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Ark - Mistborne Expansion Pack


CyanicEmber

Suggestion

Note: Reposting for new Suggestions System

 

14 New Creatures | 8 New Biomes | 17 New Engrams

 

Ark: Mistborne

Explore An ARK Like No Other

Mistborne brings ARK players to the absolute pinnacle of science-fantasy. Seven new physics defying biomes, world roots, misty mountains, endless chasm, floating lakes, polarity zone, temporal steppes, warp zone, and the intimidating storm front – each full to the brim with otherworldly sights and interesting inhabitants - will shock you and make you question everything you thought you knew about the ARK System. Survivors must adapt to an environment which breaks every convention they are accustomed to and master that which seems unbending.

Creatures That Defy Imagination

The various biomes of this unique ARK contain a cadre of beings which have adapted to live in the incomprehensible madness that surrounds you, and each has mastered a unique aspect of it all, make merry with the beautiful Lyrebird, leap between floating lakes on the back of a Gravity Manta, and come face to face with the first true Dragons! But be on your guard, lest you wander into the lair of the deadly giant bat Desmodus…

 

The Theme of the Expansion

When designing this concept, I originally wanted to create a “flyer map” which would serve as a sky-based expansion in contrast to my underwater concept Sunken Echoes. As I thought about it, floating islands was really all that came to mind at first, and that’s been done to death. As the concept evolved, I decided that the main thing I wanted to do was push the envelope of science-fantasy theming that Ark has established as far as I thought it could possibly go and still allow for willing suspension of disbelief. I also wanted to turn things on their head a little by placing biome progression on the z-axis, up and down, versus the standard x/y=axes, left, right, forward, and backward. Essentially you should think of the playable area as a cylinder rather than a disc, so with that in mind…

My premise is that one of the Homo Deus who became the Overseers of the ARKs found a way to stave off the mental degeneration that is normally inevitable for AI (The One Who Waits speaks of this in her Extinction Notes). While the rest of the ARK system functioned as normal, he began a series of… experiments, and these experiments may hold the key to defeating Rockwell on Earth, since Mistborne is the only ARK that remained in orbit… This particular ARK sustains a single super massive life form, a “world tree” with a trunk that spans the diameter of the solar shield that borders all ARKs and roots and branches that have stretched over a good portion of the sides. This has caused the landmass normally present to fragment and break into pieces. Not only that, but the very laws of physics have been torn asunder by the Overseer’s experiments, creating zones in which time, space, and even the electromagnetic spectrum as a whole have been irreversibly shattered, that means levitating mountains, enormous bodies of water suspended in zero gravity, and chasms with no perceivable “bottom,” among other fantastic sights.

This ARK is shrouded in a perpetual mist that only clears in some of it’s more interesting biomes, acting as a visual barrier between each of the vastly different “worlds.” Over the millions of years that the ARKs have been functioning, several life-forms in this particular ARK have partially adapted and partially been engineered to generate and sustain energy pulses that actually interact with this environment in an almost symbiotic way. Players will have to rely greatly on their tames and consumables to survive and progress, more so than in any other ARK we’ve yet seen. As such, I believe it’s appropriate to discuss biomes first, followed by creatures, and then the rest of the relevant topics. If a creature in any of the spawn lists is bolded, it is native to this Expansion and will be described in the following section.

As disclaimers…

a)       I recognize that this Expansion outline is really “out-there” and maybe more so than most people are comfortable with, (I guess we’ll see), but it’s just a creative exercise so don’t be too hard on it.

b)      I also recognize that the Engrams are the least fleshed out section of the whole Expansion Outline. I had a difficult time coming up with relevant Engrams and ya’ll are welcome to offer suggestions, in fact, please do!

 

New Biomes

World Roots – The initial starting biome, the World Roots are a series of large branches and clefts with numerous table fungus large enough to be built on, and a huge amount of exposed but derelict Tek Cave machinery. It is home to a diverse roster of wildlife and has many pockets of undisturbed water nestled in its branches as well as nearly all resources that Survivors are accustomed to finding in a starting zone. Though the World Tree itself is too dense to be harvested for wood, a myriad of vines and the occasional smaller tree can be chopped up in its stead. This biome has paths that lead in a continuous but steady upward slope, eventually converging on a spiral ridge that ascends the trunk of the World Tree and moves into either the Endless Chasm or Misty Mountains biomes.

