MagicDuel
MarvoloSealed avatar
Generation 28

Marvolo

Son of the Storms

“Learned to change the weathers as he pleases. Mysterious and impulsive sometimes, yet helpfull. Son of Former King Rajj Khalazdad of Necrovion. [Khalazdad Dynasty]”

  • 5Mind Power 5of 7 levels
  • Necrovionno alliance
  • Honour 5,000of 5,000

2,076 days in the realm since 14 December 2007 · started in The Original Story Mode

Record

  • Fights3,831 won · 4,698 lost
  • Active30% of days · 2,076 of 6,883
  • Adept ofSyrian
  • Player ID17192
Play with Marvolo as your mentor

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

Medals 4

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 Marvolo.

Achievements 33

Achievements are deeds the realm measures by itself: days in the realm, fights won, creatures raised, things forged and found. These are the ones Marvolo has reached.

Character

Combat stats tap a row for its sources

  • 1,264.75 initial = 1,264.75

    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.

  • 669.28 initial = 669.28

    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.

  • 349.13 initial + 1,500.01 magic = 1,849.14

    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.

  • 170.76 initial + 10 territory + 2,200.01 magic = 2,380.77

    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.

  • 332.29 initial + 1,600.01 magic = 1,932.30

    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.

  • 57.88 initial + 20 territory + 91.01 magic = 168.89

    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.

  • 328.73 initial + 40 territory = 368.73

    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.

  • 185.79 initial = 185.79

    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.

  • 415.80 initial + 80 territory + 610.01 magic = 1,105.81

    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

  • 123.35 initial = 123.35

    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.

  • 13 initial = 13.00

    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.

Bug reports

  • 14 graded reports = 40

    Your record as a bug reporter. Every bug report is read, checked and graded once.

    A real bug earns 0 to 10, from a simple error to a serious fault that was truly solved. A report that was not a bug takes 0 to 10 away, the most for bad intent or an attempt to mislead.

    Nothing yet. It is kept as your record.

Casual gamer

  • 1 won, 0 lost against players = 3

    Your record at the small games played against other players: chess, checkers, battleships, stone tides, war towers, pot limit omaha and backgammon.

    A game won is +1 for each opponent you beat, so +1 against one player and +3 at a table of four. A game lost is -1, whether it was lost by play, by resigning or by leaving the table. At a poker table the player who ends furthest ahead wins it. A draw moves nothing. It can go below zero.

    Nothing. It is kept as your record.

Leanings

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 0.9Herbalism 2.1Woodcutting 0.9Waterhandling 0.1Finesse 1.2Excavation 0.3100
  • Herbalism2.1
  • Finesse1.2
  • Woodcutting0.9
  • Mining0.9
  • Excavation0.3
  • Waterhandling0.1

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

Principles

Principle of Entropy 4,000 · Principle of Light 3,178.91 · Time Principle 735.09 · Element Principle 4,000 · Transposition Principle 4,000

Realm

Necrovion

No alliance

Armoury

No set pieces worn.

Writings

A Feast of Filth Comments on self

I have become the keeper of a peculiar creature: a slug-flower abomination with a slimy flesh, and a flower that leaks liquid dust wherever it crawls. It whispers endlessly of its hunger for the vile, the disgusting, the wicked.. Though its appetite remains a mystery. I intend to discover what it is before it discovers what I am.

Bring me your most vile appetizers. Tell me what you would feed it, or offer an actual item if you wish. I shall place your offering before the creature and observe its reaction. Will it swallow your gift with wet, shuddering delight, recoil as though offended, or whisper for something even more wretched?

Join me in witnessing its growth and strange evolution. Each offering may invoke another change. We may come closer to understanding this creature, though what it becomes, and what it may recognize as food, is beyond my knowledge for now.

Rewards are granted at my discretion, guided by the creature's reaction and my own judgment. You may receive no more than a word of thanks, or perhaps something far more extraordinary: one of its offspring, should any ever appear.


The First Feeding.. 

The Sapwrack Snailbloom stirs..

