderwild- Ability; Random damage, Targets; Weak creatures, Strong creatures, Dying. Special Influences; Attack Boost: Raises attack of all ally creatures by 50% . Initiative Bo…

  9. Started by Fenrir Greycloth,

    Small Gust A gentle breeze in the wind that feels nice on a summer afternoon. Stats Vital Energy 10/10 Attack 1 Defence 5 Initiative 1 Target: All Abilities: Heal Small Gust II The flowing breeze has chilled slightly and become a bit of a nuisance to umbrellas Stats Vital Energy 500/500 Attack 10 Defence 10 Initiative 3 Target: All Abilities: Damage Strong Wind Just short of becoming hurricane winds, the wind has formed a mind of it's own and can target specific creatures. Stats Vital Energy 1500/1500 Attack 30 Defence 15 Initiative 3 Target: All Abilities: Damage [Aura: ForcedPerch - Forces all flying creatures to land on…

  10. Started by Treehill,

    Since no one created i'm not going to stay behind to those Golemus and Necro-Avians(lol)... Why dont we have something like Harpias,Najas,Earth Elemental?Since we are a land mainly on nature water and earth would match us,i would like to see some quimeras and/or and sphinx with a scorpion tail!!!! Can we make too beats made of bones and roots? Please contribute to our growing we need your suggestions!*This is just to get started*

  11. Started by Amoran Kalamanira Kol,

    We are trying to set up a training system for Loreroot, if anyone is interested in helping please post here. Information: We have tested one method of training that did not work very well for the alliance structure that we have. So we are going to test various other methods. Ideas, suggestions are welcome. The training area will be at the Defensive Quarters in Loreroot. PM myself, or anyone on the Loreroot High Council if you wish to help. -Thank you. Edit: Akasha, Please do not edit my posts especially when there is nothing wrong with them.

    • 11 replies
    • 3.4k views
  12. Started by tankfans,

    Here is Morquor's post on our private forum... A healer-support unit, that belongs to our Church: Young Acolyte Description: A young boy, ready to learn the mysteries of Savelism, and willing to help other people. His training is just begun, he knows nothing more than he had in is mind before the arrival to the Church. Actions: Heal Target: Dying Stats: Power 5, Def 0, Initiative 0, Vitality 100 Young Acolyte II Description: As they young boy grew older, his studies are getting harder and harder. Not only the mental studies are difficult, but the acolytes body is trained as well. Learning the basics of spellcasting, this boy is getting ready for his last exams …

    • 7 replies
    • 2.7k views
  13. Started by sanguinious,

    the aim of this game is to be unique ,so the creatures should be unique to,i was thinking that as a quest reward from some RPCs, or maybe even a wishpoint offer,a personal design of the creature you want, stats and description will be made by you, and like a avatar shop format of the image you want. this will be single evolution level and a limit of two attack/defence types, three target selection slots will be permitted but not the "all" selection. this is a Hate it or love it idea. thankyou for your time

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