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  1. Okay, so I realize I didn't exactly present this information in the most user-friendly way so I'm going to try to list out all of my suggestions here in a little more detail so people can get a quick glance at what I am talking about. During this exercise I am recognizing four Distinct Tiers of progression within the game, Tribal, Settler, Industrial, and Tek Tier. Tribal Tier contains all the most basic items scratched together from whatever is available around you. Settler Tier begins when gunpowder and projectile weapons are introduced alongside advanced smithing and architectural techniques. The Industrial Tier begins with the introduction of Electricity and advanced Fabrication techniques. And Tek Tier obviously begins the moment you are first able to utilize Element. Structure Types Assessment: No Tier Gaps, excellent progression and diversity. Irrigation Assessment: Missing from Tek Tier. My Suggestion – Atmospheric Condenser – An advanced structure which can be powered by a Tek Generator, it causes water in the air to rapidly condense in specific locations within its field of influence, essentially acting as a pipeless water transmission system for all Farming and Cooking structures as well as hand-held Water Vessels such as Skins, Jars, or Canteens. Passively restores water to players in its radius as well. Energy Assessment: Logical omissions from the Tribal and Settler Tiers as electricity isn’t introduced until the Industrial Tier. The Gas Generator and Tek Generator both consume a finite resource to produce power, and while the Industrial Tier has a renewable energy source in the form of the Wind Turbine, the Tek Tier is missing a Renewable Energy Source. My Suggestion – Tek Solar Sail – A thin golden membrane anchored to a silver a blue pedestal, it appears to flutter about randomly as it is driven by photons and solar radiation. This device provides an infinite source of Wireless Power as long as it is exposed to sunlight. Natural Resources Assessment: For my purposes I consider this category to include: honey, fish meat, fertilizers, crops, tree sap and rare earth resources such as oil, gas, and various minerals. Unfortunately, we have gaps in the Tech Trees of every single category mentioned here. My Suggestions – Apiary – An Industrial Tier upgrade over the standard Bee Hive which inflicts no damage or debuffs when harvested and can potentially produce new resources such as beeswax or royal jelly. In my opinion it is logical to omit structures from the Settler and Tek Tiers for this category. Fishing Net – An Industrial Tier upgrade over the Fish Basket and Fishing Rod, it is cast by players like the Fishing Rod but has added capacity to collect meat and byproducts through catching multiple creatures at once. It can also be used to tame select fish and transport them elsewhere. Sonic Bouy Trap – A Tek Tier Upgrade in the Fishing Tech Tree, the Sonic Bouy Trap floats on the surface of the water and uses high frequency sounds to lure in fish and some smaller creatures like Icthys or Mantas. Once it has collected a certain number of creatures around it, it will consume one Element to and unleash a sonic boom which kills small creatures and collects copious amounts of Prime Fish and natural Byproducts. As long as it has Element to spend, it will continue to repeat the process until its inventory is full. Compost Machine – An Industrial Tier upgrade over the Compost Bin which can use a much broader variety of materials to produce Fertilizer, and at a slightly accelerated rate. Nitrogen Infuser – A Tek Tier upgrade in the Compost Tech Tree, this device consumes Element Shards to cast a specialized energy beam which draws Nitrogen from the upper atmosphere and distribute it evenly across its field of influence. Eliminates the need to manually fertilize Crop Plots. Primordial Actuator – A Tek Tier upgrade over both standard Crop Plots and Redwood Sap Taps, the Actuator utilizes a sealed and controlled environment to accelerate the growth of any type of plant and produce crop yields and tree sap in much larger batches. It must be powered by a Tek Generator or Tek Solar Sail. Gravitic Drill – A Tek Tier upgrade over both Oil Pumps and Gas Collectors with added functionality to boot. The Gravitic Drill consumes Element to passively draw minerals such as Metal, Crystals, or Obsidian, and fuel sources such as Gas and Oil from deep within the ground. Somewhat alleviates grinding for those types of resources but would take some time to yield as much as a dedicated operation over a relatively short period. Lighting Assessment: Some might argue that this Tech Tree isn’t really a priority, and I would definitely understand why they would say that, but I think it’s important to round out every area as much as possible and the Lighting Tree is absolutely full of holes, there are no Handheld light sources beyond the standard Torch, the Stationary Lighting Tree is missing a Settler Tier equivalent, the Mountable Lighting Tree is missing both a Settler Tier and Industrial Tier Equivalent, and there is no means of casting light consistently over a wide area in any of the Tiers. My Suggestions – Oil Lantern – For a handheld light source in the Settler Tier I would suggest an Oil Lantern, it is not breakable like the Torch and it can burn Raw Oil for long periods without refining it at all. It casts a little bit more light than the Torch, but not much, as glasswork is still primitive at this tier and it diffuses the light significantly due to reduced clarity. Flashlight – For the Industrial Tier I would suggest an LED flashlight which is brighter than any weapon attachment and casts white light at a greater range as well. It can be powered with a normal battery (new item) or a Charge Battery to alter its utility. Tek Illuminator – This one I think is pretty cool, it is a simple disc held upright in the hand which, when turned on, generates a fluctuating blue orb which casts a soft, slightly blue light in a 360-degree radius around the user. It is bright enough that you will not miss any details of what’s happening around you. Oil Lamppost – This would be the Stationary Lighting for the the Settler Tier, an upgrade from the Standing Torch and a bit more primitive than the Electric Lamp. Its appearance would be pretty standard/classical, like what you would see in the Victorian Era. Burns unrefined Oil for long periods. Hanging Lantern – Same theming as the Oil Lamppost, serves as Mountable Lighting for the Settler Tier and is an upgrade over the Torch Sconce. Lightbulb – An Industrial Tier Upgrade over the Torch Sconce and Hanging Lantern, it can also be mounted on ceilings in addition to walls! Brazier – A Tribal Tier 360-degree light source designed to illuminate a wide area all at once. Burns its fuel very quickly but is far brighter than any other Tribal Tier light source. Brazier Tower – A Settler Tier upgrade over the standard Brazier, has much wider range and better structural integrity, but burns fuel equally as quickly. Flood Light – An Industrial Tier upgrade over the Braziers which loses some functionality in exchange for a much brighter form of illumination. It must be directed over a specific area and cannot cast light 360-degrees, but it is useful for blinding opponents and lighting up even somewhat distant areas. Tek Lightfield – A Tek Tier upgrade over the Flood Light, it functions similarly to the Tek Forcefield, but generates artificial daylight within its bounds. Beds Assessment: No Tier Gaps, excellent progression. Furniture Assessment: Has a lot of tier gaps especially in Industrial and Tek, but it’s pretty easy to imagine Industrial and Tek upgrades over the items we’ve already got, so I won’t spend any extra time on this. Signage Assessment: Here we’ve got Signs, Billboards, Flags, etc… for both Settler and Industrial Tier, and for Tek Tier I’d simply suggest Holo-Banners like what we see in the Tek Cave and in Sanctuary City. Storage Assessment: Only one Tier Gap here really, but I still have some suggestions to round things out. My Suggestions – Portable Storage – I think the game could benefit from some sort of item which can be picked up by players and has some inherent weight reduction within its inventory, enabling them to carry just a little bit extra when they really need to. For Tribal a simple woven Sack, for Settler a leather Rucksack with a shoulder strap, for Industrial, a backpack, and for Tek Tier, a Telepod which acts like a Cryopod for items, links to Spatial Vault and only works one way, to retrieve a Teleported item you would have to physical open a Spatial Vault. Spatial Vault – A Tek Tier upgrade over the Wooden Box, Large Storage Box, and Industrial Tier Vault. All Tribe-owned Spatial Vaults share an inventory which can only be accessed when you have at least one Element in your personal inventory, which is then consumed. Study – An Industrial Tier upgrade over the Bookshelf with a vastly expanded inventory for Blueprints, Recipes, and Notes, and much higher structural integrity to keep out would-be thieves. Research Station – A Tek Tier upgrade over the Study which can be used to slightly improve Blueprints over (very) long periods of time. Can only be used on one Blueprint at a time and consumes large quantities of Element. Would probably need a percentage cap over original Blueprint stats, say… 25%? Cryofridge Revision – I would also recommend expanding the functionality of the existing Cryofridge to permanently preserve food items and consumables in addition to being compatible with Cryopods. Point-to-Point Assessment: Logically Omitted from the Tribal Tier, Point-to-Point Transport is very well rounded, with Wooden hand powered Elevators available in the Settler Tier alongside Ziplines, and Electric Elevators and Motorized Zipline attachments for Industrial Tier. Heck you even have an “ultimate zipline” if you will in the form of the Tek Teleporter. That said, there is one gap in the Elevator Tree that I think should be addressed… My Suggestions – Tek Gravity Lift – A Tek Tier upgrade for the Elevator Tree, though the Teleporter could obviously take you from ground level to the top of a mountain in an instant, it is extremely large, expensive, and requires significant planning to be used in multi-floor base construction. And while standard Tek Ladders will certainly do the job in getting you up a floor or two, I still think that there is a place for this item. It would be a simple pad, probably one Foundation in size, which either lifts or lowers you as soon as you step into it’s beam. The polarity could be changed with a gesture similar to the “Light!” gesture used for Charge Pets in Aberration. The height of the beam could be dictated by a Settings Panel, which affects how fast it consumes Element Shards. Since no track is required, it is much more convenient than standard elevators and it doesn’t even need to be “activated” like an Electric Elevator as it would simply function automatically Cooking Assessment: Cooking is fairly well-rounded tree with the only major gaps existing in the Preserving Bin tree and a smaller optional gap in the Roasting/Recipe trees. My Suggestions – Roasting Spit – A Settler Tier upgrade over the Campfire, cooks single units but at an increased rate. Vita-Chamber – Some overlap here with the Tek Sleeping Pod, but I thought it would be cool to have a chamber you could enter which consumes a set amount of Element to not only completely restore Food, Water, and Health instantly, but also Fortify them by 10-25% over maximum, while also applying a Recipe Buff of your choice. Kind of an ultimate combination of the Industrial Grill and Industrial Cooker. Industrial Dehydrator – Upgrade over the Preserving Bin which produces large batches of Jerky per plug rather than just one at a time. Nutrient Compress – A Tek Tier upgrade in the Preservation Tree, it produces Nutrient Cubes which restore both Food and Water to any Survivor that consumes them, and they have superior spoil timers over Jerky. Industrial Vat – For those Tek Savvy survivors who just cannot let go of the revelries of the past, the Industrial Vat is an upgrade over the Beer Barrel which produces large batches of Alcohol at one time. No need for a Tek Tier equivalent since it’s meant to be kind of a nostalgia trip. Crafting Assessment: Settler Tier gaps in the Forge and Chemical productions Trees as well as a missed opportunity to Condense multiple functions in the Tek Tier. My Suggestions – Apothecary – Settler Tier upgrade over Mortar and Pestle which produces basic mixtures at three units per plug instead of just one. Foundry – Settler Tier upgrade over Refining Forge, a larger, more expensive structure which still produces single units at a time but refines resources at a higher rate. Molecular Resequencer – A Tek Tier mash-up of the Mixture, Refining, and Recycling Trees, the Molecular Resequencer can produce any mixture available in the Chemical Bench, refine any raw resource normally processed in an Industrial Forge or Refining Forge, and can break-down items with a higher reclamation rate than the Industrial Grinder. And it does all of this in larger batches and at a faster rate than any of its prerequisite structures. Tools Assessment: Fairly major gaps throughout the various trees here, in addition to having no Tek Tier equivalents at all. My Suggestions – Jack Hammer – An Industrial equivalent to the