Everything posted by Seigheart
- Lets get Wiiya back
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Seigheart's Guide to the Gateway Island
I have included a handy guide with pictures on the main post.
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Seigheart's Guide to the Gateway Island
Thank you, changed.
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Seigheart's Guide to the Gateway Island
GATEWAY ISLAND (GWI): A NEW PLAYER'S GUIDESPOILER WARNING: This guide is full of spoilers. It works as a step-by-step walkthrough of Gateway Island. If you'd like to discover the island yourself, explore first and come back here only if you get stuck. Welcome to MagicDuel! Every new character starts on Gateway Island (GWI). It teaches gathering, crafting, creatures, and getting around before you reach the mainland. The island is quiet and gives few hints. This guide walks you through it in a sensible order. It is based on a full walkthrough in October 2026. ======================================== QUICK START: YOUR FIRST 10 STEPS ======================================== 1. Read every sign first. Signs hold hints and sometimes secret tips. Some tips only work if you follow them before picking things up. 2. Collect Reality Shards. Click the orange items you find around the island. Look out for spirit scraps too. 3. Make the map at Guardian's Esplanade. Use your Reality Shards in the Map Maker. The sign says it's on the right, but it's on the left. 4. Grab the Old Mattock and mine stone. Mining at the Esplanade is free. You need at least 10 Stone and 1 Crystal. 5. Make the Aramor Fenth. At Aramor's Arisal, load 10 Stone, 1 Reality Shard and 1 Crystal into the Assembler. This unlocks more of the island. 6. Take the rain collector, not the shovel. The Survivor's Junction sign tells you to. Then go back to the Dock (Castaway's Landing) for a reward. Do this before picking up any shovel. 7. Get the free tools in Experimental Grotto. An Old Resin Collector and an Old Bark Knife are waiting there. 8. Use the Empty Barrel. It raises your max AP by 5. 9. Climb to Gateway Plateau. Pick up the frayed rope at the top. 10. Choose your Principle carefully. The scroll basket on Gateway Mountain Trail gives a permanent +1 to a Principle. Decide before you click. ======================================== SCENE BY SCENE ======================================== Hover over an exit arrow to see where it goes and what it costs. Most short moves cost about 1 AP. Some cost 14 to 18 AP. >> CASTAWAY'S LANDING (THE DOCK) What's there: This is where you arrive. The game calls it the Dock, but no sign says so. Free old tools lie around, including a shovel. What to do: Read everything. Hold off on the shovel until you've read the Survivor's Junction sign. Exits: Up to Guardian's Esplanade (about 1 AP). Two arrows here look alike, but one costs 15 AP. Hover before you click. Tip: Leave anything labelled as a staff or reset tool alone. >> GUARDIAN'S ESPLANADE What's there: The sign, the Map Maker (on the left), an Old Mattock, and Memory Stones. What to do: Make your map with Reality Shards. Take the mattock and mine. Mining costs no AP and recharges in about 30 seconds. Each swing gives a random Stone, Crystal or Pebble, plus gravel. Exits: Up to Aramor's Arisal and down to Castaway's Landing (about 1 AP each). Tip: The stone counter on screen may not update. Keep mining until you're sure you have 10. >> ARAMOR'S ARISAL What's there: The statue is the Aramor Assembler. There are also herbs, bark, resin, lumber, rum barrels, a scarecrow and a tattered basket. You can find an Old Axe and Old Basket nearby. What to do: Load 10 Stone, 1 Reality Shard and 1 Crystal. Press Continue, then gather the result to get an Aramor Fenth (a creature capsule). The Assembler's "Current Stack" is the most reliable count. Exits: Making the Fenth opens a new left arrow to Knight's Descent (about 10 to 14 AP). Tips: Anyone can load the Assembler, but only one player gets the result. Talk to the scarecrow. Some items here say "You do not have access to this clicky yet". >> KNIGHT'S DESCENT An arena "where the Bacon Knight sows dissent". Fights happen here. What you need to win is not known yet. >> SURVIVOR'S JUNCTION What's there: A sign with a secret tip. What to do: Follow the tip. Take the rain collector, not the shovel, then return to the Dock for a reward. Tip: If you already took a shovel or rain collector, the tip may not work. The rain collector can't be clicked once it's gone. >> LOREWEAVER'S CAVERN On the climb between the Junction and the Mountain Trail. Keep heading up. >> GATEWAY MOUNTAIN TRAIL What's there: Baskets, including a scroll basket ("Catch the scrolls"), and a warning about high altitude. What to do: Keep climbing to the Plateau. Tip: The scroll basket looks like an ordinary exit, but it opens a one-time Principle choice. Leaving the page loses your chance. Pick on purpose. There's no confirmation, and the page keeps offering the rest after you choose. Check your profile to see what you got. >> GATEWAY PLATEAU What's there: Frayed rope, the hot air balloon, and an exit to Gateway Summit (14 to 18 AP). What to do: Collect the rope; it shows in