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Found 6 results

  1. name cambroraster falcatus time period cambrian temperament neutral diet omnivore abilities none I feel like there are too many animals with gimmicks so I figure we should just add one for ambience. The cambroraster will swim around and is a source of chitin and fish meat but is otherwise useless. This creature should be added because I think it would really stand out from the competition and it is a good looking animal that is not well known and I think ARK: Survival Evolved should really focus on educating the public about prehistoric life as the gamers of today are the scientists of tomorrow. Thank you for reading my submission and I hope you have a good day
  2. Introducing the Opabinia, the alien like sea creature and your new gathering buddy wild Opabinia is naturally skittish and avoids conflict in the wild, by the time you see it it’s 5 eyes have definitely seen you. It’s not uncommon for survivors to hear it squeal as it flees before they realise it’s there. Thankfully they do have a weakness, their love of food, dropping fish meat (or having fish corpses) nearby will cause them to cautiously approach allowing you the time to tranq it. The fact they spawn around beaches helps too since they are incredibly slow on land allowing them to be kited somewhere for easy taming, especially in pirate bay, just be wary of any sea scorpions that might want cause mischief. tamed being a bit bigger than a manta or an angler and on par with a large dolphin, it’s not the most powerful creature in the sea but it is one of the most maneuverable. It’s unique fins and biology allow it to turn on a dime and go up and down the water column much like the tapajara of the air as well as being able to swim at surprisingly fast speeds. opabinia’s elastic mouth is easily the weirdest part about it, and perhaps the most useful. When set to aggressive it’s mouth will snap up any fish within range automatically, allowing for some easy farming. on top of that piranhas and salmon don’t attack ether, you combine that with its small size, ability to go onto land and now you have the perfect river fishing Buddy! the mouth can automatically grab and kill the following coelocanths, trilobites, salmon, piranha, ichtyornis, pegomastax, dodo, compsognathus, most baby dinos and more! speaking off, Opabinia’s legs do allow it to go onto land but it is incredibly slow while up there but considering it’s elastic mouth is perfect for snatching those pesky gulls when they try to mob it you might just want to plop it on a beach near you as ichthyornis control. On top of that the birds seem attracted to it, which is great news for both you and your passively feeding tame. Opabinia can also ‘crawl’ through water that’s too shallow to swim in at a much faster speed than on land as long as it’s fins are wet, meaning no river is truly too shallow for this creature to travel through! besides the automatic bite, it does have a manual bite attack that does decent damage as well as a tail flick (think what some shrimp do), this attack does less damage but it does send your Opabinia back, potentially out of range of your attacker but still in range of your own attacks. This ability to attack from a safe distance and maintain said distance means that those that are skilled enough can use Opabinia well in combat, just be mindful of its fragile nature. breeding Opabinia can be bred much like beelzebufo, despite being semi aquatic it needs to be in water to lay its egg. thankfully unlike the frogs, it’s young don’t go through a tadpole stage and are safe to call onto land to mature. final thoughts. All in all Opabinia would be a unique and likely useful addition to the game, especially on Ragnarok given its river systems and just the sheer lack of Cambrian reputation in not just Ark but in prehistoric media as a whole. also I’ll have art for thise creature coming on the way soon, so stay tuned for that. goodbye for now though, and as always happy voting!!
