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Legacy Challenge [Generation M]


Mystina & Merrion Heir & Treasure Dragon Guardian | 99% | Wildclaw | 1% Cherub | 98% | Wasp | 2% Stripes | 99% | Bee | 1% Basic | 97% | Capsule | 3%
No other children in the M generation.
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This animation without the filter because it fucked with the framerate for some reason (this isn't the intended look otherwise, but bleh)
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Kingdomlock (?)
In an effort to keep my attention, I’ve decided to run along through some interesting...challenges, shall we say. So, copying this here for my own recollection!
You start with 3 dragons. -
Scream the “King” Guardian Lemon | Raspberry | Eldritch
Spyro the “Distant Traveler” Nocturne Violet | Sanddollar | Purple
Arlen the “Best Friend” Fae Plum | Crimson | Maroon
Every day there is a “Pinkerton Pull” which determines the outcome of the day -
Food: Coliseum time! Plants: 10-20 matches Insects: 20-30 matches Seafood: 30-40 matches Meat: 40-50 matches Coliseum Dragons are chosen by RNG unless there is a Knight. Arena is based on the lowest leveled dragon unless there is a Scout. If the dragons level up when in an area you may stay there.
Material / Trinket: Roll for a challenge d20 roll:
1. There’s a scandal (or romance) afoot. Pick two of your ready-to-breed dragons at random if you have any. Put them in a nest. The hatchlings, if they survive, join your kingdom. If nobody is ready to breed, grab a random hatchling off the AH. A secret forbidden child or sibling has been uncovered! 2. There’s Romance/Friendship in the air. Pick two dragons at random. They are now in a death bond and their fates are bound together. If one gets exalted, so does the other. Death Bonds ignore extra lives. 3. Hunting trip. Choose any three dragons in your Kingdomlocke and enter a coliseum area low enough that they won’t gain XP. (If you have a scout you can enter any coli venue.) Battle 40-50 matches under meat rules. You can switch out dragons in between battles.
For any familiar, battle stone, and apparel drops, give a random dragon on the team one extra life.
If you get special drops such as an egg, skin/accent chest, or genes give a random dragon three extra lives.
Roll a 1d6 for each dragon after. If any roll a 1 they are exalted / lose a life.
Alternate: Take any two of your dragons into a coli venue that is too low for them to gain experience. Go until you get a familiar drop. 4. Freeloader. Some random dragon is hanging around the kingdom. Who is this guy???? Grab the cheapest adult level 1 dragon off the AH. They join your kingdom. 5. Studied the blade Inspired by VoidSauce Randomize a number between your lowest and highest leveled dragons and buy a dragon off of the auction house with that level to join your kingdom.
If you don't want to spend treasure, you can simply buy the cheapest dragon off of the auction house and train them yourself using your personal dragons to level it up!
Optionally, if you don't have time to level or treasure to spend you can treat this Roll as a quest time. 6. Large Quest time! Pick three dragons at random. They have to go on a quest now. Raise all of them a level. Roll a 6-sided die for each. If it’s a 1, They lose a life or they’re exalted as they were lost in the mission.
During Quests, dragons are invincible and cannot die in coli. 7. Quest 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, They lose a life or they’re exalted as they were lost in the mission.
During Quests, dragons are invincible and cannot die in Coli. 8. The Plague! A great sickness comes over your entire clan. Roll a 1d12 for every dragon including your royal. On a 1 the dragon does not survive or loses a life. 9. Backstabbing. Choose a dragon at random who is not the Royal. Exalt them. Bye.
Alternate Honorable Duel Option (inspired by a suggestion by TheAwesoMew): Flip a coin, if heads, take two random not-leader dragons into the coli, and exalt whoever faints first. If tails, do the backstabbing as above. 10. Train the Newbies. Take all your level 4 or lower dragons and level them up one level. If you don’t have any, skip this roll. 11. I quit. Choose a dragon at random. That dragon hates their job and quits! They roll for a new career. The Royal is exempt from this. 12. A coup! Roll 3 d20s. If you roll a 1 with any of them then your kingdom has dramatically betrayed your Royal a la the ides of march and you must exalt them. The dragons elect a new Royal. Randomize a dragon from your kingdom to become the new Royal. 13. Bloody Duel Choose two dragons at random, excluding your royal. These dragons now fight! Roll a 1d4 for the results.
