The Path/SoulRings·道

Cultivation: SoulRings

Douluo Dalu (斗罗大陆). A full re-theme that swaps the Xianxia ladder for a Soul Land one. You awaken a martial soul, hunt soul beasts for spirit power across a hundred levels in place of seven realms and twenty-eight sub-stages, and absorb the soul rings those beasts leave behind to claim their skills.

In development

SoulRings has no public download or Pavilion listing yet, and Cultivation's own Info page shows it as Coming soon. This page describes the build in development (v0.1.0) so server owners and addon authors can see what it does. Nothing here is on sale, and the numbers may change before release.

SoulRings is not a standalone mod. Everything a player sees — the HUD, the stats page, /cultivation, the rankings, and the meditation ritual that settles a level — still belongs to Cultivation, and reads its numbers from SoulRings. It is the scenario the 0.5.0 add-on API was built for: it replaces the ladder, re-words the mod's vocabulary, registers its own techniques, and adds its own sections to the admin config editor. Sects, formations, abodes, duels, alchemy, spirit beasts and the skill tree all carry on unchanged on top of it.

Only one mod may replace the progression ladder at a time, so SoulRings cannot run beside another progression add-on, and a REVERSE profile cannot begin on a SoulRings server.

Awakening

Before a player can gain a single point of spirit power they must awaken a martial soul (Awakening-Required, on by default; turn it off and everyone levels from the moment they join, with souls as an optional extra). /soulrings awaken <soul> does it, once. /soulrings souls lists the choices.

Awakening also rolls two things:

By default you choose your soul from the full list. A server can instead deal one at random, and can allow /soulrings awaken to be used again, which replaces the soul and re-rolls the innate rank without returning absorbed rings.

The ten martial souls

Each soul belongs to a family — beast souls take the shape of a creature, tool souls of an object — and a combat discipline that tilts the stat spread. The real difference is the nine soul skills each lists in ring order: two soul masters with identical rings and different souls fight nothing alike.

SoulFamilyDiscipline
Blue Silver Grass · 蓝银草BeastControl
Clear Sky Hammer · 昊天锤ToolPower Attack
Spectral Ghost Cat · 幽冥灵猫BeastAgility Attack
Titan Giant Ape · 泰坦巨猿BeastDefense
Evil Fire Phoenix · 邪火凤凰BeastPower Attack
Azure Bull Python · 天青牛蟒BeastDefense
Seven Treasure Glazed Pagoda · 七宝琉璃塔ToolSupport
Goddess of Light Butterfly · 光明女神蝶BeastHealing
Black Demon Blade · 黑色魔剑ToolAgility Attack
Phantom Soul Zither · 幻魂琴ToolControl
DisciplineHealthDamage
Power Attack×1.00×1.25
Agility Attack×0.90×1.15
Control×0.95×1.00
Defense×1.45×0.85
Support×1.05×0.85
Healing×1.15×0.70

These multiply the health and damage a level and its rings are worth. They tilt a build rather than decide it.

Spirit power and the hundred levels

You climb one level at a time, from 1 to 100, and your rank is read straight off your level. Every tenth level is a new rank and a new soul ring.

LevelRank
1Spirit Scholar
10Soul Master
20Grand Soul Master
30Soul Elder
40Soul Ancestor
50Soul King
60Soul Emperor
70Soul Saint
80Soul Douluo
90Title Douluo
100God

Earning it

By default, killing is the only source of spirit power. A creature of ordinary strength (20 max health) is worth 10. Anything tougher is worth proportionally more, so a beast with ten times that health is worth ten times as much, up to 250 times the base — which is what makes hunting real soul beasts worthwhile instead of farming the easiest mob in the world. A player kill is worth three times as much. Only kills you land yourself count.

Sitting on a Spirit Vein does not feed spirit power unless the server turns on Meditation-Grants-Xp; even then each point of Qi is worth a quarter. In Soul Land you grow by hunting, and cultivating is only how you settle what you have already taken.

