MagicDuel
MRAlyon
Generation 7

MRAlyon

Woodcutter's Apprentice
also MR's Commander · 3 titles held

“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
  • MR's FraternityGolemus Golemicarum
  • Honor 1,693of 5,000

5,941 days in the realm since 18 February 2009 · started in The Original Story Mode

Record

  • Fights25,108 won · 25,108 lost
  • Active92% of days · 5,941 of 6,431
  • Adept ofChewett
  • Player ID135726
Play with MRAlyon as your mentor

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

Medals 5

Medals are earned through hard work and given one player at a time, sometimes with a ceremony. Together with titles, they are what the realm holds as true about MRAlyon.

Character

Combat stats tap a row for its sources

  • 30,869,037 initial + 7 alliance = 30,869,044.00

    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.

  • 23,266,769 initial + 2 alliance = 23,266,771.00

    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.

  • 5,277.01 initial = 5,277.01

    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.

  • 14,574.44 initial + 20 territory = 14,594.44

    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.

  • 19,076.09 initial + 1 alliance = 19,077.09

    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.

  • 3,936.20 initial + 20 territory = 3,956.20

    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.

  • 22,094.32 initial + 40 territory = 22,134.32

    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.

  • 18,847.65 initial = 18,847.65

    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.

  • 27,916.84 initial + 50 territory = 27,966.84

    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

  • 1,648.22 initial = 1,648.22

    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.

  • 234 initial = 234.00

    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 90.0Herbalism 90.0Woodcutting 90.0Waterhandling 90.0Finesse 90.0Excavation 90.0Gardening 90.0Filtering 90.0Experimentalism 90.0Taming 90.0Dowsing 90.0Fusioning 90.0100
  • Finesse90.0
  • Mining90.0
  • Herbalism90.0
  • Woodcutting90.0
  • Waterhandling90.0
  • Excavation90.0
  • Gardening90.0
  • Filtering90.0
  • Experimentalism90.0
  • Taming90.0
  • Dowsing90.0
  • Fusioning90.0

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 4,000 · Principle of Balance 4,000 · Time Principle 4,000 · Principle of Entropy 4,000 · Principle of Cyclicity 4,000

Realm

MR's Fraternity

Golemus Golemicarum

Housing oneness 10%

Armoury

No set pieces worn.

Writings

MRAlyon Comments on self

    

Title:                                                                    MR's Commander

MR Items:

·     MR Knight’s Sword 

An intricately crafted sword forged from the powerful adamant alloy. Forged in a drachorn's flames, this sword symbolizes the MR Fraternity's military power. On the hilt is crafted the symbol of the MRs with a sun and a moon on its sides. 

·     MR Knight’s Crown 

A beautiful crown made of gold and silver, decorated with amethyst. It symbolizes the MR Fraternity's wise rulership. Adorned with the symbol of MRs and the carvings of a sun on the outer layer and a moon on the inner layer. 

·     MR Knight’s Ring
A ring made of gold and silver that symbolizes the MR Fraternity's true strength. The ring represents the MR Fraternity's bond, with every MRs fighting for the same goal. Inside it is etched the symbol of the MRs with a sun and a moon. 

Land of Fraternity:                                   Golemus Golemicarum (GG)

Personal Achievements:

·        Solved berserkers puzzle MP3, MP4, MP5;

·        Gained access to Loreroot MP4, MP5;

·        Beat willows shop at MP3, MP4, MP5;

·        Explored Necrovion MP3, MP4, MP5;

·        Won Labyrinth Competition and made my personal map for going into GG by Labryinth MP3;

·        Explored Golemus Golemicarum MP3, MP4, MP5;

·        Collected entire Royal Guard, Medusa Ceremonial Armor and Sun God Armor MP4;  

·        Joined the MR’s Fraternity MP3;

·        Got 4 spell document MP3, MP4;

·        1th place in Trophy Head contest August 2009 MP4;

·        Gained 1 wishpoint from Broken Pattern Puzzle MP5;

·        Gained 3 wishpoints for active days (60 / 120 / 365) MP5;

·        Gained MR's Knight tag MP5;

·        Became a LHO MP5;

·        Gained MR's Fraternity leadership with MR's Commander tag and a spell for give MR's Flag;

·        Won Champion Fighter 2012;

·        Won Mark Of The Beast;



Wishes:

      ·        Access to all secret places;

