Creatures of Sonaria Wiki

Welcome Sonarian!
  

Note: Feel free to contact Staff at any time!

READ MORE

Creatures of Sonaria Wiki
Advertisement
Creatures of Sonaria Wiki
This is the recode-only page for Creature Abilities. To read information about the legacy-only Creature Abilities, see Creature Abilities/Legacy.



Creatures of Sonaria has many unique abilities that a creature can hold. Due to how vastly different Legacy and Recode versions work, and how several of the same-named abilities behave in different ways and how even then some creatures do not share the same abilities between Recode and Legacy, the pages have been split off, and this page only contains Recode abilities. However, sometimes references between recode and legacy abilities may be made, both to contrast them and to help define such abilities even further.

Recode includes a myriad of old and new abilities, including some which were not considered as thus in Legacy, such as Grabbing/Latching and Ambush.

  • To heal most status effects faster, all creatures can sit (x2 healing speed) or lay down (x4 healing speed). To speed up healing, creatures can wallow in mud or seek assistance from creatures with an ability that can heal.
  • For a global list of Recode stats, including what and how much of each ability a creature has, you can go to Creature Stats List or Template:CreatureStatsListSortable.
  • Some abilities are pretty straightforward and are just passively applying a certain status if attacking or attacked, while others are a bit more complex. While in Legacy this is as true as with Recode, due to the Help Index it is far more obvious on the latter. Because of that, the first type of ability will be listed as a subsection of their own ailment, as well as directly-related resistances (or Blocks).
  • Many Legacy abilities present in Recode were renamed or tweaked significantly.
  • While the ability cooldown seconds are real-life seconds, the stack "seconds" for status effects that use those like a countdown are not necessarily a real-life second - for example, as of 5th April 2025, 1 "second"/stack of Muddy scent lasts 3 real-life seconds, the same as 1 stack of Escape Area Status or 1 stack of Speed Blitz Status. However, for the sake of simplicity and because that stack second real-time length may be modified at any time by the development team, we will call those seconds.


Adrenaline

Adrenaline Demo

Adrenaline is an active ability which gives 10 stacks (30 seconds) of adrenaline, it increases movement speed by 25% and damage by 20% but disables stamina regeneration while active.

Creatures with this ability: Click to toggle.


Agile Swimmer

Agile Swimmer Demo

Agile Swimmer is a 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
  • A % increase in oxygen (oxygen increase percentage is based off the amount of oxygen the creature originally has)

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.

Creatures with this ability: 84. Click to toggle.


Ambush

Ambush Demo

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 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.

Creatures with this ability: 165. Click to toggle.


Area Food Restore

Food Restore Demo

Pierry using food restore ability on ribs.

Area Food Restore is a ranged active ability with a cooldown of 600 sec (10 min) which refreshes food sources (and stomachs) in range. Does not work on eggs from inside a nest.

Creatures with this ability: 11. Click to toggle.


Area Water Restore

Water Restore Demo

Yenyasha using water restore ability on water.

Area Water Restore is a ranged active ability that has a cooldown of 600 sec (10 min). Refreshes part of drinkable water sources quality in range.

Creatures with this ability: 9. Click to toggle.


Ashy Lungs

Ashy Lungs Demo

Ashy Lungs is a status effect which applies a 20% stamina regeneration debuff. It is applied as a secondary effect of Burn Status, as well as during some Environmental Disasters. They could also be found as either an offensive or a defensive stat of a creature, but so far, no creature actually deals this status directly, only as a result of burn.


Bad Omen

Bad Omen is a status effect that applies 3 Tunnel Vision, and reduces a creature's health regeneration by 25%. Once all stacks of the Bad Omen status effect are healed, any one of the following status effects may be inflicted:

Currently this status effect is offensively dealt by Cursed Sigil.


Berserk

Berserk demo

Berserk is a passive ability that activates at below 20% health, which increases stamina regeneration by 100% and decreases bite cooldown by 50%

Creatures with this ability: 22. Click to toggle.


Bleed Status

Bleed/Bleed Status is the associated status effect which stops health regeneration and deals unconfirmed damage per second to the victim (meaning that from two creatures with identical bleed defense, the creature with the most health can endure bleeding for a far longer time before being crippled). Like poison, your HP cannot fall from this status if you are sitting or lying down while grievously injured (below 10% max health); but unlike it, depending on how you move and what pose you are using, the status effect may take longer to heal, with sprinting while affected by bleed preventing it from healing. Unlike legacy, however, the status effect will not be made worse by sprinting and will heal itself while walking, flying, or swimming. Stacks with itself. Having more of the status will deal more damage per second.

This status, or at the very least melee variants of it, are resisted according to the Bleed Block and Unbreakability abilities. Creatures with this status as melee: 169


Bleed Attack

Bleed Offensive demo

Bleed Attack is a passive ability, where a creature 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.

Creatures with this ability: 150; go to Creature Stats List, go to Bleed Attack column, sort by Bleed Attack. Click to toggle.

Defensive Bleed

Defensive Bleed Demo

Defensive Bleed is a passive ability, where a creature defensively inflicts a specific amount of melee bleed status on an attacker upon getting bitten.

Creatures with this ability: 41; go to Creature Stats List, go to Defensive Bleed column, sort by Defensive Bleed. Click to toggle.

Block Bleed

Block Bleed demo

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% Block Bleed, 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% bleed defense will have some fraction of bleed defense while growing, being such fraction bigger as it grows.

If a creature's Block Bleed is negative, it may indicate an extra vulnerability to the status effect. For example, a -100% Bleed Block may mean a creature takes twice the Bleed Status, and 80% or lower may indicate less punishing bleed received, et cetera.

Creatures with this ability: 338; go to Creature Stats List, go to Bleed Block column, sort by Block Bleed. Click to toggle.


Breath

Breaths are a unique mechanic, consisting of an elemental long range attack that can apply various ailments and damage towards the nearest creature on the breath's way, the target, with accurate collisions scripted in an entirely new way compared to Sonar Studios' previous game, Dragon Adventures.

To use breaths, press and hold the C key on PCs or press the breath icon on mobile devices (see Controls).

  • To aim the breath, PC users can move their mouse in the designated direction. As for mobile devices, turn the creature's head in the designated direction.
  • The breath ability cannot be used until becoming an adult model. While this usually happens at age 67, reaching age 67 and model growth change are NOT the same, and unlike legacy gameplay, both requirements always need to be met: a creature managing to reach age 100 and not growing the creature model (f.ex. because of being in a no-grow zone) may benefit from improved adult stats, but will not unlock the breath until the creature model changes accordingly.
  • HP damage is applied according to the following formula, which means it will deal at least half of the DPS on the target.

  • If a breath has a Chain stat, the percent value of final damage dealt per stack will increase. For example, if Chain is 2, one stack is 2% additional damage, two stacks is 4%, three is 6%, etc., until reaching a limit to the chain stack, "ChainMaxStacks".
  • Capacity: breaths have their own breath bar independent of stamina that depletes over time as breath is used (available breath is indicated on violet) and gradually recharges when not in use after a set time has passed, "regen rate" time, in seconds.
    • If a breath bar depletes fully and the user keeps firing it, then such user will start to take recoil damage and will need far more time for the breath to recharge to non-harmful levels (indicated by violet flashes on the edge of the screen). Some breaths may run out of breath bar rather quickly than the other.

