Take note of the small cards below the battle area when an enemy is selected. These are all of the enemy’s attacks and abilities. No surprises here! As long as an enemy is selected, you can mouse over any of their cards and see exactly what it does.
Enemies always play their cards in order from left to right, and when they reach the end of their cards, they will start back at the leftmost card and go in the same order again. Since mousing over the enemy shows us that they will be using the middle card on their next turn, we know that after that, the card to the right of that will be used. Keeping this in mind can really help with planning ahead in the game.
The only variation in card order comes from cooldowns. The number 1 you see on the card far on the left is its cooldown. This shows us that this particular card will not be available for 1 turn, so the Brute will not be able to use it this time. Cards that are on cooldown when it’s their turn to be used will be skipped and instead the enemy will continue to move in the same left to right order and use the next available card.
That’s why, though it’s the first turn of this match, our Brute has told us he’s going to use the card in the middle, because the card to the left is unavailable to him this turn. He will still continue to use his abilities in order (meaning his next choice will be to the right of the card just played), but when he comes back to the first card next time, it will be off cooldown and able to be used.
Enemies in Sigil are smart, but not smart enough to keep their plans to themselves! If you click that pretty blue button to the right of the map, you’ll be able to see in what order the bad guys will attack or use their abilities.
Not only that, but you can see *who* they plan to attack as well!
Mousing over an enemy will show you their attack preference with a very clear 1, 2, and 3 written across your Champions. If they can’t hit their first target, they’ll aim for the second and so on. If *everyone* is out of their range, they’ll simply reposition themselves and their attack is otherwise wasted.
An astute observer might also notice that mousing over an enemy shows an ability card over to the left as well.
This is the enemy’s next attack. Use this knowledge along with their attack preferences to protect your most vulnerable Champions however you can, whether that’s repositioning them out of range, loading them up with armor, or taking advantage of environmental factors.
Another important detail about enemies can be learned by clicking on them.
The green squares are the areas the enemy can physically move.
The red squares are the areas they are able to attack beyond their movement range. (Of course they can also attack anyone who stands within their movement range as well!)
This can be very helpful when you’re trying to position your enemies out of reach of a powerful enemy attack.
Gameplay Guides - Issue #6: Temporary Vs. Permanent Acquisitions
It may be a little confusing in the beginning to understand what things last from battle to battle and what things only apply during the current fight. Here are a few of the most important ones to be aware of:
Damage
Health you lose during battle doesn’t come back automatically. There are some cards and Relics that heal you, and of course campfires are always an option, but the damage you take in battle will otherwise follow you to all future fights on the map.
An exception to this is when a Champion dies on the battlefield. After you leave the battle, they will be revived with a portion of their health restored.
Additionally, once you defeat each map’s boss, your entire team will be fully healed!
Cards
Cards added to your hand while out in the world, meaning on the map, in an event, purchased from the merchant, awarded after an encounter upon the death of a Champion, or found as treasure are permanent additions to your deck (unless you choose to pay to remove them while visiting the shop).
Cards you choose at the reward screen are also permanent additions.
Cards gained in battle, however, are temporary. There are some cards that generate cards in your hand, for instance. These cards will stay with you for the current battle, but you will not find your deck full of all the copies you generated once the fight is complete.
Additionally, some enemies may add cards to your deck, discard pile, or hand while you fight. Rejoice in the fact that this incredibly frustrating hinderance only lasts during the time you are in that particular battle, and your deck will be restored to the same state you entered the fight with at the end, plus anything you may choose to take from the rewards screen.
Burn after use
Any card that says “burn after use” will be removed from your deck upon playing it (but not upon placing it in the Card Rack, which doesn’t count as playing). This is temporary, and the card will be in your deck and playable again during the next battle you engage in.
Steam Deck Builder Festival!
Exciting News: Enjoy a 30% discount throughout Steam Deck Builder Fest and dive into the captivating world of Sigil of the Magi!