1. The dragons kill each other.
2. The first dragon kills the second.
3. The Second dragon kills the first.
4. The dragons kill a random dragon in the crossfire! Randomize a dragon. They are now exalted / lose a life. Flip a coin. If heads, the death of another dragon causes them to stop fighting. If tails, the two dragons continue fighting. reroll the 1d4 and follow the results.
14. Emperor Dragon Slaughter. Your kingdom is rampaged by a giant emperor dragon! Roll a 10 sided dice for every dragon in your kingdom. On a 1, the dragon is exalted / loses a life. 15. Royal’s Illness Your royal has taken ill. Roll a 4 sided dice for an event.
1. Your Royal succumbs to horrible sickness and is exalted / loses a life. A new royal is chosen.
2. Your royal is inflicted with madness! Choose a random dragon and flip a coin. On heads, the royal kills them. Flip an additional coin to see if the royal is cured of madness. On heads, you target another random dragon. Any tails mean your Royal snaps out of the madness.
3. The Royal is poisoned! Randomize a dragon for the one who poisoned your Royal. Flip a coin. On heads, the royal survives. On tails, the Royal is killed. If the Royal survives, flip an additional coin. On heads, they know who poisoned them and had them killed. On tails, the poisoner got away this time.
4. Your Royal's “illness” is they’re sick of being the Royal. Flip a coin, if heads they choose a successor and step down, rolling for a new career. You choose the next Royal.
16. The Sacrifice The 11 are angry with your kingdom and demand a blood sacrifice. Roll for a 1d4 for an event.
1. You offer a random dragon as a sacrifice. The 11 are pleased and take the dragon into their care. Choose a dragon at random who is not the royal. Regardless of lives, this dragon is exalted. Choose three dragons at random, they each gain an extra life as a blessing.
2. You offer a familiar sacrifice. The 11 decide it is merely acceptable. A random hatchling appears as thanks. Buy the cheapest hatchling off of the auction house.
3. You offer a drop of Royal’s blood as a sacrifice. The 11 are not impressed. Flip a coin, on tails they force you to battle under deathstreak rules. On heads they begrudgingly accept the paltry sacrifice.
4. For whatever reason you offer nothing. The 11 are enraged and send a horrible onslaught of disasters. Plague, earthquakes, floods… Roll an 8 sided dice for every dragon in your kingdom. On a 1 the dragon does not survive and is exalted / loses a life.
17. Assassin discovered! Roll a random dragon in your lair, regardless of job or level they now have the job of an Assassin.
Yes, your Royals can be discovered as Assassins. 18. Royal Quest time! Pick your Royal and then two dragons at random. They have to go on a quest now. Raise them a level. Roll a 10-sided die for each. If it’s a 1, They lose a life or they’re exalted as they were lost in the mission. If your Royal is exalted, choose a new royal from the remaining Coli party.
During Quests, dragons are invincible and cannot die in coli. 19. Nature's Gambit. Take two dragons in coli and level them up once under quest rules.
Flip a coin. Heads - You find wandering dragons on your quest. Purchase two dragons from the auction house to join your kingdom.
Tails - These two dragons are exalted / lose a life. 20. Festival! The kingdom celebrates something of your choosing with a festival! Roll a 4 sided dice for a blessing.
1. Your dragons are filled with vigor while celebrating! Randomize 5 dragons, they gain an extra life!
2. Many dragons are attracted to the festival! Roll a 6 sided dice and buy that number of the cheapest dragons from the auction house for your kingdom.
3. Your dragons wrestle each other in celebration! Level up all dragons lower than level 5 until they reach level 5. Dragons are invincible in Coli and cannot die/lose lives while you level.
