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Muratus del Mur

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  1. Upvote
    Muratus del Mur got a reaction from Vahr in Secrets of the forge.   
    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 :)
  2. Upvote
    Muratus del Mur got a reaction from Vahr in The Forge as a judge of character   
    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




  3. Upvote
    Muratus del Mur got a reaction from death ray in User programmable AI Generals   
    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
  4. Thanks
    Muratus del Mur got a reaction from Ledah in Conclusions of Stage 16 ..enter Stage 17   
    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
  5. Upvote
    Muratus del Mur got a reaction from Vahr in Conclusions of Stage 16 ..enter Stage 17   
    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
  6. Like
    Muratus del Mur got a reaction from Ivorak in Conclusions of Stage 16 ..enter Stage 17   
    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
  7. Like
    Muratus del Mur reacted to Cwtch in The People VS Muratus Del Mur   
    Dear Death Ray, I do not know who you are speaking about in the case above, but as the person who used to be Ailith, I confirm my personal view of MD will never be destroyed.
    It took MD and certain people in it to make me realise I had been in a debilitating deep depression for 40 odd years. I have now finally been able to recover.
    I don’t know all the bad things people have done to me (in MD or outside of it), and I genuinely don’t care. I forgive them. 
    I will say this in response to what you said here, whatever Mur has done or allowed – and again - I DO NOT CARE WHO HAS DONE WHAT - I forgive.
    Because without MD and Mur I would genuinely not be here now. And I am grateful for that because I am in a very, very happy place.
    Belated Happy Birthday, MD.
  8. Like
    Muratus del Mur got a reaction from Cwtch in Mapping the Foundations   
    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
  9. Like
    Muratus del Mur reacted to Chewett in Mapping the Foundations   
    Attached is my first rough draft plus some annotated stuff.
    I didn't get as much time as I wanted to clean it up, so it's pretty rough! Typically I would then take this and clean up the lines, etc. But I also wanted to know what Mur was looking for...
    The scale is wrong around the food area but I didn't want to clean that up initially. I also didn't adjust the colour as it's pretty light at the start.
     
    Feedback welcome, I think I got all the right locations based on the perspective but the scale is MASSIVELY wrong.

     
     
     

     
    There is a clear issue with prisonguarddesk because the perspective makes the door to the new area linked with a wrong older area. I think we can fix that by moving the scene arrow.

     
  10. Thanks
    Muratus del Mur reacted to Chewett in Mapping the Foundations   
    Note: I haven't named the scenes or done the 9x scenes yet. That's planned for this week  (regardless of prizes)
  11. Upvote
    Muratus del Mur got a reaction from Chewett in Mapping the Foundations   
    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
  12. Thanks
    Muratus del Mur reacted to Aia del Mana in Mapping the Foundations   
    I hope all who are able have taken of some time to visit the scenery new to the realm (although one could assume these were once lost, given their appearance).
    A simple task, then - draw a simple map of the new scenes, and present them here. There should be two such maps - those with coordinates beginning with 9_ and those with coordinates beginning with 5_. Consider that artistic nature is not part of the criteria for judgment - one rather prefers accurate placement and proportionality, similar to how one would expect in a map of other lands.
    Twenty five such scenes do exist, and Mur has announced the prize will be a single custom scene of one's desire, with the deadline for such a task the thirtieth day of the month.
     
     
    An additional, and simpler task: Name the scenery; although one cannot usually title the scenery eponymously, one may do so in a subtle manner. Provide within this thread the coordinates of the scene to be named, and a suggested title, along with an optional explanation of why the title were fitting.
    The best single name of any scene (as determined by royal decree) will earn 1 wishpoint, and the best single name of any scene as determined by popularity (i.e. total number of votes whether positive or negative) will also win 1 wishpoint.
     
    The closing date for entries will be, similarly, the thirtieth day of the month in which this quest is announced, although comments may continue to be made in this thread after the closing date.
  13. Thanks
    Muratus del Mur reacted to Obrac in too low players   
    can we somehow bring more players here? i dont know how ,any ideas?
  14. Like
    Muratus del Mur reacted to Sir Blut in too low players   
    MD always been a game for a specific type of person. The younger gen z and gen alpha have little attention span, watch skibidi toilet and play roblox so idk maybe it appeals more to an older demographic now. 
    Personally I found MD through an ad on armorgames many many years ago however I do understand that in the long run advertising temporarily boosted MD's player count but most people didn't stick around. Quality over quantity.
    Word of mouth could be good if you have any friends with similar gaming interests though that didn't work for me and that was when it was very active. If anyone streams or does something like tik toks making MD content may get it out there more but with low player count it may not be that enticing.
    I do believe that there's a lot of potential players that would enjoy MD still but don't know about it. Players that enjoy tabletop RPGs specifically i think. It might seem a hopeless cause but I'll always retain hope and login as long as the servers are still up.
  15. Upvote
    Muratus del Mur got a reaction from chriselnenepr in Eggdar   
    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

