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  1. Neimongosaurus (meaning "Nei Mongol lizard") is a genus of herbivorous therizinosaur theropod dinosaur that lived in Asia during the Cenomanian stage of the Late Cretaceous period in what is now the Iren Dabasu Formation. Neimongosaurus is a therizinosauroid which is known from the holotype LH V0001, consisting of a partially preserved braincase; the front of the right lower jaw; a nearly complete axial column compromising 15 cervical (including the axis), 4 dorsal and 22 caudal vertebrae; a furcula; both scapulocoracoids; both humeri; left radius; fragmented ilia; both femora; both tibiae; left tarsals and a virtually complete and articulated left pes. A second specimen, LH V0008, consisting of a sacrum composed by 6 sacral vertebrae and both ilia, was assigned as the paratype. The specimens were collected in 1999 at Sanhangobi in Inner Mongolia from the Iren Dabasu Formation, dating from the Cenomanian stage. Based on these remains, the type species, Neimongosaurus yangi, was formally named and described by Zhang Xiaohong, Xu Xing, Paul Sereno, Kwang Xuewen and Tan Lin in 2001. The generic name is derived from Nei Mongol, the Chinese name for Inner Mongolia. The specific name honours Yang Zhongjian. In a 2006 conference abstract, Sara Burch presented the inferred range of motion in the arms of the therizinosaur Neimongosaurus and concluded the overall motion at the glenoid-humeral joint at the shoulder was roughly circular, and directed sideways and slightly downwards, which diverged from the more oval, backwards-and-downwards-directed ranges of other theropods. This ability to extend their arms considerably forwards may have helped Neimongosaurus reach and grasp for foliage. In the game, it appears as a Therizinosaurus with a design similar to the anteater, as shown in the image above. Although it is neutral, it will counterattack when attacked, but when it does, it will emit a "wrath glow" that makes its hair glow. Similar to the buff effect granted, this increases Attack, Defense, and Speed, and grants immunity to Coma values for the duration of this effect. Also, while it is glowing, it has the same effect as Charge Light, so it can deal damage to Nameless and Reaper who are not good at Charge Light. However, since it has a pacifist personality, it will make the same menacing pose as an anteater to warn players with weapons and hostile creatures such as Tyrannosaurus not to attack. Taming method They only eat Sweet Vegetable Cake, but they are basically hand-tamed. After making sure there are no dangerous creatures around, you can tame them with just the Sweet Vegetable Cake normally. After taming It can be ridden with a special saddle, and by performing a special attack (pressing the C key), attack power, defense power, and speed increase while emitting the same light as the charge light, and this effect is occurring. In the meantime, you can activate the "luminescence of wrath" that gives you resistance to coma values, and you can take it to boss battles. Of course, a threat pose is also possible, which will inflict a demoralizing effect on most creatures. It also has strong claws, so it can gather large amounts of meat and fibers. In addition, the player will be given heat protection, cold protection, and coma resistance just by riding it.
  2. The steppe mammoth (Mammuthus trogontherii, sometimes Mammuthus armeniacus) is an extinct species of mammoth that ranged over most of northern Eurasia during the Early and Middle Pleistocene, approximately 1.8 million-200,000 years ago. It evolved in East Asia during the Early Pleistocene, around 1.8 million years ago, before migrating into North America around 1.5 million years ago, and into Europe during the Early/Middle Pleistocene transition, around 1 to 0.7 million years ago. It was the ancestor of the woolly mammoth and Columbian mammoth of the later Pleistocene. Populations of steppe mammoth may have persisted in northern China and Mongolia as late as 33,000 years ago. There was historically confusion about the correct scientific name for the steppe mammoth, either Mammuthus armeniacus (Falconer 1857) or Mammuthus trogontherii (Pohlig 1885). Falconer used material from Asian sources while Pohlig worked with fossil remains from Europe and both names appear in scientific publications, adding to the confusion. A first taxonomical overhaul was done by Maglio (1973) who decided that both names were synonyms, armeniacus being the older, hence the preferred name. However, in Shoshani & Tassy (1996) it was decided that the description of Pohlig prevailed, and consequently the correct name for the steppe mammoth is M. trogontherii. It is unclear whether both forms are indeed identical and authors tend to use the name M. trogontherii for European material and M. armeniacus for Asian remains. Several Japanese mammoth varieties from the early Pleistocene have been named, but all are now thought to be synonyms of M. trogontherii. DNA has been sequenced from two Siberian mammoth molars (which judging by morphology belong to the steppe mammoth); at over a million years old, this is the oldest ancient DNA ever recovered. The two genomes recovered belong to separate and distinct lineages: one is ancestral to the woolly mammoth, the other is a previously-unknown lineage. The latter lineage hybridized with woolly mammoths at least 420,000 years ago, giving rise to the Columbian mammoth. With individuals not uncommonly reaching 4 m (13.1 ft) tall at the shoulders, M. trogontherii was considerably larger than modern elephants. A skeleton mounted on the Azov Museum reaches 4.5 m (14.8 ft) at the shoulder, though this figure might be overestimated because the vertebrae have been placed between the tips of the shoulder blades. A largely complete specimen (Zhalainuoer III) from Inner Mongolia, China, was estimated to have had a shoulder height of around 3.69 m (12.1 ft) measured at the top of the scapula, which represents a flesh shoulder height of 3.89 m (12.8 ft), with a body mass estimated via volumetric analysis at 10.4 tonnes. Another individual represented by a single giant humerus 1.46 m (4.8 ft) long and an associated pelvis found in Mosbach Sande, Germany, is estimated to have had a shoulder height of 4.5 metres (14.8 ft) and a weight of 14.3 tonnes (14.1 long tons; 15.8 short tons) via regression analysis. The skull was high-domed and short, and bore twisted tusks. The lower jaw was short and deep.[8] The number of lamellae on the third molars is around 18-22, noticeably lower than the number typically present in M. primigenius (though some European specimens of M. primigenius have counts which overlap with those of M. trogontherii). The body has around 19 thoracic vertebrae and 5 or 6 sacral vertebrae, with the first few thoracic vertebrae having long neural spines. Sequenced genomes suggests that Early Pleistocene M. trogontherii specimens from Siberia, around 1 million years old, had already developed many of the genetic changes thought to be responsible for traits that were adaptations for living in cold environments characteristic of woolly mammoths. Due to the cold climates it inhabited and short tail, Mammuthus trogontherii is suggested to have borne a coat of fur, which was probably somewhat thinner than that of the woolly mammoth. In the game, it is twice the size of a mammoth, and usually moves in groups of three, but on rare occasions, it acts alone. However, it is much more powerful than a mammoth, allowing the Reaper to deal massive damage without charging light, inflict bleeding effects, and can run at blazing speeds like a Spinosaurus. It has the same personality as Therizinosaurus, and if a player or a carnivore approaches it will be hostile without question, and will attack while giving the opponent a debuff of fear with howling. Especially if you are acting in a pack, they will attack all at once, so they will be very dangerous elephants for players. Taming It will become hostile just by approaching it, but the player will help the trogontherii fight against hostile creatures such as Tyrannosaurus, and will temporarily trust the player by giving lemons after the battle is over. will only follow the player. From there, fight large hostile creatures such as Tyrannosaurus and Spinosaurus, and after fighting, give lemons to increase the taming gauge. Of course, this will be repeated, but if the player accidentally attacks, the taming gauge will reset and they will become hostile to the player. Of course, if either the trogontherii or the player dies, it's pointless, so you have to fight each other to keep them from dying. However, if you try to fight with a tamed creature, the trogontherii will attack the tamed creature first, so only the player will be tamed. After taming It can be ridden with a dedicated saddle, and all stats such as attack power, defense power, speed, and physical strength are all set high by itself, and it is possible to fight Tyrannosaurus just like wild, and Reaper It can inflict a bleeding effect while dealing massive damage without a charge light, and can run at a tremendous speed like a Spinosaurus. It also has a very high harvesting rate, allowing you to collect a large amount of mushrooms, berries, etc., and all items such as Straw, Fungal Wood or Wood, Stone, Metal, etc. can be weight cut by 95%. And it will be possible to restrain and catch medium-sized creatures such as raptors with long snouts. By the way, this creature can also be brought to the boss battle.
  3. The hamster-sized rodent was a creature of the Jurassic age that seems to have defied extinction until at least the Cretaceous period - 100 to 125 million years ago - before being wiped out. Called Baidabatyr (from Baidarka, Russian for kayak, boat, and Batyr - a hero), the animal has been identified from a 2,6 mm long tooth discovered in sediments of the Ilek Formation on the Bolshoy Kemchug River in the south of Krasnoyarsk region. The site is only 5 kilometres from a mysterious necropolis of baby dinosaurs which is of significant interest to palaeontologists. Stepan Ivantsov, of the Laboratory of the Mesozoic and Cenozoic Continental Ecosystem, at Tomsk State University, said: 'It is hard to estimate size of the animal based on just one tooth, and even harder to speculate on what it could have looked like. We think it was close to the average size of modern-day rodents, perhaps like a hamster.' The mammal is believed to have had poisonous spurs for protection, like the modern-day platypus and echidna, as this was a typical feature of ancient animals. Contrary to some reports, Stepan he said: 'Baidabatyr is NOT an ancestor of all currently living plant-eating mammals, but a parallel branch of mammals that doesn't have modern representatives. 'We know that Baidabatyr lived during dinosaurs time, but we are not sure how many million years it lived. Ilek formation refugium where it was found lasted for forty million years.' Associate professor Pavel Skuchas, of Saint Petersburg State University, said: 'We discovered a very primitive representative of this group. 'It should have lived in the Jurassic period (more than 145 million years ago), but was found in sediments dating back to the beginning of the Cretaceoxs period (100 to 125 million years).' The creature's existence was announced in the Journal of Vertebrate Paleontology. Baidabatyr's tooth, pictured below, was 2,6 mm long and 1,3 mm wide. Pictures: The Journal of Vertebrate Paleontology. In-game, they appear as giant rodents the same size as Phiomia that travel in packs of five. When attacked alone, they quickly flee when attacked, but when attacked in groups of 2 or more or 5 animals, they have the habit of becoming hostile as a group. Also, maybe because it's pitch black, the eyes are a little big, and there are times when the eyes glow and act like lights. However, its light is the same as Charge Light and can attack Reapers in groups. Moreover, when acting in a group, a group buff is given, and an individual with a high level becomes the leader of the group, and when the leader howls, the entire group gains attack power, defense power, speed, and regeneration ability. Grants the buff of the group that has it. Also, there are many mushrooms in Aberration that grant debuffs, but Baidabatyr can negate those debuffs. Taming method This creature loves mushrooms, so it will be passive taming by hand, but only the leader individual can be tamed. It has to be a single unit. If it becomes single, it will run away, but the player needs to chase it and keep chasing it until it gets tired of running away. Then, only when you are tired of running away, you can finally hand over the mushrooms to start taming. In rare cases, there are individuals that act alone, but it is still possible to tame them by hand. However, there is a risk of being targeted by natural enemies, so it is necessary to confirm that there are no natural enemies around and secure a safe place. By the way, Baidabatyr's favorite mushroom is Auric Mushroom. After taming It can be ridden without a saddle, and two or more of them can form a group, with the higher level individual becoming the leader and granting buffs to the group. They tend to follow the leader at all times, so you can take down a Carnotaurus with just 5 and a Tyrannosaurus with 10. Also, by glowing eyes instead of consuming food, the light emitted from the eyes has the same effect as the charge light, so you can kill the reaper without any problems. Well, I think it's a difficult story with just one, but in terms of stats, it has high food value, stamina, attack power, speed, defense power, and weight. It can be stored for a long time, and it also cuts the weight of items such as Fungal Wood or wood, fiber, stone, metal by up to 75%, making it an excellent carrier. can defeat.
  4. Name: Calvapilosa kroegeri Common name: Calvapilosa Time: Ordovician Temperament: Neutral Diet: Carnivore Calvapilosa lives kn the radioactive rivers of Aberration, this has caused it body to become completely acidic. Neutral in character, it will not consciously attack anything unless threatened, but if an unwary person passes near it they will fall victim to its corrosive acids. When it is hungry, it wraps its prey in its body, dissolving them and absorbing its nutrients, it prefers irradiated meat and despises normal food, this information will serve for its subsequent domestication. Tame: Calvapilosa can only be tamed when it is hungry, this is easy to know since it will extend its four large antennae and begin to look for prey, at this moment you must grab a corpse and submerge it in a radioactive river, you must keep the body there until it turns a characteristic color red, (this process may take longer depending on the size of the corpse but this will also influence the effectiveness), then take it to the slug and it will begin to eat it slowly, its feeding process causes it to lose fluids and if it loses too many, calvapilosa will leave to eat to go to a radioactive river to hydrate, do not let this happen or you will lose taming effectiveness, at this moment you must go to the trail that the slug has left and collect that acid to sprinkle it on its body, you must do this as quickly as possible possible since you will be damaged by coming into direct contact with the acid and there is nothing you can do to avoid it (recommended to bring many medicinal drinks). At 80% taming, calvapilosa will inevitably head to a river, don't worry, this is normal, once in the river, baldhead will release acid which will make the water completely corrosive and there is nothing you can do to avoid this damage, you must stay in the water all the time so that calvapilosa associates you with food and wants to stay with you, at this point I can only recommend a huge amount of potions, a daeodon, tek gun or chitin armor that will better protect you against acid but not for much longer. Tamed: Once calvapilosa has been tamed you will not need any mount, this slug can control its acid at will and you can enter its body if it affects you which in turn produces a corrosive natural armor for you. Skills: - Obviously his slug body allows him to climb any surface. - His acidic body gives him great resistance to bullets. - In addition to the above, it is completely immune to the net projectile which is capable of easily melting. - Any creature that attacks it will take corrosive damage. - Great swimmer, the survivor inside it will not need to come to the surface to breathe, calvapilosa provides it with the necessary oxygen. - The survivor inside is completely immune to radiation regardless of what armor they are wearing. - Calvapilosa hydration bar increases when you enter the water. - Calvapilosa radiation bar increases when you are in a radioactive zone. - If it is irradiated, it will produce acid slime over time, this slime can be used to charge the tek suit or as ammunition in some tek weapons. Attacks: - Frontal bite which releases acid, quickly corrodes any type of armor and does damage to metal structures. - When it is hydrated, it can give off a trail of slime that will slow down any creature or survivor that passes over it, in addition, it is irradiated, this trail of slime will deal damage to any creature. -If it is hydrated and irradiated, it will be able to shoot a powerful jet of acid that will deal damage, slow down and leave a radioactive effect on the target. - Ocular antennae, you can see at great distances as if it were a spyglass. - If you are fully hydrated and irradiated, you can explode your entire body by throwing acid bombs in all directions. - If it is hydrated, it will be able to launch a cord of slime that can drag small creatures or survivors, the most effective way to get rid of this cord is with fire, a torch is recommended.