Current elemental breath variants that have been announced are those listed below, but that does not mean the list cannot change in the future, and more may be added as well. There are currently 120 creatures with breath. Please note that due to simplification, creatures with similar abilities working through the same button are also categorized as Elemental.

Current breath types:

Note: unless told otherwise the breath is native, not equipped. Note 2: unless told otherwise, the damage numbers are percentages. For example, 0.25 DPS means 0.25% (of your creature's base damage) DPS on the opponent.

Acid Breath

  • Effect: inflicts 2 DPS (1% PER HIT). This breath has a Capacity of 10, a Regen Rate of 4, a Range of 180 studs, and a Critical chance of 10%. It can also inflict the following ailments: Radiation Status (Probability = 100%, no stacking), and Corrosion Status (Probability = 100%, STACKS set to 0.3).

Acid Breath Creatures: Click to toggle.


Cloud Breath

Pero Cloud Breath

Old model Pero using its Cloud Breath ability

  • Effect: inflicts 0 DPS (0% PER HIT). This breath has a Capacity of 10, a Regen Rate of 2.5, and a Range of 250 studs. It self-provides SelfHeal at 2% Max health regen per sec and Stamina Regen at 5% Max stamina regen per sec. It can also self-apply Water Regeneration (Thirst refill, the more the higher level is stacked) (Probability = 99%, no stacking), and Muddy (Probability = 40%, no STACKS).

Cloud Breath Creatures: Click to toggle.

Crystal Breath

  • Effect: inflicts 1 DPS (0.5% PER HIT). This breath has a Capacity of 10, a Regen Rate of 2, a Range of 150 studs, and a Critical chance of 35%. It can also inflict the following ailments: Bleed Status (Probability = 75%, STACKS set to 0.5), Injury, (Probability = 75%, STACKS set to 1), and Shredded Wings (Probability = 25%, STACKS set to 3).

Crystal Breath Creatures: Click to toggle.

Energy Breath

Viridex Energy Breath

Viridex using its Energy Breath ability

  • Effect: inflicts 0.5 DPS (0.25% PER HIT). This breath has a Capacity of 8, a Regen Rate of 20, a Range of 180 studs, a Chain value of 100, and a ChainMaxStacks of 10. It has a maximum chain damage of +1,000%. Here, the chain value (175) is multiplied by the stack number (up to 10), to find the additional amount of damage inflicted per stack accumulated. For instance, with a chain value of 100 and max stack 10, we have . It can also inflict the SLOWED ailment (Probability = 25%, no STACKS).

Energy Breath Creatures: Click to toggle.

Fire Breath

Valkurse'sFireBreath

Valkurse using its Fire Breath ability

  • Effect: 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.

Fire Breath Creatures: Click to toggle.

Glacier Breath

Etheralotus Glacier Breath

Old Etheralotus model using its Glacier Breath ability

  • Effect: inflicts 2 DPS (1% PER HIT). This breath has a Capacity of 10 seconds of firetime before recoil damage, a Regen Rate of 2, a Range of 150 studs, a Critical chance of 35%, a Chain value of 10, and a ChainMaxStacks of 10. It can also inflict the following ailments: SLOWED (Probability = 30%, no stacking), and Injury, (Probability = 30%, STACKS set to 1).

Glacier Breath Creatures: Click to toggle.

Gold Breath

Verza Gold Breath

Verza using its Gold Breath ability

  • Effect: inflicts 1 DPS (0.25% PER HIT). This breath has a Capacity of 25 seconds of firetime before recoil damage, a Regen Rate of 3 seconds a Range of 250 studs, and a Critical chance of 10%. Gold Breath can inflict the following ailments: BLURRED VISION (Probability = 60%, no stacking) potentially impairing the target's vision, and FREEZE (Probability = 10%, no stacking), temporarily immobilizing the target's actions.

Gold Breath Creatures: Click to toggle.

Haunt Breath

  • Effect: inflicts 1.5 DPS (0.75% PER HIT). This breath has a Capacity of 5 seconds of firetime before recoil damage, a Regen Rate of 12.5, a Range of 175 studs, and a high Critical chance of 35%. Haunt Breath can also inflict the following ailments: Poison Status (Probability = 75%, STACKS set to 0.5), Shock Status (Probability = 25%, STACKS set to 0.5), and TunnelVision (Probability = 25%, STACKS set to 0.5).

Haunt Breath Creatures: Click to toggle.

Heal Beam

Heal Beam is a modified breath that heals instead of damages and looks like a focused light beam, akin to Legacy's Restoration Beam. It will heal all creatures (except the user of this beam, unlike Legacy), so a reckless aim may accidentally heal an enemy. This is a work-in-progress and will be filled over time.

Heal Beam Creatures: Click to toggle.

Heal Breath

  • Effect: inflicts 0 DPS (0% PER HIT). Instead, it provides healing for the user, with a Capacity of 10 seconds of continuous use. It has a Regen Rate of 4 seconds, and a Range of 175 studs. Heal Breath is able to self-apply ENERGY (Probability = 100%, no stacking), which provides 10% Max health regen per tick, making it a supportive ability for sustaining health. This breath does not heal other players!

Heal Breath Creatures: Click to toggle.

Ice Breath

Euvias'IceBreath

Euvias using its Ice Breath ability

  • Effect: inflicts 1 DPS (0.5% PER HIT). This breath has a Capacity of 10 seconds of firetime before recoil damage, a Regen Rate of 3.5, and a Range of 200 studs. Ice Breath can also inflict the ailment SLOWED (Probability = 40%, no stacking).

Ice Breath Creatures: Click to toggle.

Lightning Breath

Dowatt'sLightingBreath

Dowatt using its Lightning Breath ability

  • Effect: inflicts 3 DPS (1.50% per hit). This breath has a Capacity of 5 seconds before recoil damage, a Regen Rate of 5, a Range of 175 studs, a Critical chance of 25%, a Chain value of 100, and a ChainMaxStacks of 10. It has a maximum chain damage of +1,000%. Here, the chain value (100) is multipled by the stack number (up to 10), to find the additional amount of damage inflicted per stack accumulated. For instance, with a chain value of 100 and max stack 10, we have . increased damage per stack, and maximum chain stack of 10. It also has a chance to inflict Shock Status (Probability = 20%, no stacking).

Lightning Breath Creatures: Click to toggle.

Miasma Breath

  • Effect: inflicts 0.5 DPS (0.125% PER HIT), provides a SelfHeal of 0.5% (Max health regen per tick), and drains 5% (Max stamina destroyed per tick) of the target's stamina. This breath has a Capacity of 10, a Regen Rate of 4, a Range of 200 studs, and a Critical chance of 25%.

Miasma Breath Creatures: Click to toggle.

Plague Breath

  • Effect: inflicts 0.5 DPS (0.25% PER HIT). This breath has a Capacity of 5, a Regen Rate of 2, a Range of 180 studs, and a Critical chance of 25%. It can also inflict the Disease Status ailment (Probability = 100%, STACKS set to 1).

Plague Breath Creatures: Click to toggle.

Rock Breath

  • Effect: inflicts 2 DPS (1% PER HIT). This breath has a Capacity of 10, a Regen Rate of 1, a Range of 150 studs, and it can inflict the Injury Status ailment (Probability = 75%, STACKS set to 2).

Rock Breath Creatures: Click to toggle.

