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ArkUser123

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  1. I had a drawing of what I wanted this creature to look like but the file size is too large unfortunately. Regardless of that, Diabloceratops is an endgame creature built for battle and speed. Its horns can pierce through armor as well as scare away large creatures with its mighty bellow. As usual everything is subject to change by Wildcard so this is just a general idea. Wild I have never seen a ceratopsian be so angry at the world. The mere existence of any living thing within a 100 feet or so makes a Diabloceratops absolutely furious! The element running through their veins like blood allows them to charge at insane speeds and crash through even tek structures. Their element powered horn attacks and mighty stomps can sear and burn armor and creatures alike. The savage roar of these monstrous ceratopsians causes weakness in even the strongest of creatures. I do wonder if they can be tamed. Domestication Diabloceratops cannot actually be tamed as adults as they are too resilient for tranquilizers and far too aggressive for passive feeding. You must find a fertilized egg to steal and hatch just like Wyverns. The baby will not be passive and will be wild and aggressive, attacking you, your tames, and your tribemates! To soothe its rage you simply feed it honey. However this will only work until they reach adolescence because their aggression overwhelms the effects of the honey and it will become aggressive again. This time you must use a chain bola the beast. Keep in mind that they can easily decimate the ballista turret even when they're young. When immobilized by the chain bola, they can be fed bio toxin and thus be knocked out. And to wrap it all up you just feed the beast some extraordinary kibble, element, or corrupted nodules and it will be tamed. When fully grown, these beasts make for the perfect war mounts to raid enemies' bases. Diabloceratops has a tek saddle that allows it to run faster and use up less stamina. It's roar scares away smaller creatures and weakens the damage of large creatures. Its horn attacks pierce armor and its capable of damaging tek with its charge attack. It is also capable of burning away at armor, structures, and opponents using the power of element. Is capable of eating meat due to adapting to the harsh wasteland environment and lack of food. Diabloceratops also receives a small damage bonus when its in a group. (This image is from google but my drawing was similar other than the fact that it was blue with a purple version of the blue marks that managarmrs have on their underbodies, as well as spikey plates on its tail and legs as well as larger horns, just try and picture it if you want since I can't attach it)
  2. Another recently made creature of mine (really hope there isn't a problem with submitting multiple creatures), Euchambersia is a synapsid that I grew fond of the moment I saw it in Walking with Monsters a few years ago. I have 2 more Aberration themed creatures to submit, those being Eryops and Purussaurus, however I think I'll leave it at 3 for now. Enjoy! Euchambersia Diet: Charge light, meat/carrion Rider Weaponry: Yes Temperament: Voracious Wild This unusual synapsid seems to have adapted quite well to living on the broken Ark. Even on Earth in ancient times they were the only known synapsids that were naturally venomous. That remains the same on the Ark, however there’s something even more unusual about them. They appear to act as seekers do and feed on the energy from charge light. They will viciously hunt down Bulbdogs, Glowtails, Featherlights, Shinehorns, and any other creatures that produce charge light. That energy causes them to become extremely hyperactive but surprisingly makes them become passive and almost friendly in a way. However, don’t let this fool you because while they can become friendly for a little while, if they consume too much charge energy they become so aggressive and terrifying that they seem like a whole different creature! In fact, when Euchambersia consumes too much charge light, it's capable of walking on the Surface in broad daylight. It’s for this reason that many survivors have attempted to tame this seemingly normal medium sized synapsid. But few have been successful and lived to tell the tale. Domesticated The best way that I’ve seen a survivor domesticate the feral Euchambersia is by using various charge light based items on it. They tend to start by throwing plant species Z fruits at the creature to draw its attention and start satisfying its need for charge light. However I’ve noticed that Euchambersia tend to have a few Seekers nearby due to them both having the same kinds of prey. They don’t have any kind of symbiosis as far as I can tell however the Seekers will definitely pose a threat or at least an inconvenience to any survivors looking to tame a Euchambersia. Anyways, when the Euchambersia starts to get closer to the survivor, they pull out a charge lantern. The creature is mesmerized by the blinding light of the lantern and begins to walk slowly towards the survivor. But because the survivor was brave enough to not run away and smart enough to not give the Euchambersia