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Found 6 results

  1. Palaeophis Colossaeus - Constricting Sea-Snake and Torpedo Terror Hey guys, thanks for clicking on this submission. I hope you like what you see. First off, a quick introduction to explain what inspired this idea. I love the sea, and i've lived beside it for most of my life here in the UK. Once as a kid I was bitten on the lip by a family friend's pet snake when they showed it to me while we visited them in their home (I was fine, just stung a bit), ever since then i've had a slight fear and huge respect for snakes. When the Tropeognathus released, it became my favourite dino, and I really love the weaponised, non-TEK saddle that it has. I've combined all of these elements and created the following: I introduce to you - The Constricting Sea-Snake, the Torpedo Terror, Palaeophis Colossaeus. (See Pictures and Diagrams Below) Palaeophis Colossaeus existed 50 millions years ago in an ocean that today has become the deserts of Nigeria, Mali and Algeria - The Trans-Saharan Seaway. It's fossil was discovered in 1999. It is unknown whether it envenomated it's prey or constricted them, as scientists never found the fossilised remains of skull bones. Due to it's size, it would have eaten large sharks, fish, crocodiles, turtles, and, it is rumoured to have even eaten whales. It's size, paired with it's carnivorous diet would have made them an apex predator in the waters of the Trans-Saharan Seaway. Palaeophis means "Ancient Snake". https://blog.padi.com/sea-snake-facts/ https://a-z-animals.com/blog/meet-the-massive-sea-snake-that-feasted-on-whales-seriously/ https://a-z-animals.com/blog/the-largest-sea-snake-ever-discover-an-ancient-40-foot-long-giant/ ---DOSSIER--- - COMMON NAME: Palaeophis - SPECIES: Palaeophis Colossaeus - TIME: Eocene Epoch (I think i've got that right, apologies if not) - DIET: Carnivore - TEMPERAMENT: Aggressive ---WILD--- If you thought that the ocean was already terrifying enough, then you haven't seen anything yet. Palaeophis are slightly smaller than Basilisks, measuring at 40ft in length. They prefer to hunt in the shallow waters of the ocean and it is common to see them there, but they do also hunt at greater depths in search of prey too. They use their vertically flat tail to propel them through the water with ease, but due to the shape of this appendage, it does mean they move slightly clumsier on land. They grasp smaller prey using their sharp fangs and strong jaw and swallow them whole. Palaeophis hunts larger prey by lunging at them and coiling themselves around them until they are completely immobilised, and then it begins constricting them. Despite being a sea snake, they cannot stay underwater indefinitely and must eventually return to the surface to breathe, however, they can hold their breath for an incredibly long time, and this is because they they can absorb 33% of they oxygen they need through their skin, and get rid of 90% of their carbon dioxide in the same manner. Remarkable, don't you think? You wouldn't want to encounter one of them alone let me tell you. ---DOMESTICATED--- Believe it or not, but I once met a fellow survivor who had somehow managed to tame a Palaeophis and use it to chase after some pesky raiders who had stolen supplies from his camp and tried to escape on a motorboat. At first I thought he was going to swim after them, but then he mounted a Palaeophis that was equipped with a saddle that could fire torpedos and began his pursuit. Needless to say, they made short work of the raiders. When he returned, I asked how he made the saddle and he showed me the blueprints for it, along with the blueprints for the torpedos too. The saddle he designed fires highly explosive torpedos that use propulsion to travel at great speeds underwater and explode on impact, they travel so fast infact that enemy defence systems struggle to shoot them in time and they are still hit by the blast radius and are damaged in the process. Needless to say, these torpedos are likely to inflict heavy damage on creatures if they are hit directly. It does take a few seconds to reload the torpedos though. The Fin Stabilisers on the saddle help with hydrodynamics. Oh, and did I mention that the torpedos could be fired on land too? They don't have nearly as much range as they do underwater and they sort of just launch across the air. Think of the possibilities. He told me that Palaeophis are formidable in the water and most marine life will steer clear of them. In one on one situations, in water or on land, if they manage to coil themselves around their prey and begin constricting, it is game over for the prey, and if by chance they are unsuccessful the first time, they can resort to their powerful jaw and sharp fangs which also packs a punch. Their natural bony plates also mitigate damage they receive in combat, which makes them perfect in combat situations. It turns out he also coated the Palaeophis' fangs with Bio Toxin to help it when hunting and when in combat situations, he preferred to apply it to it on dry land though. ---TAMING--- (I thought of numerous ways that the Palaeophis could be tamed. I liked all my ideas, but I could only pick one in the end. After narrowing the list down, I decided it'd be best to stick to it's nature and create a taming method that revolves around that. I hope you like it.) The Palaeophis is a passive tame. To tame it, you must allow it to constrict you whilst you ride a marine tame underwater. Once it constricts you, you cannot dismount your tame. Upon reducing the constricted tame's HP to zero, the Palaeophis will automatically consume it, increasing the taming bar percentage. It will then swim to the surface for air before it returns to hunt you, then, you must repeat the process until taming is complete. It'd be wise to have more tames ready, and to bring a scuba set at the very least. You don't need to worry about other nearby marine life aggroing onto you whilst be constricted (apart from Cnidaria, Mosasaurs