Every creature in Creatures of Sonaria brings a kit of actives you press and passives that run in the background. Actives cover bursts like Adrenaline, traps, area restores, and breath attacks. Passives decide what your bites apply, what bites back when you get hit, and what status stacks you shrug off as you grow.
These rows cover Recode mechanics only. Legacy ability names and old behavior are left out. Pair ability lookups with the creatures reference when you need to know who actually runs a kit, and check status effects separately when you want stack rules for Bleed, Poison, Burn, and the rest.
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Showing 64 of 168 items.
category
Active Abilities
Adrenaline
Ability that gives 10 stacks (30 seconds) of adrenaline, which increases movement speed by 20%, damage by 20%, and disables stamina regeneration while active.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 90s
- Effect
- Adrenaline is an active ability that gives 10 stacks (30 seconds) of adrenaline, which increases movement speed by 20%, damage by 20%, and disables stamina regeneration while active. It has a 90 second cooldown.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Ambush
Recode-only ability that allows a temporary speed boost according to an ambush multiplier inherent to the species.
- Category
- Toggle
- Activation
- Yes
- Cooldown
- Stamina/time limited
- Effect
- Ambush is a recode-only ability that allows a temporary speed boost according to an ambush multiplier inherent to the species. It can be toggled by pressing the correct active ability key, which may vary between creatures. It automatically deactivates after either a set period of time, when stamina runs out, or after halting movement, whichever happens first. Ambush can be used while sprinting. Activating the ability while another instance of the ability is active will not stack max time and stamina consumption. Additionally, Ambushing disrupts strafing.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Area Food Restore
Pierry using food restore ability on ribs.
- Category
- Area
- Activation
- Yes
- Cooldown
- 600s
- Effect
- Pierry using food restore ability on ribs. Area Food Restore is a ranged active ability with a cooldown of 600 seconds. It refreshes food sources in range. It does not work on eggs from inside a nest. It also passively grants the user a 50% boost to the Enriched status effect from ribs and berries(from 300 max stacks to 450 max stacks).
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Area Water Restore
Yenyasha using water restore ability on water.
- Category
- Area
- Activation
- Yes
- Cooldown
- 600s
- Effect
- Yenyasha using water restore ability on water. Area Water Restore is a ranged active ability that has a cooldown of 600 seconds. It refreshes part of any in-range drinkable water sources' quality. It also passively grants the user a 100% boost to the Fresh Water status effect from fresh water sources (from 60 to 120 max stacks).
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Area Wind Blast
Ability that has a 60 second cooldown.
- Category
- Area
- Activation
- Yes
- Cooldown
- 60s
- Effect
- Area Wind Blast is an active ability that has a 60 second cooldown. It charges a "condensed wind" ball, before sending it in the targeted direction to collide with terrain or other creatures. Upon impact, an area of uplifting winds will last for 5 seconds. Creatures caught in it or walking into it (including the user) will be sent upward! There are 3 'power levels' as it charges over 6 seconds, and reactivating the ability will send it out early. The fuller the charge, the more damage, larger AOE, higher launch and slower travel time it has. Its three levels, reached at 0, 2 and 4 seconds of charge, deal a x0.35, x0.65 or x1.0 damage multi...
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Burrower
A Burrow prison, where all burrow tunnels are one-way entry only.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 3s
- Effect
- A Burrow prison, where all burrow tunnels are one-way entry only. Burrower is an active ability that allows the user to place up to 4 (or a specific creature limit) burrows anywhere on the map and use burrows created by other players. If a user places more entrances than the maximum allowed, the oldest burrow and exit will be replaced. A user cannot place a burrow entrance inside its own burrow or inside someone else's burrow. There is a 3 second cooldown between entering and exiting burrows, excluding entering a burrow after its initial placement.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Cause Fear
Ability and Recode's equivalent of Fear.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 120s
- Effect
- Cause Fear is an active ability and Recode's equivalent of Fear. It gives all creatures within 150 studs of the user 10 stacks (30 seconds) of Fear Status effect, and has a cooldown of 120 seconds (2 minutes).
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Change Weather
Https://creatures-of-sonaria-official.fandom.com/wiki/File:Creatures_of_Sonaria_-_weather_change!
- Category
- Standard
- Activation
- Yes
- Cooldown
- 600s
- Effect
- https://creatures-of-sonaria-official.fandom.com/wiki/File:Creatures_of_Sonaria_-_weather_change! Creatures of Sonaria - weather change! Leftover effect bug. Change Weather is an active ability that forces any current weather to change to a new type, including Thunderstorms. 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. The ability cannot change a weather immediately after another Change Weather invocation. It can only be used by creatures with age 67 or higher and ...
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- Age 67+
Cocoon
Ability that gradually slows the user down over the course of 5 seconds until coming to a halt, after which they will lay down and become invulnerable to damage.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 120s
- Effect
- Cocoon is an active ability that gradually slows the user down over the course of 5 seconds until coming to a halt, after which they will lay down and become invulnerable to damage. While slowing down, the user can still bite, use other abilities, and have their defensive status effects trigger, but they also still take damage and can be killed during this window. Once they lay down, the user also becomes immune to new status effects and can no longer bite or use other abilities, and will rapidly heal 30% of their maximum health. The user is granted 6.66 stacks of a 15% damage boost after this process ends. The laying animation triggered b...
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Corrosion Aura
Previously known as "Radiation" when Radiation status had been removed, it was the first type of Aura in Recode, from which the others derived from.
- Category
- Aura
- Activation
- Yes
- Cooldown
- —
- Effect
- Previously known as "Radiation" when Radiation status had been removed, it was the first type of Aura in Recode, from which the others derived from. It is a subtype of Aura which deals Corrosion status.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Cursed Sigil
Ability that offensively inflicts the Bad Omen status on anyone in a 100 stud radius centered on the user.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 85s
- Effect
- Cursed Sigil is an active ability that offensively inflicts the Bad Omen status on anyone in a 100 stud radius centered on the user. It has an 85 second cooldown after use.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Damage Link
Ability that can affect up to three creatures at once within a 60 stud radius centered on the user.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 45s
- Effect
- Damage Link is an active ability that can affect up to three creatures at once within a 60 stud radius centered on the user. When any one of the linked creatures is damaged/healed by an unlinked creature, the other linked creatures take 80% of the damage/heal taken by the initially hit creature. The links last for 20 seconds, but can be broken if the linked creatures put 90 studs or greater between them. This ability has a 45 second cooldown after use.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Dazzling Flash
Ability that generates a quick white flash and causes nearby creatures to experience confusion, Tunnel Vision, and Blurred Vision.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 70s
- Effect
- Dazzling Flash is an active ability that generates a quick white flash and causes nearby creatures to experience confusion, Tunnel Vision, and Blurred Vision. It has a 70 second cooldown.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Defiled Ground
Ability with a 10-minute cooldown.
- Category
- Area
- Activation
- Yes
- Cooldown
- 10 min
- Effect
- Defiled Ground is an active ability with a 10-minute cooldown. When activated, the user places a plagued zone that rots nearby player-dropped meat, using it to fuel its growth through three stages. While inside the zone, the user gains buffs that scale with its current stage: +5%, +7.5%, or +10% maximum health, the same increase to weight, 10%, 20%, or 30% faster ailment recovery, and 20%, 50%, or 80% reduced hunger and thirst drain. Nearby creatures other than the user's packmates are inflicted with Sickly over time. The zone lingers for a short time after the user leaves and decays if abandoned for too long.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Disease Aura
Recode active ability that helps players understand Disease Aura mechanics.
- Category
- Aura
- Activation
- Yes
- Cooldown
- —
- Effect
- A subtype of Aura which deals Disease status.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Divination
Ability.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 120s
- Effect
- Divination is an active ability. Upon activation, the user charges up a bar for 15 seconds which summons 3 orbiting charms when it finishes filling. Attacking packmates will heal them for 10% of their max HP and cleanse 2 stacks each of bleed, burn, poison, corrosion, necropoison, radiation, disease, frostbite, freeze, injury and torn ligaments, while attacking enemies deals +50 bonus damage and 2 stacks of Burn. Attacking anyone uses up a charm. The charms last for 30 seconds before dissipating. Cancelling the channel early by pressing the ability button again or attacking will grant their effects immediately. If the user attacks a packma...
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Drowsy Area
Ability that gives those within a 150 stud radius 5 stacks of the Drowsy status and 5 stacks of Slowed.
