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Dragons and Monsters: Island Experience

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Dragons and Monsters: Island Experience is a combination of two iOS games - Dragon City and Monster Legends. It was released about a year after these games gained considerable popularity. You are all free to add more to this page.

Dragons and Monsters

Dragons and Monsters can be kept in separate habitats of your islands - dragons and monsters can't share a habitat, although one kind of habitat will suit either dragons and monsters. There are seven elements as of present - Fire, Nature, Earth, Water, Lightning, Ice and Darkness, with each dragon and monster having two or, more rarely, three elements. There are also three classes used to determine their skills in battle.

  • Speed: Specialises in offence.
  • Heal: Specialises in support.
  • Power: Specialises in defence.

Each Dragon and Monster has a cost at the shop but can also be bred using other Dragons/Monsters, and a Level you need to reach before obtaining them. Images would be greatly appreciated if anyone on the wiki can be bothered to gather them, but if not that's totally fine.

Dragons

Name Image Lv Element Class Rarity Cost Attacks Upgraded Attacks Special Attack
Flame Dragon 1 Fire Speed Common 100 Gold Punch, Lava Balls, Flaming Arrow, Flamethrower Hard Charge, Nuclear Hit, Incandescent Claws, Concentrated Sunlight Magma Storm
Nature Dragon 2 Nature Heal Common 400 Gold Punch, Stitching Roots, Mass Heal, Fresh Heal Hard Charge, Leaf Blast, Healing Savia for All, Biomass Forest Wind
Sea Dragon 3 Water Heal Common 600 Gold Punch, Tsunami, Cleanse, Flooding Hard Charge, Storm, Healing Water, Cleansing Whirlpool Tidal Wave
Firebird Dragon 4 Fire/Nature Heal Common 25 Gems Punch, Stitching Roots, Mass Heal, Flamethrower Stunning Hit, Leaf Blast, Healing Savia for All, Concentrated Sunlight Forest Wind
Tropical Dragon 4 Nature/Fire Heal Rare 55 Gems Flying Kick, Lava Balls, Regrowth, Poison Ivy Stunning Hit, Nuclear Hit, Balsamic Winds, Rottening Spell Magma Storm
Butterfly Dragon 4 Fire/Nature Heal Very Rare 100 Gems Hard Charge, Stitching Roots, Flaming Arrow, Fresh Heal Headbutt, Leaf Blast, Nuclear Heat, Biomass Fiery Dance
Blizzard Dragon 4 Fire/Water Speed Common 25 Gems Punch, Tsunami, Flaming Arrow, Flooding Hard Charge, Storm, Incandescent Claws, Cleansing Whirlpool Frost Wave
Cloud Dragon 4 Water/Fire Heal Uncommon 55 Gems Flying Kick, Cleanse, Flaming Arrow, Flooding Headbutt, Healing Water, Incandescent Claws, Cleansing Whirlpool Tidal Wave
Coral Dragon 4 Water/Nature Heal Common 25 Gems Punch, Tsunami, Cleanse, Regrowth Stunning Hit, Storm, Healing Water, Balsamic Winds Energy Surge
Seahorse Dragon 4 Nature/Water Speed Rare 55 Gems Flying Kick, Tsunami, Poison Ivy, Flooding Stunning Hit, Storm, Rottening Spell, Cleansing Whirlpool Acid Rain
Terra Dragon 6 Earth Power Common 2000 Gold Punch, Tumbleweed, Flying Kick, Earthquake Hard Charge, Asteroid, Stunning Hit, Sandstorm Totem of Protection
Volcano Dragon 6 Fire/Earth Power Common 30 Gems Punch, Lava Balls, Flying Kick, Earthquake Hard Charge, Nuclear Hit, Headbutt, Sandstorm Magma Storm
Flaming Rock Dragon 6 Earth/Fire Power Rare 65 Gems Flying Kick, Tumbleweed, Flaming Arrows, Rock Wall Stunning Hit, Asteroid, Incandescent Claws, Rock Will Meteor Strike
Granite Dragon 6 Fire/Earth Power Very Rare 120 Gems Hard Charge, Lava Balls, Mud Slap, Rock Wall Headbutt, Nuclear Hit, Rock Slap, Rock Will Totem of Protection
Mud Dragon 6 Earth/Water Heal Common 30 Gems Punch, Tumbleweed, Cleanse, Energy Splash Hard Charge, Asteroid, Healing Water, Energy Storm Tidal Wave
Waterfall Dragon 6 Water/Earth Power Rare 65 Gems Flying Kick, Water Splash, Rock Wall, Earthquake Stunning Hit, Storm, Rock Will, Sandstorm Strength of Ages
Lightning Dragon 10 Lightning Speed Common 5000 Gold Punch, Lightning, Laser Beam, Shutdown Hard Charge, Electric Shock, Electro Ball, Forceful Shutdown Tesla Ray
Ice Dragon 13 Ice Speed Common 15000 Gold Punch, Frost Nova, Flying Kick, Ice Spikes Hard Charge, Snowstorm, Headbutt, Icy Wind Cryogenic Freeze

