MagicDuel

SoulRider

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

158 days in the realm since 15 April 2009 · started in The Original Story Mode

Record

  • Fights1,057 won · 1,124 lost
  • Active2% of days · 158 of 6,379
  • Adept ofPamplemousse Ribbit
  • Player ID146271
Play with SoulRider as your mentor

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

Medals 1

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 SoulRider.

Character

Combat stats tap a row for its sources

  • 106.45 initial = 106.45

    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.

  • 96.49 initial = 96.49

    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.

  • 28.47 initial = 28.47

    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 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.

  • 45.95 initial = 45.95

    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.

  • 54.64 initial = 54.64

    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.

  • 17.85 initial = 17.85

    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.

  • 31.86 initial = 31.86

    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.

  • 9.42 initial = 9.42

    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.

  • 13.27 initial = 13.27

    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

  • nothing yet = 0.00

    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.

  • 80 initial = 80.00

    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

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLogging100

No Leaning yet. Gathering and crafting grow them.

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 65.58

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

SoulRider Comments on self

History:

Elohim came from a town called Coven in land far far away - so far and so hidden from the rest of the world that no one knows they exist. The town of Coven is pretty much the same as every other town in the world, except everyone here are spirit mediums called Soul Riders. The soul riders have powers to commune with the spirits, travel the astral plane, to speak in tongues and to ride souls. They are the appointed and  the chosen bearer's of the gods. Legend has it that the law of creation does not allow the gods to be in direct contact with their creation otherwise the world will be undone. And so the soul riders serve as vessels for the gods to be able to walk upon the land

When Elohim was born, so much was expected of him since he's from the greatest family of soulriders whose line has been known to be favored by all of the gods. But to his parent's horror and shame, Elohim, as a kid, was frail and undernourished and his bumbling curiosity led him to some freakish and often times embarrassing incidents. To save himself from himself, and to live up to his family's expectations he trained his mind, body and spirit extensively, though this too led to more embarrassing incidents throughout his early years.

When he turned 18, although still frail looking and still blunders every now and then, he has developed great strength, keen senses, and good looks and has gained the respect of his peers. But to some twist of fate, and again to his parent's further horror and shame, On the night of the Ceremony of the Covenant, where every fledgling are to receive the power to ride souls, Elohim had not received the said gift - an unprecedented event in soul riders' history.



Since Elohim can no longer be a full-fledged soul rider,  both the Thrones of Elders and Elohim's family  decided to outcast him from Coven in the belief that the gods found him unworthy and that his continued presence would bring disaster for the entire community. And so the whole town gathered to see him off and The Peal Gate was opened for the very the first time for an empty vessel.



On his way out, Elohim's mother took pity on him and gave him a talisman called the Orb of Souls and said that the orb will help him in the outside world. The moment he stepped through the Pearl Gate, Elohim was transformed. Two large horns suddenly grew from his head and two huge white wings from his back . The whole town was aghast and  was horrified with what they saw and ordered for the gates to be closed.

Could it be because I'm empty?"  he thought.



Elohim still shocked and confused because of the transformation and how his life turned out, walked away from Coven and his old life. He then decided that he could not continue living with his name, a name that has brought so much shame and misfortune to his family, so he changed it to SoulRider - to reproach himself and to remind him that he will never become one.

SoulRider sets out on a journey to discover where destiny will lead him in the outside world...

Military ways and beliefs

Tips for new players


1. Read the forum and the archives. There are a lot of information buried there.
  (when you have time, read the Change Log as well)

2. Make a habit of reading people's profiles. Not only this will help you
  roleplay with them but some players give out great tips e.g. Lifeline and
  Unbelievable Power

3. Be Curious. There is nothing wrong asking people for answer however there
  is a certain joy and pride when you figure things on your own. So ask a lot of 
  of questions, ask them to yourself and find your own answer to them. You'll
  see that in your pursuit for answers, you will stumble on many things - some
  not even related to your questions and some more often than not will lead you to
  more questions. This will give you greater and better understanding of things.

4. Test your Theories - even if they are known facts test them still.

5. Interact and build a lasting friendship with people.

6. Do not forget that this is a game and like any other game, you are how you play it!.  
  


Creatures 20

  • Grasan HuvourerGrasan Huvourerlevel 3 · 6 held
  • Dark Archer IIDark Archer IIlevel 4
  • BaalBaalElemental IV, level 5
  • Elemental IIIElemental IIIlevel 4
  • Elemental VElemental VElemental I, level 2
  • Angien EggAngien Egglevel 2 · 2 held
  • Unholy PriestUnholy Priestlevel 1
  • RemainsRemainslevel 1
  • Imperial AramorImperial Aramorlevel 1
  • JokerJokerlevel 1
  • FledglingFledglinglevel 3 · 4 held

The most experienced kinds, of 20 creatures in all.

From the Adventure Log

Page 526 · A Debt Repaid

Chewett's face darkens as he reads the proclamation from the King of Necrovion. He rushes to confront Azull in the Accursed
Growth. "Kill me, if you must, but leave the citizens of my land out of this."
"Kill you, King Chewett?" Azull shakes his head. "No, you won't escape that easily." He clenches his ghostly fist as he fades and
shimmers. Chewett cuts Azull off before he can continue, "Show me the strength of your conviction and kill me! Kill me or talk to me!" "Talk to you?" Azull narrows his eyes. "Your missed your chance to talk about your
citizens killing my people. You ignored their actions!" Azull is suddenly in Chewett's face. "Blood for blood. They must all pay in kind." Azull blinks away, leaving Chewett alone in the gloom.

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