MagicDuel
Seigheart
Generation 31

Seigheart

Relic Unearther
also Oak Wright · 18 titles held

“Brings up the lost machines and old arms buried under Golemus and makes them work again. Restores the ornate daggers, shields and helms of an older lineage, and does not ask whose.”

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 1,344of 5,000

1,929 days in the realm since 24 December 2009 · started in The Original Story Mode

Record

  • Fights190 won · 208 lost
  • Active32% of days · 1,929 of 6,122
  • Adept ofFyrd Argentus
  • Player ID182140
Play with Seigheart as your mentor

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

Medals 3

Medals are earned through hard work and given one player at a time, sometimes with a ceremony. Together with titles, they are what the realm holds as true about Seigheart.

Character

Combat stats tap a row for its sources

  • 966.72 initial = 966.72

    The plain force your creatures strike with when you send them into a ritual.

    Treasure from won fights, where it is the cheapest of the nine to raise. Worn weapons lend it, and some shop and reward items grant it.

    Damage is your attack less the target's defence, and most abilities start their sum from it. Your total is shared out across the creatures in your ritual, so the same attack goes further in a ritual of two than in a ritual of six.

  • 704.14 initial = 704.14

    How much of a blow your creatures shrug off before it touches their vitality.

    Treasure from won fights, at three and a half times the cost of attack. Worn armour lends it, and some shop and reward items grant it.

    It is subtracted from nearly every incoming blow, so a defence above the enemy's attack leaves them doing the minimum of one damage. Like the rest, your total is shared out across the creatures in your ritual.

  • 45.52 initial = 45.52

    The strength behind everything your creatures do that is not a plain blow.

    Treasure from won fights, the second cheapest of the nine to raise. Worn gear lends it, and some shop and reward items grant it.

    Healing, protecting, stealing life, draining principles and poisoning all measure themselves against power and ignore attack entirely. Stealing life is capped at 20 percent of a creature, and an aimed hit at 25.

  • 176.42 initial = 176.42

    How early your creatures move when a round opens.

    Treasure from won fights, at five times the cost of attack. Worn gear lends it, and some shop and reward items grant it.

    The whole field acts in order of initiative, highest first, so it decides whether you land a killing blow before the other side answers or after.

  • 151.79 initial = 151.79

    How readily the realm's heat answers to you, in a fight and on the road.

    Treasure from won fights, and one of the dearer of the nine. Worn gear lends it, and some shop and reward items grant it.

    It is added to the heat you get for a fight you start, and a quarter of it is added to the heat of every step on your own land, or on any land while you belong to none.

  • 117.67 initial = 117.67

    The realm's willingness to tilt a moment your way, or against you.

    Treasure from won fights, but only on about one win in eight, so it grows in jumps rather than steadily. Clickables in the lands hand it out, and worn gear lends it.

    On roughly one scene in three, luck finds you Winertia; luck below zero loses it instead. In a fight, luck on either side can double an effect or cancel it outright.

  • 202.44 initial = 202.44

    How readily your vitality comes back to you.

    Treasure from won fights, and by far the dearest of the nine to raise. Worn gear lends it, and some shop and reward items grant it.

    It swells the vitality your house pays you on every refresh, by up to half again, with half of that reached at 2,000. After a fight, every creature you sent is brought back up to at least its regeneration as a percentage of its maximum vitality. Your regeneration is shared out among them like the other stats.

  • 176.12 initial = 176.12

    Your nose for a price, and how hard you are to overcharge.

    Treasure from won fights, at one of the higher costs of the nine. Worn gear lends it.

    It takes up to 25 percent off a dwelling, a weapon and your house rent. The discount climbs fast at first and then flattens, reaching half its maximum at 750 and never quite the whole 25. It is the one of the nine the fight engine never reads.

  • 60.39 initial = 60.39

    How well you hold together while crossing land that is not yours.

