The Guardian Dragon is a Tier 5 flying omnivore. The species is available in the Land of Monsters mission. From that mission, two mutually-exclusive Secondary Color Palettes can also be temporarily obtained for one trial creature. It is an Event Collaborative creature. The trial version is unavailable in the Trial Creatures Shop.
Description
“ | Having witnessed the monster shatter her eggs, the Guardian Dragon stands poised between vengeance and mercy, the Guardian Dragon will either destroy those who took her children from her, or she will choose the path of a Guardian. Will you falter and fall to corruption, or reach peace? | „ |
~ In-game Description |
Appearance
Guardian Dragon resembles your typical hexapedal (4-legged, 2-bat-winged), spined-back horned dragon. Its head possesses two pairs of horns that curve around their glowing double halo (with the inner and outer circles being connected by a single rigid strand) and a small horn on top of their nose. Its extremities end all on 3 digits, with the frontal legs having one finger pointing backwards, the back legs having all fingers pointing forward and its wings using two to extend the wing membrane and one as a hand remanent, all ending in claws. Guardian Dragon's tail ends in what resembles a hair tuft or some blade-like scale. Similar scale-tufts, but larger and more elongated akin to leaf blades, stem in pairs from the tail base (4 total), each forearm (4 total) and the shoulders (4, too). Additionally, a gem with triangle filigree is adhered to their chests.
Unaligned Guardian Dragon traditionally have bleached-out colors, mostly blacks, whites and shades of grey (the palest at their underbellies), and their halos and gems emit a white glow. Meanwhile, Guardian Dragons that followed the Path of the Monster to the point they went too far and became corrupted traditionally and usually present shades of reds and cold black shades added to their patterns, with an orange-reddish/molten-lava-colored halo and gem, and some traces of cream colors on their bellies. Guardian Dragon that follow and achieve the Path of Integrity commonly have all their grays replaced by calid cream, yellows and golden hues (including their halos and gems), vibrant greens, and traces of orange, browns and black. Most definitely, an unaligned Guardian Dragon is unable to imitate the aspect of their enlightened or corrupted brethren, and a corrupted Guardian Dragon cannot imitate the traditional colors of an elightened Guardian Dragon; but an elightened Guardian Dragon can naturally resemble their unaligned kin and can imitate most of the corrupted brethren's colors with decent accuracy.
Males
Males have a small tuft on their chin.
Females
Females do not present any additional features.
Abilities
Main Article: Creature Abilities
This section is intended to list and describe the abilities of the Guardian Dragon. (editor list)
- Bleed Attack is a passive ability, where a creature offensively inflicts a specific amount of melee bleed status on a creature with every bite (not with breath/ranged abilities or reflecting abilities). A negative value means that it heals an amount of such status upon biting.
- Bleed Block/Block Bleed is a passive ability that grants the creature resistance to getting bleed status from melee attacks at the very least, and every other source at most. Recode's equivalent of bleed defense; it is percentage based, e.g. if an attacker deals 5 bleed per hit and the receiver has 60% bleed defense, then the receiver gets only 2 of that 5 bleed.
- If a creature's Block Bleed is 100%, then they are immune to Bleed inflicted by melee direct attacks once fully grown. This ability is gained gradually as the creature ages, that is, a creature with 100% Block Bleed will have some fraction of bleed defense while growing, being such fraction bigger as it grows.
- A negative value in-game may indicate an extra vulnerability to the status effect this ability is supposed to protect from.
- Burn Block/Block Burn is a passive ability that grants the creature resistance to getting burn status from melee attacks at the very least, and every other source at most. It is percentage based, e.g. if an attacker deals 5 burn per hit and the receiver has 60% block burn, then the receiver gets only 2 of that 5 burn.
- If a creature's block burn is 100%, then they are immune to Burn inflicted by melee direct attacks once fully grown. This ability is gained gradually as the creature ages, that is, a creature with 100% burn defense will have some fraction of burn defense while growing, being such fraction bigger as it grows.
- Broodwatcher is a passive ability that allows creatures to assist in the gestation of other player's eggs. It applies one stack of Gestation Buff to nearby creatures, which increases other creatures' egg gestation speed by 2.5%, and if speed was 0 then it will still provide some boost. The total buff any nesting species can receive is 5%, so only two Broodwatchers can be effective at any one time. Additionally, when sitting near a nest, the Broodwatcher gains 5 Defensive, which starts to decrease if they move.
- Burn Attack is an ability that offensively deals burn when biting. Stacks with itself. A negative value means that it heals an amount of such status upon biting.
- Charge (Throw) or Throw Charge is a specific type of Charge that launches the target upwards and inflicts two Broken Legs Status on the victim. It has a 5-second windup and cooldown.
- Flight is an active ability pertaining to the special control Jump/Dart/Glide/Flight and inherent to all Fliers and legacy mobility type All-Terrain creatures have this ability. However, due to the fact all-terrain got absorbed into Flier, this means that with purely recode terminology, only fliers have the ability. Creatures with flight ability as dominant cannot jump per se (only with jump superseding flight if jump has a certain jump age value), they instead enter flight or glide mode - however some creatures may also present the jump ability replacing the flight one as the dominant at some point in their live stage. Flying and takeoff both take stamina. If there's not enough stamina, the creature cannot fly. A creature with flight can switch between flight and glide and vice-versa without that switch costing stamina.