Water Spawns: Coelacanth, Piranha, Beelzebufo

Common Spawns: Raptors, Carnotaurus, Carbonemys, Composgnathus, Diplodocus, Oviraptor, Pachycephalosaurus, Lyrebird, Mesopithecus, Gigantopithecus, Sabertooth, Pachyrhinosaurus, Parasaurolophus, Titanomyrma, Meganeura

Rare Spawns: Therizinosaurus, Stegosaurus, Thylacoleo

 

Misty Mountains – The Misty Mountains first appear to players as mostly shrouded black peaks, visible from the upper portion of the World Roots Biome. Some of these roots will stretch out far enough that players can drop off onto the upper part of the mountains and traverse the edges until they emerge from the fog to reveal a luscious valley full of waterfalls and greenery, Shangri La style. This biome provides an excellent basing location and is home to most of the classic Island creatures that players are familiar with as well as rich resource concentrations. It is however, largely devoid of wood and trees.

River Spawns: Salmon, Piranhas, Achatina, Castroides

Common Spawns: Ankylosaurus, Doedicurus, Raptors, Carnotaurus, Carbonemys, Composgnathus, Diplodocus, Oviraptor, Pachycephalosaurus, Lyrebird, Mesopithecus, Gigantopithecus, Sabertooth, Pachyrhinosaurus, Parasaurolophus, Titanomyrma, Meganeura, Dimetrodon, Kaprosuchus, Lystrosaurus, Moschops, Pteranadon, Argentavis

Rare Spawns: Rex, Brontosaurus, Harpybird, Ovis, Equus, Chalicotherium, Tapejara, Dire Bear

Very Rare Spawns: Quetzal, Harpagornis

So Rare As To Induce Speculation About Whether They Actually Spawn There: Lucent Dragon

 

Endless Chasm – This Biome is a harsh contrast to the Misty Mountains, which players who take the wrong path from the World Roots will quickly learn. It is so named because of the long gaping trench where the landmass picked up by the Ark’s Containment Shield has fractured and left an opening into the vacuum of space. Though this gap it is sometimes possible to see pure starfield, or the surface of Earth and some of the Reseeded ARKs. Though the containment system is still functioning, the air is much thinner, making it so that flyers consume far more stamina and must beat their wings faster and harder to stay aloft. The sides of the chasm are dotted with large cavernous openings home to a variety of subterranean creatures. Water is scarce, but available to those who know where to look, and the clefts are rich with Oil, Metal, and Crystal, but offer little else. Probably the chief dangers of this Biome would be falling into the chasm, or being preyed upon by Desmodus Vampirus… Unless an even greater danger lurks somewhere within?

Common Spawns: Arthropleura, Onyc, Araneo, Pulmonoscorpius, Megalania, Kaprosuchus, Dimorphodon, Achatina, Leech, Lamprey, Glowbug, Jug Bugs, Titanomyrma, Trilobite

Rare Spawns: Dire Bear, Mantis, Dung Beetle

Very Rare Spawns: Megalosaurus, Tapejara, Desmodus

So Rare As To Induce Speculation About Whether They Actually Spawn There: Umbral Dragon

 

Floating Lakes – Situated directly above the Misty Mountains and producing much of the condensation that falls upon them, the Floating Lakes are large quantities of water that have coalesced around strange pulsating cores in a state of zero gravity. These “lakes” are home to a variety of fish and some can even sustain larger aquatic creatures. Some survivors have even speculated that the species from which the Desert Titan eventually descended makes its home here… Players will be able to “swim” to the surface of these water bubbles and float through the air before plunging into another. Beware the Gravitic Tide however, as those caught in this dangerous event unprepared may be unable to swim to the surface of the lakes and drown…

Common Spawns: Salmon, Mantas, Anglerfish, Diplocaulus, Icthyosaurus, Hesperornis, Otter

Rare Spawns: Sky Ray, Basilosaurus

 

