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Reputation Activity
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Seigheart reacted to Chewett in Coalition against Resource Depletion (CARD)Hey, if you want to join CARD by blocking depleters I wrote a short guide!
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ooooo a standoff :D *opens a huge bag of popcorn*
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Seigheart reacted to Chewett in How do I block people?I want to block someone so I stop seeing their messages, how can I do that?
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Seigheart reacted to Chewett in How do I block people?To block someone ingame you can to go to options by pressing the cog at the bottom of your page:
From there you can select a number of names to block either in the mood panel or chat:
Once this is done they will show up as blocked:
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Seigheart reacted to Chewett in The mystery of "Chewett and the Green CARD"Ladies and gentlemen, adventurers and wanderers of the Realm, open up the latest edition of the MagicDuel Newspaper and read into a story of intrigue.
For the next several days, we shall be bringing you a most extraordinary tale of intrigue, conspiracy, dwindling resources, unlikely alliances, and perhaps even the occasional entirely reasonable overreaction.
A mystery whose roots reach deep into the very resources of MagicDuel.
A mystery known only as...
Our story follows Chewett, Grand Duke of the East, investigating the curious disappearance of the Realm's resources as they begin to uncover something far larger.
Who is taking them?
Why are they disappearing?
Can anything be done before the lands of the Realm are tarnished forever?
And, most importantly...
Can the green CARD stop the forces of evil terrorising the land?
With allies gathered, suspects questioned, evidence examined, and increasingly suspicious quantities of paperwork produced, Chewett sets about forming a coalition dedicated to confronting the spectre of resource depletion.
But in MagicDuel, matters are rarely quite as simple as they first appear.
Presented in the grand tradition of the old wireless detective mysteries, Chewett and the Green CARD will unfold as a serial drama, with a new instalment released each day (depending on Chewett's work schedule).
Each episode will reveal another piece of the mystery.
Another clue.
Another suspect.
Another step towards the truth.
So adjust your wireless set, extinguish the lights, settle into your favourite chair, and listen carefully.
For somewhere in the darkness of the Realm...
the game is already afoot.
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Seigheart reacted to Chewett in Known Depeleter Evidence Log - CARDLedah - 2 Marks
Seigheart - 1 mark (Ledah only took it to the minimum)
Seigheart - 1 mark
Ledah - 2 marks
Ledah - 1 mark
Seigheart - 1 mark
Ledah - 3 marks
Seigheart - 1 mark
Seigheart - 1 Mark
Ledah - 1 Mark
Seigheart - 3 marks
Ledah - 6 marks
Ledah - 4 marks
Seigheart - 2 marks
This brings the total Marks for this evidence to:
Ledah - 19 Marks
Seigheart - 10 Marks
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Seigheart reacted to Chewett in Known Depeleter Evidence Log - CARDSeigheart - 15 marks
Ledah - 4 marks
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Seigheart reacted to Chewett in Known Depeleter Evidence Log - CARDThis post should be posted to by members of CARD to track those depleting and so we have a record.
Current Depleters (and their score)
Ledah - 23 marks
Seigheart - 25 marks
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Seigheart got a reaction from Ivorak in 3D Modelling MDA few more. Would love some suggestions for next ones people would like to see
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Seigheart reacted to Muratus del Mur in Build your own Drachornoh come on..... whats this joke? not worth the effort looking at it, maybe we should stop rewarding any good intention..
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Seigheart got a reaction from death ray in Coalition against Resource Depletion (CARD)Yes you can.
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Seigheart got a reaction from jakubhi in 3D Modelling MDA few more. Would love some suggestions for next ones people would like to see
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Seigheart reacted to Muratus del Mur in Draw/ create/ sculpt your own Hell Houndto fit the quest, please add your name, but since you chose to do the art in 3d, name should also be so, that shouldn't be difficult or a problem, but just to fit the contest rules.
making it in 3d fits under the "etc" medium just fine.
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Seigheart got a reaction from jakubhi in Draw/ create/ sculpt your own Hell HoundI assume this quest is still going! :) I also assume that the same medium I used for the Build a Drach quest will work here :)
This is what I envision the Hellhound to look like. I took a bit of inspiration from Ghostbusters, and added a few feline characteristics.
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Seigheart reacted to death ray in Coalition against Resource Depletion (CARD)Well, would you allow me to join in this endeavor? I like pyramids.