Sand Breath

  • Effect: inflicts 0.5 DPS (0.25% PER HIT). This ability has a Capacity of 12, a Regen Rate of 10, a Range of 250 studs, and a Critical chance of 0%. It can also inflict the following ailments: BlurredVision (Probability = 100%, no stacking) and TunnelVision (Probability = 50%, no stacking).

Sand Breath Creatures: Click to toggle.

Solar Beam

Ouratum Solar Beam

Ouratum using its Solar Beam ability

Solar Beam is an ability similar to Elemental Breath, and it is activated with the same button (C on PC or on Mobile). However, once activated, it will not stop firing and has a fixed duration that inflicts 2.5 DPS. This ability has a Capacity of 10, a Regen Rate of 0, a Range of 400 studs, and a Time Before Fire of 2 seconds. It can AutoFire and has a Cooldown of 100 seconds.

Creatures with this ability: Click to toggle.

Storm Breath

Norskogg Storm Breath

Norskogg using its Storm Breath ability

  • Effect: inflicts 0.002 DPS (0.001% PER HIT). This breath has a Capacity of 20 seconds of firetime before recoil damage, a Regen Rate of 2 seconds, and a Range of 250 studs. Storm Breath can also inflict SLOWED (Probability = 30%, no stacking), and BlurredVision (Probability = 35%, no stacking).

Storm Breath Creatures: Click to toggle.

Toxin Breath

  • Effect: inflicts 0.5 DPS (0.25% PER HIT). This breath has a Capacity of 20, a Regen Rate of 3.5, a Range of 250 studs, and it can inflict the Poison Status ailment (Probability = 75%, STACKS set to 0.5).

Toxin Breath Creatures: Click to toggle.

Virus Breath

  • Effect: inflicts 1 DPS (0.5% PER HIT). This breath has a Capacity of 20, a Regen Rate of 3, a Range of 200 studs, and it can inflict the Bleed Status ailment (Probability = 60%, STACKS set to 0.5).

Virus Breath Creatures: Click to toggle.

Water Breath

  • Effect: inflicts 2 DPS (1% PER HIT). This breath has a Capacity of 10, a Regen Rate of 2.5, a Range of 220 studs, and has a Critical chance of 10%. It can also inflict the BlurredVision ailment (Probability = 60%, no stacking).

Water Breath Creatures: Click to toggle.


Breath Resistance

Breath Damage Resistance is a passive ability which decreases the percentage of damage received by the user from breath abilities, a 100% breath resistance means full immunity from the damage dealt from elemental breaths, but not for the status effects they afflict, which remain unaffected.

Creatures with this ability: go to Creature Stats List, go to passive abilities. Click to toggle.


Broken Legs Status

Broken Legs Status is a status effect which disables dart, jump and flight.


Broodwatcher

Broodwatcher is a passive ability that allows creatures to assist in the gestation of other player's eggs. It applies one stack of Gestation to nearby creatures, which increases other creatures' egg gestation speed by 2.5%. 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.

Creatures with this ability: Click to toggle.

Defensive

Defensive is a status effect that increases your weight by 10%.

Gestation

Gestation is a status effect that increases your egg gestation speed by 2.5%.


Burn Status

BurnIconRecode

Burn Icon

Burn Status is a harming, debuffing status effect that can be treated by sitting or laying down, and is accompanied by the Ashy Lung status effect. Like other status such as poison, your HP cannot fall due to its status if you are sitting or laying down while gravely injured (below 13% max health):

  • Reduces HP regeneration by a percentage. Each 1 stack equals an extra 10% debuff, with 9 burn reaching a 90% HP regeneration debuff and 10 burn disabling health regeneration.
  • Starts by damaging 0.25% of your max health every 3 seconds. Every stack adds 0.1%.
  • At 1 burn, the ashy lungs effect will appear with the previous stage debuff.
  • At 21 burn, damage done by this status will increase to 1% of your max health every 3 seconds.

Creatures with this status effect:

  • Any creature with Defensive Burn can deal this to others when it gets bitten.
  • Any creature with Burn Attack can deal this to others when biting.
  • Any creature with Fire Breath can inflict it on others.

Burn Attack

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.

Creatures with this ability: Click to toggle.

Defensive Burn

Burn Defensive Demo

Burn touch/Defensive burn is an ability that defensively deals burn when bitten. Stacks with itself.

Creatures with this ability: Click to toggle.

Block Burn

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. A negative value may indicate that the creature is vulnerable to burn effects, example being, if a creature has -100% block burn, then it will receive twice the damage from the status or gains the status effect more.

Creatures with this ability: go to Creature Stats List, go to Block Burn column, sort by Block Burn. Click to toggle.


Burrower

BurrowPrision

A Burrow prison, where all burrow tunnels are one-way entry only.

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.

Creatures with this ability: 86. Click to toggle.


Cause Fear

Cause Fear is an active ability and Recode's equivalent of Fear; gives all creatures around the user 10 stacks (30 seconds) of Scared Status effect, it has a cooldown of 120 seconds (2 minutes).

Creatures with this ability: Click to toggle.


Change Weather

Creatures_of_Sonaria_-_weather_change!

Creatures of Sonaria - weather change!

Change Weather is an active ability which forces any current weather to change, thus making the current weather stop happening and a random new weather to occur, including Thunderstorms, and to a degree natural disasters, albeit if a natural disaster was happening already, the ability will not be activated, not causing any changes and its cooldown time will not be triggered. It can also change the day/night cycle if it happens to be night, and the ability triggers sunny weather. It cannot change a weather caused by another Change Weather invocation. It can only be used by creatures with age 67 or higher. Has a 600 second (10 minute) cooldown.

Creatures with this ability: Click to toggle.


Channeling

Channeling is a passive ability that strikes the Channeling creature when it is at 25% or less health, every 5 seconds. To anybody in a 150 stud radius excluding the user, they will receive 3 shock status and 2 confusion status. The status effects stack with each strike.

Creatures with this ability: Click to toggle.


Charge

Charge is a passive ability that gradually fills an orange "Charge" bar (unique to creatures with this ability) while running. Once completely full, clicking (Lmb on PC or on Mobile or RT on Xbox), will apply special effects on the next regular attack on those it collides with and the user, depending on the charge type. If the bar is less filled, charge effects may be reduced or non-existant.

Current Charge types:

Crush Charge

Creatures with this ability: Click to toggle.

Gore Charge

Creatures with this ability: Click to toggle.

Launch Charge

Creatures with this ability: Click to toggle.

Power Charge

Creatures with this ability: Click to toggle.

Throw Charge

Creatures with this ability: Click to toggle.


Climber

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, press the Space on PC. On Mobile, press the dedicated Detach button, or, if the creature has Jump, press the jump button.

This ability works as a partial replacement to Legacy's Wall Cling, sacrificing being able to easily latch onto any ceiling/wall surface while flying, for more mobility overall.

Creatures with this ability: Click to toggle.


Confusion Status

Confusion Status/Confused makes a creature move erratically for as long as it is in effect.


Corrosion Status

Corrosion status is a harming, debuffing status effect, inheritor of legacy's erosion status effect, that can be treated by sitting, laying down or drinking water. Apart from dealing damage, it causes a weight reduction proportional to the amount of status stacked, causing your damage to fall and your damage reduction by weight to reduce. Your HP cannot fall due to its status if you are sitting or laying down while gravely injured (below 13% max health). Can stack with itself.