and Tusoteuthis), but you will have to worry about all marine life during periods when you are not being constricted. It's preferred taming food in order from LEAST EFFECTIVE to MOST EFFECTIVE is: Carbonemys, Sarco, Dunkleosteus, Megalodon, Basilosaurus. ---BREEDING--- A unique method for a reptile in Ark. The Palaeophis is ovoviviparous, meaning females give live birth from eggs stored in the snake's body. To breed Palaeophis, they must both be present in shallow waters. Upon giving birth, players simply swim up to babies and claim them. Palaeophis will have a gestation timer. They must give birth in the water. ---ABILITIES--- - PASSIVE: --- BONY PLATES: It's natural armour reduces melee and ballistic damage received. TEK weapons are unaffected by this. --- TONGUE FLICK: When enemy players and player-owned creatures are nearby (includes buried and stealthed), the Palaeophis will flick it's tongue to alert the player. The closer they are, the more frequent the tongue will flick. Keep an eye out! --- SEA NOODLE: Due to it's speed and agility, it cannot be netted or grappled while it is underwater and cannot be grabbed at all by a Tusoteuthis. The Palaeophis can be netted and grappled on land. - BITE: Can be used on land and in water. Attack by pressing RT. Using it's sharp teeth and strong jaw it bites it's target. Bites can drain the target's stamina and increase the target's torpor if you coat it's fangs with Bio Toxin. By placing Bio Toxin in the Palaeophis' inventory and consuming it, you provide it with a buff. The duration of this buff can be increased by consuming more Bio Toxin, much like how consuming Aquatic Mushrooms provides you with longer protection the more you eat. - LUNGING GRASP: Can be used on land and in water. Lunge forward and grab smaller prey in it's jaw by pressing LT. Bite down on the grasped target with RT. Pressing and holding LT enables you to lunge forward and coil around larger targets and immobilise them. From here you can use the Constrict ability. You can let go by releasing LT. (Additional Notes for Lunging Grasp Ability) - The Palaeophis is the only creature in Ark that can bypass the passive ability of the Basilosaurus that protects it from being grappled. - This ability can be used against a Quetzal, even if it has been picked and the Quetzal is flying. - CONSTRICT: Begin constricting larger targets and deal increasingly heavy damage over time by pressing the Right Stick. The more stamina the Palaeophis has, the longer it can constrict. Gradually depletes stamina. Constricting a creature causes it's HP to deplete over time. The rate at which the HP depletes depends on the multiplier you get. Each time you constrict, you must wait for a cooldown timer to reach zero before you can constrict again. Constricting again increases the damage multiplier, thus increasing the damage over time. At the start, constricting deals x1 of the Palaeophis' melee damage over 10 seconds. You must wait 10 seconds before you can increase the damage multiplier. The damage multiplier increases by 1 to a maximum of 10. For example, a Palaeophis with 1,000% melee damage will deal 10,000 damage over 10 seconds at x10, and once at max, you can continuously deal the same damage provided you have enough stamina to sustain it. Take into consideration a creature's natural resistance and armour. It will take a total of 100 seconds to reach the maximum multiplier. This ability will also gradually deplete the oxygen meter for any creature that has one, and that can be subject to constriction. Once the constricted creature's oxygen is depleted, it starts taking the standard damage rate for having zero oxygen on top of constriction damage. While coiled around and constricting a larger creature owned by another player/tribe, friendly fire becomes enabled for the tribe who owns the constricted creature. This means that attacking a Palaeophis in an attempt to save your creature while it is being constricted by it will also damage your creature. This is where the Palaeophis' Passive Ability - Bony Plates really shines. If you are on the same side as the Palaeophis and attack the constricted creature, you will not deal friendly fire damage to it. Palaeophis cannot constrict eachother. (Additional Notes for the Constrict Ability) - Constricted creatures cannot move, attack or use any other abilities. - Riders of constricted creatures cannot dismount. - Dismounting your Palaephis while constriction is at any multiplier will not stop it's constriction, and it will continue to deal whatever damage over time at the current multiplier achieved until it's stamina runs out. - A constricted creature can be netted by any player, which causes constrction to end. The Palaeophis is unaffected by that net. - A constricted creature can't be picked or grabbed by another creature. - The largest creatures that can be constricted are Rexes, Paracers, Wyverns, Diplo, Quetzals and Mosas. Despite using the term "Larger Creatures" this also counts for any medium creatures big enough that they could realistically be constricted by the Palaeophis. - Creatures whose HP are reduced to zero by this ability are automatically consumed, along with their entire inventory. - TORPEDOS: Pressing RB activates Torpedo Firing Mode and brings up the crosshairs. Pressing RT fire the torpedos. (Additional Notes for Torpedo Ability) - The Torpedo Firing Mode is similar to that of the Rock Drake equipped with a TEK Saddle, where pressing RB enables the TEK guns, but prevents you from entering First Person. - Torpedos can be fired whilst the Palaeophis is on land, but they only launch through the air and fall to the ground. They are not propelled forward in a straight line like they are in the water. - Fire 2 Torpedos. Can only be reloaded after both Torpedos have been fired. It'd be best to stockpile ammo in the Palaeophis' inventory. - When entering Torpedo Firing Mode while in the water, the Palaeophis doesn't have a stance, and crosshairs appear. - When entering Torpedo Firing