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Seigheart reacted to death ray in Coalition against Resource Depletion (CARD)No, I have clear understanding of what was wrote. I can in fact read and comprehend. I'm just trying to add a neutral bystanders input. I actually thought my first comment was constructive. Did you not want player input? In support of your idea, I was.
You run the show, now lets play!
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Seigheart got a reaction from jakubhi in Daily item questCompleted. Thank you :)
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Seigheart got a reaction from Ivorak in 3D Modelling MDOver the past little while I've been experimenting with creating 3D models inspired by MagicDuel's creatures, characters, and artwork. The results have been encouraging, and I'd like to take the idea much further.
My goal is to eventually recreate every creature, character, item, and landmark in MagicDuel as faithful 3D models.
This isn't about redesigning the game or replacing the original artwork. It's about preserving and celebrating it in another medium. Every model will aim to stay as true as possible to the original designs while filling in only the details necessary to create a complete three-dimensional version.
Some possible uses include:
High-resolution renders of creatures and characters.
3D-printable miniatures for collectors.
Animated turntables and showcases.
Virtual galleries of the realm.
Community artwork and promotional material.
A complete 3D archive of MagicDuel's visual history.
These are nearing completion:
I'd like this to be a community-driven project rather than a personal one.
I'm asking for the community's help in deciding what should be modeled next. If there's a creature, character, item, or landmark you've always wanted to see in 3D, post your suggestion below. The most requested or most interesting ideas will be given priority.
If you have old concept art, screenshots, lore references, or other resources that could help improve the accuracy of a model, I'd love to see those as well. The more references available, the more faithful the final result can be.
Current priorities include:
Remaining creatures.
Player avatars and iconic characters.
Important artifacts and items.
Landmarks from every land.
Structures, monuments, and environmental assets.
My philosophy is simple: accuracy first. If a detail isn't visible in the original art, I'd rather work with the community to interpret it than invent something that doesn't fit the world.
My hope is that, over time, we can create a complete 3D collection of the MagicDuel realm, one model at a time.
So, what should I model next? Let me know below.
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Seigheart reacted to Aelis in Petition for the Grand Duke of the EastAs a former member, it pains me a little to see it disbanded, but that's life. Death as a game mechanic may be (temporarily) gone, but I think it remains as a symbol. Perhaps a new leader, if someone ever shows up, could focus on that?
For the time being, though, could the alliance be left in a state of suspension? Something like the Kelle'tha Order? Maybe leave it open to be reclaimed by the inactive members only (if they ever return)?
I must say I find it amusing that, in practice, the most active alliance over the last couple years (at least if measured by individual activity) might get disbanded while the others stay untouched. Since we are on it, should we kill them all? 😆
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Seigheart got a reaction from Chewett in Seigheart's Guide to Beginner's CombatSeigheart's Guide to Beginner's Combat
MagicDuel combat can look like a simple creature-vs-creature system at first, but underneath it is a fairly complicated interaction between rituals, creature abilities, targeting types, VE, principles, creature stats, and combat balance.
The biggest mistake is thinking:
"My creatures are stronger, therefore I should win."
MD combat doesn't really work that way. A weaker collection arranged into the right ritual can defeat creatures that are considerably stronger on paper.
This is an attempt to explain the basic system, the different attack types, and how some common creatures fit into it. I am by no means the best person to write this, so please feel free to correct me if I am wrong. The purpose is purely to help new players with basic fundamentals.
1. Rituals Are the Foundation
You don't command creatures individually during combat. Instead, you create a ritual beforehand.
A ritual determines:
Which creatures participate
How much VE is committed
Which principles are assigned
Which abilities are brought into the fight
How those abilities interact with each other
Once combat begins, the engine resolves those instructions.
So most MD combat strategy happens before you click attack.
2. Understanding Attack and Targeting Types
One of the most important things to understand is that "attack" doesn't always mean the same thing.
Creature abilities have different targeting behaviours, and knowing what they actually target is essential when building rituals.
Random
Random chooses a target randomly from the available valid targets.
This is unpredictable, but that doesn't necessarily make it bad.
If the opponent has six creatures, however, your damage may be spread across several targets instead of concentrating on the creature you actually need dead.
Example:
You deal 1,000 damage four times.
Random targeting might produce:
Creature A : 1,000
Creature B : 2,000
Creature C : 1,000
Instead of killing one creature with 4,000 concentrated damage, you've wounded three.
Weak
Weak targeting attempts to attack the weakest available target.
This is useful for finishing creatures off.
