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A breedable/changing pet shop guild for role play. 

Tags: Magesc, Soudana, Seren, Abronaxus, Dragon 

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Magesc
Captain

PostPosted: Fri Feb 13, 2015 4:54 pm
sea creatures


» important information
Creatures here will be available only in the sea! You may also find them located in certain continent bio's if they tend to stay near that continent's shoreline!


Arboa
User ImageArboa
(plural: arboas) (ar - boe - uh ; ar - boe - uhs)

Description: Arboas are surprisingly adaptable, migratory aquatic animals capable of making their habitats in either fresh, brackish, or saltwater. They are consistently dark with vibrantly colored spots, have slippery and scaleless skin similar to the texture of a wet frog, and sport bodies shaped something like a massively overgrown tadpole. They also have bulbous eyes, two large tusks on either side of their mouths and a ream of thin, bone-like spikes that follow the ridge of their spine and shoot upward.

Despite their arguably grotesque and horror-story-esque appearance, arboas are fairly docile creatures as a whole. They do not attack unless provoked and in fact tend to shy away from unfamiliar disturbances in the water. Their most dangerous aspect to magescians is their toxic skin — touching it can send a body into shock, twitching with convulsions, thus making drowning the most common way to die from an arboa encounter. Immediately after their death, however, the toxicity of the poison coating on their skin diminishes significantly, causing many to hypothesize that much of its potency is magically enhanced and dependant on the creature’s life force.

An arboa’s diet consists of both plant and animal life, as well as a scattering of things most creatures would find it difficult or impossible to ingest, including some small pieces of rusting metal, oils and various generally toxic pollutants, and sewage.

Location: Soudul. The lakes therein and the coastline and oceanic areas bordering the continent. They exist in greater numbers along the northern coast where the water is cooler.
Size: Medium. ~ 2 - 3 ft. long from nose to tip when laid end to end.
Element: Water/Dark
Stats: Arboa Runt Lvl 13, LUK ≥ 4 | Arboa Lvl 22, LUK ≥ 13

Loot: n/a

Created by: The Only Black Uke


Baikhal
User ImageBaikhal
(plural: baikhal) (buy - kal)

Description: Baikhal are large, deep sea predators. They generally come in dark, dingy shades of green and brown, sport a roughly spade-shaped, multi-spiked tail, rows of viciously sharp teeth, and two sharp horns that protrude from their foreheads.

Though powerful, baikhal tend to swim slowly a gross majority of the time, moving quickly only in sharp bursts to catch prey, and then returning to their plodding pace afterwards. Accustomed to the darkest, coldest parts of the open ocean, all baikhal are blind — what once might have been “eyes” are now empty sockets, much like oblivionites — but they do not need eyes to ‘see’ their prey. Baikhal base their attacks and sense of direction on everything from an acute sense of smell, to twitches of vibrations in the water, tidal changes, and temperature shifts.

Baikhal are rarely ever glimpsed by those who dwell above the surface, but — if sought out — one would certainly react violently to anything it perceived as either a threat or a potential food source. Interaction with Khehoras and magescians, however, are extremely limited due the remote nature of their natural habitat.

Because of the general inaccessibility of their primary habitat, very little concrete information is known about baikhal among magescians. What little information is available has been discerned mostly from the studies of curious researchers performed on the occasional body of a deceased baikhal washed ashore or located half-frozen on the coasts of Aisko.

Because of their eyeless sockets, mysterious nature, and preference for the dark and cold, many myths that they are the direct creation of Soudana herself have cropped up over the years. Violent legends that tell of them rising up from the depths and scouring the coastlines to feast on anything that dare step foot in the water have perpetuated travelers’ campfire tales and parents’ bedtime stories for many centuries.

Location: Deep ocean, usually nearer to the northern and southern poles, though some do inhabit the deepest parts of the middle oceanic areas, primarily when migrating.
Size: Huge. Most baikhal are approximately the size of a whale.
Element: Water, darkness.
Stats: Lvl 90 | LUK ≥ 80
Note 1: In order to fight a baikhal, you must first find a method and RP a trek down near to the ocean floor, likely requiring either substantial magical aid from a aryala and peisio dovaa (for breathable air and protection from the crushing weight of the deep sea) or a technological contraption of orderite invention. Feel free to get creative, but keep in mind that getting to these creatures is not easy, and once you get there, the battle will not be simple either.
Note 2: To go after the Baikhal, one needs at least LUK of 40 to join a group in attempting this fight.