Polarity Zone – Situated above the Endless Chasm, The Polarity Zone is in a constant state of magnetic flux. It is composed of several hollowed out metalloid chunks filled with moss and fungi (think meteors the size of small mountains from The Island), and is a rich source of Magnetite, a new mineral resource, as well as being the premier location for Oil, Metal, Crystal, and Silicate. Each of the meteoroids suspended in the magnetic field of the Polarity Zone will have a positive, negative, or neutral charge, denoted by polyp like plants that change color when they detect shifts in the field. Thus, the meteors will appear red when positive, blue when negative, and purple when neutral. Once players create Magnetite Boots, they will be able to freely walk on the “floors,” “walls,” and “ceilings” of the hollow interior, and they can even potentially build on the walls or ceilings using Magnetite Foundations and Magnetite Walls. Magnetite Boots will automatically gain a charge opposite to that of the meteoroid players are standing on when they are crafted, and this charge will not change unless they stand on a discharging Neutron Vent or discover some other means of altering it. Players may also be caught in a Polarity Shift weather event, in which every meteoroid in The Zone randomly changes its charge; depending on the current charge of one’s boots when a Polarity Shift occurs, they may be violently repelled from the surface of the meteoroid they are standing on and pulled onto another one, potentially separating them from their tames and base. As a general rule, positively charged meteoroids attract negative boots, but repel positive, while neutral has no effect, and vice versa. This biome is also home to a unique denizen which has learned to manipulate the magnetic fields to its advantage…

Common (Interior) Spawns: Onyc, Megalania, Achatina, Glowbug, Titanomyrma, Purlovia

Rare (Interior or Exterior) Spawns: Fieldbender Salamander, Tapejara, Lymantria

 

Temporal Steppes – Past the Floating Lakes lies a particularly interesting Biome, one in which time flows strangely. The Temporal Steppes upon first viewing appears to be merely a series of barren concentric circular rock shelves getting progressively higher and more difficult to navigate. It is home to a surprisingly wide variety of wildlife, but is ruled by a particularly fascinating Apex Predator… Each of the “Circuits” that wrap around the central opening of the Temporal Steppes will be engulfed in a Quantum Field that either slows or speeds time. When inside one of these areas, animation speeds will consequently be slowed or sped, crafting stations will have their functions slowed or sped, baby growth times will be affected, egg laying and fertilizer production as well, conversely refrigerators and preserving bins will work longer in slow circuits, decay timers will move more slowly, projectile weapons will travel more slowly, and everything else you might expect. The Time Dilation weather event will periodically change which of the circuits slows time, and which speeds it up, and which flow normally, preventing anyone from taking permanent advantage of accelerated time or slowed time, but the effects can be mitigated by the previously mentioned Apex Predator…

Common Spawns: Chalicotherium, Megatherium, Titanomyrma, Pulmonoscorpius, Araneo, Meganeura, Megalania, Raptors, Paraceratherium, Allosaurus, Dimetrodon, Doedicurus, Hyaenodon

Rare Spawns: Rex, Tokei Ryuchi, Dung Beetle, Lunar Direwolves

 

Warp Zone – At first, players who have mastered the Polarity Zone will look up an see nothing but a solid rock face with no perceivable entrance, but occasionally a flashing blue rift will open in mid-air, serving as the entrance to a truly alien environment… The Warp Zone’s visual aesthetic was inspired large by Black Panther’s spiritual plane and as such it appears to be in a state of perpetual night, yet is not so dark as to be difficult to see. Here, the player will frequently encounter warp rifts similar to the one that lent them entrance to the Biome, but these will transport them to other rifts somewhere inside the biome, and perhaps to subterranean areas not accessible any other way. The Warp Zone is home to two Mistborne native creatures, the Kirin, and the Rift Scorpion. Players will find a number of valuable resources here including plants that can be harvested for Organic Polymer and even Organic substitutes for Electronics. Black Pearls can also be found commonly on the shore of the river that runs through the center of the biome; but watch for Spinos!

Common Spawns: Doedicurus, Terror Bird, Triceratops, Carnotaurus, Diplodocus, Oviraptor, Pachycephalosaurus, Lyrebird, Hyaenodon, Pachyrhinosaurus, Parasaurolophus, Titanomyrma, Dimetrodon, Dung Beetle, Equus, Gallimimus, Jerboa

Rare Spawns: Paraceratherium, Kirin, Rex, Spinosaurus, Megalosaurus, Procoptodon, Sarco

Very Rare Spawns: Giganotosaurus, Rift Scorpion

So Rare As To Induce Speculation About Whether They Actually Spawn There: Lucent Dragon, Umbral Dragon

 

Storm Front – What lies at the very top of the biome ascendancy is The Storm Front, a place completely devoid of land where an endless electrical hyperstorm rages; it offers extremely valuable, but less tangible resources, and is also the home of the first of two Bosses, as well as the first tamable boss, the Thunderbird! While in this biome, flyers have drastically reduced stamina costs and can actually restore stamina mid-flight if they find updrafts, but they must be careful to avoid electrical discharges. The constant wind and shifting air pressure can make it slightly difficult to maneuver, but never so much as to be outright irritating.

