Penthesilea

(#27029270)
Level 1 Mirror
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Energy: 50/50
This dragon’s natural inborn element is Plague.
Female Mirror
This dragon is hibernating.
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Personal Style

Apparel

Skin

Scene

Measurements

Length
5 m
Wingspan
7.51 m
Weight
579.77 kg

Genetics

Primary Gene
Bronze
Basic
Bronze
Basic
Secondary Gene
Jade
Basic
Jade
Basic
Tertiary Gene
Leaf
Basic
Leaf
Basic

Hatchday

Hatchday
Sep 18, 2016
(7 years)

Breed

Breed
Adult
Mirror

Eye Type

Eye Type
Plague
Common
Level 1 Mirror
EXP: 0 / 245
Scratch
Shred
STR
7
AGI
8
DEF
6
QCK
8
INT
5
VIT
6
MND
5

Lineage

Parents

  • none

Offspring

  • none

Biography

dragon?age=1&body=83&bodygene=11&breed=3&element=2&eyetype=0&gender=1&tert=39&tertgene=24&winggene=23&wings=32&auth=747d88d954809b03f6a50d9bc9ecbeb46c9ed4de&dummyext=prev.png
Set Up

You need your first disposable fodder child, naturally. But this is not just any disposal fodder child. They are the founder of your new squad of completely horrible criminals.
  1. Buy yourself the cheapest adult dragon off the auction house. Appearance doesn’t matter when your only goal in life is to do crime.
  2. Level that dragon to 8. They must be stronger than their recruits. Strength is valuable. Important.. Vital to not being backstabbed. Put a big obnoxious crown and/or robe on them for good measure. They Must know their worth. They Must know that they’re better than alllll the others.
  3. If any dragon ever passes them in level, that dragon takes over as the new leader. Exalt the old leader. They must be banished in shame.
  4. Recruit your first crime buddies. Grab 4 more of the cheapest adults off the auction house. Level each of them to 6.

Daily* Tasks

*If you really love coli you can go through multiple days in one.

Phase 1 > > >
  1. Buy yourself the two cheapest adult dragons off the auction house. These are your potential recruits.
  2. Drag them through your two-fodder venue of choice together until they hit level 6.
  3. Roll a 6-sided die for each. If you get a 6, congrats! That dragon has passed your test and has been hired into your band of criminals.
  4. If a dragon fails, exalt it. It is not worthy of being among you.
  5. Continue your recruitment efforts until you get a successful recruit (or two at once if you’re lucky)! You may now move on to the drama phase.

Phase 2 > > >

There is much drama to be had in a band of criminals like the one you are running. Each day is full of terrible terrible happenings.

Roll a 24 sided die. Your next challenge is as follows:
  1. Big Mistake - Somebody misread the directions. Three random dragons attempted to break into the local law enforcement agency instead of the bank where the heist was supposed to take place. They’re instantly taken into custody. Exalt!

  2. There’s a scandal or romance afoot. - Pick two of your ready to breed dragons at random if you have any. Put them on a nest. The babies will join your crime organization when they hatch. Level them to 5 when they come of age. If the parents would be exalted while they’re on the nest, wait until their nest hatches and Then exalt them. If nobody is ready to breed, grab a random hatchie off the AH. A secret forbidden child or sibling has been uncovered.

  3. Bonds of Fate - Pick two dragons at random. They are now in a relationship. If one gets exalted, so does the other. Their fates are bound together. To prevent totally cheap locke destruction, bonds of fate can't activate unless there are at least 3 non-leader dragons in the locke.

  4. Hunting trip - Take any two of your dragons into a coli venue that is too low for them to gain experience. (Your choice). Go until you get a familiar drop.

    Alternate Hunting Trip Variation (based on suggestion by Alphazi) Roll 1d4:
    1) Hunting Trip (Look for a familiar)
    2) Treasure Hunt (Look for a chest or other openable)
    3) Stocking up on Supplies (Look for a battlestone)
    4) Costume Shopping (Look for an apparel item)


  5. Freeloader - Some random dragon has decided to hang at your place. Who is this guy???? Grab the cheapest adult off the AH. Leave them at level 1. For bonus points, try sniping an underpriced adult.

  6. Crimes Time! - Pick two dragons at random. They have to go on a quest now. Raise both of them a level. Roll a 6-sided die for each. If it’s a 1, exalt them as they were lost in the mission.

  7. Crimes Time! - Pick two dragons at random. They have to go on a quest now. Raise both of them a level. Roll a 6-sided die for each. If it’s a 1, exalt them as they were lost in the mission.

