Welcome on my personal page. I started with a role summary and took out
all the other crap...but now enough with the leading-in lets get
started:

Role
summary:
I am a seeker of knowledge and a passionate fighter
with a neutral attitude. The first thing that really caught my interest
was the Shades - Their whole nature, being and motives. I learned a
great deal about them what quickly led me to the Angiens in which I took
the greatest interest. Marind Bell fascinates me; its the land I am
drawn to the most. A land I learned to love and to devote myself to. I
am king of Marind Bell and will do my best to ensure an increasing
prosperity of the land.
Otherwise I take great interest in combat
and love the thrill of a good fight. I studied the game mechanics for a
great deal of time and have accumulated a huge pool of knowledge about
them. I like being underestimated. That is why I will always hide my
true strength. I might greatly surprise you.
Over time I
accumulated a great deal of knowledge about a wide array of matters
ranging from Principles and Magic, a better understanding of Angiens and
Shades to the very concept of balance in this world. I met many friends
and am glad to work together with yrthilian on the research of Land
Weapons. Out of respect for the trait of seeking better understanding
and keeping to question the hows and whys of the world, I decided to
become a protector for all those walking the path of knowledge.
Currently
I am on the exploration team that ventured deep into the Lands of the
East. We are the first to do so and never know what might await us at
the next turn of the road and the progress is slow, but I couldnt be
more delighted about the present situation. I am completely in my
element! This journey is just what I was yearning for and I wonder how
much it will change me. I might come back as a changed man after seeing
the wonders of these lands and facing its dangers. If I am lucky it will
shatter everything I thought I had and bring something entirely new and
unexpected to my role in this world.
Achievements:
Solved the
broken puzzle
Placed first in the head contest on mp4
Joined The
Seekers of Enlightenment
Got 26 inner magic spell documents so far
Earned
11 Wishpoints
Was under the first 50 who made it through the
labyrinth challenge
Became PWR
From 11 rounds of the MDBirthday
trivia I won 3 and tied in 1
First to reach 15000+ loyality
Became
mp6 with 80+ workshippers to unlock all spells
Became King of Marind
Bell
Affiliated Land:
Marind
Bell (Leader of The Seekers of Enlightenment and greatly interested in
Angien's Shrine, Champion's Dome, Passage of War, ect)
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The
Seekers of Enlightenment
Page 131 [2008-07-16 05:28:55 - The Shade Ballance
- Others]
Bound to worship Angiens, The Seekers
of Enlightment guild has formed under leadership of *chewett* and
represents Marind's Bell.
Out of the ruins of the old town there is nothing to defend or to fight
for, nothing else but the hope itself that the town
will be what it once was. Angiens have lived for so long in Marinds Town
but in times of need they did not helped anyone,
The seekers believe that they will discover the secrets of the Angiens
and understand more about the world. They still represent their only
hope and the most decisive advantage against the constant
threat of the Shades. Angiens ar dualist creatures, too complex to be
understood by any normal human, but understanding them better will
unfold secrets about the other parts involved in this, most of all the
all feared Shades.
The Seekers of Enlightenment are interested in
the existence and workings of the realm itself, especially in Angiens
and the mysteries of Marind Bell. Not much remains of the once
flourishing town of Marind Bell, not even its real name. Named after its
protector Marind in this time the land with its strong protective
magic’s symbolizes a tranquil sanctum to many travelers. It is a land
rich of secrets, forgotten knowledge and uniqueness.
A few places
that come to mind would be Marind's Roundabout: A fountain holding
special water- a place for redemption, cleansing and a new beginning.
Stairs to Champion's Challenge implying climbing up stairs to higher
achievement and new challenges. Angien's Shrine the place where Angiens
dwell – mysterious and legendary beings we don’t know what true power or
knowledge they might bring. Sage's Keep holding information and
knowledge of unknown but possibly immense value. Wind's Sanctuary a
colossal place with unearthly architecture. Passage of War with
mysterious guardians that won’t let anybody pass and yet with the tunnel
being an undeniable connection to Necrovion. Champion's Dome a
mysterious vault inaccessible by all, unknown what treasure or danger
lies within. And finally a true wonder and legacy of enigmatic power - a
huge bell/sphere of light around the entire land of Marind Bell.
If
you are interested in the Angiens (their being, nature, ideology, ect),
knowledge and understanding of our realm, inner magic and principles,
ect the Seekers of Enlightenment and Marind Bell might be your future
home and step stone to greater wisdom and perception. The gates are
open, the path is laid....walk its trials if you dare.