too much charge light, they earned themselves a relatively powerful and very quick and agile mount to traverse the endless caverns of the broken ark. Albeit with a bit of venom and latent insanity... Controls Left click: Bite: 60 base damage, inflicts “Noxious Venom” which rapidly drains the victims health stam over 1 min, health and stam drained is based on damage dealt by the Euchambersia (10% of damage dealt, meaning 60 damage bite will deal 6 damage per sec for that 1 min), each bite resets the 1 min timer but doesn’t increase the health and stam drain Right click: Claw swipe: 50 base damage, ignores armor and breaks armor quicker C - Pin: 70 base damage, holds smaller creatures to the ground (drag weight of 250 and lower), pinned creatures can still attack but their damage is reduced by 20%, Euchambersia will automatically attack extremely quickly with its bite attack (similar to Thyla pounce) until the victim is dead, players can struggle to escape like with bloodstalkers but only if they’re unmounted X - Roar: increases movement speed by 15% for 30 sec for Euchambersia and it’s rider only Control: Hellion Rage: Euchambersia has a meter that fills up by killing charge light creatures, consuming energy from batteries, and toggling an option on the radial wheel to allow it to absorb charge from charge lanterns. Once the meter fills up, pressing control activates Hellion Rage which when activated makes Euchambersia unleash a fearsome roar that scares away creatures that have a drag weight of 300 or less. Hellion Rage increases Euchambersia’s damage by 30%, attack speed by 50%, and movement speed by 50% until the meter goes all the way back down. In order for the charge meter to fill, Euchambersia has to absorb 5000 charge from any of the listed sources (it can also be told to absorb charge from charge nodes but the build up is very slow, around 1 charge per minute instead of over 100 charge for killing a charged creature since it’s based on the creature’s charge capacity stat). While in Hellion Rage, Euchambersia and its rider are able to walk on the Surface during the day without being damaged by the flames. The rider is also able to dismount safely but will begin to take damage if they don’t stay close to their Euchambersia. While on the Surface during the day (in Hellion Rage), Euchambersia will receive an additional 20% increase to its damage and movement speed as well as a 10% health regen increase. After Hellion Rage ends, Euchambersia becomes exhausted and can no longer activate hellion rage for the next 5 min. Extra Info Euchambersia isn’t immune to radiation unless it’s in Hellion Rage. However the rider isn’t protected. Euchambersia can climb exactly like a Deinonychus by jumping at a climbable wall. It’s not immune to fall damage, but takes reduced fall damage. Euchambersia’s saddle can be learned at level 70. Euchambersia is about the size of Ark’s Thorny Dragon. Euchambersia can be told to sit for increased healing. Euchambersia spawns around charge sources (light pets, glowbugs, charge nodes etc), Seekers, and occasionally on the Surface on Aberration.
  3. I actually made Megistotherium's concept recently and decided to make a dossier for it however you may want to read the text below since the dossier version is waaay shorter. Megistotherium is a creature I've loved for a very long time so I sort of have a special connection with in thus why out of the 3 creatures I'll be submitting this time around, this one is the one I want the most in game. It may not fit Aberration much own its own but the Arkified version that I made fits it perfectly if I do say so myself. Remember as always that everything is subject to change by the almighty Wildcard. Enjoy! Megistotherium Diet: Meat/carrion and Rock Drake feathers Rider Weaponry: Yes Temperament: Violent Wild Megistotherium is a violent, cruel, and ruthless killer of a beast. This creature not only has the agility, speed, and shape of a Thylacoleo but is almost as tall and bulky as a Rex. And yet I’d much rather encounter the latter than deal with a Megistotherium. These giant canines use their incredibly sharp teeth to rip chunks of meat out of their prey and cause profuse bleeding. They even have adapted to be able to leap great distances and even jump on and off of walls. While they’re too heavy to climb, they can still use their extremely powerful legs to wall jump back and forth to chase their airborne prey...Rock drakes. Megistotheriums will go absolutely ballistic when a Rock Drake is nearby, since the drakes are their natural prey. You may be wondering why Megistotheriums prey on Rock Drakes rather than the more easy to get to prey. This is because of two things, Megistotheriums love to challenge themselves when it comes to fighting or hunting other creatures, so the bigger and stronger and higher on the food chain a creature is, the more likely it’ll be hunted by a Megistotherium. The second reason is because Megistotheriums have a symbiotic relationship with Reapers and Nameless. When a Megistotherium is born, they are a helpless little pup that can’t do much of anything other than try its best to fight back against whatever may be attacking it. But the fact is that even a decently strong bulbdog could kill a Megistotherium