Charles

(#20696)
Level 7 Fae
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Familiar

Basilisk
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Energy: 50/50
This dragon’s natural inborn element is Nature.
Male Fae
This dragon is hibernating.
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Personal Style

Apparel

Corn Snake
Blue and Brown Flair Scarf
Leather Neck Wrap
Leather Leg Wraps
Shabby Top Hat
Golden Roundhorn
Brown Wooly Tail

Skin

Skin: Nebulosa

Scene

Scene: Lightweaver's Domain

Measurements

Length
0.87 m
Wingspan
0.79 m
Weight
1 kg

Genetics

Primary Gene
Periwinkle
Basic
Periwinkle
Basic
Secondary Gene
Eldritch
Basic
Eldritch
Basic
Tertiary Gene
Latte
Basic
Latte
Basic

Hatchday

Hatchday
Jun 10, 2013
(10 years)

Breed

Breed
Adult
Fae

Eye Type

Eye Type
Nature
Common
Level 7 Fae
EXP: 3326 / 11881
Meditate
Contuse
Bolster
STR
10
AGI
15
DEF
18
QCK
13
INT
18
VIT
15
MND
17

Lineage

Parents

  • none

Offspring


Biography

fVowWJ8.png
Sylvandyr wrote on 2016-02-20:
I was interested in the solo trainer build for Mire in the ruins when I noticed that the monsters give the same experience as the Mire. However, there are a lot of Scratchers, and many are fast. Unfortunately there are a lot of 48 QCK monsters as well.

Anyway, you need 115 STR to KO the non-boss monsters and exactly 76 QCK for your lv25 Haste to not waste the first turn against all the 48 QCK monsters, and also to get in enough turns to Rally Eliminate triple 48 QCK packs in 2 of your rounds.

With 75 QCK, if you're Rallying, you don't get enough turns to KO all the 48 QCK monsters in 2 of your rounds. There will be one left, and there are plenty of packs with triple 48 QCK.

There are two 50 QCK casters that are annoying (you need 79 QCK for the Haste thing against them, ugh) and I think it's more worth it to pick an element that doesn't get destroyed by Wind and Light, rather than investing precious points into QCK. (I'm using a Water dragon. He resists one of the fastest monsters, and he doesn't take extra damage against any of the casters.)

There are also no 2-packs. Even though the exp is on par, I think the Mire is still the better place for a solo trainer for fodder. The packs are just nicer... The Ghostlight Ruins is workable though for people not as concerned about speed, especially with great timing for the festival.

My current Ghostlight Ruins build is Water element 115 STR / 76 QCK / 17 VIT.

At the moment, Water to me is hands down the best element for solo trainers in this venue. Nature and Water are the only ones that don't take increased damage against casters, and Water has the added bonus of resisting the Aer Phantom, and being able to ignore its damage is a gigantic boon considering the nature of the packs it appears in. You can take out other dangerous, fast, high-damage monsters first if you're able to ignore the Aer Phantom. (It does a ton of damage without resists, too.)
Stormdragon wrote on 2015-04-18:
Breeds: Stormdancers must be flexible and good long distance fliers to be able to navigate these storms.
Guardian - Durable and strong fliers.
Imperial - Great endurance fliers.
Nocturne - Quick and agile flight. Best results if they imitate and expert first.
Ridgeback - Enduring and determined, and used to lightning storms.
Spiral - Flexible, energetic, quick, and good multitaskers. Unpredictable flight pattern might be helpful in a storm?

Genes:
Primaries - Vipera, Tiger, Bar (Bold patterns)
Secondaries - Facet or Shimmer (as a "charged" effect) or Hypnotic (lightning "scars")
Tertiaries - Okapi or Circuit (as a "scarred" effect) or Spines (as a "charged" spikes effect)

Color ranges:
Primary - Charcoal to Midnight (Dark primary helps to show off their lightning affected secondary)
Secondary - Royal to Aqua (Secondary is either "charged" by the lightning strike or "scarred" by it)
Tertiary - Maize to Midnight (brighter colors have been blessed with a "charge", darker colors are "scars")
and (Aqua = extra blessed???Rare???) or not.
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Exalting Charles to the service of the Stormcatcher will remove them from your lair forever. They will leave behind a small sum of riches that they have accumulated. This action is irreversible.

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