  5. -SUMMARY: Common Name (In-Game): Cave Frog Inspiration: Electrorana "Amber Frog" found in Amber from Myanmar. Aberrant Species Name: Electrorana ton asterión (Amber Frog of the stars) Time: Mid-Cretaceous Diet: Carnivorous Temperament: Languorous Map Relation: Native to Bioluminescent Biome Main Diet: Glowbugs, Shine Pets, Lamprey & Nameless Natural Predators and Only Counters Completely Immune to their Torpor Damage: Reapers, Rock Drakes, Basilisks, Karkinos Colors: Black, Grays, Purples. Blues, Browns, Oranges, Golds -WILD: Passive unless attacked. They rarely can be seen clinging to the branches and ceilings of the bioluminescent biome. Cave Frogs are usually spotted occasionally when they hop and glide across caverns to snatch a Glowbug that flies up too high. They also descend onto the Nameless when they rise out of the ground. Even more rare are seeing groups glide down to the water pools under the glowing trees. Where after they give a brief light show, the female will drop eggs into the water before they all retreat back up together. The eggs then hatching into wild Tadpoles, that when mature, will make their way up to join the rest of the other adults. The only things that attack fully grown Cave Frogs, are Reapers, Rock Drakes & Basilisks. While Karkinos will eat Tadpoles they come across, as well as try to grab a Cave Frog when they get the rare opportunity to. These four creatures are the only things immune to the Cave Frog’s defensive and offensive Torpor Damage, and are their true counters. When attacked by one of their 4 natural predators, the Cave Frog will use their Shine Burst to stun them and try to retreat back to a safe elevation. However anything smaller that is foolish enough to attack one will quickly turn the Cave Frog aggressive. Making it lash out while most certainly trying to eat the smaller threat. -DOMESTICATED: The true champions of this 3D Environment. Cave Frogs can cling to any surface, jump great distances, as well as move at deceptively fast speeds on land and in water. Being able to also glide slightly with their large toe pads. This allows them to direct their decent when falling. This mobility makes them unquestionably the best way to get around the Aberrant Caverns of this ARK. As well as being able to fire weapons from their saddles, and a constant supply of Bio-Toxin produced in their inventory, They are invaluable partners when Taming. Being able to turn aspects of their diets into defensive, or offensive capabilities doesn’t hurt their utility much either. From gaining effects from Rockwell recipes to being able to fire a cannonball from their mouths. Cave Frogs can be the Swiss Army Knife of Amphibious, or in some cases, Aerial Assault. Tamed Passively with: Set-up Charge Lamp (or Glow Pet) Preferred Food: Leech Blood Cave Frogs are tamed passively through a little trickery. You set up a charge lamp within range of the where the Cave Frog is hanging around and back away. The Cave Frog will become curious and dive down to it to investigate if it is food. At this point you can sneak up beside it and offer it Leech Blood Passively. A New Model for a Charge Lamp laying on its side on the ground would be needed, but an animation of the Cave Frog trying to swallow, and then spitting out the Charge Lamp would be great if it is not fed quickly enough. Then it would make a confused look before climbing back up to where it came from. If fed quickly enough it will just hang around and let you continue feeding it. But if it is left hungry for more than 5-10 seconds, it will become uninterested and climb back up to where it came from. A Charge-Light Pet on wander can also be used instead of the Charge Lamp to lure the Cave Frog down. However if the Cave Frog is not fed Leech Blood quickly enough. It will eat the Charge-Light Pet. Although cruel, this can benefit you. Giving a huge boost to the initial taming process similar to a Sanguine Elixir. As long as Leech Blood is offered within 5-10 seconds of the Cave Frog becoming hungry afterwards it should stick around and continue the taming process as usual. Weakness: Entering Deserts & Very Hot Volcanic Temperatures dries out the Cave Frog’s skin and begins to drain its health. This is cancelled out while submerging in water or going into an underground area. Entering Freezing Temperatures makes Cave Frogs move progressively slower until Lethargic and unmoving. Needing to be left or put into a cryopod to continue. Although harsh penalties, these obstacles can be worked around with certain consumables. -BASIC ABILITIES: (Super-Mobile Taming-Unit/Cave Explorer) -Tamable, Breedable, Mountable -Can Fire Weapons While Mounted on their Saddle -Matures from a Tadpole -Much Larger than Beelzebufo -Good Carry Weight -No Fall Damage -Very Quick Hop/Movement Speed -Can Jump Ridiculously Far, along with Aimed-Jump Option -Seamlessly Sticks to any Surface it Lands On -Can Stick and Climb on Any Surface -Slight Descending-Glide using Toe-Pads -Same Turning Mobility as the Beelzebufo, even when Climbing -Creates Cementing Paste from Insects like the Beelzebufo -Acquires Charge-Light Reserves from Eating Glowbugs, Lampreys & Shine Pets -Can Emit Charge Light like a Shine Pet while Reserves Last -Can Emit a Shine Burst that Temporarily Stuns Attackers but depletes All Reserves -Colorful Pulsing that indicates when invisible Rock Drakes or a Buried Reapers are Nearby -Produces Bio-Toxin (like Jellyfish’s) but Passively in their Inventory -Can Inflict Major Torpor Damage from Tongue Attack -Can Inflict Minor Torpor Damage every time it is Attacked due to its Poisonous Skin -Will Repel Non-Immune, Aberrant Creatures a Small Distance, Protecting Tames-in-Progress -Will Emit a Warning Charge Burst when attacked that will Stun the Predator Shortly -Can be set to Warn of an Earthquake with a Croaking Noise beforehand -ATTACKS: -Tongue attacks: Regular-Tongue attack & Snatch/Swallow-Tongue attack - Can snatch and swallow survivors with tongue right off of mounts and flyers +Can spit-ball swallowed survivors like Cannonballs or just be dropped on the ground +Survivors die inside Cave Frog’s mouth when oxygen runs out - -Regular Spitwad Projectile Attack +adding Rocks & Grenades to spitwads Regular spitwads do minor damage but stagger medium to smaller targets +adding Rocks do increased damage and stagger while Grenades explode on impact - -Intimidation Croak Large booming croak (with light display when charged) that repels medium to smaller threats - Slippery skin makes it immune to Rhyniognatha resin effects -CONSUMABLE ABILITIES: Kirby-like Powers: (+swallow animation) Light Pets: can use Charge Light until reserves run dry - Nameless: Temporarily Produces Toxins on skin that cause Torpor Damage when hit Rock Drake Egg = Temporarily can use the Rock-Drake Cloaking Ability Wyvern Egg = Temporarily has Elemental Breath invulnerability matching the Egg eaten - Ferox = Temporary Frenzy with Attack & Speed buff - Spiders & Scorpions = Temporary Torpor Damage inflicting Tongue attacks & spitwads Lystrosaurus = Temporary EXP Buff for surrounding tames Oviraptor = Temporary Egg Laying Buff for surrounding tames Jellyfish = non-stackable Temporary x3 increase in passive Bio-Toxin Generation - Fish = Replenishes some of the Cave Frog’s Oxygen while Underwater - Swallowed from Inventory: Nameless Venom: Temporarily Produces Toxins on skin that causes Torpor Damage when hit Narcotic = Can stack for multiple Torpor Damage inflicting Tongue attacks or spitwads Stimulant = Temporary minor Speed Boost Rare Flower = non-stackable Croak that Attracts Herbivores Rare Mushroom = non-stackable Croak that Attracts Carnivores Bug Repellent = non-stackable Croak that Attracts Insects (For Cementing Paste) Sap = Consuming adds up to stack of 5 Sticky-immobilizing spitwad Oil = Consuming adds up to stack of 5 Sticky-flammable spitwad Propellant = Consuming adds up to stack of 5 Flaming-spitball Attack Wyvern milk = Temporary x2 Imprint buff to all surrounding babies Element = non-stackable Croak that emits a TEK EMP-Blast Cannonball = Consuming adds non-stackable Cannon Shot, or Anti-Aircraft Shot to drop flyers Chainbola = Consuming adds non-stackable Chain-Bola-Capture-Shot Medical Brew = Temporarily Heals Cave Frog over time Mindwipe = Can Respec Cave Frog’s Stats Shadowsteak = Cloaking Ability with Hot/Cold Temperature Protection and Weight Buff Tartar = Attack, Defense & Speed Buff Broth = EXP Buff for surrounding tames, survivors, and the Cave Frog Calien Soup = Temporarily Protects Cave Frog from health drain in Deserts & Volcanos Enduro Stew = Stamina & Weight Buff Focal Chili = Temporary Homing spitwads (even +Rocks & Grenades) Fria Curry = Temporarily Prevents from Slowing down and freezing in the Cold Lazarus Chowder = Temporarily provide Infinite Oxygen for Frog/Rider +Frog Swim Speed Buff Cactus Broth = Temporarily Cancels out health drain in Deserts Mushroom Brew = Temporary Radiation Immunity (for much longer than survivors) Soap = Croak that makes Bubbles that float around. Just for fun Dye = Marking/Tracking Paintball spitwad that covers target in bright paint the color of the dye *Any other ideas for unique abilities or attributes gained from possible foods/resources, feel free to leave in the comments. I just felt like you couldn’t beat a Giant Tree Frog for Aberration. I don’t think this creature will fit with any other map so anyone who votes and helps get this Frog to the top 10, I truly appreciate you. This is my dream creature for Aberration and I hope the community likes it too. Thank you for your time.
  6. Obdurodon is an extinct monotreme genus containing three species. Individuals of Obdurodon differed from modern platypuses in that adult individuals retained their molar teeth (in the modern platypus, individuals lose all of their teeth upon reaching adulthood). Compared to the modern platypus, which is a mostly benthic forager, Obdurodon foraged pelagically. The description of a new genus and species of extinct ornithorhynchid, a family of the Monotremata, published in 1975 and noted as the earliest known evidence of the group in Australia. The authors, Michael O. Woodburne and Richard H. Tedford, described two specimens associated with the Lake Ngapakaldi to Lake Palankarinna Fossil Area. The discoveries were a result of joint ventures by US and Australian museums undertaking research in the remote central desert region of Australia. The name of the genus is derived from Latin, obduros and don, a reference to the robustness, size and permanency of the molars as an "enduring tooth". When combined with the epithet of the type species, insignis, the name was intended to translate as "significant lasting tooth" for the importance of the find to the fossil record of the family. The genus is one of several to have been placed with the family Ornithorhynchidae, which is typified by the still extant species of platypus Ornithorhynchus anatinus and evidently more closely allied. Obdurodon tharalkooschild is believed to have been carnivorous and estimated to be twice the size of the modern platypus at one metre long. Obdurodon tharalkooschild is thought to have inhabited fresh water and hunted for a variety of animal prey in the forests that dominated the Riversleigh site at the time of deposition. The species diet is assumed to have included crustacea like those consumed by the modern platypus, although larger species were available due to its greater size. The potential prey of the Riversleigh fauna also included frog, turtle, fish and the lungfish, species that are present in the deposition at the Two Tree Site of the Riversleigh formations. The ornithorhynchid species were unknown in the later fossil record at the time of discovery, and it defied the assumptions of a single lineage of a platypus-like animal that progressively lost its teeth and became smaller in size. In-game, they are about the same size as Sarco and live near water. Good at swimming, but slow on land. They are friendly, but they can retaliate when attacked, especially with claw attacks, which contain poison that slows movement and increases coma. This is also true for players and other creatures. Also, Reapers and Nameless can be poisoned with the same effect as Charged Light. In that sense, the poison possessed by this creature is the strongest. Taming method Taming is passive taming, but the bait is special. It feeds only on Mushroom Brew and nothing else. Moreover, if they are attacked by other creatures or accidentally attacked by the player, they will become hostile and the taming gauge will be reset. After taming You can ride with your own saddle. Good at swimming, but slow on land. Also, like the wild, the claw attack can poison the enemy with a movement speed decrease and a coma value increase, and the Reaper and Nameless can be poisoned with the same effect as the charge light, Especially against Reaper and Nameless, it can fight with only its poison without charge light.