your inventory as "Used Rope". Click the balloon to see what it needs. It says you need "an item that allows you to Fly, somehow". Tip: Launching the balloon takes you off the island. Only do it when you're ready to leave. >> EXPERIMENTAL GROTTO What's there: A paper workshop. A free Old Resin Collector and Old Bark Knife. A Bark Press (only for characters with 20 or fewer active days). A Paper Press. The Empty Barrel. Recipes: Thin Wood Sheets + Water + Resin make Paper. Paper + Water + Glue make Cardboard. Exits: About 14 AP to enter and 18 AP to leave. Plan ahead. Tip: If the Paper Press "Return to scene" link doesn't work, reload the page. >> THE OBELISK What's there: A sanctuary where Memory Stones are charged with Heat. The sign explains Heat. A pillar gives a daily item ("Used tape"). Across the water is "a distant object" you can't reach yet. Exits: A dead end. Go back the way you came. >> LOREWEAVER'S LOCK What's there: A button-sequence puzzle with a 3-minute cooldown. Tip: Clues are in nearby scenes. Look around before you press anything. There's no clear exit, so use "Go Back". >> CASTAWAY'S COVE A fishing spot. >> RIDDLES Some objects ask a riddle. Read it slowly and think of everyday things. Ask the helper bot if you'd like a hint. ======================================== THINGS THAT TRIP PEOPLE UP ======================================== Exit labels only show on hover. Clicking an unlabelled arrow by mistake still costs AP. AP costs can differ. The cost shown on hover may not match what you're charged. The AP display doesn't always refresh. Locked items are invisible. You only learn something is locked when you click it. Tools you lack aren't flagged. A resource only tells you it needs a special tool when you click it. "Standby..." clicks. Some clickables get stuck. Reload the page. Double clicks. The inventory and some exits need a second click, especially after a dialog closes. Inventory filter. It can hide items such as your map. Check the filter. Private messages need a refresh. New PMs only appear after you reload. Pick a message type before you send a reply. Paper Press return link. It may not work. Reload to get back. Principle page. There's no confirmation after you choose. Check your profile. Logging out. It's hidden under the compass wheel at the top-left. ======================================== WHERE TO ASK ======================================== MagicDuel forum Live Help GWI-Guide-Illustrated.docx
- Lets get Wiiya back
- Lets get Wiiya back
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The Cartographer's Cipher
V3 has been updated to V4 Good luck!
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The Cartographer's Cipher
Congratulations to Invie and Clock Master! I will be PMing you your rewards shortly. Check back for an updated version shortly.
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Impossible Primordial Votes
@Muratus del Mur Still feel like experimenting?
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Onyx Mirrorseraph VS Rustgold Wraithling
Your pilates partner is going down.
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Gotta Train em all - PRI-MOR-DIA-ALS
RPCQ: rpcq-gazeebo-leftfrontstairs-A Ill be updating it more tomorrow.
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Flooding Mechanics Thoughts?
Greetings, all. With all the recent flooding around the realm, I've been wondering whether it could carry real consequences in-game. Scenes with bodies of water could "flood" for a time, cutting off paths that are normally open and forcing travellers to find another way around. For instance, Raven's Peace could flood and block passage both ways, turning a familiar shortcut into a detour. Ferries, bridges and riverbanks would be natural candidates too. A few ideas for how it could work: Temporary closures: flooded exits close for a set time or until the waters recede, so the map shifts now and then without anything being lost for good. These "floods" could be removed once enough people have harvested water. Clear warnings: a short scene description or event line lets people know why a path is closed. New openings: flooding might also reveal things, such as a submerged path, debris washed ashore, or different fishing areas in the swollen waters. It would make the weather feel like part of the world rather than just scenery, and give explorers and travellers something new to plan around. What do you think? — Seigheart
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Primordial Feeding
Anyone else feel like the feeding requirements for low-form, non-legendary Primordials are a bit excessive? I understand that raising a Primordial is meant to be a long-term undertaking, and I’m not suggesting it should be easy. However, taking two months just to advance a single form, with each subsequent form requiring even more, feels like a bit much. There should be a reasonable sense of progression, especially for players who aren't working with legendary Primordials. A long-term goal is one thing, but waiting months for a single step starts to feel more like a grind than a rewarding experience. Should there be a max to feedings for lower tiered primordials?