Monsters

Name Image Lv Element Class Rarity Cost Attacks Upgraded Attacks Special Attack
Firesaur 1 Fire Speed Common 100 Gold Razor Claws, Torrid Paw, Burning Ball, Hot Rain Fierce Claws, Rego Ignem, Nuclear Heat, Incandescent Coal Meteor Strike
Rockilla 2 Earth Power Common 400 Gold Spencer Punch, Tarzan Yell, Mud Slap, Rock Wall Triple Punch, Ten Tons of Sand, Rock Slap, Rock Will Strength of Ages
Treezard 3 Nature Heal Common 600 Gold Deep Lash, Bark Scratch, Regrowth, Root Whip Fierce Claws, Log In, Balsamic Winds, Bee Hive Forest Wind
Firekong 4 Fire/Earth Power Common 25 Gems Head Massage, Warm Punch, Melting Fur, Incandescent Rocks Head Smash, Fire Rock, Bonfire, Stone Rod Burning Stick
Freetle 4 Earth/Fire Power Rare 55 Gems One-Two-Three, Punchenge, Creo Ignem, Carapace Triple Punch, Incinerate, Muto Ignem, Protect All Team 1000 Beetles
Greenasaur 4 Fire/Nature Speed Common 25 Gems Furious Swipe, Bark Scratch, Fire Dart, Infected Claws Fierce Claws, Falling Log, Pyrokinesis, There's No Pollen Forest Wind
Pandaken 4 Fire/Nature Speed Uncommon 55 Gems Panda Beat, Hairy Paw, Eucalyptus Smell, Fire Drizzle Stunning Strike, Angry Plant, Zen Meditation, Fire Downpour Zen Fury
Tarzape 4 Nature/Earth Heal Common 25 Gems Head Punch, Tarzan Yell, Gravity Test, Fresh Heal Head Smash, Sand Choke, Biohit, Photosynthesis Overgrown Jungle
Rarawr 4 Earth/Nature Power Rare 55 Gems Momentum Hit, Killimanjaro Charge, Sprint Charge, Sturdy Blow Head Smash, There's No Pollen, Alpha Charge, Expansive Charge Totem of Protection
Dragonian Beast 4 Earth/Nature Power Very Rare 100 Gems Beast Roll, Wild Roots, Brazil Roll, Incandescent Rocks Full Force, Out of Breath, Jungle Fighter, Rockorites Pack Attack
Thunder Eagle 6 Lightning Speed Common 2000 Gold Flying Attack, Lightning, Fast Attack, Lightning Storm Piercing Attack, Thunder God, Swift Attack, Wrath of Thor Electric Tornado
Mersnake 10 Water Heal Common 5000 Gold Angry Bite, Water Splash, Energy Splash, Limb Crack Stunning Strike, Storm, Energy Storm, Destabilising Strike Energy Surge
Tyrannoking 13 Darkness Speed Common 15000 Gold Grab or Bite, Jurassic Attack, Ghost Cloud, Nightmare Punch with Life Back, Eye Infection, Blackout, Apocalypse Devour

Combat

The battles in this game are like those in Monster Legends - you bring a party of four creatures (two Dragons and two Monsters) in for the battle. The turn order is at the top of the interface, and when a fighter gets a turn, they can choose one of their attacks to use (they get one attack to start and one every three levels after). They also have a Special Attack, which has a 5% chance of becoming available for free use each turn.

