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.