Hatchet/Chainsaw, extremely effective at breaking off large chunks of Stone, Crystal, Obsidian and other large chunk minerals. Hand Drill – An Industrial equivalent to the Pick/Chainsaw, used to harvest special Minerals resources such as Raw Metal, Oil, Flint, and the like. Harvester Drone – Tek Tier resource harvester, a deployable “Tame” like the Scout Drone, it can be programmed to seek and harvest any resource normally acquired with hand-held tools. If you want to be especially gimmicky, the Drones could appear as robotic Titanomyrma controlled by a tamed Titanomyrma Queen, just to add a little bit of an extra prereq. Hammer – Weighty mobile repair tool for the Settler Tier, it has low durability and only partially repairs broken objects. Inferior to the Industrial Tier’s Pliers. Repair Drone – A high cost mobile repair tool for the Tek Tier, it repair all items in your inventory at one time as long as you have the materials, but it can only be used once. Melee Combat Assessment: Reach Advantage items such as the Spear and Pike make sense in the Tribal and Settler Tier but are rendered obsolete by the introduction of high efficiency projectile weapons in the Industrial Tier. Torpor weapons have gaps in Settler and Tek Tiers. Tek Sword and Shield do not appear in any Canon Ark but have excellent progression, swords logically omitted from Tribal and Industrial Tiers. Would recommend stealth application melee weapon. My Suggestions – Mace – Settler Tier upgrade over the Club, inflicts additional Torpor, deals increased damage to shields, and has superior durability. Tek Taser – Reusable short-range upgrade over the Electric Prod, inflicts Torpor Instantly, but has a short charge time each time it’s used. Knife – A Settler Tier weapon with a short blade that deals bonus damage when you strike a target from behind. Can also be used to harvest corpses, yielding additional hide and providing a chance at getting one or two more tribute/trophy items such as Wyvern Talons, Titanoboa Venom, Alpha T-Rex Tooth, etc… Survival Knife – Industrial Tier equivalent to Knife with higher durability, higher damage bonus, and greater harvesting bonuses. Tek Shiv – Tek Tier Knife, massive bonus damage when striking from behind and guarantees at least one additional tribute/trophy item when used to harvest relevant corpses. Side-Arms Assessment: Good progression from Boomerang to Revolver to Semi-Auto Pistol, but lacks a Tek Equivalent, which would be useful in a myriad of situations. My Suggestion – Tek Pistol – Faster draw time, ten shot overheat, quick cooldown, low Element consumption, and perfect accuracy with little to no reticle sway or recoil. I cannot tell you the number of times I’ve been fighting armed with a Tek Rifle/Tek Railgun and wanted something just a little bit smaller and easier to use that I could quickly whip out. This is a need. Mid-Range Assessment: Automatic weapon-type logically omitted from Tribal Tier and Settler Tier (unless you wanted to do some kind of growable plant-based weaponry ala Plant Species W or whatever), missed opportunity for Tek Crossbow and no Shotgun Equivalent either. :’( My Suggestions – Tek X-Bow – Four arms instead of two, has a three-bolt rotating clip before needing to rematerialize bolts in the chamber and has all the versatility of its Settler Tier counterpart with the Armor Piercing capabilities of the Compound Bow (can use Metal Arrows) and maybe Electrical Stun Arrows to boot? (Hint hint) Tek Splinter Cannon – Two shot overheat in honor or the Dbl. Barrel from Settler Tier, wider spread than the Pmp. Action Shotgun without suffering reduced damage potential. Probably 30 hit spray as opposed to the 10 hit/14 hit from the previous tiers. Long-Range Assessment: Great progression from Settler Tier to Industrial Tier, but horrible progression to Tek Tier. The Railgun’s cooldown is too long and its range is less than that of a Tranq. Dart shot out of a pre-Industrial Tier rifle? Not to mention its X-Ray feature is constantly turning on and off by itself… Also might be a good idea to have a Railgun Turret that can kill under-meshers by shooting through the ground. Yay for in-game solutions to out of game problems! Heavy Weapons Assessment: Missed opportunity for a Tribal Tier and Settler Tier Heavies, who doesn’t want throwing Axes? Also yet again no Tek Tier Equivalent… My Suggestions – Tomahawk – Tribal Tier single target heavy weapon, retrievable, but has a chance of breaking on impact. Throwing Axe – Settler Tier upgrade, retrievable with standard durability meter. Tek Plasma Designator – Tek Tier Heavy Weapon, enormously heavy, fires off an array of micro-burst lasers at the target location that superheat the air so quickly as to cause a massive plasma bloom. 8 second charge-up with targeting beam that is visible to enemies and traces back to wielder. Single shot overheat with very long cool-down time, deals heavy damage to nearby targets but if you score a direct hit it deals enough damage to be dangerous even to bred and imprinted dinos. Special Weapons Assessment: I consider the Slingshot and the Bola to be Special Weapons and it makes sense for them to be omitted from the Settler and Industrial Tier, but I think not having a Tek Tier Equivalent is a missed opportunity. Harpoons and Weaponized Temperature also has some gaps I’d like to see filled, and we really could use a Grenade Launcher. My Suggestions – Shock Disc – Tek Tier upgrade that combines the effects of Slingshot and Bola, dealing some Instant Torpor as well as Immobilizing the target for a short period (shorter than the Bola). Is thrown, similar to what Black Widow used in Captain America: Civil War and is not retrievable. Harpoon – Settler Tier single-use weapon that deals high initial damage to underwater assailants but cannot be thrown and becomes lodged in the target. Serves as a deterrent more than a killing weapon, forcing larger predators to back off for a while. Tek Torpedo Pod – Tek Tier upgrade for the Harpoon Launcher, can fire 2 Torpedoes before it must be reloaded and has standard Explosive Torpedoes, Sonic Charge Torpedoes, and Tranquilizing Torpedoes which creates a cloud of tainted water that inflict continuous torpor. Molotov Cocktail – Settler Tier upgrade over Oil Jar, ignites on impact rather than having to be lit manually and produces a similar effect. Tek Freon Cannon – Tek Tier upgrade over Flamethrower, a little out there, but heat isn’t the only thing that can inflict “burns.” After thinking about it for a while, I concluded that the only way to really build upon the original effects of the Flamethrower were to go the complete opposite direction. The Freon Cannon functions almost exactly the same but has a higher DoT with a shorter effect time and it slows it’s targets a bit to help you keep on the “heat.” 