- Category
- Area
- Activation
- Yes
- Cooldown
- 60s
- Effect
- Drowsy Area is an active ability that gives those within a 150 stud radius 5 stacks of the Drowsy status and 5 stacks of Slowed. Has a 60 second cooldown.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Earthquake
Ability that emits a cartoonish smoke-blast that inflicts the Injury aliment on all creatures within a 125 stud radius.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 5 min
- Effect
- Earthquake is an ability that emits a cartoonish smoke-blast that inflicts the Injury aliment on all creatures within a 125 stud radius. Applies 1 Shredded Wings & 4 Broken Bones to those in AOE. Deals 40 Injury, however, the amount of Injury gained can be reduced based off of the percentage of Injury block the creature has. It costs 25% Stamina to use and applies 4 Aftershock to the user. Has a 5 minute cooldown.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Egg Stealer
A baby Arcabatur using its Egg Stealer ability to grab an egg A Alkaksu using its Egg Stealer ability to grab an old-textured egg Egg Stealer is an active ability that allows...
- Category
- Standard
- Activation
- Yes
- Cooldown
- —
- Effect
- A baby Arcabatur using its Egg Stealer ability to grab an egg A Alkaksu using its Egg Stealer ability to grab an old-textured egg Egg Stealer is an active ability that allows creatures to steal eggs from the nests of other players. If a creature has this ability, eggs are also highlighted with an egg icon when scenting.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Escape Area
Ability that causes 40% total HP damage to the user in exchange for a 75% above-ground movement speed boost and a 50% damage debuff for 10 stacks.
- Category
- Area
- Activation
- Yes
- Cooldown
- 75s
- Effect
- Escape Area is an active ability that causes 40% total HP damage to the user in exchange for a 75% above-ground movement speed boost and a 50% damage debuff for 10 stacks. It has a 75 second cooldown. Additionally, any of the user's depleted stamina is fully replenished. It cannot be used if the user is at less 40% health total.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Expunge
Ability.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 45s
- Effect
- Expunge is an active ability. When activated, it applies a red smoke effect around the user's head, with a bar indicating how long the effect is active (15 seconds). When the effect is active, the user may bite another creature once to clear all of the creature's current Bleed and hit harder for it: the bite's final damage is normal bite damage × (1 + 0.05 × Bleed stacks removed), i.e. +5% for each stack cleared. The user is then healed by half of that added damage. Because the bonus is a share of the bite, it scales with weight. It has a 45 second cooldown.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Fortify
Phugu using its fortify ability to wipe poison effect Fortify is an active ability with a 90-second cooldown that wipes almost all status effects deemed as negative, excluding...
- Category
- Standard
- Activation
- Yes
- Cooldown
- —
- Effect
- Phugu using its fortify ability to wipe poison effect Fortify is an active ability with a 90-second cooldown that wipes almost all status effects deemed as negative, excluding thirst, hunger, plushie-derived effects, and weather effects. It will also wipe beneficial status effects if they contain at least one debuff. It grants a short immunity to all status effects gained after being activated, and increases weight by 5% for a short period according to the stack number (3, in this case).
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Frost Nova
Ability that applies 3 stacks of the Frostbite ailment every 3 seconds to nearby creatures in a specified range for 15 seconds after it is activated.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 60s
- Effect
- Frost Nova is an active ability that applies 3 stacks of the Frostbite ailment every 3 seconds to nearby creatures in a specified range for 15 seconds after it is activated. The range of Frost Nova depends on the creature. It has a cooldown of 60 seconds.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Frost Snare
Ability that places a tether on all creatures within 85 studs of a user, dealing 5 frostbite.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 120s
- Effect
- Frost Snare is an active ability that places a tether on all creatures within 85 studs of a user, dealing 5 frostbite. Tethered creatures are trapped within Frost Snare's range and cannot leave until either 20 seconds have passed or the tether is broken. Tethers have 100 health, and any damage dealt to them is restrained to 20–25 damage per bite, requiring a minimum of 5 or 4 hits to break. Being tethered also disables Grab and Latch until freed. Frost Snare has a cooldown of 120 seconds.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Gale
Ability that slows down nearby creatures' swim and sprint speeds by 20%, in addition to zooming out their camera.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 90s
- Effect
- Gale is an active ability that slows down nearby creatures' swim and sprint speeds by 20%, in addition to zooming out their camera. Upon activation, a translucid shockwave-like effect will appear and explode, only to contract a second later. Has a 90 second cooldown.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Grab
Ability that allows the user to pick up a lower-tiered creature as long as they are 20% lighter than the user.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 8s
- Effect
- Grab is an active ability that allows the user to pick up a lower-tiered creature as long as they are 20% lighter than the user. Grabbed creatures can escape almost immediately after grab has been successfully used by pressing any button. The user can ungrab at any moment by pressing the same button used to grab. A creature darting from outside/inside water will grab any creature it finds automatically. Though, since Grab has a 8 second cooldown, if a creature darts to grab while the cooldown is active, the grab will not work.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Grim Lariat
Ability that applies 8 stacks of Heartbroken(up to a maximum of 10) to all nearby creatures within a 75 stud radius and 50% of the player creature's damage in an AoE.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 60s
- Effect
- Grim Lariat is an active ability that applies 8 stacks of Heartbroken(up to a maximum of 10) to all nearby creatures within a 75 stud radius and 50% of the player creature's damage in an AoE. It has a cooldown of 60 seconds, and the creature must be over age 66 to use it.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- Age 66+
Harden
Ability that applies 10 stacks of the Harden buff, which decreases movement speed by 20% in exchange for a 35% increase in weight and 25% increase in health regeneration.
- Category
- Standard
- Activation
- Yes
- Cooldown
- —
- Effect
- Harden is an active ability that applies 10 stacks of the Harden buff, which decreases movement speed by 20% in exchange for a 35% increase in weight and 25% increase in health regeneration. Does not affect turning rate or turning speed. Cooldown is 120 seconds.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Heal Aura
Toggleable active ability that performs a total % HP healing to creatures in a 175 stud range from the user, excluding the user itself.
- Category
- Toggle
- Activation
- Yes
- Cooldown
- Toggle
- Effect
- Heal Aura is a toggleable active ability that performs a total % HP healing to creatures in a 175 stud range from the user, excluding the user itself. The raw amount of HP healed is different according to the creature. It has a 5-second cooldown after being toggled on but can be deactivated at any time. While active, the user emits a large green plus sign that fades in and out, and all nearby creatures will have positive healing numbers.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Healing Hunter
Toggleable active ability that allows the user to deal melee hits that replenish the target's HP when hitting.
- Category
- Toggle
- Activation
- Yes
- Cooldown
- Toggle
- Effect
- Healing Hunter is a toggleable active ability that allows the user to deal melee hits that replenish the target's HP when hitting. This ability also allows the healer to toggle between melee heal mode and regular attack mode, where the healer's bites deal melee damage instead. It also prevents bleed and poison-booster plushies from giving extra offensive bleed or poison when hitting under healing mode. If a creature with this ability is on healing mode, they are surrounded by a pink hollow sphere with pink cross particles.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Healing Pulse
Ability that applies 10 stacks of the Healing Ailment to all creatures within 175 studs of the user, including themselves.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 90s
- Effect
- Healing Pulse is an active ability that applies 10 stacks of the Healing Ailment to all creatures within 175 studs of the user, including themselves. The 10 stacks last 28-30 seconds, approximately enough for two ticks of healing since they have 15 second intervals. When used, a spark explosion effect appears from the user. Has a 90 second cooldown.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Hunters Curse
Ability that costs half of total health to use but grants 10 stacks (30 seconds) of the Hunters Curse status, which increases damage by 100%.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 120s
- Effect
- Hunters Curse is an active ability that costs half of total health to use but grants 10 stacks (30 seconds) of the Hunters Curse status, which increases damage by 100%. It has a 120 second cooldown.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Ink Cloud
Ability that creates a cloud of ink, rendering the user invisible and granting it two stacks of the Escape Area status effect.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 90s
- Effect
- Ink Cloud is an active ability that creates a cloud of ink, rendering the user invisible and granting it two stacks of the Escape Area status effect. Creatures within the cloud will be given the Inked status effect, which blurs vision, causes confusion, and adds an ink overlay to the screen. The cloud lingers for 90 seconds and has a 90 second cooldown.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Invisibility
An invisible creature on recode with max graphics Invisibility is an active ability that makes the user invisible to other players when toggled.
- Category
- Toggle
- Activation
- Yes
- Cooldown
- 30s
- Effect
- An invisible creature on recode with max graphics Invisibility is an active ability that makes the user invisible to other players when toggled. Invisibility allows the user to walk and swim cloaked as long as they don't bite, use any active ability, sprint, ambush, or jump/fly/glide. While active it does not hide the creature from being spotted by scent. Additionally, invisibility has a 30 second cooldown after being activated; however, deactivating the ability does not modify the cooldown.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Lance
Ability using the breath control (C on PC or https://static.wikia.nocookie.net/creatures-of-agartha-official/images/4/46/BreathIcon.png/revision/latest?cb=20211014041229 on Mobile),...
