MagicDuel

Sinister Minister

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 1,458of 5,000

261 days in the realm since 27 August 2009 · started in The Original Story Mode

Record

  • Fights336 won · 340 lost
  • Active4% of days · 261 of 6,242
  • Adept ofPeace
  • Player ID168265
Play with Sinister Minister as your mentor

Join the realm from this page and you start as Sinister Minister’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 Sinister Minister.

Character

Combat stats tap a row for its sources

  • 343.54 initial = 343.54

    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.

  • 232.66 initial = 232.66

    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.

  • 103.15 initial = 103.15

    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.

  • 71.95 initial = 71.95

    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.

  • 94.80 initial = 94.80

    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.

  • 53.60 initial = 53.60

    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.

  • 78.37 initial = 78.37

    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.

  • 34.58 initial = 34.58

    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.

  • 59.53 initial = 59.53

    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 Entropy 360.52 · Darkness Principle 791.84 · Principle of Syntropy 68.75 · Element Principle 773.27 · Transposition Principle 56.50

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

Keeper of the Word of Strength, called by the Divine to test the strength of all Life

In his youth, the Sinister Minister was full of life and vitality.  He looked on life as an adventure and saw good in all around him.  His beliefs pushed him to give back to those around him and he followed his heart into service of the Divine.  He spent many years ministering to the followers of the Divine, encouraging them when life's battles seemed overwhelming, releasing souls to the Void, welcoming new arrivals to the Fight of Life were tasks he took on willingly.

Through the years, a cloud grew over his spirit.  He began to see those he ministered to as taking and not giving in return; stealing his very life from him.  He struggled with his feelings, trying to regain the joy in serving that he had in his youth to no avail.

One day he woke from his bed, opened his Book of the Divine for his morning devotions but instead of reading of Joy and Light, he turned to a place that spoke of War and Death.  He studied that section for three days and three nights, forgoing food and water and sleep until at last exhaustion overwhelmed him.

While he slept he dreamt the Divine came to him, surrounded him and infused his spirit with strength.  Before his eyes Holy Rituals floated, but they were not the Rituals he knew from his years in service to the Divine though they bore a resembelance to the Rituals used when he released souls to the Void.  The Rituals he saw were designed to send souls to the Void, not just release them there.  A Voice spoke then, a Voice that been silent since the creation of the world from the Void.  As It Spoke, his body and mind were racked with pain, muscles growing where they had atrophied through years of easy service, his mind being stretched to touch the spirits of creatures dark and fearsome.  The Voice spoke of a time when the world was new and Life was strong.  It spoke of a Weakening of Life that has happened over millenia and how Life would slowly fade away if Balance was not restored.  Balance that could only be achieved through Strength; Strenth of Body, Strength of Mind, and Strength of Will. The Voice was silent for a moment that lasted an eternity and when It Spoke again, It Spoke a single Word. This Word burned into his mind, body and soul. 

He awoke hours later, still exhausted, pain filling every inch of his body.  He looked around the room, at the shambles that he found.  It looked like a great battle had been fought in the room as he slept, furniture destroyed, holes in the walls, blood splashed on all surfaces leaving only his Book of the Divine untouched.  Fearfully, he looked down at his body and was amazed at the inumerable scars criss-crossing his body that weren't there before but all seemed to have healed years ago.  Underneath the scars were muscles he never knew he had, seemingly built from years of hard labour.  As he wondered about the changes to his body he noticed that his Book of the Divine was changed as well.  He picked it up and examined closely.  At first glance it appeared that every page had been bleached clean but as he stared at one of the blank pages he realized that it was not blank but contained a portion of the Word.  Unconsiously, he began to silently sound out the Word, letting the vowels roll off his tongue as it's meaning rolled through his mind.  As he finished the first syllable of the Word a loud crack issued from the door as it sagged on it's hinges before exploding outwards.  He stilled his tongue as he realized that the Word had great strength in all It's forms.

He picked up his Book of the Divine, a hunk of wood to act as his first weapon in a world he barely knew and walked away from the small chapel that had been his home for many years.  Every day he meditates on the Word and strives to achieve It's perfection through battle.  Some days he displays Strength to his enemies and on other days he learns Strength from them. 

It is as the Divine wills.

Creatures 24

  • Font of ScarsFont of ScarsWater Daimon III, level 7
  • AngienAngienlevel 3 · 3 held
  • Unholy PopeUnholy Popelevel 3
  • Full-grown WinderwildFull-grown Winderwildlevel 5
  • Elemental IIIElemental IIIlevel 4
  • Grasan IIGrasan IIlevel 2
  • Imperial AramorImperial Aramorlevel 1
  • Dark Archer IIDark Archer IIlevel 4 · 2 held
  • Unholy PriestUnholy Priestlevel 1 · 5 held
  • Barren SoulBarren Soullevel 1
  • JokerJokerlevel 1
  • BloodPact Heretic Archer IIBloodPact Heretic Archer IIlevel 2

The most experienced kinds, of 24 creatures in all.

From the Adventure Log

Page 222 · A Freezing Firestarter

Oh no! The drachorns have left the area...phrog watches in horror as the flames fight to stay lit, but they cannot keep warm. Freezing once more, phrog drops immediately back into a deep sleeplike state with no flames to comfort him.

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