😉 Grenade Launcher – Industrial Tier special weapon that increases the lob distance for grenades allowing you to launcher them longer distances with less arc necessary. Compatible with Frag, Smoke, Poison, and Cluster. Tek Grenade Launcher – Tek Tier upgrade that eliminates the lob-arc and simply fire point-to-point in a straight line. Compatible with all previous types as well as C4, Plasma, and Gravity Grenades. Emplacements Assessment: With the notable exception of automated defenses, there are a lot of weird gaps in these Tech Trees, especially on the Tek Level. My Suggestions – Tek Twin-Rail Cannon – An upgrade over the Ballista and Rocket Turrets, which are both single shot heavy emplacements with rapid reload. The Twin-Rail Cannon has two barrels and each one can begin to cool while the other has not yet fired. It has no splash damage whatsoever but deals significant damage on direct impact. 105mm Artillery – An Industrial Tier equivalent for the Primitive Cannon, it’s unwieldy and must be manually adjusted like the Primitive Cannon and needs to be manually reloaded between each firing. It also has a high firing arc which is difficult to trace visually, and its trajectory can suffer some offset after being fired making it difficult to direct. All those weaknesses aside, it deals high explosive damage over a wide area. Mortar – Industrial Tier Equivalent to the catapult, has a low and quite visible arc, single shot, must be supplied with ammo, deals high explosive damage in a small area but has a slightly delayed detonation after landing. Mass Driver – Tek Tier combination of the Catapult and Cannon trees, Single Shot with Overheat and a very long cool down time. Unwieldy, must be manually aimed, it does however maintain its trajectory and it deals superior damage with an enormous splash radius. Basically, a high tech battering ram/wall leveler, you’re unlikely to get off more than one shot in an active combat situation. Plasma Carbine – Tek Tier upgrade over the Minigun Turret, has a very large heat sink allowing for continuous fire over a long period. Consumes Element Shards per shot and has a little bit of spread with its shots, but not much. Damage exceeds the Minigun Turret, but not by much, and projectiles are slower. Armor Assessment: Excellent progression all around, capabilities of the various armor sets are varied, costs are reasonable, and each one is useful in its own way and at its own time. I do have one suggestion however, which could probably be saved for an Aquatic DLC anyway. Fish Scale Wetsuit – Created by skinning large fish and stitching their hide together, this wet suit can be made at the Tribal Tier and provides excellent underwater insulation for the daring few that will go deep diving before they unlock SCUBA gear.
  2. 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.
  3. So, I have posted this here on the forum in the past, but with the Advent of this new Suggestion system it sounds like Wildcard has pretty much given the go-ahead to repost stuff that you want back in the public eye. So here goes... 17 New Creatures | 8 New Biomes | 65 New Engrams Ark: Sunken Echoes Explore the Seas Like Never Before Sunken Echoes takes ARK players to a storm-tossed archipelago surrounded by unfathomable depths and alien beauty. Eight new island and high-seas themed biomes, tropical jungle, tropical shoreline, mangrove swamp, kelp forest, coral reef, jellyfish forest, open sea and abyssal trench – each with startlingly different visuals and inhabitants - will surprise and delight you in endless succession. Full to the brim with new resources and adventures, Survivors must do their utmost to master the frighteningly quick onset of deadly weather patterns and the unpredictable currents of the open waters. More New Creatures The various biomes of the deep sea and the islands contain a myriad of interesting new wildlife, make friends with a curious nut-cracking Toucan, surf on the back of the majestic giant sea turtle Archelon, and discover the deep dwelling Draconic relatives of the desert Wyverns, just be wary, lest you fall victim to the vicious Kraken! The Central Pillar of the Expansion What makes this expansion so interesting and what sets it apart most strongly from the others is that you can rarely if ever remain in one location for an extended period. Permanent land-based bases simply aren’t a viable option; in the deep jungle and shoreline biomes, Thatch and Wooden structures suffer Wet Rot, while Metal and Tek structures suffer Rust Corrosion, not only do these Debuffs cause damage to structures over time, they also allow more types of dinos to damage them and apply a damage multiplier equivalent to structures normally built in caves. This is where our new Structure Tiers come into play: Flotillas! The Wooden Flotilla Tileset begins to unlock at level 15 including Foundations, Walls, Doors and Doorframes, Windows and Windowframes, Ceilings, Hatchframes and Trapdoors, Ramps, Rope Railings, and Docks for a total of 12 new engrams. The Flotilla Tileset allows you to build floating structures directly on the water’s surface. Of course, any structure that floats freely in water is subject to the changing currents of the ocean and will drift slowly most of the time, but will occasionally be driven vast distances depending on the shifting speed and direction of the ocean currents. Essentially, your base is mobile, and you don’t ever have complete control over where it will end up and what challenges you will have to face as a result. When you go out to collect resources, you may even come back to find your entire base gone! This way gameplay is once again re-invented, and players are forced to adapt to a new set of challenges and a new play-style. As you level up, Iron-Sided Flotillas, and finally Tek Flotillas are unlocked, each one being progressively more resistant to the effects of weather and currents but never completely immune. All told, that’s 34 new Structure Engrams! Basic Flotillas are built using a new resource, “Kelp Pods” which can be collected from deep diving in some of the safer shallows, while Iron-Sided and Tek Flotillas require heat treated Sail Fish Fins and Forest Jelly to create flotation devices. Docks are used to tie creatures and rafts to Flotillas so they don’t get lost, while Anchors are another (expensive) engram which can be used to temporarily slow or stop your Flotilla from moving. New Mechanics and Weather States Swan Dives and Standard Dives - When jumping into water from different heights your character will perform one of two animations; either an Assassin’s Creed style leap of faith with the wind whistling past you and