  7. -SUMMARY: Common Name: Cave Frog Inspiration: Blue Milk Frog with convergent evolutionary aspects of Poison Dart Frogs & Gliding Leaf Frogs. Species: Trachycephalus ton asterión (Rough-head of the stars) Time: Post-Holocene Diet: Carnivorous Temperament: Languorous Map Relation: Native to Bioluminescent Biome Main Diet: Glowbugs, Shine Pets, Lamprey & Nameless Natural Predators and Only Counters Completely Immune to their Torpor Damage: Reapers, Rock Drakes, Basilisks, Karkinos Colors: Black, Grays, Purples. Blues -WILD: Passive unless attacked. They rarely can be seen clinging to the branches and ceilings of the bioluminescent biome. Cave Frogs are usually spotted occasionally when they hop and glide across caverns to snatch a Glowbug that flies up too high. They also descend onto the Nameless when they rise out of the ground. Even more rare are seeing groups glide down to the water pools under the glowing trees. Where after they give a brief light show, the female will drop eggs into the water before they all retreat back up together. The eggs then hatching into wild Tadpoles, that when mature, will make their way up to join the rest of the other adults. The only things that attack fully grown Cave Frogs, are Reapers, Rock Drakes & Basilisks. While Karkinos will eat Tadpoles they come across, as well as try to grab a Cave Frog when they get the rare opportunity to. These four creatures are the only things immune to the Cave Frog’s defensive and offensive Torpor Damage, and are their true counters. When attacked by one of their 4 natural predators, the Cave Frog will use their Shine Burst to stun them and try to retreat back to a safe elevation. However anything smaller that is foolish enough to attack one will quickly turn the Cave Frog aggressive. Making it lash out while most certainly trying to eat the smaller threat. -DOMESTICATED: The true champions of this 3D Environment. Cave Frogs can cling to any surface, jump great distances, as well as move at deceptively fast speeds on land and in water. Being able to also glide slightly with their large toe pads. This allows them to direct their decent when falling. This mobility makes them unquestionably the best way to get around the Aberrant Caverns of this ARK. As well as being able to fire weapons from their saddles, and a constant supply of Bio-Toxin produced in their inventory, They are invaluable partners when Taming. Being able to turn aspects of their diets into defensive, or offensive capabilities doesn’t hurt their utility much either. From gaining effects from Rockwell recipes to being able to fire a cannonball from their mouths. Cave Frogs can be the Swiss Army Knife of Amphibious, or in some cases, Aerial Assault. Tamed Passively with: Set-up Charge Lamp (or Glow Pet) Preferred Food: Leech Blood Cave Frogs are tamed passively through a little trickery. You set up a charge lamp within range of the where the Cave Frog is hanging around and back away. The Cave Frog will become curious and dive down to it to investigate if it is food. At this point you can sneak up beside it and offer it Leech Blood Passively. A New Model for a Charge Lamp laying on its side on the ground would be needed, but an animation of the Cave Frog trying to swallow, and then spitting out the Charge Lamp would be great if it is not fed quickly enough. Then it would make a confused look before climbing back up to where it came from. If fed quickly enough it will just hang around and let you continue feeding it. But if it is left hungry for more than 5-10 seconds, it will become uninterested and climb back up to where it came from. A Charge-Light Pet on wander can also be used instead of the Charge Lamp to lure the Cave Frog down. However if the Cave Frog is not fed Leech Blood quickly enough. It will eat the Charge-Light Pet. Although cruel, this can benefit you. Giving a huge boost to the initial taming process similar to a Sanguine Elixir. As long as Leech Blood is offered within 5-10 seconds of the Cave Frog becoming hungry afterwards it should stick around and continue the taming process as usual. Weakness: Entering Deserts & Very Hot Volcanic Temperatures dries out the Cave Frog’s skin and begins to drain its health. This is cancelled out while submerging in water or going into an underground area. Entering Freezing Temperatures makes Cave Frogs move progressively slower until Lethargic and unmoving. Needing to be left or put into a cryopod to continue. Although harsh penalties, these obstacles can be worked around with certain consumables. -BASIC ABILITIES: (Super-Mobile Taming-Unit/Cave Explorer) -Tamable, Breedable, Mountable -Can Fire Weapons While Mounted on their Saddle -Matures from a Tadpole -Much Larger than Beelzebufo -Good Carry Weight -No Fall Damage -Very Quick Hop/Movement Speed -Can Jump Ridiculously Far, along with Aimed-Jump Option -Seamlessly Sticks to any Surface it Lands On -Can Stick and Climb on Any Surface -Slight Descending-Glide using Toe-Pads -Same Turning Mobility as the Beelzebufo, even when Climbing -Creates Cementing Paste from Insects like the Beelzebufo -Acquires Charge-Light Reserves from Eating Glowbugs, Lampreys & Shine Pets -Can Emit Charge Light like a Shine Pet while Reserves Last -Can Emit a Shine Burst that Temporarily Stuns Attackers but depletes All Reserves -Colorful Pulsing that indicates when invisible Rock Drakes or a Buried Reapers are Nearby -Produces Bio-Toxin (like Jellyfish’s) but Passively in their Inventory -Can Inflict Major Torpor Damage from Tongue Attack -Can Inflict Minor Torpor Damage every time it is Attacked due to its Poisonous Skin -Will Repel Non-Immune, Aberrant Creatures a Small Distance, Protecting Tames-in-Progress -Will Emit a Warning Charge Burst when attacked that will Stun the Predator Shortly -Can be set to Warn of an Earthquake with a Croaking Noise beforehand -ATTACKS: -Tongue attacks: Regular-Tongue attack & Snatch/Swallow-Tongue attack - Can snatch and swallow survivors with tongue right off of mounts and flyers +Can spit-ball swallowed survivors like Cannonballs or just be dropped on the ground +Survivors die inside Cave Frog’s mouth when oxygen runs out - -Regular Spitwad Projectile Attack +adding Rocks & Grenades to spitwads Regular spitwads do minor damage but stagger medium to smaller targets +adding Rocks do increased damage and stagger while Grenades explode on impact - -Intimidation Croak Large booming croak (with light display when charged) that repels medium to smaller threats - Slippery skin makes it immune to Rhyniognatha resin effects -CONSUMABLE ABILITIES: Kirby-like Powers: (+swallow animation) Light Pets: can use Charge Light until reserves run dry - Nameless: Temporarily Produces Toxins on skin that cause Torpor Damage when hit Rock Drake Egg = Temporarily can use the Rock-Drake Cloaking Ability Wyvern Egg = Temporarily has Elemental Breath invulnerability matching the Egg eaten - Ferox = Temporary Frenzy with Attack & Speed buff - Spiders & Scorpions = Temporary Torpor Damage inflicting Tongue attacks & spitwads Lystrosaurus = Temporary EXP Buff for surrounding tames Oviraptor = Temporary Egg Laying Buff for surrounding tames Jellyfish = non-stackable Temporary x3 increase in passive Bio-Toxin Generation - Fish = Replenishes some of the Cave Frog’s Oxygen while Underwater - Swallowed from Inventory: Nameless Venom: Temporarily Produces Toxins on skin that causes Torpor Damage when hit Narcotic = Can stack for multiple Torpor Damage inflicting Tongue attacks or spitwads Stimulant = Temporary minor Speed Boost Rare Flower = non-stackable Croak that Attracts Herbivores Rare Mushroom = non-stackable Croak that Attracts Carnivores Bug Repellent = non-stackable Croak that Attracts Insects (For Cementing Paste) Sap = Consuming adds up to stack of 5 Sticky-immobilizing spitwad Oil = Consuming adds up to stack of 5 Sticky-flammable spitwad Propellant = Consuming adds up to stack of 5 Flaming-spitball Attack Wyvern milk = Temporary x2 Imprint buff to all surrounding babies Element = non-stackable Croak that emits a TEK EMP-Blast Cannonball = Consuming adds non-stackable Cannon Shot, or Anti-Aircraft Shot to drop flyers Chainbola = Consuming adds non-stackable Chain-Bola-Capture-Shot Medical Brew = Temporarily Heals Cave Frog over time Mindwipe = Can Respec Cave Frog’s Stats Shadowsteak = Cloaking Ability with Hot/Cold Temperature Protection and Weight Buff Tartar = Attack, Defense & Speed Buff Broth = EXP Buff for surrounding tames, survivors, and the Cave Frog Calien Soup = Temporarily Protects Cave Frog from health drain in Deserts & Volcanos Enduro Stew = Stamina & Weight Buff Focal Chili = Temporary Homing spitwads (even +Rocks & Grenades) Fria Curry = Temporarily Prevents from Slowing down and freezing in the Cold Lazarus Chowder = Temporarily provide Infinite Oxygen for Frog/Rider +Frog Swim Speed Buff Cactus Broth = Temporarily Cancels out health drain in Deserts Mushroom Brew = Temporary Radiation Immunity (for much longer than survivors) Soap = Croak that makes Bubbles that float around. Just for fun Dye = Marking/Tracking Paintball spitwad that covers target in bright paint the color of the dye *Any other ideas for unique abilities or attributes gained from possible foods/resources, feel free to leave in the comments. I just felt like you couldn’t beat a Giant Tree Frog for Aberration. I don’t think this creature will fit with any other map so anyone who votes and helps get this Frog to the top 10, I truly appreciate you. This is my dream creature for Aberration and I hope the community likes it too. Thank you for your time.
  8. Common Name: Cave otter Species: Lutrinae Caverna Time: Unkown Diet: Piscivore Temperment: Angelic Wild: Lutrinae Caverna is one of the most kind creatures in the caves of Aberration saving small creatures from the creatures that seek to kill. When a Lamprey is in trouble Lutrinae Caverna will save it but with different intentions as once saved it will enter a playful state. From Helena Walkers studies these creatures have rocks embedded into their claws to help with climbing. Though it seems odd for Otters to climb, Cave Otters climb to escape from predators. Once they have climbed to a safe space Lutrinae Caverna makes it self look helpless and then pounces on its predator causing bleed. Domesticated: Once tamed Lutrinae Caverna's instincts to save will be limited to its owner and their tames. Lutrinae Caverna can also provide warmth to its owner and remove leeches by carefully taking them off then playing with them as if they were toys then you can pet them to increase its friendliness to you. To tame a Cave otter first you must have a lamprey attach cling to you, then you must find a Cave Otter. Once the leech is removed and the Otter is playing with it you can feed the otter fish meat. The Cave Otter is a versatile early - mid game tame that has some abilities from the creature that inspired it in the last creature like being immune to stun and insulatiting fur. Its abilities it gained from the Aberrant map was gaining the rocks in its claws allowing it to climb and its unique ability to save creatures from predators. Cave otters are rideable.
