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Magesc
Captain

PostPosted: Thu Feb 02, 2012 3:44 am
the dragons


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[ The Dragon Gallery ]


Here you can find all of the dragon's that live in the world of Magesc along with their powers and abilities.

Click their individual banners to be taken to their official art and quick description.


All Dragon Art by Gilded hearts
Banners by Tangled Puppet
Dragon Souls by Bluessence & Ninja Katze


About the Dragons
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» the dragon clans

There are nine dragon clans that live upon Magesc: ysali, kiandri, firani, peisio, aiskala, gaili, aedaun and diabi. Each of these clans control a different element. The same elements used by the dovaa to execute their plans. Magic, as the dovaa consider it, comes from the dragons themselves. The dragons used to live in peace and harmony with one another and ran the world of Magesc wonderfully without ever having problems. They even came together and decided they needed a true leader. Together, they created the most powerful dragon in the world. The Celestial Dragon. The dragon known by them as Kalyth, the Majestic. He had the power of all the dragon clans combined and led them for centuries. Legend says that he is still around somewhere, but few have had the honor of seeing him in person.

When the gods decided to create their individual races, even the dragons knew that life was about to change. The new people invaded their world, took over their world, and found refuge in their home. The dragons themselves were not happy about the gods endeavors, but were forced to live with the consequences. Thus, they now fight to defend their territory and will attack whoever gets in their way.


» the dragon souls

Collecting the souls of deceased dragons is a favorite pastime within Magesc. For any and all races, having many souls means having power and luck. Obtaining enough of these souls can cause fear in other dragons as well as respect and honor from your peers. The souls themselves are about the size of a small apple and are easily able to be crushed within the palm of your hand or when stomped upon.

Each soul obtained is considered a badge of honor amongst your friends and other students. These souls can be used in battle to give a power increase of that souls type. For example, your character is a raguati warrior, say you have a firani soul and you crush it in your hand or stomp on it with your foot; for three posts you gain the abilities a firani dovaa would have and can use the attacks of a firani dragon. This relates to any and all dragon clans. If you are a firani dovaa and have obtained a firani soul and use it, your power triples for three turns. If you are a firani dovaa and obtain a different type of dragon soul, than you will gain that dragon soul's power as well, adding it to your own, doubling the attack damage/healing/etc that you do and at the same time causing some majestic looking attacks.


» the dragon tears

Dragon's tears are some of the most sacred items within all of Magesc. If found, the tears can literally strengthen the character to a very powerful extent. They are prized possessions when acquired and are only found in places of high dragon volumes. Where many dragons gather, is a good place to start searching for the tears! They're very powerful and will grant the character strength (RP or battle requirements). So take care when finding and using these items!
 
PostPosted: Sat Feb 04, 2012 12:33 am
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xxxxxxxxxxThe clan of plants. Using the power of plant life, herbs, and poisons to heal and deal damage to their enemies.

The Ysali clan can be found on the Soudul and Serenia continents. They travel in groups so that they can protect one another. They are the smallest of all the Magesc dragon clans and have a strong bond to the earth, allowing them to heal themselves and their allies, as well as use the powers of the grassy planes against their enemies.

» basic
xxxxxLevel: 5
xxxxxElement: Plant Life
xxxxxLuck Requirement: LUK ≥ 1
xxxxxLocation: Any Forest or Grassy Plane Region
xxxxxRarity: Common


