The Sylvesqual is a Tier 4 flying herbivore. The species is available in the Artifact Shop for an initial price of 800,000 Shooms, which can be lowered with the use of artifacts. The trial version is available in the Trial Creatures Shop for
400♂/4000♀ Shooms.
Description
“ | Sylvesquals are covered in beautiful ornaments and tapestries along their body. Despite their wings being covered in cloth, make no mistake, they are easily able to maneuver in the sky. | „ |
~ In-game Description |
Appearance
The Sylvesqual is a regal bird-like creature adorned with royal ornaments, such as royal cloth, tassels, and interwoven pieces of fabrics fashioned to cover most of its body. Its default colors consist of different shades of brown, pink, blue, purple, yellow, and white, with the main body being mostly different shades of brown fur with a white underbelly, and the ornaments being blue, purple, and yellow. It sports three heads with long beaks, with the other two being smaller in size (located on the shoulders) compared to the main head. The main head has one blue and one pink "hood" with draping tassels on top its head, and the other two having one blue one with tassels as well. It has only two arms with bird-like fingers/toes: two in front, one in back. Sylvesqual also has four wings: a pair of large wings with some pink coloration, and another smaller pair of wings with some blue coloration. The creature has a long, thin whip tail that ends in four pairs of blue and pink tail fins of different sizes.
Males
Males have extra tassels hanging from the "hood" on the two smaller heads.
Females
Females have extra tassels hanging from the "hood" on the main head.
Abilities
Main Article: Creature Abilities
This section is intended to list and describe the abilities of the Sylvesqual. (editor list)
- 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.
- Burn Block/Block Burn is a passive ability that grants the creature resistance to getting burn 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 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, that is, a creature with 100% burn defense will have some fraction of burn defense while growing, being such fraction bigger as it grows.
- 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 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.
- Burn Attack is an ability that offensively deals burn when biting. Stacks with itself. A negative value means that it heals an amount of such status upon biting.
- 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.
- 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.
- Frostbite Attack is an ability that offensively deals frostbite when biting. A negative value means that it heals an amount of such status upon biting.
- 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.
- Haunt Breath is an active ability using the breath control (C on PC or
on Mobile) that is a type of Elemental Breath that inflicts 1.5 DPS (0.75% PER HIT). It has a Capacity of 5 seconds of firetime before recoil damage, a Regen Rate of 12.5, a Range of 175 studs, and a high Critical chance of 35%. Haunt Breath can also inflict the following ailments: Poison Status (Probability = 75%, STACKS set to 0.5), Shock Status (Probability = 25%, STACKS set to 0.5), and TunnelVision (Probability = 25%, STACKS set to 0.5).
- Healing Pulse is an active ability which applies a small hit-point healing buff, as well as the Healing Ailment to creatures around the user and itself for 12 seconds. When used, a spark explosion effect appears from the user. Has a 90 second cooldown.
- 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.
- Keen Observer is a passive ability that allows the user to see the health of nearby creatures as a green HP bar over them. It also includes the ability to see equipped Plushies and all the Traits and status effects affecting them, albeit not their exact levels or ascension directly. Temporary or status buffs are set on green, temporary status debuffs on red, traits now present their correct indicator and plushies are marked with their plushie icon. These have several advantages, from knowing who to protect, knowing if someone is suffering hypothermia/hunger/dehydration, spotting invisible and scent-hidden creatures, to knowing which target is the weakest/most debuffed and acting in consequence.
- 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 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.
- Sonic Wings is a passive ability that allows the user to hover stationary in mid-air without consuming or regaining stamina.
Carry-able Creatures
The Can-Carry lists features lists of creatures that Sylvesqual 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 Sylvesqual can grab and carry, taking into account if this creature has grab/latch and discounting any other special abilities. The Sylvesqual (a(n) herbivore) is a tier 4 and can carry any creature from any lower tier size.* There is no creature which the Sylvesqual 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 Sylvesqual taking into account grab/latch abilities and discounting special abilities. The Sylvesqual (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 Sylvesqual can latch into, but not carry; taking into account latch/grab abilities and discounting any other special ability. The Sylvesqual (a(n) herbivore) is a tier 4 and can latch onto any higher tier size.* There is no creature which the Sylvesqual 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 Sylvesqual discounting special abilities. The Sylvesqual (a(n) herbivore) has 3000 weight and can be grabbed by any creature with sufficiently lower weight, as follows:[Expand] Grab-able by:
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Trivia
- Concept by Undeary & Deadbxnes in the Creatures of Sonaria Discord.
- Modeled by ThunderBoo666.
- Sylvesqual is the third creature to have 3 heads, the Ahri'Tahmuk being the first and the Cavengauu being second.
Gallery
This tab is intended to present official concept sheets and color palettes for the Sylvesqual.
This tab is intended to present anything showcased during the process of development for the Sylvesqual, such as the creation of models, animations, and poses.
This tab is intended to present anything to further observe the Sylvesqual's design, inspirations, and changes in growth stages for reference.