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Aia del Mana

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Everything posted by Aia del Mana

  1. @Chewett I assume that thy message above were to Ungod rather than to myself?
  2. I would love the opportunity to advance to the Sixth Mind-Power but I do believe Syrian and MaGoHi should be better candidates for't. Still, if another were needed, I do volunteer.
  3. The Story mode were no more, so I cannot see the potential for gain of attributes, as to descend, and ascend again, would not send thee through the Story. While I lament the loss of the Story, I must assume that Mur hath no intention of returning it. I believe that the ascension or descension of one to another Mind-Power level were a different topic altogether, although I am yet to see the merit in having one able to descend a Mind-Power, other than to help those within the lower Mind-Power level to ascend.
  4. I had also been under the impression that thine Principles also should dictate thine magic, I suggest that a certain combination of Principles may also determine spells for thee, or that which may be unlocked in the Wish Shop. As an example: Transposition + Balance -> teleport to Paper Cabin spell (or from Gateway Island) Entropy + Transposition -> open Necrovion entrance Imagination + Darkness -> cast dreams Light + Syntropy -> share vital energy Of course, I believe this may simply add to that which a player would desire of the Principles, just to obtain these spells, which were not my intention. For this reason I had wanted the ability upon mine own character to remove the principle of another, with permission and only with very good reason, that doth encompass the identity and role of the character that doth wish the change. Within combat, I would think that some Principles should boost certain creatures or abilities of them, without changing one's intrinsic statistics. Thus would exist a system whereby one wouldst be more inclined to use a particular creature in combat if one already has principles that do strengthen it. As an example: Balance -> boosts vampiric aura and skillvampire auras and gives extra stats when close to balanced wins and losses Entropy -> boosts Martirism ability and decreases randomness of random attacks (Jokers/Grasans) Syntropy -> boosts amount gained by heal and lifesteal ability and regeneration auras Cyclicity -> boosts all stats depending on number of wins that particular ritual has won Elements -> boosts abilities of Water Beings, Elementals, Trees, and Winderwilds Imagination -> boosts abilities of Jokers, Santas, Nutcrackers, and Shades Darkness -> increases chance for abilities to miss or change target (such as Freeze Aura on your creatures) Light -> Unfreezes up to two extra creatures each ritual and boosts starting vitality Time -> boosts creature abilities depending on age Transposition -> boosts creature abilities when fighting against creatures of the same type I believe the above would require quite a lot of code-work if something were to be implemented this way. However, in the end, I believe that Principles should be of this intent - that they do define thine character, and her actions and behaviour within the realm, rather than to change combat, or to make one stronger than another. One couldst think that the benefits of Principles could also change with the seasons, or months, such that one cannot make a decision that were maximally optimal in the long term.
  5. Mine items of choice: 1 Quarterstaff, 1 String, 1 Shard of Glass. This doth make a trusty spear. 1 Apothecary Box - that may contain poison for the tip of the spear, or for the Nails, and that may be used for a sleeping-draught. 1 Final Argument - I should hope that this doth defy all others. 1 Bag of Nails, 1 Voodoo Doll. The use for this should be apparent, although usually I fear to use it in this way. 1 Jar of Ants - a reasonable distraction. 1 Exotic Perfume - yet another distraction, but also useful in an assailant's eyes. 1 Joker Mask/Clown Mask/Carnival Mask (I believe I may have misidentified this item, but am sure that this doth exist - this will help as a disguise to pass through Marind's Bell without arousing suspicion) 1 Winderwild Feather Pillow. Although comfortable, this should be airtight enough to cause suffocation. 1 Used Rope - any that were sturdy enough were always of use for immobilisation, or for mobility's sake. 1 LR Handkerchief - when damp and worn over the face, doth prevent one from inhaling toxicity within the air. Of course, one shouldst use that of her own Homeland. Mine modus operandi: Prime the spear with poison from the Apothecary Box. This may require re-application after several uses. Sharpen three Nails, and prime three nails with poison - this will be useful for stealth dispatchment. Dampen the Handkerchief, and tie it around mine face. Don the Mask over the Handkerchief - this should allow one to perform acts without ridicule, or rather with expected ridicule, at least, within the Carnival. Prepare a sleeping-draught from the Apothecary Box. At the Gates of Marind Bell - a single loop in rope, and bowline knot that doth hang upon the gate, shall suffice for one's mobility into the land. Once within, at the Marble Dale Park, I should keep mine disguise as long as possible. Retrieval of the rope should be a simple matter with such a loose loop. Exotic Perfume shall waft within the air, in ridiculous fashion (although, if it were nice enough, I should save some for myself later). I should note quickly of those patrolling the area, and spray this within his