The Therimorse is a Tier 4 semi-aquatic carnivore. The species is available in the Death Gacha. The trial version is available in the Trial Creatures Shop for 500♂/5000♀ Shooms.
Description
“ | Born from darkness and mortality, Therimorse do not experience aging. They are merely ghostly apparitions mimicking life. To survive, the Therimorse kills to maintain its physical body. The destruction of Therimorse's physical form releases the souls of its victims that it has gathered over its lifetime. Legends say if you make eye contact with the Therimorse, you are on death’s door. |
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~ In-game Description |
Appearance
Therimorse is a large skeletal, bipedal creature resembling a ground sloth with some features of the Therizinosaurus, most notably the posture and bird-like hind legs. Its head is shaped like that of a ground sloth, with slightly wide muzzle and a rectangular lower jaw. The Therimorse has varied dentition, featuring two large saber-toothed fangs in the front, while the rest of its teeth are small and blunt. The Therimorse's tongue is also forked like that of a monitor lizard. The fur that covers its arms, neck, and lower back is shaggy and unkempt. Its arms are long and end with bony hands that bear long, slightly hooked claws. It also has bird-like hind limbs and talon-like feet with toes arranged in an Anisodactyl formation. The lower parts of its legs are bare boned. Across its body are teal blue faces with a distraught expression. These faces appear on its neck, shoulders, knees, and tail. The Therimorse's midsection is comprised of an exposed ribcage with a soul in the middle. The base of its tail is covered in fur which then frays to reveal a bony spine-like tail ends with a four-fingered hand that carries a blue orb with the same expression as the faces and other souls all over its body. Another one of these orbs can be found floating in between its hands. Interestingly, the Therimorse also has pentagram symbols on its forehead and hands.
Therimorse has no gender dimorphism.
Abilities
Main Article: Creature Abilities
This section is intended to list and describe the abilities of the Therimorse. (editor list)
- Adrenaline, when activated at low health, raises base speed and damage by a certain amount and decreases stamina regeneration (according to label), but tests show that at least when the health is high, that damage gets boosted by 20%, walk and sprint speeds increase by 25%, and stamina regeneration gets disabled; for 10 seconds.
- 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 Attack is a passive ability, where a creature offensively inflicts a specific amount of melee bleed status on a creature with every bite (not with breath/ranged abilities or reflecting abilities). A negative value means that it heals an amount of such status upon biting.
- 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.
- 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.
- 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.
- 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.
- 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.
- Wing Shredder is a passive ability that allows a creature to offensively deal Shredded Wings status to a creature they bite, with an amount specific of the user creature.
Carry-able Creatures
The Can-Carry lists features lists of creatures that Therimorse 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 Therimorse can grab and carry, taking into account if this creature has grab/latch and discounting any other special abilities. The Therimorse (a(n) carnivore) is a tier 4 and can carry any creature from any lower tier size.* There is no creature which the Therimorse 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 Therimorse taking into account grab/latch abilities and discounting special abilities. The Therimorse (a(n) carnivore) 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 Therimorse can latch into, but not carry; taking into account latch/grab abilities and discounting any other special ability. The Therimorse (a(n) carnivore) is a tier 4 and can latch onto any higher tier size.* There is no creature which the Therimorse 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 Therimorse discounting special abilities. The Therimorse (a(n) carnivore) has 4000 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 GhostMyMysterios in the Creatures of Sonaria Discord.
- The name 'Therimorse' is comprised of 'Therizinosaurus', a large, Cretaceous-era therizinosaurid, and 'remorse', a feeling of deep regret or sadness for one's wrongdoing.
Gallery
This tab is intended to present official concept sheets and color palettes for the Therimorse.
This tab is intended to present anything showcased during the process of development for the Therimorse, such as the creation of models, animations, and poses.
This tab is intended to present anything to further observe the Therimorse's design, inspirations, and changes in growth stages for reference.