It's head.. or front part.. or.. whatever.. extends from beneath the shell, rearing up into the air as though tasting it. The creature inches toward the offering. A glistening trail of slime follows its sluggish advance.

It touches the sweat butter.

For a moment, nothing happens.

Then, the snail retracts halfway back into its shell, shuddering with what might be disgust.. or delight.. The mouth opens, the blob envelops the offering in front and closes, and opens again. It is greedily scraping the last greasy traces from the offering.

A faint, sour smell rises from its body. Somewhere deep within the shell, something gurgles.


It seems sated. For now.. 


The Second Feeding...


The Snail settles against the Grasan's enormous belly. Quickly, a thick translucent slime begins to ooze from beneath its body, spreading over the Grasan's skin in a glistening film. The snail seems in no hurry to eat. It simply stays where it is, allowing its foul secretions to do the work..

Soon after this, a rancid stench begins to rise. Tiny bubbles form in the slime, and the Grasan's flesh slowly softens beneath it, turning pale and mushy where it touches the slime. The process is painfully gradual. The slime creeps further across the creature's body, dissolving the outer layers into a foul, greasy sludge that the Snailbloom absorbs at its leisure.

Hours pass, and the Grasan remains far too large to be consumed in any quick sense. Yet where the slime has spread, its flesh has begun to lose its shape, sinking into a widening pool of disgust. 

The Snailbloom barely moves, occasionally extending slightly or shifting its weight to reach a fresh patch of flesh. Its shell glistens with moisture, and the stench grows stronger still.




I think he needs a house.. like a terrarium.. maybe I should fill a jar with some dirt and other natural objects 

Weather spells and Aid to the Necrovians Protector statement

The sky does not always do what it is told.
I can usually persuade it.
I am Marvolo, the Son of the Storms, from the land of Necrovion.
I offer the binding of weather spells into Memory Stones, allowing the bearer to release the spell at their own command.

The powers you can borrow:
Frost's Breath: A cold settles over the land. FROST creeps across earth, stone and leaf.
The Gathering Dark: CLOUDS thicken overhead, swallowing the light beneath a heavy grey sky.
The Weeping Sky: HEAVY RAIN falls hard and without mercy, soaking the land beneath it.
The Soft Rain: A MILD RAIN descends, gentle enough to leave the land changed without disturbing its peace.
Winter's Descent: SNOW begins to fall, covering the land in white and muffling the world beneath it.
The Unquiet Sky: Wind rises. Rain follows. Thunder rolls across the land as the STORM takes hold.
The Returning Sun: Clouds withdraw and SUNLIGHT returns, warming the land once more.

The Memory Stone must be provided by the one requesting the binding. I provide the spell and the binding.
There is no fixed price.
What I ask depends on why you want the weather, the affinity of your land, and what I think of the request.

Those Serving Necrovion and her New Queen, will have great discounts on my usual prices. Or might get some free.
To those I also offer spells of Combat.

Creatures 29

  • Imperial AramorImperial Aramorlevel 1 · 3 held
  • Elucubratie - 17th Anniversary EditionElucubratie - 17th Anniversary Editionlevel 1
  • Tormented SoulTormented Soullevel 1 · 3 held
  • Unholy PriestUnholy Priestlevel 1 · 3 held
  • Dream MutationDream MutationJoker, level 1
  • Grasan IGrasan Ilevel 1 · 3 held
  • Elemental IIElemental IIlevel 3 · 2 held
  • Elemental EggElemental Egglevel 1 · 2 held
  • Barren SoulBarren Soullevel 1 · 2 held
  • Water Being IIWater Being IIlevel 2 · 2 held
  • Dark Archer IIDark Archer IIlevel 4
  • Aramor WarriorAramor Warriorlevel 2

The most experienced kinds, of 29 creatures in all.

Adepts 15

15 players joined the realm as Marvolo’s adepts.

From the Adventure Log

Page 113 · The Shade Ballance

A group of adventurers gathered together by Khalazdad are grouped in front of the Hawling gates trying to get in contact with the Shades. They even tried to bring them gifts and offerings in the hope they can contact them, without knowing, or without caring maybe of the dangers.

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