» power
xxxxxDovaa and Khehora Buffs:
xxxxxxxxxx● Increased Magical Attack Versus Peisio and Gaili Dovaa and Khehora (x2 Damage)
xxxxxxxxxx● Increased Intellect (+10 Intellect Points)
xxxxxxxxxx● Grants Ability Vine Summon > Grasp - Every Ysali can summon 2 Vines from the ground and entangle an opponent for one turn, allowing the next attack to be a hit, no matter the die roll. Costs 30 Energy
xxxxxxxxxx● Grants Ability Healing Touch - Heals 25 Life Points (When INT > 15) Usable 5 Times Per Encounter. Costs 10 Energy
xxxxxxxxxx● Grants Ability Leech Vitality - Summons a small vine that wraps around the opponents leg, stealing energy. If Hit - Steals 15 Energy from an Opponent but boosts the user with 30. (When INT > 15). Usable 3 Times Per Encounter.
xxxxxxxxxx● Grants Ability Poison Bomb - Using Ysali Magic, the Dovaa or Khehora blows poisons into their hand, containing them in a magical sphere. When thrown at the enemy, if they are in the area of effect of the explosion of the bomb (if the attack is a hit), they will instantly become poisoned for the next 7 turns (every time the Ysali attacks). The first three turns, 10 damage is taken due to the immense stress of the poison taking effect. The next 4 turns, the damage is reduced to 5. Once those 7 turns are over, the poison has fully worn off. Those who were stricken with the poison are now immune to it the rest of the battle. Ysali are immune to the poison regardless. (When INT > 30) Costs 20 Energy.
xxxxxxxxxx● Grants Ability Majestic Rejuvenation - Every time the user heals someone or uses Leech Vitality (whether the attack hits or misses), the plant life around them begins to glow a faint green, increasing the user's Intellect by 2 points per heal or leech used and allows them to use a new heal called Rejuvenate which, when used, heals an ally for 1.5 LP / 1.5 Energy per 1 INT. (ie: 50 INT = 75 Healing Done, 75 Energy Rejuvenated). This ability lasts throughout the rest of the battle, but the heal can only be used 1 time. Usable When INT > 50.
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xxxxxDovaa and Khehora Debuffs:
xxxxxxxxxx● Slightly Decreased Magical Attack Versus Ysali and Aiskala Dovaa and Khehora (x.8 Damage)
xxxxxxxxxx● Decreased Magical Attack Versus Ayrala and Firani Dovaa and Khehora (x.5 Damage)

xxxxxDragon Soul:
Dovaa, Khehora, Raguati and Asarei: Gain the abilities of a Ysali Dovaa for 3 turns. (Moves: Healing Touch, Leech Vitality)
Ysali Dovaa and Khehora: Powers up attacks and healing for 3 turns. (x3 Magical Attack Damage and Healing)


» Master Dovaa or Khehorian
xxxxxBeing in tune with plant life grants you the ability to gain 20LP and 20ENG every other post.  

Magesc
Captain


Magesc
Captain

PostPosted: Sat Feb 04, 2012 12:34 am
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xxxxxxxxxxThe clan of the air. Using the power of fog and air to escape combat and deal damage to their enemies.

The small continent of Ayr was named after the dragons which reside on it, the Ayrala clan. The clan of wind and fog. The power the Ayrala dragon's possess is much more alarming than most consider. Their small statures do not compare to the strength whatsoever. Most Ayrala are stronger than many other types, because they are the fastest fliers and have the strongest wings, able to make it to any of the other continents with ease, while the others must make stops in order to rest.

» basic
xxxxxLevel: 15
xxxxxElement: Air
xxxxxLuck Requirement: LUK ≥ 5
xxxxxLocation: Continent of Ayr, windy open areas, and mountainous regions.
xxxxxRarity: Common


» power
xxxxxDovaa and Khehora Buffs:
xxxxxxxxxx● Increased Magical Attack Versus Ysali Dovaa and Khehora (x2 Damage)
xxxxxxxxxx● Increased Intellect (+10 Intellect)
xxxxxxxxxx● Grants Ability Tornado - The Ayrala can summon a tornado to trap an opponent for one turn, allowing their next attack to hit regardless the die roll. Costs 30 Energy
xxxxxxxxxx● Grants Ability Wind Tunnel - Negates all oncoming damage (When INT > 20) Usable 2 Times During 1 Encounter. Costs 30 Energy
xxxxxxxxxx● Grants Ability Second Wind - When the Dovaa or Khehora's LP is down to 1/4 of full, they can heal some LP back. On top of your normal roll, a second roll is needed in the post before/after your acc/atk/def roll. Roll 1, 4 sided die. If the roll is 2, the Dovaa or Drakein will recover 1/2 of total LP. All other numbers will recover it by 1/4. (Usable when INT > 30). Costs 40 Energy
xxxxxxxxxx● Grants Ability Summon Wind - Allows the Ayrala Khehora to summon a gust of wind when there is no wind to aid in flight, and the Dovaa is able to summon a wind that enables them to fly. (Usable when INT > 30).
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xxxxxDovaa and Khehora Debuffs:
xxxxxxxxxx● Slightly Decreased Magical Attack Versus Ayrala Dovaa and Khehora (x.8 Damage)
xxxxxxxxxx● Decreased Magical Attack Versus Gaili and Kiandri Dovaa and Khehora (x.5 Damage)

