Armon

(#54223947)
Level 1 Coatl
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Energy: 50/50
This dragon’s natural inborn element is Nature.
Male Coatl
This dragon is hibernating.
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Personal Style

Apparel

Dried Flowerfall
Marigold Flowerfall
Amber Shades
Nebula Starsilk Circlet
Nebula Starsilk Wingdrapes
Nebula Starsilk Cloak
Nebula Starsilk Scarf
Nebula Starsilk Scarf
Nebula Starsilk Cloak
Nebula Starsilk Sleeves
Nebula Starsilk Socks
Nebula Starsilk Tailwrap

Skin

Scene

Measurements

Length
7.52 m
Wingspan
6.95 m
Weight
766.1 kg

Genetics

Primary Gene
Fuchsia
Tapir
Fuchsia
Tapir
Secondary Gene
Pumpkin
Noxtide
Pumpkin
Noxtide
Tertiary Gene
Pumpkin
Capsule
Pumpkin
Capsule

Hatchday

Hatchday
Aug 06, 2019
(4 years)

Breed

Breed
Adult
Coatl

Eye Type

Eye Type
Nature
Unusual
Level 1 Coatl
EXP: 0 / 245
Meditate
Contuse
STR
6
AGI
6
DEF
6
QCK
7
INT
7
VIT
6
MND
7

Biography

I belong to Jinoga!

Armon is the oracle of Esselm's kingdom, providing his wisdom and prophecies to help protect the kingdom and let it prosper. He's a happy and cheerful being, always welcoming the residents of the kingdom that may come in and ask about his predictions and any fortunes he can give them. Although he cannot see very well, he is able to use his psychic abilities to sense movement and soundwaves around him which allows him to move around obstacles or sense dragons approaching him.

Predicting the fate of the kingdom if Tristam had allowed Tiran into their walls, Armon made the mistake of informing Tristam of this prophecy in hopes of him passing on the message to Esselm instead of informing Esselm herself. To Armon's surprise, Tristam had refused to inform Esselm and instead threatened Armon to stay quiet about Tiran and the dangers he brings. Despite Armon's attempts, Tristam held to his word, and Armon soon found himself locked in the kingdoms dungeon, stuck and awaiting his predicted meeting with the monster that Tristam had allowed in.

lux spectre
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This dragon doesn't eat Insects.
This dragon doesn't eat Meat.
Feed this dragon Seafood.
This dragon doesn't eat Plants.
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Exalting Armon to the service of the Windsinger 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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