  3. Dossier: Common Name: Balhuticaris Species: Balhuticaris scubatae Time: Camrbian Diet: Piscivore Temperament: Docile Wild: Balhuticaris scubatae lives in the ocean where very few predators attack it, with every large ocean predator considering it too small for sustenance. It often feeds off smaller fish in the sea, which can easily catch thanks to its ear-like flippers, making it one of the fastest creatures I’ve seen swim. Balhuts have a symbiotic relationship with some semi-aquatic creatures, where in exchange for larger prey, they provide clear vision underwater through their tail. Their tail can attach to the spinal cord of a creature and combine their optic system with its partner. Balhut also strangely secretes powerful electrolytes that can be absorbed through the host skin, allowing them to stay better hydrated when they come into contact with water. Balhutcaris also had amazing senses, almost never being able to be caught off guard. Balhuts are not easy to approach, they are easily scared off by almost everything, however, they do love shiny objects. Domesticated: Once domesticated, Balhuts can be extremely good house pets, being surprisingly cute and friendly once they are used to their owner. However, their main use is underwater, where they can use their flippers to boost swimming maneuverability underwater. Their love for all things shiny also leads them to automatically find underwater supply crates and steal anything off the crate. They also have amazing sight out of water, and can warn its owner of danger. Gameplay: Wild Information: Balhuts, being the size of a Sinomacrops, will spawn alone in the ocean, with shipwrecks being its most spawned area. They eat smaller Coels, with bigger ones hunting it, which it will then run away. It will run away from players. Taming Information: The Balhut will not run away and be attracted to the presence of silica pearls. Once near silica pearls, they can be fed raw fish meat or regular kibble, being their favorite. Need to be Level 50 to tame. Tamed: Balhuts are shoulder tames which are set on the back of any survivor. Once the survivors run with it, it will be barely hanging on with its lower body floating in the air. The Balhuts do need water to live, their high oxygen stat will go down while out of water. However, it will show the survivor how much oxygen the Balhut got, and can be replenished once touching water, rain, or if a canteen, waterjar, or water skin is used in the Balhuts inventory. Its oxygen will not go down while standing still. While on Shoulder: Scuba Vision/Flappers: The Balhut will give its owner increased movement speed while underwater. Can stack with flippers. Also gives better underwater vision to its owner. Hydration: Give Hydrated effect to the owner when they touch or consume water for 15 seconds. Has a 45 cooldown Auto Grab: Balhut can show the player through an icon all underwater/cave drops through a 50 foundation radius. It will automatically grab underwater/cave supply crates without having to access the inventory. It will do the same for Beaver Dams, but will only grab the Silica Pearls and Cementing Paste, then destroy the Dam. It can also be thrown off the shoulder to do the same. While Off Of Shoulder Drown Target: Once whistled onto the target underwater, it will wrap itself around a small target and decrease its swimming speed by 70%. Can swing to be released from grab, like Bloodstalker. Other Information: Can only be bred underwater. Breeding and Raising stats are similar to Sinomacrops. Inventory can be accessed without having to throw off shoulders. Can be hit with bola and net. Gameplay Uses: Balhut are similar to Sinomacrops, where they are not really PVP or PVE tames, but just a convenient tame all together. They increase movement speed underwater and help see clearly underwater, making going underwater a lot more enjoyable without having to make Scuba gear. Its Hydrated buff is also very useful, allowing survivors to travel faster near bodies of water. Its autograb is also very useful, allowing people to grab a whole underwater/cave drop with the press of a button. Plus doing the same thing with Beaver Dams, with the exception of the wood and flower/mushrooms, is something also Ark players would love. The Balhut does have extra PVP uses, however, being able to act as a warning system, similar to lightputs, except a lot better at it. Its drowning ability also is a counter to anybody underwater, even people with Scuba Flippers. The Balhut does have very minor conveniences. Survivors need to worry about its Water stat and make sure it doesn’t dehydrate to death. Its drown is very easily counterable.It whole gimmick is also very situational and isn’t a shoulder