Join the realm from this page and you start as Aqune’s adept. MagicDuel is free to play in the browser.
Character
Combat stats tap a row for its sources
441.11 initial = 441.11
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.
190.52 initial = 190.52
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.
58.08 initial = 58.08
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 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.
78.14 initial = 78.14
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.
125.74 initial = 125.74
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.
37.43 initial = 37.43
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.
114.79 initial = 114.79
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.
101.96 initial = 101.96
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.
203.90 initial = 203.90
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
nothing yet = 0.00
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.
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
No Leaning yet. Gathering and crafting grow them.
The Leanings are thirteen crafts that pull against each other: what a player practises grows, and what they neglect falls away.
Principles
Principle of Imagination 642.40 · Darkness Principle 451.69 · Time Principle 1,094.37 · Transposition Principle 291.93 · Element Principle 97.93
Realm
No Homeland
No alliance
Armoury
No set pieces worn.
Writings
Storm Maiden Comments on self
A quiet and shy loner that has the power to call storms and bring rain or snow to the dry and desolate lands of the world. While she may not say very much a great storm rages within her.
Please be my adept.
->Adept information moved to Alliance Page (its the document with the up arrow on it) ->Ancient Document also available in Hate List (its the document with the cross on it)
Also now I am looking for worshipers, look at my Protector Statement (its the document with the curve on it) for more information.
I now am hosting my amazing world map myself (should be very helpful in the heads contest). I am working on a new quest which will have it as a reward that anyone can do. In the mean time if one of you old timers wants it just message me with the answer to the following question (anyone can do it but I doubt anyone that hasn't been playing for a year will know) :
ANCIENT WEAPON QUEST --------------------------------------------------------------------------------- As those that have fought me have seen I use a special dagger called Enigma in my left hand where most people can only use a shield. My questions is before they where removed when item quantities were made infinite where could you buy these exquisite Enigma set daggers? (Like with my other quest you only get one try and the answer is a single location in the game world which you must message me)
Note that the answer can be found on the forum for those that know where to look.
People that got it right so far: Neuro Awiiya
PUZZLE CONTEST QUEST ----------------------------------------------------------------------------------- Aqune's MD Geography Quest/Puzzle: Answer 4 questions that will test your powers of observation and perception in the MD world. 1. Where can you find a snail and a toad? 2. Grasans like to hang out at the armoury, where is the other place they like to live? 3. Where can you see Mt. Kelle'tha outside of Golemus Golemicarum? 4. WHERE (not HOW) can you find all the answers to these questions? (Remember I am asking where you can FIND them not where they are)
NOTE:
If you give me the correct answer for all the questions I will tell you secret ;)
Send me the answer in a message labeled quest or puzzle with the 'Answer' message type.
You only get one guess per question and you must give me all 4 answers at once in a single message(I don't want a bunch of quest based messages clogging up my board and I don\'t think this quest is too hard).
Just give me the 4 answers, unlike some others I don't need any fancy explanation.
Since you only get one try I will give you a clue.
Clue: The key word is 'Where' all the answers are locations in the world
People that got it right so far: Sacosphilz Treehill Kragel Valence .Junior. Klakoth Caster maSC
What I hate and will never do Personal hate list
People who attack with lame rituals to fabricate loses for themselves, you know who you are.
ANCIENT DOCUMENT===========================================================
Until it is made accessible in the world somewhere I have decided to fill this otherwise empty document (guess I just don't hate enough things ;)) with some historical and geographical information most players would do well to be aware of but which unfortunately has been hidden deep in the back of forum.
And so without further ado here is Gregor Macefist's (aka Adi the game's official creative writer) account of the world's genesis, enjoy this ancient document :)
------------------------------------------------------------------------------------------------------------------- A History of the Realm vol.1: Era of Ancestors – A Genesis by Gregor Macefist
A Brief Introduction
I,
Gregor Macefist, one of the last True Sages of the Plains, write this
History of the Realm as it has been authentically recorded by the
Ancestors, in order to allow our many descendants the right to
knowledge they deserve. Much of our lore has been destroyed and many of my brothers have been corrupted by the darkness. Now
while the candle of truth still burns brightly in my mind, I must
record what I remember to be true and not distorted by my own thoughts.