  16. Upvote
    Muratus del Mur got a reaction from Ledah in The People VS Muratus Del Mur   
    This .."case" , was posted after i already decided on this matter, a day earlier. I see no names where used, so i assume its because of waiting for Aia's call on this.
    Announced or not, i believe justice has been served.
    I did not see him as a tyrant of any sort, i guess he changed dramatically since i las updated my view on the subject.. indeed my mistake.
     
  17. Upvote
    Muratus del Mur got a reaction from death ray in Eggdar   
    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

  18. Upvote
    Muratus del Mur got a reaction from Ivorak in Eggdar   
    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

  19. Upvote
    Muratus del Mur got a reaction from Sir Blut in Eggdar   
    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

  20. Haha
    Muratus del Mur got a reaction from Kyphis the Bard in i asked my book a stupid question   
    check the screenshot, its so funny.. It was supposed to know just what was written in the book (both!) and yet it gives a nice answer about something unrelated..that fits because obviously both the book and md have a coherent thought behind them, that fit in certain aspects.
     
    Let me know what you think

  21. Downvote
    Muratus del Mur got a reaction from Aamon in The People VS Muratus Del Mur   
    This .."case" , was posted after i already decided on this matter, a day earlier. I see no names where used, so i assume its because of waiting for Aia's call on this.
    Announced or not, i believe justice has been served.
    I did not see him as a tyrant of any sort, i guess he changed dramatically since i las updated my view on the subject.. indeed my mistake.
     
  22. Like
    Muratus del Mur got a reaction from Ivorak in item mixing, more depth   
    here are my plans for recipes for a next depth of items.
    The 'ingredients' are based on the most abundant items in the realm, sign that their use is either missing or not balanced.

    Creating these items will consume existing items, and create more complex and functional items, or precursors to even more complex items. 

    I hope to be able to slowly create a path from resource, to more advanced items, and the most advanced items to be consumables requiring several levels of processing, with limited use but extreme power.

    Your feedback is welcome and appreciated.
    Functionality and actual mixing amounts are still open to debate.


    IMPORTANT:
    To avoid getting stuck in where to place the combiners and mixers for these items, i decided to create a central location for all this mixing. I don't have a place set yet, suggestions are welcome. Basically all mixing of next depth item such as these, will be do-able in one place. The next level after this (complexity 6-7), will be done in an other place, not the same.

    ====
    COMPLEXITY LEVEL: 5-6
    =====
     
    Arcane Glass
    Ingredients: Raw Glass + Reality Shards + Crystal
    Description: By infusing raw glass with the mysterious properties of Reality Shards and finishing it with a crystalline sheen, you create a highly reflective, semi-sentient glass that warps light and confuses onlookers.
    Function: ingredient for later mixing

    Essence of Verdancy
    Ingredients: Unidentified Plants + Aromatic Herbs + Flowers
    Description: A small vial containing the concentrated essence of lush plant life. It smells of blossoming meadows and can be used in potent healing rituals or to magically enhance growth in gardens.
    Function: ingredient for later mixing

    Chrono Shard
    Ingredients: Timeless Dust + Syntropic Dust + Memory Stone
    Description: When you bind two time-altering substances (Timeless and Syntropic dust) around a fragment of Memory Stone, you craft a glowing shard that can momentarily slow or speed up time in the hands of a skilled mage.
    Function: Maybe a fenths equivalent for the shattered apparition crit

    Molten Golem Core
    Ingredients: Rare Metals + Iron Ore + Golemus Dust
    Description: These superheated metals, mixed with Golemus Dust’s potent magical essence, form a concentrated orb that acts as the “heart” of any construct or golem. It glows with an inner heat and radiates a low, rhythmic pulse.
    Function: Ingredient for the currently non existant golem.
     
    Corrupted Brew
    Ingredients: Toxic Plants + Toxic Gas + Water
    Description: A bubbling green mixture that reeks of danger. This poison-laced concoction is rumored to weaken even the mightiest creature if ingested—or, with proper alchemy, it could be refined into a powerful antidote, or a weapon.
    Function: ingredient to build toxic bombs

    Mudwood Bricks
    Ingredients: Fine Sand + Clay + Water + Lumber
    Description: Mixing damp sand and pliable clay, then reinforcing it with pulverized lumber fibers, yields a sturdy brick material. Dried in sunlight, these bricks are surprisingly strong and naturally resistant to erosion.
    Function: part of future plans of allowing players to construct buildings, need to talk to chew about this
     
    Soulbound Idol
    Ingredients: Bones + Resin + Memory Stone
    Description: A small, carved effigy formed from bleached bones, held together with resin and embedded with a Memory Stone shard. The idol can store fragments of the wearer’s essence, allowing for minor feats of necromancy.
    Function: usable with necrotic ink for creating one time consumable against or in favor of clearly specified players.