Loot:
      Baikhal Horn - A trophy. Useful for nothing but bragging rights on its own, but if you RP a visit to a jewelcrafter, you may have it fashioned into a Deepsea Slayer’s Pendant which grants + 10 ATK.
      • Item grant: Baikhal Saliva - Ingest for underwater breathing. Drinking it mixed with some other strongly-flavored liquid is recommended to reduce the chances of vomiting. While it does allow you to breathe underwater, it does not protect you from the high pressures of the deep ocean or magically teach you to swim. So it is wise not to venture too deep!

      You receive enough of this from one kill to last a lifetime. The effect lasts one hour before you need to drink more. (Unlimited uses.)


Created by: The Only Black Uke


Erlkin
User ImageErlkin
(plural: erlkin) (air - l - kin)

Description: These vibrant, territorial saltwater fish come in varying shades of bright oranges, reds, and yellows, sometimes with pinks and fuschias worked in. Because of their larger size, in order to get enough food without wiping out the population of smaller fish in the area, erlkin tend to hunt either solo or in small groups of two or three. Finding more than five travelling together is incredibly rare and generally only occurs when an even larger outside predator threatens a given territory, forcing them to band together. Often, however, these temporary ‘allegiances’ are short-lived, and after the outside predator is discouraged, the remaining competing erlkin with fight each other to the bloody death to determine who will dominate the given area.

Erlkin give live birth, but do not care for their young. Instead, the smallest of any given school of young — particularly any that appear deformed or otherwise disabled — are eaten. The rest flee into the open ocean to fend for themselves.

Erlkin react aggressively to swimmers — Khehora and magescian alike — but do not bother ships (though a large and hungry erlkin may attempt to capsize a small boat). Erlkin do swim near the coastlines and, particularly if their feeding supply is diminished, may well seek out unwary swimmers or fisherman as a potential food source. They will also attack regardless of everything else if they feel their territory is being threatened.

Location: Erlkin are saltwater fish, and thus live only in the ocean. They tend to prefer warmer water, dwelling mainly in the areas nearest the equator (along the coasts on the east and west sides of Eowyn and out in the open water that follows). Also because of their preference for warmth, they tend to inhabit water nearer to the surface, delving deep only if food runs scarce and staying only as long as absolutely necessary.
Size: Medium. Approximately equivalent in size and weight to a large dog, though they grow as long as they live (though very slowly), and thus some rare few who have managed to hang onto life for an especially long time can grow to sizes notably larger than this.
Element: Water
Stats: Erlkin Young Lvl 23, LUK ≥ 13 | Erlkin Lvl 37, LUK ≥ 27 | Erlkin Ancient Lvl 70, LUK ≥ 65
Note 1: Erlkin Ancients are rare and difficult to find. Should you wish to battle one, roll one 100-sided die. If you are in the open ocean, 80-100 will allow you to battle one. If you are attempting to look for one along the shore, you must roll a 95-100.
Note 2: To go after the Erlkin Ancient, one needs at least LUK of 32 to join a group in attempting this fight.

Loot: Erlkin Young
      • 1 - 70: You don’t manage to retrieve anything useful from this kill.
      • 71 - 100: Item grant: Small Erlkin Scale - Grants + 2 DEF.


Erlkin
      • 1 - 70: You don’t manage to retrieve anything useful from this kill.
      • 71 - 100: Item grant: Large Erlkin Scale - Grants + 5 DEF.


Erlkin Ancient
      • 1 - 25: You don’t manage to retrieve anything useful from this kill.
      • 26 - 100: Item grant: Ancient Scale - Apply to armor and grants + 8 to the stat of your choice - DEF, INT, or ATK.


Created by: The Only Black Uke


Kahlikri
User ImageKahlikri
(plural: kahlikris) (kah - lee - kree ; kah - lee - krees)

Description: Kahlikris are large, seahorse-like sea creatures approximately the size of a pony. Atop their long, equestrian head rests the upper half of a skull, much like Nekkora. A kahlikri's skull armor is a born-in type of secondary exoskeleton which exists attached to their body in addition to their inner skull. In addition to this, kahlikris typically sport two spiked and scaled wing-like fins at their back and a long curving tail adorned with two similarly spiked fins on either side. Kahlikris come most often in shades of soft blues, pinks and pastel yellows.