Rare Spawns: Tempest Dragon, Quetzal, Harpagornis

 

New Creatures

Lyrebird – A new shoulder mount capable of buffing allies with various “songs” and mimicking the cries of certain wild creatures to induce specific behaviors.

Harpagornis – An enormous bird of prey that far outclasses the Argentavis in both speed and power, but with less utility stats and abilities. Has a unique divebomb attack that grabs a target briefly and then “throws” them using the forward momentum gained from pulling out of the dive. Deadly on steep or sheer terrain.

Harpybird – A giant hummingbird with gyroscopic flight capabilities that exceed the Tapejara, its speed ranks it among the fastest of all flyers in the ARK system and it boasts a powerful AoE attack in which in fires off a massive “shotgun” volley of piercing quills at targets on land or in the sky. Harpybirds are in many senses a glass cannon, having a low base health stat with limited scaling potential, but the ability to dole out whole sundae bars worth of damage over a wide area.

Vampire Bat – Desmodus Vampirus is the premier apex predator of Mistborne, outclassing even Dragons when in its legendary Bloodrage. It is an enormous creature (Allosaurus size) with unparalleled maneuverability under the right circumstances and it is capable of both flight and land-based traversal. (With run speed comparable to that of say a Direwolf or Sabertooth) Desmodus can be tamed only by feeding it Bloodpacks drawn from players. If given enough Bloodpacks or if allowed to drink directly from its master or another player in exchange for massive health cost, it will enter Bloodrage. In addition to its standard flight and land-traversal capabilities, Bloodrage allows Desmodus to climb on both walls and ceilings and massively buffs its damage, speed, health, and weight, while making it immune to most debuffs. In exchange for this power however, it enters a prolonged period of continuous health drain and suffers health loss from almost all actions, with the only way to restore its health during Bloodrage being killing creatures or players and drinking their blood. It is a high risk-high reward gamble which could potentially lead to the loss of a very difficult tame anytime it is used.

Sky Ray – The progenitor species of the Desert Titan, Sky Rays have a unique biology which allows them to greatly dampen the effects of gravity on their bodies and combining this with an organic propulsion system, they can effectively fly through air as well as they can swim through water. They make their home in the Floating Lakes Biome and would be the first Aquatic-Aerial hybrid introduced to the game.

Fieldbender Salamander – A large ridable salamander which survivors have made an interesting use of… It is native to the Polarity Zone biome and is capable of altering the polarity of its body and its rider at will, changing which of the floating landmasses it is able to cling to. (Lyrebirds can even induce wild Fieldbenders to change a nearby player’s Polarity) As long as it is on a magnetically charged surface of opposite polarity, it can climb on both walls and ceilings, but otherwise it can only move on flat ground. It is a moderately fast mount, having inherited certain gecko traits, but it’s most interesting capacity is the ability to generate powerful magnetic vortices that can launch projectiles at deadly speed. Survivors have adapted Fieldbender Saddles to carry Cannonballs in leather slings, effectively turning the mount into a living magnetic cannon. Its range is lower than that of true cannon, but it can deal equal damage. It can also perform a similar attack using Magnetite Chunks that break loose in the Polarity Zone, but these can never deal as much damage as a Cannonball.