  8. Crimes Time! - Pick two dragons at random. They have to go on a quest now. Raise both of them a level. Roll a 6-sided die for each. If it’s a 1, exalt them as they were lost in the mission.

  9. Kids can do crimes too. - Grab the cheapest hatchie off the AH. Level it to 5 when it comes of age.

  10. Backstabbing - Choose a dragon at random who is not the leader. Exalt them. Bye.

  11. Test the Newbies - Roll a d10 for each of your lowest-level dragons. If it’s higher than their level, exalt them. They were not good enough. Raise the remaining low-level dragons by one level.

  12. Major Heist!! - This is it! Your time to shine. Roll a d12 for Every dragon. If you get higher than their level, exalt. Raise all survivors by one level.

    Alternate Safer Heist Option: Flip a coin. Heads? the mission was a success! Instead of getting exalted on the failed role above, they simply don't gain a level. Tails? Exalt as above.

  13. A Coup! - Exalt your leader. They have been dramatically betrayed by the others a la the ides of march. Determine a new leader from the remaining dragons. The highest level dragon will be it. If there is a tie, the oldest tied dragon shall be the leader. Level the tied dragon one level to make it better than its peers. If there are multiple dragons of the same level and similar age, flip a coin or roll a die to determine the leader.

  14. Where’s the money at? - Some money went missing from the gang’s ill gotten gains. Take two dragons of your choice into any venue they would not gain XP from. They must fight until an openable item drops. Venue doesn’t have one? Too bad; now they have to find an item that can be hoardsold for more than 100 treasure instead.

  15. Honorable Duel (inspired by suggestion by TheAwesoMew): - Flip a coin, if heads, take two random not-leader dragons into the coli and exalt whoever faints first. That dragon lost the duel. If tails, the loser of the duel managed to take the winner with them. Exalt both dragons.

  16. Take a Gamble - The two highest-level dragons undergo a risky operation. Flip a coin. If heads, they both survive and gain a level from the daring endeavor. If tails, take both of them into a venue matching their level and exalt whichever one faints first.

  17. Ambushed! - The law has somehow located the group’s hideout! Flip a coin. If heads, most of them manage to escape; exalt one random dragon. If tails, two random dragons fall during the escape and must be exalted.

  18. Rich Tastes - Even the rich aren’t immune to the allure of good ol’ fashioned organized crime. Buy the cheapest XXX dragon on the AH and level them to seven. If the leader ever dies while they’re around, they become the new leader instantly. If there are multiple dragons of the same level and similar age, flip a coin or roll a die to determine the leader.

  19. A Mutiny - One random dragon decides to start their own criminal enterprise. They become the leader of a whole new gang. One other random dragon goes with them. This new gang acts as its own mini-fodderlocke and does the daily phases. Only one new mutiny group can exist alongside the main group so things don't get out of hand. Any time this result (19) is rolled by the main group, one random dragon joins the mutineers. Any time this result (19) is rolled by the new group, one random dragon goes back to the main gang. Any time only one dragon is left in the new group, exalt the last remaining dragon and remove it from play.

  20. Gettin’ down with the thievery. - The squad’s gettin’ smart. Wicked smart. Three random dragons are now SO smart that they forgot how to die. If any of them would, for any reason, be exalted, they now simply...don’t do that. But only once. Treat this as an “extra life” of sorts.

  21. Crimes time! - Pick two dragons at random. They have to go on a quest now. Raise both of them a level. Roll a 6-sided die for each. If it’s a 1, exalt them as they were lost in the mission.

  22. Crimes time! - Pick two dragons at random. They have to go on a quest now. Raise both of them a level. Roll a 6-sided die for each. If it’s a 1, exalt them as they were lost in the mission.

  23. Shake Down Pick a dragon at random. Roll a d12. If the dragon's level is lower than the die roll, exalt it for that dragon cash. If the gang is foolish enough to shake down the leader and fail, exalt one dragon from the gang at random to 'make an example" to the rest.

  24. Fates Unbound A fatebonded pair has had that bond broken. Flip a coin for which dragon in the pair has fallen to misadventure and exalt it. Flip a coin for the other dragon. If heads, it survives the breaking of the fate bond and remains in the fodderlocke. If tails, the broken fatebond has claimed this dragon as well.

After you finish your dramatic challenge, go back to the recruit stage (either the next day or immediately) and go again. Keep whatever pace you want.

Catalogue your crew’s terrible life in a journal if you are feeling creative.
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This dragon doesn't eat Insects.
Meat stocks are currently depleted.
Seafood stocks are currently depleted.
This dragon doesn't eat Plants.
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Exalting Penthesilea to the service of the Lightweaver 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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