    Warding Effigy
    Ingredients: Branches + Bushies + Rock Salt + Syntropic Dust
    Description: Twisting branches into a humanoid form and lashing them together with Bushies for texture, you then coat the structure in Rock Salt and sprinkle it with Syntropic Dust. This scarecrow-like effigy deters low-level spirits from entering a guarded area.
    Function: Defense are, +def spell effect of all online in same place. consumable.

    Spirit Ink
    Ingredients: Colored Paper + Ashes + Reality Shards
    Description: Burn the colored paper to ashes, then imbue the powder with Reality Shards, creating an inky substance that shimmers with otherworldly patterns. Writing with Spirit Ink can manifest illusions or store magical seals within its text.
    Function: usable with other items to get benefical results, similar to necrotic ink

    Singing Clay
    Ingredients: Clay + Resin + Timeless Dust
    Description: Infusing malleable clay with Timeless Dust and sealing it with resin creates a soft, humming material. In the presence of active magic, it resonates with distant echoes, marking the flow of time with a steady hum.
    Function: silvertongue casts, if mixed with memory stone

    Lucid Candle
    Ingredients: Aromatic Herbs + Resin + Syntropic Dust
    Description: A “candle” formed by melting resin mixed with aromatic herbs, then sprinkled with Syntropic Dust. When lit, it produces a gentle, otherworldly glow that sharpens the mind and reveals hidden illusions or enchantments.
    Function: reveal , cancel effect of any playername altering spells, stopping invisibility or impersonation. Probably should be mixed with heat jars or heat stones to be activated otherwise its too powerful.

    Twilight Brew
    Ingredients: Tea Leaves + Rainwater + Timeless Dust
    Description: Steep freshly gathered tea leaves in pure rainwater, then swirl in a pinch of Timeless Dust. The resulting shimmering tea grants the drinker an extended twilight hour, delaying nightfall in their perception.
    Function: Something related to night mode, maybe instant exit, or temporary exit (not sure if i can) from night mode.

    Glistening Grimoire
    Ingredients: Colored Paper + Gems + Memory Stone
    Description: By binding lustrous gems onto colored paper lined with a fragment of Memory Stone, you craft a small book that can store illusions or recollections. Reading from its pages sometimes conjures faint, ghostly images of past events.
    Function: either create a bestiary, now or with other items, or maybe create a stored collection of chats, like a capturing mechanism of chats in a location that will be kept forever in the item storage.

    Toxic Bomb
    Ingredients: Toxic Gas + Toxic Plants + Paper
    Description: A volatile bundle of poison-laced flora and noxious fumes, wrapped tightly in paper. When ignited or ruptured, it spews a thick, toxic cloud, saturating the area with debilitating poisons.
    Function: weapon, mass effect on all players online in same location, needs corrupted brew

    Dustwalker Sandals
    Ingredients: Fine Sand + Golemus Dust + Skin
    Description: Compressing fine sand into a sturdy sole and bonding it with Golemus Dust between layers of treated skin yields footwear that leaves only swirling motes of dust behind. Wearers move silently across any terrain, as though half-ethereal.
    Function: Consumable for action points

    Whispering Stone
    Ingredients: Stone + Memory Stone + Reality Shards
    Description: A polished rock embedded with Memory Stone fragments and Reality Shards. When held, it whispers echoes of the past or half-forgotten secrets; tapping into it can reveal fleeting visions of lost knowledge.
    Function: this could be very interesting, maybe future use, but for now it could be acoutsic remains spell stone.

    Chrono Seeds
    Ingredients: Unidentified Plants + Timeless Dust + Fenths
    Description: By splicing strange seeds with a pinch of Timeless Dust and energizing them with Fenths, these peculiar plant seeds can sprout in different timelines. They sometimes produce bizarre “time-skipped” growths that show glimpses of alternate eras.
    Function: Used as ingredient to switch path of creatures with branched futures, like snowman or angiens.
     
