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*Backup img link in case the image doesn't show:https://drive.google.com/file/d/1CBIcWg6o8F5Z8gft-MdRo6gWj61XPcw5/view?usp=sharing The Xenoceratops is a large and exotic ceratopsian with the ability to use electricity for self defense in which the survivor can harness this power to put to the best performance in defending against Ark's biggest threats. The horns structure is unique in formation which allows the Xenoceratops to excel in parrying incoming attacks in which it can store to generate electricity for its own uses. The electric charges that it uses for deterring Ark's mighty predators in the wilds can be used by cunning survivors to unleash a deadly counter-attack or provide an extraordinary team supports that amplify ally herbivores in particular *Backup img link in case the image doesn't show : https://drive.google.com/file/d/18PyCeVGNTK4NsHUPfp0RFWP4MJfQGgcg/view?usp=sharing Size reference: Wild The Xenoceratops seems to have developed a cell that connects to the specialized nervous system, allowing it to activate all of the cells to act at once in a certain area on impact. Creating and storing powerful electricity in a burst. The reason behind such ability is uncertain. But given the Ark’s hostility and the large predators in its habitat, it’s not hard to guess why it developed such a trait. Xenoceratops sometimes fall prey to Ark’s mighty predators while they are vulnerable, which makes them cautious around the presence of large predators and not hesitate to attack potential threats in their territory. With the electricity-wielding power allowing it to grow to such a massive size, The Xeno tolerates smaller animals while ignoring larger ones that do not pose a threat to them. Thanks to their defensive power, they are confident to travel alone or sometimes in pairs on this dangerous Ark Domesticated They are not just a strong defender, but their unique interaction with electricity can only be brought out to the full potential by the best riders to turn the tide of the battle. By cleverly positioning the Xeno in the front line, the electric burst can discourage any attacker who does not want to power up the Xeno’s counterattack. The Xenoceratops is also placed within a war pack for how its roar can be amplified to provide resistance to damage and status for the ally, especially other herbivores. DISCLAIMER: PLEASE read through the submission before voting or making judgments. Some parts of the design might be missed if you just looked at the design alone (It’s not a lightning wyvern-ceratops, I promise). Any questions, ideas, or feedback please leave a comment and I will address it as soon as I can (there’s already a section on it for expected questions at the end) Controls/ Ability Left click: Basic attacks. The Xenoceratops bashes its face and horns into its opponent. Will switch to a head-swinging animation to attack enemies with the front horn while moving. It breaks trees/bushes like a normal herbivore would. Right click: Parry The Xenoceratops Swings its head to the side, using the angled horns to intercept enemies' attacks. If perfectly timed with the enemy’s attack and facing the right direction, the Xenoceratops will be able to cancel the Endlag of the parrying animation and keep on attacking with the left click while also gaining charge for the energy gauge and reducing the damage from the parried attack. Can “Harvest” dead bodies but is at a very bad efficiency, this property is more used to clear out body piles in case the user is stuck on them. However, if the parry misses, the Xenoceratops is unable to act until the end of the swing animation, leaving it open for a counterattack opportunity for the opponent baiting out aggressive Xenoceratops approaches. *a missed parry will lose the energy gauge slightly The Energy Gauge The Xenoceratops builds up energy slowly while running at its top speed or is taking damage from the front. Or can build up the gauge intensely when successfully deflecting the enemy’s attacks The Xeno consumes the energy gauge to perform a powerful move. The gauge has multiple levels and can be determined by looking at the face and the frill to judge how charged up the opposing Xenoceratops is. Gauge state for UI Level 1: Your ol’l generic bar Level 2: Once on second level there will be a UI telling the difference between this and lv 1 Level 3 You will know that gauge is fully charged and electrifying Ctrl OR Left AND right click at the same time: Boosted Attack Using all the built-up energy, The Xeno unleashes a powerful attack at the enemy. Level 0-2: unusable Level MAX: The Xeno gathers all of its energy in its front horn, forming almost an extension of the horn made of electricity. It then