The Denjzi (Pronounced /den-zi/ (click to listen)) is a Tier 4 semi-aquatic carnivore. The species is not currently available, but was available in the Mission System during the Summer Paradise Event 2022, during the Summer Paradise Event 2023 by either completing its mission 25 times, or by purchasing it from the Paradise Store for 2500 Shells, and in the Summer Paradise Shop for
4,000 Pearls after reaching 500,000,000 Pearls globally during the Summer Paradise Event 2024. The trial version is available in the Trial Creatures Shop for
300♂/3000♀ Shooms.
Description
“ | Denjzi are elusive serpentine creatures inhabiting the vast sea of Sonaria. While they typically dwell deeper below the tides, they occasionally surface to crawl on shore and seek out food. | „ |
~ In-game Description |
Behavior
- Denjzi can travel vast distances without the need to rest.
- Denjzi use their bioluminescence to attract prey in the darker, deeper regions of the sea.
- Denjzi usually travel in groups of 2-3, however seeing a lone Denjzi is not uncommon.
- Denjzi are opportunistic and will eat anything they can find.
- Denjzi can be highly aggressive if provoked.
- Denjzi nest annually and produce 3-6 eggs, though usually, only 25% of a litter will survive to adulthood.
- Denjzi can be very social with their groups, but aggressive toward outsiders, including others of their species that they find unfamiliar.
- Denjzi will often roll around in the sand to rub off parasites or for fun.
- Denjzi can communicate to each other through ‘dancing’ or ‘courting.’
- Denjzi will sleep on the tops of kelp, anchoring themselves to it using their arms and using the kelp leaves as a pillow to lay on.
Appearance
The Denjzi is a large 2-legged creature with a giant woody shell with spikes forming on its back. They have long bodies with 6 lateral fins, 2 pairs close to the base of the legs and the remaining one close to the end of the shell, located where their back legs should be. Their tails present a larger webbed fin used for swimming underwater. They also have two ear fins protruding from the sides of the head and 4 horned spikes on their back neck. On the bottom jaw, they present 8 whisker-like long decorations, first two smaller pairs next to the snout and 4 leafy-end, larger ones short decorations on the base from the jaw.
Males
Males have a single crest on their snouts, with a small floating element on the tip.
Females
Females have a small crest on their chin.
Abilities
Main Article: Creature Abilities
This section is intended to list and describe the abilities of the Denjzi. (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.
- 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.
- 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.
- 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.
- 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 effects applied shortly after activating this ability, and increases weight by 5% for a short period according to the stack (3, on this case).
- Grab is an active ability, the recode's equivalent of Legacy's creature "grab a lighter creature", allowing a creature to pick up a lower-tiered creature. Unlike legacy's, it has several pecularities, among them that grabbing is no longer based on weight, but tier. Another peculiarity is that grabbed creatures cannot escape until 5 seconds later. After that, the grabbed creature can struggle by using any button and will release such creature from the grab. The user can ungrab at any moment by pressing the same button used to grab. A creature darting from outside water will grab any creature it finds automatically. Interestingly enough, using this ability may also make a piece of grabbed food drop.
- 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.
- Serrated Teeth is a passive ability which offensively inflicts Deep Wounds status when biting.
- Wing Shredder is a passive ability that allows a creature to offensively deal Shredded Wings status to a creature they bite, with an amount specific of the user creature.
Carry-able Creatures
The Can-Carry lists features lists of creatures that Denjzi 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 Denjzi can grab and carry, taking into account if this creature has grab/latch and discounting any other special abilities. The Denjzi (a(n) carnivore) is a tier 4 and can carry any creature from any lower tier size, as follows:[Expand] Can carry:
Grabbed-By ListThis section is intended to list the non-elder fully-grown adult creatures that can grab and thus carry a non-elder fully-grown adult Denjzi taking into account grab/latch abilities and discounting special abilities. The Denjzi (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 Denjzi can latch into, but not carry; taking into account latch/grab abilities and discounting any other special ability. The Denjzi (a(n) carnivore) is a tier 4 and can latch onto any higher tier size.* There is no creature which the Denjzi 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 Denjzi discounting special abilities. The Denjzi (a(n) carnivore) has 9000 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
- Concept by HappyPoltergeist and torviin.
- Inspired by sea monsters on pirate maps, treasure, pirate ships, ocean waves, eels, sea dragons, and turtles.
- The Denjzi was originally designed as a large snapping turtle-type creature.
- Denjzi has purplish-pink blood. In real life, the change in color is caused by hemerythrin, a respiratory pigment of a purplish/violet color once oxygenated, replacing hemoglobin in several invertebrates.
- Due to this, when dying, Denjzi drop purple meat in Legacy.
- Some unknown bug causes the Denjzi to randomly lose the ability to harm NPCs in Legacy.
- It is unknown if this bug still exists, due to the lack of NPCs in Recode.
- During the Summer Paradise Event 2023, Denjzi's mission was initially shortcutted by players using Novus Warden's cloud breath. The developers responded to the situation and changed the mission to become less easy to grind shells during part 3 of that event.
Gallery
This tab is intended to present official concept sheets and color palettes for the Denjzi.
This tab is intended to present anything showcased during the process of development for the Denjzi, such as the creation of models, animations, and poses.
This tab is intended to present anything to further observe the Denjzi's design, inspirations, and changes in growth stages for reference.