eyes. Upon this, a single nail into the arteries of the neck should soon cause dispatchment, as poison doth rapidly enter the bloodstream. This I believe may result in a blown cover within the Park, so I should need to act fast. A rope were of more use in close quarters than a spear, so a loop thrown around the neck of a nearby guard should silence him, if held tightly. The third will require a quick dispatchment with the spear at distance, which should then be retrieved. This should allow procession to Willow's Shop, but before this, I should ideally complete the Clown outfit, by removing it of one of the dispatched. Once there, I shall be proceeding within the Shop, in haste, within the outfit from the dispatched Clown, with a Mallet also. Once within, I shall attempt to convince the Shop-Keeper to allow me to borrow his spray of Nightshade from within - and the Final Argument shall be put to use here if I am unsuccessful with words. I wish no harm upon him, as a loyal customer in the past. Upon this I shall inundate the Pillow with this Nightshade spray. Once outside, I shall be spraying this liberally, aiming for the guards of the area. This should target within the mouth or nose; the atropine contained within will soon result in the clutching of chests, in pained silence, and allow passage to the Angien's Ferry in the meantime. The use of the Pillow to ensure that one doth inhale of the Nightshade shall guarantee passage. Upon leaving this area, the rope should be tied to the end of the Spear, that I may retrieve it rapidly. Once aside the water, still in disguise, I shall open the Jar of Ants, being careful at that time to be standing within the water at its edge, that the Ants may not proceed to climb upon mine own self. Upon the movement of the Ants away, and towards those guarding the scene, shall be opportune to strike. The Mallet should be of use in close quarters while one is distracted by ants crawling upon them, with the second poisoned nail a quick dispatchment following it. After a second were dispatched with the spear at distance, the final one may succumb to suffocation with the Pillow. Afore the next scene I shall prime the Spear with the Nightshade and poison anew. Sage's Path doth lie ahead. I shall retrieve the Jar, and fill it with water at the lake's edge - noting that in doing so, there will no longer be ants within. Upon arrival at the path to the Keep, I should keep a distance. The Voodoo doll should be of prime use here, as there were much shrubbery for cover. Upon sight of the first, I should place the Voodoo doll within the Jar and close it, so that he doth suffocate. This should be opportune for drawing further attention to him from a distance, and the others that respond to his anguish should be easy to pass; from behind, two quick strikes with the poisoned spear should dispatch them rapidly. Upon this, I shall tear a small hole in the pillow with the spear afore procession, and retrieve the Voodoo Doll from the Jar - this may be repurposed as long as the original subject were dead. The Pillow should then have the sleeping draught scattered within its feathers. Sage's Keep were less well-covered with greenery, so one that doth pass must do so with care. I shall walk idly by with the Voodoo Doll in hand and the third poisoned nail, poised to pass through the chest. As previously, the sight of one falling without obvious cause were distraction enough, and the sleeping-draught may be rapidly dispersed over the responders by emptying the contents of the pillow over them. If this were not enough, placing the head of one within the hole of the pillow-case, and holding tightly, will result in the desired outcome. Ahead doth lie the goal, Wind's Sanctuary, as desired. I should like to think that I would be wearing mine own clothing into the Windy Pub, where I believe a stiff drink should be in order - mayhap, a dry Vodka martini, that were shaken, not stirred.
  6. I believe that thou hadst been a little misunderstood, Fang - I had asked for the ability to do this within the realm to be given as a personal ability, as others within the realm also have abilities unlike all others. I have little intention of removing principles for the purposes of combat, and tokens - only for that of character progression and role-making. For example, if thou hadst became the Fang of Twilight Equilibrium, and did then become Fang of True Death, then, if I had this ability, I could remove of thee the Principle of Balance, that thou couldst then accept the Principle of Entropy.
  7. I believe that there were some role for the ability to change what one hath said. Yet, one should be responsible for that which they do speak. I would agree that to be able to view the history of a post should resolve this issue to some degree, as it doth allow for one to correct mistakes, while keeping all accountable for their utterances.
  8. Indeed there were others - yet, they are also few in number. With the realm as it were, with more that do leave it, and none of the newer characters gaining entrance to Necrovion in other ways, it were not feasible that one should place a Principle Document within the boundaries of Necrovion that were inaccessible to most. (I should also ask for the ability to remove a principle from a character to allow them to choose another - such a request hath been on mine profile papers for nine years! - and especially if the Documents of Magic Principles were implemented. Yet I know that such a request were unlikely to be granted, and should not in and of itself detract from the idea that I have suggested above.)
