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Found 6 results

  1. We are not making in to the next round, but would like to thank all of you who voted for this creature. Thanks to all and see you in nexts maps submissions! I have always felt that ARK lacks diversity of creatures on the volcanic islands as well as a creature that is versatile in the water as well as powerful out of it. That's why I want to introduce "pyrokiromiacea". As you may well notice the name of this creature is not real, but I believe that Helena would have given this name to describe this amazing crab, this extinct species (Callichimaera perplexa) where called the platypus of the crustaceans as they had an strange combination of anatomical features. These territorial crabs used to be found in the deep sea, near corals and algae where they protected and inhabited. To adapt it to the ARK as Helena would say: This crab has changed from its original size being much bigger than I remembered. In addition, to go deeper into the subject of volcanic islands, subspecies of these crabs have also been found that lived at a depth of 300 metres near hydrothermal springs and are therefore able to withstand high temperatures. All this together resulted in this creature. Wild: Pyrokiromiacea, an extraordinary prehistoric crab, thrives in the depths of the sea near hydrothermal cracks found in close proximity to volcanic islands. These hydrothermal spots provide a perfect habitat for Pyrokiromiacea due to their abundant heat and mineral-rich environment. This creature is renowned for its territorial nature, defending its chosen spots with unwavering resolve. However, there may be an opportunity to utilize its unique abilities by coaxing it to the surface. Extreme caution is advised, as Pyrokiromiacea possesses the exceptional ability to absorb heat. This enables it to unleash devastating maneuvers such as the ground-shaking Slam, inflicting damage to its surroundings both on land and in water. Domesticated: Taming Pyrokiromiacea presents a monumental challenge, but those who succeed will gain an unparalleled ally. Once under control, this prehistoric crab becomes an invaluable asset. Pyrokiromiacea exhibits a remarkable damage reduction capability. When its shell fills with steam, the crab becomes resistant, reducing incoming damage by 30% until the heat dissipates. With its fiery punches, the claws of Pyrokiromiacea emanate burning heat and unleash a torrent of fire, capable of obliterating even the most resilient structures and leaving destruction in its wake. During this rampage, the crab applies a burning effect to anything it strikes. However, after ending its rampage, the creature will enter a tired state, unable to move for a few seconds, symbolized by smoke emanating from its form. Pyrokiromiacea also possesses the unique ability to harvest materials with its powerful claws, excelling particularly in extracting oil from oil-rich environments. Its clawed appendages make it an efficient gatherer, offering a valuable resource in the form of oil. Equipping the saddle enhances the abilities of Pyrokiromiacea even further. The absorbed heat within the crab can be converted into a noxious gas, creating a yellow cloud that surrounds it. This gas induces fatigue in surrounding creatures and players, making them vulnerable to its attacks. It is important to note that the gas can be counteracted by wearing a gas mask. Abilites: Ground slam: Pyrokiromiacea stretches its legs to gain power and then drops, creating a small wave of damage all around and a devastating attack for anyone below (This attack leaves a small crack in the ground to mark the area of effect). Fiery Punches: Upon hitting C, the pyrokiromiacea enters a state of combustion, which is reflected by the flames it gives off. However, this state damages the creature and its rider. But the longer it remains in this state, the greater the effect of the attack. When hit with the left Click, its claws release heat and fire as it proceeds to unleash devastating punches forward inflicting igneous and physical damage to everything in front of it. This attack can deal damage to metal structures and TEK. It then enters a resting state (This can be seen by its semi-unconscious state as it releases smoke from behind). During this state the pyrokiromiacea will not be able to do anything. It is enough to wait 5 to 10 seconds before it can move again. Crustacean Resilience: Hitting C causes the pyrokiromiacea to enter a state of combustion, which is reflected by