Tokei Ryuchi – A cobra approximately equivalent in size to a Bronto, the Tokei Ryuchi is the Apex Predator of the Temporal Steppes Biome and is capable of altering the flow of time around it’s body and within its coils using an organ in its hood which generates a biologically based quantum field. As was mentioned before, certain parts of its home biome will move faster than others, while different parts will move more slowly. The Tokei Ryuchi can ignore this effect by generating “anti-time” particles, or it can capitalize on the effect to effectively double or triple its speed depending on which Circuit it’s travelling through. (Lyrebirds can trick wild Tokei Ryuchi into cycling from an advantageous time dilation effect to a disadvantageous one, helping players escape from them in dangerous situations) Players who have tamed one can make use of its abilities even outside the Temporal Steppes, but never to as a great a potential. When so ordered, the Tokei Ryuchi will coil itself around a small area, arch its head over top, and flair out it’s hood. At the cost of a constant stamina drain it will then generate a spherical quantum field within the coiled area that accelerates, decelerates, or neutralizes any time dilation effect present, and if there is none, it creates one. Tokei Ryuchi can thus be used to amplify the function of any crafting station or speed any natural process from meat spoilage, to breeding, to crop growth. It is even large enough to fit around an Industrial Furnace!

Lunar Direwolf – A variant of the original Direwolf that is strangely passive towards humans, save during the Full Moon… More on them later.

Kirin – A native of the warp-zone, the Kirin is a tall and quite muscular Giraffe like creature that specializes in harvesting special items from plants. Its natural food source is Organic Polymer, which it breaks down into the base elements it needs to survive. It is also an excellent sprinter and boasts natural polymer plating that helps protect it from dangerous predators.

Rift Scorpion – A fascinating arthropod which has adapted its stinger into an unorthodox projectile weapon. Eons of living in sync with the Warp Zone’s strange phenomena have allowed the Rift Scorpion to mimic the energy patterns which normally result in the opening of rifts. Its stinger can fire off up to three spines that emit this signature and stimulate them via inaudible sound frequency to open a rift at the target location. (Lyrebirds can stimulate wild Rift Scorpions to open Rifts) It is possible for the scorpion to set a warp stinger in one location, pierce a living creature with the second, and then trip the rift formation to transport the creature to the location of the first stinger. They use this ability to hunt large animals by trapping them in locations they cannot get out of. Rift Scorpions can also string their stingers out over a long path and repeatedly open Rifts to jump forward in rapid succession. Some survivors have even speculated that the Rift Scorpion’s biological make-up is intentionally designed to mimic the Enforcers in Sanctuary City.

Thunderbird – A creature only tamable by acquiring an unhatched egg and raising it from birth, the Thunderbird is a legendary predator capable of generating impossible quantities of bioelectricity and seeding thunderstorms as it flies. In order to obtain an egg one must brave The Storm Front and defeat the Stormflight Matron boss, upon her death The Storm Front will calm slightly and reveal a single otherwise unreachable rock spire with a nest and three randomly levelled Thunderbird Eggs within. (There is also a small chance of finding a Tempest Dragon Egg.)

True Dragons – The four-legged, two-winged Draconic residents of Mistborne and the first true dragons tamable by players. The rare and elusive members of this species are unparalleled super-predators. Exceeding even mid-sized Sauropods in length and breadth, they are nonetheless adapted for supreme aerial and terrestrial agility with the ability to strafe in mid-air or when landed and a variable stance that can adapt their damage output on the fly. When sprinting on land they move on all fours, but like their larger cousin from The Island they are just as capable of walking bipedally. Mistborne is home to three variations of this creature: Lucent Dragons, Umbral Dragons, and Tempest Dragons. Like Wyverns and Rock Drakes, one must find a nest and steal an egg to claim one of these mighty beasts as their own… But their nests are not nearly so easily discovered as the formerly mentioned creatures…

Lucent Dragons right-click enables them to spread their wings and fire off brilliant photophores which create blinding flashes of light similar to a Plant Species Z Fruit, these light flashes are so intense that they will temporarily overload electronic sensors such as those found on Auto-Turrets or Heavy Turrets. Tek Turrets are advanced enough to remain unaffected however. Lucent Dragons are also immune to Time Dilation and Thin Air.

Umbral Dragons right-click breathes a cloud of light diffusing dust which cloaks large areas in total darkness, though it’s still possible to see using advanced technology or when standing near the event horizon, it greatly hampers foes ability to react to approaching danger. Umbral Dragons are also immune to Warp Rifts and Thin Air.

Tempest Dragons right-click signals them to utilize their immense lung capacity to fire off blasts of pressurized air with unparalleled knock-back and a fair amount of impact damage, very useful for knocking opponents off sheer drops, which are plentiful in Mistborne… Tempest Dragons are also immune to Zero Gravity and Wind Pressure.