Kahlikris are primarily carnivores and hunt other aquatic creatures near the surface of the ocean in addition to, on rarer occasions, any Magescians or Khehora unlucky enough to cross their path unprepared to defend themselves. Kahlikri most often travel and live together in pods for mating and safety purposes but do on occasion hunt alone. They are also adaptable and can be found in virtually all oceans across Magesc.

Location: Oceans all over Magesc, especially near polar areas.
Size: Large - about the size of a pony.
Element: Water
Stats: Kahlikri Seaspinner Lvl 58, LUK ≥ 48 | Kahlikri Huntress Lvl 70, LUK ≥ 57 | Kahlikri Tribemaster Lvl 89, LUK ≥ 76
Note: To go after the Seaspinner, one needs at least LUK of 24 to join a group in attempting this fight. The Huntress, 28. The Tribemaster, 38.

Loot: n/a

Created by: The Only Black Uke


Kokkolru
User ImageKokkolru
(plural: kokkolru) (kok - kole - roo)

Description: Kokkolru are massive, typically slow moving, aquatic omnivores. Covered with sleek, florescent blue scales, their bodies begin with a wide head and gaping mouth only to trail gradually off to a fairly narrow tail fin. A flexible, rippling fin covers the top ridge of their backs and a number of smaller propeller fins adorn their sides.

Generally the only times kokkolrus move fast are when hunting - a surprise burst of speed used to catch up on unsuspecting prey and swallow them whole - or when pursuing a mate. Most kokkolru travel in small to medium sized groups, but a rare few live and hunt solo.

Location: Deep ocean in winter; nearer to the surface in the warmer months.
Size: Large. About the size of a small whale.
Element: Water
Stats: Kokkolru Hatchling Lvl 49, LUK ≥ 37 | Kokkolru Schoolherder Lvl 77, LUK ≥ 64 | Kokkolru Lone-Hunter Lvl 88, LUK ≥ 78
Note: To go after the Hatchling, one needs at least LUK of 18 to join a group in attempting this fight. Schoolherder, 32, and Lone-Hunter 39 LUK.

Loot: n/a

Created by: The Only Black Uke




Kraken
User ImageKraken
(plural: kraken) (krak - in)

Description: From the depths of the sea the Kraken emerges. No one knows why they surface since the food they eat dwells only in the depths. For many years the only thing people knew about it was that it had many long tentacles. It was only recently that a Piesio Merkien floated to shore, badly wounded but still alive after encountering a young Kraken in the deep.

The Kraken is indeed mostly tentacles, and the body is maybe half the size of it's tentacles. a total of 10 tentacles attach themselves to a hard arrow shaped body, with 4 eyes placed around the body. The eyes resemble that of a bug, many facets and it glows a pale sickly green. It's maw is at the center of the ring of tentacles, rimmed with many rows of sharp long teeth. A Kraken is mostly a blackish blue with green or brown highlights and spots.

People have seen Krakens attacking and eating dragons as well as ships. A sign that a Kraken is about to attack is often only the dark shadow beneath you before the tentacles wrap themselves with lightning speed about the large object they are attacking. They do not attack anything that is less than 2 meters (an adult Magescian) long so you are safe from them unless you are in a ship.

Location: They dwell mostly in the deep ocean depths, but can be found come spring and fall nearer the surfaces.
Size: Gargantuan! One tentacle alone is the size of a Diabi dragon, and the body is half that size.
Element: Water
Stats: Lvl 110 | LUK ≥ 100
Note 1: To find a kraken, you must be out in the middle of the sea. They do not venture near the shore.
Note 2: If you have a group facing the Kraken, all participants must have a LUK of 50+! All others are too weak to face the Kraken.

Loot: They drop x1 Kraken Tooth upon death. A Kraken Tooth may be used to enhance a weapon, giving a +10 to ATK. You must RP the addition being added to your weapon. This could be just visiting a smith or you can visit Arick Skyeforge and he'll do it for you. It can be a Non imprinted weapon you use to bind this to!