    Arcane Filigree
    Ingredients: Rare Metals + Gems + Reality Shards
    Description: Intricate strands of rare metals are woven around brilliant gems, each thread imbued with tiny Reality Shards. Arcane Filigree is often set into staves or talismans to dramatically boost the power of illusions or elemental magic.
    Function: Enhance other items

    Wraith Lantern
    Ingredients: Skull + Ashes + Resin
    Description: Carved from a bleached skull and coated in hardened resin, the inside is filled with consecrated ashes that burn with an eerie, pale flame. When carried, it illuminates hidden paths and repels malevolent spirits.
    Function: not sure


    Bonsai Golem
    Ingredients: Branches + Clay + Golemus Dust
    Description: This tiny golem is formed from flexible branches anchored in malleable clay, animated by Golemus Dust. Its leafy sprigs grow at a slow pace, giving it the appearance of a living bonsai tree with a sentient core.
    Function: used with fenths , and other, to obtain crit 

    Starmoss Essence
    Ingredients: Aromatic Herbs + Mineral Water + Reality Shards
    Description: A faintly glowing concoction created by steeping aromatic herbs in mineral water, then stirring in a sprinkle of Reality Shards. Starmoss Essence adds a celestial gleam to potions, rituals, or enchantments.
    Function: not sure, beautifier of some sort

    Bone Quill
    Ingredients: Bones + Ashes + Colored Paper
    Description: A slender bone is hollowed out for an ink reservoir, using ash to create a jet-black tip. This quill, when used on colored paper, can inscribe words that resonate with a faint necromantic power or store hidden messages.
    Function: tool to write necrotic ink on personal item.

    Animated Origami
    Ingredients: Colored Paper + Sticky Goop + Syntropic Dust
    Description: By folding intricate shapes from bright paper and bonding them with a drop of sticky goop, then dusting them lightly with Syntropic Dust, you can bring origami creatures to life. They flit about with a mischievous independence.
    Function: next depth item, to be mixed with fenths and obtain fire elemental...ooorr.. usable as a portable creature totem reviver?

    Memory Brew
    Ingredients: Flowers + Tea Leaves + Memory Stone
    Description: A delicate tea made by steeping fragrant blossoms with mild tea leaves and stirring in a ground fragment of Memory Stone. Drinking it can help recall forgotten details or solidify new memories.
    Function: next depth item. Detach imprinted stones from their imprint, obtaining and ingredient to be used in exchange for one additional permanent cast of that spell.
     
    Necrotic Ink
    Ingredients: Toxic Plants + Bones + Ashes
    Description: A pungent black ink brewed from crushed toxic plants, bone powder, and ash-laced water. Its necromantic traces can be used to scribe forbidden tomes or bind skeletal minions through ritual inscriptions.
    Function: mix use with bone quill. to be combined with blood or autographs, in exchange of self curse but exponential power against set player,
  23. Thanks
    Muratus del Mur got a reaction from Aamon in item mixing, more depth   
    here are my plans for recipes for a next depth of items.
    The 'ingredients' are based on the most abundant items in the realm, sign that their use is either missing or not balanced.

    Creating these items will consume existing items, and create more complex and functional items, or precursors to even more complex items. 

    I hope to be able to slowly create a path from resource, to more advanced items, and the most advanced items to be consumables requiring several levels of processing, with limited use but extreme power.

    Your feedback is welcome and appreciated.
    Functionality and actual mixing amounts are still open to debate.


    IMPORTANT:
    To avoid getting stuck in where to place the combiners and mixers for these items, i decided to create a central location for all this mixing. I don't have a place set yet, suggestions are welcome. Basically all mixing of next depth item such as these, will be do-able in one place. The next level after this (complexity 6-7), will be done in an other place, not the same.

    ====
    COMPLEXITY LEVEL: 5-6
    =====
     
    Arcane Glass
    Ingredients: Raw Glass + Reality Shards + Crystal
    Description: By infusing raw glass with the mysterious properties of Reality Shards and finishing it with a crystalline sheen, you create a highly reflective, semi-sentient glass that warps light and confuses onlookers.
    Function: ingredient for later mixing

    Essence of Verdancy
    Ingredients: Unidentified Plants + Aromatic Herbs + Flowers
    Description: A small vial containing the concentrated essence of lush plant life. It smells of blossoming meadows and can be used in potent healing rituals or to magically enhance growth in gardens.
    Function: ingredient for later mixing

    Chrono Shard
    Ingredients: Timeless Dust + Syntropic Dust + Memory Stone
    Description: When you bind two time-altering substances (Timeless and Syntropic dust) around a fragment of Memory Stone, you craft a glowing shard that can momentarily slow or speed up time in the hands of a skilled mage.
    Function: Maybe a fenths equivalent for the shattered apparition crit

    Molten Golem Core
    Ingredients: Rare Metals + Iron Ore + Golemus Dust
    Description: These superheated metals, mixed with Golemus Dust’s potent magical essence, form a concentrated orb that acts as the “heart” of any construct or golem. It glows with an inner heat and radiates a low, rhythmic pulse.
    Function: Ingredient for the currently non existant golem.
     
