Mallos

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Mallos last won the day on March 8

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About Mallos

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    Mage
  • Birthday 08/29/1993

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    trento.007@hotmail.com
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    trent.ostgaard

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  1. I would be left with wisdom for greatest effect, power close second but outshined and devalued by my own principles, not that I'm the best for any of these three. In my opinion Fang Archbane inherits the courage as I see him try often against severe odds, continuously defeated to still continue and persevere once more. And as such Dst encompasses power for sheer effectiveness in enacting change within the realm time and time again whether liked or hated. I may leave out old/inactive vets in my choices, but they aren't so eligible because of that.
  2. Is there anyone willing to take the tools for the MagicDuel Archives and the Tea Market in the East?
  3. The tools listed below are currently in my possession and may be open for reassignment, please apply in this topic if one of these spots interests you. WindSanctuary Tool Legislator MDA Tools Legislator TeaMarket Tools Legislator The Golemus Lab Tools Legislator ^Is also open as it wasn't initially assigned though I am not in possession of it. Your application has been received Fang, I will resend it soon and hopefully we can get some more people in the mean time.
  4. A shade to fight with or against? I suppose I want that bloodthirsty feeling back.
  5. With the new "Favourite" link there is a lot of red links to be seen, perhaps if the "upload picture" link was only available through the "Full Details" page it would be easier on the eyes.
  6. After having spent over 2 and a half years not defeating the tutorial shades at mp5, I would like to document a few of the effects of leaving them around. This means to not finish the tutorial in its current state. To start, the tutorial shades are the NPCs you encounter on your way back from the Aramory to the Path of Loneliness while following your scroll's directions, as part of the tutorial for the game. They initially appear at the Old Man's Road to block your progress north, and continue to show up at the House of Liquid Dust and finally the Fields of Abandonment. Defeating the last shade "Road Shade" initiates story mode and sets you on the path to completing the tutorial. Refraining from doing so will keep you from removing certain limitations your account endures while beginning the game or upgrading mind powers. There are two main limitations I have noticed that I will now describe. You will not get to pick your next principle. For instance, going from mp4 to mp5 will leave you at x/5 (x being the number of previously selected principles, 5 being your current mind power) so someone who has 4 principles will be Mind Power 4/5 until they finish the tutorial and select a fifth principle, becoming Mind Power 5/5. You could also be MP 2/4 or MP 0/5 for example, but you will not be able to pick the max amount of principles available to your mind power until you finish the tutorial (this might not be the case for mind powers other than 3, 4 and 5, as other mind power levels can have some interesting implications). This seems to suggest a degree of partiality in your character until you deal with the shades and finish the tutorial. You will be very limited on where you can move to without aid. You can still access locations but you will need to do so through other means than using arrows and clickies (as they will not show up), such as being ported or pulled by leash. The restricted locations are a bit variable and I will describe the factors that will be limiting you, as follows (warning, potential spoilers): - Clearing out all the shades until the Fields of Abandonment will allow you to walk freely from that scene to anywhere south of it, but you cannot move north until finishing the tutorial. Accessing the mainlands from here will normally require going through Golemus and the Labyrinth. - At the Gazebo of Equilibrium you can not move south, as well as at the Path of Loneliness you can not move north (since the bull will remain there). This combined with the above point makes scenes from the Paper Cabin through to the Path of Loneliness (and in some relation Necrovion) almost entirely inaccessible. You also can not move east to Berserker’s Way. - The statue at the Marble Dale Park will not be there until you finish the puzzle, at which point it will appear then disappear when interacted with, allowing you to go underground. In its place will be a cover keeping you from going underground. An effect of finishing this puzzle before finishing the tutorial is that after finishing the tutorial the statue will reappear, and disappear when interacted with while not having to resolve the puzzle. - The guards to Willow's Shop will not appear. This will keep you from being able to enter the shop. - The guards to Loreroot will not appear. This keeps you from being able to enter or exit Loreroot through the front entrance. - The slime at the Meeting of the Roads will not appear. This will keep you from walking south from that scene to the Fenth's Press. Other implications of not finishing the tutorial may include fewer tools/resources and creatures available to you without spending wishpoints or obtaining pass papers or ports, as well as fewer item collecting locations and armor/weapons available and less possible token principle combinations. So asides from being able to sit and have a chat with a shade, a privilege not often obtained, refraining from defeating the tutorial shades comes with two main limitations being fewer principles and less accessible locations. Many might find this a very unattractive scenario to be in, but personally I quite liked it. Limiting myself in such a way was nice, to see how my behaviors in the realm had to change and adapt, and I still somewhat regret dealing with the last shade although doing so frees me to fulfill other responsibilities. Perhaps a question to be asked is... Since defeating the tutorial shades frees us so much, what do we have to gain (or lose) from defeating the shades in Necrovion? ... I for one, would like to find out (I know this isn't perfect evidence of my 2 and a half years at MP 5 and not finishing the tutorial, but it's the best I have screenshot wise. It's 3 pictures put together for slightly easier viewing, not having to link 3 images)
  7. I will be hosting the first Newbie Focus day on September 25th, anyone who wants to participate can meet us in the Paper Cabin or throughout the realm as the day goes on. I am particularly looking for individuals who would be willing to provide tours of their lands and anyone who has simple quests they can give to younger players, PM me if you would be willing to provide such (even if not for this event). We will be emphasizing activity around the realm and hoping to provide targets for newer players to train on and interesting players for them to meet.
  8. About how much resources in herbs would you accept for a shmsh? PM me if you want. I'd want one but coins are not a preferred payment method for me (I can possibly "haggle")
  9. Well a combination of fenths heat water maybe some syntropic dust and clothing items (possibly from personal items like an eyepatch for instance + woven clothing out of unidentified herbs) would be what I would expect could *recreate* a Water daimon if necessary. I do believe (though quite likely mistaken) that the database can some way track creatures you've had previously through old IDs and maybe logs of sacrifices? I know there's lots of database logs for items currently in MD it wouldn't surprise me to see similar for creatures. Similar recipes like for a regular elemental egg might be a larger amount of heat (no water or clothing) as well as more dust and ashes (if a certain caretaker recipe goes live) and a personal item such as..... omelettes? I'd list more recipes but I'd have to think it through, similar schemes apply can apply. I would be skeptical of any type of resource or personal item's ability to be revived after use as they tend to leave some hard traces of their existence leftover from processing, rather than stats and possible fenths produced by creatures. +Chewett's opinion is a good one, most people will tend to want to see input from the person looking for info before giving info out, it's all about information being valuable and trading it. Most cases you give in order to receive but personally I find reaching out to gain info is a step most players don't take on their own unless compelled and should be commended/rewarded when the info is being made public.
  10. I think the opposite in a sense... At infinities things break down and don't make sense anymore (to our finite brains) and thus limiting infinities in a game could be the sole reason players have to continue playing such a game as grinding endlessly without some sort of reward or endgame, while fun at times, is impossible to humans. This is why most games cap out level wise. I do like your metaphor for creating an image of infinity but I disagree with the premise. These "images" are rather abstract if you do not set a specific value to them, and as such players also will not be able to set a specific value to the "images" thus making them either worthless or infinitely valuable, which to me are both worthless. Think of infinities as godly powers... We have yet little to no reason to believe infinities actually exist in real life (outside of a singularity which is ill defined). Infinite is only a concept that exists in mathematics and abstract thoughts.
  11. When you have to quote Pipstickz to roughly summarize how you've spent the last hour in MD... On the forums reading topics in the "Say hello, Goodbye, or something else" section to find only 1 person who said they were going to quit then did so. "2. This is more accurate: "MD quitting" - when you think you're quitting but you're really just taking a break."
  12. Bump I saw Eon at the GoE the other day, was odd. (S)He might have been trying to kill someone. I also see Akasha hiding inside Kelle'tha's Cannon on occasion.
  13. I can do tasks depending on what they are. I particularly like helping new players
  14. judges

