MagicDuel

marleybob

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 717of 5,000

204 days in the realm since 3 May 2008 · started in The Original Story Mode

Record

  • Fights453 won · 609 lost
  • Active3% of days · 204 of 6,723
  • Adept ofBloodPrince
  • Player ID38555
Play with marleybob as your mentor

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

Character

Combat stats tap a row for its sources

  • 123.58 initial = 123.58

    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.

  • 61.35 initial = 61.35

    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.

  • 36.75 initial = 36.75

    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.

  • 18.07 initial = 18.07

    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.

  • 30.01 initial = 30.01

    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.

  • 13.08 initial = 13.08

    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.

  • 31.74 initial = 31.74

    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.

  • 25.11 initial = 25.11

    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.

  • 38.59 initial = 38.59

    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

  • nothing yet = 0.00

    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.

  • 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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLogging100

No Leaning yet. Gathering and crafting grow them.

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

Principles

Transposition Principle 537.55 · Time Principle 348.29 · Element Principle 264.20 · Principle of Light 446.30 · Principle of Entropy 179.35

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

I am, in all honesty, a bit of a drifter; always happy to stop for a chat and a battle but always just as happy to move on to wherever my path takes me. As the road not taken may lead to many new and undiscovered places, so do the choices not taken if life. Because of this, I will occasionally stop for no apparent reason at crossroads or any other junction I do not fully remember the location it takes me to. If I do this, I ask you to please just leave an old man to his thoughts.

In the journey I choose to take I have learned an odd collection of skills that for the moment I will leave unlisted. However, if there is something that needs doing, do not assume that I will be unable. In fact I would very much enjoy it if you asked me, no matter the significance. Whilst being a bit of a drifter I am a very curious person by nature and so have searched under almost every stone and every derelict building I can find. Sometimes there is a memento left for anyone who wishes to follow in my footsteps, but these are few and far between.

I am getting on in age now and so although I have not fully expanded my mental abilities, I do remember times when those that help now were once in such need themselves.

Now if you have any further questions do not hesitate to ask. But otherwise goodbye, and do not worry, I will no doubt see you again though visa versa is always a mystery.

appearence
That of a jolly old man, great bushy beard, beer-gut and all. Actually a robot with no alterior motive, some parts of my body are detachable and some have secrets... 


wanted items
hip flask with alcohol... if possible could i be able 2 allow others a drink but it acting as a poison
possible a walkin stick... just coz u can hide lots of things in a good bit of wood
possibly a spare arm incase one of mine break

Personal hate list

those who take the game to seriously.

those who refuse to understand that others may enjoy this game and try to ruin things.

those who use their superior knowledge of the game to advance their own goals ruining certain aspects for other newer players.

those who needlessly cheat... there is always a reason to cheat doing it needlessly is... a waste, and a risk

Creatures 13

  • Water Daimon IIIWater Daimon IIIlevel 7
  • Grasan HuvourerGrasan Huvourerlevel 3
  • Unholy Priest IIUnholy Priest IIlevel 2
  • Chaos ArcherChaos Archerlevel 6
  • Knator War MasterKnator War Masterlevel 5
  • Majestic WinderwildMajestic Winderwildlevel 6
  • Master Lorerootian ArcherMaster Lorerootian Archerlevel 4 · 2 held
  • Walking TreeWalking Treelevel 5
  • Water Guardian IIWater Guardian IIlevel 4
  • Hollow WarriorHollow Warriorlevel 2
  • AngienAngienlevel 3
  • FledglingFledglinglevel 3

The most experienced kinds, of 13 creatures in all.

Adepts 7

7 players joined the realm as marleybob’s adepts.

From the Adventure Log

Page 575 · The Hunt for Red Presents

As the Elf looked over the presents, they noticed others in the location. This was not to plan at all, these people shouldn’t be here. Wanting to take the presents quickly they reached out and… completely failed to pick them up. Now growing more self-conscious the Elf then noticed the much larger players were talking to it, suggesting he was not a good elf! They taunted him, increasing the worry that Confused Santa, who the elf assured everyone was not confused, would be angry.

Even though the day was going poorly, a devilishly wicked player called Ledah was able to show the elf that his day could indeed get worse. This was achieved by the simple method of brutally murdering the elf.

Discussions immediately turned to an argument about the reasoning for killing the elf, but Ledah as ever was cryptic. While the arguments did nothing to help the elf, it made everyone feel better.

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