  9. I introduce myself; I'm SanJuan. I'm nominating this ASTEROID creature for the aberration map, my favorite map in the entire game. ASTEROIDE I drew inspiration from the lore of a YouTuber and their group of friends, whom I greatly appreciate. Asteroidea is a class within the phylum Echinodermata, consisting of a large number of species. They are poorly represented in the fossil record, partly because the hard parts of their skeletons separate when the animal decomposes or because the soft tissues break down into distorted and unrecognizable remains. The first known asteroids date back to the Ordovician period. During the two major mass extinction events in the Late Devonian and Late Permian, many species went extinct, while others managed to survive. TABLE OF CONTENTS 1. HARVEST 2. WILD 3. DOMESTICATION 4. BABIES 5. JUVENILES 6. ADOLECENT AND ADULT BEHAVIOR 7. ADOLECENTS 8. ADULTS 9. MATING 10. Why do I think Asteroid should be implemented in the game and how can it contribute to the gameplay? 11. How do you plan to balance such a powerful creature in the game? much of the skills are inspired by this video: HARVEST Hunting and harvesting stars will yield the following resources: fatty meat, pearls, and chitin. Cooking fatty meat in the forge will transform it into oil. Juvenile, adolescent, and adult stars will drop an 'incarnate treasure' as loot, which, when cooked in a forge, will dissolve the protein, unveiling loot of varying quality based on the star's size. The larger the star, the better the loot. WILD Wild stars can be encountered in all stages of their growth, typically near aquifer sites. Their temperament is quite similar to that of Purlovia. They can be found buried underground, inside corpses, or preying on unsuspecting creatures. Location: Babies: High green area Juveniles: Low green area Teens: Blue Zone Adults: Low red zone The number of arms varies throughout the growth stages of the star. Generally, the more arms the star has, the rarer its spawn is. Babies: 3 to 4 arms Juveniles: 4 to 5 arms Adolescents: 4 to 6 arms Adults: 5 to 8 arms DOMESTICATION Stars of any size can be tamed, and the taming process is the same for all, with only the size of the sacrifices varying. Taming involves attracting or sacrificing a specific wild or domesticated creature that the star requires as prey. The higher the level of the sacrifice, the more effective it is. I recommend using sacrifices with low health to prevent them from killing the star and disrupting the taming process. Adolescents and adults require reaper pheromones to complete the taming. It will also be possible to tame babies and guide them through each subsequent stage of growth until they become adults. However, to achieve this, you must continue with the mechanics of specific cravings. The number of preys needed for growth depends on the number of creatures used in the taming process. Baby to juvenile: Number of sacrifices in taming x3 Juvenile to adolescent: Number of sacrifices in taming x9 Adolescent to adult: Number of sacrifices in taming x27 Growing a star provides benefits compared to just taming it. There is a chance that when it reaches the next stage, the star may grow an additional 0 to 2 arms. BABIES The babies are found in groups of 4 to 6 along the riverbanks in the green area. Shoulder creature: Does not respond to whistles and will not move. Can be buried in the ground. Can be kept in inventory like the giant bee Skills: Bear trap mode: The attack immobilizes players and small creatures. Store loot underground. Land mine mode: Craft a low-grade explosive in your inventory using 40 units of gunpowder and 3 auric mushrooms. Instead of immobilizing, it will explode, causing damage similar to a land mine JUVENILES The juveniles spawn inside the corpses of medium and large-sized creatures. The corpses must be close to a water source in the green or blue zone. When a survivor approaches to harvest the corpse, the star will jump over and attack. To get rid of the star, cut off its arms with a sword or an axe. After cutting off 1 or 2 arms, the star will release the survivor and bury itself in the ground to start the taming process. Skills: Shoulder creature Store loot underground Bear trap mode Health battery: Ability to discharge light using plants Z (600 units) to heal 600 hit points. GPS: Amputate the star's arms and equip them in any tool, weapon, armor, or saddle to track locations and tribemates. Stolen items can also be tracked. Climb and parachute: Similar to sinomacrops, a juvenile star can help climb vertical walls and deploy a parachute-like mechanism ADOLECENT AND ADULT BEHAVIOR These mindless creatures do not behave in the same way as other creatures. You can manipulate their temperament using either reaper pheromone or pachyrhinosaurus pheromones. Eating Frenzy: They can be ridden by their riders. They will obey orders. They will not distinguish between allies and enemies. Appeased: They will remain calm and can be buried. It increases their health regeneration speed. You can equip and unequip weapons on their arms. Pachyrhinosaurus Pheromone: Red pheromone induces an eating frenzy. Purple pheromone appeases them. Reaper Pheromone: It triggers a feeding frenzy for 1200 seconds and then returns them to a pacified state. Hydraulic Suit: The hydraulic suit requires liquids and fuel for proper operation. water and gasoline in adolescents liquid element and frozen gas ball in adults Mobility: Stars are slow on land and water, but the suit helps increase their speed Climbing steep surfaces Propelling themselves into deep water Maneuvering at high speeds similar to the Roll Rat. COMMON ATTACKS: (Adolecent Adult) · Sour vomit: This acid is not harmful to most living beings, but it is lethal to organic fibers. It will reduce the armor of any creature with a fiber saddle or structure for a duration of 25 seconds. Additionally, it will temporarily disable weapons made with fiber, affecting both allies and enemies hit by the acid vomit (Whips, Bolas, Crossbows) for the same duration. Furthermore, allies smeared with the acid will be protected from the effects of fiber-based weapon vomit for 15 seconds. The cooldown period for the acid vomit is 40 seconds, during which time the star will be unable to use the attack again ADOLECENTS Teenagers can be directed by 1 to 3 riders simultaneously, who will be responsible for the following tasks: Directing the movement of each arm. Controlling creature attacks. Handling weapons on each arm. Manufacturing chemical compounds in their inventory. In the appeased state, you can equip and unequip hand weapons such as flamethrowers, shotguns, rocket launchers, whips, melee weapons, tools, and scissors (which can cut nets and bolas). The hydraulic suit transforms the star into a portable chemical table and enables the creation of two new compounds: Narcotic Cocktail: This cocktail will temporarily incapacitate small and medium creatures for 30 seconds. It can also bring down flying creatures to the ground, dismounting their riders for 4 seconds. Ingredients required: 50 narcotics, 10 biotoxins, and 30 sour mushrooms. Stimulation Cocktail: This cocktail reduces a significant amount of torpor in unconscious creatures. It counteracts the effects of the narcotic cocktail and increases the stamina of allied creatures. Ingredients required: 50 stimulants, 2 rare mushrooms, and 30 auric mushrooms. The hydrosuit features a cockpit that provides protection against radiation, oxygen loss, and takedown attacks, but leaves riders vulnerable to high temperatures, the suit to work consumes water and gasoline ADULTS It can be directed by a minimum of 2 riders and a maximum of one rider for each arm that the star possesses. The hydraulic suit does not have a cabin but rather a small platform located at the center of the star. This platform allows for the construction of a maximum of 20 small structures. To function, the suit consumes element ore and frozen gas balls over time. His inventory is a portable factory and heavy ammunition factory You will have the ability to equip heavy weapons such as ballistas, cannons, missile turrets, machine guns, catapults, and even lift small creatures like Doedicurus and Ankylosaurus. Special Attack: Gobble During this attack, the star will expel its stomach, trapping medium-sized creatures such as Estegos and Trikes, and instantly killing them The attack lasts for 25 seconds, and for it to be effective, the targeted creature must not sustain any damage during that time While executing this attack, the star will remain immobile and lose 50% of its armor To mark a prey more effectively and reduce the attack time of the move, mark the victim with an ammonite pheromone dart. MATING Unfortunately, pheromone therapy has rendered the stars infertile. However, they can be reproduced through regeneration. To initiate the regeneration process, a limb of a teenage or adult star must be amputated and stored in a refrigerator as a genetic reserve. For the amputation to occur, the star must be in an appeased state. Over time, the amputated limb will regrow, but a new star will not be born from the amputated limb until the original star dies. The regenerated star will have the same age, accumulated experience, and number of limbs as it had at the time of amputation. The process of regenerating a new star from the amputated limb takes the same amount of time as it takes for a baby Quetzal to mature into an adult. Each time an arm is amputated, there is a 3% chance of acquiring a mutation. In the event that the star sustains significant damage, there is a possibility that it will detach an arm, which can then be stolen by an enemy player. If you manage to recover the arm, you can reattach it using "star glue," which can be crafted in your inventory using honey, giant bee honey, fungal wood, tree sap, and cementing paste Why do I think Asteroid should be implemented in the game and how can it contribute to the gameplay? For me, Ark has been a game that I have enjoyed much more in multiplayer than in single-player mode. · While the starfish creature can be used effectively by a single person, I believe it would be even more efficient and enjoyable if it could be controlled by more than two riders. Although there are already creatures like Astrocetus, Procoptodon, Diplodocus, etc., that allow multiple players to ride them simultaneously, what I propose is that all riders of the starfish have control over the creature's locomotion and attacks simultaneously. Here's an example: If the adult starfish has 8 arms and there are 3 players, each player could be responsible for controlling and operating a specific set of arms and their respective weapons. For instance, the first player could control the movement of 4 arms and their associated weapon, while the second player could do the same with another set of arms, and the third player could alternate between the arms of their companions during challenging moments where coordination between two players may be insufficient for effective mobility and combat · I don't quite understand why Ark doesn't have a more efficient tracking system for locations and tribe members. I know that the transponder node is used to keep track of domesticated, allied, enemy, and wild creatures, but it requires reaching level 66 to unlock. While this may not be difficult for experienced players, it can be a daunting task for newcomers who simply want to know the whereabouts of their friends or their shelter. Certainly, the mechanics I propose involving a juvenile starfish to cut off its arms, distribute them among tribe members, and hide them within pieces of armor, tools, and saddles to track their belongings and friends, may not be the simplest task for a newbie in Ark. However, in my opinion, it adds an exciting and enjoyable mechanic to the game. For instance, in PvE, it can be frustrating to discover that your belongings have disappeared from your inventory, possibly taken by a tribe mate. Being able to locate your items using a juvenile starfish would be incredibly helpful. In PvP, if you've hidden an arm within an item in your inventory and get killed by another player, you might even be able to track down the location of your enemy on the map and attempt to retrieve what's rightfully yours · Different parenting system: The most distinctive feature that sets the starfish apart from other creatures in Ark is its unique maturation process. Similar to Kairukus, it is possible to tame wild starfish at any age, be it babies, juveniles, adolescents, or adults. However, once tamed, they will not progress to the next growth stage unless the player completes a series of objectives set by their starfish. These objectives can range from obtaining rare resources like Ammonite Bile, sacrificing a randomly selected creature based on the starfish's size, or acquiring hunting trophies such as Sarco skin or sauropod vertebrae. This system is clearly inspired by the Pokémon Evolution system. Accompanying a baby starfish through each stage of its growth will provide advantages over simply taming a teenager or adult. In theory, starfish will not only spawn with a random level but also a random number of arms corresponding to their size. For example, babies may have 3 to 4 arms, juveniles 4 to 5 arms, adolescents 4 to 6 arms, and adults 5 to 8 arms. However, for each growth stage completed by the player, there will be a chance of adding 0 to 2 additional arms to the starfish. In summary, a greater number of arms means a larger number of riders that can mount the starfish, more weapons or tools (one per arm), and potentially improved mobility depending on the coordination among the riders. Regarding starfish reproduction, it is impossible for an adult couple to produce offspring. However, reproduction can occur through parthenogenesis. By sacrificing an arm and storing it in a fridge, a new starfish can emerge from the amputated arm if it is properly fed and incubated, similar to fertilized eggs. However, this can only happen if the original starfish has already died. While other breedable creatures in the game require multiple parents to produce highly mutated offspring, starfish can mutate with the same probability as other creatures but with the distinction of needing only a single adult or teenager." How do you plan to balance such a powerful creature in the game? I understand that it may seem like I have proposed 4 different creatures instead of one. I also understand that if this creature were to be chosen, the aberrant version of Pachyrinosaurus would need to be added to the game. I am aware that there will be people who disagree with the idea of a brainless creature being tamed, versatile, and even powerful. However, I have not only been thinking about extremely overpowered abilities, but also about ways to balance them and make the gameplay enjoyable and accessible for everyone. Let me show you the proposed balancing: · Symbiotic interaction: Pachyrinosaurus is a creature that, in my opinion, is underutilized in the game despite having a unique ability - its pheromones. If a player wants to have a teenage or adult starfish for regular use, they would need the assistance of a Pachyrinosaurus to accompany them on their journeys. By using the red pheromone, they can mount the starfish, and with the purple pheromone, they can equip weapons on its arms, accelerate healing, and amputate arms. Here are some specific scenarios: PVP: An adult starfish is a powerful creature capable of launching firearms, bullets, rockets, and even cannonballs. However, caution is advised when attacking an enemy base defended by a Pachyrinosaurus. If the Pachyrinosaurus launches a purple pheromone on its mount, it will instantly disable the starfish. To counter this effect, the red pheromone from an allied Pachyrinosaurus or the Reaper's pheromone can be used to reverse the disabling effect temporarily. PVE: Whether it's an adult or adolescent starfish, there should be a sense of caution when approaching wild Pachyrinosaurs. These creatures can knock out your starfish simply by casting their purple pheromone. · The starfish lacks a brain, but it possesses a very complex nervous system: Any tamed starfish, whether it's a baby, juvenile, adolescent, or adult, will not be entirely obedient and can cause damage, regardless of friendly fire settings on the server. Baby starfish, when used as landmines, will explode or bite anyone who comes in contact with them, regardless of whether they are a friend or a foe. Shouldered juvenile starfish, when fully discharged from light, will bite and inflict damage on the player, similar to the low-health Bloodstalker and its rider. Adolescent and adult starfish must be carefully kept away from other mature starfish. Small creatures should be kept out of their reach. If they spend too much time near the starfish, there is a risk of being devoured. Starfish also lack a skeletal system. Their locomotion is facilitated by a hydraulic skeleton. Taking this into account, I have developed the concept of hydraulic suits, with a unique suit for each adolescent or adult starfish. These suits are more challenging to manipulate compared to regular saddles, but skilled riders can become formidable foes. Unlike Roll Rat saddles, the hydraulic suit does not break. However, its maintenance is not easy. Over time, the suit's performance will deteriorate, affecting the movement and maneuverability of the arms. For the Teen Suit, it requires the rider to carry water and gasoline in their inventory. For the Adult Suit, the rider needs to have liquid element and frozen gas balls in their inventory for proper functioning And for both adults and adolescents, it is recommended to carry electric batons in case of rebellion
  10. ※This idea is almost the same as before, but there are some differences. Chororapithecus abyssinicus was an ape that lived about 10-10.5 million years ago during the Miocene Epoch. It is believed to be the earliest known species of gorilla. Its existence indicates that the last common ancestor between the human/chimpanzee lineage and gorillas may have lived greater than 10 to 11 million years ago, which is at least 2 million years earlier than the previously thought date of divergence of about 8 million years ago. The only evidence found of this extinct ape is currently nine Fossilized teeth of at least three individuals, recovered from the Chorora Formation which runs along the southern Afar Depression of Ethiopia (the same place where the remains of Lucy were discovered in 1974). Analysis of eight molars (two of them fragmented) and a canine tooth show that their structure is partly similar to modern gorillas. The researchers compared the make up of the teeth to other current and fossil apes, and concluded that the new ape fossils possibly were a species of gorilla which ate mostly high-fiber plants, and that the fossil species is likely a 'direct ancestor' of the gorillas that currently live in Africa. Previous efforts to find fossils of great ape ancestors in Africa from between 12 and 8 million years ago had been largely unsuccessful. This absence led some to hypothesize that apes were absent from Africa during this time, and had recolonized Africa from areas in Asia where fossils from this time period are more plentiful. Molecular estimates that humans and gorillas diverged after 8 million years ago were consistent with this idea, in which an adaptive radiation might have occurred after a single species entered Africa and began to adapt to different environments. Current fossils and research prior to this finding indicated that the evolutionary split between gorillas and humans occurred around 8 million years ago. The new fossils indicate that the split may have happened as long as 10.5 million years ago. It is thought that humans shared a common ancestor with chimpanzees as recently as 4 to 7 million years ago. The image looks like this ↓ In-game, it is a neutral primate that is the same size as Tyrannosaurus and larger than Gigantopithecus. Lead a pack of 5, with the higher level being the leader of the pack. The leader has a special action "Drumming", which gives buffs that increase the attack power, defense power, and speed of the entire group, and threatens the attacking enemy with drumming, giving the enemy the will to fight. Applies a fear debuff that makes you run away after losing . Naturally, since they act in packs, it is possible to attack with the entire pack and easily defeat Tyrannosaurus and Spinosaurus. It mainly uses a boxing-like punch attack, a double sledgehammer that increases the coma value, a knockback tackle that has the power to blow away large carnivorous dinosaurs, and a huge rock drop attack that has a stun effect. Normally, the attack power is set to be quite high, but due to the buff given by the leader's drumming, it becomes the strongest level, and naturally these attacks will also instantly kill the player. Taming method To tame this Chororapithecus, you must develop a bond or trust with the pack. In other words, hand-deliver the Sweet Vegetable Cake to the leader animal first, then start interacting with the group. And when you start interacting, you need to move as a member of the herd first. That is, by responding to requests from the herd, and by submitting the items (such as honey or fiber) requested by each request from the herd's Chororapithecus to the requesting individual, the reliability will increase. And when the reliability reaches 50%, it will become a temporary taming and will follow the player. However, even if he acts as a temporary tame with the player, a defensive battle to increase reliability will suddenly begin, and there will be attacks from hostile creatures such as Titanoboa, Sabertooth, Raptor, and Carnotaurus. The player must fight together with the Chororapithecus acting together as a temporary tame. Of course, this is possible even if the player is with a tamed creature. However, if someone in the herd is killed, you lose trust, and if you accidentally attack Chororapithecus, you lose a lot of trust, and if you lose trust completely, you have to start over. there is. (This is also true if the player or other hostile creature attacked you before 50% confidence.) And that, if the player dies, it will start over from the beginning. Therefore, the entire herd and the player himself must survive safely. And if everyone survived safely and the reliability was raised to 85% when the defense battle was over, only one child will automatically appear, and the player will take care of the child. is asked to After raising the child and growing into an adult Chororapithecus, the reliability will reach 100% and the taming will be completed. In other words, you need to increase the trust of the herd, raise the child, and complete the taming only when the child becomes an adult. After taming It can be ridden without a saddle, and if there are 5 Chororapithecus, it will form a group, and the higher level individual will be the leader of the group. And just like the wild, a punch attack like boxing, a double sledgehammer that increases the coma value, a knockback tackle that has the power to blow away large carnivorous dinosaurs, a huge rock drop attack that has a stun effect, and only the leader It is possible to perform "drumming" that gives to the entire herd. As for how high the coma value by double sledgehammer is, it is the power that can easily coma the player and medium-sized creatures such as Raptor and Carnotaurus. Tackle can also knock large carnivorous dinosaurs, such as Tyrannosaurus, into the air, and can easily destroy wooden walls. The drumming that only this leader has gives a buff that raises the attack power, defense power, and speed of the entire group. Gives a debuff. Also, like wild animals, they actually have the highest defensive power of any creature, are completely resistant to coma attacks, and are immune to electric shocks and immune to stuns, making them almost invincible. Although it is strong in battle, it also has excellent gathering ability, and it is possible to gather berries, fibers, straw, wood, stones, etc., and all items are 95% weight cut, so even if you gather a large amount No problem. Regarding stones in particular, 100 stones can only be crafted into one "giant stone", which is used to throw a giant boulder with a stun effect. In a huge rock drop attack, However, unfortunately, flint and metal are not available, and you can only get stone like Doedicurus. However, it is difficult to operate as much as it is excellent, and there are certain conditions. Here is how it works. 1, punch attack (same as normal attack, can be used for attack and can also be used for harvesting.) 2, double sledgehammer (right click for PC version) 3, tackle (normal attack while running) 4, Drop attack of a huge rock with stun effect (C key for PC version) 5, drumming (If it's the PC version, it's C key, but it's premised that there is no "giant stone" used for the giant rock drop attack, and the condition is that the leader is a high-level individual leading a group of 5 Chororapithecus. ) 6. Grab and carry building items such as safes and ammo boxes (In the PC version, it's C key, but it is premised that there is no "giant stone" used for throwing giant rocks, and it is a condition that it is a non-leader individual Choororapithecusn.) By the way, I'm an omnivore, so I'll eat anything. Moreover, it is possible to take it to the boss battle. As an aside, this ancient gorilla is the only one that can now deal decent damage to Reapers without a charge light and is resistant to Reaper attacks.