discharges electricity, rearing up on two legs and slamming it in an AOE in front of it This attacks: Does high damage Forces considerable knockback on even bigger creatures (rex range) Dismount riders and stun the creature similar to the Cnidaria stuns * Grounds flyers attempting to grab a charged Xeno (Quetz, Rhynio as this Hurtbox of this move hits a little bit above the Xeno so it can use this to free itself from the grab if charged) Force the user to stop in place to rear up for the animation, the area of effect will mostly be in front of the Xenoceratops Uses up all energy gauge *I know what you are thinking, please hear us out first thing in the Q&A section *Approximate area of effect of this move *Backup GIF link in case the image doesn't show : https://drive.google.com/file/d/1PMSLZZtSDsb68YhmtxK0tBzC0w79veCp/view?usp=sharing *Closely accurate visual representation of this move C: Roar The roar can be cosmetic and used to give personality to the creature if the energy gauge is not charged high enough. If charged, the Xeno consumes the gauge to gain positive effects that it can give to its ally. Level 0-1: Does nothing, purely cosmetic No cooldown Doesn’t use up energy gauge Level 2+: Applies an emboldening effect to the tribe’s creature nearby, the effect includes: 30% damage reduction, stack with other defensive effects Cleanse all negative effects Becomes immune to all negative effects ) Rapid regeneration effects to ally Herbivores (similar to argent’s fx) Can use this to break out of certain immobilizing statuses (Frozen, Sapped, etc.) Ally herbivore gains 1.5x the benefit of these effects(healing, dmg reduction) compared to carnivore The uptime of this buff lasts around 33% of the whole cooldown timer Activates a cooldown timer Uses up the energy gauge by 2 X: ⚡Plasma ball⚡ Can only be used in the bracing stance*. A crosshair will appear once you hold down this button, indicating where this attack will shoot out in a straight-line trajectory. Releasing this button uses up the energy gauge and shoots the projectile that explodes on contact with the ground or a living target On explosion/contact: Creates an area of effect of damage that lasts for a short while. Stun creature that is hit by/ stepped in the zone (no dismount). Grounds flyers as this attack can be aimed slightly up (But require serious marksmanship and prediction to hit a moving airborne target). Can use this free itself if grabbed by Rhynio etc. Use up the energy gauges and can only be used at max charge. (lv3) *more on this in QOL controls *Backup GIF link in case the image doesn't show : https://drive.google.com/file/d/1WuiK-OLmos8LMgnSRS207XcKjgHWtWZt/view?usp=sharing How the plasma ball is being shot out. Obviously with just 1 Dino. If you get this reference you are awesome Taming To tame the Xenoceratops, you need to challenge it to a duel. The Xenoceratops drops its electrifying horn once defeated. This can be used similarly to the battery, although much weaker in capacity and can't be recharged. Tamed Xeno can also help with electricity *more on this in QOL OR Combine this horn with an artifact and other horns (Woolly rhino, Deathworm depending on where the Xeno ends up winning at) to make the wild Xenoceratops think you are a challenger. The process begins once you approach a wild Xeno. Drop this item near the Xeno you wish to tame, then it will come to investigate that Item and accept your challenge. (must be level 75 to tame. Rex saddle is level 74 so this seems fair ) Once the Duel is on, The Xeno will randomly choose and play its telling animation indicating what attack it’s going to use on you. You must act correctly on what it’s doing to start applying torpor. Attack 1 The Xeno is going to Charge at you head-on. Equip a lance (yes, this item exist in the game) on your mount and joust in to intercept the charge. Attack 2 The Xeno is going to Charge at you and bash it’s frill and horn into you. Equip a shield and stand ground on your mount to block this attack. Attack 3 The Xeno charges its plasma ball to shoot at you. Use any kind of firearm to shoot the plasma ball and blow that up in its face. Correct actions apply torpor and send the Xeno back into choosing its next attack in the duel. A wrong response to its attack applies heavy torpor to your mount. If your mount is knocked out, the taming will fail and you have to restart. Oh and good luck running away on foot. *This is Bob, Bob used a lance when the Xeno uses the plasma ball, don't be like Bob Win the duel to knock out the Xeno and proceed to feed it regularly **The Xeno does not take reduced taming effectiveness if damaged after being knocked out to prevent the over-damage recoil after the wild creature is knocked out like the Rock Golem. QOL Spacebar: Bracing stance While holding this button, it halts the user’s movement and the user is unable to attack. This gives the user Omnidirectional turning(Turning in Place) depending on the camera angle that allows the Xeno to properly face its opponent. The rider is fully protected in this stance from dismounts Xeno will not be affected by knockback while in this stance Shift: Running The Xeno breaks obstacles like trees and rocks while running through them, this also builds up the energy gauge but does it much slower than a successful parry. The max speed also increases if the user is running without stopping to attack/brace while having lv 1 or higher gauge(100% > 125% at max speed). Allowing the Xeno to travel at a considerable pace for a creature this size but with the drawback of being unable to jump. Enable drifting at max speed to make sharper turns. Passive: protective frills Take reduced damage from projectile aimed at the frill Netgun not being effective Electricity generation: Tamed Xeno can eat a lot of berries in exchange to help fill your generator! If the generator is already fueled, it will increase the range and slow down consumption rate! once activated it will eat 80% of it's max food stat, powering generators nearby. then it will start eating back to full before it can be used again this is to prevent mishaps like the Daeodon healing where it may accidentally starve itself Saddle concept: We designed for the Xeno to have 2 saddles options(Either 2nd or 3rd image could work depending on what Wildcards wants), Regular and advanced. With the advanced version we think a fun idea could be that it will cause battery usage in the inventory any time Xeno is in active combat with the benefit of always charging 1,2 gauge(s) of the Xeno’s lightning parry-gauge Q&A for expected concerns Q: We don’t need a Land jelly stun! The one underwater is already annoying! The only attack that has that effect is the boosted attack at max level, and it must be activated manually by the Xeno’s rider. WILD and UNRIDDEN Xeno does not do this The frill can indicate if the opposing Xeno is fully charged or not so you know when it may be coming The max boosted attack AOE is in the front, with no other choice you can still attempt to run past it to hopefully avoid the attack when you see it’s starting the animation. Q: Why is it so big, it's unrealistic? And yet the Rhynio in real life is smaller than your finger and the giga is not twice the size of a rex. Next, Still here? Ok, in seriousness for this design, we wanted an endgame-level Ceratopsian. We were exploring our options of torosaurus, pentaceratops, titanoceratops etc. but felt like we needed something different to stand out so we went with this Xeno idea Q: Is this another “OP APEX HERBIVORE GIGA”? The design of the Xenoceratops is intended to be a Tank defender that focuses on 1) reliably taking hits (Hence the gimmick with the parrying and the roar buff) and 2) area denial(hence the heavy electric attacks are front AOE-based) while staying true to the Ceratopsian playstyle of “Strong at the front, weak from behind”. The intended stat range is more in line with the Rex/Paracer level. While being able to provide valuable team support. Think of that however you will. Q: What does Xeno bring to the table for PVE? I know not everyone plays PVP, so the kit has the PVE aspect in mind of being a late-game herbivore who doesn’t feel like driving a slow lumbering Bronto or Paracer and not stepping into their niche by not having a platform saddle. The roar buff on Xeno is a unique damage reduction buff that works on all ally creatures. It also enables the options to more reliably use herbivores like Theri, Rhino or Mammoth for the boss fights by providing them a way to heal on top of veggie cakes. While the cleansing and immunity to the status can be valuable support options for some big milestone fights that use detrimental status (Dragon’s Fire, Dinopithecus king’s dismount attack & Amargasaurus minion status effects, cleansing wild giga bleed to get its heart to summon bosses) Q: How does Xeno work as an unmounted creature? Xeno still builds up the gauge from taking damage in a long succession even unmounted. I am thinking that we have an option in the wheel menu for unmounted Xeno to use its energy gauge for boosted attack or a roar buff. Unmounted Xeno does not use plasma ball/discharge attack. Q: Is it too overpowered? what is the weakness? All of Xeno’s gimmick comes from attacking it head on and giving it charges. We intend on it being true to the ceratopsian design which is “strong from the front, weak from behind” where it can excel at dealing with an attacker but not from multiple directions. Overly-relying on parries can be exploited by the enemy