4. Your Royal is filled with pride in seeing the kingdom thrive. They gain one extra life.
Familiars: Buy the cheapest level 1 dragon in the auction house of a specific breed. Use a random number generator (between 1-18) to determine which breed you will get! 1. Fae 2. Guardian 3. Mirror 4. Pearlcatcher 5. Ridgeback 6. Tundra 7. Spiral 8. Imperial 9. Snapper 10. Wildclaw 11. Nocturne 12. Coatl 13. Skydancer 14. Bogsneak 15. Obelisk 16. Gaoler 17. Banescale 18. Veilspun
Apparel: Romance! Breed two of your dragons. The dragons you pick are up to you. Optional: If you do not have any ready-to-breed dragons, you find some abandoned hatchlings instead! Roll a four-sided dice and buy the cheapest hatchlings in the auction house for the resulting number.
Battle items: UhOh. Flip a coin and follow the result.
Heads = Beast Clan Attack. The beast clans attack your kingdom in a full onslaught!!! Roll a 1d12 for every dragon including your royal. Any dragon who rolls a 1 is exalted or loses a life.
Tails = DEATH STREAK. Randomly select three dragons using a random number generator. Assassins are exempt. Fight in the coliseum at the highest dragons level using the "food" rules, 10 rounds consecutively (ie. you cannot leave that arena), quitting midway if a dragon dies
When a dragon reaches level 5 in the Coli they gain a career
1. Assassin - Can you trust them? The beast clan hired this dragon to try and kill a member of your clan. Use a number generator to generate who is the target. Roll a 4 sided dice daily to see the result. 1- The target is killed / minus a life. A new target is selected when no more lives remain. 2- The Assassin/Spy failed and was killed. 3- The Target got away. 4- The Target convinces the Assassin/Spy not to go through with the hit and redeems them into your clan. Assassins cannot enter the coliseum unless they have been redeemed into your clan. 2. Tailor - Buttons and Thread! can give one dragon one piece of apparel a day. Apparel must be acquired in coli or alternatively, you can purchase a piece of apparel from the "marketplace"(any apparel in your hoard.) If purchased from the marketplace the tailor has to roll a 1d20 for travel. On a 1 the tailor dies on the journey. If you don’t have a tailor you cannot give the kingdom apparel. 3. Knight - The army stands strong. These dragons are really strong and get three lives instead of one. They also allow you to pick the dragons you wish to send in Coli instead of picking at random. Knights can not pick dragons for DEATH STREAKS. 4. Alchemist - For SCIENCE! can give one dragon one gene or breed change every day. If a dragon receives a gene/breed change they roll a d20. On a 1 the dragon dies in the experiment. If the dragons survive they gain an extra life. You cannot add more than 3 genes to a dragon. You can only change a dragon's breed once. Genes and breeds cannot be changed without an Alchemist. 5. Doctor - Keeper of the mighty bandaid. When a dragon dies on a coliseum team with the Doctor/Nurse/Healer you can flip a coin and see if you can heal them. Heads = Live Tails = Die. If the doctor dies they cannot heal themselves. The doctor also gives any dragon who reaches/has reached level 20 two extra lives. 6. Familiar Caretaker - I hope you’re not allergic to pets. can give one dragon one familiar per day. Familiars are just for fun and don't add anything to the challenge. If you don’t have a familiar caretaker you cannot give the kingdom familiars. 7. Nesting-Helper - This egg is cuter than that one! Increase your hatchling's chances for survival! Instead of flipping a coin for each egg hatched, you roll a 1d4. On a 1 the hatchling is exalted. Instead of rolling a six-sided dice daily for each hatchling who isn’t aged up, you roll a twelve-sided dice. On a 1 the hatchling is exalted. 8. Name Scribe - What an unfortunate name… Let's you choose the names of your dragons instead of generating them. You can also rename one dragon a day now! 9. Matchmaker - Pairing all dragons together! Matchmakers allow you to “match” dragons and create a permanent pair. Once a pair is permanent they can breed at any time, but they cannot breed with any other dragons unless their spousal dragon dies. On a spousal dragon's death, roll a 6 sided dice. On a 1 the pair had formed a death bond and both are exalted. 10. Scout - What is that over there?! lets you choose what area in the coliseum you battle in. Scouts cannot choose areas for DEATH STREAKS. 