The Quezekel is a Tier 3 flying photocarnivore. The species is available in the Artifact Shop for an initial price of 300,000 Shooms, which can be lowered with the use of artifacts. The trial version is available in the Trial Creatures Shop for
200♂/2000♀ Shooms.
Description
“ | Quezekel are intelligent lure and ambush predators which live in dense, tropical areas that allow for near perfect camouflage. Their flashy colors and patterns aren't just for luring prey, as Quezekel are extremely poisonous and can be difficult to deal with. Fortunately they are sly creatures and are rarely seen. | „ |
~ In-game Description |
Appearance
The Quezekel is a medium-sized, bipedal, avian creature with bright plumage resembling petals of tropical flowers. It possesses a head like that of a blooming flower, their body is stocky and resembles a wyvern, and it has a long tail similar to a flower bud. It holds itself up on two short, thin legs, ending in multiple talons. It also has wings attached to its front arms that bear the same colorful plumage.
Males
Males have no additional features.
Females
Females have bunches of leaves growing out from the back of their lower legs.
Abilities
Main Article: Creature Abilities
This section is intended to list and describe the abilities of the Quezekel. (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 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 Necropoison is a resistance against the Necropoison Status that reduces the amount of status absorbed and damage dealt by it when accumulating this status.
- 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.
- 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.
- Day/Night Time Status are an environmental status effect that confers a +5% damage, +25% stamina regen, -10% growth time, +15% health regen; and -5% damage, -25% stamina regen, -15% health regen; respectively, to photovores and photocarnivores.
- Defensive Necropoison is a passive ability that makes a creature necro-toxic by melee - that is, being bitten by another creature will cause the attacker to receive Necropoison Status, as much as the bitten creature 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.
- 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.
- Flight is an active ability pertaining to the special control Jump/Dart/Glide/Flight and inherent to all Fliers and legacy mobility type All-Terrain creatures have this ability. However, due to the fact all-terrain got absorbed into Flier, this means that with purely recode terminology, only fliers have the ability. Creatures with flight ability as dominant cannot jump per se (only with jump superseding flight if jump has a certain jump age value), they instead enter flight or glide mode - however some creatures may also present the jump ability replacing the flight one as the dominant at some point in their live stage. Flying and takeoff both take stamina. If there's not enough stamina, the creature cannot fly. A creature with flight can switch between flight and glide and vice-versa without that switch costing stamina.
- Glide is an active ability pertaining to the special control Jump/Dart/Glide/Flight and inherent to all gliders and glider semi-aquatics have this ability as primary. However, due to the fact glider semi-aquatics got absorbed into Semi-Aquatics, the correct recode terminology would be to say that all Gliders and a few Semi-Aquatics and Aquatics have this ability as primary. Flier (and all-terrain) creatures have this ability as well, but the Jump/Dart/Glide/Flight button is not their primary, but the toggle glide button. Creatures with glide ability cannot jump per se, they instead enter flight or glide mode, unless jump supersedes them via some jump age value. If there's not enough stamina, the creature can hardly glide. Depending on some creature factors like tier and glide stamina regeneration, as well as some environmental conditions, a creature can or cannot regain stamina while gliding.
- Grab is an active ability, the recode's equivalent of Legacy's creature "grab a lighter creature", allowing a creature to pick up a lower-tiered creature. Unlike legacy's, it has several pecularities, among them that grabbing is no longer based on weight, but tier. Another peculiarity is that grabbed creatures cannot escape until 5 seconds later. After that, the grabbed creature can struggle by using any button and will release such creature from the grab. The user can ungrab at any moment by pressing the same button used to grab. A creature darting from outside water will grab any creature it finds automatically. Interestingly enough, using this ability may also make a piece of grabbed food drop.
- 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.
- 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.
- 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.
- Poison Area/Area Poison is an active ability which upon activation inflicts 5 stacks (15 seconds) of the Poison Status to all nearby creatures within 100 studs with a 90 second cooldown.
- Poison Attack/Melee Venom is a passive ability that makes a creature venomous by melee - that is, biting another creature will cause the victim to receive Poison Status, as much as the attacker has labeled on their stats and affected by modifiers such as some plushies or resistances. Stacks with itself. 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 Quezekel 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 Quezekel can grab and carry, taking into account if this creature has grab/latch and discounting any other special abilities. The Quezekel (a(n) photocarnivore) is a tier 3 and can carry any creature from any lower tier size, as follows:[Expand] Can 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 Quezekel taking into account grab/latch abilities and discounting special abilities. The Quezekel (a(n) photocarnivore) is a tier 3 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 Quezekel can latch into, but not carry; taking into account latch/grab abilities and discounting any other special ability. The Quezekel (a(n) photocarnivore) is a tier 3 and can latch onto any higher tier size.* There is no creature which the Quezekel 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 Quezekel discounting special abilities. The Quezekel (a(n) photocarnivore) has 1800 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 Xhosa in the Creatures of Sonaria Discord.
- There is currently a glitch with its hiding scent animation where a section of its left wing would sometimes perform a complete 360 degree rotation before arriving at its correct spot.
- Quezekel is the first photocarnivore and photon-based diet to be a flier.
Gallery
This tab is intended to present official concept sheets and color palettes for the Quezekel.
This tab is intended to present anything showcased during the process of development for the Quezekel, such as the creation of models, animations, and poses.
This tab is intended to present anything to further observe the Quezekel's design, inspirations, and changes in growth stages for reference.