Corrosion Attack

Corrosion Attack/Corrosion Bite is an ability that offensively deals Corrosion when biting. Stacks with itself. A negative value means that it heals an amount of such status upon biting.

Creatures with this ability: Click to toggle.

Defensive Corrosion

Defensive Corrosion/Corrosive Body is an ability that defensively deals Corrosion Status when bitten. Stacks with itself.

Creatures with this ability: Click to toggle.

Block Corrosion

Block Corrosion/Corrosion Defense is a passive ability that grants resistance to poison status. Like many other block defenses, it works by blocking a percentage of the ailment received. If a creature's Corrosion Block is 100%, then they are immune to that status (and will be healed instantly if they are somehow applied).

Creatures with this ability: go to Creature Stats List, go to Block Corrosion column, sort by Block Corrosion. Click to toggle.


Cursed Sigil

Cursed Sigil is an activated ability that offensively inflicts the Bad Omen status in a 100 stud AOE centered on the creature. It has an 85 second cooldown after use.

Creatures with this ability: Click to toggle.


Damage Link

Damage Link is an active ability that can affect up to the three closest creatures at once within a 60 stud radius centered on the user. When any one of the linked creatures is damaged by an unlinked creature, the other linked creatures take 80% of the damage taken by the initially hit creature. The links last for 20 seconds, but can be broken if the linked creatures put 90 studs or greater between them. This ability has a 45 second cooldown after use.

Creatures with this ability: Click to toggle.


Day/Night Time Status

Day/Night Time Status are an environmental status effect that confers a +5% damage, +25% stamina regen, -10% growth time, +15% health regen; and -5% damage, -25% stamina regen, -15% health regen; respectively, to photovores and photocarnivores.

Dazzling Flash

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.

Creatures with this ability: Click to toggle.


Deep Wounds Status

Deep Wounds Status is a special status which disables bleed status healing/regeneration. It's a stronger variation of legacy Serrated Teeth status.

Serrated Teeth

Serrated Teeth is a passive ability which offensively inflicts Deep Wounds status when biting, preventing the affected victim to easily heal up the bleed inflicted.

Creatures with this ability: Click to toggle.


Defensive Deep Wounds

Deep Wounds touch/Defensive Deep Wounds is an ability that defensively deals deep wounds when bitten. Stacks with itself.

Creatures with this ability: 0. Click to toggle.


Block Deep Wounds

Deep Wounds Block/Block Deep Wounds is a passive ability that grants the creature resistance to getting Deep Wounds 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 Deep Wounds per hit and the receiver has 60% Block Deep Wounds, then the receiver gets only 2 of that 5 Deep Wounds.

If a creature's Block Deep Wounds is 100%, then they are immune to Deep Wounds inflicted by melee direct attacks once fully grown. This ability is gained gradually as the creature ages, that is, a creature with 100% Deep Wounds defense will have some fraction of Deep Wounds defense while growing, being such fraction bigger as it grows.

Creatures with this ability: 0; go to Creature Stats List, go to Block Deep Wounds column, sort by Block Deep Wounds. Click to toggle.


Disease Status

DefDisease

Disease Status icon

Disease Status is a debuffing status effect that inflicts a 1.25% increase on Hunger Depletion Ratio and a 1.25% increase on Thirst Depletion Ratio per stack, a 15% reduction on stamina regeneration, and a 15% reduction on health regeneration. Unlike many negative status effects, the Diseased effect can still deplete its stacks even while the diseased creature is moving.

The Disease Status effect is similar to the effects when a creature has not consumed water or food from their respective sources.

Disease Attack

Disease Attack is a passive ability, where a creature inflicts a specific amount of melee Disease 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.

Creatures with this ability: ; go to Creature Stats List, go to Disease Attack column, sort by Disease Attack. Click to toggle.

Defensive Disease

Defensive Disease is a passive ability, where a creature defensively inflicts a specific amount of melee Disease status on an attacker upon getting bitten.

Creatures with this ability: ; go to Creature Stats List, go to Defensive Disease column, sort by Defensive Disease. Click to toggle.

Block Disease

Disease Block/Block Disease is a passive ability that grants the creature resistance to getting Disease 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 Disease per hit and the receiver has 60% Block Disease, then the receiver gets only 2 of that 5 Disease.

If a creature's Block Disease is 100%, then they are immune to Disease inflicted by melee direct attacks once fully grown. This ability is gained gradually as the creature ages, that is, a creature with 100% Block Disease will have some fraction of Disease defense while growing, being such fraction bigger as it grows.

Creatures with this ability: Click to toggle.


Diver

Diver demo

Diver is a passive ability that grants a creature the ability to temporarily keep flying underwater for a short period while retaining their diving speed underwater (hence the name Diver). 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.

Creatures with this ability: Click to toggle.


Drowsy Area

Drowsy Area is an activated ability that gives those within its area of effect the drowsy status, slowing their bite speed and severely slowing them down in movement and turn speed. Has a 60-second cooldown.

Creatures with this ability: Click to toggle.


Earthquake

Earthquake is an ability that emits a cartoonish smoke-blast which inflicts the Injury aliments on all nearby creatures regardless of whether they're in a pack or not (default injury gain is 50 injury, however amount of injury can be reduced based off the percentage of injury block the creature has) (unbreakables are immune), with a cooldown.

Creatures with this ability: Click to toggle.


Egg Stealer

NewEggStealerArcabatur

A default-colored baby Arcabatur using its Egg Stealer ability to grab an egg

EggStealerAlkaksu

A custom Alkaksu using its Egg Stealer ability to grab an old-textured egg

Egg Stealer is an active ability that allows certain creatures to actively interact with the interact buttons with nests in order to eat the eggs from the nest , stealing them as edible food to consume later. Creatures with this ability must break open the egg to eat them, via biting. A creature may know how close is to open the egg by the amount of cracks covering it. Once an egg is open, its label will change to "scrambled" and its yolk will be open for being eaten. Taking an egg will make the respective nest progress for that egg reset to 0, and can only be recovered if a female creature recovers the not-scrambled egg and places it back on their nest. When an egg is returned to the nest, its health is restored to full . Egg stealers can get satiated when consuming the stolen egg / eggs. Only creatures with this ability can consume such eggs. If a creature has this ability, eggs are also highlighted with an egg icon when scenting. You can no longer steal your own eggs.

Creatures with this ability: Click to toggle.


Escape Area

Escape Area is an ability that causes 40% total HP damage to the user in exchange for a 100% fly, walk and sprint speed boost for 10 seconds, and has a 75 second cooldown. Additionally, if the user's stamina was slightly depleted, it will fully replenish it. Cannot be used if the user is at less than the health necessary to sacrifice.

Creatures with this ability: Click to toggle.


First Strike

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.

Creatures with this ability: Click to toggle.


Fortify

Fortify is an active ability toggled by the regular active abilities buttons and with a 90-second cooldown that wipes pretty much all status effects deemed as negative, except thirst and hunger, plushie-derived and weather effects. However, it may also wipe some beneficial status effects if they present one negative debuff. It also grants a very-short immunity to all status effects applied shortly after activating this ability, and increases weight by 5% for a short period according to the stack (3, in this case).

Creatures with this ability: Click to toggle.


