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Everything posted by Muratus del Mur
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no its not about luck, its about discovering the game. When i say find i dont mean randomly find them in random places, i mean, they will be in certain places, and your goal is to discover those places, be it in the story or on the map. So people who will get deeper into the game will get more spells and creature types and people that will play longer/active will get more skills and upgraded creatures ... its a bit dificult to understand if you compare it to other games but it makes sense to this game at least. Nothing is random in this game, except the luck effect maybe
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- there will be 3 places to solve Marind's statue enigma. But the first question will be ...what is to be solved - shades are expensive and weak creatures, that makes them such a bad choice to recruit..for those who don't know their secrets yet. - the land guardian will fight only the most noble ones, for the rest he is immune. - Marind Bell's strenght lies in its Gates but some say the Gates are also its greates weakness. - Marind bell's people avoid going to any level deeper than the ground level.They have the belief that for each living man in MB there is a dead one waiting to take him back to Deathmarrow. - Magic lies allover the place, you just have to understand it. - Follow the white rabbit .... lol joking more to come soon. p.s. sorry for my bad english, i will have them rewritten to sound nice soon. The Elder, do you want to help with this?
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As you all know , we are at alpha test 3 allready and at this point the game is complex enough to hold a player several days trying to find his way until the end of the story and defeat all what is to defeat. ... in other words the game is complex enogh right now to be playable until some point and beyond. The problem right now...and its a big problem.... is that there are not enogh players in this community so that i can move on and develop things like alliance/guild systems, mass spells and other multiplayer features. We are like a small group of loyal people that come every day and check the entire map for whoever is online if anyone. I cant start advertising the game right now, its not big enough, it has to reach beta first, and advertising also costs a lot (2-3000$) and that means to stop developing it and to focus on advertising and its not the moment to do that right now...so we are stuck in the middle. People that come to this game from time to time leave because it looks like deserted and no one is online usualy. There are like 150 accounts right now but you see only 1-2 people online from time to time, this is because playes login to the game to search for others to chat with an they find no one and those who are not active members of this community have the feeling its some dead project or something. I am sure that if we could get more involved in this this whole thing it will be more stable and more players will be online at a regular basis. I say "WE" because this is my _request_ to you, whoever can help with this, please do so. If you are on other games or have friends that like to play adventure games, or browserbased or so , tell them about this one. Try to make them use your referrer code it will be usefull for you, but dont mass message the link with the referer code, usualy people dont click those links. I dont want you to spam or things like that, just those of you who know other players or are part of other online gaming communities, can spread the word about this game too..it will be very helpfull indeed, especialy at this point where i cant advertise it yet and i cant test it right yet also because of the lack of players simultaneosly online. Thanks!
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no way, so that once one of the clan finds one spell out it will mass message to all of clan memebers ..its not fair ...
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Game integration of the PRINCIPLES
Muratus del Mur replied to Muratus del Mur's topic in Archives on Magic and secret stuff
once you click the principle name it should remain the only one on the page and a continue button should appear, once this happens everything is fine. Actualy once the continue button appears its OK. if you dont get the continue button it means something is wrong and i will ask what browser are you using. -
well...the wizard is not waiting for the sunrise ....or it might be from the picture there, but the question was more deep than that of course. Its also not waiting for the game to begin, i was thinking that this option was to obvios for you to tell but it seems more of you thought of it. Thank you for the creative and funny answers also The answer is HE IS WAITING FOR YOU, the player simple answer like always the wizard is the end somehow ... it might be a master of some sort that you will reach at the end , or that master might be you actualy. The wizard is waiting for you to reach him so to speak, to become him. The wizard is you at the end. You , the player, are at the place where the sun should rise (in the picture) and YOUR rising not the suns is what the wizard is waiting for. i hope i didnt get you more confused. ------------ Nice Answers ---------- chewett thw wizard is waiting for the time when the game is ready ready to teach the novices (us) how to fight the evil all around horrisyodo The wizard is awaiting for a hero to rise (Us players) and beat the rising evil which is revealing itself upon us nostor maybe he's the god of this game and is looking down on what he has created till nowlooking forward at the long road head of him Lucren hmm... I would say hes waiting for The world to grow he stands on the edge of the world that has been created waiting for the rest to rise up. the Elder i do believe the Wizard to be none other than the Creator himself in disguise, looking down over us as our journey's begin ------------------------------- ready for the next one?