Imagine the opponent has:
Creature A : 12,000 VE
Creature B : 8,000 VE
Creature C : 600 VE
A weak-targeting attacker can remove Creature C instead of wasting its attack against the healthier creatures.
This can be extremely useful for systematically dismantling a ritual.
Strong
Strong targeting focuses on stronger targets.
Instead of wasting attacks against disposable creatures, it can direct pressure toward the opponent's more significant creatures.
This can be valuable when the enemy has one creature doing most of the work.
Dying
Dying targeting is designed around creatures already close to death.
Think of it as an execution mechanic.
Rather than distributing damage around the battlefield, it helps finish creatures that have already been heavily damaged.
This can combine particularly well with another creature that spreads damage first.
Multiple
Multiple targeting affects several creatures rather than concentrating entirely on one.
This is excellent for spreading damage across a ritual.
The trade-off is concentration.
If you have enough power, multiple targeting can devastate an entire ritual. If you don't, you can end up with six injured creatures that are all still alive and functioning.
All
Some abilities affect all valid targets.
These become particularly interesting when combined with abilities or creatures that benefit from battlefield-wide effects.
An "all" ability doesn't necessarily mean "massive damage." Its strength is that nothing can hide behind target selection.
Ally / Friendly Targeting
Not every combat ability attacks the opponent.
Some abilities target your own creatures.
These can:
Heal
Protect
Strengthen
Support
Modify stats
This is where ritual construction starts becoming much more interesting.
A creature may contribute almost no direct damage and still be the reason the ritual wins.
3. Attack Types Aren't Just About Damage
There are also important differences in what an ability actually does.
Direct Damage
The simplest form.
Creature attacks target → target loses VE.
But even here, targeting matters enormously.
High damage with poor targeting can be less useful than moderate damage that consistently hits exactly what you need.
Healing
Healing abilities restore your creatures rather than damaging the opponent.
A healing creature therefore changes the mathematics of the entire fight.
Suppose an enemy deals:
5,000 damage per round
but your ritual restores:
3,000 VE per round.
Their effective progress is now much smaller.
Combine healing with durable creatures and battles can become very difficult for an opponent to finish.
Defend / Protect
Defensive abilities exist to keep other parts of the ritual alive.
This introduces the idea of roles.
A creature doesn't have to kill anything to be valuable.
Its entire purpose might be keeping your important attacker alive long enough to act.
Weaken
Weakening attacks reduce the effectiveness of enemy creatures rather than simply trying to kill them immediately.
This can be extremely powerful.
Instead of asking:
"How quickly can I kill that creature?"
you're asking:
"How quickly can I make that creature irrelevant?"
Sometimes disabling the enemy's damage output is easier than overpowering its VE.
Boost / Support
Some abilities increase the effectiveness of your own creatures.
This is where combinations become important.
A mediocre attacker by itself may become dangerous when another creature is amplifying the stat its ability uses.
This is why reading creature abilities individually isn't enough.
You have to ask what the entire ritual is doing.
4. Common Creatures and What They Teach You
Some of the creatures players encounter are particularly useful for learning combat mechanics.
Aramor
The Aramor is one of the creatures most players become familiar with early.
It's useful for learning the fundamentals:
Attack
Defence
VE
Target selection
Creature upgrading
An Aramor may eventually seem simple compared with more exotic creatures, but that's exactly why it's useful for learning.
Think of it as one of MD's basic combat building blocks.
Grasan
The Grasan introduces players to the idea that creatures can occupy very different roles and that raw appearances or creature level don't tell the entire story.
Different upgrades and uses make Grasans useful for experimenting with ritual composition rather than simply stacking attackers.
Elemental
Elementals are another important family because they begin exposing players to more specialized abilities and combinations.
They help demonstrate why you should read exactly what an ability uses and targets rather than simply looking at the creature's attack statistic.
Water Daimon
The Water Daimon is a good example of why support abilities matter.
Healing changes the fight without directly damaging anything.
Imagine:
Aramor: attacks
Aramor: attacks
Water Daimon: heals
The Daimon isn't necessarily there to kill the opponent.
It's there to make sure the creatures doing the killing remain alive.
That's a fundamentally different role.
Heretic Archer
Heretic Archers demonstrate how valuable ranged/specialized offensive behaviour and targeting can become.
An attacker that consistently interacts with the targets you actually care about may outperform something with higher theoretical damage.
They're useful creatures for learning that:
damage × targeting × ritual composition
matters more than damage alone.