Frostbite Status

Frostbite is a status which freezes a target, dealing a 10% hunger increase, -25% stamina regeneration, plus an extra 2.5% longer bite cooldown per every stack added. Frostbite naturally heals on its own over time. Stacks with itself.

Frostbite Attack

Frostbite Attack is an ability that offensively deals frostbite when biting. A negative value means that it heals an amount of such status upon biting.

Creatures with this ability: Click to toggle.

Defensive Frostbite

Frostbite touch/Defensive Frostbite is an ability that defensively deals frostbite when bitten.

Creatures with this ability: Click to toggle.

Block Frostbite

Frostbite Block/Block Frostbite is a passive ability that grants the creature resistance to getting frostbite 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 frostbite per hit and the receiver has 60% block frostbite, then the receiver gets only 2 of that 5 frostbite.

Creatures with this ability: Click to toggle.


Frost Snare

Frost Snare is an active ability that places an ice tether affecting all creatures within 50 studs of a user, dealing an initial 5 frostbite. Tethered creatures are trapped within Frost Snare's range and cannot leave until either 20 seconds have passed or the tether is broken. Tethers have 100 health and any damage dealt to them is restrained to 20–25 damage per bite, requiring a minimum of 5 or 4 hits to break. Being tethered also disables the abilities Grab and Latch until freed. It has a cooldown of 205 seconds.

Creatures with this ability: Click to toggle.


Frosty

Frosty is a passive ability, equivalent to Legacy's Winter Tag, causes the creature with the tag to receive a buff of +25% stamina regeneration, +25% health regeneration, -25% thirst depletion, and -25% hunger depletion during Winter and Famine seasons, and prevents getting hypothermia from blizzards.

Creatures with this ability: Click to toggle.


Frost Nova

Frost Nova is an active ability that applies 3x of the Frostbite ailment every tick to nearby creatures in an AoE for 15 seconds after it is activated. The range of the AoE depends on the creature. It has a cooldown of 60 seconds.

Creatures with this ability: Click to toggle.


Gale

Gale is an active ability that slows down nearby creatures' run/swim and sprint speeds by 25% and impacts their vision. Upon activation a translucid shockwave-like effect will appear and explode, only to contract a second later. Has a 90 second cooldown.

Creatures with this ability: Click to toggle.


Guilty Status

Guilty Status is a special status effect which reduces damage dealt by a certain %.

Guilt

Guilt/Defensive Guilt is a passive ability, and equivalent to legacy's Guilt, inflicts an amount of Guilty Status upon being bitten.

Creatures with this ability: Click to toggle.


Harden

Harden is an active ability which decreases movement speed by 20% in trade of a 35% increase in weight and 25% increase in health regeneration. Does not affect turning rate or turning speed.

Creatures with this ability: Click to toggle.


Heal Aura

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 any time, like invisibility. While active, the user emits 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.

Creatures with this ability: Click to toggle.


Healing Ailment

Healing Ailment provides a 111.11% health regeneration boost at first. With each use and maybe depending on the season or growth factors, it may give an even greater percentage boost (f.ex, 142.9%).

Healing Pulse

Healing Pulse is an active ability which applies a small hit-point healing buff, as well as the Healing Ailment to creatures around the user and itself for 12 seconds. When used, a spark explosion effect appears from the user. Has a 90 second cooldown.

Creatures with this ability: Click to toggle.


Healing Hunter

Healing Hunter is a toggleable active ability which allows the creature to deal healing melee hits which replenish the target's HP when hitting. Code-wise it's more than the Negative Attack legacy version, since it does not just give a negative base attack value, hence the name; but it also allows the healer to toggle between melee heal mode and attack mode, when the healer becomes actually capable of dealing melee damage, albeit at a different value according to their individual and species stats. It also prevents bleed and poison-booster plushies from giving extra offensive bleed or poison when hitting under melee healing mode.

It can be known if a healing hunter creature is on healing mode by the presence of a pink hollow sphere with pink healing cross particles surrounding part of their body.

Creatures with this ability: Click to toggle.


Healing Step

Healing Step is a passive ability that activates when the user's health drops to 65% or less. The user leaves a healing trail that restores a customizable % of max health to both the user and any recipients who step in it. This ability only affects the user and their packmates, and the trail is visible only to them. Each trail segment lasts for 8 seconds, with a maximum of 13 segments active at a time.

Creatures with this ability: Click to toggle.


Hunker

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.

Creatures with this ability: Click to toggle.


Hunters Curse

Hunters Curse is an active ability, which costs half total health to use, but grants 10 stacks (30 seconds) of the Hunters Curse status which increases damage by 100%. Has a 120 second cooldown.

Creatures with this ability: Click to toggle.


Injury Status

InjuryInfoRecode

Injury is a status effect which slows down a target's walk and run speed. The speed debuff is directly proportional to the amount of injury. The more received, the more their speed will decrease. Currently Injury is capped at 99 stack.

Injury Attack

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.

Creatures with this ability: 80 Click to toggle.

Defensive Injury

Injury touch/Defensive Injury is an ability that defensively deals injury status when bitten.

Creatures with this ability: Click to toggle.

Block Injury

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.

Creatures with this ability: Click to toggle.


Invisibility

InvisibleSquitico

An invisible creature on recode with max graphics

Invisibility is an active ability which by pressing the proper ability button, the creature can turn from visibility to invisibility (however on your side you emit a small inner glow that helps you into spotting yourself; and you can be spotted by the footprint trail you leave, aberrations in water reflections, disruption effects on the grass, sounds, and Keen Observer, and sometimes scent) and vice versa. On mobile, players can press "Use Ability". Unlike Legacy version, Invisibility is far stronger, allowing the user to walk and swim cloaked as long as they don't bite, use any active ability, sprint, ambush, or move during jump, dart, fly or glide, when they will become visible; and while active it hides the creature from being spotted by scent and cannot be activated if the creature is laying down (which doesn't mean the creature cannot just activate the ability beforehand and then remain invisible). On the other hand, recode invisibility slows the user slightly, and has a 30 seconds cooldown between activation triggers, meaning that while an invisible creature can switch to visibility immediately by pressing the button or meeting the criteria mentioned beforehand, such creature cannot activate invisibility too fast, needing to wait. This cooldown counts time between moments of activation, not between deactivation and the next activation, so if a creature had been cloaked for long enough and suddenly they lose the cloak, they can reapply it immediately.

Creatures with this ability: Click to toggle.


Iron Stomach

Iron Stomach is a passive ability which allows the user to eat rotten meat without getting negative ailments from it - preventing getting the Sickly Status.

Creatures with this ability: 87. Click to toggle.


Jump/Dart/Glide/Flight

Jump/Dart/Glide/Flight are a special set of active abilities bound to the same control key (Space on PC), instead of the common active ability buttons.

Dart

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.

Creatures with this ability: 91. Click to toggle.

Flight

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 (basically, a creature cannot fly unless they've reached Teen 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.

Creatures with this ability: 103. Click to toggle.

Glide

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.

To simplify it, Pressing glide button (F on PC or on Mobile) while gliding as a glider, semi-aquatic glider or aquatic glider disables or enables gliding, while pressing it as a pure flier will change flight to glide mode and vice versa, with glide mode being activated by default vai this method if the creature was not flying nor gliding (f.ex. they were on the ground or on free fall).

Creatures with this ability: 130. Click to toggle.

Jump

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.