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i was thinking to tell you a short story aout how the spell casting will be in the game. I am working right now on it and i was thinking to hear your reaction about it before it will be ready. I'll try to recreate the thing step by step the best i can. Things may come out different when it will be ready. So... spells will be active for each player, just that you wont know what spellwords each spell has. There will be places in the game and in the story that tell you about those words. Once you think you discovered sone magical words , write them down! in the game interface there will be a way to enter those words, i dont know exaclty where and how. Depending on principle points you will be able to upgrade the learned spells, each spell will require one different principle point for each level: example: invisibility level 1 , requires principle of darkness invisibility level 2 , requires principle of darkness plus principle of entropy invisibility level 3 , requires principle of darkness plus entropy plus imagination and so on basicaly at level 7 (maximum) you will need to have mindpower 7 and replay the story 4 times allready ..so to cast a spell you only need to know the right words and type them, thats it, no activation, no buying of spells, nothing, they are all there you just need to figure them out and that you will do with cles from the story and on different locations in the map. Dont worry you wont be able to post them on a forum after you learn them, they will be unique for each account, dont ask me how i will do that..i'm working on it for some time... also if you try a spell and type it wrong it will be painfull so no testing of possible spell words. after you type those words and possible a target player, the spell begins, it will be active for a limited time. Some spells depending on level can affect multiple players selected by guild. example of simple spell: ~~ shades away mi dir muday : will cast invisibility on self, no other player will be able to see you online and attack you for some time example of high level spell: ~~ el narud narin fire clean them all: will cast ring of fire to all players online in same location and not from same guild. this spell will do damage to all players with 'heat' and will send back to capitol all players with vitality zero. example of targeted spell ~~ duran dur defend Lucren Lucren is a playername, this spell will target that player if he is in same location with the castet and will increase defence temporary (double it) these are just examples i made up right now. Once a spell is casted on you, your interface will change a bit showing this...maybe things will start to sparkle for good spells or black things will invade you for evil spells. you will also see a notification of who is performing that spell. some spells will require collaboration of multiple players , for example, allied players can cast something to make them more receptive to magic and one player will cast then a booster spell to grant them temporary incresed skills. There wont be any mana points, spells will consume vitality , action and exploring points. thats it for now, i wait for a reaction from you about this..do you think it will be dificult to play or what other problems do you think might appear during gameplay...just shoot your ideas about this and i will think what is usefull and what not, thank you.
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something like this, even if skills are something tottaly different. The creatures are more like spells with their own will ..they are magic creatures that exist only when used and when they are not used the player just keeps the memory of those creature so that he can use it next time. I tried to do this in the programming part also, the creatures share abilities with the player based on the vitality that the player puts in the creatures before combat. am i making sense here?
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I write this as a reply to this topic: http://magicduel.invisionzone.com//index.php?showtopic=78 want to hear the spooky explanation to the "pets" that are not actualy "pets" in magicduel? ...little kids cover your years ... The creatures you can recruit, are not real creatures, as you can notice, there is no part in the game where you are told you hold your creatures somwhere in your pocket or something. The story will bring you throu all kinds of adventures but there are no creatures following you allover the place ...they are not even in a spellbook or similar. Most of you wont even ask themselves about this because its normal in games to have creatures that fight for you. I want to give a short explanation about those creatures so that the whole thing gets a bit out of the 'standard' scenario of game creatures. The first time you recruit a creature, you see the character summon a creature , in the drawing the creature looks like taking shape out of the character itself ...well yes, this is what it does... the creatures are representations of the players will. Its dificult for me to explain it, as i am not so good with words , especialy in a forein language, but i will try. You might know the difference between hand-magic and mind-magic ..like ...one is when you use some device such as a wand and one is when you use only your mind .... of course , magic is a delicate subject so consider this just a theoretical example ... The creatures are like representations of how yourself are in certain moments or situations. The more skilled you are and the more deeper you understand the world you live in, in this case the magicduel world, the more types of creatures you are able to controll. Once you learn and controll one of the creatures, you will be able to upgrade it to a more advanced level, like it happens with a skill in realworld, the more you use it the better it gets. The creatures in magicduel are not spells, they are also not quite summoned creatures also, but there is no other representation that could be easy to understand. Some of you might understand what i am trying to say , some not. There are "combats" everytime in your life, from a real fight to speach fight on the phone ... in all thses situations you somehow take a different 'shape' (most dont realize it). There are moments when you feel like you are an eagle and fly, or when you feel tiger that is about to atack.... most people stick to one or two 'shapes' but depending on your knowledge about this you could theoreticaly take any of this virtual shapes, you just need to "learn" them .. or a better word that goes with the game, to recruit those creatures. The vital energy of the player is bound direclty to the creature power, remember that slider before the combat...als the user replenishes the creature life from its own, so i guess i made it obvious that the creatures ARE PART OF THE PLAYER itself. well... i will give up explaining, as i allready have the feeling my lack of language made all this too un-understandable for most ....Adi will kill me when he will see it and probably he will want to rephrase it...anyway...i tried.