    Corrupted Brew
    Ingredients: Toxic Plants + Toxic Gas + Water
    Description: A bubbling green mixture that reeks of danger. This poison-laced concoction is rumored to weaken even the mightiest creature if ingested—or, with proper alchemy, it could be refined into a powerful antidote, or a weapon.
    Function: ingredient to build toxic bombs

    Mudwood Bricks
    Ingredients: Fine Sand + Clay + Water + Lumber
    Description: Mixing damp sand and pliable clay, then reinforcing it with pulverized lumber fibers, yields a sturdy brick material. Dried in sunlight, these bricks are surprisingly strong and naturally resistant to erosion.
    Function: part of future plans of allowing players to construct buildings, need to talk to chew about this
     
    Soulbound Idol
    Ingredients: Bones + Resin + Memory Stone
    Description: A small, carved effigy formed from bleached bones, held together with resin and embedded with a Memory Stone shard. The idol can store fragments of the wearer’s essence, allowing for minor feats of necromancy.
    Function: usable with necrotic ink for creating one time consumable against or in favor of clearly specified players.

    Warding Effigy
    Ingredients: Branches + Bushies + Rock Salt + Syntropic Dust
    Description: Twisting branches into a humanoid form and lashing them together with Bushies for texture, you then coat the structure in Rock Salt and sprinkle it with Syntropic Dust. This scarecrow-like effigy deters low-level spirits from entering a guarded area.
    Function: Defense are, +def spell effect of all online in same place. consumable.

    Spirit Ink
    Ingredients: Colored Paper + Ashes + Reality Shards
    Description: Burn the colored paper to ashes, then imbue the powder with Reality Shards, creating an inky substance that shimmers with otherworldly patterns. Writing with Spirit Ink can manifest illusions or store magical seals within its text.
    Function: usable with other items to get benefical results, similar to necrotic ink

    Singing Clay
    Ingredients: Clay + Resin + Timeless Dust
    Description: Infusing malleable clay with Timeless Dust and sealing it with resin creates a soft, humming material. In the presence of active magic, it resonates with distant echoes, marking the flow of time with a steady hum.
    Function: silvertongue casts, if mixed with memory stone

    Lucid Candle
    Ingredients: Aromatic Herbs + Resin + Syntropic Dust
    Description: A “candle” formed by melting resin mixed with aromatic herbs, then sprinkled with Syntropic Dust. When lit, it produces a gentle, otherworldly glow that sharpens the mind and reveals hidden illusions or enchantments.
    Function: reveal , cancel effect of any playername altering spells, stopping invisibility or impersonation. Probably should be mixed with heat jars or heat stones to be activated otherwise its too powerful.

    Twilight Brew
    Ingredients: Tea Leaves + Rainwater + Timeless Dust
    Description: Steep freshly gathered tea leaves in pure rainwater, then swirl in a pinch of Timeless Dust. The resulting shimmering tea grants the drinker an extended twilight hour, delaying nightfall in their perception.
    Function: Something related to night mode, maybe instant exit, or temporary exit (not sure if i can) from night mode.

    Glistening Grimoire
    Ingredients: Colored Paper + Gems + Memory Stone
    Description: By binding lustrous gems onto colored paper lined with a fragment of Memory Stone, you craft a small book that can store illusions or recollections. Reading from its pages sometimes conjures faint, ghostly images of past events.
    Function: either create a bestiary, now or with other items, or maybe create a stored collection of chats, like a capturing mechanism of chats in a location that will be kept forever in the item storage.

    Toxic Bomb
    Ingredients: Toxic Gas + Toxic Plants + Paper
    Description: A volatile bundle of poison-laced flora and noxious fumes, wrapped tightly in paper. When ignited or ruptured, it spews a thick, toxic cloud, saturating the area with debilitating poisons.
    Function: weapon, mass effect on all players online in same location, needs corrupted brew

    Dustwalker Sandals
    Ingredients: Fine Sand + Golemus Dust + Skin
    Description: Compressing fine sand into a sturdy sole and bonding it with Golemus Dust between layers of treated skin yields footwear that leaves only swirling motes of dust behind. Wearers move silently across any terrain, as though half-ethereal.
    Function: Consumable for action points

    Whispering Stone
    Ingredients: Stone + Memory Stone + Reality Shards
    Description: A polished rock embedded with Memory Stone fragments and Reality Shards. When held, it whispers echoes of the past or half-forgotten secrets; tapping into it can reveal fleeting visions of lost knowledge.
    Function: this could be very interesting, maybe future use, but for now it could be acoutsic remains spell stone.

