The Gurava is a Tier 1 semi-aquatic omnivore. The species is available in the Session Gacha. The trial version is available in the Trial Creatures Shop for 10♂/100♀ Shooms.
Description
“ | These creatures are usually solitary but may form small groups of up to three members, particularly in old age. Primarily nocturnal, they consume fireflies, resembling living lanterns. They lure lost creatures deeper into the swamp before vanishing, leaving them disoriented and stranded. | „ |
~ In-game Description |
Appearance
The Gurava is a quadrupedal, frog-like creature that consists of mainly green shades. On the top of its head, it has what resembles a wizard hat, though it does not appear to be attached to the creature. It also has a "cloak" covering the topside of its body that consists of several frills/ruffles. It has a short, stubby, seemingly layered tail. While its colors are primarily of green shades, the Gurava's underbelly is a bluer teal color with an adornment of yellow and red ornaments. Swirly, polka dotted, and even heart shapes can be found on parts of its cloak, hat, and body. Its back legs are much longer than the front legs when stretched out.
Males
Males have round earmuff-like buttons covering their possible ear emplacements.
Females
Females have a round pearl-like protrusion on the base of their necks.
Abilities
Main Article: Creature Abilities
This section is intended to list and describe the abilities of the Gurava. (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).
- 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.
- 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.
- 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 or ceiling, press Space on PC. On Mobile, press the dedicated Detach button, or, if the creature has Jump, press the jump button.
- Cursed Sigil is an active 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.
- 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.
- 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. Photovores with this ability cannot eat the eggs. 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.
- Fire Breath is an active ability using the breath control (C on PC or
on Mobile) that is a type of Elemental Breath that inflicts 1 DPS (0.5% PER HIT). It 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%. It 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.
- 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.
- 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.
- 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.
- 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. Does not stack with itself, but gets worse over time unless the creature is actively healing it. A negative value means that it heals an amount of such status upon biting.
Carry-able Creatures
The Can-Carry lists features lists of creatures that Gurava 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 Gurava can grab and carry, taking into account if this creature has grab/latch and discounting any other special abilities. The Gurava (a(n) omnivore) is a tier 1 and can carry any creature from any lower tier size.* There is no creature which the Gurava 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 Gurava taking into account grab/latch abilities and discounting special abilities. The Gurava (a(n) omnivore) is a tier 1 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 Gurava can latch into, but not carry; taking into account latch/grab abilities and discounting any other special ability. The Gurava (a(n) omnivore) is a tier 1 and can latch onto any higher tier size.* There is no creature which the Gurava 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 Gurava discounting special abilities. The Gurava (a(n) omnivore) has 1250 weight and can be grabbed by any creature with sufficiently lower weight.* There is no creature which can currently grab the Gurava |
Trivia
- Concept by Stormy_Nightwing and CatasticalCalamity in the Creatures of Sonaria Discord.
- Gurava is based on various species of small frog.
- Modeled by East.
- Animated by BlckBrryJam.
- When Gurava was first released it was mistakenly put into both the Omnivores and Semi-aquatic Gacha, along with its intended Session Gacha. This was fixed soon after.
Gallery
This tab is intended to present official concept sheets and color palettes for the Gurava.
This tab is intended to present anything showcased during the process of development for the Gurava, such as the creation of models, animations, and poses.
This tab is intended to present anything to further observe the Gurava's design, inspirations, and changes in growth stages for reference.