Creatures with this ability: 128. Click to toggle.


Keen Observer

Keen Observer

Keen Observer is a passive ability that allows the user to see the health of nearby creatures as a green HP bar over them. It also includes the ability to see equipped Plushies and all the Traits and status effects affecting them, albeit not their exact levels or ascension directly. Temporary or status buffs are set on green, temporary status debuffs on red, traits now present their correct indicator and plushies are marked with their plushie icon. These have several advantages, from knowing who to protect, knowing if someone is suffering hypothermia/hunger/dehydration, spotting invisible and scent-hidden creatures, to knowing which target is the weakest/most debuffed and acting in consequence.

Creatures with this ability: Click to toggle.


Last Stand

Last Stand is a passive AOE ability that activates when health percentage is below 50% and which deals an increased amount of poison over time. The ability deactivates once health regenerates above 50% or the creature dies.

Creatures with this ability: Click to toggle.


Latch/Grab

Latch (and grab) are two sides of a similar active ability, Recode's version of Legacy's creature grab, only that now these abilities seem separated between grabbing and latching into.

Grab

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 peculiarities, 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.

Creatures with this ability: 70. Click to toggle.


Latch

LatchRecode

An Alkaksu latched onto a custom Chisudo

Latch is an active ability, the recode's equivalent of Legacy's creature "grab a heavier creature", allowing a creature to latch onto a higher-tiered creature. Unlike legacy's, it has several peculiarities, among them that latching is no longer based on weight, but tier. Another peculiarity is that creatures that the latcher has latched into cannot escape until 5 seconds later. After that, the grabbed creature can struggle by pressing any button and will release such creature from the grab. The user can unlatch at any moment by pressing the same button used to latch in the first place.

Creatures with this ability: 10. Click to toggle.


Life Leech

Life Leech is an active ability that allows the user to heal themselves for a certain percentage (%) of damage done to other players while the ability is active. Can be boosted by healing plushies or healer-based creature.

Creatures with this ability: Click to toggle.


Muddy Status

Muddy is a status effect which confers a 25% health regeneration boost, as well as some ailment healing boosts (doubling their poison/bleed healing rate).


Mud Pile

Mud Pile is an active ability which allows a creature to place a mud pile that lasts 60 seconds. Creatures can wallow in the mud to gain healing Muddy Status and gain unscentable status for 90 seconds.

Creatures with this ability: Click to toggle.


Necropoison Status

NecropoisonStatusEffectRecode

Necropoison icon

Necropoison Status is a status effect inheritor of legacy's Necro Poison, and will cause color inversion, confusion, tunnel vision, and other ailments that will end up damaging the creature and make it lose the sense of direction. It will also block the use of normal active abilities (Controls 1 through 6) when Necropoison is at a stack of 10 or higher. Unlike legacy version, does not get worse over time unless the creature is actively healing it. The levels follow as:

  • First level, Causes pink color tint. (1-18)
  • Second level, causes inverted controls (confusion). (18-Unknown)

Necropoison Attack

Necropoison Attack is a passive ability that makes a creature necro-venomous by melee - that is, biting another creature will cause the victim to receive Necropoison Status, as much as the attacker has labeled on their stats and affected by modifiers such as some plushies or resistances. Stacks with itself, but unlike legacy, does not get worse over time. A negative value means that it heals an amount of such status upon biting.

Creatures with this ability: Click to toggle.


Defensive Necropoison

Defensive Necropoison is a passive ability that makes a creature necro-toxic by melee - that is, being bitten by another creature will cause the attacker to receive Necropoison Status, as much as the bitten creature has labeled on their stats and affected by modifiers such as some plushies or resistances. Stacks with itself, but unlike legacy, does not get worse over time.

Creatures with this ability: go to Creature Stats List, go to Defensive Necropoison column, sort by Defensive Necropoison. Click to toggle.


Block Necropoison

Block Necropoison is a resistance against the Necropoison Status that reduces the amount of status absorbed and damage dealt by it when accumulating this status. A 100% Block necropoison indicates that the creature is immune to the effect, and vice versa means it's more vulnerable towards the effect.

Creatures with this ability: Click to toggle.


Pack Healer

Pack Healer is a pack-oriented passive ability. This passive ability allows you to boost the HP regen of your fellow packmates. It is because of this that creatures who have this ability are considered "Support creatures".

Creatures with this ability: 30. Click to toggle.


Paralyze Status

Paralyze Status/Paralysis is a status effect which freezes in place a target for a few seconds (normally 4-5 per successfully apply). Creatures inflicted with the paralyzing effect can still use attacks, but cannot move or turn around.

Paralyze Attack

Paralyze Attack/Offensive Paralyze/Offensive Paralysis is a passive ability which deals paralysis when biting to the bitten creature. It works with chances, depending on the creature. Unknown if it stacks with itself or overrides previous paralysis counter. A negative value means that it heals an amount of such status upon biting.

Creatures with this ability: 0. Click to toggle.

Defensive Paralyze

Defensive Paralyze/Defensive Paralysis is a passive ability which deals paralysis to the biter when bitten. It works with chances, depending on the creature. Overrides previous paralysis counter.

Creatures with this ability: Click to toggle.


Block Paralyze

Defensive Paralyze/Defensive Paralysis is a passive ability which reduces the effects of Paralysis Status.

Creatures with this ability: 0. Click to toggle.


Poison Status

PoisonInGameRecode

Poison Status icon

Poison Status is a status effect inheritor of legacy's Poison. Unlike legacy's, from the earliest stages it will not only cause a health regeneration and stamina regeneration debuff, but 0.2% HP base damage, with each level adding +0.05%; and the radiation sickness effect is totally separated from it and works independently.

Poison levels of stamina debuff are directly proportional to their level - that is, poison level 11 will deal 11% stamina regeneration debuff. After a certain level, stamina regeneration will be depleted as well.

Creatures with melee poison of any kind are called Poisonous.

Poison Attack

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.

Creatures with poison attack ability: 60; go to Creature Stats List, go to Poison Attack column, sort by Poison Attack. Click to toggle.

Defensive Poison

Defensive Poison/Melee Toxin is a passive ability that makes a creature toxic by melee - that is, being bitten by another creature will cause the attacker to receive Poison Status, as much as the bitten creature has labeled on their stats and affected by modifiers such as some plushies or resistances. Stacks with itself.

Creatures with defensive poison ability: 58; go to Creature Stats List, go to Defensive Poison column, sort by Defensive Poison. Click to toggle.

Block Poison

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.

Creatures with this ability: 137; go to Creature Stats List, go to Block Poison column, sort by Block Poison. Click to toggle.


Poison Area

Poison Area/Area Poison is an active ability which upon activation inflicts 5 stacks (15 seconds) of the Poison Status to all nearby creatures within 100 studs, excluding the user, with a 90 second cooldown.

Creatures with this ability: Click to toggle.


Quick Recovery

Quick Recovery is a passive ability that boosts HP regeneration when health is below 40%. The lower the health, the higher the HP regeneration boost.

Creatures with this ability: Click to toggle.


Radiation Status

RadiationStatusIcon

Radiation Status as seen in-game

Radiation Status is a status effect not dissimilar to poison status. Unlike legacy, it works properly and is not tied to it.

Radiation Attack

Radiation Attack/Radioactive Bite is a passive ability which by biting another creature will cause the bitten creature to receive Radiation 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.