    Chrono Seeds
    Ingredients: Unidentified Plants + Timeless Dust + Fenths
    Description: By splicing strange seeds with a pinch of Timeless Dust and energizing them with Fenths, these peculiar plant seeds can sprout in different timelines. They sometimes produce bizarre “time-skipped” growths that show glimpses of alternate eras.
    Function: Used as ingredient to switch path of creatures with branched futures, like snowman or angiens.
     
    Arcane Filigree
    Ingredients: Rare Metals + Gems + Reality Shards
    Description: Intricate strands of rare metals are woven around brilliant gems, each thread imbued with tiny Reality Shards. Arcane Filigree is often set into staves or talismans to dramatically boost the power of illusions or elemental magic.
    Function: Enhance other items

    Wraith Lantern
    Ingredients: Skull + Ashes + Resin
    Description: Carved from a bleached skull and coated in hardened resin, the inside is filled with consecrated ashes that burn with an eerie, pale flame. When carried, it illuminates hidden paths and repels malevolent spirits.
    Function: not sure


    Bonsai Golem
    Ingredients: Branches + Clay + Golemus Dust
    Description: This tiny golem is formed from flexible branches anchored in malleable clay, animated by Golemus Dust. Its leafy sprigs grow at a slow pace, giving it the appearance of a living bonsai tree with a sentient core.
    Function: used with fenths , and other, to obtain crit 

    Starmoss Essence
    Ingredients: Aromatic Herbs + Mineral Water + Reality Shards
    Description: A faintly glowing concoction created by steeping aromatic herbs in mineral water, then stirring in a sprinkle of Reality Shards. Starmoss Essence adds a celestial gleam to potions, rituals, or enchantments.
    Function: not sure, beautifier of some sort

    Bone Quill
    Ingredients: Bones + Ashes + Colored Paper
    Description: A slender bone is hollowed out for an ink reservoir, using ash to create a jet-black tip. This quill, when used on colored paper, can inscribe words that resonate with a faint necromantic power or store hidden messages.
    Function: tool to write necrotic ink on personal item.

    Animated Origami
    Ingredients: Colored Paper + Sticky Goop + Syntropic Dust
    Description: By folding intricate shapes from bright paper and bonding them with a drop of sticky goop, then dusting them lightly with Syntropic Dust, you can bring origami creatures to life. They flit about with a mischievous independence.
    Function: next depth item, to be mixed with fenths and obtain fire elemental...ooorr.. usable as a portable creature totem reviver?

    Memory Brew
    Ingredients: Flowers + Tea Leaves + Memory Stone
    Description: A delicate tea made by steeping fragrant blossoms with mild tea leaves and stirring in a ground fragment of Memory Stone. Drinking it can help recall forgotten details or solidify new memories.
    Function: next depth item. Detach imprinted stones from their imprint, obtaining and ingredient to be used in exchange for one additional permanent cast of that spell.
     
    Necrotic Ink
    Ingredients: Toxic Plants + Bones + Ashes
    Description: A pungent black ink brewed from crushed toxic plants, bone powder, and ash-laced water. Its necromantic traces can be used to scribe forbidden tomes or bind skeletal minions through ritual inscriptions.
    Function: mix use with bone quill. to be combined with blood or autographs, in exchange of self curse but exponential power against set player,
  24. Like
    Muratus del Mur got a reaction from Invie in item mixing, more depth   
    here are my plans for recipes for a next depth of items.
    The 'ingredients' are based on the most abundant items in the realm, sign that their use is either missing or not balanced.

    Creating these items will consume existing items, and create more complex and functional items, or precursors to even more complex items. 

    I hope to be able to slowly create a path from resource, to more advanced items, and the most advanced items to be consumables requiring several levels of processing, with limited use but extreme power.

    Your feedback is welcome and appreciated.
    Functionality and actual mixing amounts are still open to debate.


    IMPORTANT:
    To avoid getting stuck in where to place the combiners and mixers for these items, i decided to create a central location for all this mixing. I don't have a place set yet, suggestions are welcome. Basically all mixing of next depth item such as these, will be do-able in one place. The next level after this (complexity 6-7), will be done in an other place, not the same.