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Don't worry i keep him restrained most of the time when he is Dante...he has a small cage where he can express himself....he wont harm other people....not anymore .....MUHAHHAHHAHHAHHAHHAHAA...
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this topic was supposed for Adi to write stories conected to the main story . things that wont be in the game but he is writing them anyway ... also for general talk about what happens in the story and so on ...i guess its not the time yet for this section
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Hey, 'the Elder' , i like your way of speaking so much, maybe you can help me with some of the texts, like for the intro and such ..sounds very poetic. And about the answers, hey be more creative all of you, i wouldn't put a different question for the same answer would i?
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who said anything about a gift
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A wizard is waiting...for something to happen, for someone, for nothing, for ...for what is the wizard in the image waiting is what you should answer. This is the secound 'contest' posted on MagicDuel, the last one prooved to have an obvious answer that unfortunatly no one figured out correctly. This one has also an answer that will make you crazy after you will find out you missed it hehehhehehe. None of the team members knows the answer so everyone is welcome to try. This time the answers ae PUBLIC this means all can see what you post and other can post the same thing. I will not give you clues, I will read all the time your answers even if i wont reply... i might come with replyes to this post but what i want is YOU to come with something realy smart..or realy stupid ...but correct The painting is oil on canvas and its not 'stolen' from the web as you might suspect, its original, sry if you don't like it but for now i can't paint better. ..come on amaze me...
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The Element Principle
Muratus del Mur replied to Muratus del Mur's topic in Archives on Magic and secret stuff
shifting the player between dark and light might happen, i am not very sure of it yet The concept right now is that the player can learn magic based on what happens in the story, so the magic its related to his actions. Technicaly a player will be able to learn any spells during the game regardless of their allignment, and this is because SPELLS DON'T HAVE AN ALLIGNMENT. Thei are considered as KNOWLEDGE in this game and they can be "learned" by anyone. BUT ..Their effectiveness may not be great if its not used by the right player. Hoever there is a dark territory that you might consider DARK ..its called Necrovion, you can see it on the map. There you will find what you are searching for Necrovion is divided in two ..one is a "kill them all..i like skulls" part and one is more diabolic part where things get realy sick. They are called Necrovion the outer realm and the inner realm. To balance forces on the map i will have to make Necrovion creatures more weak than thei oposite forces ..but this is to BALANCE forces not to put them in disadvantage Oh and if you search for the "I am good but i want your soul" part you will find it in Marind Bell ...creepy place , but based on good forces ...weird thing to do -
The Element Principle
Muratus del Mur replied to Muratus del Mur's topic in Archives on Magic and secret stuff
something else about the magic classifications...you will notice that i try to avoid organizing them in skill groups like "chaos magic" "solar magic" "blood magic" and so on ...this is mainly because i want to put forward the fundamentals here and not the individual flavors. Spells more or less fictive ..or at least fictive for the one that do not understand them ..will be presented in this game, but i put a lot of effort into avoiding connecting them to cults, religions, social groups, civilisations or whatever thing that might give them an identity or a history...that is because they are not actual spells (in the meaning of incantations or whatever is similar) but they are the theory and the actions behind the spells.... -
The Element Principle
Muratus del Mur replied to Muratus del Mur's topic in Archives on Magic and secret stuff
WOW, finaly someone to break the ice and answer to one of these posts As it sais the first line "There are many ways in which one can classify ..." so..there are many .. This principle is talking about _elements_ , like building stones of our world , not classifications of magic. For exampe a person can have a very powerfull fire element in him but this doesn't mean that he has something to do with magic, he can just be a dinamic person, agile, very active etc. There are other approches to this subject, mainly in the oriental culture where you will find elements like metal or wood, but in my personal optinion they have nothing to do with what i am talking about and they can be considered a mixture of the 4 basic elements. I hope you understand that these elements are only a way to describe a certain energy patern and i am not talking about chemical elements here Some divide the world in few elements , just to make it simple ..like good or evil, some tend to organize it in a lot of ways to grasp all its flavors, so i will not argue about different classifications because they might be all both true and wrong at the same time. The element principle however can be applied to many things so his "true" part can cover enough to be considered a "principle" -
Damn, we have a poet among us ..i might use you, who knows