Created by: robot kitten


Svartrin
User ImageSvartrin
(plural: svartrin) (see - var - trin)

Description: The svartin are aquatic mammals who swim in small groups called pods. Sometimes people confuse them for Merkora, but they are not related at all! A svartrin has a long and narrow head with a sharp bony plate that covers the top of the skull and bone plates that cover its neck as well. The Svartrin's face is all sharp angles, will long slim slits for eyes and a gaping maw edges with sharp teeth. It has a short neck that leads to a long slim body and a long flexible tail that is makes up half it's total length. It has three sets of limb like fins. The 'fins' are made up of three long spindly 'fingers' tipped with claws that have a thick membrane webbing between the 'fingers.' The tail ends in a dual fin that acts like a flipper. It is covered in scales much like a Khehoras and have a short frill along their spine. A svartrin's color is usually a dark shade of blue or green with pale ice blue undersides and frills. Their eyes are pale gold orbs with no pupils.

Svartirns are meat eaters. They hunt anything that moves in the sea and are known to follow ships around waiting for someone to fall in. Sometimes they'll leap out of the water and onto the deck to grab a tasty looking morsel as well. The fishing ships of Soudul are always on the look out for them, for Svartrins also like tipping boats over if they can. They are quiet intelligent and know what will lead them to food. Merkein must be careful of them, since they, and epically their young, are on the svartrin's menu.

Location: They dwell in the waters around Aisko mostly, but are often near Soudul these days.
Size: Large (The size of a full grown khehora)
Element: Water
Stats: Lvl 70 | LUK ≥ 60

Note: To go after the svartrin, one needs at least LUK of 30 to join a group in attempting this fight.
Note 2: To find the svartrin, you must be in deep water.

Loot: x3 Sharp Tooth. These can, after being given a safe spot to hold, be used like a dagger. (Adds no real bonus though, just a neat looking dagger)

Created by: robot kitten


Triefen
User ImageTriefen
(plural: triefen) (try - ef - in)

Description: An aquatic reptile, the Triefen has no legs or hands, but instead has a finned tail and in place of its arms are wing like fins. Its thick skin is covered in tiny scales that are harder than they look and vary in color depending on where the Triefen lives. The blue and purple Triefen live in the costal waters around Soudul and the brighter red, orange, and pink Triefen live around Serenia.

The Triefen cruise around the coastal oceans eating crustaceans and small fish while it lives its solitary life. When summer hits around Eowyn, something in the waters summons all the Triefen to it for breeding. Each year they migrate to lay their eggs along the beaches at the foot of the Terra Expanse where is hits the ocean before heading back to their homes. A Triefen will travel this distance five times in its life before it comes to Eowyn to die.

The Triefen can and do leap out of the waters to catch birds that fly to close to the waters edge as they migrate. This is the only time it will eat birds, something about the digested feathers improves the color change of their scales for mating displays.

Many have tried to capture and raise a Triefen, but they do not survive in captivity for more than a week. They need to be immersed in ocean water and its strong currents that push oxygen into its gills allowing it to breathe correctly. It can stand a few hours out of waters but then it will flee back to the water. While they can not keep them alive in captivity with out intensive care and complex large pools, the Triefen are considered delicacies and many fisherman make a living selling Triefen to restaurants and cafes.

Size: Medium
Location: Along coastal waters of Serenia and Soudul.
Element: Water
Stats: Lvl 20 | LUK ≥ 10
Note: They will only attack you if you are in the water.

Loot: x2 Pearly Scales - An ingredient used in the production of alchemical and enchanting solutions.

Created by: Yorugami
 
PostPosted: Fri Feb 13, 2015 4:54 pm
seasonal creatures


These creatures are only available certain times of year. See their "Availability" section for more details. Sorted by yearly availability (Jan-Dec).


Flowquette
User ImageFlowquette
(plural: flowquette) (flow - ket)

Availability: During the Month of Love (February)

Description: The flowquette is a very small little creature that seems to grow during the season of love. Every year, around February, thousands of Flowquette begin to grow and sprout out of the ground across all of Magesc, even the Celestial Plane. When fully grown, they will pop out and begin running slowly about, shedding off heart shaped petals. Once the petals are completely gone, the creature will die, a short lived life for such a happy creature. They last out of the ground normally a week or two, longer if they are given a bowl of water to stay in and enough sunlight. These creatures are often given as gifts to others for their meaning. The heart shaped petals symbolize love throughout all of Magesc. Many people give the flowquette to their loved ones to show their affection and a token of their appreciation of the other person. Catch one and give it to your loved one, it will mean the world.