11. Librarian - Nerd. If you have a librarian and a scout in your kingdom, you’ve researched the best route through the first three coliseum areas! Deaths in these areas no longer count unless all your dragons battling faint. Deathstreaks are not affected by librarians. 12. Artist - Paint everywhere! Artists are creative and with the things they make they can help other dragons see their own uniqueness! If a dragon rolls a career another dragon possesses already, the dragon can reroll once. 13. Gardener - Nature holds the key. If you have a gardener and a doctor in your kingdom, you’ve discovered good plants that can act as medicine and can cultivate it! During plague events, any dragon who rolls a 1 can flip a coin. On heads, the medicine saves them and they are cured of the plague! 14. Necromancer - Death is nothing more than the other side of a coin. Insperation from Jaspernoir! A necromancer can bring back a single dragon that has died that day as a shade. They can use this ability once a day. If you try to bring back a Royal, you must roll a 4 sided dice and only succeed on a 4. Shades are marked in your lair and appear fully as the dragon originally did and can resume the job they had, but cannot gain extra lives or breed. If the Necromancer is exalted, flip a coin for each shade. On heads, the shade is fully restored as a normal dragon. On tails, the shade is exalted with the Necromancer. 15. Blacksmith - Iron and Gold The blacksmith provides your dragons with weapons to fight better. If you have a Blacksmith and a Teacher, you can use your teacher's ability twice a day. 16. Engineer - Don’t cut the blue wire! Inspired by Pikabolt Brings your kingdom out of the dark ages. Flip a coin. On heads, they give a random dragon an extra life. If tails they do nothing. You must roll a d20 for them each day. On a 1 they manage to cause an explosion. Roll a 1d4 to see what happens. 1. They blow themselves up and are exalted or lose a life. 2. They blow up a small piece of the kingdom. Roll a 1d12 for every dragon in your clan. On a 1 the dragon is caught in the explosion and is exalted / loses a life. 3. They cause a MASSIVE explosion and take out a chunk of the kingdom. Roll a 1d6 for every dragon in your kingdom. On a 1 the dragon is exalted / loses a life. 4. The explosion was a harmless but very large smoke bomb, nobody is injured. 17. Ambassador - Representing your Kingdom. Ambassadors can try and find dragons to join your kingdom once per day. Roll a 1d4 to see if they are successful. 1. Is attacked! Flip a coin. On tails, the Ambassador is exalted / loses a life. 2. Is unsuccessful 3. Is successful! Buy the cheapest dragon from the auction house to join your kingdom. 4. Is successful! Buy the cheapest dragon from the auction house to join your kingdom. 18. Teacher - Learn from the best. Having a teacher allows you to pick two dragons lower leveled than your royal and level them up by one level under quest rules once per day, rolling a 1d20 to see if the two dragons are lost in training. The teacher does not accompany the dragons in Coli. If there are no dragons lower leveled than the Royal the teacher can instead train the Royal themselves to gain a single level. 19. Fortune Teller - What do the cards say? A fortune teller can see the future and thus can choose to disregard one Pinkerton pull once per day, resulting in nothing happening. If they use this ability the Fortune Teller flips a coin. On tails they are exalted. 20. Royal - The one in charge. There can only be one. If another dragon rolls for the Royal while there is one already, the two dragons then battle and a 4 sided dice is rolled to see what happens. 1- Both dragons die. 2- The Royal dies and the new Royal is crowned. 3- The challenging dragon dies and the Royal continues their reign. 4- Misunderstanding. They choose not to duel and the royal lets them reroll for a career. The royal is also responsible for populating your clan. They can nest at any time as soon as their cooldown is over. The royal is immune to death ONLY in the coliseum. If your Royal is killed and there are no dragons to take the place, the challenge is over. Dragons who become Royal must quit their previous jobs. 21. Heir - Trained to take the throne. This is specifically for Monarch Royal. If you have an heir in your kingdom they become the Royal once the current Royal dies. You can choose what type of Royal the Heir becomes. * There can only be one Heir at a time. * If the dragons stage a successful coup your heir dies with the Royal. * If a dragon duels the Royal and kills them they must fight the Heir now in a second duel.