Attacks

Name Element Power Notes
Punch None 338 None
Razor Claws None 338 None
Deep Lash None 338 None
Spencer Punch None 338 None
Angry Bite None 338 None
Flying Attack None 338 None
Head Massage None 338 None
Furious Swipe None 338 None
Grab or Bite None 338 None
Panda Beat None 376 None
Flying Kick None 376 None
One-Two-Three None 376 None
Momentum Hit None 376 None
Hard Charge None 403 None
Beast Roll None 403 None
Fierce Claws None 403 None
Piercing Attack None 403 None
Triple Punch None 403 None
Headbutt None 435 None
Full Force None 435 None
Limb Crack None 314 Inflicts Slow, reducing Speed by 20%
Destabalising Strike None 352 Inflicts Slow, reducing Speed by 20%
Punch with Life Back None 352 Drains HP
Fast Attack None 314 User gets an extra turn, requires a 2 turn cooldown
Swift Attack None 352 User gets an extra turn, requires a 2 turn cooldown
Stunning Hit None 314 Target skips their next turn, requires a 2 turn cooldown
Stunning Strike None 314 Target skips their next turn, requires a 2 turn cooldown
Shutdown None N/A All enemies skip their next turn, requires a 3 turn cooldown
Lava Balls Fire 355 None
Torrid Paw Fire 355 None
Warm Punch Fire 355 None
Creo Ignem Fire 376 None
Flaming Arrow Fire 314 Inflicts a Burn, causing a little fire damage at the start of each turn for 3 turns
Fire Dart Fire 314 Inflicts a Burn, causing a little fire damage at the start of each turn for 3 turns
Melting Fur Fire 314 Inflicts a Burn, causing a little fire damage at the start of each turn for 3 turns
Burning Ball Fire 513 Requires a 1 turn cooldown
Flamethrower Fire 587 Requires a 1 turn cooldown
Hot Rain Fire 311 Targets all enemies, requires a 1 turn cooldown
Fire Drizzle Fire 311 Targets all enemies, requires a 1 turn cooldown
Nuclear Hit Fire 435 None
Rego Ignem Fire 435 None
Muto Ignem Fire 455 None
Fire Rock Fire 435 None
Incandescent Claws Fire 413 Inflicts a Burn, causing a little fire damage at the start of each turn for 3 turns
Incinerate Fire 413 Inflicts a Burn, causing a little fire damage at the start of each turn for 3 turns
Pyrokinesis Fire 413 Inflicts a Burn, causing a little fire damage at the start of each turn for 3 turns
Bonfire Fire 413 Inflicts a Burn, causing a little fire damage at the start of each turn for 3 turns
Nuclear Heat Fire 376 Inflicts a Burn, causing a little fire damage at the start of each turn for 3 turns, and Daze, reducing Attack and Accuracy by 25% for 3 turns
Concentrated Sunlight Fire 650 Requires a 1 turn cooldown
Incandescent Coal Fire 311 Targets and burns all enemies, requires a 1 turn cooldown
Fire Downpour Fire 330 Targets all enemies, requires a 1 turn cooldown
Stitching Roots Nature 355 None
Bark Scratch Nature 355 None
Hairy Paw Nature 355 None
Killimanjaro Charge Nature 355 None
Wild Roots Nature 355 None
Brazil Roll Nature 314 50% chance to make the target skip their next turn
Ecualyptus Smell Nature 311 Heals the user for 20% of their HP
Infected Claws Nature 314 Inflicts Poison, causing a little nature damage at the start of each turn and lowering Attack by 19% for 3 turns
Root Whip Nature 411 None
Mass Heal Nature N/A Heals all allies for 25% of their HP, requires a 1 turn cooldown
Fresh Heal Nature N/A Heals one ally for 40% of their HP
Regrowth Nature N/A Target regenerates a little HP at the start of each turn for 3 turns
Sprint Charge Nature 513 Requires a 1 turn cooldown
Leaf Blast Nature 435 None
Healing Savia for All Nature N/A Heals all allies for 35% of their HP, requires a 1 turn cooldown
Biomass Nature N/A Heals one ally for 40% of their HP and cures status ailments, requires a 1 turn cooldown
Zen Meditation Nature 330 Heals the user for 40% of their HP, requires a 1 turn cooldown
Log In Nature 435 None
Falling Log Nature 435 None
Balsamic Winds Nature N/A All allies regenerate a little HP at the start of each turn for 3 turns, requires a 1 turn cooldown
Bee Hive Nature 330 Targets all foes, requires a 1 turn cooldown
Jungle Fighter Nature 413 50% chance to make the target skip their next turn, requires a 1 turn cooldown
There's No Pollen Nature 413 Inflicts Poison, causing a little nature damage at the start of each turn and lowering Attack by 19% for 3 turns
Tarzan Yell Earth 355 None
Tumbleweed Earth 355 None
Punchenge Earth 355 None
Mud Slap Earth 387 None
Rock Wall Earth N/A Applies a Medium Shield that absorbs damage equal to 40% of the target's health
Carapace Earth N/A Applies a Small Shield that absorbs damage equal to 30% of the target's health and protects from Daze
Sturdy Blow Earth 325 Target skips their next turn, requires a 2 turn cooldown
Earthquake Earth 311 Targets all enemies, requires a 1 turn cooldown
Incandescent Rocks Earth 587 Requires a 1 turn cooldown
Ten Tons of Sand Earth 435 None
Asteroid Earth 435 None
Rock Slap Earth 387 Target skips their next turn, requires a 2 turn cooldown
Stone Rod Earth 403 Target skips their next turn, requires a 2 turn cooldown
Sandstorm Earth 330 Targets all enemies, requires a 1 turn cooldown
Rock Will Earth N/A Applies a Medium Shield that absorbs damage equal to 40% of the target's health and protects from Stun and Daze, requires a 1 turn cooldown
Protect All Team Earth N/A All team members gain a Medium Shield that absorbs damage equal to 40% of their health, requires a 2 turn cooldown
Rockorites Earth 650 Requires a 1 turn cooldown
Tsunami Water 355 None
Water Splash Water 355 None
Storm Water 435 None
Cleanse Water N/A Cures the target's status ailments
Healing Water Water N/A Cures the target's status ailments and heals them for 20% of their HP
Energy Splash Water N/A Restores up to three units of the target's Energy
Energy Storm Water N/A Restores up to three units of the team's Energy, requires a 1 turn cooldown
Flooding Water 411 None
Cleansing Whirlpool Water 476 Removes good effects, requires a 1 turn cooldown
Lightning Lightning 355 None
Laser Beam Lightning 387 None
Thunder God Lightning 435 None
Lightning Storm Lightning 311 Targets all enemies, requires a 1 turn cooldown
Wrath of Thor Lightning 330 Targets all enemies, requires a 1 turn cooldown
Frost Nova Ice 355 None
Ice Spikes Ice 411 None
Snowstorm Ice 435 None
Icy Wind Ice 476 None
Jurassic Attack Darkness 355 None
Ghost Cloud Darkness 376 None
Nightmare Darkness 311 Targets all foes, requires a 1 turn cooldown
Eye Infection Darkness 413 40% chance to Blind the target, reducing Accuracy by 50%
Blackout Darkness 455 None
Apocalypse Darkness 330 Targets all foes, requires a 1 turn cooldown