- Category
- Standard
- Activation
- Yes
- Cooldown
- 60s
- Effect
- Lance is an active ability using the breath control (C on PC or https://static.wikia.nocookie.net/creatures-of-agartha-official/images/4/46/BreathIcon.png/revision/latest?cb=20211014041229 on Mobile), similar to Elemental Breath. Upon activating the ability, after 3 seconds, a projectile will fire from the user's mouth in the direction of the user's mouse cursor, with a range of 500 studs. Contact with this projectile deals 5% of max HP damage and two stacks of Slowed, and the area of impact leaves a lingering effect that ticks once per second for 5 seconds, each tick dealing 1% of max HP and a stack of the user's Lance ailment. The 5% and...
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Latch
An Alkaksu latched onto a custom Chisudo Latch is an active ability that allows the user to latch onto higher-tiered creatures.
- Category
- Standard
- Activation
- Yes
- Cooldown
- —
- Effect
- An Alkaksu latched onto a custom Chisudo Latch is an active ability that allows the user to latch onto higher-tiered creatures. Creatures that the user has latched into cannot escape for 5 seconds. After that, the latched creature can struggle by pressing any button and will release such creature from the latch. The user can unlatch at any moment by pressing the same button used to latch in the first place.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Lich Mark
Ability that, when activated, grants the user five seconds to attack another player and apply the Lich Mark status.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 30s
- Effect
- Lich Mark is an active ability that, when activated, grants the user five seconds to attack another player and apply the Lich Mark status. Lich Mark is removed from affected players if attacked again, replacing it with 5 stacks of a variable ailment specific to the user species (e.g. poison, frostbite, etcetera). The status can also be removed with time. It has a cooldown of 30 seconds.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Life Leech
Ability that allows the user to heal themselves for a certain percentage (%) of damage done to other players while the ability is active.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 60s
- Effect
- Life Leech is an active ability that allows the user to heal themselves for a certain percentage (%) of damage done to other players while the ability is active. It lasts for 12 seconds and has a 60 second cooldown.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Lure
Ability with a 30 second cooldown that consists of placing a fake collectable mushroom or token lure that lasts 25 seconds and at the same time that makes the user invisible.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 30s
- Effect
- Lure is an active ability with a 30 second cooldown that consists of placing a fake collectable mushroom or token lure that lasts 25 seconds and at the same time that makes the user invisible. On collection from another creature, the token vanishes and inflicts 2 necropoison, 2 confusion, 3 slowed, and 5% of the collecting creature's max HP as damage. User invisibility ends if the user attacks, sprints, the token has been collected or despawns, or 25 seconds have passed since the lure was placed, whatever happens first.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Moon Beam
Ability which summons a beam of moonlight at the mouse location which seeks out and slowly follows the nearest player.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 180s
- Effect
- Moon Beam is an active ability which summons a beam of moonlight at the mouse location which seeks out and slowly follows the nearest player. While in the beam's light, nearby creatures will gain the BlueMoon status, and creatures in the user's pack are healed for 2% per tick. The ability lasts 15 seconds and has a 180 second cooldown.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Mud Pile
Ability that allows the user to place a mud pile that lasts for 60 seconds.
- Category
- Area
- Activation
- Yes
- Cooldown
- —
- Effect
- Mud Pile is an active ability that allows the user to place a mud pile that lasts for 60 seconds. Creatures can wallow in the mud to gain healing Muddy status and unscentable status for 90 seconds. Comparison between an Alkaksu's mud pile and a natural mud pile Muddy Status indicator with old green (now yellow) unscentable status indicator.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Poison Area
Poison Area/Area Poison is an active ability that inflicts 5 stacks (15 seconds) of the Poison Status to all nearby creatures within 100 studs, excluding the user, with a 15 second...
- Category
- Area
- Activation
- Yes
- Cooldown
- 15s
- Effect
- Poison Area/Area Poison is an active ability that inflicts 5 stacks (15 seconds) of the Poison Status to all nearby creatures within 100 studs, excluding the user, with a 15 second cooldown.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Radiation Aura
Recode active ability that helps players understand Radiation Aura mechanics.
- Category
- Aura
- Activation
- Yes
- Cooldown
- —
- Effect
- A subtype of Aura which deals Radiation status.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Reflect
Ability.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 45s
- Effect
- Reflect is an active ability. Upon initial use, it will grant the user 2 stacks of Reflect Status. It has a cooldown of 45 seconds.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Reflux
Ability, similar to Breath, activated by using (C on PC or...
- Category
- Standard
- Activation
- Yes
- Cooldown
- 120s
- Effect
- Reflux is an Active Ability, similar to Breath, activated by using (C on PC or https://static.wikia.nocookie.net/creatures-of-agartha-official/images/4/46/BreathIcon.png/revision/latest?cb=20211014041229 on Mobile). Upon activation, after a 5 second charge time, the user launches a projectile in an arc over a short distance. Direct impacts deal 5% maxHP damage and apply 2 stacks of Slowed. At projectile impact site, a puddle of acid lingers for 10 seconds, dealing 1.5% maxHP damage and 0.5 Corrosion per second to creatures within the area. This ability costs 25% of the hunger meter to use, cannot be used below 25% hunger, and has a 120 sec...
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Rewind
Ability that restores a user's health and position to what it was 9 seconds ago, up to 25% of its max health.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 100s
- Effect
- Rewind is an ability that restores a user's health and position to what it was 9 seconds ago, up to 25% of its max health. It has a 100 second cooldown.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Shadow Barrage
Ability that deals repeated damage to the last player the user attacks.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 30s
- Effect
- Shadow Barrage is an active ability that deals repeated damage to the last player the user attacks. Upon activation, that player will receive the "Shadow" attack, which takes the damage applied by the last bite the opponent took within 10 seconds of being triggered, and then applies it a number of times equal to the user's Shadow Barrage value. It has a 10% damage dropoff per hit (the first hit at 90%, the next at 81%, and so on) and deals any passive ailments associated with the user's bite during a "Shadow" attack. It has a cooldown of 30 seconds. If the target has Reflect active when the barrage lands, the 10% dropoff is ignored and eve...
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Shock Area
The Shock Area active ability inflicts Shock Status, Broken Legs Status, and slows down flight speed by 60% for 30 seconds when used.
- Category
- Area
- Activation
- Yes
- Cooldown
- 90s
- Effect
- The Shock Area active ability inflicts Shock Status, Broken Legs Status, and slows down flight speed by 60% for 30 seconds when used. It has a 90 second cooldown.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Snow Shield
The Snow Shield ability creates a large, protective dome around the user.
- Category
- Toggle
- Activation
- Yes
- Cooldown
- —
- Effect
- The Snow Shield ability creates a large, protective dome around the user. It will only despawn once the user triggers the ability again, until the user leaves or menus, until the shield is broken via biting, or until the user dies. When the Snow Shield ability is active, the user's hunger and thirst will drain three times faster. Upon initial activation of the ability, the user will not be able to create a new dome for another 90 seconds.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Speed Blitz
Https://creatures-of-sonaria-official.fandom.com/wiki/File:Creatures_of_Sonaria-_speed_blitz!
- Category
- Standard
- Activation
- Yes
- Cooldown
- 90s
- Effect
- https://creatures-of-sonaria-official.fandom.com/wiki/File:Creatures_of_Sonaria-_speed_blitz! Creatures of Sonaria- speed blitz! Speed Blitz is an active ability that will consume half of the user's stamina bar if it is above 50% and apply 6 stacks (18 seconds) of the Speed Blitz Status. It has a 90 second cooldown.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Speed Steal
Ability that provides 4 stacks of Speed Gift Status to the user while giving 4 stacks of Stolen Speed Status to nearby creatures.
- Category
- Standard
- Activation
- Yes
- Cooldown
- —
- Effect
- Speed Steal is an active ability that provides 4 stacks of Speed Gift Status to the user while giving 4 stacks of Stolen Speed Status to nearby creatures.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Spite
Ability that increases a user's next attack damage based on its power meter, which fills from 0% to 100% over 5 seconds once the ability is triggered and then drains to 0 if no...
- Category
- Standard
- Activation
- Yes
- Cooldown
- —
- Effect
- Spite is an active ability that increases a user's next attack damage based on its power meter, which fills from 0% to 100% over 5 seconds once the ability is triggered and then drains to 0 if no creature is attacked by the user during this time. The bonus applied is proportional to how full the meter is when the attack lands, so attacking before it is full gives a smaller bonus. It also has a customizable percentage (%) of the creature's damage (the % listed is the max of said creature's Spite power). A negative spite value indicates that using the ability heals the target, rather than damages. Alongside raw damage, the user inflicts doub...
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Stamina Puddle
Norskogg using its Stamina Puddle ability Stamina Puddle is an active ability that places down a small star-filled puddle.