put you would rock all the time. I wanted more Cambrian creatures in Ark because they are so weird looking, you would expect them to be a Wildcard original creature, but turn out they actually existed, which really gives light to the crazy amount of insane looking organisms that lived on our planet. While Balhuticaris is the most crazy Cambrian creature, it sure is one of the cutest, and can potentially be very expressive. The whole Scuba gimmick is of course based off its giant earlike flipper on its head. Its complex sight is also based on real life, with Balhutsicaris being described as having complex sensory systems. Overall, Balhuticaris would be a very convenient and fun creature to Ark. Pictures: (None of these images are owned by myself)
  4. Dossier: Common Name: Hallucigenia Species: Hallucigenia Monstrumvernis Time: Cambrian Diet: Carnivore Temperament: Aggressive Wild If I haven't seen Hallucigenia Monstrumvernis in the flesh, I would've assumed it was made up or from some Sci-Fi flick, yet its mere existence shocks me. While Hallucigenia have an almost alien-like appearance, they are actually a relative of modern day velvet worms. Unlike the fossils of Hallucigenia already discovered, Hallucigenia Monstrumvernis is as big as a small car and has rows of teeth in its mouth. The scariest part of Hallucigenia is its chemicals stored in its body. The chemicals can be sprayed out of the bottom arms or the top spikes of the Hallucigenia in the form of gas. The unidentified chemical causes anybody who inhales to panic and hallucinate, making any target easy prey. Hallucigenia mostly stays in the shallow part of the ocean, where sea life won’t attack it, but sometimes comes out to hunt on beaches. Once Hallucigenia finds prey, it shoots slime-like substances out of its main pair of arms, and then drags its prey in. The Hallucigenia then injects its bottom arms and toxin into its victim, securing the kill and allowing Hallucigenia to start eating away at its victim alive. Even if a man or creature escapes the grasp in a drugged state, Hallucigenia can use the slime excreted from the top arms as tentacles, allowing it to whip its opponents from farther away. Domesticated: While I haven’t found how to domesticate a Hallucigenia, my theory is that if a chemical were to counteract its own immunity to its fear toxins, then it would be acceptable to domesticate. The survivors that have managed to tame Hallucigenia have used its unique anatomy to its fullest potential. The fear toxins allow Hallucigenia to defend itself from predators, other survivors, and can even make creatures more acceptable to tranquilizers. I’ve even seen survivors demonstrate its mobility, by teaching Hallucigenia to curl up in a ball and roll on its sturdy spikes. Hallucigenia might give most survivors nightmares, but if you can get over that, then you have yourself one of the most useful and bizarre creatures a survivor can tame. Gameplay Wild Information: Hallucigenia is around the size of a Baryonx and will mostly spawn in the shallow end of the ocean, and very rarely spawn on the beach itself. It will only attack small to medium sized creatures and all creatures will ignore it unless attacked. Once the Hallucigenia aggros onto something small enough, it will grab it and damage its target similar to a Bloodstalker. You can swing to get out of the grab and if a target does, then it will chase it while spray its toxins Taming Information: Hallucigenia is a passive tame that can only be fed on land once affected by its own fear gas. The Hallucigenia can be led onto land by attaching itself to an aquatic tame. The only way to make them affected by their own gasses is to shoot ammonite bile arrows/darts into the Hallucigenia. After it is affected by its toxin it will start to flee and allow the survivor to feed it. Its favorite food is Mindwipe toxins, which make it an instant tame, but mutton and raw meat can work as well. Creature abilities: Passive: Deals 25% damage from melee attack back at target. Immune to Paranoia unless affected by Ammonite bile. Can move in horizontal directions. Saddle has a built in oxygen tank built in, so players mounted are immune to any toxic gasses (Poison grenades, Poison Balls, Hallucigenia Toxin, etc). New Status: Paranoia is a debuff that can stack up to 100. Once infected with Paranoia between 1-99%, the target will take 25% more damage and deal 30% less damage. If fully infected with Paranoia, the target will take 80% damage from Hallucigenia. If the target is a tamed creature at 100%, they have a similar visual effect to a Yuty fear and run away. If the target is a human with 100%, they will be blinded like a Yuty debuff, but will also have their