MagicDuel
dst
Generation 3

dst

Watching you
also Judge · 2 titles held

“I know what you did last summer.<br />\r\nTrust Points 8/8.”

  • 5Mind Power 5of 7 levels
  • Shattered IllusionsUnderground
  • Honor 4,988of 5,000

4,214 days in the realm since 13 December 2007 · started in The Original Story Mode

Record

  • Fights9,513 won · 9,513 lost
  • Active61% of days · 4,214 of 6,872
  • Player ID17096
Play with dst as your mentor

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

Medals 12

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 dst.

Character

Combat stats tap a row for its sources

  • 11,328.43 initial + 100 territory + 40 alliance = 11,468.43

    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.

  • 7,718.47 initial + 40 alliance = 7,758.47

    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.

  • 1,368.53 initial + 50 territory = 1,418.53

    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.

  • 2,044.03 initial = 2,044.03

    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.

  • 3,285.91 initial + 16 alliance = 3,301.91

    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.

  • 679.01 initial + 20 territory = 699.01

    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.

  • 3,852.47 initial = 3,852.47

    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.

  • 2,891.39 initial = 2,891.39

    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.

  • 4,601.52 initial + 50 territory = 4,651.52

    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

  • 551.30 initial = 551.30

    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.

  • 21 initial = 21.00

    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 26.6Woodcutting 60.7Waterhandling 27.4Finesse 28.6Excavation 90.0Gardening 20.2Filtering 26.7Experimentalism 25.4Taming 7.7Dowsing 16.8100
  • Mining90.0
  • Excavation90.0
  • Woodcutting60.7
  • Finesse28.6
  • Waterhandling27.4
  • Filtering26.7
  • Herbalism26.6
  • Experimentalism25.4
  • Gardening20.2
  • Dowsing16.8
  • Taming7.7

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

Principles

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

Realm

Shattered Illusions

Underground

Housing oneness 20%

Armoury

No set pieces worn.

Writings

Comments on self

Chaos, panic, pandemonium - my work here has just started!


My wishes list:

Wishes (random order): 
-Independent Rainbow Candy Boxy
-Independent Pickles Jar
-Independent Shovel
-Independent Skull Collector
-Kill item
-Revival item

-5 regenerable casts of Send to Lighthouse spell
-5 regenerable casts of Send to Fountain of the Lost Path
-5 regenerable casts Petrify
-5 regenerable casts of each of the weather spells starting with the rain ones


      My decalogue:

  1. My opinions may have changed, but not the fact that I am right. 
  2. My only flaw is that I'm perfect. 
  3. Don't believe that sort of rubbish, unless you hear it from me 
  4. I'm so great I'm jealous of myself 
  5. Everyone is entitled to my opinion.  
  6. Save time... see it my way. 
  7. There are two ways to look at things: Either my way or the wrong way.
  8. It matters not whether you win or lose; what matters is whether I win or lose.  
  9. I don't have an attitude problem. You have a perception problem.   
  10. I am a self-made woman and worship my creator.

Military ways and beliefs

                 Military ways and beliefs aka Divide and Conquere



 
I will not use this to explain/teach strategies. I will use it to brag. I noted down some of my achievements in MD throughout the 2 3 years I have been playing. There are still some things I consider achievements but that I haven't posted them here due
to the fact that some might see them as pure maliciousness. You will not see things like how to solved the berseker's puzzle or defeated loreroot guards. Those are unique things that I have done. Enjoy! :D

-I was the first one to make HC a team contest (back in June and July 2008 
when with the help of No one and Venger-who was a real player on those
immemorial times- won HC. I won in June, No one won in July and Venger was on the second place in July).
-Invented the "fat baby" ritual - a ritual based on a single deadly
creature: a single grasan. It was one of the strongest rituals (and it still is) for a really long time (until another creature came along).
-With the help of Venger (who discovered a method to decrease player xp
when they reached cap) and sacophilez (one of the smartest players MD ever had) perfected the well-known method of getting rid of xp without losing of VP and getting the maximum out of it.
-Improved "fat baby" ritual: now it had freeze ability (I will not tell
how it was created - the veterans already know and the newcomers don't need the info - since this is not possible anymore using the same mechanism - it was a bug).
-Togheter with No one we took over 4 of the most important alliances:
Loreroot, GG, Sentinels and MR'Frat If you want to know more read the announcements and this topic:
http://magicduel.invisionzone.com/topic/2410-a-story-about-frienship-and-betrayl/?hl=betrayl
-No one came with the idea of the "ghost ritual" and I applied it - only 3
more players found out how to replicate it. It is still the closest to
perfection ritual.
-Me and No one were the first to receive the silver and then gold mechanics medals
-I played with tons of bugs. I will name only few of them (maybe the most spectacular of them)the 4 bilion ap bug, energy burst without having the necessary amount of wins, attack offline players, read what alliances were writing in chat (:P I bet few of you knew about this one), read what was written in every scene as long as I had the coordinates of the location, attack mp6 players when there was no attack button, attack while in dream (and do other stuff while I was there).
-Won Villain of the year (2008) and Techie of the year (2008).
-Got my own guild: Shattered Illusions. This is the first and for now only ally/guild located in the Underground.
-Won Best Fighter and Best Quester 2009
-Destroyed the DS alliance.
-Made it on the staff page :P (http://magicduel.com/index.php?pag=staff)
-I was the first to complete all 6 released Achievements
-Won Elite Evil Villain, Most Addicted and Adventuring Trophy in 2010





Creatures 120

  • powerful left handpowerful left handMadhorn, level 5
  • Tamed ReindrachTamed Reindrachlevel 5 · 2 held
  • Rustgold MadhornRustgold Madhornlevel 5 · 2 held
  • Angien Sentinel IVAngien Sentinel IVlevel 7 · 5 held
  • right pinkyright pinkyWind Dragon III, level 6
  • Elemental VElemental Vlevel 6 · 3 held
  • Tainted Angien IVTainted Angien IVlevel 7
  • Dark IVDark IVlevel 4
  • Tainted Angien IIITainted Angien IIIlevel 6
  • Majestic WinderwildMajestic Winderwildlevel 6 · 3 held
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3 · 4 held
  • Water Daimon IIIWater Daimon IIIlevel 7 · 3 held

The most experienced kinds, of 120 creatures in all.

Adepts 32

32 players joined the realm as dst’s adepts.

From the Adventure Log

Page 158 · The Shades Ballance - Me.

With Wodin taking a break, Metal Bunny has discovered that those who fight against
the shades have concocted a plan to destroy Khalazdad. Overhearing whispered
conversations, he hears a follower of light proclaim that ".nowhere but Necrovion is
safe for him now."

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