xxxxxDragon Soul:
Dovaa, Khehora, Raguati and Asarei: Gain the abilities of an Ayrala Dovaa for 3 turns. (Moves: Tornado, Wind Tunnel)
Ayrala Dovaa and Khehora : Powers up attacks for 3 turns. (x3 Magical Attack Damage)


» Master Dovaa and Khehorian
xxxxxMastering the currents of air has granted you the power to gain 20ENG back with every other post as well as having a much higher accuracy than others (1 :: Miss, 2-100 :: Hit).  
PostPosted: Sat Feb 04, 2012 12:34 am
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xxxxxxxxxxThe clan of electricity. Using the power of lightning to energize themselves and deal damage to their enemies.

The Kiandri clan reside, for the most part, on the continent of Eowyn. The harsh desert climates create for a perfect atmosphere that the Kiandri enjoy. Their abilities for conducting electricity have made them a fierce defender of their territory.

» basic
xxxxxLevel: 25
xxxxxElement: Electricity
xxxxxLuck Requirement: LUK ≥ 10
xxxxxLocation: Malro Desert
xxxxxRarity: Uncommon


» power
xxxxxDovaa and Khehora Buffs:
xxxxxxxxxx● Increased Magical Attack Versus Ayrala and Peisio Dovaa and Khehora (x2 Damage)
xxxxxxxxxx● +5 to Attack and Intellect
xxxxxxxxxx● Grants ability Lightning Speed - The Kiandri gain an extra attack 3 times per fight. This means that whilst other races attack only once per turn, the Kiandri Dovaa are granted two attacks per their turn. They are able to choose which turn to use one of their Lightning Speed boosts. The same roll is applied to both attacks, so choose wisely.
xxxxxxxxxx● Grants Ability Lightning Rod - Charge yourself for an additional 30 Energy by dealing 15 damage to yourself. (When INT > 15)
xxxxxxxxxx● Grants Ability Overcharged - The Dovaa or Khehora will charge him/herself with electricity, covering their entire body for the entire battle. Every time they are hit or cause a hit, the opponent is shocked for 5 lightning damage. Costs 25 Energy. (When INT > 25)
xxxxxxxxxx● Grants Ability Static Charge - Charge yourself for up to 3 turns. You may not attack while charging. Each turn you keep yourself charging gives you an extra 25 damage to your next successful attack. For example: You charge yourself for all 3 turns, you gain an extra 75 electrical damage added to your attack. But you are left open with minor defense. You will always take at least 50% damage from your attacker, no matter your defense roll while charging. (When INT > 35)
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xxxxxDovaa and Khehora Debuffs:
xxxxxxxxxx● Slightly Decreased Magical Attack Versus Kiandri and Ysali Dovaa and Khehora (x.8 Damage)
xxxxxxxxxx● Decreased Magical Attack Versus Gaili Dovaa and Khehora (x.5 Damage)

xxxxxDragon Soul:
Dovaa, Khehora, Raguati and Asarei: Gain the abilities of a Kiandri for 3 turns. (x2 Regular Attack Damage | Moves: Lightning Rod)
Kiandri Dovaa and Khehora : Powers up attacks for 3 turns. (x2 Magical and Regular Attack Damage)


» Master Dovaa and Khehorian
xxxxxMastering electrical energy allows for a 25% chance (an extra die roll in a separate thread, 1, 4 sided: Number = 2) to cause an extra 20 points of electrical damage to all opponents if your attack is successful, but also raises the energy cost of spells and/or abilities by 5 each time it is successful.  