Knator
Knators are another creature where players start thinking more seriously about what role a creature occupies inside a ritual.
Rather than asking whether a Knator is simply "better" than another creature, ask:
What job am I giving the Knator?
That's the better question for almost every MD creature.
Tree
Trees are an excellent demonstration of support-oriented combat.
A Tree isn't something you should evaluate purely by asking:
"How much damage does this do?"
Its usefulness comes from how it affects the rest of the ritual.
A ritual built around attackers and a ritual built around attackers supported by healing can behave completely differently.
Drachorn
Drachorns are among MD's iconic creatures and demonstrate what happens when powerful abilities, strong statistics, principles, and carefully designed rituals begin interacting.
But even a powerful Drachorn isn't automatically an "I win" button.
If the ritual around it is poorly designed, another player can potentially build specifically around countering what it's doing.
Angien
Angiens are another good example of advanced combat becoming less about one number and more about interactions.
By the time you're seriously experimenting with creatures like Angiens, you should already be thinking about:
Ability
Targeting
VE
Principles
Initiative
Support
Enemy composition
Ritual purpose
rather than simply Attack + Defence.
5. Example: Concentrated Damage
Suppose your opponent has:
1 extremely dangerous creature
5 weak support creatures
You bring six random-target attackers.
Your attacks might get scattered across everything.
That dangerous creature remains alive and continues doing its job.
A ritual designed to concentrate attacks against the appropriate target can potentially eliminate it much sooner.
Same approximate combat power.
Different targeting.
Completely different result.
6. Example: Spread + Execute
Now imagine combining two roles.
Creature A: damages multiple targets.
Creature B: targets dying/weak creatures.
Creature A softens the enemy ritual.
Creature B begins removing the damaged creatures.
Instead of six independent creatures doing unrelated things, you've created a simple combat engine:
Spread damage → identify vulnerable targets → eliminate them.
That's ritual design.
7. Example: Tank + Heal + Damage
Another basic concept:
Creature A: durable
Creature B: healer/support
Creatures C–F: attackers
The attackers provide your offensive pressure.
The durable creature helps absorb the battle.
The healer keeps your ritual functioning.
Suddenly the opponent isn't merely racing your attackers.
They're fighting against your ritual's ability to sustain itself.
8. Principles Change the Equation
Principles aren't merely character flavour.
Depending on the creatures and abilities being used, your principles can influence how effective your ritual becomes.
That means copying another player's ritual doesn't necessarily reproduce their result.
They may have different:
Principle values
Creature levels
Creature age
VE
Stats
Permanent boosts
Character development
Two visually identical rituals therefore aren't necessarily equivalent.
9. VE Is Ammunition
Vital Energy isn't simply a health bar.
It's something you're committing to the ritual.
More isn't automatically better in every situation.
You might intentionally create:
Full-power ritual - intended to win.
Low-VE ritual - intended to conserve resources.
Sacrificial ritual - creatures are expected to fall.
Loss ritual - specifically designed to lose.
That last category is especially important in MD.
10. Losing Is Part of Combat
MagicDuel is unusual because sometimes the correct combat decision is:
Lose.
You may need losses for combat balance, quests, experimentation, or some other objective.
That means "best ritual" doesn't necessarily mean:
the ritual that wins most often.
It means:
the ritual that produces the result you currently need.
A ritual designed to lose reliably is still a successful ritual if losing was its purpose.
11. Read Your Combat Logs
Probably the single best way to understand MD combat is to actually study the combat results.
Don't just look at:
VICTORY
or
DEFEAT.
Look at what happened.
Which creature acted?
What ability did it use?
What did it target?
How much damage occurred?
What changed afterward?
Which creature died first?
Did your support creature accomplish anything?
Then modify one thing and fight again.
That's how you start reverse-engineering the system.
12. Think of a Ritual as One Creature
This is probably the most useful way I've found to think about combat.
Don't think:
"I have six creatures."
Think:
"I have one machine with six components."
One component finds targets.
One spreads damage.
One finishes damaged targets.
One heals.
One protects.
One provides the heavy attack.
If those six pieces complement each other, the ritual becomes much more than the sum of its creature stats.
And that's where MagicDuel combat becomes interesting.
Creatures provide the pieces.
Abilities give those pieces functions.
Targeting tells them where to act.
Principles influence their strength.
VE fuels the machine.
Rituals connect everything together.
Knowledge makes it work.
I'm sure there are interactions, attack types, creatures, and edge cases I've missed, so corrections and additions from people who have spent far too many years staring at combat logs are welcome.