some visual effects similar to the Griffin dive and Snow Owl dive, or a standard drive like you might perform into a pool. Water Clarity – On this ARK it is a general rule that the shallower the water is, the clearer it is. It does not appear at all murky like it does on other ARKs, except during specific weather events, and the deeper waters have reduced visibility only because of lower lighting levels. Monsoon – A powerful wind storm that carries a stinging deluge behind it, as long as you stand unsheltered during a Monsoon you slowly lose both Oxygen and Stamina, this weather event has a more sudden onset than any other, hitting you when you least expect it. Hurricane – This weather event has a lot of tells that indicate that it’s coming, allowing you to prepare for it. Once it hits, all flyers and climbers have the “Soaked” Debuff triggered, which prevents them each from taking flight or scaling walls/ceilings respectively. If flyers land in water they begin to lose stamina and start to drown once it is depleted. It is also harder to move on land due to the extreme winds, and most Wildlife will hide (read: despawn). High Tide – Roughly 25% of the available Island territory can be engulfed by the rising and falling tides of Sunken Echoes, sometimes spawning creatures that would not otherwise appear. Flotillas can also be beached and become stationary until the next High Tide. Torrential Currents – Occasionally some mysterious force will cause the powerful water currents present throughout the Archipelago to speed up drastically. During this time the water’s surface appears highly agitated and swimming consumes Stamina much more quickly, while Oxygen is regained more slowly and it is difficult to stay surfaced. Flotillas structures move most quickly and most unpredictably during these weather events. Sand Traps – Certain biomes have quick sand pockets that players can fall into, inducing the “Panicked” Debuff, which prevents them from moving and requires the player to calmly move in rhythm to a Heart Gauge on their U.I (like Giga’s enrage or Trike charge for example) in order to escape. Mudslide – Within the Deep Jungle Biome the thick foliage can often obscure sudden drops in the terrain, going over one of these edges can trigger a Mudslide and prevent the player from controlling their descent while also obscuring their vision (can recycle Chalico’s dirt splat on the camera). New Creatures Toucan – A friendly but colorful tropical bird which can be tamed passively, can sit on the survivor’s shoulder and be given Shelled Nuts to crack open. Dew Hopper – A genetic hybrid with traits of both Aphids and Grasshoppers, this little creature is untamable and will kick at Survivors when startled before running away. Being hit by one of their kicks triggers the Winded Debuff, as it is roughly equivalent to being punched in the stomach. When killed, Survivors may harvest Honeyed Dew from its back in small quantities. Diving Spider – An arachnid which traps air around it’s abdomen so that it can swim through the Mangrove Swamps and hunt fish freely. Tamable but not rideable. Right-click causes the spider to wrap around smaller creatures while underwater and attempt to drown them, consumes Stamina at a constant rate. Once tamed, can produce Air Gel consumable. Archerfish – An enormous relative of the modern-day Archerfish with some traits of Sunfish, these creatures shoot pressurized bolts of water from beneath the water’s surface in order to hunt Dew Hoppers. Can inflict the “Soaked” Debuff on flyers and climbers. Tamable, up to two riders can cling to leather straps on either side of its narrow body, which can swim against strong currents without being slowed down. Weak primary attack, ‘C’ goes into aiming mode for water bullet, can only be used near the surface of the water. Likes Honeyed Dew. Manatee – A slow-herbivore which is impervious to the attacks of most Mangrove Predators due to its thick protective fat. Excellent fiber harvester. Best way to get around safely in the Mangroves, but be careful to avoid Apex Predators as Manatees are too slow to escape… Archelon – A living raft immune to the effects of chemically induced Torpor, it must be lured in and then “broken-in” similarly to the Equus by a survivor clinging to its shell. While in rodeo mode the Archelon is extremely fast and it’s impossible to predict where it might go, leaving you in a potentially dangerous situation should you fall off. Once tamed they are immune to the attacks of Cnidaria and can safely harvest biotoxin, holding right-click causes them to into an Aqua Glide mode ala Crush from Finding Nemo. Giant Orangutan – Enormous and deadly primates which inhabit the Deep Jungle biomes of the various Islands, these creatures are larger than Gigantopithecus by far, vicious fighters capable of challenging even Apex Theropods, they are the first mammals introduced to the Apex Predator Class. They can swing across the branches of the larger trees in the Deep Jungle biomes once tamed and clamor sideways along sheer walls, enabling rapid traversal, they cannot however climb upwards on walls. Standard attack is a double fisted slam, right-click will pick up and toss certain creatures, when swinging through trees or climbing walls you can also press ‘C’ to do a ground slam AoE attack. They love Splananas! Sea Serpents – The four-legged Draconic residents of the Isles, every member of this species is a strong swimmer and largely immune to the powerful currents of their native habitat. Their serpentine bodies are adapted for supreme underwater agility including leaping out of the water in a manner similar to Basilosaurs and performing extraordinarily sharp turns. They can freely move between water and land and are relatively fast runners as well. When moving on land, their long necks arch upward, making them look somewhat like Sauropods… Sunken Echoes is home to three variations of this creature: Kelp Serpents, Coral Serpents, and Abyssal Serpents. Like Wyverns and Rock Drakes, one must find a nest and steal an egg to claim one of these mighty beasts as their own… Kelp Serpents right-click enables them to lash out with kelp covered tendrils and constrict a foe to damage them. As long as the Kelp Serpent has stamina, an ensnared creature cannot break lose or venture more than a set distance from their attacker, forcing a confrontation. Coral Serpents right-click breathes a cloud of microscopic parasites which quickly produce coral growth on anything they touch, significantly weighing down players and creatures caught in the attack. Abyssal Serpents utilize vestigial chemical glands in their bodies to heat stored water to a super-critical state before spewing it on their opponents in a deadly steam