Special Attacks

Name Element Power Notes
Magma Storm Fire 950 Targets all enemies
Meteor Strike Fire 700 Targets all enemies, inflicts Burn and Daze
Forest Wind Nature N/A Heals all allies for 50% of their HP and cures status ailments
Strength of Ages Earth N/A Temporarily doubles maximum health and draws all single-target attacks to the user
Totem of Protection Earth N/A Restores two units of energy and applies a Full Shield that absorbs damage equal to the target's health
Tidal Wave Water 950 Targets all enemies
Energy Surge Water N/A Fully restores the team's Energy and lowers the Energy of all enemies by five units
Tesla Ray Lightning 1200 None
Electric Tornado Lightning 950 Targets all enemies
Burning Stick Earth 1050 Inflicts Burn
Frost Wave Water 700 Targets all enemies, inflicts Slow
1000 Beetles Earth N/A All enemies lose the ability to dodge attacks, and healing becomes less effective on them for 3 turns
Zen Fury Fire 1350 Charges and restores two units of Energy on the first turn, then attacks all enemies on the second turn
Fiery Dance Fire 800 Targets all enemies, inflicts Blind
Acid Rain Water 800 Targets all enemies, inflicts Poison
Pack Attack Nature 700 Targets all enemies, inflicts Daze and Slow
Cryogenic Freeze Ice 1050 Causes the target to skip their next turn
Devour Darkness N/A 50% chance to instantly defeat the target

Energy

All attacks use up one of the user's ten units of energy. If they're out of energy, they can't attack. Instead of attacking, your fighters have the option to take a turn to "recharge", restoring five units of Energy.