Types of Royals:
1. Dark Lord - A ruler tainted with evil. [+] If your royal is about to die they can sacrifice two dragons in their place or sacrifice the heir in their place. They can also sacrifice any level 5+ dragon to gain 1 level. [-] The land is cursed thanks to the evil of the Dark Lord. Roll a 4 sided dice for a possible curse every day. 1. Food shortage There's not enough food for the kingdom. Roll a 10 sided dice for all dragons and hatchlings in your kingdom besides your royal. On a 1 the dragon/hatchling dies of starvation. (If you have a gardener, nothing happens.) 2. Nothing happens... 3. Sacrifice for the greater good. Choose a random dragon as a sacrifice. A festival is held for a sacrificial blessing and that dragon is exalted regardless of lives. 4. Evil threatens to take total control of your Royal. Roll a d20. On a 1 darkness falls and there is a great calamity. all hatchlings are exalted instantly and adult dragons must roll a 10 sided dice. On a 1 they are exalted/lose a life. 2. Archmage - A ruler blessed with magic. [+] Through deep connections with magic, your royal can sense what's happening in the universe. If you pull a material or trinket, you may roll for an event twice and choose between the two for your outcome. If you have a fortune teller you may roll three events and choose between the three for your outcome. [-] Magic and technology don't mix very well. if you have an Engineer, they roll a 10-sided dice instead of a 20-sided dice. 3. Elder - A ruler grounded in tradition. [+] You may throw a festival for a blessing If a nest produces 4+ eggs. Festivals also now provide one dragon with an opportunity to ask the 11 for guidance. During festivals, you can reroll one dragon's job up to two times. [-] Dragons keep to their own traditions and might not welcome all newcomers into the clan. If you have to add a dragon from the auction house for any reason roll a 6 sided dice. On a 1 the dragon is not accepted into the clan. 4. Boss - A ruler with criminal ties [+] Assassins are automatically redeemed and do not try to kill dragons. Instead, they act as recruiters. For every assassin you can have one dragon join your kingdom. [-] The Royal cannot fight in the coliseum at any time and cannot gain any XP. The only way to win is to have a full kingdom. 5. Monarch - A ruler of a kingdom [+] Any relative or child of the Royal can give up their job and become an Heir. Heirs lay claim to the throne if the Royal dies. [-] Dragons are more likely to overthrow your Royal in a coup. If you get the coup event, instead of a 20 sided dice you roll a 12 sided dice. 6. General - A ruler skilled in combat [+] Each day you can choose 3 separate dragons and have them gain 1 level in coli. During leveling the dragons cannot die by fainting. [-] Weak dragons are not acceptable. All adult dragons at level 1 must roll a 10 sided dice each day. On a 1 they are exalted.
Other rules of note: If a dragon dies in the Coli it is Exalted, unless rules state otherwise or dragon has “extra lives” Dragons gain 1 extra life at level 10 and 15 Dragons retire at level 25, meaning they can no longer be bred, cannot be in the Coli. It is no longer able to be Exalted, and its job is locked in. It cannot be affected by Challenges. Names are random unless there is a Scholar. Apparel or Genes cannot be used unless there is an Alchemist / Tailor. The exception is Coli drops which may be worn by the Dragons in the Coli at the time of the drop. Skins and Accents are free use but only one use. They can only be removed upon Exalt. If a Dragon changes jobs they keep the lives from past jobs.
If any dragon makes it 5 levels above your Royal, they flip a coin. On heads they challenge the Royal to take the throne. Roll a 1d4 to see what happens. 1- Both dragons die in the scuffle. Crown a new royal. 2- The royal dies and the challenger is crowned the new royal. 3- The challenging dragon dies and the old royal continues their reign. 4- Respect earned. The challenging dragon and the Royal earn respect for one another and the challenge is a draw
TO WIN THERE MUST BE ONE DRAGON IN ALL 20 JOB POSITIONS AND THE “ROYAL” MUST BE RETIRED AT LEVEL 25
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Legacy Challenge [Generation L]
LightningKnight & Leroy Heir & Treasure Dragon Bogsneak | 15% | Guardian | 85% Cherub | 100% Stripes | 75% | Noxtide | 25% Lace | 15% | Basic | 85%
The Other Child
Layem
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Long Drop + Scavenger Hunt [Woodland Path]
Date Started: 1/14/21 Date Fully Finished: 1/15/21
#long drop challenge#louretta's scavenger hunt challenge#coliseum challenges#flightrising#fr#woodland path
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Long Drop + Scavenger Hunt [Training Fields]
Date Started: 1/10/19 Date Fully Finished: 1/14/21
#long drop challenge#louretta's scavenger hunt challenge#coliseum challenges#flightrising#fr#training fields
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Coliseum Long Drop + Scavenger Hunt
I’ve been working on this one for a few years. It is a combination of the Long Drop Challenge and Scavenger Hunt. I’m going to post up the details and forum thread links for each challenge, and then include links to my own personal posts on those threads with each update post on tumblr. I have a few updates since I’ve been working on this for a while and I’ve managed to get all the way to the Scorched Forest for this challenge set now!