Magesc
Captain


Magesc
Captain

PostPosted: Sat Feb 04, 2012 12:35 am
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xxxxxxxxxxThe clan of fire. Using the power of fire to deal damage and damage over time to their enemies.

The Firani clan reside upon the continent of Eowyn. A large foe, these dragons do live in groups, but also live a solo existence if they so desire. Independent and explosive, these dragons have the skills of controlling mass amounts of fire and blasting it off towards their enemies. Living nearest Kaiatasel, the active volcano, makes their power stronger (or so the legend says). The closer they are to the volcano, the more powerful they become.

» basic
xxxxxLevel: 30
xxxxxElement: Fire
xxxxxLuck Requirement: LUK ≥ 20 (If you join a group to face the dragon, you must have at least 10 LUK)
xxxxxLocation: Malro Desert, Kaiatasel
xxxxxRarity: Uncommon


» power
xxxxxDovaa and Khehora Buffs:
xxxxxxxxxx● Increased Magical Attack Versus Ysali and Aiskala Dovaa and Khehora (x2 Damage)
xxxxxxxxxx● Magical Damage Increase When Foe is Burned (+10 Intellect)
xxxxxxxxxx● Grants Ability Fire Spin - Controlling the fire, the Firani blasts off a circle of flames around the opponent, not allowing them to escape or dodge an attack for their next attack. Also burns the enemy for 5 Fire Damage. Costs 35 Energy (When INT > 15)
xxxxxxxxxx● Gains ability Burnt Flesh - Burn the flesh of your foes. Whenever a fire attack hits, there is a 25% chance of burning for 2 additional turns, allowing the magical damage increase to take effect and causing an extra 10 fire damage each turn the burn is active. This stacks with Eternal Flame as well during the Master stage. If both debuffs are upon the enemy, than every attack is multiplied by 2 as well as causing both sets of extra DoT fire damage. (When INT > 25)
xxxxxxxxxx● Grants Ability Phoenix Ashes - Rise from the ashes. If your health goes below 10% of its total without killing you, you can instantly heal yourself for however much ENG you wish to spend on the healing. 1ENG = 1LP. You cannot go below 10ENG with this spell. (When INT > 40)
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xxxxxDovaa and Khehora Debuffs:
xxxxxxxxxx● Slightly Decreased Magical Attack Versus Firani Dovaa and Khehora (x.8 Damage)
xxxxxxxxxx● Decreased Magical Attack Versus Peisio and Gaili Dovaa and Khehora (x.5 Damage)

xxxxxDragon Soul:
Dovaa, Khehora, Raguati and Asarei: Gain the abilities of a Firani for 3 turns. (Moves: Fire Spin, Phoenix Ashes)
Firani Dovaa and Khehora : Powers up attacks for 3 turns. (x3 Magical Attack Damage)


» Master Dovaa and Khehorian
xxxxxMastering fire causes unmatched destruction against burned enemies. You have a 10% chance to cause Eternal Flame, a drastic burn on your enemy which inflicts an extra 30 fire damage for 2 turns as well as giving you another intellect buff of 10 points.  
PostPosted: Sat Feb 04, 2012 12:36 am
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xxxxxxxxxxThe clan of water. Using the power of water to heal and deal damage to their enemies.

The Peisio clan normally reside in clear water lakes and sometimes take refuge in the ocean surrounding the different continents. They are very powerful in the ways of water manipulation, sometimes causing large maelstroms when flying out over the ocean.

Legend has it that the Peisio dragons were the ones to create the Celestial Vortex with the help of Abronaxus himself.

