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 a passive ability that causes the player to receive the following buffs when submerged underwater for more than a second:
- 100% more stamina regeneration
- 50% more total stamina
- 75% more walk speed
- 75% more sprint speed
- A % increase in oxygen (oxygen increase percentage is based off the amount of oxygen the creature originally has)
Additionally, 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. Until they touch the ground or stop gliding, the boosted stamina amount will remain.
- Bleed Block/Block Bleed is a percentage based passive ability that grants the user resistance to getting bleed status from melee attacks at minimum. If an attacker deals 5 bleed per hit and the receiver has 60% Block Bleed, then the receiver gets only 2 of that 5 bleed. This ability is gained gradually as the creature ages. If a creature's Block Bleed is 100%, then they are immune to Bleed inflicted by melee direct attacks once fully grown. If a creature's Block Bleed is negative, it may indicate an extra vulnerability to the status effect.
- Burn Block/Block Burn is a passive ability that grants the user resistance to getting burn status from melee attacks. It is percentage based. For example, if an attacker deals 5 burn per hit and the receiver has 60% block burn, then the receiver gets only 2 of that 5 burn.
- If a creature's block burn is 100%, then they are immune to Burn inflicted by melee direct attacks once fully grown. This ability is gained gradually as the creature ages. A negative value may indicate that the creature is vulnerable to burn effects.
- Frostbite Block/Block Frostbite is a passive ability that grants the user 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 user resistance to getting Injury status from melee attacks at the very least. 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 activates when a user with it is at 25% or less health. Every 5 seconds, any creature within a 150 stud radius of the user will receive 3 shock status and 2 confusion status. The status effects stack with each strike.
- Climber is a passive ability that allows the user to walk on walls and ceilings. To detach from a wall, press the 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 that propels the creature forward in water while consuming a set amount of stamina. Both the speed boost and stamina consumption depend on the creature. All creatures capable of jump that are semi-aquatic can dart when underwater, along with aquatic species. A dart will become a jump if the impulse propels the creature outside of water. If there is not enough stamina, a creature cannot dart.
- The wiki prepends to dart power a negative symbol ("-") to determine if a creature's dart propels backwards.
- Defensive Paralyze/Defensive Paralysis is a passive ability that deals paralysis to an attacker upon a user with this ability being attacked.
- Frosty is a passive ability that causes the user to receive +25% stamina regeneration, +25% health regeneration, -25% thirst depletion, and -25% hunger depletion during Winter and Famine. Additionally, it prevents getting hypothermia from blizzards.
- Hunker is a passive ability that activates when a user with this ability strafes. While active, hunker reduces the creature's speed by 25%, damage by 50%, and reduces damage taken by a percentage based on what is listed for the creature. For example, a creature with 75 hunker will only receive 25% of damage while the ability is active.
- Tail Whip is an active ability that grants the user grants another melee attack from behind. It is activated according to where the camera is facing. It has a secondary damage stat, which allows main and secondary melee attacks to deal different base damage. It receives damage buffs in the same way the primary attack does. No offensive status effects are given from this secondary attack.
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 (pick-up), taking into account if this creature has grab/latch and discounting any other special abilities. The Militrua (a(n) herbivore) is a tier 4 with 10000 lbs of weight and as long as it has the Grab Ability, it can pick up any creature of lower or equal tier with enough lighter weight difference.* 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 with 10000 lbs of weight and can be picked up by any creature of higher or equal tier with enough heavier weight difference and the Grab ability, as follows:[ Expand Collapse ] 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 with 10000 lbs of weight and as long as it has the Latch ability, it can latch into any creature of higher tier with enough heavier weight difference.* 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) is a tier 4 with 10000 lbs of weight and can be latched onto by any creature of lower tier and enough lighter weight difference, as follows:[
Expand Collapse ] Grab-able by: |
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 electricity-like ability, and eventually received Defensive Paralyze.
- Some players call this creature "roly poly" or "beetle" due to its 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.
























































