- Glide is an active ability pertaining to the special control Jump/Dart/Glide/Flight and inherent to all gliders and glider semi-aquatics have this ability as primary. However, due to the fact glider semi-aquatics got absorbed into Semi-Aquatics, the correct recode terminology would be to say that all Gliders and a few Semi-Aquatics and Aquatics have this ability as primary. Flier (and all-terrain) creatures have this ability as well, but the Jump/Dart/Glide/Flight button is not their primary, but the toggle glide button. Creatures with glide ability cannot jump per se, they instead enter flight or glide mode, unless jump supersedes them via some jump age value. If there's not enough stamina, the creature can hardly glide. Depending on some creature factors like tier and glide stamina regeneration, as well as some environmental conditions, a creature can or cannot regain stamina while gliding.
- Grab is an active ability, the recode's equivalent of Legacy's creature "grab a lighter creature", allowing a creature to pick up a lower-tiered creature. Unlike legacy's, it has several pecularities, among them that grabbing is no longer based on weight, but tier. Another peculiarity is that grabbed creatures cannot escape until 5 seconds later. After that, the grabbed creature can struggle by using any button and will release such creature from the grab. The user can ungrab at any moment by pressing the same button used to grab. A creature darting from outside water will grab any creature it finds automatically. Interestingly enough, using this ability may also make a piece of grabbed food drop.
- Green Fire Breath is a type of Elemental Breath that inflicts 1 DPS (0.5% PER HIT). This breath has a Capacity of 20 seconds of firetime before recoil damage, a Regen Rate of 3.5, a Range of 200 studs, and Critical chance of 5%. Fire Breath can also inflict the Burn Status ailment (Probability = 75%, STACKS set to 0.2). This ailment adds a stacking effect, potentially increasing the damage over time.
- Heal Aura is a toggleable AOE active ability that performs a total % HP healing to creatures in a 175 stud range from the user, excluding the user itself. The raw amount of HP healed is different according to the creature. Has a 5-second cooldown between two toggle-ons, but can be deactivated at anytime, like invisibility. While active, the user emmits a big green pharmacy sign that fades in an out, and all nearby creatures will have positive healing numbers, which can be used to spot invisible creatures.
- Tail Whip/Secondary melee attack is a special active ability which grants another melee attack, usually from behind (thus, Tail Whip), which is activated according to where the camera is facing. Code-wise it has a secondary damage stat, which allows main and secondary melee attacks to deal different base damage. No offensive status effects are given from this secondary attack, and it is not boosted by most effects, except eldering.
- Volcanic is a passive effect which grants the creature the ability to walk in lava without getting hurt nor suffering its status debuffs, and during Famine and Drought grants a 50% health regeneration boost and 25% thirst and hunger rate reduction. Volcanic does not protect a creature from Shadow Isle's corrupted lava.
Carry-able Creatures
The Can-Carry lists features lists of creatures that Guardian Dragon is carried by, can carry (grab), can latch, and can be latched by in RECODE. To see the lists and their toggles to view each, click on the collapsible text to the right of the table below, to Expand or Collapse the list.
Can-Grab ListThis section is intended to list the non-elder fully-grown adult creatures that the non-elder fully-grown Guardian Dragon can grab and carry (pick-up), taking into account if this creature has grab/latch and discounting any other special abilities. The Guardian Dragon (a(n) omnivore) is a tier 5 with 4600 lbs of weight and as long as it has the Grab Ability, it can pick up any creature of lower or equal tier with enough lighter weight difference, as follows:[ Expand Collapse ] Can carry:
Grabbed-By ListThis section is intended to list the non-elder fully-grown adult creatures that can grab and thus carry a non-elder fully-grown adult Guardian Dragon taking into account grab/latch abilities and discounting special abilities. The Guardian Dragon (a(n) omnivore) is a tier 5 with 4600 lbs of weight and can be picked up by any creature of higher or equal tier with enough heavier weight difference and the Grab ability, as follows:[ Expand Collapse ] Carry-able by:
Can-Latch ListThis section is intended to list the non-elder fully-grown adult creatures that the non-elder fully-grown Guardian Dragon can latch into, but not carry; taking into account latch/grab abilities and discounting any other special ability. The Guardian Dragon (a(n) omnivore) is a tier 5 with 4600 lbs of weight and as long as it has the Latch ability, it can latch into any creature of higher tier with enough heavier weight difference.* There is no creature which the Guardian Dragon can currently grab but not carry
Latched-By ListThis section is intended to list the non-elder fully-grown adult creatures that can grab but not carry (latch onto) the non-elder fully-grown Guardian Dragon discounting special abilities. The Guardian Dragon (a(n) omnivore) is a tier 5 with 4600 lbs of weight and can be latched onto by any creature of lower tier and enough lighter weight difference, as follows:[
Expand Collapse ] Grab-able by: |
Trivia
- Concept by Stood_04 in the Creatures of Sonaria Discord.
- Based of Daidan from LEGO® Ninjago Legends: Monstrosity.
- The Guardian Dragon is the first fully-fledged collab creature.
- The Guardian Dragon is the first creature to not be on the Trial Creatures shop.
- The Guardian Dragon is the first creature to receive the Green Fire Breath.
- The Guardian Dragon is the first creature which received an exclusive opportunity (that is, not particular event mechanics that affect all creatures equally, like Fools' Lever) to change colors naturally (without editing the creature) unrelated to seasons and mutations.
Gallery
This tab is intended to present official concept sheets and color palettes for the Guardian Dragon.
This tab is intended to present anything showcased during the process of development for the Guardian Dragon, such as the creation of models, animations, and poses.
This tab is intended to present anything to further observe the Guardian Dragon's design, inspirations, and changes in growth stages for reference.