explosion. Kraken – Enormous cephalopods that dwarf Tusoteuthis… Mostly found in the Abyssal Trench but can also be found hanging around procedurally generated Flotilla wrecks. Boarding one triggers a PvE style event in which you must fend off tentacles which will attempt to capsize the remains of the Flotilla with you on it… The Flotillas offer great loot if you succeed in fighting it off, and the Kraken can also be tamed if you deal enough damage to specific tentacles before the event ends… When ridden you can initiate a PvP version of the original PvE Event by swimming up to enemy Flotillas and using its Special Attack (Tek Flotillas have a setting which offers immunity to both versions)! Sail Fish – Bearing traits of both sword fish and flying fish, these creatures are capable of entering a frenzied torpedo like swimming state capable of propelling them dozens of meters out of the water before spreading their glide-adapted fins and cruising through the air a fair distance. They are capable of performing this gliding maneuver in any weather condition and will actually regain stamina while airborne. Shield Crab – A large but slow-moving arthropod which primarily inhabits the Abyssal Trench, the Shield Crab boasts enormous and practically impenetrable claws which it can slam into the sea floor to create an impervious frontal barrier that is immune to nearly every conceivable form of damage. Can also perform a slam attack powerful enough to break off raw metal ores from the ocean floor and deal significant torpor even to large predators. Natural dangers to the Shield Crabs are Kraken and Tusoteuthis as they can both render them unable to use their special abilities. Bullet Shrimp – An extraordinarily colorful crustacean which can perform cavitating strikes with its claws. They have the capacity to pierce through armor and are the only creature naturally capable of shattering a Shield Crab’s defenses. Xiphactinus – A deadly predatory fish which moves and hunt in small schools that behave much like raptor or wolf packs. This dangerous predator can be tamed but is too rowdy to be saddled, leaving riders with a deadly but unarmored mount that must rely on numbers to draw out its true strength. Deinosuchus – Enormous crocodilians that surpass Sarcosuchus in size and power, they are slower both on land and in water, but can inflict the Bleeding Debuff and hit hard. Sea Snake – A venomous denizen of the shallower ocean biomes, they never leave water and will generally ignore humans, but if you bother them you will be injected with a nasty bite that drains Stamina and Health while increasing Torpor… Cannot be tamed. New Biomes[DR1] Tropical Jungle – A much wetter and foggier version of The Island’s forest biomes filled with palm trees, vines, some trees large enough for Tree Platforms, and a few never before seen creatures. This biome is extremely dense and difficult to navigate with twisting paths that are easy to get lost in, mud slides, and dense foliage that can slow your movement speed as you push through it. Occasionally you may also come across water holes that run deep into the earth and connect to cave systems. Wood and Thatch structures suffer “Wet Rot” when built here, while Metal and Tek suffer “Rust Corrosion,” making it difficult to base in this biome long-term. Also home to Plant Species W! Common Creatures: Araneo, Diving Spider, Arthropleura, Achatina, Archaeopteryx, Toucan, Dew Hoppers, Beelzebufo, Diplocaulus, Dimetrodon, Leech, Meganeura, Piranha, Kaprosuchus, Mesopithecus Rare Creatures: Therizinosaurus, Giant Orangutan, Raptors, Troodon, Argentavis, Gigantopithecus, Megalania, Titanoboa So Rare As To Induce Speculation About Whether They Actually Spawn There: Abyssal Serpents Tropical Shoreline – A vibrant beach biome with rolling waves, has white and black sand variations, covered in seashells which may contain silica pearls or occasionally black pearls. Certain parts are also rife with broken palm fronds, frayed rope, and drift wood, making it extremely easy to collect early game resources for those who know where to look. Generally, a safer place to build, but highly exposed to both player view and weather events. High Tides will trigger “Wet Rot” and “Rust Corrosion” on appropriate structures, but these debuffs will not be applied all the time. Common Creatures: Ammonite, Carbonemys, Hesperornis, Icthyornis, Icthyosaurus, Manta, Lamprey, Pelagornis, Trilobite, Toucan Rare Creatures: Tapejara, Pteranodon, Mesopithecus Very Rare Creatures: Spinosaurus, Otter, Archelon, Megalania Mangrove Swamp – A very dangerous biome full of deadly predators and natural dangers, here you may run into most of the Apex land predators, fall into difficult to escape quick-sand traps, or be shot from the large tree branches that span the deeper waters by an intrepid Archerfish! Common Creatures: Dew Hopper, Diving Spider, Baryonyx, Carbonemys, Coelacanth, Diplocaulus, Dimetrodon, Eurypterid, Kaprosuchus, Manta, Manatee, Meganeura, Piranha, Trilobite, Troodon Rare Creatures: Sarcosuchus, Spinosaurus, Deinosuchus, Archerfish Very Rare Creatures: Archelon, Basilosaurus Kelp Forest – The safest underwater biome in the Expansion, Kelp Forests are where most players will have their initial deep diving experiences. They typically border Mangrove Swamps and Coral Reefs and aside from the occasional wanderer, Kelp Forests are home to few predators. They do however home most of the large otter populations of The Archipelago and are well liked by roaming Archelons. Here you may occasionally find a deep sea cave entrance that links back to one of the Water Holes in the Deep Jungle Biomes. Common Creatures: Otter, Trilobite, Ammonite, Diplocaulus, Basilosaurus (w/o Manta swarm), Coelacanth, Icthyornis Rare Creatures: Archelon, Archerfish Very Rare Creatures: Sail Fish, Cnidaria, Kelp Serpents Coral Reef – One of the safer biomes overall, but not as safe as the Kelp Forests, Coral Reefs are home to a multitude of expansion exclusive resources and they are probably the most fun to look at. Eye candy is everywhere, with a broad spectrum of colors, light rays splitting through the water’s surface, schools of small tropical fish, and perhaps the occasional roaming shark or sea snake… Occasionally, you may find macabre skeletons and half eaten remains lodged in the corals, suggesting the presence of an as of yet unseen super predator… Common Creatures: Ammonite, Trilobite, Coelacanth, Manta, Hesperornis, Icthyornis, Diplocaulus Rare Creatures: Archelon, Otter, Sea Snake Very Rare Creatures: Cnidaria, Megalodon, Sail Fish So Rare As To Induce Speculation About Whether They Actually Spawn There: Coral Serpents Jellyfish Forest – Seemingly random in their placement, Jellyfish Forests