    ====
    COMPLEXITY LEVEL: 5-6
    =====
     
    Arcane Glass
    Ingredients: Raw Glass + Reality Shards + Crystal
    Description: By infusing raw glass with the mysterious properties of Reality Shards and finishing it with a crystalline sheen, you create a highly reflective, semi-sentient glass that warps light and confuses onlookers.
    Function: ingredient for later mixing

    Essence of Verdancy
    Ingredients: Unidentified Plants + Aromatic Herbs + Flowers
    Description: A small vial containing the concentrated essence of lush plant life. It smells of blossoming meadows and can be used in potent healing rituals or to magically enhance growth in gardens.
    Function: ingredient for later mixing

    Chrono Shard
    Ingredients: Timeless Dust + Syntropic Dust + Memory Stone
    Description: When you bind two time-altering substances (Timeless and Syntropic dust) around a fragment of Memory Stone, you craft a glowing shard that can momentarily slow or speed up time in the hands of a skilled mage.
    Function: Maybe a fenths equivalent for the shattered apparition crit

    Molten Golem Core
    Ingredients: Rare Metals + Iron Ore + Golemus Dust
    Description: These superheated metals, mixed with Golemus Dust’s potent magical essence, form a concentrated orb that acts as the “heart” of any construct or golem. It glows with an inner heat and radiates a low, rhythmic pulse.
    Function: Ingredient for the currently non existant golem.
     
    Corrupted Brew
    Ingredients: Toxic Plants + Toxic Gas + Water
    Description: A bubbling green mixture that reeks of danger. This poison-laced concoction is rumored to weaken even the mightiest creature if ingested—or, with proper alchemy, it could be refined into a powerful antidote, or a weapon.
    Function: ingredient to build toxic bombs

    Mudwood Bricks
    Ingredients: Fine Sand + Clay + Water + Lumber
    Description: Mixing damp sand and pliable clay, then reinforcing it with pulverized lumber fibers, yields a sturdy brick material. Dried in sunlight, these bricks are surprisingly strong and naturally resistant to erosion.
    Function: part of future plans of allowing players to construct buildings, need to talk to chew about this
     
    Soulbound Idol
    Ingredients: Bones + Resin + Memory Stone
    Description: A small, carved effigy formed from bleached bones, held together with resin and embedded with a Memory Stone shard. The idol can store fragments of the wearer’s essence, allowing for minor feats of necromancy.
    Function: usable with necrotic ink for creating one time consumable against or in favor of clearly specified players.

    Warding Effigy
    Ingredients: Branches + Bushies + Rock Salt + Syntropic Dust
    Description: Twisting branches into a humanoid form and lashing them together with Bushies for texture, you then coat the structure in Rock Salt and sprinkle it with Syntropic Dust. This scarecrow-like effigy deters low-level spirits from entering a guarded area.
    Function: Defense are, +def spell effect of all online in same place. consumable.

    Spirit Ink
    Ingredients: Colored Paper + Ashes + Reality Shards
    Description: Burn the colored paper to ashes, then imbue the powder with Reality Shards, creating an inky substance that shimmers with otherworldly patterns. Writing with Spirit Ink can manifest illusions or store magical seals within its text.
    Function: usable with other items to get benefical results, similar to necrotic ink

    Singing Clay
    Ingredients: Clay + Resin + Timeless Dust
    Description: Infusing malleable clay with Timeless Dust and sealing it with resin creates a soft, humming material. In the presence of active magic, it resonates with distant echoes, marking the flow of time with a steady hum.
    Function: silvertongue casts, if mixed with memory stone

    Lucid Candle
    Ingredients: Aromatic Herbs + Resin + Syntropic Dust
    Description: A “candle” formed by melting resin mixed with aromatic herbs, then sprinkled with Syntropic Dust. When lit, it produces a gentle, otherworldly glow that sharpens the mind and reveals hidden illusions or enchantments.
    Function: reveal , cancel effect of any playername altering spells, stopping invisibility or impersonation. Probably should be mixed with heat jars or heat stones to be activated otherwise its too powerful.

    Twilight Brew
    Ingredients: Tea Leaves + Rainwater + Timeless Dust
    Description: Steep freshly gathered tea leaves in pure rainwater, then swirl in a pinch of Timeless Dust. The resulting shimmering tea grants the drinker an extended twilight hour, delaying nightfall in their perception.
    Function: Something related to night mode, maybe instant exit, or temporary exit (not sure if i can) from night mode.

    Glistening Grimoire
    Ingredients: Colored Paper + Gems + Memory Stone
    Description: By binding lustrous gems onto colored paper lined with a fragment of Memory Stone, you craft a small book that can store illusions or recollections. Reading from its pages sometimes conjures faint, ghostly images of past events.
    Function: either create a bestiary, now or with other items, or maybe create a stored collection of chats, like a capturing mechanism of chats in a location that will be kept forever in the item storage.