  11. DINO FOLDER Wild It seems that in the depths of these bio-enlightening caves, survivors have found a Mylothrite-like creature. These monstrous creatures may at first glance resemble Lymantria and will seem harmless to you, but be careful. This place seems to have transformed his temper. This hidden creature lurking in the shadows of crystalline swamps, will not hesitate to ambush you to slaughter you despite its herbivorous diet most of the time. If I can give you any advice, get out of his way. Although it does not fly very high, it has the annoying habit of spreading spores in its path, making the surrounding creatures aggressive towards the unfortunates who have been covered by these spores DOMESTICATED All survivors who have attempted to tame the Mylothrites have failed. Some managed to approach the creature with bug spray and a mushroom concoction that seemed to give the Mylothrites confidence in the survivor who had consumed it, but not enough for them to ride on its back nor enough to follow them out of crystalline swamps. We were able to see however that some survivors had domesticated a Mylothrites caterpillar. We do not know where the nests of these creatures are. All that is known is that to possess this caterpillar the survivors forced a Mylothrite butterfly to lay an egg by exhausting it enough so that it no longer had the strength to go to the hidden nest. Mylothrites. With a mixture of silk harvested from Mylothrite butterflies and sap, the Mylothrite caterpillar is able to secrete a kind of sticky web perfect for creating paths where there are none. Above the canyons for example and perfect for creating web walls between two rock faces close enough together to allow it. If you come across an enemy Mylothrite caterpillar, I don't recommend attacking it. This caterpillar appears to have spikes coated in a very deadly poison. ABILITY 1 web wall: If you have 2 rock faces close enough together. You could create a web wall in front of you that will protect you from your enemies until they destroy it or until your wall disappears after a while. This ability can give you time to flee without your enemies being able to follow you for a while. We can also imagine that this ability could be useful for base defense in caves to slow down the advance of your enemies. ABILITY 2 web bridge: If you find yourself facing a canyon or simply two cliffs separated by a large void. You could create a web bridge allowing you to cross to the other side and it would destroy itself after some time. We can very well imagine this ability as a great utility on aberration given the number of cliffs linked by zip lines. The web bridges could perhaps even be used only on the zip lines that can be found naturally in the map and with those placed by the players. One can imagine that the bigger the bridge, the shorter it would last and the more web the Mylothrites would have to secrete. This ability would greatly facilitate the movement of survivors through the aberration map. ABILITY 3 puddle of web: This ability allows you to spit a web on the ground which will form a kind of puddle of web. All wild creatures, enemy creatures and enemy survivors who walk in this puddle will find themselves greatly slowed down. We can imagine that this ability could be useful if you are in combat and find yourself at a disadvantage and want to run away. This ability can even be useful for trapping creatures you want to tame. example: you spit a puddle of web where the creature you want to tame is. He will find himself very slowed down and you can, by hurrying, build a trap around him. ABILITY 4 Bio-net: Thanks to this ability, you could, as for a net, immobilize the survivors and the creatures for a certain time which will be less long than a real net. Obviously this ability would have a cooldown so that it is not abused too much. ABILITY 5 Deadly Poison: This ability is a passive which means it is always active Mylothrites have spines on their backs. These quills are coated with a very deadly poison. If you attack Mylothrites with one of your dinos, it will die after a while unless you give your mount an antidote before it's too late. Note that the cryopod will not stop the disease but it can pause it. We can therefore easily imagine this creature as an additional defense for your base. Something else to know: With Mylothrites, many of you can ride on his back. One can imagine that 4 or 5 people can ride on one and the same Mylothrites. We can also imagine by the very fact that it carries so many people at the same time that it could see its weight divided by two or simply have a very important weight statistic Wild, Mylothrites move on the ground and can fly at low altitude. When you have killed a Mylothrite butterfly, you can harvest the silk from the corpse. By mixing this silk with sap, you can create a sort of slimy web that your Mylothrites caterpillar secretes in a variety of ways allowing for a multitude of uses. Wild This creature, in nature, is not found in the form of a caterpillar but rather in the form of a butterfly. Mylothrite Butterflies are found in the Blue Aberration biome or more specifically in Crystalline Swamps. Wild mylothrites are quite aggressive and difficult to distinguish in the dark. However, if it detects your presence it will attack you and at the same time try to spread spores on you and your creatures which will give you effects similar to what rare flowers can cause.Wild, Mylothrites move on the ground and can fly at low altitude. Taming To be able to approach wild Mylothrites without getting attacked, you can use insect repellent, but that won't be enough to enter the taming phase. You will also have to consume a mushroom soup so that Wild Mylothrites has confidence in you then so that the taming phase can finally begin you will have to give a rare flower to Wild Mylothrites. This one will start to spread its spores but the rare flower effect will be attributed to the wild Mylothrite. The wild dinos will therefore try to kill the wild Mylothrites. Your goal will therefore be to protect it as much as possible by killing the approaching enemies. After a while, the Mylothrite will rise into the air and two large glowing eyes will appear on its wings. You'll need to fire with a gun at those eyes to knock the Mylothrite to the ground.
  12. Stegodon ("roofed tooth" from the Ancient Greek words στέγω, stégō, 'to cover', + ὀδούς, odoús, 'tooth' because of the distinctive ridges on the animal's molars) is an extinct genus of proboscidean, related to elephants. It was originally assigned to the family Elephantidae along with modern elephants but is now placed in the extinct family Stegodontidae. Like elephants, Stegodon had teeth with plate-like lophs that are different from those of more primitive proboscideans like gomphotheres and mastodons. The oldest fossils of the genus are found in Late Miocene strata in Asia, likely originating from the more archaic Stegolophodon, shortly afterwards migrating into Africa. While the genus became extinct in Africa during the Pliocene, Stegodon remained widespread in Asia until the end of the Pleistocene. Some species of Stegodon were amongst the largest proboscideans. S. zdanskyi is known from an old male (50-plus years old) from the Yellow River that is 3.87 m (12.7 ft) tall and would have weighed approximately 12.7 tonnes (12.5 long tons; 14.0 short tons) in life. It had a humerus 1.21 m (4.0 ft) long, a femur 1.46 m (4.8 ft) long, and a pelvis 2 m (6.6 ft) wide. Size varies across species, large stegodonts are comparable in size with modern elephants. Aside from S. zdanskyi, species like S. ganesha, S. miensis, S. orientalis, S. elephantoides and S. kaisensis are also relatively large bodied. Large stegodonts usually occur in the mainland. There also exist medium sized stegodonts present in large islands like those of Japan and Java. These stegodonts may include: S. aurorae, S. trigonocephalus, S. insignis and S. florensis florensis. Stegodonts that live in smaller islands usually result in further dwarfism. S. florensis insularis is an extinct subspecies of Stegodon endemic to the island of Flores, Indonesia, and an example of insular dwarfism. The direct ancestor of S. florensis insularis is the larger-bodied S. florensis florensis, from Early Pleistocene and early Middle Pleistocene sites on Flores. Remains of S. florensis insularis are known from the cave of Liang Bua. Life-sized models of Stegodon Similar to modern-day elephants, stegodonts were likely good swimmers, as their fossils are frequently encountered on Asian islands (such as Sulawesi, Flores, Timor, Sumba in Indonesia; Luzon and Mindanao in the Philippines; Taiwan; and Japan), all locations not connected by land bridges with the Asian continent even during periods of low sea level (during the cold phases of the Pleistocene). A general evolutionary trend in large mammals on islands is island dwarfing. Many among the dwarfed species of Stegodonts came from the lineage of S. ganesha, S. zdanskyi and S. elephantoides. The smallest dwarf species known is S. sumbaensis from Sumba,[8] with an estimated body mass of 250 kg. The slightly larger S. sondaari, known from Early Pleistocene layers on the Indonesian island of Flores, had an estimated body weight of between 355 and 650 kg. Another estimate gives a shoulder height of 1.2 m (3.9 ft) and a weight of 350–400 kg (770–880 lb). Philippine pygmy stegodonts also have a small stature bigger than or around the size of S. sondaari and S. sompoensis of Celebes, with S. mindanensis having a projected weight of 400 kg. S. luzonensis and S. sompoensis have estimated masses of around 1,300 kg and 1,000 kg respectively. A medium- to large-sized stegodont, S. florensis, with a body weight of about 1,700 kg, appeared about 850,000 years ago, and then also evolved into a dwarf form, S. f. insularis, with an estimated body mass of about 570 kg. Another estimate gives a shoulder height of 2 m (6.6 ft) and a weight of 2 t (2.0 long tons; 2.2 short tons). The latter was contemporaneous with, and hunted by, the dwarf hominin Homo floresiensis, and disappeared about 49,600 years ago, earlier than initially thought. Dwarf stegodonts were believed to be the main prey of the still-extant Komodo dragon before modern humans introduced their modern main prey in its range, banded pig, rusa deer, and water buffalo. In the game, it's about the same size as a mammoth, but this elephant is in the tropics, whereas mammoths are cold. These elephants are neutral and live in groups of three, but if one is attacked the whole group becomes hostile. These elephants also have very long tusks that can be inflicted with a bleed effect that can instantly kill a level 10 player. It also grants a pack buff for the entire pack, so even Tyrannosaurus and Spinosaurus will struggle. In addition, when attacked by a carnivore, a buff called "Carnivore Killer" that can effectively deal large damage to carnivores or hostile creatures will be activated. In other words, the herd buff and the carnivorous killer buff make him the most powerful elephant. However, if you are lucky, you may drop a large amount of marbled meat and a low chance of "Stegodon Fang". This tusk can be used as a substitute for the long spear. By the way, basically all individuals in the herd are at the same level (if you're lucky, you may encounter a herd of level 150 Stegodons?), and the herd's buff is applied. Taming method First, you need to hand-feed and feed vegetables such as carrots and potatoes, then form a "Stegodon alliance". While forming an alliance, you will be a "temporary tam", and in order to complete the taming completely, you will have to fight together and increase the taming gauge every time you defeat hostile creatures such as Tyrannosaurus, Therizinosaurus, and Spinosaurus. However, if you mistakenly attack Stegodon with whom you are in an alliance, they will become hostile, the alliance will be dissolved, and all taming gauges will be reset. Also, if you attack neutral creatures such as Triceratops or friendly creatures such as Dodo, the alliance will be canceled and the taming gauge will be reset and you will be hostile, so you need to be careful when fighting hostile creatures. . After taming Stegodons are faster than mammoths and can run as fast as tyrannosaurs. In addition, you can perform a bleeding attack using fangs just like in the wild, and if you create a herd of 3 or more, you will be given a herd buff just like in the wild, and you will be a "carnivorous killer" against carnivores or hostile creatures. will also activate. Also, like the mammoth, it can grab and carry medium to small creatures such as dodos and raptors with its long snout, and can also stomp. However, since combat is the main focus, it is not possible to cut the weight of items such as wood, and it may become too heavy to move due to too much harvesting. It will be necessary to use Mammoth for gathering and Stegodon for combat. Instead, it activates Howl of the Brotherhood, which grants other herbivores buffs that increase their Attack, Defense, and Speed. By the way, fiber can also be collected along with berries.