 

 

New Mechanics and “Weather” States

Gravitic Tide – When moving through the Floating Lakes Biome, players caught in this event will be drawn towards the “core” of the nearest water sphere and must fight to escape, or drown…

Polarity Shift – In the Polarity Zone, there are dozens of enormous free-floating metalloids with opposing magnetic attributes. This system is periodically disturbed, causing certain objects to become positively charged, and others to become negatively. Players can also have a positive or negative charge, which may result in them being pulled off one object and onto another or being weighted down until they find a method of demagnetizing themselves or changing their polarity.

Time Cycle – In the Temporal Steppes, the various Circuits will periodically swap accelerated, decelerated, and neutral time dilation effects, players caught inside may find themselves moving more slowly or find predators moving much faster, depending on whether or not they have the means to mitigate the effects!

Zero Gravity – All tames that are moved into a Zero Gravity area lose most of their ability to maneuver unless they have some means of mitigating the effect.

Thin Air – The Endless Chasm has a Stamina Drain on flyers and forces them to work harder to stay airborne.

Wind Pressure – The Storm Front biome has multiple areas that are affected by this, making flyers more difficult to control in a precise manner.

Retroviruses – Induced upon consumption of a (Saturated) T-Cell Enzyme, which are very rarely produced by Plant Species V. These Enzymes can be held in creature inventories to absorb their DNA, and when consumed, temporarily change a Survivor’s genome to mimic traits of that creature. Can produce a myriad of effects including Lycanthropy, Vampirism, Bioelectrical Discharges, Polarity and Gravity manipulation, and more… (To avoid bloat, most creatures would simply yield one out of two or three generic Enzymes that provide minor stat boosts.)



 

 

New Resources, Plants, and Consumables

 

Resources

Magnetite – Found within the levitating mountains of the Polarity Zone, Magnetite is a valuable resource that helps players adapt to the challenges of its native biome and produce certain advanced electronics!

Organic Diodes – Found within the Warp Zone, this resource can substitute for Electronics in any relevant crafting engram.

Time Crystals – Found primarily with the Temporal Steppes and rarely within the Misty Mountains, Time Crystals have the same weight as standard Crystals, but can be “broken” to split into 1-3 normal crystals and serve as an efficient means of harvesting great quantities of crystal.

Silvered Cinnamon – Found primarily within the Warp Zone, this resource is useful for spicing existing dishes to amplify their effects…

 

Plants

Heartapple Seeds – A seed type for a new Advanced Crop which can instantly restore some health to Survivors! Produces fruit at a tiny fraction of the rate of other Advanced Crops…

Cattail Seeds – A seed type for a new Advanced Crop which can generate thrust in zero gravity environments!

Plant Species V Seeds – A seed type for growing Plant Species V! Very rarely produces a T-Cell Enzyme which can absorb the genetic material of creatures over time. When consumed, these Enzymes rewrite the DNA of survivors, temporarily granting them related abilities!

 

Consumables

Concentrated Blood – A condensed blood transfusion used to induce Bloodrage in Desmodus.

Heartapple – An Advanced Crop which can be consumed to instantly restore a small chunk of your health!

Inflated Cattail – An item harvested from certain plants in the World Roots and Misty Mountain Biomes. When popped they can generate thrust in the opposite direct of where you are facing. Useful in zero gravity areas…

Lyrebird Egg – An egg laid by a Lyrebird.

Harpagornis Egg – An egg laid by an Harpagornis.

Harpybird Egg – An egg laid by a Harpybird.

Fieldbender Salamander Egg – An egg laid by a Fieldbender Salamander.

Tokei Ryuchi Egg – An egg laid by a Tokei Ryuchi.

Rift Scorpion Egg – An egg laid by a Rift Scorpion.

Lucent Dragon Egg – A radiant egg belonging to a legendary Dragon! Can only be hatched under special conditions…

Umbral Dragon Egg – A shadowy egg belonging to a legendary Dragon! Can only be hatched under special conditions…

Tempest Dragon Egg – A greyish-blue egg that looks deceivingly like a Thunderbird Egg, but it belongs to a cunning Dragon! Can only be hatched under special conditions…

Thunderbird Egg – An egg crackling with electricity, truly a rare find… Can only be hatched under special conditions…

Heartapple Pie – A restorative blend of Heartapple, Silvered Cinnamon and Citronal, instantly restores a large chunk of Health!