Although abbreviated while compared to the Ancestral Tomes, I hope
these words shall help our sons to better understand their roots and
forge a better future.
Chapter I: Geographical and Historical Notions of the Realm
The
beginning of the Era of Ancestors is marked with man’s discovery of
Fire. Man had already found within the earlier and more primal stages
of his life Earth, Water and Air. But only after man discovered the
Fourth Element of Nature was man able to truly become a Human. Man
soon was able to see, to hear, to taste, to feel, to talk, to express
and to learn. Compared to the earlier stages, man managed in no time at
all to create a society which although primitive, allowed the
development of all the Savage Arts: drawing, painting, modeling,
sculpting, writing, talking, singing, dancing and fighting. Man became
an artist, an artist who could control all the Four Elements of Nature
and thus it was just a matter of time before man would discover the
Ancestral Arts: magic, faith and science. As Ancestral Man relates,
the known Realm was divided as following: “To the Great Dawn lies a
blanket of grass, too large for any of us to measure. To the Great Dusk
lies only water, water we cannot reach, water we cannot drink and water
in which nothing exists. To the Great MidDay lie trees, more than we
can count, more than we can cut down. To the Great MidNight lies
nothing but the naked ground.” This description however is crude and
unsatisfactory. A more detailed view on Geography is the following: to
the East and South-East the Sage Plains were to be found, to the South
and the Center of the Realm the No Man’s Land was to be found, to the
South-West and West the Tempest Sea and the Storm Coast were to be
found, to the North-West, North and North-East the Chaos Woods, the
Green Lake(North-West) and the White Lake(North) were to be found. -------------------------------------------------------------------------------------------------------------------
My strategies and tactics Military ways and beliefs
Getting Wins: Always make other players see you as weaker then you are by sacrificing your strongest creatures for abilities and buying new ones. Remember other players can't see your abilities or historical xp so they will see you as an easy win and attack you but if you set a good defense ritual they will get a nasty surprise and lose ;) This way you can leave the game on while getting lots of wins and xp while you are away form your computer. You won't get much honor this way but there are other ways to get that.
Getting Losses: There are ways to fabricate losses for yourself in the game but I do not approve of them (see my hate page). My advice is always go for the win but accept losses when you get them.
301 Rule: Remember that the creature(s) in your ritual must have over 301 vitality in total or a random creature ritual will be automatically selected for you instead of the one you have chosen. This feature was implemented originally to prevent loss farming but it didn't work and no longer really serves any purpose and so in my opinion should be eliminated.
Getting Heat: One of the most important attributes in the game since it allows you get more from fights and cast spells later. Try to have as much as possible when engaging in battle and then save it in your Erolin Device when your done. If you have money to spend on this game try to get as many Erolin Devices as you can from the MD Shop they are in the 'Extra Features' section so buy up all the items there. The more Erolin Devices you have the more max Heat you can store which allows you get much more stats especially Vp from fights (see below). Trust me I know I have every buyable item in this game even some that can't be bought anymore and I owe it all to my Erolin Devices.
Get Heat from fights when you can but if you can't use the method below. You can get a good deal of heat from buying, upgrading or sacrificing creatures as well. Safe way to get - Go to Wind's Sanctuary then go back and forth between it and the shop there to get your heat built up slowly while you move. You get about 10 to 30 heat per move depending on your Briskness. Then save it in your Erolin Device when you get up to 1000. You can use it later in a fight that way or give it to your protector for casting spells.
Special Combat Effects: Some creatures have unlisted abilities which effect the whole battle. To find out if such an effect is being used look at the Full Combat Log which you can see at the end of every battle (not the replay). There in bold dark red text you should see 'Influences for' *your name * 'Influences for' *opponents name*
If any active spell or creature you use is creating some special battle wide effect you can find it there. Sometimes it says in a creature's description that it will give you some battle wide boost sometimes not and you will have to find out for yourself but with this knowledge you should be able too. Update - It turns out that these effects remain in a ritual even if the creature creating them dies which means you can create some very powerful one creature rituals by creating a ritual with the one creature you want and a bunch of others with special effects. Then you just kill off all those other creatures leaving the single one you wanted and it will still have all the influences it had with the others so it will now be super powerful all by itself (with all the advantages that come with that).