  13. Pelorovis ("prodigious/monstrous sheep") is an extinct genus of African wild cattle which existed during the Pleistocene epoch. The best known species is Pelorovis oldowayensis from Olduvai Gorge in Tanzania, from the Early Pleistocene. The species "Pelorovis" antiquus from the Late Pleistocene-Holocene has since been moved into Syncerus, the same genus as living African buffalo. The genus was first described by Hans Reck in 1928 to house his new species P. oldowayensis, which he described from bones originally found by him in Olduvai Gorge in northern German East Africa (Tanzania) in 1913, the first ever time this famous locality was explored by a palaeontologist. The holotype is a fossil skull and assorted bones kept in Berlin. The species P. kaisensis was named in 1994 from Kaiso, Uganda. Hadjouis and Sahnouni considered it to be closer to Syncerus in 2005. A 2007 study by Bienvenido Martínez-Navarro and colleagues of the morphology of the fossil remains came to the conclusion that Pelorovis is probably not monophyletic. These authors reclassify the early forms of the genus, P. turkanensis and P. oldowayensis, in the genus Bos. In contrast, they find that the late Pleistocene form Pelorovis antiquus seems to be a close relative of the modern African buffalo (Syncerus caffer). This approach essentially subsumes the genus as a synonym of Bos, because the type species is P. oldowayensis. A number of the authors of this study reiterated their classification of the taxa Pelorovis turkanensis and P. oldowayensis in the genus Bos in another paper published 2014. Alexandre Hassanin follows the interpretations of Martínez-Navarro et al., pointing to previous genetics work which show that the bovid lineages which produced the modern species within the genera Bos, Bubalus and Syncerus split from each other some eight to nine million years ago, indicating that either the fossil ancestors of these species have not yet been discovered, or that they already have been found, but are taxonomically misidentified. He further points out that Martínez-Navarro et al. are only looking for the ancestor of Bos primigenius in their studies of African fossil bovids, and that the Asian species of Bos may have been derived from other fossil species. Lastly, Hassanin notes that if Pelorovis is reduced into synonymy due to these studies, this also implies the other Pleistocene fossil genera Leptobos and Epileptobos are synonymous with Bos. A 2018 study by Tong et al. of the Chinese fossil representation of Bos primigenius uses morphology to dispute these conclusions regarding these taxa belonging to the genus Bos, as well as if they are the ancestral line from which Bos evolved, instead hewing to the traditional interpretation that the Indian Early Pleistocene fossil species Bos acutifrons is the primordial ancestor of Bos. Syncerus antiquus was described by Georges Louis Duvernoy in 1851 from a skull discovered along the Bou Sellam River near the city of Sétif, Algeria. It was found at one meter in depth, when excavating the foundations of a new mill, and subsequently sent to Paris. Duvernoy believed this species to be closely related to the Asian water buffalo (Bubalus bubalis) and classified it as Bubalus antiquus. Several other fossils of S. antiquus were described under the names Bubalus bainii and Bubalus nilssoni. In 1949, Dorothy Bate recognized that these buffaloes were conspecific and not related to Bubalus. She placed these fossils in a new genus, Homoioceras. However, the type species of Homoiceros was found to be synonymous with the Cape buffalo, invalidating the genus. It was subsequently moved to Pelorovis in 1978. However, a link with the living Cape buffalo has been noted based on morphological and systematic grounds, and since 1994 it has been suggested that P. antiquus be moved into Syncerus. This proposal has since gained widespread acceptance. The etymology of the generic epithet "pelorovis", chosen by Reck in 1928, is compounded from the Greek πέλωρος (péloros) in the sense of "monstrous" or "huge and terrible" and Latin ovis, meaning "sheep". Pelorovis resembled an African buffalo, although it was larger and possessed longer, curved horns. Pelorovis probably weighed about 1,200 kilograms (2,600 lb), with the largest males attaining 2,000 kilograms (4,400 lb). This ranks it as one of the largest bovines, and indeed one of the largest ruminants ever to have lived, rivalling the extinct American long-horned bison (Bison latifrons), and the extinct Asiatic giraffid Sivatherium giganteum, as well as the extant African giraffe (Giraffa camelopardalis) in weight. The bony cores of the horns were each about 1 metre (3.3 ft) long; when covered with keratin (which does not survive fossilisation) they could have been up to twice this length. The horns pointed away from the head, each forming a half circle in the species Pelorovis oldowayensis and P. turkanensis. P. oldowayensis was broadly the same size as modern African buffalo, but its legs were longer, and the elongated head of this species was reminiscent to those of the modern Alcelaphinae. P. oldowayensis occurred in sub-Saharan Africa and disappeared 800,000 years ago. The best fossils of P. oldowayensis are known from the Olduvai Gorge in Tanzania. In the game, it appears as a large cow that moves in a herd of three, but these cows have different personalities depending on their gender. Males with long horns are neutral, and females without horns are friendly. Females flee quickly when attacked. However, when attacked, the male will fight back, and if he attacks the female, the male will also become hostile to the enemy who attacked the female. Also, one male of the group is always high level in the group and becomes the leader of the group, and the remaining two are set as females with a lower level than the male. In other words, attacking the male himself will be hostile, and attacking a female in the group will cause the male to become enraged and hostile. Also, since females have a friendly personality, they are not suitable for fighting, but males are set to be suitable for fighting in order to protect the herd. Appears and emits a squealing sound to intimidate. It will give the player a terrifying debuff that will cause them to flee when they hear it, or medium carnivores such as Raptor, Sabertooth, Pulmonoscorpius, Terror Bird, and small carnivores such as Dilophosaurus. In addition, the buff "Carnivorous Killer" increases attack power and speed, and like Woolly Rhino, the more you run, the more attack power and speed you run. It will be possible to defeat Tyrannosaurus with one blow. In addition, enemies hit while in the "Carnivorous Killer" state will always be bleed and stunned. This makes the Pelorovis the strongest herbivore, capable of bravely fighting carnivores to protect its herd. In rare cases, when the male is killed, it may drop the ``Pelorovis Horn'', which is a substitute for the ``Woolly Rhino Horn'', and both males and females may drop marbled meat. Taming method In the wild, this cow can actually go into breeding mode under certain conditions and have offspring. The condition is that the male and female will be given a Sweet Vegetable Cake each by hand, after which they will automatically go into breeding mode. However, it is necessary that there are no carnivorous animals around, that the "carnivorous killer" is not activated, and that it is not hostile to the player. Then feed them Sweet Vegetable Cake, then go into breeding mode, and then have babies. And by raising the born child by the player, you can tame it when you become an adult. Must be with parent Pelorovis, and like Breeding Mode, no carnivores around, parent not activating Carnivorous Killer, and parent not hostile to the player. This is also a necessary condition for growing from a child to an adult. In the first place, children are most likely to be targeted by carnivores, so players will work together with their parents to protect their children. By fighting together, parents began to trust the player, and when they grew up from children to adults, they regarded Pelorovis, who had grown from children to adults, as "independent from the herd" or "going with the player". Say goodbye to your cubs and then move to a different location as a group. In order to make a new baby from the same pack, it is necessary to wait for the entire pack to cool down after giving birth, which will be about 3 hours later. After taming Since males and females have different abilities, we will look at males and females separately. Please think of males as mainly fighting cows. Like wild carnivores, you can activate "Carnivorous Killer", and in that state you can run and charge like Woolly Rhino, and when attacked, you will have bleeding and stun effects. can give. It can also emit a threatening cry, similar to the wild, giving enemies a fear debuff. As such, it is effective in fending off pesky hostile creatures such as the Raptor. And as an ability that can be used only after taming, you can put small creatures such as Dimorphodon on the long horns. In some cases, a glowing creature, such as a Bulbdog, can be placed on a horn to act as a flashlight. By the way, you can ride without a saddle. However, although saddles do exist, they cannot be used on males because the saddles themselves are made for females. Think of females as friendly cows that aren't as combative as the wild ones. Females are unable to attack, unable to fight back, and flee like Moschops. However, unlike males, this cow supports the player's life. First of all, it has its own saddle. Males can ride without a saddle, but females cannot equip a saddle. The saddle feels exactly like an oxcart, and it feels like it's being pulled by Pelorovis. In addition, it is good at gathering, and can collect berries, fibers, wood, straw, etc. efficiently, and its weight is set higher than that of males, especially wood and straw can be cut by 95%. increase. The best part is that you can get "Pelorovis Milk" from containers such as bottles, which can be used in new dishes, or by drinking it directly, you can get the effect of preventing food and water levels from dropping. In addition, the oxcart-like saddle held by the female has its own saddle inventory, where items such as metal can be placed, and their weight will affect the saddle, not the female, making it too heavy. It will be a specification that can not pull the oxcart. Take advantage of the different abilities of these males and females to make life easier in the ARK and use them as reliable bodyguards or combat partners who can ward off pesky hostile creatures such as the Raptor. I can. *In addition, although there are some similarities to the contents of the proposal (such as making cheese) with "Giant Bison", it will be a setting that differentiates it from Giant Bison.
  14. Llukalkan (Mapuche for "one who causes fear") is a genus of abelisaurid theropod dinosaur from the Late Cretaceous Bajo de la Carpa Formation of Argentina. The type species is Llukalkan aliocranianus. The holotype of Llukalkan, MAU-Pv-LI-581, consisting of a partial skull, was discovered during 2015 in the La Invernada site in Neuquén Province, Argentina, in the rocks of the Bajo de la Carpa Formation. meters (2,300 ft) away from the remains of the contemporary abelisaurid Viavenator. It was described as belonging to the new taxon Llukalkan aliocranianus in 2021; the generic name is Mapuche for "one who scares" or "one who causes fear", and the specific name is Latin for "different skulls". Llukalkan is very similar to Viavenator, except that it is smaller and the holes in the skull through which the veins pass are larger and more widely separated from the supraoccipital crest, among other differences. middle ear zone, a recessus tympanicus caudalis, that has not been found in any other abelisaurids and thus is an autapomorphy. On account of its unusual ear, it has been theorized than Llukalkan had a keener sense of hearing than other abelisaurids, almost like a crocodile’s. In-game, it is the same size as the Carnotaurus, but will not attack the player unless attacked by the player. However, when attacked, it will be given an "anger buff" that increases attack power, speed, and defense power, and will become hostile in that state. Llukalkan can also regenerate health like Argentavis by eating the corpses of living creatures. Taming method Passive taming by hand using randomly selected food. The randomly selected foods are "Shadow Steak Saute", "Battle Tartare", "Sweet Vegetable Cake", and "Broth of Enlightenment", and they only eat them. In addition, after eating any of the four, it tends to attack small wild creatures such as dodos in the vicinity, and after preying on the small creatures, it will seek one of the four again. In other words, ``hand one of four randomly selected ``Shadow Steak Saute'', ``Battle Tartare'', ``Sweet Vegetable Cake'', and ``Broth of Enlightenment'' → ``Wild small creatures around Prey" → "Hand over one of the other four" → "Prey on small wild creatures in the surroundings", and you can tame it. By the way, they will not attack smaller creatures that have been tamed. Also, if there are no small wild creatures around, it will go looking for small creatures, and the taming gauge will gradually decrease while looking for them. For this reason, flying creatures that can catch small wild creatures such as pteranodons should be kept near Llukalkan. However, if you attack by mistake, you will become hostile and the taming gauge will reset. So make sure there are no natural enemies such as Tyrannosaurus before taming. After taming Eating the corpse of a creature, just like in the wild, restores health like Argentavis, and grants a 'rage buff' that increases attack power, speed, and defense when attacked. Also, it is possible to efficiently collect skins, furs, organic polymers, or chitin, and with this dinosaur, things like making saddles will be easier. Also, you can ride without a saddle, but the Llukalkan saddle is actually special because it is equipped with a Gatling gun and a radar detector that detects living things. Having plenty of Assault Rifle ammo in Llukalkan's inventory allows him to attack with the Gatling Gun while on the move. Also, by using a radar detector, you can quickly find out where hostile creatures are. This is much better than Parasaurolophus, and can probe up to twice the range of Parasaurolophus. In addition, it is extremely heavy and can carry a lot of things, especially with large amounts of assault rifle bullets, leather, fur, organic polymers, and chitin. cuts weight by 90%.