What combat mechanic took you the longest to understand, and what creature taught it to you?
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Seigheart got a reaction from Chewett in The Crafter's TrialQuest: The Crafters' Trial
The Crafters Guild was built around creation, so this quest will require you to do exactly that.
Your task is simple:
Create something using materials you can actually find within the realm, then use the Forge to bring that creation into existence.
The Task
Choose a craft that you believe belongs within the Crafters Guild.
Blacksmithing, masonry, carpentry, alchemy, tailoring, leatherworking, cooking, engineering, or something entirely different are all acceptable.
Then go into the realm and gather the materials necessary for your creation.
Rules
1. Materials Must Come From the Realm
You must physically gather, trade for, or otherwise legitimately obtain the materials you intend to use from within MagicDuel.
Do not simply list hypothetical ingredients.
2. Create Something With Purpose
Decide what your materials will become and why.
Your creation should make reasonable use of the materials you gathered and should have an identifiable purpose.
3. Use the Forge
Once your proposal has been accepted and your materials gathered, you must use the Forge to attempt to create the item.
The Forge may interpret your offering differently than you expect.
That is part of the quest.
4. Explain Your Craft
Your submission should explain:
The Craft: What trade or combination of trades does your creation represent?
The Materials: What did you gather?
The Creation: What are you attempting to create?
The Method: Why should these materials become this particular creation?
The Purpose: What is the finished item intended to do?
The Result: What did the Forge actually produce?
5. Approval Before Forging
Present your proposed creation and materials to me before committing them to the Forge.
I reserve the right to decline any proposal at my discretion. This is primarily to keep submissions within the spirit of the quest, prevent exploitation, and ensure that any credits I provide are being used for genuine participation.
If your proposal is declined, you are welcome to submit another.
First-Time Forge Assistance
If this is your first genuine attempt at using the Forge, I will donate the credits necessary for the attempt.
This assistance exists to encourage players to experience the Forge who might otherwise avoid it because of the cost.
Because I am personally providing these credits, the following restrictions apply.
Anti-Abuse Rules
One Sponsored Attempt Per Person
Forge assistance is limited to one sponsored attempt per person, not one per account.
Using alternate accounts to receive additional sponsored attempts will result in disqualification.
Account Age
To receive donated credits, your account must be at least 30 days old.
Accounts younger than this may still participate in the quest, but will not automatically qualify for sponsored Forge credits.
Exceptions may be made for clearly genuine new players at my discretion.
Activity Requirement
Accounts created solely or primarily to participate in this quest, obtain credits, collect materials, or funnel resources to another account are not eligible for sponsorship.
You should have some reasonable history of actual participation within MagicDuel.
No Alts
You may submit one entry across all of your accounts.
Choose which character you wish to represent you.
No Credit Transfers
Credits donated for this quest are intended specifically for the approved Forge attempt.
They are not a general reward and should not be transferred, traded, sold, or used for unrelated purposes.
No Material Recycling Schemes
Borrowing is permitted where appropriate. Items will be consumed if approved.
Collaboration is encouraged.
The materials used in your actual Forge attempt, however, must legitimately belong to you at the time of forging.
No Intentionally Worthless Submissions
Do not submit something deliberately meaningless simply to receive a free Forge attempt. The goal is to encourage character growth.
Your creation does not need to be brilliant, expensive, or successful.
It does need to represent a genuine attempt.
No Pre-Forged Entries
The purpose of the quest is to experience the process.
Items already created before your entry is approved cannot simply be presented afterward as quest submissions.
One Entry Per Participant
Each participant receives one official entry.
Make it count.
Collaboration
You may ask other players for advice, trade for resources, or collaborate on understanding a craft.
The actual concept and Forge submission should still meaningfully represent your own contribution.
Exploits and Loopholes
Trying to technically satisfy the wording of these rules while obviously violating their intent will not work.
I reserve the right to reject or disqualify submissions that appear to exploit loopholes, alternate accounts, credit assistance, resource transfers, or any other part of the quest.
I cannot anticipate every possible method of abuse, so participation is ultimately subject to reasonable judgment and the spirit of the quest.
If you are unsure whether something is allowed:
Ask before doing it.
Judging
Entries will be judged based on:
Creativity : Use of Materials : MD Logic : Craftsmanship : Purpose : Forge Result
An unexpected Forge result will not automatically count against you.
Sometimes failure teaches more about crafting than success.