Knights
of the Bell
Traditionally the Knights of the Bell were the elite
defending and military alliance of Marind Bell but with more seats
available and now as main alliance of Marind Bell another section, the
pilgrims, will reside within the alliance as well. Pilgrimage in the
Knights of the Bell means a journey to one’s centre and a path to
greater awareness. A Pilgrim of the Bell has the ability to listen to
the voice of the land and to hear its calling in order to give Marind
Bell a new face and identity.
The alliance is built on three pillars: Knights, Squires
and Pilgrims. The knight rank will only be given to the strongest and
most capable warriors in Marind Bell. It will stand for courage,
loyalty, strength, experience, dedication and honor. They wear their
badge with pride and guarantee a safe haven for all Marind Bell
citizens. The title of squire will be given to those that show great
potential but aren’t ready to be a knight yet. Knighthood is their goal
and possible future if they master the various trials and challenges
that lie before them. A pilgrim will stand for sociability, charisma,
friendliness, benevolence, creativity and uniqueness. They have a strong
connection to the land and its citizens.
If you feel a sense of belonging to Marind
Bell and can identify with the above characteristics the Knights of the
Bell is the right place for you. Contact Lifeline to start your
journey in Marind Bell and to become part of the Knights of the Bell.
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Current citizen of Marind Bell:
AqlBeast
Lifeline
Cless
Unbelievable
Power
Jtz Champion
Laz
Emerald Arcanix
*Observer*
Dayredeemer
Poppi
Chulloz
Orlando Gardiner
Handy Pockets
North Equilibrium
kupal
Fyrd Argentus
Redd
To become citizen of Marind Bell give
me a few reasons why you feel Marind Bell is your homeland, what it
means to you, why you want to become citizen of it, and anything else
you can think of that could be needed for a future citizen
Citizens
of Marind Bell will be part of a friendly community. It will help you
grow in any ways possible, from combat related advice (info about crits,
strategy, rituals, help with exp, wins, losses, ect), to knowledge
lessons(learning about many aspects of MD, sharing opinions,
opportunities to do research as a team or alone, ect). Citizen will also
have the opportunity to create quests rewarded with wishpoints
sponsored by the king. Any quality events made by roleplayers will be
rewarded and creative thinking will always be encouraged.
Read
the following to be sure what citizenship means for you:
If you
become MB (Marind Bell) citizen you will have Marind Bell as homeland
writen on your profile just like those who are in a MB alliance.
Otherwise you get the regeneration counter/timer of MB. Every step on
friendly territory heals you but for each step you take on enemy
territoy you will loose VE if you dont have enough energic immunity
(with enough energic immunity you wont loose any VE at all). You will
also get the MB housing bonus stats to your profile.
Its basically
the same as being in an alliance just that you wont have the 25minutes
attack cooldown and wont get the stats of the alliance but only the ones
of the house. Citizen means basically just that you view that land as
your homeland. That you dont turn against it and support it. Its like in
the real world just that you get to choose which land you want to
belong to and arent born into it. Citizenship is so to speak your
passport.
Otherwise each king got 100 Wishpoints to reward to his
citizen. So by becoming citizen you could get Wishpoints if you do good
work for the land, make quests, interesting events, or anything else
that could grant you one.
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10 insights concerning the fighting system that might
greatly help you:
1) Barren souls are only good for the 2 power
skill boost when you sac them. I cant say too much but when you wish to
enter loreroot on mp3 or early mp4 you will have to be at a decent
power skill. Barren souls only need 8000xp to max otherwise just wins
which are easy to get on mp3.
Aramors are the weakest fighting units
there are. hey have only very little upgrading levels and are weaker
then all the other creatures. Dont waste your precious xp on aramors if
you are at mp3.
2)When I read the profile of the grasan the
first time I thought he sucks as well. He does on level1 but on level2
you will see him gain something very useful. And at level3 he will be
your best creature on mp3.
I cant stress this enough read what
targeting multiple and all the other things really do. And read your
battle log. If you got attacked you wont be able to read it but here is
a trick that still lets you read it. Click on replay and watch the
whole battle until you see the xp gain. Then click on the text and
press ctrl + A that will mark the entire text. All you need to do now
is copy paste it into a word document for example to read it.