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There are many ways in which one can classify the consequence of every action or every personality. If we were to separate the world in basic elements, we could say that there are four fundamental elements: Earth, Water, Fire and Wind. Every identity of an action (since actions do have their own identity), of an object or of a person can be seen as being made of these fundamental elements. Pure combinations of these elements may sometimes be considered themselves basic elements and are often compared to Metal, Wood etc. Pure forms of the fundamental elements are so rare that they may be considered purely theoretical. The more pure and clear quantity of an element a thing has, the more it can be considered stronger from all aspects. The pure form of this kind of element is reached when all the forms of a thing may be interpreted through the notions of that element. Each element has unlimited options and may cover, under a form or another, the characteristics of the other elements, but this happens only at very high levels. When an element covers the features of another elements, at very high levels, for instance, metaphorically speaking “when fire runs like water, or when earth burns like fire, a harmony and a perfect integration of these elements’ interaction may appear and one can speak about a fifth element, which represents more of a theoretical, temporary state of nature, since the fifth element is the pure form, in perfect harmony, of the combined other fundamental elements and is associated with the Spirit. When speaking about humans, these can be classified according to these elements as various combinations, every human being composed in certain proportions of these elements. The composing elements can be noticed in the behaviour and way of thinking, the way they understand things and, last but not least, the physical aspect. It may be said that each human has its “colour†– shade which is visible if you know how to look for it. Some, but very few, are almost entirely made out of one element – these are very strong, since through the purity of their composing element, they are able to reach superior states of spirits and then sometimes take the shape of any other element. The power of these type of humans is also given by the coherence and the energetical stability generated by the use of only one element in their actions. Elements are only a simpler form of understanding and classifying the various types of energetical and behavioural patterns, comparing them with elements from the real world, but they can be mastered in order to control things in the same manner they can be understood.
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Time can only be perceived by structures that find themselves in superior planes of existence from the observed plane. Time is given by the difference in complexity between two elements. A very important thing to understand is that a range of actions is temporally perceived as long as it cannot be perceived as a single thought, a single identity. An artist understands the temporally aspect of realizing a piece of art, while a simple onlooker perceives only the static form of the final product, without its temporally form, considering the piece of art as being immortal. If a molecule had conscience, it wouldn’t be aware of the temporally existence of its role in the organism it belongs to, in a similar manner that life on Earth, seen from a superior scale, is perceived at the level of species evolution and not at the individual level. These observations that are rather philosophical in nature are hard to be actually understood as long as one does not try to understand the existence itself as a thing that does not know what time is. Time control can be accomplished by juggling with the way in which actions are perceived and understood. For instance, by perceiving the way from one place to another not as a string of actions but as an independent thing one can understand movement without the notion of time. When a string of actions (no matter how complex) is understood through a continuous thought, any composing piece of action can be accessed and perceived, therefore the past, present and future can be perceived and controlled from the perspective of a superior existence/identity that oversees them.
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Imagination is the arena in which anything can happen. When the conscious and even the physical abilities can hinder the accomplishment of some things, imagination indulges everything to happen. There is a very sensitive threshold between reality and imagination. Imagination can be both an aid and a trap, it must be used moderately and at all times in correlation with reality. Many techniques can only be accomplished inside our imagination and – at many times – the absence of a real proof of their effect makes us believe that the only realm where they took place was the imaginary. Imagination must be used wisely and not as a result of the frustration given by the inability to perceive some things or the effects of some techniques. For example, imagination has a very important role in the process of creation and in reaching the awareness of the complex personalities by combining a couple of thoughts into one coherent thought, but this is where it's role stops, the wielding and any other intervention over the identity created in imagination are made in reality, not in the imaginary, actually feeling those things. The hardest thing is to distinguish between reality and fantasy when the things involved are not things that people are normally educated to perceive. Only confidence and sincere belief can hold on to the right path the one oscillating between fantasy and reality. With the help of a superior self-control, imagination can be used consciously to perceive those things we are not normally meant to perceive, complex things, things that are even hard to imagine to some. This is when the phenomena of conscious dreams combined with reality occur. Imagination can be an enormous advantage and an extraordinary source of information to whomever does not fall into its trap. People are used to perceiving as imagination only the controlled phenomena of imagination, when they want to live something and they can not and they imagine it, but imagination stretches to a much wider, mostly unconscious area. The human body has an extraordinary ability to automatically apply what is imagined in the real world, a such fascinating ability that we can talk of imagination as of a temporary place only used to ensemble thoughts, not a place in which to keep them captive. Autosuggestion, which can have significant authentic effects is an example. Imagining certain things must be made with care as what many times seems as only the imagining of things is actually the real action. This can vary from person to person, but there are people who can provoke with only their imagination real and many times, uncontrolled effects.