» basic
xxxxxLevel: 35
xxxxxElement: Water
xxxxxLuck Requirement: LUK ≥ 25 (If you join a group to face the dragon, you must have at least 12 LUK)
xxxxxLocation: Koralifel, Tyluafel, Amafel, Continent of Aisko, Oceanic Regions
xxxxxRarity: Common


» power
xxxxxDovaa and Khehora Buffs:
xxxxxxxxxx● Increased Magical Attack Versus Firani and Gaili Dovaa and Khehora (x2 Damage)
xxxxxxxxxx● Increased Intellect (+10 Intellect)
xxxxxxxxxx● Grants Ability Whirlpool - Traps an opponent in a watery vortex, allowing for one attack hit regardless of die roll. (When INT > 15) Costs 30 Energy
xxxxxxxxxx● Grants Ability Healing Wave - Heals 30 Life Points (When INT > 20) Usable 2 Times During 1 Encounter. Costs 15 Energy
xxxxxxxxxx● Grants Ability Riptide - Cast a healing tide upon yourself or an ally, healing yourself instantly for 15 Life Points and then another 10 Life Points for 3 Turns (When INT > 20) Usable 3 Times Per Encounter. Costs 10 Energy
xxxxxxxxxx● Grants Ability Tidal Wave - When in battle, you can heal yourself and all allies for 50 Life Points. If you are alone in an encounter, you heal yourself for 75 Life Points (When INT > 30) Usable Once Per Encounter. Costs 20 Energy
xxxxxxxxxx● Grants Ability Water Fusion - When INT > 50, the Peisio may become invisible and fuse with water itself. Allows the Peisio to move through water at light speed. In battle, if there is any body of water around the area, the Peisio can jump in, and diffuse themselves with the water, making them impossible to attack for 2 turns. They can only cast water based heals on themselves during this time.
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xxxxxDovaa and Khehora Debuffs:
xxxxxxxxxx● Slightly Decreased Magical Attack Versus Peisio and Aiskala Dovaa and Khehora (x.8 Damage)
xxxxxxxxxx● Decreased Magical Attack Versus Ysali and Kiandri Dovaa and Khehora (x.5 Damage)

xxxxxDragon Soul:
Dovaa, Khehora, Raguati and Asarei: Gain the abilities of a Peisio for 3 turns. (Moves: Healing Wave, Whirlpool)
Peisio Dovaa and Khehora : Powers up attacks and healing for 3 turns. (x3 Magical Attack Damage and Healing)


» Master Dovaa and Khehorian
xxxxxMastering the power of water has granted you a passive bonus of gaining 15LP and 5ENG every post.  

Magesc
Captain


Magesc
Captain

PostPosted: Sat Feb 04, 2012 12:37 am
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xxxxxxxxxxThe clan of ice. Using the power of ice to negate damage and deal it to their enemies.

The Aiskala clan has made the continent of Aisko their home. It is said that their power stems from the crystals on the head. These dragons have always been revered for their 'king-like' appearance, with the icy crown resembling royalty. They use the power of ice and can blast an ice beam from their mouth or start an entire blizzard in no time at all.

Legend says that these dragons took over Aisko, which was a continent just like Soudul and Serenia, and covered it with ice and froze over the lake so that they could have a place to call home.

» basic
xxxxxLevel: 40
xxxxxElement: Ice
xxxxxLuck Requirement: LUK ≥ 30 (If you join a group to face the dragon, you must have at least 15 LUK)
xxxxxLocation: Continent of Aisko, Oceanic Regions
xxxxxRarity: Uncommon


» power
xxxxxDovaa and Khehora Buffs:
xxxxxxxxxx● Increased Magical Attack Versus Ayrala and Ysali Dovaa and Khehora (x2 Damage)
xxxxxxxxxx● Increased Intellect (+10 Intellect)
xxxxxxxxxx● Grants Ability Ice Block - Increases Defense and Magical Defense by 10 points for 2 turns (When INT > 15) Usable 2 times per encounter. Costs 10 Energy
xxxxxxxxxx● Grants Ability Life Tap - Converts 15 LP into 30 Energy. (When INT > 15). Usable 3 Times Per Encounter.
xxxxxxxxxx● Grants Ability Chilled - Freeze an opponent for one turn, allowing one attack hit regardless of die roll as well as their next attack to miss regardless. (When INT > 25) Usable 1 time per encounter. Costs 35 Energy.
xxxxxxxxxx● Grants Ability Frigid Blizzard - The Aiskalan causes a freezing wind to pick up throughout the entire battle. Every turn that goes by, everyone (besides Aiskala Dovaa and Khehora) are affected with a cold chilling damage. 5 Ice Damage every turn for the rest of the battle. Costs 30 Energy. (When INT > 30)