Long Drop Challenge Designer: Ora Spreadsheet By: kataclysm13 Spreadsheet
Rules/Challenge
Choose Your Venue - You cannot leave until you finish the challenge The First Drop of your First Battle is the item you need to get 99 of Notable Drops include Battle, Apparel, Eggs, or Unusual or Rare items Once a venue is finished you cannot return Allowances for: Breaks, Festivals, Fodder Training
Coliseum Scavenger Hunt Designer: Louretta
Rules/Challenge
Find the specified item in each venue Items found before the start of the challenge do not count
Personal Notes
Staying in a venue until item is found as combined this with Long Drop Challenge Forum Posts By Me: Training Fields | Woodland Path | Scorched Forest
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Legacy Challenge [Generation K]
Kurenov & Kiwi Heir & 8kt Bogsneak | 15% | Fae | 85% Savannah | 75% | Cherub | 25% Noxtide | 98% | Shimmer 2% Basic | 97% | Runes | 3%
The Other Child
Kappa
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Legacy Challenge [Generation J]
Jacow & Jakk Heir & 6kt Spiral | 75% | Bogsneak | 25% Savannah | 75% | Lionfish | 25% Noxtide | 100% Basic | 85% | Ghost | 15%
The Other Children
Justiciar
Jaxine
Juliet
Jade
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Legacy Challenge [Generation I]
Irdneth & Iorath Heir & 6kt Spiral | 50% | Pearlcatcher Savannah | 99% | Iridescent | 1% Noxtide | 98% | Shimmer | 2% Basic | 85% | Smoke | 15%
The Other Children
Ishtar
Icestrike
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Long Drop Challenge + Scavenger Hunt [Update]
Training Fields Start Date: 1/10/19 End Date: Collect:
Collected 99/99 Long Drop Challenge Complete!
The Elusive Bumble is still missing though....
Notable Drops:
There’s no more full drop list to this as I stopped recording it. Seriously it was just too much. So I made a note of the notable stuff instead since I finished the Long Drop portion of the challenge. Nearly a year later and I still haven’t seen a Bumble drop....but I did have 2 in my hoard at one point so I know they do drop! Just...fuck me. If the year turns out nothing I may take a break from the Training Fields and head to the next venue anyway for the Long Drop Challenge.
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Legacy Challenge [Generation H]
Hannah & Halina Heir & 6kt Spiral | 90% | Imperial | 10% Savannah | 30% | Basic | 70% Noxtide | 15% | Basic | 85% Basic | 100% | Basic
There are no other children
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Legacy Challenge [Generation G]
Griaule & Gracey Heir & 5kt Spiral | 90% | Nocturne | 10% Savannah | 99% | Iridescent | 1% Spinner | 15% | Noxtide | 85% Basic | 97% | Capsule | 3%
The Other Children
Greatneck
Gavotte
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Legacy Challenge [Generation F]
Firetooth & Faran Heir & 5kt Tundra | 70% | Spiral | 30% Savannah | 75% | Cherub | 25% Eye Spots | 90% | Spinner | 10% Basic | 97% | Runes | 3%
The Other Children
Frith
Firewheel
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Legacy Challenge [Generation E]
Eternalflower & Egypt Heir & 5kt Guardian | 97% | Nocturne | 3% Clown | 50% | Savannah Current | 50% | Eye Spots Underbelly | 30% | Basic | 70%
The Other Children
Esequiel
Element
Eotua
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I’m normally not one to do this, but I’ve been curious about the totals and percentages based around the Coliseum and the drops within it. Like I care little for how much profit it makes me or anything like that, I was merely curious at what the rarity is to get certain items and how. So I began to look at percentages. The following below the cut is what I’ve discovered so far in the Training Grounds. Also, uhm, placed in some “clan lore” nonsense format because why not.
