MagicDuel
Dhyone
Generation 24

Dhyone

Woodcutter's Apprentice

“Learns to cut wood and collect it as a resources by using basic tools. This young apprentice might grow into a skilled woodcutter one day.”

  • 5Mind Power 5of 7 levels
  • Lorerootno alliance
  • Honor 4,657of 5,000

1,292 days in the realm since 10 September 2007 · started in The Original Story Mode

Record

  • Fights1,791 won · 1,934 lost
  • Active19% of days · 1,292 of 6,959
  • Adept ofLintara
  • Player ID1290
Play with Dhyone as your mentor

Join the realm from this page and you start as Dhyone’s adept. MagicDuel is free to play in the browser.

Character

Combat stats tap a row for its sources

  • 759.03 initial + 50 territory = 809.03

    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.

  • 412.36 initial + 50 territory = 462.36

    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.

  • 313.90 initial = 313.90

    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.

  • 309.38 initial + 25 territory = 334.38

    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.

  • 403.78 initial = 403.78

    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.

  • 129.83 initial + 25 territory = 154.83

    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.

  • 517.99 initial = 517.99

    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.

  • 405.71 initial = 405.71

    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.

  • 528.86 initial = 528.86

    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

  • 533.76 initial = 533.76

    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.

  • 37 initial = 37.00

    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 40.8Herbalism 39.3Woodcutting 67.0Waterhandling 39.2Finesse 25.1Gardening 24.6Experimentalism 23.1100
  • Woodcutting67.0
  • Mining40.8
  • Herbalism39.3
  • Waterhandling39.2
  • Finesse25.1
  • Gardening24.6
  • Experimentalism23.1

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

Principles

Element Principle 1,601.08 · Principle of Imagination 4,000 · Time Principle 4,000 · Darkness Principle 2,029.13 · Principle of Light 4,000

Realm

Loreroot

No alliance

Armoury

No set pieces worn.

Writings

Wizard's Saga Comments on self

"Desire that the world knows that One who saw everything, that One that knew all the seas, that know all things, that One who scrutinized together all the mysteries. Dhyone, the Universal Wizard who saw all the things, knew the secret things and related the occult, he transmitted a knowledge previous to the Deluge"

                                                  

Description
: You are faced with a creature that wich inspires an air of strangeness, but at the same time a enigmatic confidence. His features seems common, certainly he is a young man of some distant land. He's dressed with a large dark blue almost black hooded cloak. Over the head sits a wide brimmed pointy hat, which almost cover his entire body. Under the cloak, you can see that he wears a short black vest and shirt of the same color. Dark blue breeches held up with a leather belt adorned with a gold buckle that is inscribed with runes. He carries a large backpack that looks very full. On his feet he wears suede boots almost to his knees.

                         

Elemental Magic: The study of the elements that compose the universe. It is the study of all the structures that compose the material and spiritual worlds. Many ancient sages say there are four elements : Fire, Earth, Water and Air. These elements are represented by forces: Fire = Electricity, Water = Magnetics, Air = Neutrality and Earth = clusters. However, according to my studies, this is a big mistake, because in addition to these four elements there are two more elements, that are Dark and Light which are represented by these forces: Light = Creation and Dark = Destruction. All these forces together forms the perfect balance in our Universe. If any change happens in these primary forces, it can result in major disasters. From a practical perspective, Elemental magic can be used for production of magical phenomena such as balls of fire, gusts of wind, storms and earthquakes.

                                         

The Art of Prophecy: An ancient art based on the vision of the possible lines of time and patterns of events that consists the reality of future. To predict the future is necessary a concentration of energy in an object that reflects the light, the most common objets to make this is water basins, mirrors or crystal balls. I use a very rare and fragile crystal called the Crystal of Truth. This type of crystal is only found in my homeland. Most people who have the gift of prophecy have birthmarks and moles on their body. In addition, they have prophetic dreams every night. 

I had a great prophetic dream that I wish to share with you:

"One night I saw the future of the world, this world which you call home. In this dream, the world was still static, nothing could move, the color had disappeared, everything was a mix of black and white. There was no sound, it was a terrifying silence. There were only shadows. Look and listen! This is the future of your world. If we do nothing to stop it, or wait too long to do something...it may be too late."


                    

This dream was repeated many times. I believe it is a warning, a sign of the Forces of Creation of this world. In my researches, I noted that in recent times there had been a great imbalance in primary forces, which will have disastrous results if it continues to be. This imbalance is mainly caused by conflicting energies. When people generate these energies, it directly affects these primary forces.

All types of conflicts can generate these conflicting forces, such as hatred, anger, fury and with it struggles such as wars and violence. I've also seen one realm which will try to conquer over all the other homelands.

