MagicDuel

Penelope LightMoon

  • 5Mind Power 5of 7 levels
  • No Homelandno alliance
  • Honor 4,865of 5,000

162 days in the realm since 21 July 2008 · started in The Original Story Mode

Record

  • Fights183 won · 187 lost
  • Active2% of days · 162 of 6,644
  • Adept ofTarquinus
  • Player ID67942
Play with Penelope LightMoon as your mentor

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

Character

Combat stats tap a row for its sources

  • 72.18 initial = 72.18

    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.

  • 37.25 initial = 37.25

    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.

  • 27.62 initial = 27.62

    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.

  • 19.25 initial = 19.25

    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.

  • 35.67 initial = 35.67

    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.

  • 10.72 initial = 10.72

    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.

  • 24.76 initial = 24.76

    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.

  • 10.06 initial = 10.06

    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.

  • 20.51 initial = 20.51

    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 Cyclicity 170.86 · Principle of Balance 93.05 · Transposition Principle 250.18 · Element Principle 105.27 · Principle of Imagination 68.76

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

In the Shadow of the Sun Comments on self

Appropriate titles: \"Moon Priestess\", \"True Heart\", \"Seeker of Night\" Wishlist: I need access to both Golemus and Necrovian, as that is where I believe the key to unlocking the true sky may be found. I would also like the special powers of healing, and \"Tidal Pull\". By manipulation of the Moon, I would be able to affect the tides of the ocean, and other bodies of water - to enhance travel by sea, or at its most destructive, to call a Tsunami. Of course, this power would only work IF I were able to actually return night to the land. Character descrption She worships the Moon, harnessing it\'s power to cast spells of great magic. Her great quest is to release the Moon again into this world, in equal measure with the Sun. She will do anything in her power to accomplish those ends. \"Orbit\" Physical Description: At first she seems harmless, slight, and bent. Her pale skin seems almost unnatural in this the land of the unrelenting sun, but as her eyes rise to meet yours you see something strangely luminescent radiating from her gaze. The bright green irises emit a cool heat, a cold radiation that reminds you of starry skies and nights in the dessert. Your mind flashes to an eternally empty tent and a blackened sky that twinkled limitlessly. You sense that there is something more to this sleight waif of a girl. Beneath her skinny frame is a spine of unnaturally curved steel. You wonder how such a creature of the night could have arrived in this sunny plain called Marind\'s Bell. The power that seeps from her gaze and body both frighten and intrigue you. In her hair she keeps a faded flower, a token that while tattered and dull now smells sweet in the breeze. She compels you, making you fear someone, something so different from those you have met before. She meets your eyes coolly. You can feel the prowess in her eyes, but she does not seem to be confrontational. Though she might have the power to hurt you, the desire to do so seems to be absent. Her lashes are long and black, contrasting starkly against the moonscape of her eyes. She shakes a lock of dark red hair back from her face and speaks. \"Hello,\" she says. Her voice has the sound of secrets that ache to be shared. \"Have you ever noticed,\" she murmurs, her eyes locked on yours, \"that the sun never seems to set here? I find myself missing the moon.\" \"Night ***** ***** ***** ***** ***** In other worlds I have been a queen on high, a goddess of my domain, and keeper of all my eyes could see. In other lives I have been a woman of great importance, and my word was law in the land. My power, my life, and my passion twined with the light of the moon to bring a great enlightenment shining down upon my people. With the power of the night sky on my side, I was a great protector to my people… and a terrible force against those who opposed my will. In this world I am weak. The power I once held I appreciated poorly, and only from its lacking do I see what I once had. It is my promise to rise again. Once more I shall be a Great One. Once more I shall protect the land and life of my people from the hazards that surround them, for I am One destined for greatness, and nothing shall hold back my cause. It occurs to me that there are two choices: I have always found power in the celestial; if the Moon will not guide me, then the sun will suffice. My deepest desire is to bring the light of the Moon back to this land, but come what may my kingdom shall rise here again! \"Photobucket\"