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Light, as a symbol and not as a physic phenomenon, is energy, progress, even life. The Principle of Light stretches itself on a very wide spectrum, from creation and materialization to the unveil of information, exorcism, battle techniques, etc. Like the Principle of Darkness and moreover as well as all the other principles by their definition, the Principle of Light does not have a wholesome nature itself, the difference is made by the various techniques that use the Principle. The evil or good nature of the influence is given by the technique that is used or, better said, by the one using it. For example a lightning can be both used to do good and evil, or exorcism, even though the term is understood as the estrangement of evil forces, can also be used successfully on forces that are aligned to good. As well as the Principle of Darkness, the Principle of Light can conceal information and create others, still using fundamentally opposed methods. The principle of light can modify or even temporary nullify the principle of balance, but only for short periods of time, thus helping with the accomplishment of the protection, healing and even temporary invincibility techniques. All those things that are revealed, brought to life or put in movement by using an outer energy are somehow framed in this principle. The lack of the temporal aspect of an event is one of the differences between the principle of light and the principle of Syntropy, otherwise a very similar principle. From the point of view of regeneration and creation this Principle is the basis of the techniques that add rather than consume pure energy for this purpose, like the ones related to the non-living. From the point of view of the destructive force, unlike the Principle of Syntropy, the Principle of Light gives birth to those techniques which destroy trough the contribution of energy and not by its consume, just like the burning and purification techniques.
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Darkness refers to a restriction of perception but also to an unmeasured source of possibilities. Darkness cancels the forms and opens other senses less used. Darkness must not be mistaken with the void or with the evil forces, darkness is taken into account here only at a principle level. A clear difference has to be made between the darkness obtained through the lack of light and the darkness as a principle. The darkness as a principle may be used for hiding information of any kind, varying from effects like invisibility to imposed oblivion or the controlled limitation of the senses. Through its feature of canceling forms, darkness may be used for changing existing forms or for creating new ones, or even in more advanced control forms, in order to create unreal information such as illusions, false sensations, misinformation, etc. Some formless entities may use darkness for appearing. The principle of darkness can be used no matter the light, the period of the day, etc. Darkness represents an extreme in some forms, being a source of freedom but also a source of restriction. The special features but also the effects of darkness require a distinct degree of self-control; otherwise darkness can be highly risky. Other principles can use darkness – imagination, for instance, which might take advantage of those canceling or creating forms features of darkness in order to connect with reality. Invocations may also take advantage of this feature. Darkness is a temporary state, extremely unstable, but which tends to become stable and amplify its features in combinations with other principles such as time and not only.
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An identity can be associated with every object, action or living creature. The more we get to know of an object’s nature, the clearer its identity becomes. For completely understanding an identity or a mark, we must not take into account time and we must combine all the stages of that object’s existence into one continuous thought. For instance, an action can be condensed to a simple identity, understanding the beginning, the course and the end of that action as a whole. A human can be defined through an identity understanding his existence from his birth until present times and not judging him in a certain situation. Two identical or close identities will behave as if they belonged to the same source, no matter the physical distance that separates them. By reproducing the aforementioned identity in a place, that identity will be connected to all its similar identities. This phenomenon is also to be noticed when a mother feels that her child is in trouble, and also in some rituals like voodoo, when a mere doll has direct influence upon a real character. The ability to identify and understand these identities is not sufficient; it is also necessary for these to be able to be transposed into various forms, the force of their reproduction resulting in the power of the connection that is created between these identities. This thing can be done with the help of a connection to the initial identity, like hair (or other) for humans. In complex situations, when the identity of an action or of an intangible thing is reproduced, the phenomenon is only mental. Understood and recomposed at a very high level, this identity represents itself the existence of the initial object in this world, therefore, for instance, acknowledging the markidentity of a geographical spot may produce teleportation phenomena or even the materialization of distant objects; reproducing the identity of a feeling may produce telepathy phenomena, or even mental control upon other beings. At a more refined level of perceiving these identities, whole series of events can be acknowledge as a single complex thought, a uniform and clear one that is able to foresee future actions, or by reproducing the identity of an action the mentioned actions may be reproduced, for instance modifying the evolution of a battle and changing the luck as it is said. Remarkable phenomena occur when complex identities are reproduced and impregnated into less complex objects, like the mark of a victory (a very complex thought) reproduced upon the bladeidentity of a sword, or the identity of a complex technique, let’s say invisibility, reproduced into a coatcloak. Depending on the force and skill that created these things with hybrid identities, these can range in classification from talismans and objects with symbolical proprieties to really magic objects.