since a missed parry has it’s Endlag and lose a bit of the charged gauge It is also weaker and slower in it’s not-charged form so a successful ambush gains the initiative Ideas that we had but didn’t know if they would fit in the final concept, throwing it out here just in case Able to provide additional exclusive buffs to other ceratopsian allies like Pachyrhino, Triceratops Roar can “recruit” wild trikes, pachyrhino similar to yuty recruiting wild carno Immunity to electricity damage/ electricity damage builds up the gauge A fully charged Xenoceratops can create an invisible electric field where it jams firearms when fully charged similar to electric storm in SE We would love to get a high tier apex ceratopsian in this game and provide more utility for underrated herbivore in both PVE and PVP every single vote and consideration matters to us and we thank you greatly 💓
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- herbivore heal booster
- ceratopsian
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Pentaceratops imperialis [Impenetrable Bulwark] Heavy Tanking Herbivore Abilities [Passive] Safety In Numbers When in a group of 3 or more, Pentaceratops receives a defense boost [Ability 1] Stance Change Pentaceratops changes stances, as the name implies. There are a total of 4 stances, Bulwark, Marching Wall, Battering Ram, and Neutral. -Neutral: Base wild stance, no stat changes. -Bulwark: Pentaceratops lowers its body to the ground, laying down with it's huge frill acting as a wall blocking incoming damage for the rider and any tames or structures behind its massive frill. While in this stance Pentaceratops cannot move and damage to the head in this stance would heal Pentaceratops and charge up its Battering Ram stance. When in this stance other Pentaceratops may "lock up", forming a very durable wall. -Marching Wall: Pentaceratops lock up in a line formation, their frills forward as they march. Damage is greatly reduced and any damage taken or dealt by Pentaceratops charges up its Battering Ram stance. While in Marching Wall, Pentaceratops can strafe and turn in place. This stance would be used in the wild when players attempt to knock out a Pentaceratops, resulting in them keeping their face to their attackers. -Battering Ram: Upon charging its gauge sufficiently, all Pentaceratops in the Bulwark/Marching Wall formation charge forward, entering their offensive stance. Their damage is boosted in this stance, making them a very credible threat. Pentaceratops does increased damage to structures in this stance, making it an excellent frontliner or seige beast. [Ability 2] Taunt Pentaceratops lets out a loud roar, stamping its feet on the ground and shaking its massive frill in a threat display. This taunt would function like the magmasaur, drawing aggro to Penta so it or its allies can finish them off. Attacks [Attack 1] Headbutt Slow headbutt that does heavy damage and knockback. Disabled in Bulwark mode. In Battering Ram this attack does enhanced damage to structures and constructs. [Attack 2] Light Stomp Directional light stomp, light damage and knockback. Disabled in Bulwark mode. [Attack 3] Heavy Stomp A heavy AOE stomp, does heavy damage and little knockback. Disabled in Bulwark and Marching Shield mode. In Battering Ram this attack does enhanced damage to structures and constructs. [Attack 4] Charge Only available in Battering Ram and Neutral mode. Does heavy damage and high knockback. When in Battering Ram this attack does heavy damage to structures and constructs. [Attack 5] Head Sweep Only available in Bulwark and Marching Shield mode. Does little damage and exceptional knockback. Saddles Base Saddle A normal saddle, leather and metal. Pentaceratops is ridden on a seat strapped to the side of its body, allowing the rider to see. Heavy Armor Pentaceratops’s entire front half is covered in plate armor, its horns tipped with long blades, providing exceptional protection and offensive ability. Three platforms are on the saddle, the middle is where the rider stands with the other two supporting two additional riders along with weapon attachments. In addition, it also makes Pentaceratops immune to most knockback as well as completely nullifying melee damage from the front and boosting damage to structures while reducing movement speed. Dossier art by Lapis Lazuli Saddle and Sticker Art by Myself Other Art by RiskyBiscuits Text Graphing by kodeations