xxxxxDovaa and Khehora Debuffs:
xxxxxxxxxx● Slightly Decreased Magical Attack Versus Peisio and Aiskala Dovaa and Khehora (x.8 Damage)
xxxxxxxxxx● Decreased Magical Attack Versus Firani Dovaa and Khehora (x.5 Damage)
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xxxxxDragon Soul:
Dovaa, Khehora, Raguati and Asarei: Gain the abilities of an Aiskalan for 3 turns. (Moves: Life Tap, Chilled)
Aiskala Dovaa and Khehora : Powers up attacks for 3 turns. (x3 Magical Attack Damage)


» Master Dovaa and Khehorian
xxxxxHaving mastered the power over ice, you gain additional damage that grows with each successful attack, starting with 5. (ie: First successful attack: +5 Ice Damage, Second successful attack: +10 Ice Damage, Third successful attack: +15 Ice Damage, etc.) This stack is reset if an attack is missed.  
PostPosted: Sat Feb 04, 2012 12:38 am
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xxxxxxxxxxThe clan of earth. Using the power of the earth to increase defense and deal damage to their enemies.

The Gaili clan have been known for their massive bodies and strength over the rocky earth for centuries. Their power benefits them by causing massive spikes right out of the ground, hurling massive boulders, and causing earthquakes. They have chosen to live in the mountainous region of Eowyn. They do travel from place to place a lot by themselves, never in hordes, though they are easily spotted when in the air, unlike when they are camouflaged in their mountainous terrain.

Legend says that the first Gaili dragons that roamed Magesc are the ones who broke the continents apart to create what we have today.

» basic
xxxxxLevel: 60
xxxxxElement: Earth and Rock
xxxxxLuck Requirement: LUK ≥ 40 (If you join a group to face the dragon, you must have at least 20 LUK)
xxxxxLocation: Terra Expanse, Malro Desert
xxxxxRarity: Uncommon


» power
xxxxxDovaa and Khehora Buffs:
xxxxxxxxxx● Increased Attack Versus Ayrala and Firani Dovaa and Khehora (x2 Damage)
xxxxxxxxxx● Increased Defense (+10 Defense)
xxxxxxxxxx● Grants Ability Rock Tomb - Encase the opponent in rocks for one turn, allowing one hit to not be missed regardless of die roll. Costs 30 Energy.
xxxxxxxxxx● Gains Ability Rock Body - Increases Defense and Magical Defense by 15 points for 2 turns (When INT > 10) Usable 2 times per encounter. 15 Energy Cost.
xxxxxxxxxx● Grants Ability Heart of Stone - Revive from the dead with a vengeance. If your health or energy drops to 0, you get one last roll of 1, 10 Sided Die. If your numbers are 1, 5, or 10, you instantly are revived to 50 LP and 50 ENG. Usable 1 Time Per Encounter (When INT > 30)
xxxxxxxxxx● Grants Ability Earth Creep - Using your earthen abilities (When INT > 30), fall down into the ground of rock, making the Gaili able to maneuver about freely and at light speed. Usable only out of combat for travel.
xxxxxxxxxx● Grants Ability Earth Sense - Just standing on the ground for one turn allows you to sense your opponents movements with every inch that they step. Grants the user a +10 Accuracy bonus to their Accuracy roll for 5 turns. Costs 40 ENG. (When INT > 40)
xxxxxxxxxx● Grants Ability Barricade - Create a large rock barrier around you that is impossible to break. The barrier lasts 3 turns. Each turn, you gain 30 LP and 30 ENG. During this time, you will not be able to attack and your opponent will not be able to damage you. After the three turns are over, any damage that was done to the barrier by the opponent or any damage on turn affects, you gain whatever damage was done, in ENG. Usable 1 Time Per Encounter (When INT > 50)
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xxxxxDovaa and Khehora Debuffs:
xxxxxxxxxx● Decreased Magical Attack Versus Gaili, Peisio, and Ysali Dovaa and Khehora (x.5 Damage)

xxxxxDragon Soul:
Dovaa, Khehora , Raguati and Asarei: Gain the abilities of a Gaili for 3 turns. (x2 Defense and Magical Defense | Moves: Rock Body)
Gaili Dovaa and Khehora : Powers up defenses for 3 turns. (x2 Defense and Magical Defense)


» Master Dovaa and Khehorian
xxxxxMastering the powers over earth grants you the ability of having a permanent increase of 20LP as well as an additional 5 points in your DEF stat.  