Mode while on land, the Palaeophis starts begins periscoping to give the Torpedos clearance from the ground. - Torpedos explode on impact. Or explode at the end of their travel distance. - When fired from land into water, Torpedos will travel across the surface of the water. See the diagram I made below which displays which ways Torpedos can and cannot be fired: - Green 'X' = Firing Position - Red Arrow Pointing at Red 'X' = Cannot be fired in that direction whilst in the current firing position. - Red Dash Line Arrow = Trajectory of Torpedo that can be fired in corresponding direction from current firing position. ---COMBAT--- The Palaeophis can fight on land, but it truly excels in the water. It's speed and agility in the water allows it to make quick turns and change it's direction fast. It can hold it's own in one on one combat. so long as you have the HP and Stamina to do so. The Constrict ability is it's primary method of attack and it is supposed to be scary, formidable and make players think twice before fighting against it. Victory is almost assured if you managed to lunge at your opponent and constrict them, unless your opponent brings friends, things might be a bit different then. Very useful in water-based combat. It's torpedos can make quick work of rafts and motorboats, and, they can be useful for raiding underwater bases. Torpedos move very fast underwater and auto and heavy turrets will struggle to shoot them in time and will take damage from the blast radius. Torpedos can also be devastating to enemy player's tames if they are subject to repeated fire. The Palaeophis is still a dangerous foe to fight on land, despite being slower. It can still lunge at you and attempt to constrict you. They must always be approached with extreme caution. ---PALAEOPHIS SADDLE--- The saddle is similar to the Tropeognathus Saddle, but more improved. The saddle has a damage % value that increases with blueprint rarity, and it also has an armour % value that increases with blueprint rarity. However, these blueprints are exceptionally rare and very hard to find. Upon equipping the saddle and accessing the Palaeophis' inventory you will be able to craft the Torpedo Ammo. This is similar to the catapult turret and crafting boulders. The player sits on the neck region of the Palaeophis, and on either side of the player are the torpedo launcher tubes that have stabiliser fins for added hydrodynamics. ---UTILITY--- - The Palaeophis is better than using a Mosasaur or Plesiosaur platform saddle with mounted turret placements because you can cryo it after using it without worrying about turret placement being demolished. This makes them ideal for underwater or water based raiding. - It's speed, agility on top of it's combat ability make it ideal for scouting and defending yourself if you run into trouble. - It's fangs when coated with Bio Toxin can be used to help with knocking out and taming creatures. - Can be used to immobilise creatures and aid with knocking out and taming creatures. - And potentially many more. Thankyou so much for taking the time to read this. Sorry it was an essay. I really hope you like what you see and the Palaeophis wins your hearts and your votes. Just want to give my friend Neesh a shoutout for drawing the Palaeophis and Saddle concept art for me using the instructions i provided. I really hope we see the Palaeophis enter the game! Only time will tell. (Edit: for some reason the Torpedo Firing Mode Diagram is too big to upload. I will try to fix this asap)
  2. Dossier Common name: Tyrannophontes Species: Tyrannophontes vastatus Time: Carboniferous Diet: Omnivorous Temperament: Patient Wild Unpredictable is how I would define Tyrannophontes vastatus, this giant crustacean is a lethal ambush predator and extremely territorial, even with others of its kind. Staying away from deep water is recommended if you want to avoid being impaled or having your bones shattered in a split second, as this most formidable creature should not be underestimated. I believe that this terrible Stomatopod has no weak point other than below its abdomen, as its carapace can withstand the most destructive explosives. Domesticated Although dangerous, Tyrannophontes are very intelligent and are curious about some shiny materials, this can be used to distract them and try to gain their trust. When calmed down, they make excellent companions for combat being able to easily deal with the most dangerous threats, in addition to underwater travel, and resource gathering. Males and females have characteristics that allow them to function differently for virtually any situation. Apparently they can see things that other creatures can't, its vibrant colors work as a hypnosis strategy and I also discovered that somehow their exoskeleton can absorb external heat, cold and radiation, maybe this has some beneficial use for the tribes. In Practice and Behavior Tyrannophontes vastatus are giant mantis shrimps a little smaller than a Rex, they remain in deep waters of the oceans of The Center in the substrate where their burrows are (similar to a Purlovia) and will attack survivors and their creatures if they pass too close to their territory, if you want to avoid being attacked, be aware that even buried it is possible to see its eyes and antennaes exposed. Tyrannophontes have sexual dimorphism, so Males and Females can attack you in different ways, Males are Spearers and will attack by projecting their spiny raptorial appendages to impale you, Females are Smashers and will grab you with their maxillipeds, in followed by delivering a sequence of powerful punches. When lured out of their burrows, Tyrannophontes will be able to chase you, but will give up if you reach land. They cannot bury each other after emerging from their burrows, but they will try to hypnotize you and then attack you if you dive back into the water. If two Wild Tyrannophontes encounter each other they will fight each other for a while until they both break apart. Taming Tyrannophontes have