MagicDuel
Fire Starter
Generation 10

Fire Starter

Death Guard
2 titles held
  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 1,549of 5,000

3,775 days in the realm since 14 September 2010 · started in The Original Story Mode

Record

  • Fights17,297 won · 16,947 lost
  • Active64% of days · 3,775 of 5,866
  • Adept ofSyrian
  • Player ID202147
Play with Fire Starter as your mentor

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

Medals 2

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 Fire Starter.

Character

Combat stats tap a row for its sources

  • 4,032.58 initial = 4,032.58

    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.

  • 2,999.17 initial = 2,999.17

    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.

  • 414.61 initial = 414.61

    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.

  • 472.62 initial = 472.62

    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.

  • 687.96 initial = 687.96

    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.

  • 184.27 initial = 184.27

    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.

  • 726.16 initial = 726.16

    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.

  • 511.33 initial = 511.33

    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.

  • 846.86 initial = 846.86

    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

  • 146.66 initial = 146.66

    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.

  • 16 initial = 16.00

    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.

Leanings

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 0.0Herbalism 17.2Waterhandling 14.9Finesse 0.1Excavation 18.5Filtering 12.5Experimentalism 13.0100
  • Excavation18.5
  • Herbalism17.2
  • Waterhandling14.9
  • Experimentalism13.0
  • Filtering12.5
  • Finesse0.1
  • Mining0.0

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

Principles

Time Principle 4,000 · Principle of Light 4,000 · Transposition Principle 4,000 · Principle of Entropy 4,000 · Principle of Syntropy 4,000

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

Fire Starter,

a Cloud Master, Death Guard

and official Avatar Manager.



One can see himself in many ways,
but the only one that matters is how others describe him.

Judge me by my deeds,
for Оne's words can be elusive.

We become humans only after we see things, not meant for human eyes.

My story shall begin with the land, where I came from.

I became a Fire Starter ages after I was born. 
 I am not one of a kind. The civilization I am part of has many millennia of history behind it. And yet it almost destroyed itself in one single conflict. 

 It all started while I was on my path, studying my senses and challenging the limits of my body and soul. Through meditation I have learned to feel the vibrations of near and distant objects, creatures and minds. I have learned to control my feelings and to give them physical expressions in the elements. Now I know that it was the place, which I choose for my path, part of my Destiny, which guided my soul into becoming a Fire Starter. It was a distant, isolated mountain, with less sun, lesser life and no steps of my kind was left on its paths until the day I entered there. A wild and harsh place, where I was either to evolve, or to be forgotten. 

 Throughout the many eons I used to study myself, the life I have parted with, has taken a brutal and miserable way. The wisdom and knowledge of the elders was rapidly being forgotten, and death and destruction was overwhelming the land. It was a disease, which overwhelmed the soul, not the body. 
 One day, while studying the movement of the clouds from a lone peak, I suddenly knew something is wrong. I was One with Mother Nature and felt an unknown Anger inside me that overcome my mind. Opening my eyes I discovered that the peak I was meditating on has melted from the bright fireball I have become. In a sudden need of balancing that anger, I have drawn the water molecules from the near clouds around me. This eased the anger and opened my mind for the new path I was about to choose. That day I marked as becoming a Cloud Master. Urgent need draw me to the knowledge of using the clouds as allies. I compressed the fog around me into a cloud under my feet and rushed towards the capital of my land. There I found out, that a little rebellion in a near land, has grown into a fearsome war, threatening the whole civilization. Through many years the leader of my people has tracked my mental development, and decided that I should be one of the commanders of our army, defending the peaceful land. There were numbers of specialized commanders like me. Every one of them had mastered one or few nature elements, and together we were able to inflict unspeakable horrors upon our enemies. 
 And so we entered the War. The enemy was numberless, coming to destroy everything we believed, studied and worked many eons for. I lost many friends in countless battle. But the enemy lost more. Throughout wise using ofwhat I and my fellow commanders have learned, we were able to overcome the attacks. After two decades of constant battles we joined forces with another country, which shared our believes. Becoming stronger we continued defeating the hordes, and after one century of hunting we destroyed every single ruler, who was seeking blood and wealth. 

 After all the fires were put out the remaining leaders joined in one world council, and started rebuilding what was destroyed. There were no boundaries, and no land was left to starve or degenerate. Wise men all over the realm joined and worked hard to spread the knowledge and assured that this One War will never be forgotten.
 