3)
This may sound like a coward strategy but you should use it on mp3. You
have a xp cap at 380.000 so you should get as many wins as possible on
your creatures. When you plan to attack other mp3s look at their
vitality and creature vitality. Attack those with low numbers there. Xp
gain = total damage dealt to opponents creatures. So its wiser to figth
300 battles for only 600xp and many wins than 50 battles for max xp and
then ending up on mp4 with only level2 and level3 crits.
4)
Heat multiplies your stats gain and personal xp gain but not your
creature xp! It multiples your stat gain by 3 if you use max heat most
of the time. So you should really think twice if it is worth using heat
for a few more stats and a huge amount of personal xp. In my opinion
its not worth using heat on mp4 expect when you are very close to your
cap and want to go over it in one huge battle. Since it is very easy to
lose personal xp on mp5 always use max heat when you are on mp5.
5)
Beware of healing rituals. If you u help another player heal his
creatures the creature you will use is going to lose xp! So if you do
decide to do a healing ritual use a single heretic archer on weaken def
for example. Just have that guy around and never use him in battle just
for healing rituals. That way you wont lose xp because he always is at
0 xp.
6) And finally a trick for those who want to do everything
right on mp3 on an alternative account for example. Only train the
creature you need to get into loreroot and of course a few other useful
ones to beat the Willow Shop guards. Then drop to over -500 negative
honor then you wont gain any xp or anything for fighting them. It will
tell you that you are at your xp cap! That way you can get entry into
loreroot with very little personal xp and then buy and train all those
beautiful lore crits. Just get positive honor again afterwards.
7)
Read the balacing fights help as often as it takes you to understand
it. Once you understand it it is very easy to get a sword balance
without the oppoenent or training partner to get a loss counted to his
profile. That way you can keep training with friends without any of you
suffering losses on their profile.
8) If you dont want to play
very risky and especially if you are in an alliance aim for perfect
balance - Same amounts of wins and losses. You will get a higher stat
and xp reward from each battle you win and you might also discover
something even better eventually.
9) And now for a better
understanding of lifesteal: It is very important that you take the
vitality on your creatures into account. Lets take a single lifestealer
ritual for example. You will want to pump 100% of your stats into the
lifestealer so that it leeches a decent amount and has some defence.
However what you dont want to do in most cases is having to much
vitality on it. All battle outcomes are based on the percentage of
vitality loss and gain from the amount of vitality you started the
battle with. So if you have 10k vitalility on your single lifestealer
when you enter the battle you will only gain a victorious/sword balance
if it ends the fight with at least 11k vitality on it and of course the
opponent loosing a big deal of their vitality. Since it gets 100% of
your initiative and defence anyway you will want to enter the battle
with as little vitality as possible to really gain a victorious.
10)Now for the final tip if you read everything up until now then it is fine to give you this piece of information:
It
really hurts my eyes when I see players even on mp5 still not having
the complete medusas or sun gods set. I had the full sun gods set on
mp3 without having won the head contest. No way you say but here is my
trick. (I had lots of additional creature slots that is why I was able
to get the full set on mp3 already but you can easly get it on mp4 even
with only 16 creature slots). First of all you probably noticed that
sacrifing a creature takes 20 action points from you. But here is the
interesting thing when you hit 0 action points you can just keep on
sacrificing creatures. You will simply stay at 0 action points and
still get all those vitality and value point boosts. Now you may ask
what good is it to have 10k value points over max if I have no action
points to get to an armor shop. To get from the fenth press to the shop
were you can buy the sun gods set you need 37 action points. So before
you sac any creatures get an energy burst. Then sacrife them all (birds
would be best if you cant afford those get knators they give you 750
temporary VP) of course when your timer is at 9 mins and just reseted.
Now you have 0 action points but a lot of value points. Activate the
energy burst and you get 20 action points. Then do all the free voting
which boost your VPs even more. You will end up with 40 action points
even if you sacrificed 10 creatures before. That is enough to get to
any shop in the game from the sacrifice altars.
These are 10
basic tips on fighting. There is much more this is just the foundation.
Keep experimenting with rituals, the slider bar, heat ect and learn
much more by try and error or however you say that.
Most people
will be too lazy to read all this and since the last points would be
the most usefull one for advanced players keep this information to you.
You went through all the trouble reading this so its your knowledge
now. If others didnt read it its their fault so dont share it. Keep it
to you and progress faster than they do. You deserved it.