pup. That’s why Nameless protect baby Megistotheriums and if the Nameless aren’t enough, then Reapers will protect the pup as well. The Nameless and Reapers benefit from this because it means that they won’t get eaten by the pup’s parents. Domesticated Domesticating a Megistotherium is no easy task. It starts with having to find a wild pup since the adults are far too fierce for passive feeding and they're too agile to be hit by tranqs. In the wild, Megistotherium pups are still as aggressive as the adults, however they’re far less powerful and quick. But if you can manage to get past all the Nameless and Reapers, you may be able to imprint on the pup. However this doesn’t mean it completely trusts you and it will still attack you occasionally. Periodically throughout the time it takes for the pup to grow to an adult, it will desire Rock Drake feathers to be fed to it. Once fed it will gradually begin to trust you more, but be wary. Once fed with Rock Drake feathers a strange thing occurs. The Megistotherium will begin to grow small feathers of its own and its eyes will begin to glow bright yellow and it will suddenly go insane! It will viciously attack you, your tames, and your tribemates, and even go after your structures. This is because Megistotherium have a special ability that allows them to instantly adapt to the physical features of a Rock Drake when they consume their feathers. It’s unknown why exactly they do this, but nonetheless the result is a terrifying increase in speed, agility, and ferocity. It’s only after the pup has calmed down and grown to its adolescent stage that you find yourself with a fast, agile, and strong Rock Drake killing machine. Controls Left click: Bite: 70 base damage, inflicts "Flesh tear" which deals percentage damage that rises over time. It starts by draining 1% of the victim’s health and movement speed over 1 min. It stacks up to 5 times, each stack increases the amount of health and movement speed drained by 1% (capping at 5% movement speed decrease and health drain per sec for 1 min). After that 1 min the effect will either go away or come back and drain twice as much health and speed. What the effect does is determined by what the victim does because if the victim is moving for more than 30 sec while it has the debuff then the debuff will come back draining twice the health and speed, but if the victim stops moving by the 30 sec mark then the debuff will go away and not come back unless hit again. This debuff can be cured with a lesser antidote or medical brew (or any item that heals health which includes healing from a Daedon or a Snow Owl) Right click: Kick: 100 base damage, high knockback, can be aimed in any direction, 3 sec cooldown C - Roar: scares away any creature with a drag weight lower than 530 (except for alphas) X - Rock Drake mimic: costs 10 Rock Drake feathers to use, causes the Megistotherium to grow small feathers on its forelimbs and head that slow its falling speed and make it take even further reduced fall damage (Megisto naturally has Thyla levels of fall damage reduction, this buff makes it more like a Shadowmane without the charge jump), allows for even higher jumping (somewhat close to the height of a shadowmane jump), reduces stamina consumption by 25% and increases the distance of wall jumps, also increases the amount of time the Megisto can hang on the wall before falling (normally around 5 sec, buffed to 10 sec), increases movement speed and attack speed by 15%, mimic does not give climbing, invisibility, or gliding, lasts for 10 min, 5 min cooldown (after it wears off) Control: Frenzied Roar: 250 base damage per hit, hits 4 times, 5 min cooldown, only useable while Rock Drake mimic is active, disables Rock Drake mimic, automatically causes all nearby invisible creatures (Rock Drakes, Shadowmanes, Desmodus, and technically Pachyrhinosaurus) to go uninvisible, large damage radius (10 foundations) but will scare away creatures with a drag weight lower than 530 if they are slightly outside the damage radius Extra Info Megistotherium is immune to radiation and has knockback resistance. Megistotherium is capable of performing wall jumps by holding the jump button and leaping at a wall. Once attached to a wall, Megisto will slowly fall off so you have 5 sec to quickly jump to your next location. The fastest way is to jump across a canyon or cliff (the Rock Drake trench) and jump back and forth. While latched onto a wall, Megisto is unable to do anything other than bite, however it will still fall after 5 sec even if you’re attacking something. Jumping like this uses a large amount of stam (200 stam per jump, base stamina would be 400). Megistotherium can’t jump straight up, nor can it jump downwards at any angle. Tamed Megistotheriums grant a buff to all nearby allies called “Might of the Greatest Beast” which makes wild Reapers and Nameless not aggro. Megistotherium naturally won’t aggro Reapers and Nameless. Megistotherium’s saddle can be learned at level 105. Megistotherium is about the size of Ark’s Mammoth (a little shorter). Megistotherium can be told to sit to increase healing. Megistotherium spawns in the Hazard Zone, The Surface, and other areas where Rock Drakes, Nameless, or Reapers can be found on Aberration.