game volume lowered, except for Hallucigenia sound effects, which will randomly play or can replace other creature sound effects. Wild creatures at full Paranoia will take 30% more torpor damage. Paranoia will slowly decrease over time, or can be quickly decreased by Yuty and Mammoth buff. First Ability, or RT:: Slash: Hallucigenia will swing its top arms at anybody close. If nothing is in its attack range, it will extend its attack with hardened slime coming out of its tentacles. This attack will have a 8 foundation range, but has very little horizontal AOE. This attack does a little more damage then a Bloodstalker melee. Second Ability: Hold RT Grab: Like a Bloodstalker, the Hallucigenia will grab its target with its extended tentacles and pull the target closer. It can grab the same creature that the Bloodstalker can and has the same range as a Bloodstalker grab, but the Hallucigenia reticle will not have an aim assist and it will take a second windup for Hallucigenia to start the grab animation. Once grabbed, the target will slowly get infected with Paranoia. Once fully pulled in, the Hallucigenia will inject its lower arm into the target, giving it 100% Paranoia and start sucking on the head of the target. This attack will deal a bit more damage than a Bloodstalker grab, but has no armor piercing. If used on an aquatic or swimming tame that is above its drag weight, it will grapple itself to it. Third Ability: or LB and RT Fear Toxin: The Hallucigenia has a HUD meter that shows the amount of Fear Toxin in its reservoir. Hallucigenia oxygen is replaced with Fear Toxin Capacity, which can be leveled, but very little. Once LB is held, the Hallucigenia will slow down like a Velonsaur and main attacks switch to the Fear Toxin stance. Once used, the Hallucigenia will spray orange fear gas into the air from a distance of 4 foundations then linger for 3 seconds and depletes Fear Toxin from its reservoir. It is like a flamethrower except it stays for a couple of seconds.The gas texture will be an orange poison grenade that is easier to see through. If in the gas, a target will quickly stack Paranoia. If the target wears a hazmat helmet or gas mask, they are immune. Cannot work underwater. Ally creatures and players can be affected. Doesn’t stack with Yuty fear, instead applying more Yuty fear if Yuty fear is already applied, and vice versa. Fourth Ability: or LB and LT Fear Toxin AOE: The Hallucigenia will go into Fear Toxin stance and spray Fear Toxin out of its top spikes, which surround it in a 4x4 foundation radius. Everything is the same as the normal Fear Toxin attack, except it depletes more Fear Toxin. Cannot work underwater. Ally creatures and players can be affected. Fifth Ability: or LT Mobility Stance: Hallucigenia will roll up into a ball, a lot like a Roll Rat. The Hallucigenia will not deal damage and will be slightly slower than a Roll Rat, but the turn radius is greatly decreased. Unlike the Roll Rat, Hallucigenia doesn’t move forward once the Mobility Stance is activated. Sixth Ability: or A Jump: Does a small jump. If used in a Mobility stance, the Hallucigenia will jump the same height, but still have momentum and can use its melee and grab attack while in the air. Seventh Ability: or Right Stick Toggle Climb/Sink: Hallucigenia has a climb similar to Rock Drake and Megalania, and can sink and attach to the ground underwater like an Andrewsarchus. Other Information: The Hallucigenia can be affected by radiation. Immune to fall damage. Can breathe underwater. Anything from Argy and up can pick it up. It has normal breeding with breeding stats comparable to a Mantis. The Saddle can be unlocked at level 72 and crafted in the fabricator. At the same level, Ammonite Arrows can be made, which is an arrow that gives the ammonite debuff. Immune to fear. Can be hit with bola and net. Weapons cannot be used on this creature. Gameplay Uses: The main purpose of this creature is to lock down areas and take down any threats that come close to it. It has amazing offensive capabilities with its high mobility, disjointed long attacks, and a dismount. Its paranoia can also completely counter enemy players by disabling all of their senses and by being able to deal massive range blows. It also has amazing defensive abilities, with its fear toxin being able to stop enemy pushing to certain areas, unless they want to get Paranoia, which buffs Hallucigenia’s already good range attacks, and can also obscure vision with the gas being kind of hard to see through, and its damage reflection being icing on the cake.The weakness of this creature, however, is that it cannot do all of this at once and has several counters. The main negative about Hallucigenia is that its a glass