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Dossier/Concept Art: (Dossier art coming soon!!) Dossier: Wild: Out of all the ceratopsians I’ve seen on the Arks, none stand out as much as Centrosaurus Laminairae. Not only is this the largest ceratopsian I’ve so far on these Arks rivaling Rexes and Acros in size, but it is one of the deadliest animals I’ve seen across the Arks. I’ve observed these muscular herbivores fight against large predators and come out in triumph with the blood of their opponent on them. I’ve even observed Centrosaurus fight against a Giganotosaurus trying to attack it and . Yet they seem to be peaceful unless provoked, grazing within the herds of other ceratopsians that they dwarf in size. Domestication: While I have never tamed Centrosaurus Laminairae myself, I’ve heard from many of the tribes that it is a simple yet painful process. Whereby you injure the creature until it is enraged with anger. Then sacrificing your strongest and most mighty creatures to it. But once tamed, Centrosaurus is a war and battle mount useable for any tribe. Its deadly nasal horn can pierce the strongest of hides of beasts. Many tribes have Centrosaurus in herds of ceratopsians or even herbivores as it seems to pump their morale and encourage them to fight fiercely and fearlessly. Making them good for arena battles or war defense and offense. Some more wealthy and plentiful tribes have even made specialized armors and bladed horn pieces for their Centrosaurus to defend against deadlier foes and deal with more powerful attacks on saddle armors. Still, Centrosaurus Laminairae is something any warring or advancing tribe would not want to miss out on having in their armies. Basics on saddle, encounters and uses: Has a regular saddle (early 60s to unlock and craftable in smithy) an armored saddle with 2x defense and 2x bleed increase with its bladed horns (crafted at mid 70s for leveling in fabricator,) samurai style armor. This is a legitimate battle ceratopsian and the largest of the three in Ark rivaling the sizes of the Rex and Acro. This can fight bosses and go inside the arenas and even the Overseer cave and arena. Centrosaurus is strictly herbivorous. But when it’s in bloodlust though it would be like a carnivore, having an aggro range and attacking anything in that range. When encountering this beast, be sure to either be riding a herbivore or a ceratopsian to blend in. This ceratopsian will most likely be in herds of smaller ceratopsians, acting as a guardian for the smaller cousins of this gigantic beast. If you aggravate one of its cousins. This beast will aggravate onto you like it was one of them. Running is suggested if you do aggravate it. While this animal is mainly a PvP’s best friend. This herbivore also can be used for a harvester of berries, thatch, and stone. While it also collects wood and flint, it is not the greatest at collecting them. But able to collect heaps of berries, thatch and stone. Being one of the best for these in utility. Abilities: A basic attack: does medium damage (can be used with the regular and Samurai saddles), An Impale attack: causing heavy bleed damage with a ten second cooldown, It’s bloodlust call: A call that gains 100% damage increase to enemy creatures and players (not structures) and a 30% damage reduction for 2 minutes with a 5 minute cooldown to the call. A Buck Kick or directional Stomp: a powerful kick or Stomp that does devastating damage with a longer than average cooldown. Cannot be affected by the Bloodlust effect. Passive Abilities: The rival ability (same as Triceratops but it only works for Gigas and Carchas), It’s herbivore strengthen buff: where they get 30% damage reduction and 10% damage increase. (does not work on other Centrosaurus, does not stack with Courage Roars), It’s ceratopsian buff: Where other species of ceratopsians gains 15% damage increase and 35% damage reduction near it. (doesn’t work on other Centrosaurus, does not stack with Courage Roars) Appearance: Centrosaurus would be indeed the largest Ceratopsian in Ark, being one of largest non sauropod herbivores on this Ark. With a long, deadly horn on the snout, it can impale the thickest of hides or armors. Females have a more delicate and dull appearance, camouflaging into the forests of Valguero, where they raise their young. Taming Method: Get it into bloodlust while it’s wild and have it kill your adult tames, the higher quality the tame and level(Apexes, Gigas and Carchas, even Brontos. Carnivores will give a better taming effectiveness.), the larger the carnivore with bigger hp pools, better the taming progress is and the better the taming effectiveness is. You’d have to damage it to 10% HP to start the process. Be sure to kill off all ceratopsians near it as they will aggro onto you. Big Thanks To: Wyvernian: Work, Design and aid in art Moonflight: Art, Work and Dossier. Ben: Work on the design Sylveevee: Work on the design Sunnyfox: Work on the design SangToareGirl: Work in the Design And the rest of Achatina Fanfictioneer Community!! Roadmap: Unsure when, but it is Guaranteed!!