Maybe when I’ve gotten data tables for all venues I’ll drop this in the Guides forum of FR and open it up to have others provide data to increase the accuracy of percentages. Of course when new shit is added it throws everything off and we must start again, I suppose...which would be angering really. I’m not sure how I’d go about that though.
Submitted to the desk of Nanner, Clan Patriarch.
Total Monsters Battled: 695 Percentages Based Upon This:
Amaranth Moth 4.60% encounterability (32 encountered) Bluelight Chipskink 4.32% encounterability (30 encountered) Brown-Spotted Mith 3.60% encounterability (25 encountered) Bumble 5.04% encounterability (35 encountered) Ceanothus Bralwer 3.45% encounterability (24 encountered) Chipskink 3.75% encounterability (26 encountered) Coral Carpenter 5.61% encounterability (39 encountered) Crimson Emperor 2.73% encouterability (19 encountered) Dark Sparrowmouse 5.04% encouterability (35 encountered) Death’s-Head Stag 3.60% encounterability (25 encountered) Ember Mouse 4.60% encounterability (32 encountered) Emerald Webwing 4.03% encounterability (28 encountered) Frosted Pocketmouse 3.74% encounterability (26 encountered) Glowing Pocket Mouse 3.17% encounterability (22 encountered) Leafy Moth 2.88% encounterability (20 encountered) Luna Mith 5.18% encounterability (36 encountered) Mith Bruiser 1.73% encounterability (12 encountered) Primrose Mith 3.02% encounterability (21 encountered) Ragepuff 4.03% encounterability (28 encountered) Ruby Webwing 4.75% encounterability (33 encountered) Satin Pocketmouse 3.88% encounterability (27 encountered) Silky Webwing 4.03% encounterability (28 encountered) Sweetpuff 3.45% encounterability (24 encountered) Webwing Alpha 5.47% encounterability (38 encountered) Yellow Sparrowmouse 4.32% encounterability (30 encountered)
Okay, that’s interesting right? Based upon this data, which is somewhere around 150-300 battles in that range itself not counting individual monsters (I wasn’t counting originally and only counted the last 100 battles in a seperate data sheet to record yes or no loot percentage chances and had nothing to do with these percentages as a whole) Anyway based on this data the lowest chance encounters are Mith Bruiser, followed by Crimson Emperor and Leafy Moth. The highest chance encounters then follows as Coral Carpenter, followed by Webwing Alpha and Luna Mith. This is followed with a close tie of Dark Sparowmouse and Bumble which is just, huh. Not anything I would’ve thought about before, you know?
I took this a step further and went to see the chances of drops based upon the monsters encountered and the loot received at the end which...is also interesting. The percentages I have in those tables are based upon just the number of the monster in question that was battled so really you’d have to look at them as percentages of percentages to get the actual rarity/availability of certain drops. I also did some research into what known drops there are for which Monsters and what drops we still have questions on which monsters provide.
Which...there is a lot we don’t have data on for the Training Grounds so that’s a thing, apparently, that is a thing.
I’m not going to list that datalist because it’s...it’s huge. I have it saved in a sheet with WIP designs for later venues. I’m just running through Training Grounds right now because I’m looking at...well, I’m hunting for a Bumble. I already finished the other challenge in this venue so it’s just the Bumble at this point and...I got bored. Hence the new recordings I’m making to get data which is--which is not me really. I don’t get this...invested or data intense or curious really so.
Huh.
Someone must’ve rubbed off on me somewhere.
Now why did this data get sent to me? Who sent this anyway? They didn’t sign this information. Maybe I should ask Delphinium who we’ve got on Coliseum duty...she’s better at keeping track of things like that. - Nanner, Clan Patriarch
#flight rising#coliseum data#flight rising coliseum#just a little bit of science#i guess#and a small bit of clan lore
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