two methods of domestication. The first method is similar in part to Tusoteuthis, you must take a creature of your own, close to the size of a Megalodon or smaller so that Tyrannophontes can grab it (if you don't want your creature to die, it's good that it has a lot of life, like a Carbonemys for example), then give him one of the materials below to distract him and start the taming bar (Tyrannophontes is interested in shiny materials, being the following: Angler Gel, Bio Toxin, Silica and Black Pearls, Crystal, Metal Ingot and Element. The rarity of the item does not influence the percentage of taming, but the time that Tyrannophontes will be distracted, the rarer the item you offer, the longer it will be distracted), it will not consume the item, but after losing interest, it will drop it and return to attack the nearest target, keep your distance so as not to become his target. Repeat this process until the taming bar is full and you've tamed your first Tyrannophontes. The second method, if you already have a tamed Tyrannophontes, you can use it to fight a wild Tyrannophontes you want to tame (Tyrannophontes are immune to being grabbed by other Tyrannophontes), don't worry about your or the wild's health, they are extremely resistant, even the low level ones and the effectiveness is not affected, just keep attacking with claws or fists (depends on the gender of your Tyrannophontes, but this does not influence the taming), when the taming bar reaches 90% the Wild Tyrannophontes will stop attacking and raise its abdomen, displaying a respectful behavior, at that moment you must stop attacking it (if you pay attention to the taming percentage) and display the same behavior towards it, with that the taming bar will fill up faster and when complete, congratulations! Skills and Capabilities Tyrannophontes aren't very agile on land, though they can still be great fighters and gatherers. They are extremely versatile in the water, with a fast turning radius. They are immune to torpor, radiation, fire or lava, freezing, Reaper acid blood and other factors that you will see below and their carapace offers a lot of defense to any part of their body, except their lower abdomen, which is their weak point (its exoskeleton is adapted to extreme environments, preventing Tyrannophontes from being affected by the exposure of the surface of Aberration during the day time). Cnidaria do not damage Tyrannophontes. They can be bred underwater and the female will lay an egg. Tyrannophontes could deal with bigger dangers, like Mosasaurs, Plesiosaurs and Tusoteuthis without much difficulty and would be great battle companions, along with tamed Rexes and Yutyrannus, being a support in the confrontation against the Bosses and an extreme booster for Basilosaurus in underwater caves. Left Click: a primary attack with the raptorial appendages. Males will have a quick, double claw attack, hitting targets even far away from him (similar to Therizinosaurus). Females are stronger than Males, will have a club attack, it is slower and needs to be hit closer, but in addition to giving a good knockback, it also inflicts a Bleeding for 5 seconds, draining 10% of enemies' health. It can be used both in water and on land. Both Males and Females can use this attack to break Rhyniognatha's sticky resin or break ice on creatures that have been frozen by Snow Owls or Managarmrs. Right Click: press to send Tyrannophontes rolling away, very useful for long trips on land, as destructive as a Roll Rat and more maneuverable than a Doedicurus. Enclosed in its carapace, Tyrannophontes takes virtually no fall damage. If used in water the Tyrannophontes will curl up fully enclosing its carapace and protecting the lower part of its abdomen, but is unable to move. Space bar: hold to charge a super punch or skewer. The Females will cause high damage and a powerful knockback, knocking opponents away, they also cause a unique debuff called Shell Shocked that makes the armor of survivors or saddles of creatures totally ineffective for defense for 60 seconds (this debuff also inflicts on wild creatures, for example a Carbonemys takes 0.5x damage on the tail and 0.2x damage on the shell, under the Shell Shocked debuff its defense will be broken and Carbonemys will take the same damage as the head on the whole body, another example is that a Doedicurus will not be able to stay in their balled form under this debuff, making themselves more vulnerable. However this debuff does not affect other Tyrannophontes, because its carapace is practically unbreakable, being immune). With this attack the Females can destroy even Tek structures. Males will not cause this debuff, but will quickly fire their claws at the opponent, penetrating other creatures and the survivor's armor, trapping them (similar to Impaled status of Stego). Males are only able to destroy Tatch, Greenhouse and Wooden structures. This attack can also be used while underwater and with an added bonus, when charging, Tyrannophontes will fire a massive shockwave in a straight line hitting ranged targets and paralyzing them for 5 seconds, dealing the same damage as the physical impact, at area concentrated by the shockwave would become very hot for a few seconds. Fully charged, this attack also allows your Tyrannophontes to break free from Tusoteuthis' tentacles or Rhyniognatha's claws in PVP. C Key: hold for Tyrannophontes to raise its abdomen and display its pleopods, uropods and antennal scales which will glow in a pattern of vibrant, iridescent colors, this demonstrates respectful behavior towards Wild Tyrannophontes, but can also be used to cause a hypnosis effect on players (similar to the fertile red mushroom spores clound effect in Aberration) and on wild or tame creatures in PVP, works both on land and in water, hypnosis has a 10 second cooldown on each use and players and creatures that are affected will only be hypnotized again after 15 seconds have come out of the effect. Tyrannophontes can cause three types of hypnoses: Paralyzing