The Thundrake is a Tier 3 semi-aquatic carnivore. The species is not currently available, but was available in the Disaster Event 2025 by completing its mission, The Thundering. It is an Event creature. The trial version is available in the Trial Creatures Shop for 150♂/1500♀ Shooms.
Description
“ | The Thundrake is a cunning, vibrant, canine-like creature that is both quick on land and water. Creating large and powerful electrical storms, it harnesses electricity in the atmosphere to charge its static fur, creating a strong shock to stun prey and flee from predators. Paired with its quick thinking and surprising speed, Thundrake can disappear in the blink of an eye. | „ |
~ In-game Description |
Appearance
Thundrake is a small, quadruped creature bearing the appearance of a wild dog or wolf. The head has a top jaw with shades of grey and black with 2 horns that have multiple golden-shaded growths jutting out towards the back and a white bottom jaw, also with the same golden growths. The neck is obscured by a storm cloud, covered with violent electric bolts. The front legs are dog-like, ending in 2 white paws with visible claws. The back half diverts the colours, switching to a group of cool blue shades. The back legs are more akin to a bird of prey, having black feet with multiple talons. The tail has multiple fins that start from the base and end very close to the Thundrake's fish tail.
Thundrake has no gender dimorphism.
Abilities
Main Article: Creature Abilities
This section is intended to list and describe the abilities of the Thundrake. (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 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).
- 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.
- 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.
- 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.
- Change Weather is an active ability which forces any current weather to change to a new type, including Thunderstorms and to a degree natural disasters. If a natural disaster is already happening, the ability cannot be activated. It can also "appear" to change the day/night cycle (in fact, it really doesn't) if it happens to be night and the ability triggers sunny weather. It cannot change a weather immediately after another Change Weather invocation. It can only be used by creatures with age 67 or higher and has a 600 second (10 minute) cooldown.
- 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.
- Charge (Power) or Power Charge is a specific type of Charge that temporarily increases the user's damage slightly and inflicts Shredded Wings on the victim.
- 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. The wiki prepends to dart power a negative symbol ("-") to easily determine at a simple gaze that that creature's dart propels backwards.
- Burn touch/Defensive burn is an ability that defensively deals burn when bitten. Stacks with itself.
- First Strike is a passive ability that grants a creature increased damage while they are above 75% health. The damage increase is based on the number listed for the creature, and the increase is reflected on the creature's stat menu.
- Jump is an active ability pertaining to the special control Jump/Dart/Glide/Flight and inheritor of the Early Legacy Release jump ability (an ability which never made it past Legacy's Early Release), by pressing space allows a creature to project a parabolic trajectory jump on land, thanks to recode's realistic gravity, and based on the creature's inertia at the time of the jump. However, creatures can turn during jumping, and sometimes running at the same time of the trajectory allows for a limited trajectory correction. If a semi-aquatic (or all-terrain/flier with semi-aquatic characteristics) creature with Jump starts swimming and tries to jump, they will Dart instead. Not all creatures have this ability, even if their mobility type is compatible.
- Jump has an associated speed boost, stamina consumption (and below that threshold a creature will be unable to jump), and age limit for every creature. Beyond that age limit, a creature will be unable to jump - that field is commonly used for creatures which will develop Glide or Flight on a later growth stage. In fact, if on our infoboxes only appears a jump age stat, that means that the creature has actually jump 0 (no jump) and on the stage that jump supersedes Glide or Flight, it is equivalent as to being unable to jump nor flight nor glide.
- Serrated Teeth is a passive ability which offensively inflicts Deep Wounds status when biting.
- Shock Area is an active ability that upon use inflicts to nearby creatures Shock Status, a very short stack (less than a real-life second) of Broken Legs Status and 60% flight speed reduction for 30 seconds. Has a 90 second cooldown.
- Soft Landing is a passive ability that allows the user to fall slower. By how much depends on each creature's stat. This works when walking off cliffs/falling, detaching, darting or jumping. It is cancellable by pressing Spacebar on PC, or Jump on Mobile.
- Storm Breath is an active ability using the breath control (C on PC or
on Mobile) that is a type of Elemental Breath that inflicts 0.002 DPS (0.001% PER HIT). It has a Capacity of 20 seconds of firetime before recoil damage, a Regen Rate of 2 seconds, and a Range of 250 studs. Storm Breath can also inflict SLOWED (Probability = 30%, no stacking), and BlurredVision (Probability = 35%, no stacking).
- Strength In Numbers is a passive ability that confers a creature a 7% stamina regeneration boost and a 1.5% damage boost. This stacks according to how many creatures with the same ability and same species are nearby. If there are no other users of this ability nearby, it won't provide that boost.
Carry-able Creatures
The Can-Carry lists features lists of creatures that Thundrake 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 Thundrake can grab and carry (pick-up), taking into account if this creature has grab/latch and discounting any other special abilities. The Thundrake (a(n) carnivore) is a tier 3 with 2200 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 Thundrake 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 Thundrake taking into account grab/latch abilities and discounting special abilities. The Thundrake (a(n) carnivore) is a tier 3 with 2200 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 Thundrake can latch into, but not carry; taking into account latch/grab abilities and discounting any other special ability. The Thundrake (a(n) carnivore) is a tier 3 with 2200 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 Thundrake 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 Thundrake discounting special abilities. The Thundrake (a(n) carnivore) is a tier 3 with 2200 lbs of weight and can be latched onto by any creature of lower tier and enough lighter weight difference. However, carnivores and photocarnivores cannot be grabbed by herbivores and photovores, as follows:[
Expand Collapse ] Grab-able by: |
Trivia
- Concept by Undeary in the Creatures of Sonaria Discord.
- Model created by Azaph and rigged by Mezzioli.
- Animated by Rook and KaidaLynch.
- The Thundrake has no gender dysphoria. This is likely because it is based off of the she-beast of Greek mythology, the Chimera, whom is depicted with a mane despite being female.
Gallery
This tab is intended to present official concept sheets and color palettes for the Thundrake.
This tab is intended to present anything showcased during the process of development for the Thundrake, such as the creation of models, animations, and poses.
This tab is intended to present anything to further observe the Thundrake's design, inspirations, and changes in growth stages for reference.