MagicDuel

Harion

  • 5Mind Power 5of 7 levels
  • Marind Bellno alliance
  • Honor 4,882of 5,000

181 days in the realm since 27 March 2009 · started in The Original Story Mode

Record

  • Fights428 won · 730 lost
  • Active3% of days · 181 of 6,395
  • Adept ofLightsage
  • Player ID142590
Play with Harion as your mentor

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

Character

Combat stats tap a row for its sources

  • 182.52 initial + 10 territory = 192.52

    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.

  • 117.67 initial = 117.67

    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.

  • 46.65 initial + 15 territory = 61.65

    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.

  • 38.29 initial + 30 territory = 68.29

    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.

  • 78.59 initial = 78.59

    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.

  • 16.63 initial + 45 territory = 61.63

    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.

  • 79.60 initial = 79.60

    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.

  • 29.03 initial = 29.03

    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.

  • 42.67 initial = 42.67

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLogging100

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 Syntropy 94.58 · Principle of Light 266.11 · Principle of Imagination 68.20 · Element Principle 98.78 · Principle of Entropy 4.80

Realm

Marind Bell

No alliance

Armoury

No set pieces worn.

Writings

The Stranger Comments on self

--Day 35--

The reasons and methods by which I came to this land does not overly concern me. What was and what will be will come or will be revealed in time - or not, if the gods so choose it. I live only day to day knowing what I can and cannot do in this land. For now however, I set aside all questions and deal with the harsh unreality of this realm. I am only concerned with surviving - for now.

I am disturbed though by one thing which has been niggling at me. What is this pain I feel whenever I try to think of my past (or wonder if I ever had one)? Tears form in my eye and I do not know if this is because of the pain or because of something else. I feel as if I have lost a great deal more than my memory. And no, it is not because I cannot walk and I cannot see. Though blind and a cripple, somehow in this world it doesn't matter much. I can still travel and I can still see, though by what design I do not know. Regardless, I am thankful for that one blessing being in this world gives me.

I may have lost my memory and much more, still compensating for my infirmities somewhat balances things.

This scar on my neck itches though. It is deep and goes around as if somehow someone (or something) has tried to strangle me with a thin string of metal and only got halfway through. It is a miracle I lived with that deep of a wound in my neck.

Though now whether I am still alive (truly alive) is the question.

--Day 71--


I have gained access to LoreRoot. Along with that access came new, powerful, mysterious yet beautiful creatures. I have gained much experience in my journeys and with that experience came knowledge, with knowledge came understanding, and with understanding, came power. But power came with a price.

One of my "all-seeing" blind eyes has finally reverted back to being blind.

More troubling still, is the contention of everyone I talk to that I have been gone for well over a year. Upon investigation, I found out that the last anyone ever saw of me in this world was on the 70th day of my arrival. After that, everyone said I just disappeared, leaving no trace nor any sign of ever being here.

And this morning, I woke up with an aftertaste of a dream. Of a girl with flowing black hair and melancholic eyes. Her sweet fragrance lingered even after I have wakened. Her name tumbled on the tip of my tongue before being swallowed by the roiling waves of sleep-wake cycle, and when I had fully wakened, the wind had blown it away to be hidden in that unreachable place of my mind where even my own name resides.

I must have more power! Only with power will I be able to traverse this world's many mysteries and secrets which it tries so hard to hide from me. More than my name, I must know the name of that girl which has stirred the beginnings of remembrance in me.

I will go east, a land in this realm I have not explored. Necrovion -- they say it is a land of occult practices and dark magicks. Many have admonished me and warned me not to go on with my journey, saying that there are shades there who will eat my soul and sacrifice my rotting corpse to their demon god. But I care not for shades or for demon gods. Who will? When every waking thought, I am filled with pain and longing unimaginably intense. It is as if a gaping hole in my heart is sucking my very being, trying to swallow it whole. And I feel that if I don't plug it up soon, there wouldn't be a tomorrow to wake up to in this world.