Magesc
Captain


Magesc
Captain

PostPosted: Sat Feb 04, 2012 12:39 am
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xxxxxxxxxxThe clan of light. Using the power of light to heal and deal damage to their enemies.

The Aedaun clan is known for their extremely large bodies and power of the light. These two twin clans, the Diabi and the Aedaun, are the largest dragons in all of Magesc, besides the Celestial Dragon, who is the only one bigger. They harness the light energies of the Serenia continent to power them up before they take off for their destination. This rare breed isn't found often, but when found, they really put up a good fight.

» basic
xxxxxLevel: 100
xxxxxElement: Light
xxxxxLuck Requirement: LUK ≥ 65 (If you join a group to face the dragon, you must have at least 32 LUK)
xxxxxLocation: Serenia, Flying About
xxxxxRarity: Rare


» power
xxxxxAsarei Mage and Khehora Buffs:
xxxxxxxxxx● Increased Intellect (+10 Intellect) Khehora Only.
xxxxxxxxxx● Gains Ability Holy Light - Create a holy barrier of light energy that heals you or anyone of your choosing for 30 LP for 2 turns. Usable 3 times per encounter and when INT > 20. Costs 15 Energy.
xxxxxxxxxx● Gains Ability Light Shell - Create a magical barrier around yourself, energizing you for 20 Energy instantly. If the time of the RP is morning or the fight is taking place in Serenia, it energizes for 30. Can only be used 1 time per encounter. (When INT > 25).
xxxxxxxxxx● Gains Ability Reflect - Create a wall of light to reflect one attack back to the attacker. Usable 1 time per encounter and when INT > 30. Costs 10 Energy.
xxxxxxxxxx● Grants Ability Blinding Light - Blind your enemies for 2 turns, lowering their accuracy by 20 points. (ie: Apprentice Accuracy is 1-50 miss, 51-100 hit. They now have a miss anywhere from 1-70, and a hit from 71-100, etc.) Usable 1 Time Per Encounter (When INT > 35). Costs 20 Energy.
xxxxxxxxxx● Gains Ability Ball of Light - Turn yourself into a ball of light and move quickly through the air. Usable across bodies of water. This can only be used out of combat and during the day. When nightfall hits, you instantly turn back to your normal self. Usable when INT > 35.

xxxxxNotes:
xxxxxxxxxx● Can only be used once an asarei chooses the scepter as their weapon.
xxxxxxxxxx● An asarei has no Increased or decreased magical attack versus any other race or type of dovaa.
xxxxxxxxxx● There is no such thing as an aedaun dovaa. This race was created by Seren in the beginning, and given to her creations only.
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xxxxxDragon Soul:
Dovaa, Khehora and Raguati: Gain the abilities of an asarei for 2 turns. (Moves: Holy Light, Light Shell)
Asarei Mages and Aeduan Khehora : Super powers up attacks for 1 turn and grants the Eternal Light buff even if below Master stage. (x4 Magical Attack Damage)


» Master Asarei Mage and Khehorian
xxxxxMastering the powers of light grants the asarei and khehorian two things. Eternal Light, which lasts for 5 turns, allows the Holy Radiance buff to activate; Holy Radiance is a buff that increases light damage and healing done by an extra 25 points (added to your final damage/healing count). This buff is always active if the setting in which the battle is held is on Serenia, the asarei's homeland or if the time is 'day' on other continents. Unusable on Soudul soil unless Eternal Light is active.  
PostPosted: Sat Feb 04, 2012 12:40 am
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xxxxxxxxxxThe clan of darkness. Using the power of darkness to energize themselves and deal damage to their enemies.