Location: Everywhere.
Size: Tiny
Element: Astral/Plant
Stats: This creature is too skittish to battle, plus, who would want to battle a little flower with a cute smile?

Loot: n/a

Created by: Yorugami


Animated Pumpkin
User ImageAnimated Pumpkin
(plural: animated pumpkins) (an - na - may - ted pump - kin ; an - na - may - ted pump - kins)

Availability: During the months of the blood moon (October & November).

Description: The blood moon has sent waves of dark and conjuration magic down into the farmlands of Magesc, animating the pumpkins and creating a monster. The dark magics combined the squash and pumpkins together and gave the animated plants minimal intelligence and a voracious appetite for blood and other vegetables. Now farmers must defend their farms from their own produce, and it is causing havoc out in the country lands.

Location: The farmlands of Soudul and Serenia, along the coast lines of Ayr, and near settlements on Eowyn.
Size: Medium
Element: Plant/Conjuration
Stats: Lvl 18 | LUK ≥ 12

Loot: x2 Pumpkin Guts - An ingredient used in the production of alchemical and enchanting solutions.

Created by: ?


Draugur
User ImageDraugur
(plural: draugur) (draw - gur)

Availability: During the months of the blood moon (October & November).

Description: On nights of the blood moon, the draugur rise from within the dead trees where they've been sleeping. They dwell only in the swampy areas of Soudul, and many say that they are the avenging spirits of creatures hunted. A draugur resembles a shade of a bird, but its feathers are much longer and flow like cloth in the wind. They haunt the nights and their shrieks echo mournfully through out the forests. When they scent blood, the draugur flock to it to try and consume both the hunter and the prey. These are the rumors, in fact they are instead very much living creatures and not the dead. For the most part they lie hibernating in dark places that are filled with shadows. They do come out at night, but are never seen because they are shy and silent creatures. Until the blood moon rises, which is the signal for their mating season. Then they come out during the daytime, infused with enough dark power to resist the sunlight, and shriek to attract mates and challenge others. They are much more aggressive in this time, but need more blood to maintain their strength, which is why the scent of blood attracts them.

Location: Swamps and Forests of Soudul
Size: Medium/Large
Element: Dark/Blood/Wind
Stats: Lvl 40 | LUK ≥ 30

Loot: n/a

Created by: ?


Will-o-Wisp
User ImageWil-o-Wisp
(plural: will-o-wisps) (will - o - wisp ; will - o - wisps)

Availability: During months of both the blue and blood moon (March & April + October & November)

Description: A strange occurrence happens when the blood and blue moons rise in the autumn and spring. Strange balls of blue or green fire with vague faces glowing from within them start to appear. They are most common about graveyards and battle fields, though they have been spotted frequently in the misty valleys of Ayr and swamplands on Serenia and Soudul. Anyplace where there has been a recent death or place where many have died in the past are haunted by these strange floating balls of fire. The only noise they make is a soft whisper; almost like they are trying to say something, but you can't understand what it is. Those who have listened to the whispers of the will-o-wisps are driven mad and die soon after if they are lucky. Rumors say that that the will-o-wisps are souls of the dead returned to life briefly to remind the living of what has been lost. A will-o-wisp is a dangerous foe, when angered they unleash unearthly screams and their flames suddenly unleash heat. Ghost like, non magical weapons won't damage them, and imprinted weapons barely hurt them.

Location: Anywhere there has been death. They linger about graveyards and old battlefields, haunting swamps and forests where people have died. They can even be spotted about reefs.
Size: Small/Medium
Element: Blood/Fire/Light
Stats: Lvl 18 | LUK ≥ 10

Loot: n/a

Created by: ?


Fae Dragon
User ImageFae Dragon
(plural: fae dragons) (fay dra-gon ; fay dra-gons)

Availability: Year round with their guardians, although feral fae dragons are much more prevalent during December.

Description: Fae dragons are very much like small dragons; though they have no forelegs. They have an innate curiosity and bright mind that can and does get them into trouble. While they do not have the intelligence of a khehora or magescian, they do have some intelligence. They are capable of problem solving, recognizing people, showing emotions and of being trained. They do not speak any recognizable language, but the khehora and dovaa think that they speak a strange and mutated dialect of dragon. They have no culture, nor anything resembling a khehora or dragon clan. They seem to view who ever raises them as 'family' though, much like a bird imprints. They are capable of fast and agile flight, and they can hop along the ground at a surprising speed if they wanted too. Fae dragon's come in only a few colors, and do not seem to have magic like khehora or dragons do.