cannon with its heath stat being around the same amount as a Terror Bird. For it to be amazing at defense, it has to be slow and predictable, meaning the rider is acceptable to be shot at. Also Paranoia doesn’t stack all at once and Hallucigenia has no damage option while spraying fear toxins, so swift offensive attacks can take one out, with the cost of suffering from partial side effects. Not to mention gas masks and hazmat helmets completely negate the gasses’ effects and Yuty and Mammoth, both popular creatures in the current meta, can greatly reduce the time for Paranoia to go away. For it to be amazing at offense it has to get out of a secure area and be acceptable to attacks that it cannot handle with most mobility-based creatures, such as wyverns, tropes, and manas, being able to take Hallucigenia down with ease. Any ranged attack completely negates Hallucigenia damage reflection. Hallucigenia is a skill based tame that relies on strong follow through to be good with, and good placement and understatement of surroundings. If you can do that then you have yourself one of the best creatures in the game, that can counter most non-mobile creatures in the game, including Gigas. It doesn’t take away from other creatures like Bloodstalkers and Yuty either, with Bloodstalkers being more mobile and easy to use, and Yuty having a better ranged debuff that is better for teammates than itself. For any PVE player, this thing is also a taming machine, making tranq more effective to use, and being a pretty good mobility creature on the right maps. Overall, this creature might not be meta defining, with it rather being very strong or very weak, it will be a fun addition to the games, with it still having a fun and unique design but also keeping it down to earth unlike later expansion pack creatures. I wanted more Cambrian creatures in Ark because they are so weird looking, you would expect them to be a Wildcard original creature, but turns out they actually existed, which really gives light to the crazy amount of insane looking organisms that lived on our planet. The main fear gimmick is based on the name of Hallucigenia, which was given to it by its “”bizarre and dream-like quality” as described by the people who discovered the fossils. Hallucigenia sounds like hallucinate, and what would be a better concept then to give it something that had to do with making the player and other creatures hallucinate, and at the same time making its fear unique in how it works and how it is applied. Its arms shooting out slime is a concept taken from its later ancestor, the velvet worms, who shoot the slime to capture prey. I didn’t want it to have a debuff and a crowd control ability, so I gave it the ability to use the slime as tentacles extending from its arms to make it more alien-like. Pictures (I do not own any of these)
  5. Dossier: Common Name: Facivermis Species: Facivermis Locosomnium Time: Cambrian Diet: Carnivore Temperament: Short-Tempered Wild If I were to describe Facivermis Locovermis in one word, it would be insanity. This giant worm has 10 arms and an elastic posterior shaped like a bulb (that as it turns out is literally a light bulb) lives deep underwater. If it wasn’t crazy enough, these things use their ends to anchor themselves to the seafloor and lunge at anything that it can grab, the largest I’ve ever seen being Megaladons, however if it just wanted a little snack, then it will use its illuminated tail to attract unfortunate prey, and finish them off with a heavy blow with the same tail. To top it all off, these things also rarely live in swamp areas, where it competes with even Spinosaurus, being able to bully them around with heavy blows from its tail. What can’t this tail do? Facivermis isn’t a force of nature however, it is very vulnerable to loud sounds, and can even start to come immobilized from it. If you can somehow manage to kill these worms, you can harvest its bulb to get the bioluminescent gel or use it as a siege weapon. Domesticated: Normal tranqs do not work on Facivermis, however if something soft and smooth were to deal heavy enough impact damage to Facivermis without it breaking open its head, it could theoretically get knocked out. I have seen domesticated Facivermis be surprisingly playful and loyal to its owners, almost like a dog or cat would, and I even caught one playing with some baby creature within the tribe. Facivermis are also ruthless in battle, with it being able to use its utility tail for a multitude of things, including throwing it at creatures, using it as an anchor, and even throwing it into the air and using the momentum to send it flying. I’ve even seen the bioluminescent chemical in its tail being able to be lit