      ·        Unreleased creatures (Minotaur);
      ·        Skilldamage;
      ·        Revival item;
      ·        Kill item;
      ·        Summon spells;
      ·        Indipendent items;
      ·        Illusions;
      ·        Send to GoE;
      ·        Send to Lighthouse;
      ·        Send to GoC;
      ·        Open Necro;
      ·        Teleport into East Land;

Golden Globe Gazeebo Personal hate list

MR Training Grounds

Located at the Golden Globe Gazebo in MDA Gardens
  
GGG Staff
 MRAlyon  
 MRWander 
MRHoly One  

Please do not attack without prior knowledge of how we train. For information on how to attack ask one of our Staff members. We use ONLY non damaging rituals

Example of Defense: Single Grassan set on Weaken Defense

Example of Attack: 4 Heretic Archers set on Weaken Defense and 2 Winderwilds

We hope that everyone enjoys what we have created and please do not ruin it for other players by breaking the rules.

If you enter the Golden Globe Gazebo for any purpose, please set a single creature NON damage ritual, even if you do not wish to train

Violators WILL BE Prosectuted by GGG staff


Special thanks to these people for helping create the MR's Training Grounds

 Shoeps
Akasha
MRWander
MRV
MRHoly One
MRWarrior

Without their support and countless hours of testing this could not have been possible

MR Training Grounds Military ways and beliefs

Golden Globe Gazebo



Basic Training Rules in Golden Globe Gazeebo interior

- all players are protected by these rules regardless of mp level or if they are idle or active;

- defence must be a single fully healed non damaging creature with at least 301VE. If you plan to go idle set 3-5 defenses total please;

example: elemental I set on weaken;

- attacking rituals must deal no damage or lifesteal to single creatures or all creatures, or heal/regen your own creatures;

example: 4 elemental I set to weaken 2 grassan lvl 1 (they target multiple creatures and can't damage single creature);

- PAY ATTENTION TO CHAT ANNOUNCEMENTS;

- if you enter the Golden Globe Gazebo for ANY PURPOSE, please set a single creature NON damage ritual for defense, even if you do not wish to train;

- if your defense or anyone else defense isn't set properly TYPE IT IN CHAT SO EVERYONE CAN SEE. Whether you broke it or not;

- try to keep chat and roleplaying to a minimum or if not possible at least repeat who's defense rits are broken once its off the screen.

The purpose is to gain wins for your creatures without gaining experience

Any questions comments or concerns about GGG staff

if necessary GGG staff will enforce these rules
repeated violaters will be prosectuted by GGG staff


Abilities that can be used AND how to use them properly

 Ability   Target   Ritual Status 
 Weaken Defense   Any    
 Damage   Multiple or Dying   
 Haotic Strikes 
Multiple or Dying
 
 Energy Burn  Multiple or Dying
 
 Lifesteal   Multiple or Dying   
 Heal   Any   Fully Healed 
 Regen   Any   Fully Healed 
 Martyr   Dying   Fully Healed 
 Defend   Dying   Fully Healed 

GGG staff: MRAlyon, MRWander and MRHoly One  

Special thanks to these people for helping create the MR's Training Grounds MRD, Shoeps, Akasha, MRWander, MRV, MRHoly One, MRWarrior. Without their support and countless hours of testing this could not have been possible

Creatures 161

  • Tamed ReindrachTamed Reindrachlevel 5 · 2 held
  • MadhornMadhornlevel 5 · 4 held
  • DoppelgangerDoppelgangerlevel 4 · 3 held
  • Frosty The SnowmanFrosty The Snowmanlevel 3
  • Fatty The SnowmanFatty The Snowmanlevel 3
  • Elemental VElemental Vlevel 6 · 2 held
  • MRLorerootianArcherMRLorerootianArcherMaster Lorerootian Archer, level 4
  • Master SharptearMaster Sharptearlevel 4 · 3 held
  • Jimmy The SnowmanJimmy The Snowmanlevel 3
  • MRTainted AngienMRTainted AngienTainted Angien III, level 6
  • MRPhoenixMRPhoenixResplendent Winderwild, level 6
  • Wind Dragon IIIWind Dragon IIIlevel 6 · 3 held

The most experienced kinds, of 161 creatures in all.

Adepts 17

17 players joined the realm as MRAlyon’s adepts.

From the Adventure Log

Page 274 · The Shade Ballance - Wod. Dst, Yrth.

"So ..so.. Knatty, you have the dagger ...the dagger used to kill Marind, i wonder how is that possible". Wodin fades away as yrthlian approaches silently planning to kill him. "My job here is done, morphing back into his real form, Dst moves away knowing he did the right thing even if he will be hunted by everybody forever."

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

Join the realmPlay