As the winter solstice approaches Kalyth has risen from the underwater cave where he has been slumbering recently. A strange urge has overtaken the celestial dragon. He wishes to create, to bring new life to the world just as the gods brought him to life and as their many other creations procreate and birth new beings into Magesc.

Surging up out of the waters and high into the sky Kalyth summons the wealth of magical power that he alone holds. He seeded the clouds with his power and let the winds carry them across Magesc. When it rains the magically infused water soaked into the ground and a small plant will grew. The leaves swiftly blossomed to reveal a strangely colored pearl, that when touched seems to pulse like a beating heart. Inside a life never before seen on Magesc grows within these plants and soon a new species hatched to walk upon Magesc.

They were the shops Winter 2013 grams, but can still be seen today.

Location: Everywhere
Size: Small, the size of a house cat.
Element: Astral
Stats: You cannot fight them. They flee should you threaten them. They may not be tamed through the Taming adventure either. They are gram pets and that is the only way to obtain one.

Loot: n/a

Created by: Magesc Staff


Cerlien
User ImageCerlien
(plural: cerlien) (sir - lee - en)

Availability: They can be found in Aisko year round. During the winter months (December and January) they appear anywhere in the ocean there is freezing weather and storms.

Description: Cerlien are created by winter storms at sea; a mixture of wild magic, lightning, and ice. The stories say that they were one of Abaranox's creations that he tossed into the sea when it failed to be what he wanted. The cerlien resembles a snake made from ice that is twice the size of an aeduan dragon. It's translucent ice scales contains a strange mixture of roiling sea water and lightning. Its head is all mouth and teeth with slim slits for eyes that burn like lightning. Along it's spine is a sharp protrusion of white ice shards, and it has several fins that are made of ice.

A wild and temperamental as a storm, cerlien love to attack things and break them. The signs that a cerlien is following you is when you spot flashes of lightning in the sea below, or hear thunder when there is no storm. A cerlein will live forever unless killed by a mixture of fire and earth, which means that is is a good thing that they are very rare since it requires a magically charged winter storm over the deep sea to create one. Normally they only go for large creatures, unless you happen to be a khehora or dovaa who is a firani or gaili. These they hate and will pursue until you go inland.

Location: Oceans, preferable deep sea, but they do live along coast lines as well.
Size: Gargantuan; Twice the size of Peisio Dragon.
Element: Lighting/Ice/Astral
Stats: Lvl 95 | LUK ≥ 90
Note: To go after the Cerlien, one needs at least LUK of 45 to join a group in attempting this fight.

Loot: Shard of Lightning Ice :: A shard of ice the size of your hand that has lightning flickering inside of it. You can feel both heat and and cold emitting from it. Allows you access to any of the lightning or ice spells (You must have the INT required by those spells to use them). May be used twice in battle. You must be an expert to use.

Created by: ?


Vinara
User ImageVinara
(plural: vinara) (vee - nar - uh)

Availability: They can be found in Aisko year round. During the winter months (December and January) they appear anywhere there is snow.

Description: The vinara are icy fuzzy insects who hibernate all year until the first snow falls. Then they appear all over the magescian world; small snowflake sized balls of pale blue fluff with 4 wings that resemble ice shards. When they fly, their wings beat quickly and emit a soft tinkling sound. They have two bubble eyes with many facets that are gold in color. During the night, their large golden eyes glow softly.

Vinara, during the winter, are constantly on the move; seeking mates and food. You will find them mostly around lakes, ponds, glades, and grooves of trees. They often congregate in great numbers, sometimes looking like a snow storm. When they do this, it sounds like a mixture of glass continuously shattering, small bells tinkling, and a low hum more felt than heard.

While the vinara are normally docile, if one wanders into the middle of a large gathering of them, you will find out that their shard like wings are very sharp. If you kill one, the rest begin to swarm about you until you flee or create warmth to make them flee. A vinara begins to melt upon death.

Once spring comes, the vinara go back into the ground, burrowing deep into the earth to sleep till winter comes again.

Location: Everywhere snow falls. They are available only during December and January except on Aisko where they are available all year long.
Size: Tiny, the size of a large snowflake.
Element: Ice
Stats: Lvll 15 | LUK ≥ 1

Loot: n/a

Created by: ?
 

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