  15. Apthoroblattina is an extinct genus of primitive cockroaches from the Carboniferous period. Fossils of the genus have been found in England, Wales, the United States, and Russia. The paratype specimen for the species, A. johnsoni, is recorded to have a total length of 43 mm and a width of 38 mm, while the type specimens of A. sulcata is noted to have been up to 45 mm in length and 25 mm in width if complete. In the game, it appears as a giant cockroach that can be ridden. However, it will be a cuter design than a real cockroach. It usually has a very timid personality, and will quickly run away in fear of any creature, including the player. At times, it will escape by slipping into a gap and disappearing, disappearing by burrowing into the ground, or quickly flying away like a Tapejara. Equally quick to flee when attacked, players are foolish, even the Giganotosaurus is the fastest to kill this ancient cockroach. Taming method Taming is very easy, and since they are omnivores, they will eat any kind of food, so passive taming is the main thing. However, even though they are omnivores, different individuals have different favorite foods, so it is necessary to respond to their favorite food and hand out only that favorite food (some individuals say ``I like Kibbles'' or ``I like Sweet Vegetable Cake''). like I said). However, it is timid and will run away as soon as it sees the player, so Ghillie armor is a must and should be approached slowly and carefully. After taming This creature can be ridden without a saddle. They have wings, but they cannot fly, as they are only used to glide from high places. You can also run fast and climb walls quickly. And no one will be hostile to you while you are on Aphthoroblattina. However, if you dismount even once, you will be hostile to hostile creatures, and there is no point in riding again, so you need to make sure there are no hostile creatures around when dismounting. And since they eat anything, Aphthoroblattina will eat whatever food you put in its inventory, and can store those foods for a long time. By the way, you can't fight or collect them, but instead, they weigh a lot and cut all items by 95%. In addition, when the player becomes overweight near Aphthoroblattina, Aphthoroblattina will automatically deposit the overweight items. Therefore, it would be suitable for transporting foraged items. By the way, they are omnivores, so if you put food in their inventory, they will eat when they are hungry. When eating food, you are granted a buff that automatically regenerates your health and stamina along with it.
  16. Timonya is an extinct genus of temnospondyl amphibian represented by the type species Timonya anneae from the Early Permian of Brazil. Timonya is a basal member of a clade or evolutionary grouping of temnospondyls called Dvinosauria. It was named in 2015 on the basis of several specimens from the lower part of the Pedra de Fogo Formation in Parnaíba Basin, which is about 278 million years old. It was likely a small aquatic predator that inhabited lakes and wetland areas. During the Early Permian the center of tetrapod diversity was in the equatorial regions of the supercontinent Pangea, and Timonya was part of this fauna. In-game, it's an ancient amphibian that looks like a mix of Diplocaulus and Kaprosuchus, with the gills of an axolotl on its head. They are good at swimming quickly and are useful for escaping, but on land they are the same speed as level 1 players, much slower. Friendly to players, but hostile to small fish such as coelacanths and actively preys on them. In addition, it has the ability to mimic, so when escaping from a natural enemy, it can mimic and blend in to avoid being targeted. Interestingly, however, at night or in dark areas such as caves, instead of consuming food, they emit light, which has the same effect as charge light, which also works for Nameless and Reaper. target. By the way, if your physical strength is reduced to half, you will be given a regeneration buff. Taming It will be a passive taming by normal hand-to-hand. However, in the same way as Shadowmane, you don't need to prepare a fish cage with live fish such as coelacanths, you have to hand feed them alive. Also, after eating food, it swims at a tremendous speed, so it is necessary to tame while tracking. Also, it will not eat food only when mimicking, and if it is attacked by a natural enemy or player, the taming gauge will be reset and you will have to start over. However, the taming gauge tends to rise more easily at night or in dark places such as caves, probably because the food value drops significantly when illuminated. After taming This creature is fine in water and on land, but is slow on land and can swim very quickly in water. Both luminescence and mimicry can be used as in the wild. Also, you can ride without a saddle, but equipping a saddle has some interesting benefits. The saddle has a role like a jet boat, and the head part has a discharge function that can be discharged from both water and land. By the way, in the wild, the regeneration buff is given to itself, but after taming, it will automatically activate when the player's physical strength is reduced to half, so you can safely adventure and fight with Timonya. You can do it.
  17. What do your unused tames do while you're out there exploring, taming, farming, bossfighting, raiding ? NOTHING : they sit at base, waiting for you. Especially in the absence of cryopods ! ...what if there is a creature that gives meaning to the boring lives of all those tames ? That's where the Heterodont comes in. Main paleoart : Viergacht on DeviantArt Additional dossier sketches & ability sheet : huge thanks to linnyloaf of the Flat Ark Society HETERODONT DOSSIER ADDITIONAL INFORMATION Biome of choice : Fertile lake Harvests/gathers : Nothing on its own Generates : Nothing on its own. But latched onto other creatures... potentially everything ! Drops : Hide, Keratin (small quantities), Raw Meat Rideable : No, it's a shoulder pet Taming method : KO (Gems) Diet : Gems and Crystal Reproduction : Egg layer Key stats : Weight (its small inventory can get full fast, and it'll need to carry Gems to feed on), Oxygen (if you want it to suck on underwater creatures ; see below). Health can be useful in PvP settings, to resist damage while sucking (see below) ~ Taming method The Heterodont knows very well that you're too smart to be attacked. It will most likely flee when approached, especially with a tool or weapon in your hand (similar to the Sinomacrops). That said, it is very aggressive with wild creatures, and will often latch onto them, sucking on them while they can't do anything about it. And when it's latched onto something, it's impossible to tame ! Its weakness ? Gems. They're a delicacy this little vampire can't resist ! Drop stacks of Gems to the ground (or wait for an earthquake), and you'll see the Heterodont unlatching and trying to steal them : now is your time to bola it before it notices you. Once tranqed (which can take a while, they're quite resistant to narcotics), its taming efficiency depends on what Gems you feed it (50% for green Gems, 75% for blue Gems, and 100% for red Gems). It tends to require large quantities of Gems, even with good rates. ~ Reproduction The Heterodont is an egg layer. Two Heterodonts cannot breed if either of them is currently in a Gem condition (see below). Babies feed on Gems, or Crystal (of which they need larger quantities), and get hungry rather fast. Given their small size, Heterodont babies tend to die very young if left unmonitored... BASIC ABILITIES, not dependent on a Gem condition All the following abilities require no special action or food on your part. ~ Simple combat Use "Attack my target" to get it to bite a creature, or set it to aggressive. A tamed Heterodont (upon the condition that it's not on your shoulder) can cause a tiny bit of damage with its bite, worsened by a brief and weak bleeding buff. It's not much, but every bit helps ! Otherwise it's pretty useless in combat. ~ Shoulder pet Like the Bulbdog, Glowtail, Shinehorn and Featherlight, the Heterodont is also a light pet that will weaken Reapers and Nameless alike ! ~ Torpidity vampire While traveling on your shoulder, the Heterodont latches onto YOU ! Don't get mad, it's a compulsive behavior for the little vampire to suck on your neck... In this position, it is unable to use its teeth for anything else (like biting), but it will provide you with a Torpidity buff that will slow down the effects of poisons, darts and various narcotics. If you unlatch it by releasing it from your shoulder, you'll get a short dizzying debuff of a few seconds, so it's best to keep it on you without too many interruptions ! The Heterodont's ability to provide a Torpidity buff without harming anyone is actually also useful to quickly wake up players and creatures alike. If you need to wake up a tranqed creature for any reason, including a wild one, release the Heterodont from your shoulder while aiming for the player or creature in question. It will latch onto it and speed up the waking up process, faster than Stimulants, and without causing any damage. And just in case you might change your mind, this won't ruin your taming effectiveness, should you decide to unlatch the Heterodont before the creature wakes up ! ...Ah, speaking of, that's an important point : if you're doing this on an aggressive wild creature, remember to unlatch the Heterodont before the creature wakes up, to avoid... you know, incidents. The Heterodont's average life expectancy is short enough as it is. ADVANCED ABILITIES : everything about Gem conditions The advanced behavior of your Heterodont depends on what type of Gems you feed it. It will keep consuming said Gems from its inventory both as food AND to remain in that Gem condition. As such, the Heterodont can be used for only one ability at a time ! There is also a cooldown once a Gem condition ends, before you can feed it a different Gem. You'll easily see what type of Gem condition the Heterodont is in : its eyes change color according to it. If you don't wish to use the Heterodont's advanced abilities for a moment, you can simply feed it Crystal. It will (slowly) fill its food also. Here's a short explanation of each Gem condition : ~ Resource vampire Gem condition : green Gems - Use the radial wheel to make your Heterodont latch onto a tamed creature of your choosing - The Heterodont will start sucking the other creature's health. Make sure to provide healing for your second tame so it can keep being sucked on as long as the Gem condition lasts (a Daeodon seems ideal, for instance) - In doing so, it generates what the creature would drop if harvested once dead. That ability gathers resources at a rather slow pace ; they accumulate in the Heterodont's inventory until full - If the creature being latched on is ridden, its health will go down but no resource will be generated, risking death... in vain - Once it runs out of green Gems in its inventory, the Heterodont will naturally unlatch and the other creature won't need healing anymore Example : let's say you have an Angler Fish at base, that you're not using at the moment. The Heterodontosaurus latches onto your tamed Angler Fish, and sucks its health. Slowly, this generates the resources you'd normally harvest from a dead Angler Fish... Infinite Angler gel ! Note : this ability does not extend to Element-related resources (Element itself, Element dust, Element shards...) Gem condition : blue Gems - Use the radial wheel to make your Heterodont latch onto a tamed creature of your choosing - The Heterodont will start sucking the other creature's health. Make sure to provide healing for your second tame so it can keep being sucked on as long as the Gem condition lasts (a Daeodon seems ideal, for instance) - In doing so, it generates what the creature would be gathering if it were in use. That ability gathers resources at a rather slow pace ; they accumulate in the Heterodont's inventory until full - If the creature being latched on is ridden, its health will go down but no resource will be generated, risking death... in vain - Once it runs out of green Gems in its inventory, the Heterodont will naturally unlatch and the other creature won't need healing anymore Example : let's keep the Angler Fish situation. The Heterodontosaurus latches onto it, the Angler Fish loses health slowly, and in exchange the Heterodont starts generating Silica pearls in its inventory, and Black pearls in smaller quantities. Infinite pearls ! Note : this ability does not extend to Element-related resources (Element itself, Element dust, Element shards...). ~ Storage vampire Gem condition : red Gems - Release it from your shoulder while aiming for any enemy structure with an inventory. The Heterodont will latch onto that structure, the same way C4 would stick to it. - The Heterodont will start sucking on that structure, without damaging it - In doing so, the Heterodont slowly adds to its own inventory a random item or stack of resources that's occupying one of the structure's slots. That ability gathers resources at a rather slow pace ; they accumulate in the Heterodont's inventory until full - It will keep working on it until the structure's inventory is empty, OR until the structure is destroyed, OR until the Heterodont is out of inventory space itself, OR until the Heterodont is out of Red gems in its own inventory. Whichever comes first ! Example : this is useful in PvP settings, to empty enemy structures without destroying them. It can be a turret, a vault, a generator... It won't help you much against an entire defensive turret wall or chandelier, though ! You can try to use several Heterodonts on several turrets at once, but not everyone will come out of this alive ! In PvE, this ability will exclusively work on your own tribe's structures, and as such has a moderate appeal. PvE survivors will probably enjoy the two other Gem conditions more, but at least they'll save on red Gems ! Note : the Heterodont can still take damage while sucking on structures, so it's up to you to use a Heterodont with high health, and/or to protect it from attacks & bullets. Also, this ability doesn't extend to tek structures. Cryofridge to be determined. So, to recap : UNIQUE PERKS OF THE HETERODONT - New light shoulder pet ! It's been a while. - Taming helper and more broadly, torpidity helper. - In PvE settings, it can produce resources passively. - In PvP settings, it can replace or complement destroying structures during raids. - In the absence of Gacha farms, it can somewhat make up for it ! Once Gachas are reintroduced in Extinction, the Heterodont works differently anyway (it requires specific food, and doesn't provide Element at all), so they will complement each other. - It makes use of tames left behind at base, while you're not riding them, so it gives values to unused creatures. No cryopods ? No problem !