The Diabi clan are known for their extremely large bodies and power over darkness. These two twin clans, the Diabi and the Aedaun, are the largest dragons in all of Magesc, besides the Celestial Dragon, who is the only one bigger. They harness the dark energies of the Soudul continent to power them up before they take off for their destination. This rare breed isn't found often, but when found, they really put up a good fight.

» basic
xxxxxLevel: 100
xxxxxElement: Darkness
xxxxxLuck Requirement: LUK ≥ 65 (If you join a group to face the dragon, you must have at least 32 LUK)
xxxxxLocation: Soudul, Flying About
xxxxxRarity: Rare


» power
xxxxxRaguati Mage and Khehora Buffs:
xxxxxxxxxx● Increased Intellect (+10 Intellect) Khehora Only
xxxxxxxxxx● Gains Ability Shadow Meld - Turn yourself into a cloud of smoke and hide in the shadows, regaining 30LP instantly and an additional 10LP each turn you are hidden. Maximum of 2 additional turns. Usable when INT > 25. Costs 20 Initial Energy and 15 Energy Cost each turn hidden.
xxxxxxxxxx● Gains Ability Shell of Darkness - Create a magical barrier around yourself, energizing you for 20 Energy instantly. If the time of the RP is night or the fight is taking place in Soudul, it energizes for 30. Can only be used 1 time per encounter. (When INT > 25).
xxxxxxxxxx● Grants Ability Darkening Shadows - You darken the shadows around you to make yourself feel more at home. This allows for your accuracy to go up for 2 turns by 20 points. (ie: Apprentice accuracy is 1-50 miss, 51-100 hit. In this case, they would have a 1-30 miss, 31-100 hit.) Usable 1 time per encounter (When INT > 35). Costs 40 Energy.
xxxxxxxxxx● Gains Ability Shadow Sneak - Meld with the shadows and move quickly from one to the next. Usable across bodies of water. This can only be used out of combat. Usable when INT > 35.

xxxxxNotes:
xxxxxxxxxx● Can only be used once a raguati chooses the scepter as their weapon.
xxxxxxxxxx● A raguati has no Increased or decreased magical attack versus any other race or type of Dovaa.
xxxxxxxxxx● There is no such thing as a Diabi Dovaa. This race was created by Soudana in the beginning, and given to her creations only.
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xxxxxDragon Soul:
Dovaa, Khehora and Asarei: Gain the abilities of a raguati mage for 2 turns. (Moves: Shadow Meld, Shell of Darkness)
Raguati and Diabi Khehora : Super powers up attacks for 1 turn and grants the Eternal Darkness buff even if below Master stage. (x4 Magical Attack Damage)


» Master Raguati Mage and Khehorian
xxxxxMastering the powers of darkness grants the raguati and khehorian two things. Eternal Darkness, which, for 5 turns, allows the Enhanced Shadows buff to activate; Enhanced Shadow increases shadow damage done by an extra 25 points (added to your final damage count). This buff is always active if the setting in which the battle is held is on Soudul, the raguati's homeland or if the time is 'night' on other continents. Unusable on Serenia soil unless Eternal Darkness is active.  

Magesc
Captain


Magesc
Captain

PostPosted: Wed Feb 15, 2012 9:31 am
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xxxxxxxxxxKalyth, the Majestic. The only dragon capable of using all elements to his advantage. The wisest dragon of all time.

The Celestial Dragon is said to be the perfect dragon. Nothing is impossible to the Celestial Dragon. There is only one Celestial Dragon to the knowledge of the people and the other dragons. They call him Kalyth, the Majestic. Able to use any of all other dragon types combined, Kalyth is the most powerful dragon in the entire world.

» basic
xxxxxLevel: ???
xxxxxElement: All
xxxxxLuck Requirement: LUK ≥ ???
xxxxxLocation: Flying About
xxxxxRarity: EXTREMELY Rare

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xxxxxHaving this dragon's soul means you must be the most powerful person in the world. A god-like standard. Crazy mad skills you must have...Oh and BTW, this soul is not for sale, sorry! ^-^'

Note: There are no Celestial Dovaa/Raguati/Asarei/Khehora.
 
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