Taking a level

Once you have banked enough, you sit and cultivate, uninterrupted, to take the next level. Cultivation's own ritual does the work: an ordinary level is its routine advancement (about 25 seconds to start, growing 2.2% per level), and every tenth level is a breakthrough (110 seconds to start with), which is longer and draws tribulation lightning. Leftover experience is kept, not wiped.

A failed ritual — breaking off, or a Qi deviation — costs 35% of your banked progress, but never a level: spirit power that has settled does not unsettle.

The cost of a level climbs in bands. It is 60 at the start, rises by 7.5% of that base with each step inside a rank, and is multiplied by 1.85 at every rank boundary. From level 96 the curve is dropped altogether: each of the last levels costs as much as everything you have ever banked, which at the default means each one doubles your lifetime total. Reaching God is meant to be a server-defining event. Set the final-stretch factor lower for a hard but reachable endgame, or to zero to let the ordinary curve run to 100.

What a level is worth

Max health is 3 per level plus 14 per point of ring power, then multiplied by your discipline and your innate rank. Damage is 0.85% per level plus 2.5% per point of ring power, multiplied by your discipline. A ring's power is its tier multiplier, so a soul master's rings can matter as much as their level.

Soul rings

Each rank below God is entered by taking a ring, and you may carry at most nine. A ring slot opens when you reach its rank: one at level 10, two at level 20, up to nine at level 90.

The drop

A creature you slay has a 16% chance of leaving a ring standing where it fell. By default a ring only drops when you have a slot standing open, so the world is not littered with rings nobody can use. It stays for 90 seconds, and for the first 30 of them it is reserved for the one who felled the beast. After that it is fair game for anyone nearby, which is how soul-ring hunts turn into fights in the source material.

Tier is graded by the age of the beast that shed it, and the older the beast the stronger the ring:

TierAgeSkill powerDrop chance
Whiteup to 10 years×1.00falls through to this
Yellow10 to 100×1.3542%
Purple100 to 1,000×1.8022%
Black1,000 to 10,000×2.409%
Red10,000 to 100,000×3.202%
Orange-Goldpast 100,000×4.500.4%

The tiers are rolled independently, rarest first; the first to hit is the ring that drops. A beast's own strength is also added to every roll, so black and red rings come from dangerous beasts, not a lucky roll on a rabbit.

Absorbing one

Stand at the ring and interact with it. Taking it in needs you to stay within 4.5 blocks, undisturbed, for 12 seconds plus 7 for each tier above white — 12 for white up to 47 for orange-gold. Walking away aborts it with no penalty; the risk lands only once the absorption completes.

If the ring is above the range its tier suits for the slot you are filling, the attempt can fail. Each slot of overreach costs 22 points of success chance, softened by 3.5 points for each innate rank above 1, and the chance never falls below 5%. The odds are shown before you commit. A ring within its natural range never risks anything, and turning Risk-Enabled off makes every absorption succeed.

Soul skills

Soul skills are Cultivation techniques. A skill you learn from a ring appears in /cultivation technique like any other art and obeys its cooldown, Qi cost and unlock gate; the rules below are as registered, and a server owner can override any of them in Cultivation's Arts/TechniqueConfig.json. The one thing that sets them apart is that they scale with the strongest ring you carry: the same skill from an orange-gold ring is four and a half times the skill of a white one. The numbers below are the base values, before that multiplier.