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Onyx Mirrorseraph VS Rustgold Wraithling
My drach is half shade too. -_-
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Onyx Mirrorseraph VS Rustgold Wraithling
20g on Syrian. Mirrors need light. Darkness is the absence of light.
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Onyx Reliquary Wyrmling VS Rustgold Wraithling
Have you ever eaten a raw snail? Thats ability enough
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Onyx Reliquary Wyrmling VS Rustgold Wraithling
Wow, thats the highest amount of feeds Ive seen so far O.o
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The Shattered Epitaph Halloween Event
Hey guys, I apologize for the delayed start to the event. It will start today at 23:45. Unfortunately real life threw a curve ball while attending a 1 year olds birthday party that required a nights stay in the hospital due to an allergic reaction. Guess who has developed an allergy to bee stings at 36 years old? Yaaaay.
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where else to use primordials
How about a baby sitting service? Go on vacation and your pet gets fed? You get to see the pet run around the scene at the baby sitting service. Think the Pokemon Day Care.
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Tax the auctions!
I agree with a tax, but perhaps not a percentage. There needs to be a cost to putting up a listing. Perhaps a silver that gets refunded if the item doesnt sell after the timer runs out or if it gets pulled within 10-15m?
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where else to use primordials
If I could put one thing ahead of everything, it would be an MDScript update. A lot of us(not really a lot but you get it) already build tools and small games in MDScript. If it could call the companion animations directly (play an idle, walk or attack animation, react to clicks, move the pet around a scene), players could build those mini games inside MD themselves. You'd get a stream of community-made content without having to build every game yourself. A few other additions would make it far more useful: more room per script, easier saving of per-player state for things like high scores and progress, and clearer documentation on what's allowed. A small public library of shared scripts would round it out nicely. Do that, and the arcade idea mostly takes care of itself, because we'd make the games and you'd just pick the best ones to show off. Happy to help test whatever you put out.
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Feedback on "Companions giving extra heat"
for legendary pets sure, but anyone can make a pet with anything.
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Feedback on "Companions giving extra heat"
this makes it worth while imho for the grinders etc
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Feedback on "Companions giving extra heat"
I think it would be excellent for newer players, not necessarily people who have been playing 20 years ;)
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where to use
Add the different principles to the Inner Circle to represent the different principles. Since the Inner Magic is a physics engine, I started brainstorming different phyiscs principles to add to it. Adding our individual principles to the Inner Magic will dictate what we can produce. Cyclicity, "how things turn in cycles". Particles move in orbits and come back where they started nstead of vanishing. Their mass rises and falls over a 6-second cycle, and collisions lose almost no energy. It turns Entropy's decay into a loop. Balance, "everything has its counter part". Every particle spawns with a mirror twin that has the opposite charge and velocity, so total momentum is always zero. It pulls opposite pairs toward equal numbers. Elements, "the building elements of our world". There are four materials that counter each other in a circle. Fire is light, hot and rises. Water flows, holds heat and puts out fire. Earth is dense, rigid and grippy. Air is a gas that spreads out. Entropy, "all is meant to die". Everything has a half-life. Solids crumble into fragments, heat evens out across the scene, and bonds weaken over time. It's the only principle that can destroy something for good. Syntropy, "entropy itself is balanced". This is Entropy in reverse: fragments pull back together into crystals, heat gathers into hot spots, and broken bonds re-form. Where it meets Entropy, the two cancel out. Imagination, "erases the borders of our mind". Objects pass through walls, and you set each object's gravity yourself. It can create matter out of nothing and push the other principles' settings up or down by as much as half. Darkness, "nothingness equals infinity". This is a weightless field that soaks up all light and heat. The emptier a space is, the harder it is to move anything through it. It cancels Light one for one. Light, "hides secrets in plain sight". Light is fast, nearly weightless particles that push on whatever they hit and bounce off perfectly. Their glare hides things that are technically visible, and they don't favour good or evil. Time, "in the end they are all one". Each zone runs at its own speed, from 0.1x to 4x. However the steps are split up, they end at the same final state, and the simulation can be rewound up to 10 seconds. Transposition, "give memory to lifeless objects". It swaps properties between objects, such as mass for charge or position for position, which works like a teleport. It can unpin objects that are fixed in place, and objects remember their past paths so they can replay them.