I am interested in what you attempted, why you attempted it, what you sacrificed to make it happen, and what the Forge decided those things meant.
Reward
1st Place: 1 Wish Point + 15 Essential Oils + 15 Flasks of Toxic Extracts
2nd Place: 10 Essential Oils + 10 Flasks of Toxic Extracts
3rd Place: Random Resource Bundle
Quest Ends August 31st or my wallet is empty lol
The Challenge
Do not start with an imaginary item and conveniently invent the ingredients afterward.
Look at what the realm actually provides.
Gather those things.
Consider what they are.
Consider what they mean.
Decide what they could become.
Then put that belief to the test.
A good crafter does not merely have ideas: a good crafter understands their materials.
Show me what the realm gives you.
Show me what you believe it can become.
Then prove it at the Forge.
One Guild. All Crafts. All Paths.
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Seigheart got a reaction from Vahr in Seigheart's Guide to the ForgeA Practical Guide to Using the Forge
I've been playing around with the Forge, alot lol, and figured it might be useful to put together a basic guide for anyone trying to understand how to approach it.
The biggest thing to understand is that the Forge isn't a normal crafting system. You aren't just putting ingredients into a machine and getting a predetermined result. You're sacrificing items and creatures, giving the Forge an idea of what you're trying to create, and letting it judge what those sacrifices should become.
And there's one particularly important detail:
The Forge uses your entire character history when judging what you give it.
Exactly how much that influences the result, and what parts of your history it considers important, is something we're probably going to have to discover ourselves.
Make of that what you will.
Start with the purpose
Before throwing anything into the Forge, figure out what you actually want to make.
Don't start with:
"I have these items. What can I get?"
Start with:
"I want something that does X. What sacrifices would make sense for creating it?"
That difference seems pretty important.
Your character is part of the recipe
This is probably one of the stranger parts of the Forge.
The ingredients you put into it aren't the only information it has available.
Your character's entire history can be part of its decision.
That potentially means two players could make very similar sacrifices, ask for very similar things, and still receive different results because the sacrifices don't mean the same thing coming from different characters.
Your possessions, creatures, previous actions, wishes, accomplishments, roles, activity and history in the realm may all provide context for what you're asking the Forge to create.
So when you're designing something, don't only ask whether the ingredients make sense.
Ask whether the creation makes sense for your character.
The Forge knows who is standing in front of it.
Again...
Make of that what you will.
Make your sacrifices tell a story
Your sacrifices should have some kind of connection to what you're trying to create.
If you're trying to make something related to fire, for example, objects connected to heat, fuel, burning, or something from your own history involving fire would probably make more sense than simply dumping a pile of valuable but unrelated items into the Forge.
Think of each sacrifice as part of a sentence.
Together, they should explain what you're trying to make.
Value isn't everything
Don't assume:
More expensive items = more powerful result.
The Forge appears to care about much more than simple rarity or market value.
Giving up your last copy of something may mean considerably more than sacrificing one of fifty identical objects.
A common object with ten years of history attached to your character might also mean something very different from a rare object you acquired yesterday.
The important question isn't necessarily:
"How valuable is this?"
It's:
"How meaningful is it that this particular character is willing to give this up?"
Don't just feed it junk
Random junk might technically be a sacrifice, but that doesn't mean the Forge is going to consider it meaningful.
Before adding something, ask yourself:
Why is this ingredient part of the creation?
If you don't have a good answer, it probably doesn't belong there.
Creatures matter too
Creatures aren't necessarily just another form of currency.
Their type, age, level, experience, wins, rarity and importance to your collection could all contribute to what the sacrifice means.
A creature you've kept and developed for years is obviously a very different sacrifice from something you picked up specifically to throw into the Forge.
And because the Forge has access to your character history, it may actually be capable of recognizing that difference.
Be clear about what you're asking for
Explain what you're trying to create and what it's supposed to accomplish.
I think it's better to build around one strong concept rather than asking for an item that produces resources, summons creatures, teleports you, casts spells, makes coffee and conquers Necrovion before breakfast.
Give the Forge something coherent to interpret.
You aren't guaranteed what you asked for
Even if your sacrifices make perfect sense, the Forge doesn't necessarily have to give you exactly what you imagined.
It judges the offering.
It also judges that offering in the context of the character making it.
You might receive something weaker, stronger, symbolic, strange, useful in a completely different way, or something you weren't expecting at all.
That's part of the gamble.
Secret recipes
There are also specific combinations that can apparently produce predictable results.