Unleash your inner strategist, craft powerful decks, and conquer foes in this thrilling fantasy deck-building journey. Don't miss your chance to become a deckbuilding master - gather your cards, hone your skills, and prepare for an unforgettable adventure! See you on the battlefield, brave adventurers! :shield:
Nominate Sigil of the Magi for "Best Game You Suck At"
We need your support! Sigil of the Magi beckons to claim its place in the hall of champions. We're thrilled to announce that we're vying for the Steam Awards in the category of "Best Game You Suck At"
Sigil of the Magi embodies the spirit of resilience, challenging even the bravest adventurers. It's a game that celebrates perseverance, rewarding those who dare to face its toughest trials.
Your nomination can help us showcase the dedication and passion poured into crafting an experience that's as challenging as it is rewarding. Together, let's celebrate the thrill of overcoming obstacles and the joy of conquering the unconquerable.
Spellbinding Savings: Sigil of the Magi's Autumn Adventure!
Join us in the enchanting realms of Sigil of the Magi during the upcoming Steam Autumn Sale, scheduled from Nov 21 to Nov 28! Prepare for an immersive journey into a world of magical wonder, where you can seize the opportunity to experience this captivating game at a delightful 25% discount.
Engage in the art of deckbuilding, where turn-based combat meets intricate tactics. This autumn, immerse yourself in the thrill of collecting potent relics and refining your deck-building skills to achieve tactical superiority.
Prepare to uncover secrets, master tactics, and claim the Sigil of the Magi!
Sigil of the Magi v1.0.2 - Patch notes
This patch is a hotfix.
Bug Fixes:
- The Priestess' "Bestowal+" no longer burns after use, as it should have been.
Quality of Life Changes:
- Removed some unneccessary wording on some cards.
Sigil of the Magi v1.0.1 - Patch notes
This patch is a hotfix for v1.0.0.
Bug Fixes:
Custom team select
Using certain champions for a customized team can sometimes result in 2 champions being stuck together on the same tile during units placement phase. This has now been fixed.
Steam Achievements
The achievements for the 10th, 50th, and 100th wins unlocks at the 11th, 51st, and 101st wins instead. This has now been fixed.
Sigil of the Magi 1.0 - OUT NOW!
Hey everyone!
We're happy to announce Sigil of the Magi has moved from Early access to full release!
Gear up for a grand, tactical adventure and traverse through previously unexplored maps, mix and match teams of Champions with unique abilities, build decks with new, powerful cards, and take down even deadlier enemies and more fearsome bosses in the 1.0 version.
Early access players will not need to purchase the game again. It will update in your library – you don’t need to do anything else!
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Thank you for all your support during Early Access. Your feedback has made Sigil of the Magi the game it is today. Enjoy the game and let us know what you think in our Discord!
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V.1.0.0 patch notes
BUG FIX - Enemies that are killed by SPELLBOUND damage can sometimes cause a crash when status effects are being applied but there's no longer any target (because they are dead). This has been fixed.
- If an enemy with FLYING passive ability (Flaming Skull for instance) should die on a tile that's already occupied by something else, it will shift to an adjacent unoccupied tile instead.
- Cards left in hand at the end of turn due to certain ongoing effects (like the Propitious Pouch relic) will retain their mana cost on the following turn even if their mana reduction/addition was meant to only last for a turn. This has now been fixed.
TEXT - Fixed some grammar issues.
QUALITY-OF-LIFE - Your total number of winning runs is now displayed at the faction selection screen.
Gameplay Guides - Issue #5: Wounds and Junk--What Are They?
Sometimes, you'll encounter Wound and Junk cards.
Both cards are undesirable and do not benefit you in any way, which means they basically just take up precious space in your hand where you’d rather have attack or defenses to engage in instead.
Wounds are unplayable. This means, obviously, that you really can’t do much at all but be angry you got unlucky enough to draw one. However, you may notice that the Wound card still has a cost of 2 Mana.
If you can’t play Wounds, why do they have a mana cost?
This is because placing cards in the Card Rack does not count as playing them, so it’s always an option to pay that mana cost once in order get them out of your hand and deck by placing them there.
Junk cards, however, are playable.
They still do nothing, but you can remove them from your hand or deck for the rest of the match by playing them one time. They’ll be back in your deck the next time you enter into battle, but at least you can pay to get rid of them for a little while.
Remember that when you visit the Shop, you have the opportunity to get rid of cards, so you can permanently remove these nuisances there if you have the gold for it!