 

New Debuffs

Zeroed – You are caught in a Zero Gravity field and are drifting uncontrollably!

Magnetized – You are under the influence of a powerful magnetic field…

Slowed – You are under the influence of decelerated time, slowing your movements…

Accelerated – You are under the influence of accelerated time, allowing you to move more quickly!

Ionized – Inflicted by Ion Clouds during the Stormflight Matron boss fight, attracts lightning to you!

 

 

New Engrams

Magnetite Foundation – 1 Engram, Unlocks at Level 45 (Allows you to build on the walls and ceilings of the Polarity Zone)

Magnetite Plate – 1 Engram, Unlocks at Level 45 (Can snap in the same locations as a wall or ceiling. (Designed to be used in conjunction with a Magnetite Foundation to serve as flooring for base built sideways or upside down, structures cannot be placed on these tiles outside The Polarity Zone.)

Magnetite Boots – 1 Engram, Unlocks at Level 30 (Used to walk on walls and ceilings in The Polarity Zone)

Sky Ray Saddle – 1 Engram, Unlocks at Level 25

Kirin Saddle – 1 Engram, Unlocks at Level 30

Harpagornis Saddle – 1 Engram, Unlocks at Level 38

Harpybird Saddle – 1 Engram, Unlocks at Level 55

Fieldbender Salamander Saddle – 1 Engram, Unlocks at Level 60

Desmodus Saddle – 1 Engram, Unlocks at Level 72

Rift Scorpion Saddle – 1 Engram, Unlocks at Level 82

Tokei Ryuchi Saddle – 1 Engram, Unlocks at Level 90

Ion Battery – Tek Engram, Unlocks after Gamma Stormflight Matron (Can be charged by flying through the Storm Front or much more slowly by Bioelectrical Discharge from creatures, provide battery power to electronics for extremely long periods)

Arc Caster – Tek Engram, Unlocks after Beta Stormflight Matron (Fires off electrical Arcs at multiple targets at once, eats element like nobody’s business.)

Bionic Interface – Tek Engram, Unlocks after Alpha Stormflight Matron (Module attached to Tek Armor to enhance its abilities, must be powered by a T-Cell Enzyme.)

Armor Booster – Tek Engram, Unlocks after Gamma Ouroboros (Module attached to any armor type to fortify Armor Rating by 10%.)

Molecular Reinforcement Plate – Tek Engram, Unlocks after Beta Ouroboros (Can be placed on Tek Walls to increase the health of the entire structure, also changes coloration from blue to orange.)

Phase Inducer – Tek Engram, Unlocks after Alpha Ouroboros (Module attached to Tek Chestpiece to allow survivors to phase through player constructed walls, ceilings, and foundations.)

 

 

New Artifacts, Tributes, and Bosses

 

Artifacts

Artifact of the Weird – Found in Floating Lakes Cave

Artifact of the Wondrous – Found in Misty Mountains Cave

Artifact of the Beginning – Found in World Roots Cave

Artifact of the Secret – Found in Warp Zone Cave

Artifact of the Eternal – Found in Temporal Steppes Cave

 

Tributes

Dripping Fang – A tribute item gained from killing Desmodus.

Sharp Quill – A tribute item gained from killing Harpybirds.

Lucent Horn – A tribute item gained from killing Lucent Dragons.

Umbral Horn – A tribute item gained from killing Umbral Dragons.

Tempest Crest – A tribute item gained from killing Tempest Dragons.

 

 

Bosses

 

Stormflight Matron – The eldest and most powerful of the Thunderbirds and impossible to ever truly “kill,” the Stormflight Matron makes heavy use of lighting based attacks which have momentary telegraphs before discharging in massive and disorienting flashes. Occasionally creates Ion Clouds which can cause lightning to home in on targets which pass through it. Gameplay has a heavy emphasis on reaction time, maneuverability, and stamina management. Summoned using Artifact of the Wondrous, of the Eternal, and of the Beginning.

 

Ouroboros – A Titan-sized serpentine entity capable of occupying the same molecular space as other objects and matter, frequently ducks in and out of walls and floors. Gameplay focuses on predicting boss’s path of travel and emergence points and determining patterns that can be taken advantage of to deal burst damage. Summoned using Artifact of the Weird, of the Beginning, and of the Secret.

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