One publicly revealed example is:
5 Aramors + an item representing 5 + your last gold
= 5 Pointed Star Gold Amulet
That example is more useful for demonstrating the idea than for the actual reward.
It means there may be other recipes hidden throughout MD.
Numbers, item descriptions, sets, symbols, creatures, locations and strangely specific bits of flavour text are probably worth paying attention to.
Something that looks meaningless today might turn out to be part of a Forge recipe later.
Be careful with irreplaceable items
This should probably go without saying, but:
Don't throw something historically important or completely irreplaceable into the Forge unless you're genuinely prepared to lose it.
You're not buying an item.
You're making a sacrifice.
If you're putting something ancient or unique into the Forge, there is no guarantee the result will be worth more to you than what you destroyed.
Learn from failed attempts
A bad result isn't necessarily useless.
Look at what you sacrificed, what you asked for, and what the Forge actually created.
Then look at your own character history and ask whether something there might explain the result.
Every successful or failed attempt potentially tells us a little more about how the Forge thinks.
TL;DR
My basic approach would be:
Decide exactly what you want the item to accomplish.
Choose sacrifices that actually relate to that purpose.
Consider their personal and historical significance, not just their value.
Consider whether the item you're asking for actually fits your character's history.
Look for symbolic connections between the sacrifices.
Don't add meaningless filler.
Clearly explain what you're trying to create.
Accept that the Forge may interpret your offering differently.
Pay attention to the result and learn from it.
Keep an eye out for possible secret recipes.
Most importantly:
Don't treat the Forge like a vending machine.
It's closer to a crafting system, sacrifice altar, puzzle and wish system all rolled into one.
Instead of asking:
"What do I need to put into the Forge to get X?"
Try asking:
"What would my character have to sacrifice for creating X to actually make sense?"
Because apparently the Forge isn't just looking at what's on the anvil.
It's looking at you too.
Make of that what you will.
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Seigheart got a reaction from jakubhi in The Crafter's TrialQuest: The Crafters' Trial
The Crafters Guild was built around creation, so this quest will require you to do exactly that.
Your task is simple:
Create something using materials you can actually find within the realm, then use the Forge to bring that creation into existence.
The Task
Choose a craft that you believe belongs within the Crafters Guild.
Blacksmithing, masonry, carpentry, alchemy, tailoring, leatherworking, cooking, engineering, or something entirely different are all acceptable.
Then go into the realm and gather the materials necessary for your creation.
Rules
1. Materials Must Come From the Realm
You must physically gather, trade for, or otherwise legitimately obtain the materials you intend to use from within MagicDuel.
Do not simply list hypothetical ingredients.
2. Create Something With Purpose
Decide what your materials will become and why.
Your creation should make reasonable use of the materials you gathered and should have an identifiable purpose.
3. Use the Forge
Once your proposal has been accepted and your materials gathered, you must use the Forge to attempt to create the item.
The Forge may interpret your offering differently than you expect.
That is part of the quest.
4. Explain Your Craft
Your submission should explain:
The Craft: What trade or combination of trades does your creation represent?
The Materials: What did you gather?
The Creation: What are you attempting to create?
The Method: Why should these materials become this particular creation?
The Purpose: What is the finished item intended to do?
The Result: What did the Forge actually produce?
5. Approval Before Forging
Present your proposed creation and materials to me before committing them to the Forge.
I reserve the right to decline any proposal at my discretion. This is primarily to keep submissions within the spirit of the quest, prevent exploitation, and ensure that any credits I provide are being used for genuine participation.
If your proposal is declined, you are welcome to submit another.
First-Time Forge Assistance
If this is your first genuine attempt at using the Forge, I will donate the credits necessary for the attempt.
This assistance exists to encourage players to experience the Forge who might otherwise avoid it because of the cost.
Because I am personally providing these credits, the following restrictions apply.
Anti-Abuse Rules
One Sponsored Attempt Per Person
Forge assistance is limited to one sponsored attempt per person, not one per account.
Using alternate accounts to receive additional sponsored attempts will result in disqualification.
Account Age
To receive donated credits, your account must be at least 30 days old.
Accounts younger than this may still participate in the quest, but will not automatically qualify for sponsored Forge credits.
Exceptions may be made for clearly genuine new players at my discretion.
Activity Requirement
Accounts created solely or primarily to participate in this quest, obtain credits, collect materials, or funnel resources to another account are not eligible for sponsorship.
You should have some reasonable history of actual participation within MagicDuel.