the flames it gives off. However, this state damages the creature and its rider. But the longer it remains in this state the greater the effect of the attack. In this case, when you hit C again, the pyrokiromiacea swells up (like a gasbag), being able to absorb the damage received for 15 seconds. The percentage of reduced damage depends on how long the ability has been charged. The longer the time the greater the reduction, with a maximum of 50% damage and a minimum of 30%. Fatigue Veil: Thanks to its mount, the pyrokiromiacea can generate a gas through exposure to a heat source (igneous damage received or when charged with C). Once enough gas has been generated, the pyrokiromiacea can release it around itself, inflicting fatigue on creatures and riders that breathe it. This allows the pyrokiromiacea to escape in critical cases. However, this gas can be countered on a player if they are wearing a gas mask. Great oil farmer: Because of its need to consume oil to channel heat for its skills, the pyrokiromiacea has adapted its claws to facilitate the extraction of this resource. Taming: Taming one is not easy, you must first pull it out of the deep sea and lure it to land. Once you're there, you'll have to drop oil for the crab to catch it, as it serves as a source of energy for its attacks. Once it has caught the oil, you will have to wait for it to launch the fiery punches attack, once it has launched the attack due to the overexertion the pyrokiromiacea will go into resting mode (This can be seen by the semi-conscious state as it releases smoke from the back) which will allow you to approach it and feed it a basket of fish. Like the shadowmane the size of the fish will influence how well it tames itself. Then simply repeat the process of oiling, surviving attack and feeding until you have finally acquired a pyrokiromiacea.
  2. NEW UPDATED CONCEPT ART! General Info Common Name: Crystal Skink Species: Tiliqua Frangens Diet: Crystal Temperament: Ambush/Territorial The real-world Tiliqua Frangens was the largest known Skink that lived between the Pliocene and Pleistocene eras. It was believed to have an elaborately armored back, and lived in Australia. Reference articles: https://www.sci.news/paleontology/tiliqua-frangens-12003.html https://en.wikipedia.org/wiki/Tiliqua_frangens The Crystal Skink is a (very) large Skink that has evolved with the Aberrant Ark and become symbiotic with the crystals that litter the deeper caverns, replacing its natural armor with crystals. While not as strong as a Reaper, it can stand its ground against a Rock Drake. The crystals that litter its back react violently to Charge Light, angering the creature and dramatically increasing its aggression. Design Concept: Artwork created by Gucien C (ArtStation: https://www.artstation.com/gucien/albums/7032945) ABILITIES & FEATURES Combat/Gatherer hybrid Gathers crystal and gems extremely efficiently Has a significant weight reduction for crystal and gems Between Megalania and Rock Drake agility Climb on all surfaces like a Rock Drake Roll like a Roll Rat! (even up vertical surfaces for a limited time!) Highly territorial near crystals and gems in the wild, less aggressive when not in proximity (think "Megatherium around bugs" when around crystals vs "Chalicotherium" when not) Charge Light Buff!! When exposed to Charge Light, the crystals covering the Crystal Skink's body begin to pulse with inner light, and the Skink roars, increasing aggression (wild), speed, and attack power. Reference for scream: Rajang Enrage (0:08-0:12 in video) Environmental Protector Consumes Crystal, Green, Blue, and Red Gems together to project "Crystal Armor" to nearby allied survivors and tames (wild projects to other Crystal Skinks). Crystal Armor lingers for a few moments after protective aura disappears before breaking apart. Crystal Armor reduces incoming damage slightly while protecting from Radiation and temperature, reducing effects of Lava and Liquid Element, and can even protect from the direct heat of the Sun on Aberration's Surface! Can create a Consumable for an increased up-front cost that can be consumed to give temporary Crystal Armor without the Skink's presence Crystal Skink always has the environmental resistances that Crystal Armor provides COMBAT Bite Claw Swipe Tail Smack (hits with crystal club (can inflict Torpor?)) Gathers resources with Tail Ground Pound (Crystal AoE when Crystal is in inventory) Roll Attack can cause lots of damage, but needs space to activate in combat Can bury similar to Reaper or