- Category
- Area
- Activation
- Yes
- Cooldown
- 120s
- Effect
- Norskogg using its Stamina Puddle ability Stamina Puddle is an active ability that places down a small star-filled puddle. Once a user interacts with the puddle, their stamina will regenerate three times faster for 180 seconds. Placement has a 120 second cooldown. A creature can place more than 1 puddle at a time, but the boost will not stack or reset to max by interacting multiple times with a puddle before the stamina boost fades.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Sticky Trap
Ability that allows the user to drop a trap which will cause those ensnared to receive the Sticky Trap Status and 4 seconds of Broken Legs Status.
- Category
- Area
- Activation
- Yes
- Cooldown
- —
- Effect
- Sticky Trap is an active ability that allows the user to drop a trap which will cause those ensnared to receive the Sticky Trap Status and 4 seconds of Broken Legs Status. It has a 75-second cooldown. Multiple sticky traps can be placed by the same user, but if two sticky traps of the same user are too close from each another, the oldest one will disappear. If more than 2 sticky traps are placed at one time, the oldest one will eventually despawn. Sticky traps can be destroyed if they receive enough hits.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Tail Drop
Ability which allows a user to intentionally self-amputate a its tail.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 10s
- Effect
- Tail Drop is an active ability which allows a user to intentionally self-amputate a its tail. After committing this action, the user gains the Tail Dropped status, and the tail becomes a meat drop that provides enriched when eaten. If the tail comes from a Photovore or Photocarnivore, it can also be eaten by Herbivores. It has a 10 second cooldown. It takes some percent of the hunger bar to regrow the tail (unless a creature menus).
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Tail Whip
Ability that grants the user grants another melee attack from behind.
- Category
- Standard
- Activation
- Yes
- Cooldown
- —
- Effect
- 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 is affected the same way as the main bite by damage bonuses such as the Blood Moon, the Aggressive buff, and damage boosting plushies. No offensive status effects are given from this secondary attack.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Thorn Trap
Ability that allows the user to drop a trap of thorny plant growth.
- Category
- Area
- Activation
- Yes
- Cooldown
- —
- Effect
- Thorn Trap is an active ability that allows the user to drop a trap of thorny plant growth. When a creature triggers a trap, it disappears, and they receive 5% of their max HP, six stacks of Bleed/Bleed Status and two stacks of FREEZE, which temporarily immobilize the target's actions. It has a 35-second cooldown. Up to 3 thorn traps can be placed by the same creature. If more than 3 thorn traps are placed at one time, the oldest one will despawn.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Totem
Ability that allows an adult creature to drop a "lamp" totem (made out of crystals, rocks, and other natural materials).
- Category
- Area
- Activation
- Yes
- Cooldown
- 5 min
- Effect
- Totem is an active ability that allows an adult creature to drop a "lamp" totem (made out of crystals, rocks, and other natural materials). Totems may be placed mid air or in the water, however they will drop to the ground/seafloor below them. It will affect any creature within 250 studs range (except the user who placed it and its packmates, immune) with a lingering effect of stacking 2 extra of the specified ailment (traditionally, Poison Status) every 3 seconds. This effect lasts until the totem despawns (after 2 minutes) or destroyed after enough hits. The time to kill for totems is the same regardless of bite cooldown. Once placed, th...
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Toxic Trap
Ability that creates a breakable toxic mud pile.
- Category
- Area
- Activation
- Yes
- Cooldown
- 75s
- Effect
- Toxic Trap is an active ability that creates a breakable toxic mud pile. Every 3 seconds, anyone standing in it (excluding the ability user) is inflicted with 5 stacks of Poison and loses 1% of their maximum stamina. The puddle can be destroyed after 25 bites, which stops the Poison. It has a 75 second cooldown.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Two-Faced
Ability that allows the user to swap between two forms: Tranquility for +60% damage, +60% bite cooldown, and Madness for −37.5% damage, −37.5% bite cooldown.
- Category
- Toggle
- Activation
- Yes
- Cooldown
- 15s
- Effect
- Two-Faced is an active ability that allows the user to swap between two forms: Tranquility for +60% damage, +60% bite cooldown, and Madness for −37.5% damage, −37.5% bite cooldown. The user spawns as Tranquility. Both forms achieve the same damage per second. Form switching creates a unique particle effect for a few seconds around the player to notify self/others, with a 15 second cooldown.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Unbridled Rage
Ability that consumes half of a user's stamina upon being activated and grants 10 stacks (30 seconds) of the Unbridled Rage Status, which boosts attack damage by 30% but halts...
- Category
- Standard
- Activation
- Yes
- Cooldown
- 120s
- Effect
- Unbridled Rage is an active ability that consumes half of a user's stamina upon being activated and grants 10 stacks (30 seconds) of the Unbridled Rage Status, which boosts attack damage by 30% but halts stamina regen. It has a 120 second cooldown.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Vanish
Ability that functions similarly to Invisibility.
- Category
- Toggle
- Activation
- Yes
- Cooldown
- —
- Effect
- Vanish is an active ability that functions similarly to Invisibility. Upon activation, the creature turns “invisible”, the visual difference being that the creature will leave a trail of smoke instead of being completely invisible. Unlike Invisibility, the creature is able to run, fly, attack and use abilities without becoming visible before the time is up. The amount of time is determined by creature's Vanish value (3 if unspecified). The ability has a 45 second use cooldown.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Warden's Rage
Blue giant halo appears after toggle Warden's Rage is an active toggleable ability that grants the user an increase in damage capabilities according to how much HP they are missing...
- Category
- Toggle
- Activation
- Yes
- Cooldown
- Toggle
- Effect
- Blue giant halo appears after toggle Warden's Rage is an active toggleable ability that grants the user an increase in damage capabilities according to how much HP they are missing with a status effect called Warden's Rage. This ability only appears once the creature has reached adult age, and like invisibility, it can be deactivated at any time but has a 30 seconds cooldown between activation triggers. If the ability is disabled mid-combat, the status effect will remain until next reactivation. - During Warden's rage: - - Stamina Regeneration gets doubled. - Passive health regeneration is disabled. A regeneration tick that would have land...
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- -
Yolk Bomb
Ability available after reaching the adult stage.
- Category
- Standard
- Activation
- Yes
- Cooldown
- 30s
- Effect
- Yolk Bomb is an active ability available after reaching the adult stage. It drops an egg directly below the user using the ability when flying or gliding. The egg explodes on contact with the ground and has a radius of 40 studs. All creatures within the range of the explosion receive the same amount of knockback, 2 stacks of Slowed status, and 4 of the variable status effect specific to its type (e.g. frostbite, burn, etc). It has a cooldown of 30 seconds.