SkillShapeUnlocks atQiCooldownEffect
WindwalkSurgeBody Refinement109sCarry yourself forward 7 blocks.
Mending LightHealBody Refinement1610sHeal 35.
Soul StrikeBurstQi Condensation186s14 damage within 4.5 blocks.
Shadow LanceLanceQi Condensation155s16 damage to what you look at, out to 12 blocks.
Ghost Shadow StepSurgeQi Condensation128sCarry yourself forward 9 blocks.
Binding VineBindQi Condensation2012sRoot everything within 5 blocks for 3 seconds.
Iron HideHealQi Condensation2215sHeal 45.
Crushing BlowBurstFoundation Establishment3411s30 damage within 5.5 blocks.
Purifying WaveBurstFoundation Establishment3012s26 damage within 6 blocks.
Phantom FangLanceFoundation Establishment289s34 damage, range 16.
Mire's GraspBindFoundation Establishment3216sSlow everything within 6.5 blocks for 4.5 seconds.
LifebloomHealFoundation Establishment3816sHeal 95.
Titan SmashBurstGolden Core Formation5818s52 damage within 7 blocks.
Thousand NeedlesLanceGolden Core Formation5015s58 damage, range 20.
Soul ShackleBindGolden Core Formation5522sStun everything within 8 blocks for 5 seconds.
Diamond BulwarkHealGolden Core Formation6025sHeal 140.
Descent of the War GodBurstNascent Soul9530s90 damage within 9 blocks.
Radiant RebirthHealNascent Soul8030sHeal 260.

Those "unlocks at" gates are Cultivation's realms, and they keep working because SoulRings maps its levels onto them: realm one starts at level 1, then 10, 25, 40, 55, 70 and 85 for the seven realms. A server owner's existing config therefore still means what it meant.

/soulrings rings shows all nine slots, /soulrings skills the skills your soul can teach and which you have learned.

What it changes in the rest of Cultivation

Commands

Commands
CommandWhoWhat
/soulrings (alias /sr)anyoneThe command tree.
/soulrings info (alias i)anyoneYour martial soul, rank, spirit power and ring count.
/soulrings awaken [soul]anyoneAwaken your martial soul. Once only, unless the server allows rerolls.
/soulrings souls (alias list)anyoneEvery martial soul available to awaken.
/soulrings rings (alias ring)anyoneAll nine ring slots: filled, open or locked.
/soulrings skills (alias skill)anyoneThe soul skills your martial soul can teach.

Every command uses the soulrings permission node, granted to everyone by default.

For server owners

Three files hold fifty-three settings, and each carries its own Description-* documentation: mods/Siren_SoulRings/Config.json (spirit power), mods/Siren_SoulRings/SoulRings/RingConfig.json (rings) and mods/Siren_SoulRings/SoulRings/MartialSoulConfig.json (martial souls). All three are also sections of the in-game admin editor, on the admin page only: Spirit Power, Soul Rings and Martial Souls.

Spirit power — Config.json

KeyDefaultWhat it does
Base-Xp60Experience from level 1 to 2. Every other level scales off it, so raising it lengthens the whole game.
Intra-Rank-Growth0.075Cost growth per step within a rank.
Rank-Multiplier1.85Cost multiplier at each rank boundary. Must stay above 1 + 9 × Intra-Rank-Growth, or a new rank's first level costs less than the old rank's last.
Final-Stretch-Start-Level96From here a level costs a multiple of all experience banked so far.
Final-Stretch-Factor1.0That multiple. 0.25 is hard but reachable; 0 disables the final stretch.
Xp-Per-Kill10Spirit power for killing a creature of ordinary strength.
Xp-Kill-Health-Reference20The max health of an ordinary creature, worth exactly Xp-Per-Kill.
Xp-Kill-Health-Exponent1.0How steeply a kill's worth rises with the victim's health.
Xp-Kill-Max-Multiplier250Ceiling on the health multiplier, so one boss cannot hand out a rank.
Xp-Player-Kill-Multiplier3.0Multiplier for killing a player.
Xp-Innate-Rank-Percent-Bonus4Percent more experience per innate rank above 1.
Meditation-Grants-XpfalseWhether Cultivation's own Qi sources also feed spirit power.
Meditation-Xp-Multiplier0.25Spirit power per point of Qi, when that is on.
Cultivate-Base-Seconds25How long an ordinary level-up ritual takes at level 1.
Cultivate-Rank-Up-Seconds110The same for a rank boundary.
Cultivate-Duration-Growth1.022Ritual time grows by this factor per level.
Cultivate-Fail-Xp-Loss-Percent35Banked progress lost when a ritual is broken off. Never costs a level.
Health-Per-Level3.0Max health per level, before multipliers. Replaces Cultivation's own Health-Bonus-Per-Level.
Damage-Percent-Per-Level0.85Percent damage per level.
Health-Per-Ring-Power14Max health per point of combined ring power.
Damage-Percent-Per-Ring-Power2.5Percent damage per point of combined ring power.
Innate-Rank-Health-Percent1.5Percent max health per innate rank above 1.