  9. I would most likely prefer to keep the tokens on these creatures in most cases, and presently train anew so that I may have new creatures for this competition. Yet I may do so for one or two creatures that were key to victory, if the tournament doth occur for those of the Fourth Mind-Power, and would be grateful to thee in this case.
  10. I shall have to make do with creatures that were lacking tokens, then, as I cannot see that within the Shop presently.
  11. If it please thee, I would like consideration for those of the Fourth Mind-Power to have a similar contest. I do note that this were dependent upon participation, yet there were a few that may be interested. Also, I would ask - if one has only creatures that do possess upon them a token, how mayst one use this creature?
  12. Judgment hath been made, and I have revealed the anonymous writers above following it. As very few hath entered, and one were myself, the quest-giver, presently the judges discuss how prizes should be given.
  13. If attacking the Shades, or Empty Aramors, or Tiny Men, doth result in one's self being unable to access the realm, I must inquire - wherefore were it that the realm doth allow one to attack them? Furthermore, I would ask, what were the purpose of their being? They yet remain silent, and increaseth burden upon the server of the realm. I believe that the fairest way that one should be able to attack another, of another Mind-Power, were to enable a "fair fight" betwixt those of different Mind-Power, such as that were in the Boss Heads Contest, with either of the following also in place: 1. Combat between those of different Mind-Power that may be initiated only of those with lesser Mind-Power 2. Creatures no longer require ascension in Mind-Power to advance. I would that one doth learn of the combat system well afore ascension of the Mind. Although one needs not focus heavily on't, as the realm doth offer much more than combat, as one doth approach the Fifth Mind-Power one must necessarily invite attacks from those of similar ascension.
  14. Oh indeed, I do mean Soul-weavers. I believe neither Jubaris or Nava were for sale.
  15. Greetings to all. I presently seek the following creatures, for a fair price: Anniversary Hollow Warriors - any edition Nutcrackers Soulweavers Angiens Although I believe such creatures were in short supply, I yet hold hope that one should not need of these. Payment will be made in gold, silver, or if thou dost wish, in uncommon items for barter. (I have amended the above.)
  16. This had been fixed by Mur. I would that this thread were closed.
  17. I already note there were a system whereby all may attack those of the Second Mind-Power - Empty Aramors and Shades. If Mur were to change the bonuses that were given to the Second Mind-Power when fighting so that it were within the means of one of the Third and Fourth Mind-Power to be able to defeat them, then one of the Third and Fourth Mind-Powers may then attack them in the meantime to gain heat and experience to ascend. I see little use in the presence of the many of the Second Mind-Power within the realm otherwise.
  18. Greetings to all. I welcome the addition within the realm of sources of new role-play items. However, I fear they presently do not work. I have attached an image taken after I had refreshed mine inventory with "all" selected. Note that the Bookshell that had been granted in the image had not appeared in mine inventory at all.
  19. Unless aught wish to enter at the last moment, I shall close entries to this contest now.
  20. Indeed, as all principles were equally accessible within the Story, one should be able to learn them without significant issue, and without requirement of help from another - otherwise, we shall see the slow disappearance of some from the realm.
  21. Entry #2 by (anonymous) - now revealed to be Aia ---------------------------------------------------------------------------------------------------- A Murmas to Remember On a Murmas Eve so clear Betwixt a yellow user-bar And a eyeglass that doth slide above the entry to the Store I stumbled on a elf-man Overworked in over demand 'Neath the Murmas greenery that riseth from Gazebo's floor And afore the Murmas dawning He explained to me a warning That the Curse of Murmas Past and Murmas future doth endure And within the realm's proceeding Lay a chaos slowly breeding For Santa were for sale, it seems, within the MD store Single credit, nothing more So I purchased but a single And although I owned Kris Kringle And the Murmas preparations lay beneath the Archive's floor He then left for northern weather With a sleigh in Reindrach tether To prepare his handiwork that bringeth merriment galore But as his sleigh took flight Into the dark of Murmas night I saw another rise in synchrony upon a distant shore Then many wizened Santa Clauses Well-prepared for gifting causes Took to the night in red and white to add to the encore And the elf-man cried, no more! And between the Loreroot treetops Came a thumping on the rooftops Of the weight of twenty Santas come to bring me new decor But there came more, never-ending Every one of them intending To leave a gift and eat mine cookies left for them before But mine roof were not built stronger And it did not hold much longer As around me crashed the Santas and mine roof unto the floor And the treetops shook like thunder As the realm began to wonder Whence had arrived the presents - now that terrible downpour; Gifts aplenty - an eyesore? So we rounded up Father Murmases With help from the MR's services And a Boss Heads Master attacked 'til their vitality were naught Then lined them at the Fenth's Press Sacrificed the Santa excess And the Fenths were all collected quickly from the grassy floor Then we called in the alt-army Poised on a gift collect-spree And slowly presents cleared from atop the forest floor But the realm were filled to burst As the alt-army did their worst That it sloweth to a trickle all the actions of alt-corps MagicDuel showed: 404. Merry Murmas, nothing more.
