MagicDuel

firepixi

  • 3Mind Power 3of 7 levels
  • No Homelandno alliance
  • Honor 4,680of 5,000

159 days in the realm since 7 August 2008 · started in The Original Story Mode

Record

  • Fights137 won · 125 lost
  • Active2% of days · 159 of 6,627
  • Adept ofBurns
  • Player ID74664
Play with firepixi as your mentor

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

Character

Combat stats tap a row for its sources

  • 13.85 initial = 13.85

    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.

  • 7.57 initial = 7.57

    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.

  • 3.49 initial = 3.49

    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.

  • 2.24 initial = 2.24

    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.

  • 7.46 initial = 7.46

    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.

  • 0.55 initial = 0.55

    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.

  • 4.97 initial = 4.97

    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.

  • 0.75 initial = 0.75

    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.

  • 2.50 initial = 2.50

    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

Element Principle 7 · Principle of Light 34 · Principle of Balance 42

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Twin Element: Fire and Ice Comments on self

As the world was created, so was light and darkness; bad and good; human from spirits. The world lives in a perfect balance. Without it, everything will perish. As there came light, there came the heat of the sun which gave light to the world. As the heat was reborn, as so with the cold for the balance. As the world grow, elementals became great source of knowledge, peace, charisma,love and a perfect balance.
As this Elementals where used, it gained feelings and dreams. they used their power to form their selves into something that can be a part of the world. But, some Humans are ill creation. They did not see the beauty and peace of this entities. They only saw power for doing something selfishly. As so, Elementals became angry and try to torn asunder the humans. Humans tremble over their power and wasn\'t able to do something to help themselves. But over this war against the powerful race, some human gained the trust of some elements: the fire and ice which were able to transform their selves into a small fairy. This two elements show great
power over the races. As the peace revive in the world, the two elements decided to sleep for a century. But, before they sleep, they made a contract with humans that they will never ever use the power of elementals for bad and selfishly act. But to use it to help others and make life peaceful. Humans agreed into that contract. Because of the trust of this two element, they sleep for a century.
Peace did happen just for a half century, after that year, a man wanted power for just himself. A power to make him immortal, the power of the elements. He then build an empire for power and to search and leech the power of the mighty elements. The contract has been broke, and war wage once more. The man reigned for a half century, Never knowing the contract of the first two elements. Then after a year of researching for these two, He found out the very source of power of the great elements. Then after a month of draining the power of the land, he then realizes that he has the power to destroy over everything on the world. He has the power, the skill. But despite of that, He never had a heart. He has no family, No friends, nothing to cheer with him, so does he became mad. Mad for a years.
The century was over and the two elements woke from their slumber, only finding out that almost all element land in the world has been drained. Anger arose from the two and decided to take the form of humans and kill every Human they will see and try to stop them. But, they regained their consciousness. They only find out that war has nothing to do after it is finished. As so, They will only hunt down the one who has been draining their power.
Alas! After a month of searching, they found the mad man that has taken over the world for a half century. The twin\'s anger arose again, But, different this time. Their anger was unstoppable, for taking human form which can\'t control over emotions. As their power spread over the world, The mad man tremble over and died because of obtaining over a vast four elements that support the balance. The man died because of fear and been overwhelmed by the twin. As his blood spilled over the land, great beauty once grow. As for the man, His dark soul fled far away from light, hoping to gain a body of a human to take revenged over the force of light. As he hide on the shades, Humans called him a dark shade. A new element were born the: The dark element, shadow, a shade. As for the twin, they two did die on that destructive battle for peace. Their soul went over the clouds and spread light throughout the land. Because of heavenly human form, Poets called them \"The Great Angiens\" bringer of light and hope.
After that battle, a year later, a twin has been born. One with a fire stone like birthmark on his back and the one with the frozen stone like birthmark at his chest. It was believed that these two were the reincarnation of twin element: Fire and Ice.






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Continuation at my twin brother\'s page. Hope you like the first part!!!!!!

Darkness does do no Good.... Personal hate list

Hmmmmmmmm.....War of Course!!!!! War don\'t solve anything.....Whats the use of war if there were no one left???

Whats power for when everyones dead???Such a shame if peace and prosperity broke out......

















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Contineuation


As the twins grow, thier powers become more balanced and powerful. The twins also have love for each other.
In fact they were both boys. In such a early age, After twelve years later, One of the twins was captured, the twin that controll the power over cold, master of long ranged weapons.

Creatures 14

  • Dark Archer IIDark Archer IIlevel 4
  • Ogre IIIOgre IIIGrasan II, level 2
  • Dark WarriorDark WarriorAramor Assassin, level 3
  • Dark ArcherDark Archerlevel 3
  • Grasan IGrasan Ilevel 1 · 2 held
  • Elemental IIElemental IIlevel 3
  • Barren SoulBarren Soullevel 1 · 4 held
  • Heretic Archer IIHeretic Archer IIlevel 2
  • Aramor WarriorAramor Warriorlevel 2
  • Heretic ArcherHeretic Archerlevel 1

The most experienced kinds, of 14 creatures in all.

Adepts 1

1 player joined the realm as firepixi’s adepts.

From the Adventure Log

Page 263 · The Shade Ballance - Rav., Wod.

Raven walks to the Road of Battles and sits on the ground near Master Wodin while waiting to hear word of the Necros' decision. "You know," says the Illusionist, "If this goes through, you'll be able to start helping that dojo like you want to." The mighty warrior lays back in the grass, "Aye...wouldn't that be wonderful?"

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