Soul rings — RingConfig.json

KeyDefaultWhat it does
Rings-EnabledtrueMaster switch for ring drops and absorption.
Ring-Drop-Chance0.16Chance, 0 to 1, that a creature you slay leaves a ring.
Drop-Only-When-Ring-NeededtrueOnly drop rings for a soul master with a slot standing open. Off is more faithful and far more frustrating.
Ring-Lifetime-Seconds90How long an unclaimed ring stands before dispersing.
Ring-Claim-Exclusive-Seconds30How long a fresh ring is reserved for whoever felled the beast.
Tier-Chance-Orange-Gold0.004Independent chance of this tier, rolled rarest first.
Tier-Chance-Red0.02The same for Red.
Tier-Chance-Black0.09The same for Black.
Tier-Chance-Purple0.22The same for Purple.
Tier-Chance-Yellow0.42The same for Yellow. If none hit, White drops.
Tier-Beast-Strength-Bonus1.6How strongly a beast's own power raises the tier it can shed. 0 makes tier purely random.
Absorb-Base-Seconds12Time to take in a white ring.
Absorb-Seconds-Per-Tier7Extra seconds for each tier above white.
Absorb-Max-Distance4.5Moving further than this aborts the attempt, penalty-free.
Absorb-Xp-Reward-Percent45Spirit power on success, as a percent of the next level's cost.
Risk-EnabledtrueWhether reaching beyond your strength can fail.
Risk-Percent-Per-Overreach22Success chance lost per slot of overreach.
Risk-Innate-Rank-Relief-Percent3.5Success chance regained per innate rank above 1.
Risk-Minimum-Success-Percent5The floor on the success chance.
Failure-Damage-Percent55Backlash on failure, as a percent of max health.
Failure-LethalfalseWhether the backlash can kill. Off, it leaves a sliver.
Failure-Xp-Loss-Percent25Banked spirit power lost on failure.

Martial souls — MartialSoulConfig.json

KeyDefaultWhat it does
Awakening-RequiredtrueWhether a player must awaken a soul before gaining spirit power.
Awakening-Player-Chooses-SoultrueChoose from the full list, or be dealt a random one.
Awakening-RerollablefalseWhether /soulrings awaken can be used again. It does not return absorbed rings.
Innate-Rank-Falloff0.45How much less likely each innate rank is than the one below. 1.0 is a flat 1-in-10.
Innate-Rank-Sets-Starting-LeveltrueWhether innate rank also sets your starting level.
Twin-Souls-EnabledtrueWhether twin martial souls can be awakened.
Twin-Soul-Chance0.01Chance of a twin soul, rolled only for those who reached the minimum rank.
Twin-Soul-Minimum-Innate-Rank9Lowest innate rank that may roll a twin.
Twin-Soul-Stat-Percent15Extra percent health and damage for carrying two souls.

Status and requirements

SoulRings is version 0.1.0. It requires Cultivation 0.11.0 or newer and a Hytale Update 7 server (Server API 0.7.0-pre.5.1), and is server-side only. It registers with Cultivation's update, build and compatibility checks like every other add-on, and its in-development build is listed on Compatibility.

Unlike the cosmetic add-ons, SoulRings does not withdraw itself if the published compatibility list marks a pairing as broken. It is Cultivation's progression provider, and handing that back mid-session would drop every player onto a stored realm that was never written on a SoulRings server — it would look like total data loss. It warns loudly in the console instead and leaves the decision with you; the manifest's Cultivation range is what enforces compatibility at load.