- Capacity
- -
- Regen rate
- -
- Range
- -
- Ailment
- -
- Requirement
- Adult only
| Name | Description | Category | Activation | Cooldown | Effect | Capacity | Regen rate | Range | Ailment | Requirement |
|---|---|---|---|---|---|---|---|---|---|---|
| Adrenaline | Ability that gives 10 stacks (30 seconds) of adrenaline, which increases movement speed by 20%, damage by 20%, and disables stamina regeneration while active. | Standard | Yes | 90s | Adrenaline is an active ability that gives 10 stacks (30 seconds) of adrenaline, which increases movement speed by 20%, damage by 20%, and disables stamina regeneration while active. It has a 90 second cooldown. | - | - | - | - | - |
| Ambush | Recode-only ability that allows a temporary speed boost according to an ambush multiplier inherent to the species. | Toggle | Yes | Stamina/time limited | Ambush is a recode-only ability that allows a temporary speed boost according to an ambush multiplier inherent to the species. It can be toggled by pressing the correct active ability key, which may vary between creatures. It automatically deactivates after either a set period of time, when stamina runs out, or after halting movement, whichever happens first. Ambush can be used while sprinting. Activating the ability while another instance of the ability is active will not stack max time and stamina consumption. Additionally, Ambushing disrupts strafing. | - | - | - | - | - |
| Area Food Restore | Pierry using food restore ability on ribs. | Area | Yes | 600s | Pierry using food restore ability on ribs. Area Food Restore is a ranged active ability with a cooldown of 600 seconds. It refreshes food sources in range. It does not work on eggs from inside a nest. It also passively grants the user a 50% boost to the Enriched status effect from ribs and berries(from 300 max stacks to 450 max stacks). | - | - | - | - | - |
| Area Water Restore | Yenyasha using water restore ability on water. | Area | Yes | 600s | Yenyasha using water restore ability on water. Area Water Restore is a ranged active ability that has a cooldown of 600 seconds. It refreshes part of any in-range drinkable water sources' quality. It also passively grants the user a 100% boost to the Fresh Water status effect from fresh water sources (from 60 to 120 max stacks). | - | - | - | - | - |
| Area Wind Blast | Ability that has a 60 second cooldown. | Area | Yes | 60s | Area Wind Blast is an active ability that has a 60 second cooldown. It charges a "condensed wind" ball, before sending it in the targeted direction to collide with terrain or other creatures. Upon impact, an area of uplifting winds will last for 5 seconds. Creatures caught in it or walking into it (including the user) will be sent upward! There are 3 'power levels' as it charges over 6 seconds, and reactivating the ability will send it out early. The fuller the charge, the more damage, larger AOE, higher launch and slower travel time it has. Its three levels, reached at 0, 2 and 4 seconds of charge, deal a x0.35, x0.65 or x1.0 damage multi... | - | - | - | - | - |
| Burrower | A Burrow prison, where all burrow tunnels are one-way entry only. | Standard | Yes | 3s | A Burrow prison, where all burrow tunnels are one-way entry only. Burrower is an active ability that allows the user to place up to 4 (or a specific creature limit) burrows anywhere on the map and use burrows created by other players. If a user places more entrances than the maximum allowed, the oldest burrow and exit will be replaced. A user cannot place a burrow entrance inside its own burrow or inside someone else's burrow. There is a 3 second cooldown between entering and exiting burrows, excluding entering a burrow after its initial placement. | - | - | - | - | - |
| Cause Fear | Ability and Recode's equivalent of Fear. | Standard | Yes | 120s | Cause Fear is an active ability and Recode's equivalent of Fear. It gives all creatures within 150 studs of the user 10 stacks (30 seconds) of Fear Status effect, and has a cooldown of 120 seconds (2 minutes). | - | - | - | - | - |
| Change Weather | Https://creatures-of-sonaria-official.fandom.com/wiki/File:Creatures_of_Sonaria_-_weather_change! | Standard | Yes | 600s | https://creatures-of-sonaria-official.fandom.com/wiki/File:Creatures_of_Sonaria_-_weather_change! Creatures of Sonaria - weather change! Leftover effect bug. Change Weather is an active ability that forces any current weather to change to a new type, including Thunderstorms. 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. The ability cannot change a weather immediately after another Change Weather invocation. It can only be used by creatures with age 67 or higher and ... | - | - | - | - | Age 67+ |
| Cocoon | Ability that gradually slows the user down over the course of 5 seconds until coming to a halt, after which they will lay down and become invulnerable to damage. | Standard | Yes | 120s | Cocoon is an active ability that gradually slows the user down over the course of 5 seconds until coming to a halt, after which they will lay down and become invulnerable to damage. While slowing down, the user can still bite, use other abilities, and have their defensive status effects trigger, but they also still take damage and can be killed during this window. Once they lay down, the user also becomes immune to new status effects and can no longer bite or use other abilities, and will rapidly heal 30% of their maximum health. The user is granted 6.66 stacks of a 15% damage boost after this process ends. The laying animation triggered b... | - | - | - | - | - |
| Corrosion Aura | Previously known as "Radiation" when Radiation status had been removed, it was the first type of Aura in Recode, from which the others derived from. | Aura | Yes | — | Previously known as "Radiation" when Radiation status had been removed, it was the first type of Aura in Recode, from which the others derived from. It is a subtype of Aura which deals Corrosion status. | - | - | - | - | - |
| Cursed Sigil | Ability that offensively inflicts the Bad Omen status on anyone in a 100 stud radius centered on the user. | Standard | Yes | 85s | Cursed Sigil is an active ability that offensively inflicts the Bad Omen status on anyone in a 100 stud radius centered on the user. It has an 85 second cooldown after use. | - | - | - | - | - |
| Damage Link | Ability that can affect up to three creatures at once within a 60 stud radius centered on the user. | Standard | Yes | 45s | Damage Link is an active ability that can affect up to three creatures at once within a 60 stud radius centered on the user. When any one of the linked creatures is damaged/healed by an unlinked creature, the other linked creatures take 80% of the damage/heal taken by the initially hit creature. The links last for 20 seconds, but can be broken if the linked creatures put 90 studs or greater between them. This ability has a 45 second cooldown after use. | - | - | - | - | - |
| Dazzling Flash | Ability that generates a quick white flash and causes nearby creatures to experience confusion, Tunnel Vision, and Blurred Vision. | Standard | Yes | 70s | Dazzling Flash is an active ability that generates a quick white flash and causes nearby creatures to experience confusion, Tunnel Vision, and Blurred Vision. It has a 70 second cooldown. | - | - | - | - | - |
| Defiled Ground | Ability with a 10-minute cooldown. | Area | Yes | 10 min | Defiled Ground is an active ability with a 10-minute cooldown. When activated, the user places a plagued zone that rots nearby player-dropped meat, using it to fuel its growth through three stages. While inside the zone, the user gains buffs that scale with its current stage: +5%, +7.5%, or +10% maximum health, the same increase to weight, 10%, 20%, or 30% faster ailment recovery, and 20%, 50%, or 80% reduced hunger and thirst drain. Nearby creatures other than the user's packmates are inflicted with Sickly over time. The zone lingers for a short time after the user leaves and decays if abandoned for too long. | - | - | - | - | - |
| Disease Aura | Recode active ability that helps players understand Disease Aura mechanics. | Aura | Yes | — | A subtype of Aura which deals Disease status. | - | - | - | - | - |
| Divination | Ability. | Standard | Yes | 120s | Divination is an active ability. Upon activation, the user charges up a bar for 15 seconds which summons 3 orbiting charms when it finishes filling. Attacking packmates will heal them for 10% of their max HP and cleanse 2 stacks each of bleed, burn, poison, corrosion, necropoison, radiation, disease, frostbite, freeze, injury and torn ligaments, while attacking enemies deals +50 bonus damage and 2 stacks of Burn. Attacking anyone uses up a charm. The charms last for 30 seconds before dissipating. Cancelling the channel early by pressing the ability button again or attacking will grant their effects immediately. If the user attacks a packma... | - | - | - | - | - |
| Drowsy Area | Ability that gives those within a 150 stud radius 5 stacks of the Drowsy status and 5 stacks of Slowed. | Area | Yes | 60s | Drowsy Area is an active ability that gives those within a 150 stud radius 5 stacks of the Drowsy status and 5 stacks of Slowed. Has a 60 second cooldown. | - | - | - | - | - |
| Earthquake | Ability that emits a cartoonish smoke-blast that inflicts the Injury aliment on all creatures within a 125 stud radius. | Standard | Yes | 5 min | Earthquake is an ability that emits a cartoonish smoke-blast that inflicts the Injury aliment on all creatures within a 125 stud radius. Applies 1 Shredded Wings & 4 Broken Bones to those in AOE. Deals 40 Injury, however, the amount of Injury gained can be reduced based off of the percentage of Injury block the creature has. It costs 25% Stamina to use and applies 4 Aftershock to the user. Has a 5 minute cooldown. | - | - | - | - | - |
| Egg Stealer | A baby Arcabatur using its Egg Stealer ability to grab an egg A Alkaksu using its Egg Stealer ability to grab an old-textured egg Egg Stealer is an active ability that allows... | Standard | Yes | — | A baby Arcabatur using its Egg Stealer ability to grab an egg A Alkaksu using its Egg Stealer ability to grab an old-textured egg Egg Stealer is an active ability that allows creatures to steal eggs from the nests of other players. If a creature has this ability, eggs are also highlighted with an egg icon when scenting. | - | - | - | - | - |
