The Militrua is a Tier 4 semi-aquatic herbivore. The species is available in the Mission System as a Secret Mission Reward. The trial version is available in the Trial Creatures Shop for 100♂/1000♀ Shooms.
Description
“ | Militrua is an extremely defensive herbivore that dwells on the ocean floor around shallow bays. Its shell is made entirely of metal, making it an extremely durable creature. Electric currents run through its shell at all times that shock predators when they are attacked. | „ |
~ In-game Description |
Behavior
- These large herbivores are extremely docile, and spend almost no time attacking anything but smaller carnivores that can reach under their shell.
- Large carnivores tend to not attack Militrua, as its shell is made purely of metal that runs electric currents through its entire shell. Most predators die before they can get past the shell. Small predators however, take down sick and baby Militrua by slowly biting their legs until they can't walk anymore.
- Militrua gather in herds of thousands to migrate across the lands, but usually spend most their time at the deep sea, only coming up for oxygen.
- Militrua are not the best at handling their babies, but do protect them when necessary with their large tail spikes.
- Militrua conducts a special type of electricity using little microscopic crystals in its electric sacs that rub together to charge the creature.
Artist Headcanon
- Militrua are distantly related to the Frigiboa.
Appearance
Militrua is a large, hexapodal creature that resembles crustaceans and beetles. It has a spiny blue exoskeleton and a lengthy tail. Its exoskeleton is adorned with bioluminescent speckles present in either the form of rings or dots, and it has a horn protruding from its carapace. The Militrua also appears to have an electrical current running from the floating gem above its head to the gem on its tail-base.
Males
Males have spike-like protrusions on their tails.
Females
Females lack aforementioned protrusions.
Abilities
Main Article: Creature Abilities
This section is intended to list and describe the abilities of the Militrua. (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 of 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).
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Defensive Paralyze/Defensive Paralysis is a passive ability which deals paralysis to the biter when bitten. It works with chances, depending on the creature. Unknown if it stacks with itself or overrides previous paralysis counter.
- Frosty is a passive ability, equivalent to Legacy's Winter Tag, and causes the creature with the tag to receive an +25% stamina regeneration, +25% health regeneration, -25% thirst depletion, and -25% hunger depletion during Winter and Famine seasons.
- Hunker/Hunker-Down is a passive ability. While strafing, creatures with this ability will receive a 25% reduction in speed and deal 50% less damage. However, the creature will receive a certain percentage less damage from attackers, based on the ability's number. For example, if a creature has 90 Hunker, it will only be affected by 10% of all incoming damage.
- 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 Militrua 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 Militrua can grab and carry, taking into account if this creature has grab/latch and discounting any other special abilities. The Militrua (a(n) herbivore) is a tier 4 and can carry any creature from any lower tier size.* There is no creature which the Militrua 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 Militrua taking into account grab/latch abilities and discounting special abilities. The Militrua (a(n) herbivore) 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 Militrua can latch into, but not carry; taking into account latch/grab abilities and discounting any other special ability. The Militrua (a(n) herbivore) is a tier 4 and can latch onto any higher tier size.* There is no creature which the Militrua 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 Militrua discounting special abilities. The Militrua (a(n) herbivore) has 10000 weight and can be grabbed by any creature with sufficiently lower weight, as follows:[Expand] Grab-able by:
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Trivia
- Concept, model, and animations by CatboyNathann.
- Militrua is based off the Ankylosaurus, trilobites, and isopods.
- Redesign concept by Mori_Tomori on the Creatures of Sonaria Discord.
- Redesign modeled by nekcihc (Fizzyton).
- Redesign rigged by ThunderBoo666.
- Originally planned to receive an electric-like ability, and eventually received Defensive Paralyze.
- Some players call this creature "roly poly" or "beetle" due to its appearance. Another common nickname for the Militrua is "shrimp", probably due to its semi-aquatic nature and appearance.
- Militrua's original secret mission required the player to eat 300 points of aquatic food (equivalent to 50 plants) as a semi-aquatic herbivore in one session. This method no longer works.
Gallery
This tab is intended to present official concept sheets and color palettes for the Militrua.
This tab is intended to present anything showcased during the process of development for the Militrua, such as the creation of models, animations, and poses.
This tab is intended to present anything to further observe the Militrua's design, inspirations, and changes in growth stages for reference.
This tab is intended to present how different Mutations appear on the Militrua.
This tab is intended to present images related to the Militrua that don't fit into the other tabs.