The Elarickkeir is a Tier 4 land carnivore. The species is available in the Royalty Gacha. The trial version is available in the Trial Creatures Shop for 200♂/2000♀ Shooms.
Description
“ | Elarickkeir are noble heroic knights who serve and protect the royalty family from evil. With their tough armor, brute strength, and sharp sword blades, they are able to take down anybody who comes in their way. | „ |
~ In-game Description |
Appearance
The Elarickkeir presents a regal and imposing appearance, resembling a knight from fairy tales. It has sharp, retractable swords on both forearms, with ornaments embedded into it. The Elarickkeir is decorated with red crystals along its body, pairs of red and yellow ribbons on its back with diamond-shaped patterns, and a pair of thinner yellow ribbons extending from the base of its tail. The creature has two massive horns on the top of its head, with a floating crystal between them. It also has crystal "eyes" on its forehead, chest, and palms. The tip of its tail resembles that of a battle axe.
Males
Males sport large tusks near their lower jaw.
Females
Females sport ribbons in place of tusks.
Abilities
Main Article: Creature Abilities
This section is intended to list and describe the abilities of the Elarickkeir. (editor list)
- 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.
- 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.
- Charge (Gore) or Gore Charge is an specific type of Charge that inflicts Bleed Status and Deep Wounds on the victim.
- Defensive Bleed is a passive ability, where a creature defensively inflicts a specific amount of melee bleed status on an attacker upon getting bitten.
- 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).
- Strength In Numbers is a passive ability that confers a creature a 7% health regeneration and 7% stamina regeneration, and possibly a damage boost; stacking according to how many creatures with the same ability and species are nearby. If there are no other users of this ability nearby, it won't provide that boost.
- Tail Whip/Secondary melee attack is an 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. No offensive status effects are given from this secondary attack, and it is not boosted by most effects, except eldering.
Carry-able Creatures
The Can-Carry lists features lists of creatures that Elarickkeir 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 Elarickkeir can grab and carry, taking into account if this creature has grab/latch and discounting any other special abilities. The Elarickkeir (a(n) carnivore) is a tier 4 and can carry any creature from any lower tier size.* There is no creature which the Elarickkeir 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 Elarickkeir taking into account grab/latch abilities and discounting special abilities. The Elarickkeir (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 Elarickkeir can latch into, but not carry; taking into account latch/grab abilities and discounting any other special ability. The Elarickkeir (a(n) carnivore) is a tier 4 and can latch onto any higher tier size.* There is no creature which the Elarickkeir 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 Elarickkeir discounting special abilities. The Elarickkeir (a(n) carnivore) has 6500 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 YY_XX in the Creatures of Sonaria Discord.
Gallery
This tab is intended to present official concept sheets and color palettes for the Elarickkeir.
This tab is intended to present anything showcased during the process of development for the Elarickkeir, such as the creation of models, animations, and poses.
This tab is intended to present anything to further observe the Elarickkeir's design, inspirations, and changes in growth stages for reference.
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