on fire without bothering the Facivermis at all. God got real creative with this one. Gameplay: Wild Information: Facivermis are a little bit bigger than a Wyvern and will spawn in groups up to 2-3 deep underwater or very rarely in the swamps. It will attack any creature up to a Rex in the wild. If far away, it will use its Tail Throw. Underwater, its tall will be anchored to the ground, and if anything up to a Megalodon comes toward it, it will lunge at it and start to thrash its target. If a creature roars or explosions go off, then the Facivermis will recoil. If drums or any other rapid sound are played near the Facivermis for long enough, then it will stay stunned for about 10 seconds as shown by a special animation. Taming Information: Facivermis is a knock out tame similar to Rock Golem and Karkinos where you have to hit its head to deal torpor. The gimmick of this taming method is it has to be hit with a Facivermis tail to deal torpor. There are two ways of doing this. A) Having another Facivermis use it Tail Throw at the head of another Facivermis. B) Climbing up a Facivermis back while stunned will cause it to wind up a tail attack and hit its head. After its knocked out, it can only be fed with Angler Gel and a lot of it, but its food does goes down really quickly Creature abilities: Passive: If lit on fire, it gets the Ignition buff. If the tail is damaged only 50% of damage will be inflicted on the Facivermis. If Angler Gel and a torch combine in its inventory, it will receive the Ignition Buff for 30 seconds New Buff: Ignition Tail attacks will now do fire damage. New Debuff: Startled Startled is applied when enemy roars or explosions are set off near Facivermis. Startled is a percent based debuff, with 1-99% making Facivermis 10% slower and 20% stamina drain, and 100% dismounting the rider, making him ignore whistle commands, and making him 30% slower with the same stamina debuff. The larger the creature or explosion is, the more Startled is applied. For example a Giga roar will give 15% Startled while a Sinomacrop roar will give it 5%. Another example would be grenade will only give 8%, while rockets while give 20% First Ability, or RT: Jab: Does a simple jab melee attack with its arms. Does around the same damage as a Dire Bear. If held in the air, it will be able to grab Second Ability: LT Tail Swipe: Facivermis will do a above average damage tail swipe with large AOE and high knockback, but will be slow and has end lag, think of it like a Bronto. Ignore armor. Uses a large amount of stamina. Third Ability: Hold LT Tail Throw: Once LT is held, it will show a reticle and once released the Facivermis will throw its tail. If used on or a little bit above ground level, it will throw its tail without moving to do massive damage and a lot of knockback. Has a 8 second cooldown, has a 15 foundation radius, and completely destroys structure up to stone, but barely damages metal. Ignore armor. If a target is not hit, then it will leave its tail exposed for a second. If an attack is used on the head of any cannon/catapult tamed, then it will deal torpor. If Facivermis has Ignition, then once the tail makes an impact, it will explode and cause fire damage and then get rid of Ignition. Fourth Ability: Tail Fling: Once used, it will send the tail flying in the air with the Facivermis falling behind and while dealing moderate damage and knockback on landing. If the Right Stick is pressed during this process, then wherever the tail lands it will be its anchor. Fifth Ability: Down on Right Stick Anchor: Facivermis will anchor itself to whatever surface it is on. If used on a vertical surface, it can dangle from its anchor. Facivermis can go 20 foundations away from its anchor. Get rid of Ignition. Sixth Ability: LT while Anchored: Lunge: Facivermis will lunge at a reticle from a 20 foundation radius and bring back to its anchor. It will go on its back and if RT is held, it will start thrashing and dealing high damage to whatever it grabs for 10 seconds or if enough damage is dealt to it. Seventh Ability: Down on Right Stick while Anchored: Reel In: Facivermis will quickly go back to its anchor point, if pressed again it will detach. Eighth Ability: LB then Hold Right Stick: Lure: It will start to glow its tail, causing wild creatures and tamed creatures to follow to the light. Ninth Ability: LB then Hold Right Stick Toggle Climb/Sink: Can climb on surfaces like Rock Drake and can sink to the bottom of water like Karkinos. Other Information: Immune to radiation. Immune to fall damage. Can breathe underwater. Anything bigger than a Quetzal can pick it up. Has to be bred underwater and its breeding stats are similar to a Spino. The saddle is unlocked at level 