The Akorbik is a Tier 2 flying herbivore. The species is not currently available, but was available in the Timed Mission System. The trial version is available in the Trial Creatures Shop for 80♂/800♀ Shooms.
Description
“ | Akorbik are small, beetle like creatures fouind in the redwoods. They are deceptively strong for their size, and have a short temper. It is not uncommon for one of these creatures to square up with something they really shouldn't. Leading to their own demise. | „ |
~ In-game Description |
(Note: There is a misspelling in the actual In-game Description, where 'found' is spelled as 'fouind'.)
Behavior
- Akorbiks primarily inhabit redwoods but can also be found in neighboring biomes like Swamp Hill and Tundra.
- Akorbik is a solitary and quite territorial creature, has prominent anger issues and thinks itself larger than they really are.
- Akorbiks are also "dumb as hell" and often attempt to fight larger threats they should not have any business fighting. In fact, while those threats are normally creatures, if they felt that a non-creature (i.e. a tree or bush) attacked them, they would attack it as well. Akorbiks will attack anything with its horn.
- They use the shields on their forelimbs to parry blows. The knob on the center of their shields causes a great deal of pain when parrying despite not being particularly dangerous.
- Two Akorbiks will fight for territory by pushing and shoving each other around with their forelimbs until one topples over or backs off. Males will do the same style of brawl for mating rights if two males come across the same female.
- Akorbiks in a pair will protect each other but don't have very strong parental instinct. They do not mate for life and will part ways once their offspring leave on their own.
- Akorbiks produce a lot of eggs that look like little acorns. They make their nests out of sticks, leaves and their own fur.
Artist Headcanon
- Akorbik is related to Tornir in some way.
Appearance
The Akorbik is a fluffy, small, beetle-like creature with fan-like wooden-textured beetle wings, a long upside-curved single horn on its head with two smaller, orange-leaf-ended branch-like protrusions near its base and the middle, and a fluffy mammal-like tail. Its yellow eye pair presents horizontal pupils and its extremities, ending on three-clawed toes, present some star-patterned shield-like growths on their knees, with the larger frontal extremities presenting more fur and a bigger shield. Akorbik color scheme consists of tans, oranges, and different brown shades.
Males
Males have no additional features.
Females
Females have an extra branch-like protrusion with leaves on their horn.
Abilities
Main Article: Creature Abilities
This section is intended to list and describe the abilities of the Akorbik. (editor list)
- 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.
- Injury Block/Block Injury is a passive ability that grants the creature resistance to getting Injury 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 Injury per hit and the receiver has 60% Injury Block, then the receiver gets only 2 of that 5 Injury.
- Block Poison/Poison Block is a passive ability that grants resistance to poison status once they reach max age (100). Like many other block defenses, it works by blocking a percentage of the ailment received. If a creature's Poison Block is 100%, then they are immune to those stats (and will be healed instantly if they are somehow applied) once they reach age 100.
- Burrower is an active ability that allows the creature to place up to 4 (or a specific creature limit) burrows anywhere on the map, and use other burrows from other creatures. Burrow entrances are two-way, so the exit can be accessed inside the burrow. If a creature places more entrances than the maximum allowed, the oldest burrow and exit will be replaced. A creature cannot place a burrow entrance inside its own burrow or inside someone else's burrow. Sometimes some creatures can place on certain areas one-way entries, which can lead to making a burrow prison. There is a 3 second cooldown between entering and exiting burrows, not including entering after its initial placement.
- 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.
- Climber is a passive ability that allows a creature to walk on walls along with ceilings and some uncollidable terrain if climbing on the right angle. To detach from a wall or ceiling, press Space on PC. On Mobile, press the dedicated Detach button, or, if the creature has Jump, press the jump button.
- First Strike is a passive ability that grants a creature increased damage while they are above 75% health. The damage increase is based on the number listed for the creature, and the increase is reflected on the creature's stat menu.