Getting Vp: Safe way - Buy 4 Young Savage Kantors from War Hold in Loreroot or 4 Grasans from the Armory in No Mans Land if you don't have access to Loreroot. Then go to the nearest Alter from the Shop you want to spend your Vp in. Sacrifice all 4 of those creatures at the alter (or 3 depending on how far you are from the shop and how much APs you need to get there) then go quickly to the shop before the regeneration counter hits 0 to be able to buy stuff for more then your max Vp. You get 4 x 750 = 3000 extra Vp for the lvl 1 Knators and 4 x 500 = 2000 Vp for the lvl 1 Grasans. Enjoy the extra spending money :) Update - This method also works with the Eggs found in Wind's Crossing which give 750 Vp like the Kantors. In addition it takes only age to upgrade them to there second forum so if you are patient and wait a few days you can sacrifice them in that form for 250 permanent VP and 1500 temp VP. Update - You can also get some Vp by using the free credits section.
Using all these methods together can get you some pretty decent weapons without ever having to fight.
Better way - Store as much heat as possible in your Erolin Devices. Then just before a big fight release all you heat to get the max Vp boost from it. Using this method on the shop guards you should be able to get most of the stuff from Willow's shop after defeating them if you go in right after the fight. You can use this method on the Loreroot Guards too so before you fight them make sure you have plenty of APs then after you defeat them go right to the Defensive Quarters in Loreroot and get all the Medusa Ceremonial Armour you can or go through the underground caverns shop for the Sun God Armour. The Loreroot Guards and Shop Guards give LOTS of Vp if you have very high heat when you beat them. Enough at least for me to buy all the sets at their respective shop when beating them (I had 4000 heat) Update - A great way to get lots of Vp fast is to use what I like to call a Nightmare Ritual. This is when when you use a combination of lifestealers (eg Water Deimons or Elementals) and creatures with Martirism (eg Animated Trees) . Martirism takes vitality to make your own creatures stronger while the life stealers continually suck it from your enemy so you don't run out until they lose most of theirs. Why Nightmare? because this ritual is very good even against opponents that are stronger then you and will not only boost all your stats (including Vp) but it also tends to cause your opponent to get negative damage which means both they and their creatures will lose lots Xp. If you have bothered to read my strategy and tactics up to this point I figure you deserve to know this powerful combo. Update - Also remember that what the Nutcracker giveth the Life Stealer taketh away ;)
Shrine of the Storm Maiden Protector statement
I am now looking for worshipers, the more worshipers I have the better spells I can get. For now I only have a healing spell so if I'm around and active I can heal you if you want.
Remember if your my worshiper to give me extra heat you have by preying since I need it to cast spells and you also gain loyalty for doing so.
Note to worshipers I lose heat even when I am not on so I will only be able to use and store heat you send me when I'm active but I can still see how much you sent me even if I don't actually use or store it.
Also once you become someones worshiper you cannot change it. You can only lose that status if they revert back to MP5 and then lose all of their worshipers automatically. However your Protector does not have any other special powers over you yet (maybe some will be implemented in the future I don't know).
IMPORTANT: Why did you lose me as your Protector? Sometimes too many of my adepts become inactive and I lose protector status unintentionally thus losing all my worshipers. If that happens and your one of my worshipers and you find yourself out of a Protector thats probably what happened so try to bear with me till I get back on my feet ok
Where you can find me usually? I tend to hang out outside Willow's Shop mostly when I'm looking for fights and Maple Road also when I help people get into Loreroot. Fortune's Well is another place I like to go for some reason and usually stay there when I want to be alone. Sometimes I like to roam around much further but you can usually find me in the North No Man's Land/South Marind Bell area.
People that still owe me their inner spell documents: Chewett (I passed your quest) Eden (I passed the first part of the Medusa Amulet Quest)
Fascinated by the shade and fully understanding its purpose as a counterballance to what is happening outside Necrovion,
Khalazdad swears loyalty to the shade and asumes responsability to gather an elite taskforce to obey and fight for Necrovion.
Hearing rumors about the shades speaking to humans, other players adventure into Necrovion and try to learn more about them.
[First Necrovion alliance formed]
This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.