Creatures with this ability: 0; go to Creature Stats List, go to Radiation Attack column, sort by Radiation Attack. Click to toggle.

Defensive Radiation

Defensive Radiation/Radioactive Touch is a passive ability which by being bitten by another creature will cause the attacker to receive Radiation Status, as much as the bitten creature has labeled on their stats and affected by modifiers such as some plushies or resistances. Stacks with itself.

Creatures with this ability: 0; go to Creature Stats List, go to Defensive Radiation column, sort by Defensive Radiation. Click to toggle.

Block Radiation

Block Radiation/Radiation Block/Radiation Defense is a passive ability that grants resistance to radiation status. Like many other block defenses, it works by blocking a percentage of the ailment received. If a creature's Radiation 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.

Creatures with this ability: 0; go to Creature Stats List, go to Block Radiation column, sort by Block Radiation. Click to toggle.


Radiation

Radiation is a toggleable (ON/OFF) area-of-effect (AOE) ability that, funnily enough, does not give off Radiation Sickness status, but Corrosion status, towards nearby creatures, and the severity of the corrosion received is determined by proximity from the creature. It can go from the base damage indicated on the creature labels (usually 0.25) per tick from afar to twice that value (0.5) per tick around mid-range, and finally going to thrice the original value (0.75) per tick when close. A creature emitting radiation can be spotted by a green spherical glow around their body center.

Creatures with this ability: Click to toggle.


Raider

Raider is a passive ability that allows creatures to enter and exit burrows, but not create them.

Creatures with this ability: Click to toggle.


Reflect Status

Reflect Status is a special status which will reflect melee damage received upon the attacker, while the attacked will not suffer such damage, as long as the value is greater than 0. While this is in effect, a white glowing shield will appear as an indicator of the effect in action, and will disappear around 2 seconds after the on-screen status disappears. This will NOT reflect ailments or ailments from breaths and special active abilities, only ailments from melee offensive attacks are blocked. Interestingly enough, at the moment this sattus reflects healing partially as damage, meaning that if a creature has Healing Hunter 83, the creature being healed which has reflect status will still be healed 83 HP while the healing hunter will also sufffer 83 damage.

Reflect

Reflect is an activated ability which has a cooldown of 45 seconds. Upon initial use, it will grant the user 2 stacks of Reflect Status.

Creatures with this ability: Click to toggle.


Rewind

Rewind is an ability that restores a creature's health and position to what it was 9 seconds ago. It has a 100 second cooldown.

Creatures with this ability: Click to toggle.


Scared Status

Scared Status deals a 25% sprint and walk/swim speed boost and a 50% damage reduction.

Hell's Fear Status

Hell's Fear Status is an extension of the Scared Status, which does not give any speed boost.

Scent Hidden

Scent Hidden is a status effect which prevents a creature from being detected via scenting.

Self-Destruct

Self-Destruct is an active ability that can only be used at 25% health or less. When activated, all creatures in a 100 stud radius will be dealt 30% of their total health (before weight multipliers), 10 burn, and knockback. Base damage values will be modified based on the weights of the creatures involved. Using Self-Destruct does not immediately kill the user, instead leaving them at 2.5% of their total health, but can kill opponents. It has a cooldown of 300 seconds (5 minutes).

Creatures with this ability: Click to toggle.


Shadow Barrage

Shadow Barrage is an active ability that damages the last player you attack. Upon activation, that player will receive the "Shadow" attack. "Shadow" attacks take the damage applied by last bite landed on the opponent within 10 seconds of being triggered, and then applies it for X amount of times on the victim. It does not require the user to be near the opponent upon activation, it deals the creatures ailments with the shadow attacks, and it has a 10% damage dropoff per hit. It has a cooldown of 30 seconds.

Creatures with this ability: Click to toggle.


Shock Status

Shock is a status effect which causes erratic movement.

Shock Area

Shock Area Demo

The Shock Area ability lasts for less than a second when used. It inflicts Shock Status and a very short stack of Broken Legs Status and slows down flight speed by 60% for 30 seconds. Has a 90 second cooldown.

Creatures with this ability: Click to toggle.


Shredded Wings

Shredded Wings is a status effect that, among other features, disables flight and forces the victim to drop from the sky if they were already flying.

Wing Shredder

Wing Shredder is a passive ability that allows a creature to offensively deal Shredded Wings status to a creature they bite, with a level specific of the user creature.

Creatures with this ability: Click to toggle.

Defensive Wing Shredder

Defensive Wing Shredder, is a passive ability that allows a creature to defensively deal Shredded Wings status to a creature that has bitten them, with a chance specific of the user creature.

Creatures with this ability: 0. Click to toggle.


Sickly Status

SicklyStatusEffectRecode

Sickly Status icon

The Sickly Status effect is applied when eating rotten food or drinking dirty water (excluding creatures with Iron Stomach, since even if they could get it, they cannot receive ailments considered as negative from eating rotten meat). It inflicts a 20% increase on Hunger Depletion Ratio, a 20% increase on Thirst Depletion Ratio, a 20% reduction on stamina regeneration, and a 20% reduction on health regeneration. Originally, the Sickly effect could still deplete its stacks even while the sick creature is moving, but nowadays that is no longer the case.

The Sickly Status effect is similar to the Disease Status.

Snow Shield

The Snow Shield ability creates a large, protective dome around the user and will not disappear until the creature presses the same ability button to disable it, until the user leaves or the creature menues, until someone manages to break the shield with enough bites, or until the creature dies. Whilst the Snow Shield ability is activated, the creature's hunger and thirst will drain thrice faster. Upon initial activation of the ability, the user will not be able to create another dome for another 5 minutes.

As long as the Snow Shield is up, no directly-applied physical attacks can easily reach those inside the Snow Shield (unless an attacker worms their head into the Snow Shield). Elemental breaths and radius-based abilities that inflict status effects can still affect users inside a Snow Shield such as Earthquake, Glacier Breath, Radioactive Totem, Radiation, and so on.

Creatures with this ability: Click to toggle.


Soft Landing

Soft Landing is a passive ability that allows the user to fall slower. By how much depends on each creature's stat. This works when walking off cliffs/falling, detaching, darting or jumping. It is cancellable by pressing (Space on PC or or B on Xbox).

Creatures with this ability: Click to toggle.


Sonic Wings

Sonic Wings is a passive ability that allows the user to hover stationary in mid-air without consuming or regaining stamina.

Creatures with this ability: Click to toggle.


Speed Blitz Status

Speed Blitz Status is a temporary status which increases stamina regeneration by 30%, fly speed by 50%, walk speed by 50%, and sprint speed by 50%.

Speed Blitz

Creatures_of_Sonaria-_speed_blitz!

Creatures of Sonaria- speed blitz!

Speed Blitz is an active ability, which when toggled and if there's more than 50% stamina, will consume the necessary stamina to activate (half of it) and only then applies 6 stacks (18 seconds) the Speed Blitz Status. Has a 90 second cooldown.

Creatures with this ability: Click to toggle.


Spite

Spite is an active ability that increases a creature's next attack damage based on its power meter, which gradually fills and then drains to 0 if no creature is attacked by the user during this time. It also has a customizable percentage (%) of the creature's damage (the % listed is the max of said creature's Spite power). Alongside raw damage, the user inflicts double ailments on their targets. The ability has a 20-second cooldown that starts upon activation.