Hypnosis: paralyzes enemies and creatures for up to 10 seconds. Attractive Hypnosis: attracts enemies and creatures towards you, but they will not be able to attack you under this effect for 10 seconds. Reflective Hypnosis: works as a "mirror", returning the debuffs caused by the roar of enemy creatures, for example a Yutyrannus or a Rhyniognatha would be scared by their own roars (returns only debuffs caused by roars, not by physical attacks like Gnashed or against roars that apply buff to the creature itself, such as the Dire Wolf's howl). The three hypnoses will also force creatures cloaked by Female Shadowmane, Wild Shadowmanes, tamed Desmodus and Rock Drakes to reveal themselves. Paralyzing and Attractive Hypnosis is also very useful, as it facilitates stealing Rock Drakes, Wyverns and Magmasaurs eggs. The downside is that the Tyrannophontes would leave the lower part of its abdomen exposed and more vulnerable to damage, but the hypnoses would affect all entities (not from your tribe) in a large radius around the creature, being a good tactic in certain situations, as well as used to tame Wild Tyrannophontes. Creatures larger than a Magmasaur or Rex are unaffected (The Tyrannophontes themselves, wheter wild or tame, Alphas and Brute creatures and Bosses are not hypnotize). X Key: allows Tyrannophontes to attach to any surface at the bottom of the water and walk, rather than swim (similar to Megalanias and Rock Drakes clinging to the walls and ceilings of surfaces), can only be used underwater as Tyrannophontes would not be able to support your body on the ceiling or vertically on land. MMB: grabs players and creatures with its maxillipeds (can carry the same creatures as a Karkinos, one at a time, but also aquatic creatures up to the size of a Megalodon, flying creatures are not grabbed). Ctrl + X Keys: Releases or stores an absorbed factor. Were you curious? See more below. R Key: Tyrannophontes can switch between three different vision types, beyond normal vision (real mantis shrimps have the most complex eyes in the animal kingdom, having between 12 and 16 photoreceptor cells, the ability to change wavelengths, trinocular vision and depth perception). When using one of the other 3 vision types will consume stamina, Tyrannophontes will also not be able to use the hypnosis skill. Night Vision: equal to the Tek Helmet's Night Vision, giving perfectly clear vision during the day and underwater (I honestly think a dynamic polarization vision would be more interesting, but I don't know how this could be applied in the game). Infra-red Vision: like Snow Owl's Predator Vision, it works on land and in water. Ultraviolet Vision: the environment is changed to an ultraviolet color palette, this vision allows Tyrannophontes to see the general stats of any creature and at long distances (like the HLNA does in Genesis Part 1, but better). It also lets you detect buried creatures such as Purlovia and Reapers or entities behind walls. Passive Skills and Utilities By now it is clear that Tyrannophontes was made for PVP, but it would also be very useful in PVE and Host Solo. You could leave your Tyrannophontes walking, so they would collect various natural resources in large quantities and still with a 80% weight reduction of practically all these resources in all maps. The intelligence of Tyrannophontes allow them to recognize and guard places with an abundance of resources, this added to the fact that they are excellent general gatherers make them indispensable for any tribe. Their antennules are very sensitive, allowing them to identify and locate a specific resource naturally in the nearest area, with the symbol of the resource being indicated in the direction (in order for the Tyrannophontes to locate a desired resource, the Locate Resource option of that feature is enabled, so just have a single unit of that resource in slot 0 and offer it to your Tyrannophontes so he can find the defined resource. Note, he will not consume the resource you offered, but will hold it in one of his maxillipeds). Males and Females would pick up resources with different efficiencies, the Males being Spearers would work like a metal sickle collecting more Tatch, Fiber, Berries, Rare Flower, Mushrooms, Flint, Organic Polymer, Meats and Silica Pearls, while the Females being Smashers, would work like a metal pickaxe/axe, collecting more Wood, Hide, Pelt, Chitin, Keratin, Crystal, Obsidian, Oil, Metal, Stone and Black Pearl (Tyrannophontes can be carried by Rhyniognatha thus allowing for a more efficient means of locomotion with a large amount of resources). Tyrannophontes are also immune to heat, cold and radiation, but the best thing about this is that they can absorb ambient temperature and radiation into their exoskeleton, making them almost like a walking "nuclear reactor". You can activate or deactivate his absorption option, but if you deactivated it after he absorbed one of the factors, if you activate it again he will no longer have it, he will have to reabsorb it. It can only absorb one factor at a time, if it is activated, it will continue to store the factor it has, to absorb another one that it wants, it must deactivate the one it has at the moment. When absorbing a factor, Tyrannophontes just stores it, press Ctrl + X Keys to release or store again that factor (when released, the factor lasts up to 24 hours in real life until it is completely depleted and cannot be reabsorbed in the meantime, but the time can be cut by disabling the option). Tyrannophontes gains significant traits and capabilities for each of the three factors it absorbs: In hot regions or places, Tyrannophontes absorb heat, they glow in a reddish orange hue with an aura on the body (resembling an Alpha creature), when releasing heat, a large area around Tyrannophontes will become very hot, but its allies will not suffer Dehydration or loss of health from this heat, on the contrary, allies and their tames will become more fire resistant in the presence of heat coming from