 I stayed and helped for few decades. But one day my fellow commanders gathered and we decided, that we should spread our experience and wisdom instead of going back to studying the inner working of elements in distant places, scattered throughout our world. We swore that non of what have experienced our people should ever be repeated, so we started our travels, each one in a different realm, in order to study other worlds and to doall that our powers permit us, to avoid such disasters. 

 And that's how my travel through this land begins. I search wisdom and try to give mine to whoever is in need. I constantly study this realm's lands, alliances and people. I bear in my heart much pain and grief from what I have experienced and I will try my best in order to prevent such a disaster from happening to this Realm. Of course, failing in my efforts could be part from my Path.



And in case you're wondering - yes, I have a name. But if you ask about it you won't receive an answer.






                                                                
                                                         



Hmm, let me see... Personal hate list

I shall turn this list into some papers about my trustworthy Cloud.

  1. Balance - since I have the Fire as my inner power I use Water to balance. Under the high pressure it became a mist, which I gathered below my feet to balance the heat. 
  2. Travel - I use my Cloud to travel across these lands, hovering above the ground in order to maintain silence and not disturb the creatures around.
  3. Luggage - Aside a water element, my Cloud is also a magical being. I use it to store Whatever I need Whenever I need it.
  4. Watering - Cloud was first used to water Bob, later in my countless travels I discovered a Rooted philosopher, called Awiiya, whose roots I started to water too. I dream for the day, when I will find the right time, place and tree to plant on my own, so others can water it too.
  5. Resting - It's good to have around a soft and warm cloud to lay on, after a long day of travelling, learning, talking and practising the ways of Battle and Balance. If You ever feel the need of such pillow or blanket, and of course I am around, don't hesitate to ask one from me. My Cloud will gladly help.
There, it's done!

(BTW, there IS something I really hate - reading minds. So, please, don't make me to.)


The usual information. Military ways and beliefs

My defense will be 6 (six) Unholy Popes, unless stated otherwise.
Use it wisely, it rarely depletes.
I change it only if asked to do so, or being away from MDP.

Now, in the few short months of play I have learned a lot about this system. But don't expect me to give up my knowledge easily. The advice that I normally give states that "You should fight more to learn more". Experiment with rituals. Don't be afraid to loose few fights, tomorrow they will repay you.

If you plan to stay around then you must learn to read and understand the battle logs and creature's abilities. If there is something, that is not clear, come back to that certain ritual or creature and read it again.

This Document is almost USELESS.
Now I have no creatures suitable for battles.
This is a temporary state, just don't ask me what I understands as temporary.
You can continue reading below, but keep in mind that a part of this document isn't available now.
 

Creatures 60

  • BloodPact Chaos ArcherBloodPact Chaos Archerlevel 6 · 4 held
  • Ponder StibbonsPonder StibbonsRustgold Madhorn, level 5
  • Elemental VElemental Vlevel 6 · 4 held
  • Unholy PopeUnholy Popelevel 3 · 6 held
  • Angien Sentinel IVAngien Sentinel IVlevel 7 · 3 held
  • DoppelgangerDoppelgangerlevel 4 · 3 held
  • Revolted Skill VampireRevolted Skill Vampirelevel 4 · 2 held
  • Imperial Aramor AssassinImperial Aramor Assassinlevel 3 · 3 held
  • Majestic WinderwildMajestic Winderwildlevel 6 · 3 held
  • Moist von LipwigMoist von LipwigMaster of Puppets, level 3
  • MadhornMadhornlevel 5 · 2 held
  • Reindrach nobilisReindrach nobilisTamed Reindrach, level 5

The most experienced kinds, of 60 creatures in all.

Adepts 1

1 player joined the realm as Fire Starter’s adepts.

From the Adventure Log

Page 454 · The Traveler

Shortly after hearing that the Sentinel vehemently threw everyone from Necrovion, the pilot notices his spaceship starting to malfunction. He's going to crash! Patting the dash, "Well, mate, we had a good run." Turning the spaceship around, he aims right back at Necrovion. "YOU'RE COMING WITH ME SHADE! THIS IS FOR BIGC!" With the Sentinel in plain view, Renavoid crashes into the landscape near the Field of Fear. The explosion sends him flying out of the spaceship to crash through the back of the House of Liquid Dust.

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