  22. Any entry that is submitted to me will be posted within this thread, anonymously. I shall reveal the writer of't after judgment were made. Entries remain open until the end of New Year's Day. If thou didst find mirth in reading the entry beneath, please "like" this post. Entry #1 by (anonymous) - now revealed to be Ungod ------------------------------------------------------------------------------------------------------------------------------------ There once was an incompetent necromancer who went by the name of Spencer His head was thick like a brick and he spoke like a regular of a meth centre. One day, around Murmas, while he was taking a shower, He thought of awing the entire world with his great power- With a spell that would forever change the tides of this age: He'd bring the kings of old tales back on the stage. So he bought a life-sized doll and stuck in it a magical core: 'Alakhazam, Alakhatum, Alakhabar, rise and live, oh king, once more!' And a thunder struck and behold! on the beach stood proudly Yrthilian Whose is of mixed ancestry - part irish, part reptilian A drach to his left, yrth on the throne, another drach to his right! (Spencer was fighting his bladder - and he was losing that fight). First thing Yrthilain did was saddle his reindrachs and fly! Higher and higher and higher 'till it was just too high, Too close to Kelle'tha's fire - and you know how that story goes... All that was left of him were his teeth and his toes, Which fell into the sea and then were washed ashore. (I blame the faulty wings - you just can't trust Amazon's anymore). But Spencer didn't yield - he took the forest path, meeting Robin Hood Who clearly didn't care about his plans and robbed 'im good. To get revenge, Spencer pulled out his sould and bound it to a tree Thus scaring the resident dryad, who found herself with a goatee. But Spencer's wicked plan did not stop there - alas! He cast a testosterone spell on the dryad, who became Firsanthalas. Who can describe in mere words what happened in the forest next? It was a mix of gore, and tenderness, and vile and grotesque - An identity crisis is really bad when you're a nymph The hair-rising scene was almost like Pan's labyrinth... You'd think one would stop and maybe learn a new trick But failures meant nothing to Spencer the hick. From the foam - or maybe it was something else - from the angien lake On a clam, a most beautiful form he did awake.. Oh, Lifeline! King of hearts with a line that's divine Desire on two feet that makes gigolos resign! With a honey coated tongue he made Spencer lose his will: 'See ya, pops, got a date with some girls at Golems'Mill'... Spencer screamed, with one hand on a dark grimoire and one on a cup of coffee: 'Oh, Necrovion, help me! Shades, give this worthless servant The Body!' Then the bell at the house of tainted times rang twelve times And forth came Khalazdad, missing some dozin enzymes. 'You bloody moron, how dare you ressurect me in a such sorry state! I'm taking back your necro skill, but first - your bones I'll break!' You want to know the end of Spencer the ex necromancer? He took up alchemy and brought it down to lower standards... But how it happened, what he did, is for another story Next Murmas, maybe, we'll find out the alchemy of shame and glory! -------------------------------------------------------------------------------------------------------------------------------------------
  23. Although thy first statement were true, I cannot see how thou hast drawn the conclusion from that statement. Of all the combat that I had witnessed lately, there seemeth to be some spread between Mind-Power levels, and as illustrated with Syrian's example in the other thread, there were combat within other Mind-Power levels. In this scenario, all of the Fifth Mind-Power would not see the combat that doth occur with the Third, and the Fourth, which were some non-insignificant portion of the combat that doth occur presently. I believe what you state is that such a solution does not completely solve the issue, and therefore should not be implemented, whereby I state that it may go some way to alleviate it, if not a complete solution in and of itself. In this sense, such an implementation would help.
  24. I am unsure whether this were feasible with code, however, mayhap one should only know of fights that doth occur within sparring partners of the same Mind-Power. For example, as I were of the Fourth Mind-Power, the only visible battles to myself would be that that hath occurred within those of the Fourth Mind-Power. This way, I may know who were attacking, and who may be attacking myself in future, without interruption from those fights which may have no bearing on myself.
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