Tyrannophontes (the same effect caused by consuming Wyvern Milk), this can be used to hatch eggs or keep the player warm when exploring cold areas, but best of all Tyrannophontes' physical attacks can also burn its enemies. In cold regions, Tyrannophontes absorb cold, they glow in an icy blue hue, with an aura of the same color on the body, when releasing cold, a large area around Tyrannophontes will become very cold, allies will have more resistance to cold and being frozen (but will not be totally immune to freezing), also useful for incubating Rock Drakes eggs and keeping players more refreshed in hot areas, but Tyrannophontes will be able to freeze its enemies when attacking them (not instantly, it will freeze a bit with each hit). In radioactive regions (I know that in The Center there are no places with radiation, but this factor would be very useful in Aberration), Tyrannophontes absorb radiation, when they become radioactive, they glow a fluorescent navy blue hue, but no need to worry as the Tyrannophontes' radiation does not affect the rider or allies, by releasing radiation, your Tyrannophontes will function both as a ranged defender, exposing radiation to virtually any threat, and as a Tek Generator, supplying power to any electrical devices in your base, be it on land or underwater bases, lasting around 24 hours in real life, until all the radiation is gone, it is very functional, as radiation is also a energy type (although Tyrannophontes' radiation has the same range as a Tek Generator, it is not capable of powering Tek devices). Just for fun, Tyrannophontes would mimic some survivor emotes (like Bloodstalker does). Saddle: Tyrannophontes's saddle can be unlocked at level 62 and crafted at the Smithy, with 210x Hide, 120x Fiber, 110x Cementing Paste, 380x Metal Ingot and 125x Crystal. The saddle is closed and prevents the player from losing oxygen or grabbed by some creature, in addition to preventing you from being exposed to external status, debuffs and any projectile attacks, its design would be a combination of the Magmasaur Saddle with the Roll Rat Saddle.
  3. (If anyone cares to make a dossier based on the information below, I would be very grateful and credit whoever does) Dossier Common name: Tyrannophontes Species: Tyrannophontes vastatus Time: Carboniferous Diet: Omnivorous Temperament: Patient Wild Unpredictable is how I would define Tyrannophontes vastatus, this giant crustacean is a lethal ambush predator and extremely territorial, even with others of its kind. Staying away from deep water is recommended if you want to avoid being impaled or having your bones shattered in a split second, as this most formidable creature should not be underestimated. I believe that this terrible Stomatopod has no weak point other than below its abdomen, as its carapace can withstand the most destructive explosives. Domesticated Although dangerous, Tyrannophontes are very intelligent and are curious about some shiny materials, this can be used to distract them and try to gain their trust. When calmed down, they make excellent companions for combat being able to easily deal with the most dangerous threats, in addition to underwater travel, and resource gathering. Males and females have characteristics that allow them to function differently for virtually any situation. Apparently they can see things that other creatures can't and I also discovered that somehow their exoskeleton can absorb external radiation, maybe this has some beneficial use for the tribes. In Practice and Behavior Tyrannophontes vastatus are giant mantis shrimps bigger than a Roll Rat, they remain in deep waters of all Aberration in the substrate where their burrows are (similar to a Purlovia) and will attack survivors and their creatures if they pass too close to their territory, if you want to avoid being attacked, be aware that even buried it is possible to see its eyes and antennaes exposed. Tyrannophontes have sexual dimorphism, so Males and Females can attack you in different ways, Males are Spearers and will attack by projecting their spiny raptorial appendages to impale you, Females are Smashers and will grab you with their maxillipeds, in followed by delivering a sequence of powerful punches. When lured out of their burrows, Tyrannophontes will be able to chase you, but will give up if you reach land. They cannot bury each other after emerging from their burrows, but they will try to hypnotize you and then attack you if you dive back into the water. If two Wild Tyrannophontes encounter each other they will fight each other for a while until they both break apart. Taming Tyrannophontes have two methods of domestication. The first method is similar in part to Tusoteuthis, you must take a creature of your own, close to the size of a Roll Rat or smaller so that Tyrannophontes can grab it (if you don't want your creature to die, it's good that it has a lot of life, like a Carbonemys for example), then give him one of the materials below to distract him and start the taming bar (Tyrannophontes is interested in shiny materials, being the following: Angler Gel, Bio Toxin, Black Pearl, Crystal, Metal Ingot, any Gems, Element, Element Ore, Gasoline (gas crafted), Congealed Gas Ball, Charge Battery, Glow Stick and Nameless Venom. The rarity of the item does not influence the percentage of taming, but the time that Tyrannophontes will be distracted, the rarer the item you offer, the longer it will be distracted), it will not consume the item, but after losing interest, it will drop it and return to attack the nearest target, keep your distance so as not to become his target. Repeat this process until the taming bar is full and you've tamed your first Tyrannophontes. The second method, if you already have a tamed Tyrannophontes, you can use it to fight a wild Tyrannophontes you want to tame (Tyrannophontes are immune to being grabbed by other Tyrannophontes), don't worry about your or the wild's health, they are extremely resistant, even the low level ones and the