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Muratus del Mur

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  1. @Ledah as long as the item is transferable, not shared or in use, ita usable in the forge..any..item.. special items are treated accordingly, but i would hold on burning something super valuable right now, you will know soon when that moment is. @death ray the minigame looks not interesting to you because you had it before ans you where heavily involved with testing these minigames, possibly the forge thought you are looking to complete your minigame collection and gave you one you dont have. I am sure it has a significant trade value and others would be more than happy to trade with you for it..that is before i will take it from you in a battleship game muahhhahaha :)))
  2. Muratus del Mur started following The Forge
  3.    Vahr reacted to a post in a topic: Secrets of the forge.
  4. If you sacrificed something super obvious like lets say you have all parts of a broken item and a fix kit and you expect that item fixed, or all the cards in a deck and an empty box or a joker, and expected a deck of cards ...things of that sort... and the forge simply gives you shit (maybe because your wish is confusing or not matching your evolution as a player, or maybe because it detects you did not really sacrificed anything truly valuable to you, just tried to farm it, etc...lots of possible reasons) ..then i am open for an investigation request, and i will review if the forge was right or not, and either just confirm you it was right, and depengind on the situation, refund you privately, or trigger a new forge run, or modify the forge to give what it should. The forge is young, it can do mistakes, and while it understands md well, i understand it better... just don't waste my time if you know you did not truly tried to get something good.. Post here and i will reply one by one. As the forge becomes more stable, this option will no longer be available.
  5. The forge has of today, a special list of item combos that will bypass ai creativity and lead to predictable results. Let me disclose one of these so you can understand what i mean better: "sacrifice 5 aramors, with an item representing 5 (like a 5 playing card, or 5 silver note, etc), and add your last gold in the mix" results in "5 pointed star gold amulet" The example is functional but its useless. In the following days, secret recipes will be added for overpowered items such as kingship items, a25 tools, overpowered or admin items. All the combinations will make sense, but will not be guessable. Why i do this, considering probably nobody will discover them by mistake?...i don;t know... for the same reason entire lands of the realm are off reach, i love depth, even if it becomes absurd :) What this means for you: Quest makers may ask for their own combos to be implemented Clues to special combos will be distributed throughout the realm for puzzle hunters Secret recipes might even be written in item descriptions. But for now, the secret recipes of the forge is empty (except the example). Will take me a few days or weeks to design the right combos that nobody will use for the next decade or so..but what if someone does? I want to make A25 powers obtainable in-game, those are the ultimate powers one could have.. would be nice to have them completely independent from me, we shall see :)
  6.    Vahr reacted to a post in a topic: The Forge as a judge of character
  7. The forge is not just an AI making items up, its also a judge of character, a profiler. Let me share with you some of the recent reasoning it had for some of the recently created items, so you understand what it does (and why you didnt get what you wanted, or why you did). This is a mix from various players, i will not name who is who I will not specify if the forge note is for good or for bad, i let you figure that out yourself.. but its enough to know the forge does an adversarial review of its own actions and has an internal committee that votes on each decision after objectively analyzing all available aspects. There are dozens of such investigations done for a single item, with huge amounts of data processed and interpretted before deciding even the smallest variation. It is the closest thing to an AI judge i ever built so far. - They are sacrificing the very Elemental Amulet itself (id 3358, 17y old, copies=1, the unique original) — the literal object of their wish, placed on the altar. (inconsistent wish self canceled) - 1858 active days, gold veteran, last meaningful active phase March-May 2022 (94 events) coincides exactly with when the wishlist paper was written; since then only sporadic resource-crafting. Player is in twilight phase, cashing in legacy. - Player retains his absolute top creatures (Madhorn 695 wins is KEPT in collection at top_trained, but a duplicate-tier Madhorn is sacrificed; Elementals V level-6 with 5M+ exp kept). They are giving up the secondary army, not the crown jewels — consistent with a focused empowerment ritual rather than total liquidation. - Past wish #20 was 'Mutate GG Drachorn into Wind Dragon' — they have a precedent for using sacrificial/transmutation magic to convert one creature form into a more useful one, fitting an