    Toxic Bomb
    Ingredients: Toxic Gas + Toxic Plants + Paper
    Description: A volatile bundle of poison-laced flora and noxious fumes, wrapped tightly in paper. When ignited or ruptured, it spews a thick, toxic cloud, saturating the area with debilitating poisons.
    Function: weapon, mass effect on all players online in same location, needs corrupted brew

    Dustwalker Sandals
    Ingredients: Fine Sand + Golemus Dust + Skin
    Description: Compressing fine sand into a sturdy sole and bonding it with Golemus Dust between layers of treated skin yields footwear that leaves only swirling motes of dust behind. Wearers move silently across any terrain, as though half-ethereal.
    Function: Consumable for action points

    Whispering Stone
    Ingredients: Stone + Memory Stone + Reality Shards
    Description: A polished rock embedded with Memory Stone fragments and Reality Shards. When held, it whispers echoes of the past or half-forgotten secrets; tapping into it can reveal fleeting visions of lost knowledge.
    Function: this could be very interesting, maybe future use, but for now it could be acoutsic remains spell stone.

    Chrono Seeds
    Ingredients: Unidentified Plants + Timeless Dust + Fenths
    Description: By splicing strange seeds with a pinch of Timeless Dust and energizing them with Fenths, these peculiar plant seeds can sprout in different timelines. They sometimes produce bizarre “time-skipped” growths that show glimpses of alternate eras.
    Function: Used as ingredient to switch path of creatures with branched futures, like snowman or angiens.
     
    Arcane Filigree
    Ingredients: Rare Metals + Gems + Reality Shards
    Description: Intricate strands of rare metals are woven around brilliant gems, each thread imbued with tiny Reality Shards. Arcane Filigree is often set into staves or talismans to dramatically boost the power of illusions or elemental magic.
    Function: Enhance other items

    Wraith Lantern
    Ingredients: Skull + Ashes + Resin
    Description: Carved from a bleached skull and coated in hardened resin, the inside is filled with consecrated ashes that burn with an eerie, pale flame. When carried, it illuminates hidden paths and repels malevolent spirits.
    Function: not sure


    Bonsai Golem
    Ingredients: Branches + Clay + Golemus Dust
    Description: This tiny golem is formed from flexible branches anchored in malleable clay, animated by Golemus Dust. Its leafy sprigs grow at a slow pace, giving it the appearance of a living bonsai tree with a sentient core.
    Function: used with fenths , and other, to obtain crit 

    Starmoss Essence
    Ingredients: Aromatic Herbs + Mineral Water + Reality Shards
    Description: A faintly glowing concoction created by steeping aromatic herbs in mineral water, then stirring in a sprinkle of Reality Shards. Starmoss Essence adds a celestial gleam to potions, rituals, or enchantments.
    Function: not sure, beautifier of some sort

    Bone Quill
    Ingredients: Bones + Ashes + Colored Paper
    Description: A slender bone is hollowed out for an ink reservoir, using ash to create a jet-black tip. This quill, when used on colored paper, can inscribe words that resonate with a faint necromantic power or store hidden messages.
    Function: tool to write necrotic ink on personal item.

    Animated Origami
    Ingredients: Colored Paper + Sticky Goop + Syntropic Dust
    Description: By folding intricate shapes from bright paper and bonding them with a drop of sticky goop, then dusting them lightly with Syntropic Dust, you can bring origami creatures to life. They flit about with a mischievous independence.
    Function: next depth item, to be mixed with fenths and obtain fire elemental...ooorr.. usable as a portable creature totem reviver?

    Memory Brew
    Ingredients: Flowers + Tea Leaves + Memory Stone
    Description: A delicate tea made by steeping fragrant blossoms with mild tea leaves and stirring in a ground fragment of Memory Stone. Drinking it can help recall forgotten details or solidify new memories.
    Function: next depth item. Detach imprinted stones from their imprint, obtaining and ingredient to be used in exchange for one additional permanent cast of that spell.
     
    Necrotic Ink
    Ingredients: Toxic Plants + Bones + Ashes
    Description: A pungent black ink brewed from crushed toxic plants, bone powder, and ash-laced water. Its necromantic traces can be used to scribe forbidden tomes or bind skeletal minions through ritual inscriptions.
    Function: mix use with bone quill. to be combined with blood or autographs, in exchange of self curse but exponential power against set player,
  25. Like
    Muratus del Mur got a reaction from Sir Blut in Improvised REAL Rain Collector   
    Ahahahaha omg i got a genuine wp!
     
    Ok now i owe everybody some pics
    in my defence i have to mention that i built the entire shed myself, not just put some tubes on a ready made roof.
     
    Next plan is a water tower for pressure


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