  18. With the upcoming closure of ARK: Survival Evolved Official Servers at the END of September and the release of the UE5 ARK1 Remaster, or ARK: Survival Ascended, I want to put forward a large collection of ideas for the Devs. This will be an IN-DEPTH List of changes and balances to the overall game. This is of course, a list of suggestions that I hope to give to the developers to look at and take ideas from if they wish to. Hell, they may have already had some of these ideas, but I want to put this out here for them anyways. Map Suggestions: Removal of 6x structure damage that exists OUTSIDE the boundaries of a cave. Many caves hold this issue, especially regarding Center Ice caves, Center Pearl cave, Fjordur Dragon Terminal Cave (Front Gate Entrance) and Center Lava Dropdown cave. Rather than the 6x stretch to be 40+ foundations away from the entrance of a cave, I suggest these 6x boundaries stop at a maximum limit of 5 foundations away from a cave entrance. Additional 6x structure damage to caves that don't have it but are counted as caves by the game's own code. Referring to the INI line "AllowCaveBuildingPvP=false" that was added for conquest servers during the no cave building season. Removal of 6x Structure Damage from Ocean "Boxes" on Gen1 and Fjordur. Massive entrance Under Water spaces that fundamentally serve more closely as Underwater Bubbles (Like on Center) than caves. I reason, if Center is allowed 1x Underwater Bubbles, then the same should be argued for these "Boxes" that aren't just "Caves". Removal of 6x Structure Damage from the Fjordur "Realms". The separate biomes like Gen1, that suffer as largely unflyable spaces due to the way it is counted as a cave. They are 3 additional large spaces to play in, PVP in and more, and are rendered half useless because any building spot that looks decent, is all 6x no matter what. The same going for travel being severely limited to only Desmodus and practically banning all other forms of flight because it treats the realms as caves. A Fix for Center Underwater Bubbles to properly allow the uncryo-ing and teleporting of tamed creatures into them. They are largely untapped base locations simply because they are largely unusable because of this bug. A Fix for limited building spaces, such as a large cave on Extinction that you cannot build half of, due to the way the terrain around the edges of its interior prevent placing anything past a certain point. Addition of wild creatures where they used to be in their modded map versions or are placed during gamemodes like conquest/classic. Biggest example of this is the addition of Reaper Queens present on Valguero Classic/Conquest Servers. Or the removal of Rock Drakes off of the Valguero and Crystal Isles maps on release. More or less, looking at Non-Story maps and re-adding or newly adding creatures to balance them out individually, still keeping in line with their release periods and corresponding story DLC that came before. Aberration should have some larger subdivision of its spawn biomes, like Genesis 2's Eden ring being subdivided more than it appears to be on the surface. Examples of this being: - Separating the fertile lake water spawns from the rivers and adding unique lake spawns in the deep water - High up locations having unique spawns and creatures as opposed to sharing the same spawns as lower locations - Redwood tree locations being a more redwood-based spawn type area while still retaining aberration feels - To go on top of that, there should be additional aberration variants to go along with any potential spawn variance that could get added via this subdivision (Ab terror birds, compys, actual spawning dimorphs, araneos and megalania, etc. etc.) - Radiation area being split up to include newer spawns, or more uniquely separated spawns, - as well as make reaper queens rarer by the same nature. Maybe mix their spawns with reaper kings to increase their rarities or something? I also think the aberration surface could benefit by a closer resemblance to the lunar biome on gen 1. That being non flyer non giga tek spawns, maybe some lower gravity, etc. Additional Rockwell Innards entrances and a change in how building around it works. Allow turrets but retain the damage multiplier on structures. If anything, block building within a decently sized radius around the heart/Rockwell prime terminal if that's the concern. Dino Suggestions: I suggest every variant should have different advantages across the board (better than the typical "aberrant dinos have 3% less hp and 5% more damage" that makes up the current standard. If they don't get those advantages, Most variants, if not all of them, should be breedable with other variants instead. (IE, Aberrant Spinosaurus breeds with X-Spinosaurus type stuff) Or at least living variants breeding with other living variants and not TEK ones. To list off examples of the first idea however: - I think Aberrants should be more resistant, maybe like 10-20% more resistant against damage from turrets/bullets but maybe not dinos, and should ALL be radiation-proof to give them value compared to their vanilla counter parts, or some other effect that gives them an edge just like it. - Another example being X-Dinos being more resistant to Dino damage but not turrets/bullets or perhaps instead, dealing more damage to creatures and taking more damage in return as opposed to taking less. - Or even another idea being the one often seen in mods where TEK Dinos do bonus damage against element-related creatures such as Extinction's Corrupted variants, Gen2's Rockwell biome(s)-specific R-variants, and Rockwell created/influenced creatures like Shadowmanes, Reapers, Nameless, Noglins, Summoners and other creatures like that. But in return perhaps they take bonus damage from explosive type damage such as TEK Turrets/Rifles, Grenades, Rockets, C4 and the like. - These types of advantages would be pretty cool to play with among the variants to provide more of a reason to raise those particular creatures over another variant of the same creature. This would however, then require an advantage that Vanilla creatures get over other variants to balance the gap between them all. I don't know, I feel like there's SO much you could do with the variant related content in this game to vary it up more and it tends to stagnate pretty heavily these last few years in my opinion. On top of changing the variants we do have, I think we should get some more map specific variants on other maps, like Center, Ragnarok, Scorched Eartth, Valgeuro and more and more. Now that idea may be pushing it, and might increase the game's size far too much, in which I'd get that. But at least our old friend and story map Scorched Earth could do with having variants of its own. Every story map since Aberration has had variants of some sort, I'd like to think Scorched should get a set of its own too. Tusoteuthis should have a VISIBLE "struggle to get free" minigame like the Bloodstalker and Tropeognathus do. They also should get dismounted by Shadowmanes rather than their current complete immunity. Should also nerf their damage output by half given that their base 85 damage becomes triple that for every mouse click, because of the way Tuso attacks are coded. Dunkleosteus should be immune to nets and shadowmanes, and be the true soaker of the ocean given its bulky look and natural armor, offering rider protection similar to a Trike's. With that in mind their HP pools should be at least double what they are to compare to the sheer volume of HP that Basilos present to the table. Basilos should NOT be immune to nets and shadowmanes. While they serve wonderfully as an immunity to Cnidaria, they posses far too great an HP pool to be immune to these things. Given that their maximum HP when capped out is nearly 700k currently, I feel they should be nerfed to be closer to 400-500k OR take a slight bit of extra damage from turrets. TEK Mosa Saddle Revamp. Instead of it being another Megalodon Saddle, why not make it similar to the Space Whale turrets? You could add 2 mountable TEK emplacements and maybe the rider gets access to a large TEK cannon similar to the Stryder Chest Cannon. It would add some unique usability to the Mosa in PVP saddle wise. Mosasaur itself, If you then also increase Mosasaur bite damage to be equal or slightly more than a Tuso's total output, they would serve as a Tuso rival while still being able to be messed with by a Tuso's ability to pick it/rival it. Remove the ability to bleed Brontos, AND Titanosaurs. Rebuff Bronto Saddles to the past 100 armors they once held, same as racers. And Rebuff Bronto HP to sit MORE firmly in-between a Racer and a Megachelon. They are huge creatures that take full damage from most things, so having a bit more available health would make them more useful. Buff Titanosaur HP to sit around the same value as an Ext Titan (roughly 500k-700k) - Suffers from a similar issue Brontos have against Diplos, but in this case its Titanosaurs against 'Chelons, where a smaller creature scales BETTER than it does late game. Increase Turret Damage dealt against Brontos and Titanosaurs, ideally by a multiplier of 2x damage. Following that, give Titanosaurs the Mek damage multiplier and Download Damage Multiplier That Extinction Titans receive. Also make them transferable with the same restrictions that Extinction Titans receive. Increase Bronto and Titanosaur Resistance to Damage from NON BULLET Sources to turn them into Dino Tanks rather than bullet tanks. Soaking up the bites of a capped damage Giga or Rex and soaking up the spines of a Velonasaur would add new utility to these very old tames without making them exceptional choices for turret fire. Allow Brontosaurus and Titanosaurs onto Aberration. I argue this merely because creatures like Megachelon, Ice Titan, Desert Titan, and Forest Titan are all allowed yet these Sauropods are banished to the shadow realm! Haha. Increase Bronto base damage to 80-100 dmg instead of 60. Also adding a Debuff that applies to CARNIVOROUS tames or, tames in general, struck by the Tail swipe of the Bronto. It could be called something like "Shattered Bone" or "Jaw Broken" and applies a 20% damage debuff for 5-10 seconds, and stack up to 3 times for a maximum of ~49% damage reduced from a tame with this debuff. Add Titanosaur to Extinction, Gen2, and Valguero and add the ability to Transfer them like Ext Titans (including download timers and multipliers, they're a raid dino that you can't feed just like the Ext titans, they deserve some love too!) Titans, Ext and Titanos, should be allowed onto Genesis 1 and 2. If its a matter of terrain issues on Gen1, then just add them to Gen2 / fix the crash that occurs when someone attempts to download one. If not, I frankly see no reason to disallow them OTHER then the mission-cheese concern, which already happens with capped damage Gigas anyways LOL Complete Flyer Rebalance. And I do mean complete. They should all be significantly harder to obtain, as getting off the ground early is a very significant game changer in both playstyles. - Pteranodon's could be like 40-60% faster overall. Their stats however, are fairly well placed. - Argentavis could be somewhere from 70-100% faster overall, and picking could be rebalanced to have larger range and slower animation for a wider range of utility in combat. Currently they are too slow and too easily targeted to have any sort of utility in the PVP world. And for PVE they get overshadowed by a plethora of other tames for both flight and end game farming. - Desmodus could be about 30-40% slower, given that they get a saddle and a full dive like owls or griffins AND are breedable with the ability to take out weapons with a wide ranging pick. I think many could agree having them be slower is a very fair deal, especially since in an early game environment they are largely tamed as easily and numerically as Pteranodons. With that said, I also think they should be harder to tame. How exactly to achieve that, I am unsure of as of this update. - Snow Owl dive bomb-ing into the ground currently applies a slowing effect. Instead, I think it should apply a freezing stack like the Rhynio's resin stack, and that mechanic should be universal across all freezing mechanics. (IE: Amargasaurus Ice Spike should have a visual indicator for it's freezing mechanic, and coordinate with the owl, Managarmr, Ice Wyvern, Fenrir, and Ice Titan freezes, obviously applying various amounts of said freezing stacks. By utilizing the same mechanic, you could then set up the mechanic to either last longer via specific means or be cuttable with a sharp object like how nets or resin sapping work, or even blunt objects for freezes to directly oppose resin/net requirements) - Rhyniognathas could do with less health scaling, and/or some way around the resin armor. Perhaps bonus explosive damage? Or additional resin cost as damage is applied, inducing the idea that the damage is "chipping" away at the armor. Maybe after a fast enough amount of damage is applied, it forces the resin armor to turn off because it all got "chipped off" too quickly. - Crystal Wyverns need to be harder to tame outright. They prove to be so easy to tame on fresh start, largely due to note runs outpacing their level requirement. Perhaps instead of a basic passive tame, they could be reworked to be more like other, newer creatures that have unique taming methods. - Ice Wyverns need a change to their breath mechanic to be better utilized. Perhaps an increased range. And/or something like a proper full freeze if you stack enough times similar to the Rhynio's resin. (See Snow Owl Example) - Fire Wyverns could get a better range to their fire breath, as the way it tends to function while moving is often outdone by the ranges of crystal wyverns with similar, if not identical breaths. Seeing as It's reused by Ice and Crystal Wyverns, I'd much rather see both Ice and Fire be unique compared to Crystals and the other Wyvern Variants. - Voidwyrms should be only raiseable by eating element or some other robotic part. Whether its ore, dust, shards or hard element, or even just metal, poly, electronics, or crystal/oil, it should be element or machine ingredients for a TEK machine. And honestly, that should be true for all the TEK dinos. Meat and berries unfortunately don't make that much sense in the context of TEK machinery. This would also make them significantly harder to raise, as late game creatures should be in most cases. - Tropeognathus could to have armor to their saddle the same way Andrews do. This would bring them into better competition against a creature like the Astrodelphis, which currently far exceeds the Tropeo's capabilities. The fact that Tropeo's, when force-landed by something like a Voidwyrm or Shadowmane, physically cannot take back off until it touches the ground is another major flaw, that could be a cool mechanic when applied to ALL flyers, but when applied to only one, just seems like a major bug that could be remedied. - Astrodelphis could increase the cost of its saddle to function. I'm talking like an element consumption like a Tapejara saddle per laser fire, and double, triple or even quadruple that rate for the tracker balls. And if they aren't already, take full flyer damage in ASA. - Astrocetus should be breedable, or at the very least, achieve a better scaling to their health pool to match up to end-game capped damage creatures and weaponry. - Quetz... actually quetzals don't really need any suggestions. Most I might say is bring back Plant X only for platform dinos (not just quetzals but all platforms), and add a limit like gates have. Like maybe 4 or 6 plants total. Would make the plants way more utilized then they currently get to be on a normal basis. Shadowmanes, so you cant double click insta-target, should force the charge-up stun on land, and with a faster charge, still require a charge up in the air. The point and click is incredibly overbearing in many situations and I think Shadowmanes would be more wildly enjoyed if they weren't as such. Allow Andrewsarchus, Amargasaurus, Fenrir, and Fjordhawk onto Aberration. Given the current Aberration balance I feel these creatures fit the overall Aberration vibe and should be allowed to be present. Allow Fenrir's to be breedable. As they stand they lack the strength to be a player in the long run of ARK. The advantages they bring are far overshadowed by their inability to perform as such. Tropeognathus, as mentioned in the flyer section, has a glaring issue in which, when it is stunned/dismounted, it is unable to take off mid air like other flyers do. They are forced to fall all the way to the ground before they can take off again. I suggest either changing it to match other flyers, or changing other flyers to match the Tropeo. The latter of course would bring Aerial combat far closer to the ground, if they had to touch the ground to even take back off again I mean. More Alpha dinos! I think a lot of people would be happier to see more variety of alpha creatures. Mods like Shiny! Dinos do this really well utilizing buffs, and I think the game could benefit from something similar. More world-bosses like the Valguero-Broodmother, the Fjordur-Beyla/Hati/Skoll/Steinbjorn, and the Titanosaur/Extinction Titans as well! Structure/Item Suggestions: Miniguns across the board are wildly all over the place. I believe these should be rebalanced between the Emplacement, the Handheld, and the Andrewsarchus miniguns and given a set shooting range across the board, and varying damage values depending on which is being used, with separate advantages for each choice that simply isn't present in the game currently. TEK Tier lacks its own emplacement like the rest have. I suggest adding a place-able version of the Space Whale TEK Emplacement, balanced out with separate advantages to each to keep the Space Whale still viable to use between the options. Add a TEK or alternative defensive Saddle for Rock Golems, the only ability it provides however is the ability to soak up explosive Tek damage the same way it soaks up Heavy Turret Ammo. As is stands, it becomes entirely obsolete the minute TEK turrets are introduced to the field. Riot Armor has always lacked a true reason to be crafted by players, simply due to the lack of advantages it holds over flak. I suggest increasing Riot Durability to make it more pleasing to craft over flak, while still making it a cost vs effectiveness game with its particular resource costs. I suggest an additional tier of underwater armor between Scuba and TEK suits. A form of Armored Scuba that is weaker than Flak but has quality level unlike TEK suits on maps that don't have TEK suit blueprints as part of their loot tables. These are my current suggestions for this thread. I hope some of these ideas prove helpful to the Devs during their project to port ARK1 to UE5. Any further ideas I will edit in as I come up with em, including any ideas we as a collective come up with below on this thread. Hope to see what the "ARK: Definitive Edition" looks like on release day! Excited ngl
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