effectiveness is not affected, just keep attacking with claws or fists (depends on the gender of your Tyrannophontes, but this does not influence the taming), when the taming bar reaches 90% the Wild Tyrannophontes will stop attacking and raise its abdomen, displaying a respectful behavior, at that moment you must stop attacking it (if you pay attention to the taming percentage) and display the same behavior towards it, with that the taming bar will fill up faster and when complete, congratulations! Skills and Capabilities First of all, let me inform you that although many similarities, Tyrannophontes IS NOT a copy or replacement of the Roll Rat, Tyrannophontes has many other unique peculiarities. Tyrannophontes aren't very agile on land, though they can still be great fighters and gatherers. They are extremely versatile in the water, with a fast turning radius. They are immune to torpor, radiation and other factors that you will see below and their carapace offers a lot of defense to any part of their body, except their lower abdomen, which is their weak point (its exoskeleton is adapted to extreme environments, preventing Tyrannophontes from being affected by the exposure of the surface of Aberration, favoring optimal exploration even during the day). Cnidaria do not damage Tyrannophontes. They can be bred underwater and the female will lay an egg. Tyrannophontes could deal with Wild Reapers without much difficulty and would be great battle companions, along with tamed Rock Drakes and Reaper King, being a support in the confrontation against Boss Rockwell. Left Click: a primary attack with the raptorial appendages. Males will have a quick, double claw attack, hitting targets even far away from him (similar to Therizinosaurus). Females are stronger than Males, will have a club attack, it is slower and needs to be hit closer, but in addition to giving a good knockback, it also inflicts a Fracture for 3 seconds. It can be used both in water and on land. Right Click: press to send Tyrannophontes rolling away, very useful for long trips on land, as destructive as a Roll Rat and more maneuverable than a Doedicurus. If used in water the Tyrannophontes will curl up fully enclosing its carapace and protecting the lower part of its abdomen, but is unable to move. Space bar: hold to charge a super punch or skewer. The Females will cause high damage and a powerful knockback, knocking opponents away, they also cause a unique debuff called Shell Shocked that makes the armor of survivors or saddles of creatures totally ineffective for defense for 60 seconds (this debuff also inflicts on wild creatures, for example a Carbonemys takes 0.5x damage on the tail and 0.2x damage on the shell, under the Shell Shocked debuff its defense will be broken and Carbonemys will take the same damage as the head on the whole body, another example is that a Doedicurus will not be able to stay in their balled form under this debuff, making themselves more vulnerable. However this debuff does not affect other Tyrannophontes, because its carapace is practically unbreakable, being immune). With this attack the Females can destroy even Tek structures. Males will not cause this debuff, but will quickly fire their claws at the opponent, penetrating other creatures and the survivor's armor, trapping them (similar to Stego). Males are only able to destroy Tatch, Greenhouse and Wooden structures. This attack can also be used while underwater and with an added bonus, when charging, Tyrannophontes will fire a massive shockwave in a straight line hitting ranged targets and paralyzing them for 5 seconds, dealing the same damage as the physical impact, at area concentrated by the shockwave would become very hot for a few seconds. C Key: hold for Tyrannophontes to raise its abdomen and display its pleopods, uropods and antennal scales which will glow in a pattern of vibrant, iridescent colors, this demonstrates respectful behavior towards Wild Tyrannophontes, but can also be used to cause a hallucination effect on players (similar to the fertile red mushroom spores clound effect in Aberration) or hypnosis on wild or tame creatures in PVP, works both on land and in water, but consumes stamina the longer you hold it down (Tyrannophontes can be brought to other maps and this skill being able to function as a "mirror" returning the roar of the Rhyniognatha, scaring the own). Hypnosis can cause different effects on other creatures, it can paralyze (PVP tribe creatures) or calm them down (wild creatures), not focusing on you or your Tyrannophontes (or creatures and your tribe members if they are nearby). Hypnosis will also force invisible Rock Drakes to reveal themselves (whether wild or tamed). Hypnosis is also very useful, as it facilitates stealing Rock Drake eggs and taming Basilisk quietly. The downside is that the Tyrannophontes would leave the lower part of its abdomen exposed and more vulnerable to damage, but the hallucination/hypnosis would affect all entities (not from your tribe) in a large radius around the creature, being a good tactic in certain situations, as well as used to tame Wild Tyrannophontes. Mesmer hypnosis from Subnautica X Key: allows Tyrannophontes to attach to any surface at the bottom of the water and walk, rather than swim (similar to Megalanias and Rock Drakes clinging to the walls and ceilings of surfaces), can only be used underwater as Tyrannophontes would not be able to to support your body on the ceiling or vertically on land. MMB: grabs players and creatures with its maxillipeds (aquatic creatures from a Manta to a Sarcosuchus and land creatures from a Bulbdog to a Roll Rat). R Key: probably the coolest ability of this creature, Tyrannophontes can switch between 3 different vision types, beyond normal vision (real mantis shrimps have the most complex eyes in the animal kingdom, having between 12 and 16 photoreceptor cells, the ability to change wavelengths, trinocular vision and depth perception). When using one of the other 3 vision types will consume