| Escape Area | Ability that causes 40% total HP damage to the user in exchange for a 75% above-ground movement speed boost and a 50% damage debuff for 10 stacks. | Area | Yes | 75s | Escape Area is an active ability that causes 40% total HP damage to the user in exchange for a 75% above-ground movement speed boost and a 50% damage debuff for 10 stacks. It has a 75 second cooldown. Additionally, any of the user's depleted stamina is fully replenished. It cannot be used if the user is at less 40% health total. | - | - | - | - | - |
| Expunge | Ability. | Standard | Yes | 45s | Expunge is an active ability. When activated, it applies a red smoke effect around the user's head, with a bar indicating how long the effect is active (15 seconds). When the effect is active, the user may bite another creature once to clear all of the creature's current Bleed and hit harder for it: the bite's final damage is normal bite damage × (1 + 0.05 × Bleed stacks removed), i.e. +5% for each stack cleared. The user is then healed by half of that added damage. Because the bonus is a share of the bite, it scales with weight. It has a 45 second cooldown. | - | - | - | - | - |
| Fortify | Phugu using its fortify ability to wipe poison effect Fortify is an active ability with a 90-second cooldown that wipes almost all status effects deemed as negative, excluding... | Standard | Yes | — | Phugu using its fortify ability to wipe poison effect Fortify is an active ability with a 90-second cooldown that wipes almost all status effects deemed as negative, excluding thirst, hunger, plushie-derived effects, and weather effects. It will also wipe beneficial status effects if they contain at least one debuff. It grants a short immunity to all status effects gained after being activated, and increases weight by 5% for a short period according to the stack number (3, in this case). | - | - | - | - | - |
| Frost Nova | Ability that applies 3 stacks of the Frostbite ailment every 3 seconds to nearby creatures in a specified range for 15 seconds after it is activated. | Standard | Yes | 60s | Frost Nova is an active ability that applies 3 stacks of the Frostbite ailment every 3 seconds to nearby creatures in a specified range for 15 seconds after it is activated. The range of Frost Nova depends on the creature. It has a cooldown of 60 seconds. | - | - | - | - | - |
| Frost Snare | Ability that places a tether on all creatures within 85 studs of a user, dealing 5 frostbite. | Standard | Yes | 120s | Frost Snare is an active ability that places a tether on all creatures within 85 studs of a user, dealing 5 frostbite. Tethered creatures are trapped within Frost Snare's range and cannot leave until either 20 seconds have passed or the tether is broken. Tethers have 100 health, and any damage dealt to them is restrained to 20–25 damage per bite, requiring a minimum of 5 or 4 hits to break. Being tethered also disables Grab and Latch until freed. Frost Snare has a cooldown of 120 seconds. | - | - | - | - | - |
| Gale | Ability that slows down nearby creatures' swim and sprint speeds by 20%, in addition to zooming out their camera. | Standard | Yes | 90s | Gale is an active ability that slows down nearby creatures' swim and sprint speeds by 20%, in addition to zooming out their camera. Upon activation, a translucid shockwave-like effect will appear and explode, only to contract a second later. Has a 90 second cooldown. | - | - | - | - | - |
| Grab | Ability that allows the user to pick up a lower-tiered creature as long as they are 20% lighter than the user. | Standard | Yes | 8s | Grab is an active ability that allows the user to pick up a lower-tiered creature as long as they are 20% lighter than the user. Grabbed creatures can escape almost immediately after grab has been successfully used by pressing any button. The user can ungrab at any moment by pressing the same button used to grab. A creature darting from outside/inside water will grab any creature it finds automatically. Though, since Grab has a 8 second cooldown, if a creature darts to grab while the cooldown is active, the grab will not work. | - | - | - | - | - |
| Grim Lariat | Ability that applies 8 stacks of Heartbroken(up to a maximum of 10) to all nearby creatures within a 75 stud radius and 50% of the player creature's damage in an AoE. | Standard | Yes | 60s | Grim Lariat is an active ability that applies 8 stacks of Heartbroken(up to a maximum of 10) to all nearby creatures within a 75 stud radius and 50% of the player creature's damage in an AoE. It has a cooldown of 60 seconds, and the creature must be over age 66 to use it. | - | - | - | - | Age 66+ |
| Harden | Ability that applies 10 stacks of the Harden buff, which decreases movement speed by 20% in exchange for a 35% increase in weight and 25% increase in health regeneration. | Standard | Yes | — | Harden is an active ability that applies 10 stacks of the Harden buff, which decreases movement speed by 20% in exchange for a 35% increase in weight and 25% increase in health regeneration. Does not affect turning rate or turning speed. Cooldown is 120 seconds. | - | - | - | - | - |
| Heal Aura | Toggleable active ability that performs a total % HP healing to creatures in a 175 stud range from the user, excluding the user itself. | Toggle | Yes | Toggle | Heal Aura is a toggleable active ability that performs a total % HP healing to creatures in a 175 stud range from the user, excluding the user itself. The raw amount of HP healed is different according to the creature. It has a 5-second cooldown after being toggled on but can be deactivated at any time. While active, the user emits a large green plus sign that fades in and out, and all nearby creatures will have positive healing numbers. | - | - | - | - | - |
| Healing Hunter | Toggleable active ability that allows the user to deal melee hits that replenish the target's HP when hitting. | Toggle | Yes | Toggle | Healing Hunter is a toggleable active ability that allows the user to deal melee hits that replenish the target's HP when hitting. This ability also allows the healer to toggle between melee heal mode and regular attack mode, where the healer's bites deal melee damage instead. It also prevents bleed and poison-booster plushies from giving extra offensive bleed or poison when hitting under healing mode. If a creature with this ability is on healing mode, they are surrounded by a pink hollow sphere with pink cross particles. | - | - | - | - | - |
| Healing Pulse | Ability that applies 10 stacks of the Healing Ailment to all creatures within 175 studs of the user, including themselves. | Standard | Yes | 90s | Healing Pulse is an active ability that applies 10 stacks of the Healing Ailment to all creatures within 175 studs of the user, including themselves. The 10 stacks last 28-30 seconds, approximately enough for two ticks of healing since they have 15 second intervals. When used, a spark explosion effect appears from the user. Has a 90 second cooldown. | - | - | - | - | - |
| Hunters Curse | Ability that costs half of total health to use but grants 10 stacks (30 seconds) of the Hunters Curse status, which increases damage by 100%. | Standard | Yes | 120s | Hunters Curse is an active ability that costs half of total health to use but grants 10 stacks (30 seconds) of the Hunters Curse status, which increases damage by 100%. It has a 120 second cooldown. | - | - | - | - | - |
| Ink Cloud | Ability that creates a cloud of ink, rendering the user invisible and granting it two stacks of the Escape Area status effect. | Standard | Yes | 90s | Ink Cloud is an active ability that creates a cloud of ink, rendering the user invisible and granting it two stacks of the Escape Area status effect. Creatures within the cloud will be given the Inked status effect, which blurs vision, causes confusion, and adds an ink overlay to the screen. The cloud lingers for 90 seconds and has a 90 second cooldown. | - | - | - | - | - |
| Invisibility | An invisible creature on recode with max graphics Invisibility is an active ability that makes the user invisible to other players when toggled. | Toggle | Yes | 30s | An invisible creature on recode with max graphics Invisibility is an active ability that makes the user invisible to other players when toggled. Invisibility allows the user to walk and swim cloaked as long as they don't bite, use any active ability, sprint, ambush, or jump/fly/glide. While active it does not hide the creature from being spotted by scent. Additionally, invisibility has a 30 second cooldown after being activated; however, deactivating the ability does not modify the cooldown. | - | - | - | - | - |
| Lance | Ability using the breath control (C on PC or https://static.wikia.nocookie.net/creatures-of-agartha-official/images/4/46/BreathIcon.png/revision/latest?cb=20211014041229 on Mobile),... | Standard | Yes | 60s | Lance is an active ability using the breath control (C on PC or https://static.wikia.nocookie.net/creatures-of-agartha-official/images/4/46/BreathIcon.png/revision/latest?cb=20211014041229 on Mobile), similar to Elemental Breath. Upon activating the ability, after 3 seconds, a projectile will fire from the user's mouth in the direction of the user's mouse cursor, with a range of 500 studs. Contact with this projectile deals 5% of max HP damage and two stacks of Slowed, and the area of impact leaves a lingering effect that ticks once per second for 5 seconds, each tick dealing 1% of max HP and a stack of the user's Lance ailment. The 5% and... | - | - | - | - | - |
| Latch | An Alkaksu latched onto a custom Chisudo Latch is an active ability that allows the user to latch onto higher-tiered creatures. | Standard | Yes | — | An Alkaksu latched onto a custom Chisudo Latch is an active ability that allows the user to latch onto higher-tiered creatures. Creatures that the user has latched into cannot escape for 5 seconds. After that, the latched creature can struggle by pressing any button and will release such creature from the latch. The user can unlatch at any moment by pressing the same button used to latch in the first place. | - | - | - | - | - |
| Lich Mark | Ability that, when activated, grants the user five seconds to attack another player and apply the Lich Mark status. | Standard | Yes | 30s | Lich Mark is an active ability that, when activated, grants the user five seconds to attack another player and apply the Lich Mark status. Lich Mark is removed from affected players if attacked again, replacing it with 5 stacks of a variable ailment specific to the user species (e.g. poison, frostbite, etcetera). The status can also be removed with time. It has a cooldown of 30 seconds. | - | - | - | - | - |