Creatures with this ability: Click to toggle.


Stolen Speed Status

Stolen Speed Status is a temporary status effect that reduces stamina regeneration, walk, sprint and flight speed by 25%.

Speed Steal

Speed Steal is an active ability, which while active provides a speed boost to the user while giving 4 stacks of Stolen Speed Status to nearby creatures.

Creatures with this ability: Click to toggle.


Stamina Puddle

StaminaPuddleRecode

Norskogg using its Stamina Puddle ability

Stamina Puddle is an active ability that places down a special star-filled puddle. Once you interact with the E button above the puddle, a green muddy animation will happen and your stamina will regenerate three times faster for 180 seconds. Has a 120 second cooldown. Unlike legacy, a creature can place more than 1 puddle at a time, but the boost will not stack or reset to max over interacting multiple times with a puddle before the stamina boost effect fades.

Creatures with this ability: Click to toggle.


Sticky Teeth Status

Sticky Teeth is a status effect that increases the bite cooldown of a creature by 65%. If received multiple times in a row, it will slow it down further, to 130%, for example.

Sticky Fur

Sticky Fur is a passive ability that, when bitten, inflicts the Sticky Teeth Status to the attacker.

Creatures with this ability: Click to toggle.


Sticky Trap Status

Sticky Trap Status causes a slow down.

Sticky Trap

Sticky Trap is an active ability, which allows a creature to drop a trap, which will cause those ensnared to receive the Sticky Trap Status and 4 seconds of Broken Legs Status. Has a 75-second cooldown. Multiple sticky traps can be placed and remain by the same creature, but if two sticky traps of the same creature are too close from each another, the oldest one will disappear. If more than 2 sticky traps are placed at one time, the oldest one will eventually despawn. Sticky traps can be destroyed if they receive enough hits.

Creatures with this ability: Click to toggle.


Strength In Numbers

Strength In Numbers is a passive ability that confers a creature a 7% stamina regeneration boost and a 1.5% damage boost. This stacks according to how many creatures with the same ability and same species are nearby. If there are no other users of this ability nearby, it won't provide that boost.

Creatures with this ability: Click to toggle.


Tail Dropped

Tail Dropped is a status given by Tail Drop which confers a creature a boost in walk and run speeds by 50%, but a reduction of weight by 30%.

Tail Drop

Tail Drop is an active ability which allows a creature to intentionally self-amputate a body part (usually the tail) to escape. After committing this action, the creature gains the Tail Dropped status. After the tail is dropped, it becomes equivalent to a player carcass (but with natural carcass icon and effects) and gives you meat (and also vegetables, if it comes from a Photovore or Photocarnivore). Has a 10 second cooldown. As the dropped tail transforms into a carcass, relative to the creature's diet, colors of the original tail won't appear on the autotomized area. It takes some percent of the hunger bar to regrow the tail (unless a creature menues).

It is the inheritor or legacy's Autotomy.

Creatures with this ability: Click to toggle.


Tail Whip

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. It does not receive any other buffs, likewise from the Blood Moon, Aggressive effect buffs, Damage boosting plushies and any other means of damage boosting, with the exception of Eldering a creature who posses the ability to do tail whip. No offensive status effects are given from this secondary attack.

Creatures with this ability: Click to toggle.


Thorn Trap

Thorn Trap Ability

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.

Creatures with this ability: Click to toggle.


Totem

Totem is an active ability which allows the adult creature to drop a "lamp" totem that looks like radioactive green mud, which stays for 2 minutes. It will affect any user in range with a lingering effect of stacking 1 extra Of the Status Effect (f.ex. poison... mentioned in detail on the advanced section) per second, wherever they are, until are out of range. These totems can be destroyed if hit enough times.

Creatures with this ability: Click to toggle.


Trails

Trails are a special set of abilities that leave a trail behind a creature, and which upon being stepped on give creatures a certain status effect.

Toxic Trail

Toxic Trail is a passive ability activated only while the creature is below a customized % health value, leaving behind a trail made up of segments lasting 5 seconds. Stepping on the trail causes 3% damage per second and 3 poison per second.

Creatures with this ability: Click to toggle.


Toxic Trap

Toxic Trap is an active ability inheritor of legacy's Toxic Pile. This ability creates a toxic mud pile that stays for a time and will slowly poison anyone who touches it (excluding the ability user).

Creatures with this ability: Click to toggle.


Unbreakable

Unbreakable is a passive ability that allows the creature to be immune to Bleed and Injury.

Creatures with this ability: Click to toggle.


Unbridled Rage Status

The Unbridled Rage status confers a creature a 30% damage boost but disables stamina regeneration for as long as the icon counter remains above 0.

Unbridled Rage

Unbridled Rage is an active ability which upon instantly consuming half of the creature's stamina grants 10 stacks (30 seconds) of the Unbridled Rage Status. Has a 120 second cooldown

Creatures with this ability: Click to toggle.


Volcanic

Volcanic Demo

Volcanic is a passive effect which grants the creature the ability to walk in lava without getting hurt nor suffering its status debuffs, plus increases healing during Famine and Drought.

Creatures with this ability: Click to toggle.


Warden's Rage

Boss Mode Effect appears as a rotating, dotted blue giant halo/hollow sphere.

Blue giant halo appears after toggle

Warden's Rage, unlike legacy version, is an active toggleable ability that grants the user an increase in damage capabilities according to how much hurt they are, HP-wise, with a status effect called Warden's Rage. This ability only appears once the creature has reached maturity (that is, adult stage, age 67, unless something blocks the model growth like being inside a too small cave), and like invisibility, it can be deactivated anytime but has a 30 seconds cooldown between activation triggers. However if it is disabled mid-combat, while the halo effect will disappear, the status effect will remain until next reactivation and may allow for extra damage stacking in a buggy behavior.

  • During Warden's rage:
    • Stamina Regeneration gets doubled.
    • Passive health regeneration is disabled.
    • Attack damage is multiplied by (7.5 x WardenStrength) + 1 (where WardenStrength goes from 0 at 100% HP to 1 at 50% HP and below. This means that in the range of 100% it deals base damage, while steadily increasing until it hits its peak of 8.5x damage, and stays at that 8.5x peak from 50% to 0%. Take note that the wardens' damage increase can be low when attacked with low damage attacks. Be aware of low tiers with low damage but with high status effects.
    • The color of the halo, unlike legacy, is kept the same cyan tone, and no particles occur.

Creatures with this ability: Click to toggle.


Warden's Resistance

Warden's Resistance is a passive ability that prevents ailments from being taken below 50% health.

Creatures with this ability: Click to toggle.


Will To Live

Will To Live is a passive ability which allows a creature to perform typical run and sprint actions without stamina. However, if stamina is depleted and the creature attempts to move fast, it will deal 3% of your health every 3 seconds.

Creatures with this ability: Click to toggle.


Yolk Bomb

Yolk Bomb is an active ability that drops an egg directly below the user only when such creature is flying or gliding, and not when it is on the ground or swimming. The egg explodes on contact with the ground and has a radius of 40 studs. All creatures within the range of the explosion receive knockback, 2 Slowed status, and 4 of the variable status effect specific to its type (e.g. frostbite, burn, etcetera). It has a cooldown of 15 seconds.

Creatures with this ability: Click to toggle.


All items (3)

Advertisement