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).
Self-Destruct is an active ability that can only be used at 25% health or less. When activated, all creatures in a 100 stud radius will be dealt 30% of their total health (before weight multipliers, which do apply), 10 stacks of Burn status, and knockback. Using Self-Destruct does not immediately kill the user, and instead leaves them at 2.5% of their total health; however, it can kill opponents. It has a cooldown of 300 seconds.
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.
Agile Swimmer is a passive ability that causes the player to receive the following buffs when submerged underwater for more than a second: 100% more stamina regeneration 50% more total stamina 75% more walk speed 75% more sprint speed A % increase in oxygen (oxygen increase percentage is based off the amount of oxygen the creature originally has) Additionally, 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. Until they touch the ground or stop gliding, the boosted stamina amount will remain.
Bleed Block/Block Bleed is a percentage based passive ability that grants the user resistance to getting bleed status from melee attacks at minimum. If an attacker deals 5 bleed per hit and the receiver has 60% Block Bleed, then the receiver gets only 2 of that 5 bleed. This ability is gained gradually as the creature ages. If a creature's Block Bleed is 100%, then they are immune to Bleed inflicted by melee direct attacks once fully grown. If a creature's Block Bleed is negative, it may indicate an extra vulnerability to the status effect.
Burn Block/Block Burn is a passive ability that grants the user resistance to getting burn status from melee attacks. It is percentage based. For example, if an attacker deals 5 burn per hit and the receiver has 60% block burn, then the receiver gets only 2 of that 5 burn. If a creature's block burn is 100%, then they are immune to Burn inflicted by melee direct attacks once fully grown. This ability is gained gradually as the creature ages. A negative value may indicate that the creature is vulnerable to burn effects.
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.
Charge is a passive ability that gradually fills an orange "Charge" bar (unique to creatures with this ability) while running. Once completely full, clicking (Lmb on PC or on Mobile or RT on Xbox) will apply special effects on a creature the user is hitting. If the bar is not full, charge effects may be reduced or non-existent. Current Charge types:
Burn touch/Defensive burn is an ability that deals burn to the opposing creature when being bitten. Stacks with itself.
Frostbite touch/Defensive Frostbite is an ability that defensively deals frostbite when bitten.
Diver is a passive ability that grants the user the ability to temporarily keep flying underwater for a short period of time while retaining their diving speed. The exact period of time varies per creature.
Injury Attack is an ability that offensively deals injury status when biting. A negative value means that it heals an amount of such status upon biting.
Quick Recovery is a passive ability that boosts HP regeneration when the user's health is below 40%. The lower the health, the higher the HP regeneration boost.
Will To Live is a passive ability that allows the user to sprint without spending stamina. However, if stamina is depleted and the creature attempts to sprint, it will deal 3% of health every 3 seconds.