The Dieamarjla is a Tier 2 land carnivore. The species is available in the Session Gacha. The trial version is available in the Trial Creatures Shop for 10♂/100♀ Shooms.
Description
“ | The Dieamarjla is an armored bipedal opportunistic carnivore. The thick keratin armor plates ridden across their body protect them from extreme conditions such as intense heat within the desert. They are able to eat and digest any kind of meat -- rotten or not. | „ |
~ In-game Description |
Appearance
Dieamarjla is built like a bipedal reptile, adorned with dark, overlapping scales around the tops of its head down to the tip of its massive tail, which has six large, fiery orange scales. Moreover, its head appears to be crowned with two horns, which may be connected to its presumed ears. It carries sharp, sickle-like claws and is equipped with dromaeosaur-like talons, even possessing a large sickle toe claw. The color scheme of Dieamarjla is similar to that of a coral snake, symbolizing its toxic nature.
Males
Males have a pair of giraffe-like horns on their head, accompanied with cheek armor.
Females
Females present spiked scales decorations on the sides of their tail.
Abilities
Main Article: Creature Abilities
This section is intended to list and describe the abilities of the Dieamarjla. (editor list)
- Acid Breath is an active ability using the breath control (C on PC or
on Mobile) that is a type of Elemental Breath that inflicts 2 DPS (1% PER HIT). It 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).
- 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.
- Berserk is a passive ability that activates at below 20% health, which increases stamina regeneration by 100% and decreases bite cooldown by 50%.
- 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.
- Burrower is an active ability that allows the creature to place up to 4 (or a specific creature limit) burrows anywhere on the map, and use other burrows from other creatures. Burrow entrances are two-way, so the exit can be accessed inside the burrow. If a creature places more entrances than the maximum allowed, the oldest burrow and exit will be replaced. A creature cannot place a burrow entrance inside its own burrow or inside someone else's burrow. Sometimes some creatures can place on certain areas one-way entries, which can lead to making a burrow prison. There is a 3 second cooldown between entering and exiting burrows, not including entering after its initial placement.
- Charge (Throw) or Throw Charge is a specific type of Charge that launches the target upwards and inflicts two Broken Legs Status on the victim. It has a 5-second windup and cooldown.
- 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.
- 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).
- 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.
- 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.
Carry-able Creatures
The Can-Carry lists features lists of creatures that Dieamarjla 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 Dieamarjla can grab and carry, taking into account if this creature has grab/latch and discounting any other special abilities. The Dieamarjla (a(n) carnivore) is a tier 2 and can carry any creature from any lower tier size.* There is no creature which the Dieamarjla 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 Dieamarjla taking into account grab/latch abilities and discounting special abilities. The Dieamarjla (a(n) carnivore) is a tier 2 and can be picked up by any creature with higher tier and the Grab ability, as follows:[Expand] Carry-able by:
Can-Latch ListThis section is intended to list the non-elder fully-grown adult creatures that the non-elder fully-grown Dieamarjla can latch into, but not carry; taking into account latch/grab abilities and discounting any other special ability. The Dieamarjla (a(n) carnivore) is a tier 2 and can latch onto any higher tier size.* There is no creature which the Dieamarjla 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 Dieamarjla discounting special abilities. The Dieamarjla (a(n) carnivore) has 2500 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 made by malarkeii.
- The Dieamarjla was based off a "lizard/kangaroo combo with poisonous tree frogs as the color inspiration."
- In real life, coral snakes and poisonous tree frogs actually possess brightly colored bodies to ward off predators, acting as a natural warning for their potentially deadly poison.
- Animations by Rook and Blckbrry.
- Sometimes called "Pikachu lizard" due to its icon closely resembling the Pokémon Pikachu.
- It was the second creature to receive the Acid Breath ability, the first creature being Venatrox.
Gallery
This tab is intended to present official concept sheets and color palettes for the Dieamarjla.
This tab is intended to present anything showcased during the process of development for the Dieamarjla, such as the creation of models, animations, and poses.
This tab is intended to present anything to further observe the Dieamarjla's design, inspirations, and changes in growth stages for reference.