No Alts
You may submit one entry across all of your accounts.
Choose which character you wish to represent you.
No Credit Transfers
Credits donated for this quest are intended specifically for the approved Forge attempt.
They are not a general reward and should not be transferred, traded, sold, or used for unrelated purposes.
No Material Recycling Schemes
Borrowing is permitted where appropriate. Items will be consumed if approved.
Collaboration is encouraged.
The materials used in your actual Forge attempt, however, must legitimately belong to you at the time of forging.
No Intentionally Worthless Submissions
Do not submit something deliberately meaningless simply to receive a free Forge attempt. The goal is to encourage character growth.
Your creation does not need to be brilliant, expensive, or successful.
It does need to represent a genuine attempt.
No Pre-Forged Entries
The purpose of the quest is to experience the process.
Items already created before your entry is approved cannot simply be presented afterward as quest submissions.
One Entry Per Participant
Each participant receives one official entry.
Make it count.
Collaboration
You may ask other players for advice, trade for resources, or collaborate on understanding a craft.
The actual concept and Forge submission should still meaningfully represent your own contribution.
Exploits and Loopholes
Trying to technically satisfy the wording of these rules while obviously violating their intent will not work.
I reserve the right to reject or disqualify submissions that appear to exploit loopholes, alternate accounts, credit assistance, resource transfers, or any other part of the quest.
I cannot anticipate every possible method of abuse, so participation is ultimately subject to reasonable judgment and the spirit of the quest.
If you are unsure whether something is allowed:
Ask before doing it.
Judging
Entries will be judged based on:
Creativity : Use of Materials : MD Logic : Craftsmanship : Purpose : Forge Result
An unexpected Forge result will not automatically count against you.
Sometimes failure teaches more about crafting than success.
I am interested in what you attempted, why you attempted it, what you sacrificed to make it happen, and what the Forge decided those things meant.
Reward
1st Place: 1 Wish Point + 15 Essential Oils + 15 Flasks of Toxic Extracts
2nd Place: 10 Essential Oils + 10 Flasks of Toxic Extracts
3rd Place: Random Resource Bundle
Quest Ends August 31st or my wallet is empty lol
The Challenge
Do not start with an imaginary item and conveniently invent the ingredients afterward.
Look at what the realm actually provides.
Gather those things.
Consider what they are.
Consider what they mean.
Decide what they could become.
Then put that belief to the test.
A good crafter does not merely have ideas: a good crafter understands their materials.
Show me what the realm gives you.
Show me what you believe it can become.
Then prove it at the Forge.
One Guild. All Crafts. All Paths.
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Seigheart reacted to Ledah in Petition for the Grand Duke of the EastI wish to make public a humble petition I have for the Grand Duke of the East - the Merciful and Wise, the one and only - Chewett.
I have come to the conclusion that the Caretakers alliance, which it has been my pleasure to lead for a good few years now, is currently, and sadly, redundant. I believe every alliance should have a purpose, and most importantly, be able to fulfil that purpose - otherwise they become little more than vanity badges.
When I first took the alliance over, it was with the goal of bringing new blood in, and to make death a more common - but less frustrating, experience.
I was pleased to welcome both lashtal and Lazarus into the alliance, former Necrovions who I felt matched the somewhat dark persona of the alliance. It was also a pleasure to later welcome chriselnenepr, a new player who had great potential - and still does, should they ever return.
Many changes were made to the death system, including making self revive a plausible, reliable, and very easy method of revival. This was mostly implemented by Azull and Syrian, if I recall correctly, via A25. There was also a public, if more difficult, revival process implemented in the East, again, mostly by Azull if I recall. There was much activity, including death and keeping an eye on the East, to be done.
Nowadays I find myself the only active Caretaker when I log in, on most days. I have not been able to contact Mallos, someone I consider a good friend and Caretaker. The death system has, essentially, been unilaterally disabled with no consultation. There is no need to keep an eye on the East, when there is none to endanger it.
Given all the above, I no longer see a need for the alliance to continue in its current form. I would ask that the alliance either be officially disbanded, or given to someone capable of providing it with new meaning in the current environment.
Yours truly,
The Evil and Terrible Ledah
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Seigheart reacted to jakubhi in Seigheart's Guide to the Forge"Don't just feed it junk" - I definitely agree, adding a wrong item may actually worsen the result. I think of it as trying to make an item of certain quality, and then you just throw mud into it so it becomes larger, but the general quality just drops..