85. It drops a unique item called a Facivermis Bulb. It can be put into a mortar and pestle crafted into 50 Facivermis Gel, which is a substitute for Organic Polymer or Angler Gel, or can be put on a catapult, which then acts like a larger version of Plant Z seeds. Emotes with the player, similar to Bloodstalker. Can’t be hit with bola, but can be hit with a net. Weapons cannot be used on this creature. Gameplay Uses: Facivermis’s role in the meta is to be a wildcard tame, sort of like a Reaper or a Wyvern. It's a creature that can just show up out of nowhere and turn a whole battle around. Its mobility and insane range/ crowd control can change up a whole strategy in an instant. It can counter most creatures in the game, with the largest creature it can grab being a wyvern/quetzal out of the air and on land being Stego and Mammoths. It also has tools to distance enemy dinos and players and are able to retreat quickly. It can even lure away enemy dinos from enemy players right into a turret wall or high damage dino. The biggest benefit of the creature is that it can attack from anywhere and completely counter an enemy raid. However, if any enemy player prepares for a Facivermis, they will be highly rewarded. It has a smaller healthpool for its size, meaning enemy fire can take one out quickly. Its tail attack requires a large amount of stamina and can be used without it, so if you can get a Facivermis on the run, it can’t run for long. Also offensive creatures such as Gigas, Rexes, Spinos, and Reapers cannot be grabbed, so can rush down a Facivermis that is low on stamina. Even faster creatures such as Mana and Bloodstalker, while not being immune to the grab, are highly mobile and hard to hit, and can easily shut it down with their crowd control/grabbing abilities. It cannot move while it has something grabbed, so it is completely vulnerable to attacks, This is not to mention its main counter being loud sounds. The Startled effect might go away quickly and can be rather hard to stack, but once a Facivermis is Startled, it can turn the tide of a battle a lot like a Giga rage. For any PVE player, the creature will be a pretty mobile and good damage tame to be used, not to mention it can grab Quetzal out of the sky without harming it and it can knock out pesky cannon/catapult tames. Overall, this creature, like the Reaper and Wyvern, can completely change encounters over its head and does it in a unique and fun way. This creature could affect the meta a ton, or a moderate amount, just depending on how it is balanced. It can bring a new challenge to the game, but also solve a lot of problems at the same time. I wanted more Cambrian creatures in Ark because they are so weird looking, you would expect them to be a Wildcard original creature, but turn out they actually existed, which really gives light to the crazy amount of insane looking organisms that lived on our planet. The Facivermis really caught my eye in terms of looks and potential. It's one of those creatures that could've just been as large as its real life counterpart, only a couple of cm, but can be enlarged to take full advantage over its unique appearance. Its lunging attacks are actually how it hunted in real life, attaching itself to the seafloor, then grabbing anything it can find. The idea for it having a flammable tail actually comes from its name translating to “torch worm. Pictures: (None of which are owned by myself)
  6. Jatheish

    Cnidaria

    From the album: Dossiers

    Common Name: Cnidaria Species: Cnidaria omnimorph Time: Cambrian - Holocene Diet: Carnivore Temperament: Passive, but aggressive at close range Wild: Cnidaria omnimorph is another example of a creature which should not exist. It has traits that seem to come from many types of jellyfish. It possesses the size and shape of large egg-yolk jellies, the powerful sting of certain box jellies, and the bioluminescence of deep-sea jellies. This all combines to make a dangerous creature that lights up the deepest reaches of the ocean. Cnidaria is not generally an aggressive creature, because it lacks normal perceptive senses. it generally just floats on the current until something gets close enough to sense, at which point it attacks. While its attacks are not directly powerful, its sting injects an incredibly strong and fast-acting sedative. Most tribes kill Cnidaria on sight, then collect its reserve of powerful sedative, to use in technically advanced long-distance tranquilizers. Domesticated: As Cnidaria is barely more intelligent than a plant, there's no effective method to tame one. though dangerous as they can be, a few tribes even keep schools of them around to harvest.
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