    "Why do they have the abilities and why are/should they be different to the current rulers (who have a significantly weaker version)" http://magicduel.com/page/Announcement/view/3903 It's stated in the announcement above why: "After long discussions with Mur about what he wants to do with the bringin spell he has decided on it being replaced with a more fitting spell. All those who had the bringin spell from land leadership have had it replaced by a weaker spell which has two limitations. It is only able to be cast on members of the land you were king of and you must be in that land when casting the spell." "The two leaders of the nomads, Syrian and Azull, have been given 20 non regeneratable casts of bringin, This replaces the permanent bringin spell Azull had and represents the fading of their kingship powers." Personally if I had to have the spell changed I would make it work only on anyone with a nomad flag but work while cast within any land, and give them 2 spell casts. "It is only able to be cast on members of the land you were king of and you must be in that land when casting the spell." Why give them extra rights with it than other ex-leaders? Because for them to be in Necrovion officially they need to be on tour or hiding from the Death Patrol and this is hard to do without being dead (and bringing in others is likely a death sentence, not too lenient), I don't think they should be restricted from using their spell as they are ex-Necrovion and don't currently seem to have a homeland. They have a traveling nomad camp already so if the spell is changed it would likely benefit their camp. How to change the spell would be up to dst/Burns or Chew/Mur, since they already chose as per the announcement. But maybe @Azull or @Syrian would like to give input on this topic