    Treasure from won fights, at one of the higher costs of the nine. Worn helms and shields lend it.

    Stepping into another house's territory costs you vitality, and your energetic immunity cancels that percentage of the loss. At 100 the crossing costs nothing at all.

initialweaponsterritoryalliancemagicillusion

Skills that only grow

  • 657.85 initial = 657.85

    The weight of your own will, built by going where the realm pushes back.

    Every scene you enter that costs action points. Going in above the viscosity minimum pays more than going in below it. The secured day streak pays as well.

    Your share of a forge wish. There are five bands, from a tenth to a half.

  • 208 initial = 208.00

    Your grasp of the map, and of the shortest way across it.

    Touching any of the 25 pillars. Each pillar pays a given traveller once, and never again.

    The action points every move costs you. It comes off the cost, down to a floor of one.

  • 73 initial = 73.00

    How far your character can still be reshaped. It starts at 80 for everyone and is only ever spent.

    Nothing raises it yet. Every card you take by converting permanent stats lowers it by one.

    The price of your next card. At 80 a card costs 10 points; each point of plasticity you lose makes the next card dearer (59, then 69, then 81 ...), and each point above 80 makes it cheaper, down to a floor of one.

Leanings

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLoggingMining 86.1Herbalism 90.8Woodcutting 89.4Waterhandling 91.8Finesse 90.9Excavation 90.9Gardening 66.0Experimentalism 88.9Dowsing 72.5Logging 61.7100
  • Waterhandling91.8
  • Finesse90.9
  • Excavation90.9
  • Herbalism90.8
  • Woodcutting89.4
  • Experimentalism88.9
  • Mining86.1
  • Dowsing72.5
  • Gardening66.0
  • Logging61.7

The Leanings are thirteen crafts that pull against each other: what a player practises grows, and what they neglect falls away.

Principles

Principle of Light 2,848.79 · Darkness Principle 12.98 · Principle of Syntropy 236.59 · Element Principle 4,000 · Principle of Entropy 4,000

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

THE MAKER'S CIRCLE

Gather. Discover. Experiment. Create.

The Maker's Circle is a gathering of those who believe that the resources of the realm are more than simple materials.

Every branch, stone, herb, mineral, bone, and strange substance has a purpose waiting to be discovered. Some uses are known. Others have been forgotten. Some may not have been discovered at all.

The Circle seeks to change that.

Our Purpose

The Maker's Circle exists to discover, document, and master the resources of MagicDuel.

We seek to learn what the realm provides, understand how its materials can be processed and combined, and preserve that knowledge so it can be passed from one crafter to the next.

Our work is built upon four principles:

Gather.
Learn where resources can be found and how they are obtained.

Discover.
Investigate the properties and possible uses of each material.

Experiment.
Try combinations, processes, and ideas that may reveal something new.

Create.
Put our knowledge to use and turn raw materials into something greater.

The Master Resource List

One of our first projects is the creation of a Master Resource List.

Every resource we encounter will be recorded, along with whatever information we can discover about it.

We hope to eventually document:

  • Resource name
  • Where it can be found
  • How it is harvested
  • Known processing methods
  • Known crafting uses
  • Materials it can be combined with
  • Items it can produce
  • Known quantities and requirements
  • Unusual or unexplained properties

The list will never truly be finished.

There will always be another resource to find, another recipe to uncover, or another possibility to investigate.

Apprentices

The Circle begins with learning.

New apprentices are not expected to know how everything works. They are expected to explore, ask questions, gather knowledge, and share what they discover.

An apprentice may begin simply by learning the names of resources and where they can be found. Over time, they may develop an interest in a particular branch of crafting.

Perhaps metal.

Perhaps woodworking.

Perhaps gems.

Perhaps alchemy.

Or perhaps something nobody has thought to investigate yet.

There is no need to choose immediately.

Specialization

As the Circle grows, members may discover that certain materials or forms of crafting interest them more than others.