Elements

In battle, elements determine the damage your fighters take. If the attack is of the same element of the user, damage taken is reduced by 50%. If they are weak against the element, however, they take 50% more damage. Elemental weaknesses are listed below...

  • Fire beats Ice
  • Ice beats Nature
  • Nature beats Darkness
  • Darkness beats Earth
  • Earth beats Lightning
  • Lightning beats Water
  • Water beats Fire

(This is subject to change should more elements get introduced)

Buildings

Name Lv Cost Purpose
Flame Habitat 1 100 Gold Serves as a home for Fire-Elemental dragons or monsters, but not both. When unupgraded, it can hold 2 dragons/monsters and 100 Gold. It can be upgraded with Gold to raise the amount of Gold it can hold, and eventually the number of residents that can stay there.
Hatchery 1 N/A You start out with a Hatchery and can upgrade it with Gems. The Hatchery can hold eggs until they hatch, which takes anywhere between a few minutes and several hours depending on the creature's rarity. Upgrading it lets you keep more eggs in there.
Farm 1 300 Gold Here, you can make Food for your Dragons and Monsters, used to make them gain experience. This level of farm has three types of crops. The first costs 50 Gold to plant, takes 30 seconds to grow and is worth 15 units of food. The second costs 250 Gold to plant, takes 3 minutes to grow and is worth 75 units of food. The third costs 1000 Gold to plant, takes 10 minutes to grow and is worth 250 units of food.
Nature Habitat 2 400 Gold Serves as a home for Nature-Elemental dragons or monsters, but not both. When unupgraded, it can hold 2 dragons/monsters and 250 Gold. It can be upgraded with Gold to raise the amount of Gold it can hold, and eventually the number of residents that can stay there.
Terra Habitat 2 400 Gold Serves as a home for Earth-Elemental dragons or monsters, but not both. When unupgraded, it can hold 2 dragons/monsters and 250 Gold. It can be upgraded with Gold to raise the amount of Gold it can hold, and eventually the number of residents that can stay there.
Sea Habitat 3 600 Gold Serves as a home for Water-Elemental dragons or monsters, but not both. When unupgraded, it can hold 2 dragons/monsters and 300 Gold. It can be upgraded with Gold to raise the amount of Gold it can hold, and eventually the number of residents that can stay there.
Breeding Garden 4 500 Gold For some odd reason, if you bring two dragons or monsters in here and leave them for a while, you'll get an Egg. This is the only way to get two-element species without using Gems or participating in events. Remember that two-element species can breed as well.
Electric Habitat 6 1500 Gold Serves as a home for Lightning-Elemental dragons or monsters, but not both. When unupgraded, it can hold 2 dragons/monsters and 500 Gold. It can be upgraded with Gold to raise the amount of Gold it can hold, and eventually the number of residents that can stay there.
Multiplayer Arena 7 3000 Gold Once this has been built, you can challenge people around the world to battles, and enter tournaments for a chance to earn a rare Dragon or Monster!
Big Farm 9 3000 Gold Here, you can make Food for your Dragons and Monsters, used to make them gain experience. This level of farm has six types of crops. The first three are identical to those of the previous farm level. As for the new crops, the first costs 3000 Gold to plant, takes 25 minute to grow and is worth 700 units of food. The second costs 6500 Gold to plant, takes 1 hour to grow and is worth 1425 units of food. The third costs 12000 Gold to plant, takes 2 hours to grow and is worth 3000 units of food.
Ice Habitat 13 7500 Gold Serves as a home for Ice-Elemental dragons. When unupgraded, it can hold 2 dragons and 750 Gold. It can be upgraded with Gold to raise the amount of Gold it can hold, and eventually the number of residents that can stay there.
Darkness Habitat 13 7500 Gold Serves as a home for Earth-Elemental monsters. When unupgraded, it can hold 2 monsters and 750 Gold. It can be upgraded with Gold to raise the amount of Gold it can hold, and eventually the number of residents that can stay there.

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