MagicDuel
No one
Generation 1

No one

Resource Merchant
also Guardian of Tools · 2 titles held

“Buys and sells resources for a profit. Masters economic and trade skills. Needs many unique resource types traded over long time. Can attend further studies at the Archives.”

  • 5Mind Power 5of 7 levels
  • Seal of SixLands Of The East
  • Honor 4,523of 5,000

3,845 days in the realm since 4 March 2008 · started in The Original Story Mode

Record

  • Fights10,472 won · 10,472 lost
  • Active57% of days · 3,845 of 6,783
  • Adept ofNimrodel
  • Player ID29704
Play with No one as your mentor

Join the realm from this page and you start as No one’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 No one.

Character

Combat stats tap a row for its sources

  • 6,864.55 initial + 60 territory + 20 alliance = 6,944.55

    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.

  • 5,050.17 initial + 25 territory + 2 alliance = 5,077.17

    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.

  • 1,453.04 initial = 1,453.04

    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.

  • 1,585.21 initial = 1,585.21

    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.

  • 2,287.29 initial + 10 alliance = 2,297.29

    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.

  • 504.47 initial + 20 territory + 10 alliance = 534.47

    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.

  • 2,697.76 initial = 2,697.76

    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.

  • 2,134.50 initial + 50 territory = 2,184.50

    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.

  • 3,351.83 initial = 3,351.83

    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

  • 2,733.17 initial = 2,733.17

    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.

  • 24 initial = 24.00

    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 74.1Herbalism 90.0Waterhandling 90.0Finesse 90.0Excavation 10.3Gardening 57.9Filtering 49.5Experimentalism 90.0Taming 1.5Dowsing 90.0Fusioning 10.2100
  • Herbalism90.0
  • Waterhandling90.0
  • Finesse90.0
  • Experimentalism90.0
  • Dowsing90.0
  • Mining74.1
  • Gardening57.9
  • Filtering49.5
  • Excavation10.3
  • Fusioning10.2
  • Taming1.5

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

Principles

Time Principle 4,000 · Principle of Entropy 4,000 · Principle of Imagination 4,000 · Principle of Balance 4,000 · Principle of Syntropy 4,000

Realm

Seal of Six

Lands Of The East

Housing oneness 10%

Armoury

No set pieces worn.

Writings

Comments on self


I HATE RP.


I wish :
 -
most important:  Independent  Memory Stone Detector  - April 2013, 8th MD BD
 - resource packing tool
 - personal treasury
and
 - other independent items from "closed" lands


Targets:
 - 1000 herbs (all 4 types) - mid 2012
 - 100 Herbalism skill - January 2013
 - 1000 of each herb - December 2012
 - 500 water - February 15, 2013
 - Deplete the 60 water from GG - February 15, 2013
 - 2000 of each herb - March 2013
 - 3000 of each herb - July 2013 ( 3000 Aromatic Herbs - June 10, 2013)
 - 1000 Goop - April 30, 2013
 - 4k of each of the herbs - February 7, 2014
 - 5000 of each herb - December 15, 2014
 - 10000 of each herb

 - 1000 flowers - provided to dst
 - 2000 flowers - provided to dst
 - 3000 flowers - provided to dst
 - 6666 flowers - provided to dst - Oct 21 2014 00:05:15 ~ Day: 293 Year: 9

 - 100 waterhandling - October 11, 2013
 - 1000 water - September 2013
 - 100 finesse - September 2015
 - 200 Herbalism - December 2013
 - 10 *gardening - before September 2013
 - 75 Experimentalism - January 21, 2016 23:43 :D
 - 100 Experimentalism - May 24, 2016
 - Dowsing: 100 (100)    Server time: May 02 01:13:56


Other milestones:
 - 4k of each of the herbs - February 7, 2014 (4244 Aromatic herbs / 4158 Toxic plants / 4148 Unidentified plants / 4004 Tea leaves )
 - 5k of each of the herbs - December 15, 2014
 - 6k of each of the herbs - June 14, 2014
 - 1k volition - September 2015
 - 7k of each of the herbs - February 25, 2016


Nepgear - 4+1 Mineral water for 8 Paper
  2018-10-08

My little quest Quest Info

no quest for the moment

Resistance is futile Military ways and beliefs

Resistance is futile
Defending is useless
Running is useless
Life is irrelevant
Surrender and be processed quietly.


---------------------
Why don't you you tell no one about .. that?
No one has to know about it? No one should ... ! No one hears ... .
C'mon .... maybe no one should ... NOT  ? Maybe no one cares ... differently ?
So I tell you now: spare no one and look at yourself first !

Lightsage: Well, I'd miss no one if you were gone. :P


I wish :
 - most important:  Personal / Independent  Memory Stone Detector
because of GG's monopoly
 - other independent items from "closed" lands




This page is difficult to create.

I will say this:
1. I want to be able to revert spell :
      - explain: a spell cast by A on B , i want it reverted to be as if B cast it on A
      - time frame: why the effect is still on or at max 2 day
      - duration: remainder of the effect on B to be transferred on A
      - example: ??? i don't know, I should get a list for the possible choices for the targeted player from attack lock , move lock to mirror  and to kill and revive spells

2. heal creatures
     - explain: heal creatures of the target player with my own VE
     - extent : heal one, two or all  as a choice of power of spell
     - target: could be chosen between : random , first , last
     - example:
heal first one creature of playerX
heal random two creature of playerX
heal first all creature of playerX      -> should heal all possible (with my current VE) starting from first
heal all creature of playerX      -> should heal all possible in random order
heal random all creature of playerX      -> should heal all possible in random order

3. kill creature
    - exactly opposedto the heal creatures but I would still lose VE




Creatures 199

  • Elemental VElemental Vlevel 6 · 7 held
  • MadhornMadhornlevel 5 · 2 held
  • Tamed ReindrachTamed Reindrachlevel 5 · 2 held
  • Rustgold MadhornRustgold Madhornlevel 5 · 2 held
  • Angien EggAngien Egglevel 1 · 4 held
  • SnowballSnowballlevel 1 · 11 held
  • Angien Sentinel IVAngien Sentinel IVlevel 7 · 3 held
  • Angien EggAngien Egglevel 1 · 2 held
  • Tainted Sentinel IVTainted Sentinel IVTainted Angien IV, level 7
  • Wind Dragon IIIWind Dragon IIIlevel 6
  • DoppelgangerDoppelgangerlevel 4
  • Aramor Assassin - AnniversaryAramor Assassin - AnniversaryAramor Assassin - Anniversary Edition, level 3

The most experienced kinds, of 199 creatures in all.

Adepts 16

16 players joined the realm as No one’s adepts.

From the Adventure Log

Page 74 · SmartAlekRJ's Lost Dragon

As the masacration continues, SmartAlekrj looks terrified at the horrible show. Several hours pass untill the tiny people completly desintegrate the massive beast, and as nothing happend moments ago, they resume their daily rutine. A small group comes to clean the remaining bones that form a huge scheletton where not long ago a mighty dragon stood.

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