Those interests may eventually develop into areas of specialization:

Blacksmithing
Working with metals, ores, and the creation of weapons and equipment.

Woodworking
Exploring lumber, branches, bark, resin, and the many possibilities of the forest.

Gem Cutting
Studying crystals, gems, and other valuable minerals.

Smelting & Refinement
Transforming raw materials into purer and more useful forms.

Alchemy & Materials
Experimenting with herbs, liquids, extracts, and unusual substances.

Experimental Crafting
For those willing to try things that have never been tried before.

These are only possibilities.

The realm may yet reveal entirely new forms of crafting.

Knowledge Belongs to Those Who Share It

A discovery kept in one person's head can disappear.

A discovery recorded and shared can become the foundation for something much greater.

The Maker's Circle therefore seeks not only to make things, but to preserve the knowledge of how they are made.

What one apprentice discovers today may save another crafter countless hours tomorrow.

The Future

The Maker's Circle is, for now, only a beginning.

Its name is temporary.

Its workshop has not yet been built.

Its wish has not yet been granted.

But the work can begin before the walls are raised.

We gather the materials.

We record what we learn.

We teach those who come after us.

And, eventually, we create.

The workshop may not exist yet.

But the makers have already begun.

Winner's Sanctuary Military ways and beliefs

I do not believe war is won by the strongest. Strength is merely another tool, and like any tool, it is useless in the hands of someone who does not understand when or how to use it.

I believe in preparation. Know your enemy, know your allies, know the ground beneath your feet, and know what you are willing to sacrifice before drawing your weapon. Resources, knowledge, tools, creatures, alliances, and patience are all weapons in their own right.

I do not seek battle simply for the sake of fighting. If I fight, there should be purpose behind it. Victory should gain something, protect something, teach something, or change something. Violence without purpose is simply waste.

I respect an opponent capable of defeating me. There is more to be learned from a worthy defeat than from a hundred meaningless victories. If you best me, I will remember how. If I best you, I expect you to do the same.

My loyalty is given, never assumed. Titles do not command my respect, actions do. I will stand beside those who have earned my loyalty, but I will never mistake obedience for honour.

Perhaps most importantly, I see little difference between the warrior and the craftsman. Both take raw materials and impose their will upon them. A smith shapes metal with hammer and flame. A warrior shapes the battlefield with steel, patience, and intent. Both must understand their tools, and both must accept responsibility for what they create.

I would rather build than destroy. But when destruction becomes necessary, I believe it should be deliberate, decisive, and remembered.

A weapon does not make you powerful.

Knowing when to leave it sheathed does.

Creatures 122

  • Angien Sentinel IVAngien Sentinel IVlevel 7
  • Elemental VElemental Vlevel 6
  • Manifold ApparitionManifold Apparitionlevel 1
  • Unnumbered ApparitionUnnumbered Apparitionlevel 2 · 2 held
  • TrollhornTrollhornRustgold Madhorn, level 5
  • TaurminotaurTaurminotaurlevel 3
  • Revolted Skill VampireRevolted Skill Vampirelevel 4
  • AngienAngienlevel 3
  • Elucubratie - 17th Anniversary EditionElucubratie - 17th Anniversary Editionlevel 1
  • Reanimated RootsReanimated Rootslevel 5 · 2 held
  • Unholy Priest IIUnholy Priest IIlevel 2
  • Insurrect ShadeInsurrect Shadelevel 3

The most experienced kinds, of 122 creatures in all.

Adepts 3

3 players joined the realm as Seigheart’s adepts.

From the Adventure Log

Page 55 · SmartAlekRJ's Lost Dragon

Searching throu the library reveals several Books about former leaders. SmartAlekRJ reads a passage.. "As the all mighty Master teached us, we are all Bunnys in the Bunny Empire, All Hail The Lord Of Bunnies! All Hail The Bunny Empire!"...

This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.

Join the realmPlay