  4. I'm back again with a creature that I created a concept for 2 years ago. It may not look like much but I think that this giant capybara (which is real surprisingly enough) would be a great fit for Aberration. Keep in mind the Wildcard can change anything they want about the creatures we submit so take everything with a grain of salt. Besides, who doesn't love capybaras. Phoberomys Diet: Berries/vegetables, and gas balls Rider Weaponry: Yes Temperament: Territorial Wild Phoberomys are around the same size on the Arks as they are in real life. Which is fairly unusual because usually creatures on the Arks that existed in prehistoric times are either smaller or bigger than their prehistorically accurate counterparts. Anyway, Phoberomys have a unique adaptation that allows them to survive in the most dangerous areas on Aberration. They adapt to the many vents of poisonous gas where they live by trapping the gas in their thick fur. Because of the many dangers of the environment that they call home, Phoberomys are territorial and defensive like a Dire Bear. In other words, when Phoberomys feel threatened they attack with their sharp teeth. Because they’re giant rodents their teeth are very long and sharp and don’t stop growing. Not to mention that they can shake their fur to create clouds of poisonous gas to protect themselves. Supposedly their bite can cause rabies. Domesticated Despite their aggressive instincts they can in fact be domesticated. In order to domesticate a Phoberomys you have to locate a baby Phoberomys and passively feed it with congealed gas balls or any kind of mushroom from Aberration. This is more difficult than you may think because baby Phoberomys are hard to find because they are fairly small and therefore fast but not fast enough to escape the dangers around them. They also tend to be near their parents so if you scare the baby then it will run away and that will alert the adults to attack you. If you are successful then you will have an excellent mount for traveling throughout the many dangerous areas on Aberration. They can even be good for harvesting resources. Controls Left click: Bite: 100 base damage, has a 25% chance to cause rabies, goes through armor Right click: Head swing: 150 base damage, deals torpor based on damage (meaning 150 torpor at base and it goes up with melee), has a 50% chance to stun for 5 sec C - Stomp: 200 base damage, high knockback, stuns for 5 sec, 10 sec cooldown X - Poison blast: 50 base damage per hit, shoots 10 small clouds of gas that hit once each, the clouds are launched in the direction that the Phoberomys looks, each cloud of gas applies the “Poison Gas” debuff for 10 sec, 20 sec cooldown Control: Poison cloud: no initial damage, makes a cloud of poison gas around itself that applies the “Poison Gas” debuff (which lasts indefinitely while the victim is in the cloud but only for 10 sec after the victim leaves the cloud), gives the Phoberomys (and its rider if it has one) a buff called “Concealed Fear” that lasts indefinitely but only gets applied while in the gas cloud, gas clouds lasts for 20 sec Q: Roar: for aesthetics but can scare away small creatures. Extra Info Phoberomys is immune to venom, poison gas (as in the debuff that Phobers apply and the “Gas Bursts” debuff that is applied from the gas veins on Aberration and Genesis), bleed, stuns, radiation. The Poison Gas debuff that Phoberomys can apply drains 1% of the victim’s oxygen, stamina, and health per sec of the effect and makes it harder to see. This buff doesn’t work on allies. The Concealed Fear buff that Phoberomys applies doubles speed, attack, health regen, and stamina regen (and makes the eyes of a Phoberomys glow red). The buff can only be applied to a Phoberomys (this rule only applies to when either a tamed Phober uses the move on wild creatures or when a wild Phober uses the move on other wild creatures or when a wild Phober uses the move on tamed creatures). When riding or near an allied Phoberomys you (and other allies including tamed creatures) get a buff called “Poison Protection” that grants you immunity to venom and poison gas (as in the debuff that Phobers apply and the “Gas Bursts” debuff that is applied from the gas veins on Aberration and Genesis). Allied Phoberomys are immune to this buff because they are already immune to these things. During the taming process congealed gas balls are like kibble for these guys and after that mushrooms are their preferred food (like raw mutton is to most carnivores). When not mounted on an allied Phoberomys can be told to sit to increase healing Phoberomys’ saddle can be learned at level 56. Phoberomys spawns near gas veins on Aberration. Phoberomys is about the size of Ark’s Dire Bear.