item-forge transmutation here. Coherence in course. - Central_concentration 0.75 at 1_0x0_1 with only 4 events / 2 distinct locations in a year — they are rooted and low-mobility; a portable renewable resource item fits a stationary merchant far better than a combat artifact. - 9 locked-favourite Elucubratie at level 1 with ~2500 wins each — he keeps small bound creatures as treasured familiars; collector of contained spirits. - Lifetime 1980W/1980L — fights to KEEP BALANCE, only 4 fights in last 90 days. He is not pursuing a warlord wish; the 'army' he wants is symbolic/quiet, fitting Caretaker doctrine. - Heavy recent crafting of Otherarmy stones, Invisibility stones, Lockinchaos stones, Skulls, Bones — building a death/army-summon toolkit around the same period. - Active phases are now reduced to brief annual spikes (Feb 2024/25/26 and June 2026). The current June 2026 spike (19 events) coinciding with this forge suggests an attempt to make this one event matter — a renewal/recrowning moment. - 2649 items owned, 720 'valuable', 145 favourites, plus 658 shop items — a deep collector/curator, not a depleter. Giving up 8 anniversary plushies + a creature is meaningful but not impoverishing; he expects a personal artifact, not a god-tier weapon. Enough about the reasoning samples, now about the desire profiling: Inferred wish: To be re-crowned as the true elder Scribe of the Caretakers — to convert his long, quiet veteran tenure and his oldest companions' loyalty into a real mark of authority and presence, not the play-pretend kingship of a grass crown. (strong) Significance: 0.788 (active 6235d, papers 8, pop -7) Verdict: A chat_poll seal that obeys every die: usable (presents a witnessing vote), no spell, no enchanted aura, tag valuable, tier flavor — comfortably below the epic ceiling, and appropriately so given the modest sacrifice (one common play-crown plus two non-rare lvl-5 plants) and middling significance (0.788). The seal honors all three sources literally: the grass IS the play-crown's substance, Bob's and Steve's stems form the binding stays, and their names are engraved on the rim. Crucially the item grants the bearer NO authority — it only invites others to witness or decline, conferring no title, no NPC reaction, no mechanical power over anyone. The "scribe's hand" framing is descriptive, not a claim of office. Description trimmed of the meta line confirming mundanity (kept the concrete "grass has not browned" detail as the actual in-world fact). Clean approval. Btw..the forge mechanism is faaar more complex and better than the loan review software i built at work recently, and that one uses similar mechanism to decide on your loan eligibility, not some item in a game ;)... but md i love a lot more than work so its only natural it comes out better :D
  8. it was live a day before actually https://warventure.com
  9.    death ray reacted to a post in a topic: User programmable AI Generals
  10. After a long dormant period, thought to share a bit more about ongoing things in this side project. AI player programmable generals. Thats the latest thing i am working on now. You will be able to setup your own game AI logic, in an intuitive "code block" style, and see how it performs against other players or ai generals others configured. I thought to bring back the "AI" part into the human hands, let the human mistakes and flavored flaws manifest via the way they will configure their own ai fighting rules, instead of having a central superpower that fights you. Like this you can geniunely say you are better or worse at fighting than x or y, since automated AI will not be scored anymore, only fights against user created ai's. Let me know what you think, play with it, feedback is my main fuel as always. This feature is due to be released this weekend 14june2026 , but you will be seeing traces of it already there, as i am actively working on it live, its more fun like this, i never liked organized deploys and such
  11.    Ledah reacted to a post in a topic: Conclusions of Stage 16 ..enter Stage 17
  12.    Vahr reacted to a post in a topic: Conclusions of Stage 16 ..enter Stage 17
  13. In celebration of this event, i will be giving out free minigame items to whoever asks... but you need to ask me in-game, in chat, not here not on email, not via pm. ps: i will be mostly at Tranquil Plains, but if i am not online, triggering Eggdar might buzz me too
  14.    Ivorak reacted to a post in a topic: Conclusions of Stage 16 ..enter Stage 17