are the first semi-deep biome available to players and one of the more dangerous places in the expansion. As you might guess, they are packed to the brim with Cnidaria and other dangerous predators, but are also attractive to the Cnidaria’s natural predator, Archelon. Most Cnidaria that spawn in this biome are far more passive than those in other biomes and they form natural “walls” and “tunnels” within, suggesting that the bioluminescent plant-life and bacterial colonies in the center of these biomes have an almost hypnotic effect on them. How these two forms of life benefit from each other is uncertain, but their bond is impossible to ignore… Once inside, escaping can be difficult, unless of course you have tamed an Archelon and literally eat your way out… Common Creatures: Cnidaria (purple colored passive variation), Ammonite, Angler, Coelacanth, Electrophorus, Eurypterid, Lamprey, Archelon Rare Creatures: Cnidaria (normal variation), Megalodon, Trilobite, Dunkleosteus, Manta, Basilosaurus, Sail Fish Very Rare Creatures: Shield Crab Open Sea – A seemingly plain biome made more interesting by skittering shoals of fish which can be harvested using Spears, Pikes, or Harpoons (new engram), and Flotilla Wrecks (some created by Kraken PvE events and once inhabited by actual players!) which can be raided for resources and blueprints! (Beware any denizens that might be within…) The Open Seas carry most of the ocean currents which will be moving Flotillas around the map; and are home to almost every Apex Ocean Predator imaginable in one location or another, even if rarely. The Open Seas also border every other Ocean Biome in at least one or two locations, and they are most vulnerable to Weather Events. Common Creatures: Dunkleosteus, Manta, Megalodon, Pelagornis, Sail Fish, Xiphactinus Rare Creatures: Tapejara, Deinosuchus, Mosasaurus, Basilosaurus, Hesperornis, Icthyornis, Otter, Leedsicthys, Plesiosaurus Very Rare Creatures: Kraken, Coral Serpent, Kelp Serpent So Rare As To Induce Speculation About Whether They Actually Spawn There: Spinosaurus Abyssal Trench – The final biome players will likely explore and home to two Sunken Obelisks, the Abyssal Trench is the dwelling place of the most dangerous predators and the most valuable resources. It is a dark place which requires bright light to illuminate and often hides threats until they are too close to ignore. Here and there you may find volcanic vents which create clouds of boiling water and cast an eerie red glow on the ocean floor… And if you explore long enough, you may find the migratory breeding grounds of the Sea Serpents! Common Creatures: Shield Crab, Xiphactinus, Dunkleosteus Rare Creatures: Kelp Serpents, Coral Serpents, Megalodon, Mosasaurus, Tusoteuthis, Sea Snake, Plesiosaurus, Manta, Archelon Very Rare Creatures: Kraken, Abyssal Serpent, Leech, Lamprey, Leedsicthys, Ammonite, Trilobite New Resources, Plants, and Consumables Resources Shelled Nuts – Found on some types of trees in the Deep Jungle, they cannot be cracked without Pliers or a friendly Toucan! Tropical Nuts – A resource yielded by cracking open Shelled Nuts, they last a long period and restore a significant amount of Food when consumed. Honeyed Dew – A resource collected and distilled by Dew Hoppers, good luck getting more! Restores Stamina… Kelp Pods – A type of membranous pod that can be filled with air and used as a potent flotation device. Sail Fish Fin – Can be heat treated and shaped into an inflatable used in advanced Flotilla Construction. Palm Fiber – Can be refined into rope for use in making Anchors, Docks, and Harpoons. Forest Jelly – Can be refined into a tough plastic for use in certain underwater applications. Dense Ore – Can be refined into multiple Metal Ingots, only found in the Abyssal Trench! Plants Splanana Seeds – A seed type for a new Advanced Crop beloved by certain creatures of the Archipelago! Plant Species W Seeds – A seed type for growing Plant Species W! Can only be grown in the Deep Jungle Biome and produces natural weapons of increasing quality the longer they are fully matured. Consumables Saline Water – Any water harvested from the ocean or Mangrove Swamp biomes must be properly filtered before it can be safely drank. Air Gel – A consumable produced by Diving Spiders, can be consumed to restore a little Oxygen, but drains Health… Toucan Egg – An egg laid by a Toucan. Archelon Egg – An egg laid by an Archelon. Diving Spider Egg – An egg laid by a Diving Spider. Deinosuchus Egg – An egg laid by a Deinosuchus. Sea Snake Egg – An egg laid by a Sea Snake. Kelp Serpent Egg – An egg belonging to a fabled Sea Serpent! Can only be hatched under special conditions… Coral Serpent Egg – An egg belonging to a fabled Sea Serpent! Can only be hatched under special conditions… Abyssal Serpent Egg – An egg belonging to a fabled Sea Serpent! Can only be hatched under special conditions… Fruit Salad – An energizing blend of Nuts, Splanana, and Citronal, grants increased Stamina Regen and immunity to certain Weather Effects! New Debuffs Soaked – Inflicted by the Monsoon weather event and by Archerfish shots, when Soaked you have less Hypothermal Insulation, lose Stamina more quickly, and if applied to certain creatures it prevents them from flying or climbing! Winded – Inflicted by a Dew Hopper’s kick, this Debuff lasts a short time and slows your movement significantly! If you are hit by multiple Dew Hopper kicks in short succession, you may throw up… Constriction – Inflicted by the Kelp Serpent’s tendril attack, prevents you from moving more than a set distance from the Kelp Serpent and repeatedly inflicts damage as the tendrils tighten! Overgrown – Inflicted by the Coral Serpent’s breath attack, it causes your weight stat to rise dramatically the longer you are inside the cloud! Decays over time… Scalded – Inflicted by the Abyssal Serpents steam blast and by the water around Volcanic Vents, this debuff deals a large chunk of damage initially as well as blurring your vision and forcing you to drop random items from your hands or hot-bar! Enamored – Inflicted by staring at Bioluminescent colonies in the Jellyfish Forest for too long, causes you to black out and move in a random direction while draining Food and Water… Sliding – Inflicted in the Deep Jungle biome when caught in a mudslide, prevents the player from fully controlling their descent and covers the camera in mud for a short time… Panicked – Inflicted by Quicksand Traps, time your movements carefully to avoid being sucked further in! New Engrams Wooden Flotilla Tileset – 12 Engrams, Unlocks at Levels 15 and 16 Iron-Sided Flotilla Tileset – 11 Engrams (minus Dock Tile as upgrade is unnecessary), Unlocks at Levels 30 and 31 Tek Flotilla Tileset – 12 Engrams (includes Gravity Dock upgrade), Fully unlocked after fighting first boss on Beta difficulty or higher Fish Scale Wet Suit Armor – 5 Engrams, Unlocks at Levels 15 and 16 (provides added Insulation for early game diving and comes with webbed gloves/primitive fins without a movement speed penalty on land) Rope – 1 Engram, Unlocks at Level 8 Solar Still – 1 Engram, Unlocks at Level 8 (Slowly provides desalinated water) Harpoon – 1 Engram, Unlocks at Level 10 (Excellent for harvesting fish, can also be lodged in ocean predators to make them flee temporarily) Anchor – 1 Engram, Unlocks at Level 28 (Provides resistance to Flotilla drift) Water Purifier – 1 Engram, Unlocks at Level 40, (Enables you to purify Saline Water in great quantities and can supply a pipe system when built on a Flotilla!) Heavy Rain Cloak – 1 Engram, Unlocks at Level 35, (Protects from Soaked Debuff, mitigates Scalded Debuff, and can be shed to remove Overgrown and Constriction Debuffs) Manatee Saddle – 1 Engram, Unlocks at Level 11 Archerfish Harness – 1 Engram, Unlocks at Level 27 Sail Fish Saddle – 1 Engram, Unlocks at Level 44 Deinosuchus Saddle – 1 Engram, Unlocks at Level 50 Archelon Saddle – 1 Engram, Unlocks at Level 56 Shield Crab Saddle – 1 Engram, Unlocks at Level 61 Orangutan Harness – 1 Engram, Unlocks at Level 74 Kraken Saddle – 1 Engram, Unlocks at Level 91 Flyer Perch – 1 Engram, Unlocks at Level 20 (Provides an elevated place for flyers to safely stand idle) Watch Tower – 1 Engram, Unlocks at Level 40 (Provides an elevated place for archers and snipers to shoot from) Tek Primordial Actuator – 1 Engram, Unlocked after fighting Ancient Abomination Boss on Gamma or higher (Advanced Crop Plot for accelerated growth and higher yield) Tek X-Bow – 1 Engram, Unlocked after fighting Ancient Abomination Boss on Beta or higher (Can fire three bolts before having to reload) Tek Stun Arrow – 1 Engram, Unlocked with Tek X-Bow (Inflicts instant Torpor with electricity) Tek Plesio Saddle – 1 Engram, Unlocked after fighting Ancient Abomination boss on Alpha (Has an element powered “Aquaglide” mode which makes Plesios the fastest aquatic mount in the game) Tek Solar Sail – 1 Engram, Unlocked after fighting Leviathan Boss on Gamma or higher (Provides wireless power in same radius as Tek Generator as long as it is in daylight) Tek Torpedo Pod – 1 Engram, Unlocked after fighting Leviathan Boss on Beta or higher (Superior Harpoon Launcher with variable effects) Sonic Torpedo – 1 Engram, Unlocked with Tek Torpedo Pod (Causes certain Predators to flee desperately) Gas Torpedo – 1 Engram, Unlocked with Tek Torpedo Pod (Creates a Torpor inducing cloud underwater) Explosive Torpedo – 1 Engram, Unlocked after fighting Leviathan Boss on Alpha or higher (Deals massive damage) New Artifacts, Tributes, and Bosses Artifacts Artifact of the Ancient – Found in Deep Jungle Cave Artifact of the Putrid – Found in Under Sea Cave full of nasty critters Artifact of the Tepid – Found un Under Sea Cave full of enormous beasts and Sea Serpents Artifact of the Core – Found in Abyssal Trench Cave Artifact of the Alluring – Found in Jellyfish Forest Cave Tributes Kraken Beak – A trophy/tribute item gained from killing Krakens during a PvE Flotilla Attack. Kelp Tendril – A tribute item gained from killing Kelp Serpents. Coral Tendril – A tribute item gained from killing Coral Serpents. Abyssal Tendril – A tribute item gained from killing Abyssal Serpents. Orangutan Cheek – A tribute gained from killing Giant Orangutans. Bosses Leviathan – A massive draconic denizen of the abyss with an ear-splitting scream, the Leviathan makes heavy use of scalding water, leaving trails of it in his wake and frequently performing torpedo attacks that allow him to dash from one end of the arena to the other. Gameplay has a heavy emphasis on locational awareness and dodging pockets of scalding water which become increasingly entangled the longer the fight goes on. Summoned using Artifact of the Ancient, of the Core, and of the Tepid. Ancient Abomination – A Lovecraftian entity that stands upright on the sea floor, makes heavy use of minions and hypnotic attacks. Gameplay focuses on using the environment to avoid hypnosis and close in on the bosses weak points while peeling minion aggro off key players. Summoned using Artifact of the Ancient, of the Putrid, and of the Alluring. [DR1]Old Creatures Ammonite Angler Araneo Arthropleura Achatina Archaeopteryx Argentavis Baryonyx Basilosaurus Beelzebufo Carbonemys Coelocanth Cnidaria Diplocaulus Dunkleosteus Dimetrodon Electrophorus Eurypterid Gigantopithecus Herperornis Icthyornis Icthyosaurus Kaprosuchus Leedsicthys Leech Lamprey Manta Meganeura Megalania Mesopithecus Mosasaurus Megalodon Otter Pelagornis Piranha Plesiosaurus Pteranodon Raptors Sarcosuchus Spinosaurus Therizinosaurus Titanoboa Trilobite Tusoteuthis Troodon Tapejara
  4. Official server should be fine because no matter how high the item quality is after server restart the damage percentages should drop to either to 298% or 310% depending on who you ask.
  5. Ah well, that’s kind of sad, but I completely understand. It would be a ton of work. Hopefully 2020 and beyond when they’re working on Ark’s sequel they can build their maps in such a way that similar changes would be much less daunting. *fingers crossed* Regardless , looking to be an awesome event!
  6. There's basically nothing that can be done for Switch, sorry to say. It simply doesn't have the hardware backing.
  7. Even if it does prevent looting by allies, you can simply redistribute loot at your leisure.
  8. It looks like the maps have (at least some) increased snow coverage. Am I seeing that right?
  9. My biggest issue with the Quetzal has always been that it does not have an upright posture like is shown in its dossier. I think it should only adopt the stooped posture when it has a platform saddle on its back. I also think it would benefit from a brighter, more tropical color palette.
  10. You could do it. You might think it’s funny, but this franchise has nearly limitless marketing potential, and it’s being very poorly utilized.
  11. Wow. So not only are they woefully neglectful of potential merchandising opportunities, but the merchandise they DO have is poorly managed as well. Amazing. I wish I could head up their merchandising. I’d have T-Shirts, shoes, gadgets and widgets, Christmas ornaments, decals, temp tattoos, sticker books, coloring books, real life warmaps for each ARK, physical dossier journals for each Expansion, updated 3D Print Shops, Funko POPs, and maybe even a breakfast cereal...
  12. They do need to be faster. I guarantee you they were a lot quicker back when they weren’t fossils...
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