  5. Just like with Gojirasaurus, Jobaria, and Elaphrosaurus, Cearadactylus was one of the many creatures that I made concepts of a couple years ago. It specializes in aquatic and aerial movement and combat however it lacks health. But it is capable of storing water in its body for long periods of time to shoot out of its mouth and shut down electronic devices such as generators. However it cannot shut down tek items especially considering how many creatures get that ability nowadays. I hope you enjoy this creature but for now I'm done submitting creatures during this creature vote. Enjoy! Cearadactylus Diet: Fish and meat Rider Weaponry: No Wild Cearadactylus has adapted extremely well to a role of piscivore on the Arks. They are able to dive from high above the clouds straight down into the deepest depths of the sea without being harmed! In fact I’ve even seen Cearadactylus land on the surface of the water! Which is incredible considering their size, especially their glorious wings. They seem to behave similarly to vultures in that they will only attack you in certain circumstances. Vultures don’t attack you unless you attack them, but when near a corpse they attack you on sight. Whereas Cearadactyluses won’t attack you unless you attack them, but when flying over water, swimming underwater, or floating on top of water they will attack you with extreme aggression. They have sharp teeth that are built for grabbing fish and marine reptiles. Cearadactylus can create air bubbles for themselves and potential allies to breathe for easier underwater travel. They are even able to store water in their throats and launch blasts of water to defend themselves! Domestication I’ve seen survivors domesticate Cearadactylus by waiting until they stop to rest inland to feed them their favorite food, fish! Once fed with fish from your pocket they’ll want you to prove that you can fish. You have to use a fishing rod or other methods that don’t involve the use of creatures to catch fish and drag the corpse up to the Cearadactylus. After that you must continue to do the same thing over and over again. Each time you do this you must bring the Cearadactylus an even bigger fish or marine reptile. You must keep going until you kill a Megalodon and bring its corpse back to the Cearadactylus. And if you are able to successfully kill a Megalodon without the use of tamed or wild creatures, allied survivors or enemy survivors, and without dying then this seafaring pterosaur will be your friend forever. When tamed they make excellent underwater taming/exploration creatures due to their ability to create air bubbles for allies to breathe from. Not to mention their ability to launch blasts of water from a distance being very useful when battling enemy tribes because the water can deactivate turrets and other electronics. Which basically means that if the enemy doesn’t protect their generator well, the entire base can be shut down allowing you to waltz right into their base! If you aren’t the raiding type then a Cearadactylus could still be useful because their water blasts can soak wild creatures. For example, Magmasaurus would take a heavy hit from this move due to their weakness to water. Not to mention the fact that the water could potentially weigh down a creature causing it to move slower or even drench wild aggressive flying creatures such as Argentavis. The water would get into their wings weighing them down too much to fly. All of these things combined make having a Cearadacylus very important for survivors that enjoy raiding and survivors that just want to explore. Controls Left click: Bite: 125 base damage Right click: Grab: no damage, picks up creatures that an Argy can pick up in its beak Right click (hold): Pick up: no damage, picks up creatures that an Argy can pick up in its claws C - Water blast: 100 base damage, only usable with water stored, deactivates machines (anything that requires power from a generator), can’t deactivate tek machines, inflicts the “Soaked” debuff when used on wild creatures/enemy players or creatures for 10 sec, when used on allies this move does no damage and instead removes any kind of fire from an ally (such as the enflamed debuff) and applies the “Water Shield” buff for 10 sec after the fire is put out C (hold): Drink: fills up water meter by 50 per drink, when trying to drink while either not near water or while water meter is full a message will show up on the screen saying “Can’t Drink Right Now” X - Claw swipe: 55 base damage per hit, hits twice, gathers fiber and extra prime fish meat Control: Wing flap: 60 base damage per hit, hits twice, high knockback, harvests wood, thatch, fiber, and berries (harvests more wood than thatch and more berries than fiber) O - Roar: For Aesthetics Extra Info The “Soaked” debuff that Cearadactylus can inflict disables sprinting, jumping, flying, gliding, and climbing. The debuff also makes it harder for the victim or victims to be set aflame (meaning that if you attempt to set an enemy aflame with a Fire Wyvern while they have this debuff it will take 2 successful fire breaths to actually inflict the enflamed debuff instead of just 1 breath). The “Water Shield” buff that Cearadactylus can apply makes allies immune to fire damage (including fire debuffs such as enflamed) and grants allies 50 hypothermic insulation. This buff also removes all fire based debuffs from allies and makes them immune to jellyfish stings, squid ink, and scalding. Cearadactylus would have a dive bomb just like a griffin but would also be able to dive into the water or swim on the surface almost like a Rhyniognatha or a Bloodstalker.