False Sky Personal hate list

My Quest I seek entry to other lands that I might find the key to unlock the heavens. I propose this quest to those that would follow me. I regret that at this time I can offer no reward but a share in the glory that may one day be mine. Let friendship here and common thought be their own rewards. A Study of Portals \"No In the lands in and surrounding Marind\'s Bell are many locked doors and gateways. Some are accessible to all, and some to none. Study of these gates, however, may show us many things of their makers, and perhaps give clues to show us the way to enter. I seek inquisitive minds and fresh thoughts to assist me. To participate, please study two portals of your own choosing and submit a theory of entry based on what you have found. You may use information learned from other players, visual clues...whatever seems appropriate. Please submit to my playermail with the heading \"Portal Study\". The following are areas of interest, but other portals you find may be submitted: Gate of Ages, Howling Gates (Necrovion Gate), Fateless Doors, Passage of War, Champion\'s Dome. The most interesting, innovative, and well spoken theories will earn their owners\' mention in my papers. \"Portals\" * * * * * * * \"Night The Prison Since I began my quest for the Moon, I have found that more than just the Moon\'s absence. I doubt indeed that these lands have a celestial dome of any kind, and believe even the ever-present sun to be nothing more than a blatant lie, a falsehood. What hovers above us is not sky, not heavens...what beats down is not the light of the sun, but the reflected heat of some insidious torch placed to keep us comfortable in our bondage. There is no sky; there is only one more wall on this prison that holds us. Most I have met reached this land after escaping darkness beyond limit, into a cube, and back into the sunlight again. I tell you there was no escape. You and all of us have left one cube for another: a greater cube with more distraction, but still a box that holds us. Consider this: there is no Moon. There is no night. The sun gives off much heat, but never moves from its spot in the sky. There is no weather here save drought. Only the flame perched above affects anything in this world...and its effects are detrimental in the extreme. Already our river has receded. \"Bob\", a much loved tree, once vibrant, stands parched and dying on the roadside. Though there is water here, no tidal effects have been seen...tidal effects which by nature are created by the pull of the celestial bodies we lack in this land. I seek freedom and escape. I seek the sky. After discussing this in depth with Tarquinus and Logan Marquis, I have found one path that might lead us out of the box and into our rightful place under the heavens once again. \"Prison Surrounding Marind\'s Bell proper are two areas that cannot be broached; it is there we believe the keys to this prison are kept. I intend to smash the gates of Necrovion and Golemus Golemicarum as well as any who might be bold enough to bar my way. Within lies the key to freedom and the sky itself, and none will hold me from this goal. Many will be needed to complete this task, though few may survive to see the fruits of it borne. For those interested in this quest, please let me know. I think there is much to be learned and more to be gained. If our fight is successful, a new world of light and dark will be released to everyone. \"Wasteland\"

Creatures 17

  • Elemental VElemental Vlevel 6
  • Dark Archer IIIDark Archer IIIlevel 5 · 2 held
  • Elemental IVElemental IVlevel 5
  • CrusherCrusherGrasan Huvourer, level 3
  • Elite KnatorElite Knatorlevel 4
  • JokerJokerlevel 1
  • Imperial AramorImperial Aramorlevel 1
  • Water Guardian IIWater Guardian IIlevel 4
  • Animated Tree IIAnimated Tree IIlevel 3
  • Dark ArcherDark Archerlevel 3 · 2 held
  • Elite Lorerootian ArcherElite Lorerootian Archerlevel 3
  • Grasan IIGrasan IIlevel 2

The most experienced kinds, of 17 creatures in all.

Adepts 5

5 players joined the realm as Penelope LightMoon’s adepts.

From the Adventure Log

Page 258 · The Shade Ballance - NS., Rav.

Raven's presence at the Howling Gates attracts the attention of the Necros, and they begin gravitating toward him, curious to see what he is doing so far from the forest which he serves. Maybe he has come to sacrifice himself!

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