  15. Every now and then, when i look back and see what happend in MD development in the last long period, i decide to declare it the end of one stage and the beginning of an other. A summary of what happend in Stage 16: - A25 stopped being just an admin panel and turned into a much more complete questmaking and realm-shaping interface. Realm search, activation simulators, TESTMODE, decorations, focused scene editing, clickables libraries, depositables groundwork and a massively expanded npctalk system made it possible to build much more complex and interactive content. - The npctalk/dialogue branch alone exploded: labels, public vars, profile vars, imports/exports, random starts, rephrasing, mobile editing, item selection, text command activation, data formulas and other tools that give questmakers a way to build large branched stories without waiting for artworks. - Upgradeables, building upkeep, treasuries, land resources, regeneration controls, heavy resources, depositables and coin minting pushed the resource layer closer to something that can support real player projects and lasting communal structures. - Combat and ritual mechanics moved too: shard abilities became editable, collectable and species based; more creatures became able to fight; rituals became easier to create on mobile and later in huge batches; teleport blocking and no-teleport rules were added; and killing/revival item reuse got rebalanced in ways that permanently affect land security and ritual planning. - Items advanced a lot toward actual functionality. Items can grant spells, present public choices in chat, carry placed actions and texts, follow complexity levels for future mixing logic, feed the bestiary/NFT branch, and now even start to host minigames. This is one of the most important unfinished branches in MD right now. - Chat and interface updates where massive. MD became much more usable on mobile, the map/inbox/ritual creator and many other pages were reworked, chat commands multiplied, travel via chat and arrow keys appeared, PM history improved, and several sections of MD can now read themselves out loud. - AI entered MD in many forms. Darvin was retired and Eggdar entered play, announcements and help answers became queryable from chat, AI drawing tools started generating scenes, avatars, items and stories for A25, and interactive advisors such as the MD advisor, the Mur clone and the interactive Questmaster's Backpack started to augment how both players and questmakers interact with the realm. - The clearest form of this new AI direction is Eggdar, a true in-world questmaker and storyteller. Eggy evolved from experiment to character: able to remember, guide, describe, talk, build unique plots, run item-aware and team-friendly quests, let you pick rewards, issue future-value quest items and generally show what AI-native gameplay inside MD could look like. Eggy is using the full power of my outer-realm business Lumnar Creations, that powers it. - To support all this, huge infrastructure work happened behind the curtain. Server migrations, firewall work, http2, forum upgrades and relocations, php8 modernization, core refactors, and finally the new MagicDuel API, all changed how MD can be extended from now on. - This new API and the AI work around it deserve special mention. MD now has the kind of infrastructure that allows natural language control over a growing set of realm actions and tools, and even further AI support for future development. This does NOT mean that the AI should define MD. The concepts, ideas, balance and meaning of this realm remain human things, governed by player creativity and ingenuity. The AI is here to extend the playground, not replace the players. - Tags, streaks, spelldocs and research clues started to converge into a more coherent role ecosystem. New tag dispatchers, streak logic, spelldoc migration, clue improvements and unlocking methods are all groundwork for roles that actually unlock tools, places and branches of play. - Consecutive days changed from a prestige number into a real gameplay axis. It now shapes rewards, access, prison escape, deeper lands, boosters and other parts of the realm. - Politically and in the world itself, Stage 16 mattered too. Alliance leadership became more stable, Aia was crowned Queen of Loreroot, Sunfire took over Guardians of the Root, the Player Community Council was formed, important creators were honored in the Creative Creatives hall, Aksel entered SotIS, and an entire new land with nearly 30 scenes opened on MD's 20th birthday. - Minigames! I am not sure how much this will evolve in the future, but its a nice way to give items functionality and resuscitate the silver economy. Minigames can be used to gain silver coins but also consume them. - AI created scenes..while not something i am proud of, and i would still prefer human artworks when possible, AI created content is still an useful way to continue to expand the realm and make it so vast that none of its inhabitants can say they traveled it all - Last but not least, internal tools to develop MD changed dramatically, and are one step ahead of their times. Just few months ago was i able to put to good use plans designed for AI use, so that machine can understand they way i designed stuff in all these 20+ years, and lots of inner workings. I am still waiting for some more, and while looking ancient and living in a game world that is nearly extinct in this niche (compared to other game evolution), MD will remain a mix of vintage and cutting edge tech, as long as i will live. Overall this stage was a very explosive one. Rather than polishing just one branch till perfection, Stage 16 opened many branches at once: AI, tags, item functionality, dialogue systems, resource/building systems, interface modernization, and much more. Some of these branches already bear fruit, others are only now reaching the point where they can start to matter to everyday gameplay. The upcomming stage should focus less on exploding the toolbox even further, and more on putting