  6. Once again a creature that I came up with and wrote the information below multiple years ago and don't have the time or desire to change most of the information. However I think this one will work well for Ragnarok. The moves are obviously just a general concept and of course everything is subject to change by the all mighty wildcard but I still am proud of creating this creature's idea. Elaphrosaurus Diet: Fish/meat and carrion Rider Weaponry: Yes Wild Elaphrosaurus is a very slim built agile predator. They have sharp pointy teeth and long necks that allow them to grab fish from rivers by using their neck as a fishing rod. They have long powerful tails that help them balance when running which can also be used to whip away attackers. They are not very strong and are quite frail but what they lack in strength they make up for in speed. Elaphrosaurus are incredibly fast, capable of catching up with and even outspeeding a Gallimimus which would usually be the fastest land creature on the arks but not when Elaphrosaurus is around. Domestication These speedy creatures are actually quite easy to domesticate. It will require you to kill a fish and feed it to the Elaphro and then it will ask for fish in different ways such as feeding it raw fish meat or raw prime fish meat, dragging a fish to it to feed, or even capturing a fish in a fish basket and feeding it that way. Once tamed they are very good at transportation due to their incredible speed and agility. They can even swim quite fast and jump high out of the water. The Elaphrosaurus saddle has two seats so you can bring along a tribemate. I’ve also seen advanced survivors use a special tek saddle that further increases Elaphro’s speed even further with specialized booster jets fueled by element that make it run so fast that it can even run on water! This saddle also allows it to swim at higher speeds as well as better maneuverability underwater. And on top of all that, Elaphros grow stronger in groups called fleets, which is what their name means, “Fleet Lizard”. Overall they are a great addition to any tribe that requires speedy transportation. Controls Left click: Bite: 100 base damage, drains stamina Right click: Tail whip: 135 base damage, high knockback, changes direction (left or right) depending on where you look C - Claw swipe: 120 base damage, inflicts deinonychus bleed X - Directional tail sweep: 135 base damage, high knockback, turns and does a tail sweep in the direction you’re looking (360 degrees) Control: Activate tek saddle: allows boosted speed by sprinting (tek run speed) while the saddle is activated as well as improved underwater maneuverability O - Roar: when in a group (called a fleet) will cause the whole fleet to roar afterwards, applies “Fleet Rally” buff to the entire fleet which increases damage and speed by 15% for 1 minute Extra info The tek saddle would be a 2 or 3 seater while the regular saddle would be a 1 or 2 seater. This creature is mostly meant for travel but would have decent damage but low health.
