MagicDuel
Blackshade Rider
Generation 30

Blackshade Rider

Voice of the dead
3 titles held

“Walks with the living and the dead. Helps dead people when in need or keeps them company.”

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 3,755of 5,000

1,772 days in the realm since 18 October 2014 · started in The Original Story Mode

Record

  • Fights1 won · 1 lost
  • Active41% of days · 1,772 of 4,363
  • Adept ofShade Sentinel
  • Player ID252882
Play with Blackshade Rider as your mentor

Join the realm from this page and you start as Blackshade Rider’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 Blackshade Rider.

Character

Combat stats tap a row for its sources

  • 10,712.73 initial = 10,712.73

    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.

  • 11,303.70 initial = 11,303.70

    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.

  • 120.41 initial = 120.41

    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.

  • 121.13 initial = 121.13

    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.

  • 111.32 initial = 111.32

    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.

  • -2.97 initial = -2.97

    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.

  • 224.41 initial = 224.41

    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.

  • 165.23 initial = 165.23

    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.

  • 226.14 initial = 226.14

    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

  • 1,357.80 initial = 1,357.80

    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.

  • 59 initial = 59.00

    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.

  • 76 initial = 76.00

    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 27.5Herbalism 13.0Woodcutting 9.2Waterhandling 9.9Finesse 48.8Excavation 30.2Gardening 8.0Filtering 7.3Experimentalism 8.2Taming 2.1Dowsing 0.5Fusioning 26.5Logging 0.1100
  • Finesse48.8
  • Excavation30.2
  • Mining27.5
  • Fusioning26.5
  • Herbalism13.0
  • Waterhandling9.9
  • Woodcutting9.2
  • Experimentalism8.2
  • Gardening8.0
  • Filtering7.3
  • Taming2.1
  • Dowsing0.5
  • Logging0.1

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

Principles

Principle of Balance 1,477.22 · Element Principle 4,000 · Transposition Principle 4,000 · Principle of Entropy 4,000 · Principle of Cyclicity 4,000

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Hate...... Personal hate list

For those of you that hate me, the more you hate me, the more you help me. 

 

My beliefs Military ways and beliefs

Life loves death so much she constantly send death gifts. Yet it always seems as if a war amongst the two for those who are blinded. 

There is no death. Death is just like a sunset. It is only an appearance you see for a little while. When the sun sets here, it rises elsewhere. However in reality the sun never sets. It is a constant rotation of a repeating cycle. Likewise with life and death. Death is only an illusion, an appearance. For what is death here for you, is life birthed elsewhere for another. 

But make no mistakes for one to live...

One must die...

The voice hears Protector statement

You have found your way here! Are you alright? What happened to you? 

Actually no need, just listen......

Your gonna be alright. You found your way to me and you can hear me now right? Good.... I must say, for you to be here you must be in a dark place. I'm sorry this has happened. But let me help. I'll protect you and I won't let anyone hurt you. And when you grow old you can come here permanently with me if you'd like. Here we focus on what's next. You don't know what to do next? PRAY my friend. You do not believe in a god? Well that's ok, you do not need to pray to a god all the time. You can pray to anything. It, we will hear you. We will help guide you down the right path to the light. 

I know its hard times but if you die and wish to come back bring me something of the person whom did this to you, and we will sacrifice them and bring you back. Give you another chance to make it right. However this won't come freely. It will cost you dearly.

Here I can help you with spells and more but I do need a required worshipper if that's alright. Are you required to help me in my deeds so I can perform magic and more with thee? 

But don't you cross me as that won't be well. For if you decide to PRAY the wrong way you may wake up in a dreadful hell.

Fair well now our chat was nice, and look at you! We brought you back to the light. So now I must go for I have others to attend. For they to have found their ways to my den!

Creatures 20

  • Tamed ReindrachTamed Reindrachlevel 5 · 2 held
  • Tormented SoulTormented Soullevel 1 · 3 held
  • Voice of the DeadVoice of the DeadInfested Molima, level 2
  • Grasan IIGrasan IIlevel 2 · 3 held
  • Barren SoulBarren Soullevel 1 · 4 held
  • Mournhorn Soul-Shell FenthMournhorn Soul-Shell FenthCombat Drachorn, level 4
  • Singular ApparitionSingular Apparitionlevel 2
  • Speck of DoubtSpeck of Doubtlevel 1
  • Doubt TwofoldDoubt Twofoldlevel 2
  • AramorAramorlevel 1 · 2 held
  • Splintered DoubtSplintered Doubtlevel 3

The most experienced kinds, of 20 creatures in all.

Adepts 17

17 players joined the realm as Blackshade Rider’s adepts.

From the Adventure Log

Page 589 · The Hunt for Red Presents

After Ledah’s original plans, fire and threats, failed to work they agreed moving to Willows Shop and locking the snowflakes in there. Aia more intelligently recommended leaving them with the presents to see if their Christmas Spirit would break the magical locks on the presents. As they both left Aia locked the door behind them hoping no one would try and break in. Later the ever-present nadrolski came along to find the locked door, confused why it was locked, but assuming it was fine, he went along his way collecting water.

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