| Life Leech | Ability that allows the user to heal themselves for a certain percentage (%) of damage done to other players while the ability is active. | Standard | Yes | 60s | Life Leech is an active ability that allows the user to heal themselves for a certain percentage (%) of damage done to other players while the ability is active. It lasts for 12 seconds and has a 60 second cooldown. | - | - | - | - | - |
| Lure | Ability with a 30 second cooldown that consists of placing a fake collectable mushroom or token lure that lasts 25 seconds and at the same time that makes the user invisible. | Standard | Yes | 30s | Lure is an active ability with a 30 second cooldown that consists of placing a fake collectable mushroom or token lure that lasts 25 seconds and at the same time that makes the user invisible. On collection from another creature, the token vanishes and inflicts 2 necropoison, 2 confusion, 3 slowed, and 5% of the collecting creature's max HP as damage. User invisibility ends if the user attacks, sprints, the token has been collected or despawns, or 25 seconds have passed since the lure was placed, whatever happens first. | - | - | - | - | - |
| Moon Beam | Ability which summons a beam of moonlight at the mouse location which seeks out and slowly follows the nearest player. | Standard | Yes | 180s | Moon Beam is an active ability which summons a beam of moonlight at the mouse location which seeks out and slowly follows the nearest player. While in the beam's light, nearby creatures will gain the BlueMoon status, and creatures in the user's pack are healed for 2% per tick. The ability lasts 15 seconds and has a 180 second cooldown. | - | - | - | - | - |
| Mud Pile | Ability that allows the user to place a mud pile that lasts for 60 seconds. | Area | Yes | — | Mud Pile is an active ability that allows the user to place a mud pile that lasts for 60 seconds. Creatures can wallow in the mud to gain healing Muddy status and unscentable status for 90 seconds. Comparison between an Alkaksu's mud pile and a natural mud pile Muddy Status indicator with old green (now yellow) unscentable status indicator. | - | - | - | - | - |
| Poison Area | Poison Area/Area Poison is an active ability that inflicts 5 stacks (15 seconds) of the Poison Status to all nearby creatures within 100 studs, excluding the user, with a 15 second... | Area | Yes | 15s | Poison Area/Area Poison is an active ability that inflicts 5 stacks (15 seconds) of the Poison Status to all nearby creatures within 100 studs, excluding the user, with a 15 second cooldown. | - | - | - | - | - |
| Radiation Aura | Recode active ability that helps players understand Radiation Aura mechanics. | Aura | Yes | — | A subtype of Aura which deals Radiation status. | - | - | - | - | - |
| Reflect | Ability. | Standard | Yes | 45s | Reflect is an active ability. Upon initial use, it will grant the user 2 stacks of Reflect Status. It has a cooldown of 45 seconds. | - | - | - | - | - |
| Reflux | Ability, similar to Breath, activated by using (C on PC or... | Standard | Yes | 120s | Reflux is an Active Ability, similar to Breath, activated by using (C on PC or https://static.wikia.nocookie.net/creatures-of-agartha-official/images/4/46/BreathIcon.png/revision/latest?cb=20211014041229 on Mobile). Upon activation, after a 5 second charge time, the user launches a projectile in an arc over a short distance. Direct impacts deal 5% maxHP damage and apply 2 stacks of Slowed. At projectile impact site, a puddle of acid lingers for 10 seconds, dealing 1.5% maxHP damage and 0.5 Corrosion per second to creatures within the area. This ability costs 25% of the hunger meter to use, cannot be used below 25% hunger, and has a 120 sec... | - | - | - | - | - |
| Rewind | Ability that restores a user's health and position to what it was 9 seconds ago, up to 25% of its max health. | Standard | Yes | 100s | Rewind is an ability that restores a user's health and position to what it was 9 seconds ago, up to 25% of its max health. It has a 100 second cooldown. | - | - | - | - | - |
| Shadow Barrage | Ability that deals repeated damage to the last player the user attacks. | Standard | Yes | 30s | Shadow Barrage is an active ability that deals repeated damage to the last player the user attacks. Upon activation, that player will receive the "Shadow" attack, which takes the damage applied by the last bite the opponent took within 10 seconds of being triggered, and then applies it a number of times equal to the user's Shadow Barrage value. It has a 10% damage dropoff per hit (the first hit at 90%, the next at 81%, and so on) and deals any passive ailments associated with the user's bite during a "Shadow" attack. It has a cooldown of 30 seconds. If the target has Reflect active when the barrage lands, the 10% dropoff is ignored and eve... | - | - | - | - | - |
| Shock Area | The Shock Area active ability inflicts Shock Status, Broken Legs Status, and slows down flight speed by 60% for 30 seconds when used. | Area | Yes | 90s | The Shock Area active ability inflicts Shock Status, Broken Legs Status, and slows down flight speed by 60% for 30 seconds when used. It has a 90 second cooldown. | - | - | - | - | - |
| Snow Shield | The Snow Shield ability creates a large, protective dome around the user. | Toggle | Yes | — | The Snow Shield ability creates a large, protective dome around the user. It will only despawn once the user triggers the ability again, until the user leaves or menus, until the shield is broken via biting, or until the user dies. When the Snow Shield ability is active, the user's hunger and thirst will drain three times faster. Upon initial activation of the ability, the user will not be able to create a new dome for another 90 seconds. | - | - | - | - | - |
| Speed Blitz | Https://creatures-of-sonaria-official.fandom.com/wiki/File:Creatures_of_Sonaria-_speed_blitz! | Standard | Yes | 90s | https://creatures-of-sonaria-official.fandom.com/wiki/File:Creatures_of_Sonaria-_speed_blitz! Creatures of Sonaria- speed blitz! Speed Blitz is an active ability that will consume half of the user's stamina bar if it is above 50% and apply 6 stacks (18 seconds) of the Speed Blitz Status. It has a 90 second cooldown. | - | - | - | - | - |
| Speed Steal | Ability that provides 4 stacks of Speed Gift Status to the user while giving 4 stacks of Stolen Speed Status to nearby creatures. | Standard | Yes | — | Speed Steal is an active ability that provides 4 stacks of Speed Gift Status to the user while giving 4 stacks of Stolen Speed Status to nearby creatures. | - | - | - | - | - |
| Spite | Ability that increases a user's next attack damage based on its power meter, which fills from 0% to 100% over 5 seconds once the ability is triggered and then drains to 0 if no... | Standard | Yes | — | Spite is an active ability that increases a user's next attack damage based on its power meter, which fills from 0% to 100% over 5 seconds once the ability is triggered and then drains to 0 if no creature is attacked by the user during this time. The bonus applied is proportional to how full the meter is when the attack lands, so attacking before it is full gives a smaller bonus. It also has a customizable percentage (%) of the creature's damage (the % listed is the max of said creature's Spite power). A negative spite value indicates that using the ability heals the target, rather than damages. Alongside raw damage, the user inflicts doub... | - | - | - | - | - |
| Stamina Puddle | Norskogg using its Stamina Puddle ability Stamina Puddle is an active ability that places down a small star-filled puddle. | Area | Yes | 120s | Norskogg using its Stamina Puddle ability Stamina Puddle is an active ability that places down a small star-filled puddle. Once a user interacts with the puddle, their stamina will regenerate three times faster for 180 seconds. Placement has a 120 second cooldown. A creature can place more than 1 puddle at a time, but the boost will not stack or reset to max by interacting multiple times with a puddle before the stamina boost fades. | - | - | - | - | - |
| Sticky Trap | Ability that allows the user to drop a trap which will cause those ensnared to receive the Sticky Trap Status and 4 seconds of Broken Legs Status. | Area | Yes | — | Sticky Trap is an active ability that allows the user to drop a trap which will cause those ensnared to receive the Sticky Trap Status and 4 seconds of Broken Legs Status. It has a 75-second cooldown. Multiple sticky traps can be placed by the same user, but if two sticky traps of the same user are too close from each another, the oldest one will disappear. If more than 2 sticky traps are placed at one time, the oldest one will eventually despawn. Sticky traps can be destroyed if they receive enough hits. | - | - | - | - | - |
| Tail Drop | Ability which allows a user to intentionally self-amputate a its tail. | Standard | Yes | 10s | Tail Drop is an active ability which allows a user to intentionally self-amputate a its tail. After committing this action, the user gains the Tail Dropped status, and the tail becomes a meat drop that provides enriched when eaten. If the tail comes from a Photovore or Photocarnivore, it can also be eaten by Herbivores. It has a 10 second cooldown. It takes some percent of the hunger bar to regrow the tail (unless a creature menus). | - | - | - | - | - |
| Tail Whip | Ability that grants the user grants another melee attack from behind. | Standard | Yes | — | 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 is affected the same way as the main bite by damage bonuses such as the Blood Moon, the Aggressive buff, and damage boosting plushies. No offensive status effects are given from this secondary attack. | - | - | - | - | - |
| Thorn Trap | Ability that allows the user to drop a trap of thorny plant growth. | Area | Yes | — | Thorn Trap is an active ability that allows the user to drop a trap of thorny plant growth. When a creature triggers a trap, it disappears, and they receive 5% of their max HP, six stacks of Bleed/Bleed Status and two stacks of FREEZE, which temporarily immobilize the target's actions. It has a 35-second cooldown. Up to 3 thorn traps can be placed by the same creature. If more than 3 thorn traps are placed at one time, the oldest one will despawn. | - | - | - | - | - |