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Lokiceratops, Bullet Deflecting Magnetic Trickster God
DILONG posted a suggestion in Creature submission archive
Lokiceratops is a bizarre and fascinating ceratopsian with the incredible ability to produce magnetic fields, it’s abilities range from pushing and pulling dinos, deflecting bullets, disrupting tek and electronics, disarm players by yanking weapons from their hands, and even able to collect bullets midair and fire them back at enemies like a massive blunderbuss. Abilities and dossier down below (vote caught me off guard art is incoming please hold for the tone) I’ll post the Dossier image soon:) Abilities: A magnetic field that can passively disrupt tek/electronics by shutting them off or turning them on to waste energy A Push and Pull magnetic ability that can move dinos up to rex size towards or away from the Lokiceratops A bullet deflection effect that negates 90% of incoming bullet fire (does not work with tek rounds) A blunderbuss ability where it can catch bullets midair and blast them back at an opponent like a giant magnetic shotgun An ability to yank a metal weapon out of enemy hands, guns, swords, rockets, ect. Passive keratin/metal generation, shearing it’s horns can give you some materials but it takes a while to fully grow back Side note, if you use my artwork in a video credit me as the creator of said artwork. Thank you:)- 11 replies
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Introducing Styracosaurus: The Deinonychus Killer!!! - Dossier
PrimalNacho posted a suggestion in Creature submission archive
Introducing Styracosaurus: The Deinonychus Killer!!! ——————————————————————————————————— Wild: Although Styracosaurus may be considered a gentle giant it should not be overlooked. Its hide can counter the sharpest of blades making it immune to the terrifying “bleed attack”. On top of that, it can mark its enemies with its horn, which is made out of a weird substance that seems to enrage any nearby creature. I wouldn't worry about deinonychus though, since Styracosaurus hunts the latter for sport! Taming: Using a tamed deinonychus, bait the Styracosaurus to a tamed herd of Trikes and Pachyrhinos. These ceratopsians will start playing , and after a while Styracosaurus will get hungry. Feed it Superior Kibble then rinse and repeat! Tamed: Once tamed, Styracosaurus can help survivors in different ways. Styracosaurus can pick up smaller creatures and toss them in the air, it can emit a powerful roar that boosts any nearby ceratopsian, and it has a resilient and sturdy build which is perfect for facing the guardians of the ark. Finally take note that Styracosaurus horn is spent over time and needs sharpening every now and then. ——————————————————————————————————— Wild: Styracosaurus is found roaming the vast plains and jungles of Valguero with either of its cousins. Although it isn't an assassin’s companion, it is a formidable creature that should not be taken lightly. styracosaurus tough skin counters the sharpest of razors, making it immune to ”bleed“. Even though it is passive with most creatures it will not hesitate to charge and take down wild deinonychus, and, since it is immune to its bleed, could give this carnivore a rough time. Taming: Hop on a deinonychus and bait the wild styracosaurus to charge after you. Then lead it to a pack of tamed trikes or pachyrhinos, and show it that your deinonychus is harmless to these creatures. After that styracosaurus and your herd will start to play and once they are finished playing, you should feed it superior kibble. Rinse and repeat. Tamed: Styracosaurus will prove to be a great tame with several tactical uses: Left-click: Horn swipe: This will knock back stego to carnos sized creatures. It will pick up small to deinonychus sized creatures. Right-click: Piercing strike: Make styracosaurus sink its horn into an incoming enemy. This marks the opposing creature with a mineral found in the horn of styracosaurus. X-click: Combat roar: This will boost any ceratopsian in the vicinity. It will also cause any marked creature to be attacked by any wild/tamed creature that's close by. (Similar to ammonite bile) The smaller the creature the longer this effect will last! C-click: Chuck into the air any small creature that styracosaurus was holding and pierce the creature with its mighty horn. If you are not holding any creature this attack will simply be a bite. Space-click: Hold down spacebar for styracosaurus to start charging, destroying anything in its path whether a creature or a metal structure. Beware, since it's hard to control this charge and it will quickly drain stamina. Open its scroll menu and activate the sitting animation to gain more stamina at a faster rate. Strengths and buffs: Immune to bleed. Can pick up and hold smaller creatures. Can cause creatures to agro on to a specific creature. Headshots are half of what it’s supposed to be. Can throw up and pierce smaller creatures. Charge attack that rams through things. Can boost any ceratopsian. It's tough skin makes predators avoid fighting it. Fire resistance and has high torpor resistance Weaknesses and counters: Spending its horn: the more creatures you mark the more its horn is spent. You can walk up to a rock and dismount to activate the “sharpen” animation. When its horn isn’t sharpened it will receive triple the amount of damage from a headshot. If you shoot or attack at its neck it will count as double the amount of damage. Very slow on water. Not meant for difficult terrains. Galis for obvious reasons. Pick-able by rhyniognatha. Any flier Ranged weapons Plant x deals extra damage to it Stunned by plant z Spawn points and spawn rates:Size: Found in the white cliffs, paradise, skyguard, the valley and finally in the jungle. It usually spawns by itself but will gladly roam with its fellow cousins. Size: Styracosaurus is meant to be bigger than trikes. About the size of a morellatops. This is how the babies could look like. Community Corner: Questions: Outro: The reason why I suggest styracosaurus is because first, it was really close to come to the game as an official dino but then became a costume, and second, we need more herbivores, especially endgame herbivores. In my opinion, styracosaurus should be able to pack a punch in boss battles. Questions or suggestions? Leave them down below! And as always thanks for reading!- 3 replies