these tools in the hands of everyday players, so that an unprecedented level of !!CHAOS!! can happen in the realm. More freedom should return to the players, more true world-changing power should become reachable through role and effort, and several long due evolutionary branches should finally be completed properly: functional items, the role tags ecosystem, depositables, heavy resources, clue and spelldoc chains, deeper land mechanics, and a lot more. This stage was about exploding the feature set with novel ways to express creativity, and lots of new and feature rich tools. The next one should be more about making these tools reachable, dangerous :D, and useful in the hands of regular players. I would also like to thank all those that kept supporting MD financially, technically, artistically, through questmaking, debugging, documenting and simply by still being around in such desolated times. Without you, none of the above would mean much, because tools without people to use them are just abandoned machinery. All these being said, i welcome all of you in Stage 17, a stage that should take all this accumulated potential and turn it into living disorder, player agency and a further EVOLUTION of MagicDuel realm. signed: Mur, Chewett, Eggdar :D, and the humans crazy enough to put all these tools to good use. -- enjoy
  16.    Muratus del Mur reacted to a post in a topic: The People VS Muratus Del Mur
  17.    Cwtch reacted to a post in a topic: Mapping the Foundations
  18. Yeah it was supposed to be the same side of tbe same door, sadly some inconsistencies are present ...But do you think they are obvious enough? First of all the ceiling is not inconsistent, its just different as the area the door takes you to gets closer the the bedrock cave style dungeon entrance, while the corridor is built with stone slabs. The floor tiling is indeed inconsistent, but come on, its barely noticeable that the tiles are perfectly aligned in one and shifted in the other..i could fix that. These are both sides of the same room, because on the other sode of the door its something else
  19. I am not sure i follow.. the exit door is in a room that is not really a room, the door is visible from the corridor, so when you click the left arror in your first screen , you should go to the corridor (screen below). So the door in screen 2, is NOT taking you to the prison guard desk, that room is inside the prison, not outside. Both scenes in the screens you presented are on the same side of the door... makes more sense? Its not very clear if in your map, this is so or you put the prison guard desk scene on the other side of the door.
  20. 🤩Its an escape plan!
  21.    Muratus del Mur reacted to a post in a topic: Mapping the Foundations
  22.    Muratus del Mur reacted to a post in a topic: Mapping the Foundations
  23.    Chewett reacted to a post in a topic: Mapping the Foundations
  24. Yes because the map is not final, does not contain all the exists, and is nothing intricate that can't be easily replicated with a few consecutive days. I will use it later as a base to do the final one, that will be visible already when entering this realm ...so it will be very public anyway
  25.    Muratus del Mur reacted to a post in a topic: Mapping the Foundations
  26. at the time of creating md, 20 years ago .. creating apps was not in my skill set. Even now, i specialize on web apps, so even if someone could lets say transfer the complexity of md into some sort of huge app, i would not be able to maintain it and develop it...so there is no hope in this direction. Also, creating an app would pretty much mean to simplify MD experience overall, and it will end up to something similar if not identical to the current mobile interface, that is usable as a phone app btw, try it. Its not because we dont have an app, that md is so empty, but because generations change, marketing changes, audiences change, everyone adapts to profit. I did not build md to do that, and, as i see it slowly but steadily dies out, i can only continue to do what i can do, for those that are still here and appreciate the efforts. Indeed there are lots of potential players out there , especially from the types Sir Blut mentioned, that would absolutely love md, but i suck terribly at advertising. If you put a 10y old to do advertising, he will do it better than i would. I do what i do best, and i am good at what i do, but what i can not do, i stopped struggling. Anyone willing to help in this direction, you are welcome.
  27.    Muratus del Mur reacted to a post in a topic: too low players
  28.    Muratus del Mur reacted to a post in a topic: too low players
  29.    chriselnenepr reacted to a post in a topic: Eggdar
  30.    Ledah reacted to a post in a topic: The People VS Muratus Del Mur
  31. the wires of Eggdar... current abilities, online player awareness, scene vision. Currently suitable for community events, organizing riddles, some quests. It is not aware of md history, or any secrets. It can not move..yet.. It does have memory, so be careful what you test on it, it might remember you in unfavorable ways... consider one day you might need to pass it during a quest or something ..play nice with Eggy

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