| Totem | Ability that allows an adult creature to drop a "lamp" totem (made out of crystals, rocks, and other natural materials). | Area | Yes | 5 min | Totem is an active ability that allows an adult creature to drop a "lamp" totem (made out of crystals, rocks, and other natural materials). Totems may be placed mid air or in the water, however they will drop to the ground/seafloor below them. It will affect any creature within 250 studs range (except the user who placed it and its packmates, immune) with a lingering effect of stacking 2 extra of the specified ailment (traditionally, Poison Status) every 3 seconds. This effect lasts until the totem despawns (after 2 minutes) or destroyed after enough hits. The time to kill for totems is the same regardless of bite cooldown. Once placed, th... | - | - | - | - | - |
| Toxic Trap | Ability that creates a breakable toxic mud pile. | Area | Yes | 75s | Toxic Trap is an active ability that creates a breakable toxic mud pile. Every 3 seconds, anyone standing in it (excluding the ability user) is inflicted with 5 stacks of Poison and loses 1% of their maximum stamina. The puddle can be destroyed after 25 bites, which stops the Poison. It has a 75 second cooldown. | - | - | - | - | - |
| Two-Faced | Ability that allows the user to swap between two forms: Tranquility for +60% damage, +60% bite cooldown, and Madness for −37.5% damage, −37.5% bite cooldown. | Toggle | Yes | 15s | Two-Faced is an active ability that allows the user to swap between two forms: Tranquility for +60% damage, +60% bite cooldown, and Madness for −37.5% damage, −37.5% bite cooldown. The user spawns as Tranquility. Both forms achieve the same damage per second. Form switching creates a unique particle effect for a few seconds around the player to notify self/others, with a 15 second cooldown. | - | - | - | - | - |
| Unbridled Rage | Ability that consumes half of a user's stamina upon being activated and grants 10 stacks (30 seconds) of the Unbridled Rage Status, which boosts attack damage by 30% but halts... | Standard | Yes | 120s | Unbridled Rage is an active ability that consumes half of a user's stamina upon being activated and grants 10 stacks (30 seconds) of the Unbridled Rage Status, which boosts attack damage by 30% but halts stamina regen. It has a 120 second cooldown. | - | - | - | - | - |
| Vanish | Ability that functions similarly to Invisibility. | Toggle | Yes | — | Vanish is an active ability that functions similarly to Invisibility. Upon activation, the creature turns “invisible”, the visual difference being that the creature will leave a trail of smoke instead of being completely invisible. Unlike Invisibility, the creature is able to run, fly, attack and use abilities without becoming visible before the time is up. The amount of time is determined by creature's Vanish value (3 if unspecified). The ability has a 45 second use cooldown. | - | - | - | - | - |
| Warden's Rage | Blue giant halo appears after toggle Warden's Rage is an active toggleable ability that grants the user an increase in damage capabilities according to how much HP they are missing... | Toggle | Yes | Toggle | Blue giant halo appears after toggle Warden's Rage is an active toggleable ability that grants the user an increase in damage capabilities according to how much HP they are missing with a status effect called Warden's Rage. This ability only appears once the creature has reached adult age, and like invisibility, it can be deactivated at any time but has a 30 seconds cooldown between activation triggers. If the ability is disabled mid-combat, the status effect will remain until next reactivation. - During Warden's rage: - - Stamina Regeneration gets doubled. - Passive health regeneration is disabled. A regeneration tick that would have land... | - | - | - | - | - |
| Yolk Bomb | Ability available after reaching the adult stage. | Standard | Yes | 30s | Yolk Bomb is an active ability available after reaching the adult stage. It drops an egg directly below the user using the ability when flying or gliding. The egg explodes on contact with the ground and has a radius of 40 studs. All creatures within the range of the explosion receive the same amount of knockback, 2 stacks of Slowed status, and 4 of the variable status effect specific to its type (e.g. frostbite, burn, etc). It has a cooldown of 30 seconds. | - | - | - | - | Adult only |
Active vs passive
Actives have a button (or a toggle) and usually a cooldown timer. You choose when to spend them: burst speed, lay a trap, force weather, cocoon to heal, or charge a breath beam. Passives do not wait for your input. Attack passives add ailment on bite, retaliatory passives punish anyone who bites you, block passives shave incoming stacks, and utility passives handle stamina, healing, vision, or movement quirks.
Cooldown is the first filter for actives. A 90s burst like Adrenaline is a fight opener, while a 600s area restore is a map-support tool you plan around, not spam. Toggles such as Ambush or Invisibility follow stamina and time limits instead of a fixed timer, so read the cooldown chip as a hint, not a stopwatch.
Breath and movement kits
Breath abilities share a resource loop: capacity, regen rate, and range decide how long you can hold a beam and how often you can restart it. Most breaths need an adult creature, and many default to about one second between uses unless the row says otherwise. Element choice matters less for the label and more for the ailment or damage type the breath applies.
Movement actives are the travel layer: Jump, Dart, Glide, and Flight. They change how you cross terrain, escape, or chase without replacing your combat actives. A glider that also has Agile Swimmer can squeeze extra flaps out of water-boosted stamina, which is the kind of overlap you only spot when you read both the movement row and the utility passive.
How passives interact in fights
Attack passives are your pressure tools. Bleed Attack, Poison Attack, and their charge or trail variants add stacks every bite (breath and reflect lines excluded). Retaliatory passives flip the script: Defensive Bleed, Defensive Poison, and Defensive Paralyze return ailment to the attacker when you take a bite. Resistance passives reduce or block incoming stacks. Block Bleed at full growth can hard-stop melee bleed, while negative block values mean you are extra weak to that status.
The practical read is triangular. You want enough attack passive to win stack races, enough block to survive common predators in your tier, and retaliatory only when you plan to trade bites. First Strike and similar passives add burst windows on top of that baseline.
| Passive role | What it does in a fight | Good question to ask |
|---|---|---|
| Attack | Adds ailment or bonus damage on your bites | Does this stack fast enough to outpace their block? |
| Retaliatory | Punishes attackers who bite you | Am I tanky enough to invite trades? |
| Block / resistance | Cuts incoming ailment or breath damage | Does this reach full immunity at adult age? |
| Utility | Stamina, heal, vision, pack buffs, diet perks | Does this fix a weakness in my playstyle or biome? |
Cooldown and requirement planning
Age gates show up on heavy actives. Change Weather needs age 67+, and many breaths require adult form. Requirement chips mark those rows so you do not plan a kit around an ability your juvenile cannot use yet.
Stack counts in effect text (such as 10 stacks of adrenaline or fear) describe in-game status depth, not real-world seconds. Treat stack numbers as the game's own clock. When an effect mentions max HP scaling, expect breath damage to swing with target size.
Common mistakes
- Chasing a breath element without checking capacity and regen. A hard-hitting beam you cannot sustain loses to a weaker one you can keep up.
- Ignoring block growth. Block percentages often climb with age, so a matchup that hurts now can flip later.
- Assuming every active has a fixed cooldown. Stamina-limited toggles end when you run dry or stop moving, whichever comes first.
- Forgetting that attack passives usually skip breath, ranged, and reflect lines. Your beam kit and your bite kit are separate plans.
- Mixing Recode and Legacy names. Cause Fear is Recode; older guides may still say Fear for a different ruleset.
These passives add ailment or bite bonuses on your attacks. Charge and trail subtypes behave like attack passives but trigger from movement patterns instead of a plain bite.
Breath rows share capacity and regen stats that decide how long you can channel and how fast the meter refills. Most need an adult creature, and ailment chips show which status the beam applies on hit.
Block and resistance passives reduce incoming ailment or breath damage, often scaling up as the creature ages. Full block at 100% stops that melee ailment once grown.
Retaliatory passives fire when you take a bite, returning ailment to the attacker. They reward face-tanking trades if your health and block can absorb the hit.
FAQ
What is the difference between an active and a passive ability in Creatures of Sonaria?
Actives are abilities you trigger, usually with a cooldown or stamina cost. Passives run automatically: attack passives on bite, retaliatory passives when you get bitten, block passives that reduce incoming status, and utility passives for stamina, healing, or movement perks.
Do breath abilities use the same cooldown as normal actives?
Breaths use a capacity and regen loop instead of one long cooldown. Many breaths also default to about one second between uses unless the row notes a different limit. Most breath abilities require an adult creature.
How does Block Bleed work against Bleed Attack?
Block Bleed reduces bleed stacks taken from melee bites by a percentage that often grows with age. At 100% block, melee bleed stops entirely once fully grown. Bleed Attack still applies your bleed on bites unless the target's block cancels enough of it.
Why does Ambush say stamina/time limited instead of a second count?
Ambush is a toggle tied to species ambush multiplier, stamina drain, and a time cap. It ends when time runs out, stamina runs out, or you stop moving. It does not behave like a fixed 90-second style cooldown.
Are Legacy abilities included here?
No. These rows follow Recode rules only. Legacy ability names and behavior from the old ruleset are excluded so cooldown and effect text match the current game.