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- deinonychus counter
- tank herbivore
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Albertaceratops, The Tiny Trike Warrior
SaurianRex posted a suggestion in Creature submission archive
Common Name: Albertaceratops or Albertas Species Name: Albertaceratops Nesmoi Time: Late Cretaceous Diet: Herbivore Temperament: Docile Wild: Found Roaming the White Cliffs and RedWoods of Valguero. Albertaceratops are small sized herbivores that roam in small herds. While not looking formidable at first, a wall of horns and angry ceratopsians are enough to fend off most carnivores that roam Valguero Smaller sized carnivores and players are usually ignored unless provoked. Domesticated: When a Tribe has made claim to these smaller trikes, whilst not being as strong as their larger cousins, they make it up for speed and ferocity. Leaving Raptors and Allos in the dust if need be. While One Albertaceratops is enough for smaller tribes or solo humans, a group or militia can prove effective for larger tribes. Taming: If intending to tame a Albertaceratops, one must not worry. Gathering the maps Crops and making Sweet Veggies Cakes with excessive amounts of Crops are both enough for these herbivores. Passively taming one as they enjoy both Veggie Cakes and Crops, changing their minds once eating a first bite as they can become rather fussy after too many of the one crop Utility: Albertaceratops share many similarities to their cousins as pack carriers or fearsome defenders. Both collecting from inventories or killing wild ones will give the player “Alberta Quills” These Quills can both be used as a stand in pike or spear when matched with the right materials. Or these Quills can be combined with Crops to make a “Crop Kebab” Eating one will give the player increased Stamina and Weight reduction for a long period of time. For Dinosaurs on that matter, they can provide them with a Decreases Attack cool-down, allowing dinos to attack quicker. Albertaceratops are extremely quick and nimble, able to out pace most quick carnivores if needed to and having enough stamina to fight back if needed to. Albertaceratops also come with an array of their own abilities. When Sprinting for a duration, Alberta’s can charge, lowering their heads and ramming anything in their way, knocking away or trampling any would be attackers. If surprised from behind, Alberta’s can preform a back kick buck, spinning in a circle and bucking away anything around them, doing torpor around and high damage to the initial target. Albertaceratops do always come with another secret ability, when paired with other herbivore animals, they can provide them a buff, giving them increased damage and Stamina reduction. Paired with a Call which affects the allied Dino infront of them, buffing them incredibly with High Damage Output, Damage Resistance and Stamina Reduction Saddle: Saddle would share many similarities to Pachyrhinosaurus and Triceratops but being accompanied with a storage barrel, reducing the weight of broths, crops and brews. -
ABILITIES:Chasmosaurus can use it's frill like shields of medieval times as A way to protect it's rider from any form of incoming frontal assaults Chasmosaurus have evolved A toxic Slippery slime like secretion that prevents Deinonychus from being able to latch to them, this slime can also be carefully collected from any tamed Chasmosaurs and used as Biotoxin replacementATTACKS:LMB : A Simple HeadbuttRMB : A much stronger Headbutt, Chasmosaurus throws all it's weight behind it and slams into it's target causing them to have a % chance of getting a broken bone, this attack has a decent cooldown and strong damage. SPACE : Back Kick, Chasmosaurus uses it's back legs to kick backwards to help knockback any medium sized threats away from riding it's behindLFT CTRL : Chasmosaurus can charge for a short period of time causing knockback and a stun debuff to anything it connects with. C : Ceratopsian Call, Chasmosaurus lets out A war cry which empowers allied Herbivores increasing their outgoing damage, Speed and incoming damage resistanceX : Rivals Call, Chasmosaurus shakes it head violently and makes it's frill glow vibrant full of colour causing Carnivores to be intimidated and do less damage to it and it's allies UTILITY:Chasmosaurs can use their massive frills like a shovel able to dig up Berries, Cactus Sap and Sand in large quantities and reduce the weight of Sand, Cactus Sap and Berries by up to 80%Using their beak like mouth they are able to harvest clay from any type of stone in good quantity, Chasmosaurs can also digest clay to allow them to heal from any negative effects caused by Bleeding, Venomous and Poisonous creatures.
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- ceratopsian
- herbivore
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