In my travels to the Necrovion caves I found a evil creature. A shadow with a top hat and a monocle which showed me and told me many things. I know that these shadows are deceptive , but my prophetic gifts do not fail me.

The creature told me that shadow forces will invade the other lands, and that all they want is to keep the balance. He told me that if they can master all the lands, there will be a balance in the Deep and invited me to join him. I refused promptly and went on my way.

Some days later, I had the chance to see the future of a person from Necrovion. I was very surprised. In this prediction, I saw all people of Necrovion united in one monstrous shadow entity in Deathmarrow and they will send armys of shadows to invade all other lands ... certainly menacing ... Listen to me! Because later, it may be too late ...

                                          

Alchemy: The science of the manufacture of magic items through various processes such as fermentation, distillation, maceration and ceration. This process can only function if all properties of matter are being used properly and careful handling of the energy inherent in each material.

Some examples of items created from the simple alchemy are potions, solutions and filters. Additionaly, if you know the correct control of energy and follow the recipe correctly, it is also possible to make items more powerful, such as rods, magic swords and mistic wands.

My research in this area is aimed at the development of potions like rejuvenation, slowing time, healing, damage or that can harm the human body in battles.

I have achieved good results in these studies, after all, how old you think I am? Hmm .. Old! To be exact, over 700 years ... and it could only happen with the simple manipulation of potions.

My goal here, is to find the Elixir of Long Life and the Shard of Eternity. Lately, many people have requested my services. I am certainly happy to help you in anything, but I can not allow anyone without proper knowledge to manipulate the materials. I t would be very dangerous!

If you need my services, Please let me know, and I will do my best help you. I do not certify that I always have the materials for the items you want. However, I always have the tools to operate in alchemic operations. If I do not have the materials I will ask you to find them so I can make the item at no charge.

This is a short list of substances most needed for people and the materials I commonly need to produce them:


Aqua Fortis: Bottle of an acidic substance. Used to melt metals and stones, and also causes damage. Items needed: vitrol oil and saltpeter.

Aqua Vitae: Remedy for recovery from diseases and injuries that affect the spirit, also known as Spirit of Wine. Item needed: A bottle of wine.

Blue Vitrol: Blue powder used in the preparation of other substances. Item needed: Medium piece of copper

Fool's Gold: Good to frolic with and to fool the fools. Item needed: Small stone of Pyrite.

Fulminating Silver: Very explosive substance. Used to cause major damage, toppling walls and make holes in the ground. Item needed: Pure Silver.

Green Vitrol: Green powder used in the preparation of other substances. Item needed: Iron.

Gum Arabic: Substance used to glue things. Item needed: Tree Resin.

Oil of Vitrol: : Black substance used to boil and evaporate large quantities of water. Items need: Blue and Green Vitrol.

Spirit of Salt: Substance used to add an incredible and delicious flavor to food. Items needed: Salt and Oil of Vitrol

Healing Tincture: Potion used to heal physical injuries. Items needed: Red Herbs, Fresh Water and Blood.

Panacea: Potion used to cure poison. Item need: Yellow Herbs and Fresh Water.

Personal hate list

“When you really know somebody you can’t hate them. Or maybe it’s just that you can’t really know them until you stop hating them.” 





Creatures 33

  • IsrinnyaelIsrinnyaelAngien Sentinel III, level 6
  • Insurgent ShadeInsurgent Shadelevel 2 · 2 held
  • Horseman IHorseman Ilevel 1
  • Elemental VElemental Vlevel 6 · 2 held
  • AngienAngienlevel 3 · 4 held
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3
  • Master of PuppetsMaster of Puppetslevel 3
  • Pope SimpliciusPope SimpliciusUnholy Pope, level 3
  • Chaos ArcherChaos Archerlevel 6
  • Athidorth, The QuietAthidorth, The QuietRustgold Drachorn, level 3
  • Knator War MasterKnator War Masterlevel 5 · 2 held
  • Unholy Priest IIUnholy Priest IIlevel 2 · 4 held

The most experienced kinds, of 33 creatures in all.

Adepts 1,181

1,181 players joined the realm as Dhyone’s adepts. The 48 most active of them:

From the Adventure Log

Page 547 · A Debt Repaid

Dst interjects, "So many Necros." She shrugs and waves dismissively. "What
if some die?"
Princ Rhaegar stands and then explains, at length, that the citizens of
his land didn't stop Maebius' plan because none had the desire to do so. He
even admits to some curiosity about what Necrovion's reaction would be.
When he finally finishes, he sits and watches Azull. The King of Necrovion
stands, but is silent for a time before speaking. "My blood, and the blood
of my people, has been spilled because of your inaction. In turn, I have
taken your blood, and the blood of your people." He crosses his arms and
stares at Rhaegar. "Vengeance has been satisfied. I am ready to end this
now."

This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.

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