-Day 100-

I have been to Necrovion and even to that inacessible island, Golemus. Both lands hold its own secrets. Secrets which no interloper may easily steal. Yes, I was an interloper when I visted those lands. I entered not on my own power but with the help of a magical torch. Even then, gaining access proved less than fruitful. I learned nothing except to be affirmed as more ignorant than ever. I did not even gain new creatures or new weapons and armors. I went on a sightseeing tour that only got me lost in a very confusing labyrinth. It was so pathetic I had to come and ask for help to be able to leave the labyrinth. From those I sent a prayer to, only one responded. dst. And she promised help would only come this once.

When I got out of the labyrinth, I was so depressed I decided nothing more can be done about my powerlessness. It is impossible to gain anything more out of this land. I decided I'll just wait until this pain kills me, or until death visits me.

Who cares if I never know tha name of that girl? Who cares if I never know what happened to me and how I came here? The world surely doesn't. Not in this world anyway. So goodbye MD. Maybe in my death I will find my answer.

Personal hate list

plagiarizers and high falluters - no you are not smart if you use words you think others don't have the vocabulary to understand and no you will not get my respect if i discover all that you've been writing has been plagiarized

--
advice for adepts: read Lifeline's Military Ways and Beliefs page. it will save you a lot of regret and anguish. Lifeline is the King of Marind Bell and you can usually find him in Wind's Sanctuary. try to read the papers of everyone you come across. you never know what you might learn from them. finally, fill up your own papers! build your role in MD and interact with other players. MD is a social game, first and foremost and it is only by interacting with others will you grow and get deeper into MD.

some tips about fighting:

1. if you need wins for your creatures without increasing your wins and losses counter, go to GGG (found in MDA lands) and ask ppl there for help. be sure you have understood the rules there before anything else.  GGG is no more (well, the place is still there, but training grounds is no more) Now, to get your wins, you need to make friends and organize your own training set-ups.

2. if you're looking for losses, idling at dojo (marble dale park) or GoE (gazeebo of equilibrium) will help. set your def to a single non dmg creature (be sure it has 301 life or more or the ritual will not activate). you can also get wins in these places as many ppl there are looking for losses. talk to ppl and ask who needs wins and who needs losses.

3. try to balance your wins and losses. a balanced profile gives more XP per fight. also, when you get to a point that your profile is so unbalanced, you will take skill damage (meaning you will lose profile skills). also, try to attack players that will give you positive honor. if you get negative honor, you can only attack ppl that will give you positive honor.

4. learn to use a scout ritual. pick any creature that has the lowest max vit among your creatures. make sure it has at least 301 vit. put only that creature in a ritual, use 0% VE when attacking and use it for probing attacks. now, you can find out what enemies have for def and find out if you can defeat their defenses or not without having to lose VE.

5. hunt players with near death creatures and low VE for easy wins.

6. employ hit and run tactics early in the game when you are just weak and all your def rituals get easily broken. GoE is the best place for this as berserker's way (a sanctuary) is just one step away. heal in sanctuaries and come back out when you're ready. fight, hide again, and heal. later on, when your def rits do not get broken easily, you can safely fight wherever you like. just constantly heal your def rits so you always have your def up.

Creatures 22

  • Elemental VElemental Vlevel 6 · 3 held
  • Water Guardian IWater Guardian Ilevel 3
  • AngienAngienlevel 3 · 6 held
  • Day DreamerDay Dreamerlevel 2
  • Imperial Aramor WarriorImperial Aramor Warriorlevel 2
  • Grasan HuvourerGrasan Huvourerlevel 3 · 3 held
  • Majestic WinderwildMajestic Winderwildlevel 6
  • Walking TreeWalking Treelevel 5 · 2 held
  • Lorerootian ArcherLorerootian Archerlevel 2
  • FledglingFledglinglevel 3 · 3 held

The most experienced kinds, of 22 creatures in all.

Adepts 14

14 players joined the realm as Harion’s adepts.

From the Adventure Log

Page 124 · The Shade Ballance - Kh.

A commander aprouches Khalazdad, "Your Dark Majesty , we have a problem, our records are not big enough to keep track of all our new soldiers Not all of them are counted in the Necrovion millitary logs.." Turning his sight away, Khal speaks more for himself, "Who cares, they will die in battle anyway, no one will remember them...", "excuse me Sir what did you say?", "Nothing, nevermind the records, gather me new forces, we need to build a strong army for Necrovion". Under Khalazdad Leadership and his commanders, swarms of new recruits join the Necrovion army.

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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