stamina, Tyrannophontes will also not be able to use the hallucination/hypnosis skill. Night Vision: same function as Night Vision Goggles or rather, equal to the Tek Helmet's Night Vision, giving perfectly clear vision underwater (I honestly think a dynamic polarization vision would be more interesting, but I don't know how this could be applied in the game). Infra-red Vision: like Snow Owl's Predator Vision, it works on land and in water. Ultraviolet Vision: the environment is changed to an ultraviolet color palette, this vision allows Tyrannophontes to see the general stats of any creature and at long distances (like the HLNA does in Genesis Part 1, but better). If you carry a light pet with Charge Light active to detect highest-level wild dinos, this Tyrannophontes vision will be extremely useful for analyzing the nearby creature's stats. It also lets you detect buried creatures such as Reapers Passive Skills and Utilities By now it is clear that Tyrannophontes was made for PVP, but it would also be very useful in PVE and Host Solo. They are excellent in fights against Reapers, are not affected by the knockback of Tail Swings and are immune to Burning Acid from Reapers when they die. You could leave your Tyrannophontes walking, so they would collect various natural resources in large quantities and still with a 75% weight reduction of practically all these resources (more efficient than a Ravager). Males and Females would pick up resources with different efficiencies, the Males being Spearers would work like a metal sickle collecting more Tatch, Fiber, Berries, Mushrooms, Flint, Organic Polymer, Meats and Silica Pearls, while the Females being Smashers, would work like a metal pickaxe/axe, collecting more Fungal Wood, Hide, Pelt, Chitin, Keratin, Crystal, Obsidian, Oil, Metal, Stone, Black Pearl, Element Ore and Gems (Tyrannophontes can be carried by Karkinos and thrown by them to reach higher areas, thus allowing for a more efficient means of locomotion with a large amount of resources). Tyrannophontes are also immune to radiation, but the best thing about this is that they can absorb ambient radiation into their exoskeleton, making them almost like a walking "nuclear reactor". When they become radioactive, they glow a fluorescent bluish hue, but no need to worry as the Tyrannophontes' radiation does not affect the rider, nor dinos and other tribe members, wild dinos and PVP tribes will only be contaminated if your Tyrannophontes attacks them, but you can activate the "release radiation" option in the Tyrannophontes option wheel, with that all wild creatures and PVP tribes will be exposed to the radiation of your Tyrannophontes. By releasing radiation, your Tyrannophontes will function both as a ranged defender, exposing radiation to virtually any threat, and as a Tek Generator, supplying power to any electrical devices in your base, be it on land or underwater bases, lasting around 48 hours in real life, until all the radiation is gone (stats in percentage), but you can turn this option off whenever you want to store the rest, it is very functional, as radiation is also a energy type (although Tyrannophontes radiation has the same range as a Tek Generator, it is not capable of powering Tek devices). Scorpion under ultraviolet light Just for fun, Tyrannophontes would mimic some survivor emotes (like Bloodstalker does). Saddle: Tyrannophontes's saddle can be unlocked at level 62 and crafted at the Smithy, with 210x Hide, 120x Fiber, 110x Cementing Paste, 380x Metal Ingot 125x Crystal and 50x of each Gem. The saddle is closed and prevents the player from losing oxygen, in addition to preventing you from being exposed to mushroom spores, radiation, Basilisk venom spitt, Reaper acid blood, the day surface of Aberration and Rockwell energy spheres (the rider and his light pet are unaffected by being protected inside the saddle, but the Tyrannophontes will still take damage if hit, albeit reduced), its design would be a combination of the Magmasaur Saddle with the Roll Rat Saddle.
  4. The Ichthyovenator is a ferocious beast found primarily in swampy regions a true swamp terror outsizing even the already large spinosaurus, this swamp creature is known for not just its impressive size but it's deafening roar said to shake the ark itself any enemy who finds themselves too close to the Ichthyovenator will feel the wrath of said roar even hurting them, another thing it is known for is it's incredible ability to go into the deep waters of Ragnarok to fight it's mortal enemy the Tusoteuthis, they have been seen deliberately go deep into the water solely to attack them, they seem to enter a frenzied state when fighting said creatures aswell, despite their carnivorous diet Ichthyovenator is surprisingly tame, this is likely due to it's preference for fish although they will still attack if threatened. when tamed Ichthyovenator is a absolute Beast of a tame, I've seen most survivors create saddles meant specifically for deep diving, as they put stuff like flashlights and oxygen tanks on the saddle with a glass window to see out of, I've even seen some add mining drills to more easily mine the many oil nodes located in the waters, the stronger tribes will always have at least one to show their dominance over all others, all in all definitely NOT a fun creature to be enemies with. other things to note: eats fish exclusively, rarely spawns in swamp, similar size to charcar [but slightly smaller, but it also means you can't take it into boss fight's], earth shattering roar would only increase in damage if the oxygen stat is upgraded, mining drill cannot be used on land [for some reason]. taming would be like this: you find the Ichthyovenator, sacrifice aquatic tames to it [tuso would work the best but would make it enter frenzied state] to gain trust, once it trusts you enough you can passive tame it fish meat, if it enters it's frenzied state... RUN FOR THE HILLS any suggestions would be awesome
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