- 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.
- Hunker/Hunker-Down is a passive ability that activates while a creature with this ability strafes. While active, hunker reduces the creatures speed by 25%, damage by 50%, and reduce damage taken by a percentage based on what is listed for the creature. For example, a creature with 75 hunker will only receive 25% of damage while the ability is active.
- Injury Attack is an ability that offensively deals injury status when biting. A negative value means that it heals an amount of such status upon biting.
- Jump is an active ability pertaining to the special control Jump/Dart/Glide/Flight and inheritor of the Early Legacy Release jump ability (an ability which never made it past Legacy's Early Release), by pressing space allows a creature to project a parabolic trajectory jump on land, thanks to recode's realistic gravity, and based on the creature's inertia at the time of the jump. However, creatures can turn during jumping, and sometimes running at the same time of the trajectory allows for a limited trajectory correction. If a semi-aquatic (or all-terrain/flier with semi-aquatic characteristics) creature with Jump starts swimming and tries to jump, they will Dart instead. Not all creatures have this ability, even if their mobility type is compatible.
- Jump has an associated speed boost, stamina consumption (and below that threshold a creature will be unable to jump), and age limit for every creature. Beyond that age limit, a creature will be unable to jump - that field is commonly used for creatures which will develop Glide or Flight on a later growth stage. In fact, if on our infoboxes only appears a jump age stat, that means that the creature has actually jump 0 (no jump) and on the stage that jump supersedes Glide or Flight, it is equivalent as to being unable to jump nor flight nor glide.
- Thorn Trap is an active ability which allows a creature to drop a trap of thorny plant growth. When a creature triggers a trap, it disappears, and they receive six stacks of Bleed/Bleed Status (affected by bleed defense) and two stacks of FREEZE, temporarily immobilizing the target's actions. It has a 35-second cooldown. Multiple thorn traps can be placed and remain by the same creature. If more than 3 thorn traps are placed at one time, the oldest one will despawn.
Carry-able Creatures
The Can-Carry lists features lists of creatures that Akorbik 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 Akorbik can grab and carry, taking into account if this creature has grab/latch and discounting any other special abilities. The Akorbik (a(n) herbivore) is a tier 2 and can carry any creature from any lower tier size, as follows:[Expand] 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 Akorbik taking into account grab/latch abilities and discounting special abilities. The Akorbik (a(n) herbivore) is a tier 2 and can be picked up by any creature with higher tier and the Grab ability, as follows:[Expand] Carry-able by:
Can-Latch ListThis section is intended to list the non-elder fully-grown adult creatures that the non-elder fully-grown Akorbik can latch into, but not carry; taking into account latch/grab abilities and discounting any other special ability. The Akorbik (a(n) herbivore) is a tier 2 and can latch onto any higher tier size.* There is no creature which the Akorbik 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 Akorbik discounting special abilities. The Akorbik (a(n) herbivore) has 1900 weight and can be grabbed by any creature with sufficiently lower weight, as follows:[Expand] Grab-able by:
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Trivia
- Concept by Austroraptors in the Creatures of Sonaria Discord.
- Inspired by rhinoceros beetles and weevils.
- Modeled by ScratchyPaws.
- Rigged by Mezzioli.
- Animated by Mukudori (M_uku).
- As of release, its pose in the creature editor has its lower jaw dislocated.
- Akorbik is one of the few creatures that can't fly until the teen stage, with the others being Anutill, Astrothi, Dabaemura, Hallucinix, Lucensia, Momola, Noctla'Lune, Shiyaro, Voletexius, Wuggawyrm, Xeleviprex, and Zhelijin.
Gallery
This tab is intended to present official concept sheets and color palettes for the Akorbik.
This tab is intended to present anything showcased during the process of development for the Akorbik, such as the creation of models, animations, and poses.
This tab is intended to present anything to further observe the Akorbik's design, inspirations, and changes in growth stages for reference.