The Anutill (Pronounced /ænˌuˈtill/ (click to listen)) is a Tier 4 flying carnivore, as well as an Ex-Developer Creature representing East. The species is available in the Robux Shop for 349 Robux. The trial version is available in the Trial Creatures Shop for
400♂/4000♀ Shooms.
Description
“ | Despite their regal appearance, Anutill are natural tricksters. Collecting hoards of shiny objects and thriving off of smaller creatures, their speed puts them one step ahead. | „ |
~ In-game Description |
Behavior
- The Anutill are "grubby thieves" that like to hoard shiny objects and gemstones.
- The Anutill are able to shake their tails in a way similar to rattlesnakes.
- The Anutill are capable of wrapping themselves up with their wings when sleeping underwater.
Appearance
The Anutill is a thin, six-legged creature with a rectangular head, large insect-like wings, golden crescent-shaped teeth and claws. Several antler-like markings line its head, shoulders, and wings. Its tail has a dorsal-like shape made up of fins ending in a cluster of similar parts with a sharp, angular, and patterned design. Anutill's color palette consists of gold, dark blue, light blue, and green.
Males
Male Anutill have shorter horns on their snouts.
Females
Female Anutill have larger horns on their snouts and mane-like frills.
Abilities
Main Article: Creature Abilities
This section is intended to list and describe the abilities of the Anutill. (editor list)
- Agile Swimmer is passive ability, similar to legacy's Streamlined, which buffs the player when submerged underwater for more than a second, receiving the following buffs:
- 100% more stamina regeneration
- 50% more total stamina
- 75% more walk speed
- 75% more sprint speed
- 15% more oxygen, if the creature is a semi-aquatic; 180% more oxygen otherwise.
- Additionally, like with legacy Streamlined, a glider semi-aquatic (and an aqua-glider) can abuse the extra stamina to increase the number of glide flaps it can perform from the water boosted, since until they touch the ground or stop gliding, the boosted stamina amount will remain.
- Note that since most of these are multipliers, creature incapable of naturally recovering stamina underwater do not get any stamina regeneration boost (as any fraction of 0 is still 0).
- Ambush is a recode-only ability, inheritor of the Ambush control in Legacy, and thus shares some similarities to it. Ambush can be toggled by pressing (not holding) the correct active ability key (which may vary between creatures). It will automatically deactivate after a set period of time, after stamina runs out, or after halting movement, whichever happens first. Like legacy ambush, recode Ambush ability allows a temporary speed boost according to an ambush multiplier inherent to the species (e.g. x 1.5 or x 1.25), usually granting a faster Sprint (except when the multiplier is x1.0 or lower). It will not be stopped by entering or leaving water once initiated; but at a higher stamina cost and a possible decrease in turn speed, directly making a creature unable to turn while ambushing. Similar to legacy, a creature can know if ambush is toggled not only from the the evident speed boost while moving, but because when pressing the activation button, the camera FOV zooms out a tiny bit. Ambush can be used while sprinting. However, unlike Legacy ambush, pressing the appropriate key again will not stack max time and stamina consumption, and can be initiated underwater by creatures with the appropriate mobility type (however, it still keeps the Legacy characteristic of keeping creatures not adapted to water from initiating ambush underwater). Additionally, Ambushing disrupts strafing.
- 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.
- Dart is an active ability of the special control Jump/Dart/Glide/Flight, similar to ambush in terms of being a temporary speed boost that propels the creature forward, but restricted to water and usually far less stamina-consuming. All creatures capable of jump and with the proper semi-aquatic mobility type can dart when underwater. A creature cannot dart while strafing nor outside water, but a dart will become a jump if the impulse propels the creature outside water.
- Dart has an associated speed boost and stamina consumption for every creature. If there's not enough stamina, the creature cannot dart.
- Dazzling Flash is an activated ability that generates a quick, bright, white flash and causes nearby creatures to experience confusion tunnel vision and blurred vision. Has a 70-second cooldown.
- Diver is a passive ability that grants a creature the ability to temporarily keep flying underwater for a short period. The exact period is displayed in the information section, in seconds. As a side effect, and probably due to buggy behavior, it sometimes allows the user of this ability to regain stamina underwater, particularly during violent winds.
- 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.
- 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.
- Poison Attack/Melee Venom is a passive ability that makes a creature venomous by melee - that is, biting another creature will cause the victim to receive Poison Status, as much as the attacker has labeled on their stats and affected by modifiers such as some plushies or resistances. Stacks with itself. A negative value means that it heals an amount of such status upon biting.
- Sonic Wings is a passive ability that allows the user to hover stationary in mid-air without consuming or regaining stamina.
Carry-able Creatures
The Can-Carry lists features lists of creatures that Anutill 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 Anutill can grab and carry, taking into account if this creature has grab/latch and discounting any other special abilities. The Anutill (a(n) carnivore) is a tier 4 and can carry any creature from any lower tier size.* There is no creature which the Anutill can currently 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 Anutill taking into account grab/latch abilities and discounting special abilities. The Anutill (a(n) carnivore) is a tier 4 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 Anutill can latch into, but not carry; taking into account latch/grab abilities and discounting any other special ability. The Anutill (a(n) carnivore) is a tier 4 and can latch onto any higher tier size.* There is no creature which the Anutill 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 Anutill discounting special abilities. The Anutill (a(n) carnivore) has 3000 weight and can be grabbed by any creature with sufficiently lower weight. However, carnivores and photocarnivores cannot be grabbed by herbivores and photovores, as follows:[Expand] Grab-able by:
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Trivia
- Original and redesigned concept art by torviin (montejeska) in the Creatures of Sonaria Discord.
- The Anutill's creator was inspired by petal-like shapes and wanted to make sure that it looked like it could go underwater.
- The Anutill redesign was essentially just the original redesign but "buggier" upon the request of East. However, the bugs of inspiration were an Atlas beetle and locust. The tail and some parts of the face are also inspired by rattlesnakes ("snake nostril type of deal" - torviin).
- Modeled and animated by East.
- Anutill is the fifth creature not to have wings in its first growth stage, the first being Shiyaro, the second being Momola, the third being Astrothi, and the fourth being Zhelijin.
- Other creatures that lack 'wings' in their first growth stage are the Dabaemura, Hallucinix, Lucensia, Noctla'Lune, Voletexius, Wuggawyrm, and Xeleviprex (not listed in order of release).
- It is the second all-terrain creature whose grounded mobility type is semi-aquatic and not terrestrial (the first being Zhelijin).
- It is the second creature to blink in its animation. The first was Gorgonichus.
- It is also the first creature with functional blinking with eyelids that can be colored separately with the bucket tool.
- Anutill has turquoise blue blood when bleeding.
- Due to this, when killed, the Anutill drops a turquoise carcass in Legacy.
- This is an actual color in some Earth creatures that have hemocyanin in their blood.
- Alongside the correct Robux Creature tag, Anutill still held the Developer Creature label for a long time after its demotion despite no longer representing an active developer. This may be the cause of its unusually high price in the Trial Creatures Shop.
Gallery
This tab is intended to present official concept sheets and color palettes for the Anutill.
This tab is intended to present anything showcased during the process of development for the Anutill, such as the creation of models, animations, and poses.
This tab is intended to present anything to further observe the Anutill's design, inspirations, and changes in growth stages for reference.
This tab is intended to present images related to the Anutill that don't fit into the other tabs.