  7. I've been playing Ark for years and I think that an excellent creature could be Homotherium. Homotherium is a prehistoric mammalian predator that was know for hunting large mammals. In Ark, it could be a creature that is built to fight mammals. It could have a buff called "Mammal Ruler" that increases its damage by 50% against mammals. It has increased damage resistance by 40% when attacked by mammals. It could have a bleed that drains health and stamina by 1% over 10 seconds per stack (stacking up to 5 times) that also stacks up to 10 times on mammals and instead drains 2% health and stamina over 20 sec with mammals. Dossier Homotherium Mammuthavenator is a ferocious species of predator that has a unique adaptation that makes it capable of hunting down and killing any mammal. They are also able to latch onto bigger creatures as well as pin smaller creatures and survivors. It's sharp fangs are coated with a special saliva like liquid that it produces which causes victims of its deadly bite to become extremely exhausted and this liquid makes the wound burn and the victim bleeds profusely. Despite its ferocity this creature can be tamed. To tame these creatures you have to find a pack of them that are sleeping and pet a sleeping cub. When you pet the little guy you feed it when it wakes up you run away with it and watch out for other creatures that will attack you. Then after a certain distance you must quickly feed it mammals until its tamed. Be careful because until its fully grown it will attack you and your tames randomly. Their sharp teeth and claws can absolutely desolate even the strongest armor Once fully grown it will finally have your trust and you can enjoy a wild ride with this mammal slaying beast! Taming Method Homotherium could spawn in groups with cubs following their mothers (the cub's level is determined by the level of the mother it is following). Homotherium periodically sleep throughout the day like shadowmanes. To tame a Homotherium you have to find a cub that is sleeping (the rest of the pride has to be sleeping as well otherwise you will be attacked) and pet it. Then feed it a piece of extraordinary kibble or mutton/prime meat and it will wake up. When it wakes up you have to pick it up and run away with it quickly. During this time, nearby creatures will aggro to you and players will be notified that you have the cub. Once you have ran at least 500 meters away from the place where you picked up the cub the aggroed creatures will stop attacking and players will no longer have a notification. At this point it is similar to raising an Indominous Rex from the Ark Additions mod combined with Troodon/Noglin taming. You have to sacrifice mammals to it (the worst to sacrifice in terms of efficiency and progress would be something like an Ovis but the best would be something like a Mammoth or a Paraceratherium). The mammals have to be awake and adults (like with Noglins how you can't use babies or unconscious creatures). What the Homotherium cub will then do is it will latch onto the mammal's neck and drain its health dry. If you don't have a mammal near it after sacrificing, a 1 minute countdown will begin, during this time you have to get your next mammal ready or else it will attack you. If you die, the taming starts over (you don't have to carry it, simply wait for it to fall asleep again and feed it then start sacrificing again). Once the sacrificing is complete it will be tamed but (like the Indominous Rex from Ark Additions) it will randomly go into a frenzy (noticeable when its eyes turn red and it roars) and attack you as well as your tames. This happens until it is fully grown and lasts for 5 min or until it kills you (in which case it ends early). Finally, it will be fully grown and there will be nothing more to do except make the saddle (learned at level 90 for 50 Engram points) and test it out. You can use weapons on its back and it can seat up to 2 players. Attacks Left Click: Bite: 85 base damage, inflicts Beast Bleed for 10 sec per stack, stacks up to 5 times Right Click: Claw swipe: 90 base damage, inflicts allo bleed for 10 sec, 5 sec cooldown Hold Right click: Pounce: 20 base damage, hold to target, let go to release, latches onto a large creature and drains its health like a stego impaling something C: Pin: 10 base damage, pins down smaller creatures and attacks repeatedly like a Deinonychus X: Frightening Roar: no damage, scares away medium sized creatures and all mammals, buffs allied Homotheriums' damage by 30%, damage resistance by 40%, and health regen by 20% Spacebar: Jump Hold Spacebar: Targeted jump: no damage, let go to launch in that direction, if you come in contact with a climbable surface you will begin climbing Other Info Homotherium takes no fall damage from most heights but will sometimes take fall damage (but heavily reduced like Ravagers and Thylas). They also get a pack bonus and gang bonus from allied Homotherium (the gang boost caps out at +4 meaning 5 individual Homotherium). They can be told to sleep to regen health and stam faster at the cost of food. They are immune to mammoth intimidation. Homotherium can harvest pelt and hide with extreme efficiency. Homotherium have a 50% weight reduction for meat, 30% weight reduction for chitin/keratin, 90% weight reduction for hide and a 95% weight reduction for pelt. Hopefully you like this creature. Thanks!
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