Purlovia, leaving a Crystal formation above the ground (wild or tamed), taking Survivors by surprise TAMING Enraging a Wild Crystal Skink with Charge Light will cause it to become more aggressive, and eventually tire out after a period of time away from Charge Light. When tired, the Skink will lie down for a short time, allowing the crystals to begin to be harvested from its back. Taking the crystals from the Skink will pacify it, allowing it to be ridden. A pacified Crystal Skink must be used to gather more Crystal to regenerate its natural armor, building its bond with the Survivor. PURPOSE The Crystal Skink is a creature intended to solve the issue of Crystal gathering and transportation (especially on Aberration, where the only creature to reduce Crystal weight is a Ravager). This is meant to be a late-game tame that can cause hazards when encountered in the wild, especially if a Survivor is ambushed by a Crystal Skink disguised as a Crystal formation. While not as powerful as a Reaper, it possesses an "alternate" dynamic to the Reaper - being buffed by Charge Light instead of weakened by it. This creature also allows exploration of the Surface during the day - an ability that is currently impossible, and I've always felt would be a fun addition. (Plus glowing crystal armor on its body and projected onto nearby allies! Who doesn't like glowing stuff?!) Real-world recreation of the Tiliqua Frangens I'm more than happy to incorporate feedback for the idea, these are just my initial thoughts on the design. Thanks for reading!
  3. Megaraptor (technically Aerosteon but same difference, all Megaraptorans from Austroraptor to Miap look alike) model by JWE modding team Jagged Fangs Designs Common name: Megaraptor Species: Megaraptor pugnator Time period: Late Cretaceous Temperament: Aggressive Diet: Carnivore General gameplay concept: A medium to large sized predator, Megaraptor are particularly smart by dinosaur standards and are capable of being trained to specialize in killing specific creatures. Much like the Desmodus, the Megaraptor's saddle allows survivors to create unique charms/coatings using various resources that can be feed to a Megaraptor to give it increased combat potential against certain "tiers" of dino, decided by, let's say, dragweight. For example, a charm created from extra small eggs with some stone and flint will grant the Megaraptor a buff against tiny animals like dodos and lystrosaurus; whereas one made with any alpha drop, metal, and polymer can grant buffs against apex-tier animals like rex and wyverns. One can even sacrifice artifacts to give an advantage against the Dragon and Manticore (as well as other bosses if transferred off of Ragnarok). As for how this buff works, a Megaraptor several passive bonuses whenever it is in range of its specialized targets (think how Triceratops get stronger in the presence of large predators). Both its primary slash and secondary leap attacks turn into more powerful variations (detailed later), and the Megaraptor receives a moderate movement speed increase and stamina usage decrease. These latter functions can have utility outside of strict combat; clever survivors may purposefully equip their tame with a charm intended for use against very weak but very common animals (or even a shoulder pet!) in order to quickly traverse the ARK. However, to give a potential reason to go without a charm equipped, the modified attacks a Megaraptor receives when under the effects of the charm buff do less damage than their normal counterparts when used against non-targeted species. As to further function as a combat focused mount, Megaraptor can use its dexterous arms and large talons to pierce through certain defenses, such as prying open the Doedicurus' rolled up state. Additionally, using its long arms Megaraptor can swat away bolas, Archaeopteryx, and various flyers to prevent them from dismounting its rider. A Megaraptor's secondary attack is to leap upwards while reaching out with their claws, with them slamming anything they manage to hit into the ground for a momentary stun that slows movement to a crawl and prevents jumping/climbing/flying. Megaraptor are even capable of using their talons to dig into the ground while running to come to a quick momentary stop and rapidly change direction, effectively drifting like the Andrewsarchus. Very useful if you find yourself suddenly approaching any cliff or other vast drop. While not adept climbers like Thylacoleo and Megalania, Megaraptor can clamber up ledges after jumping by pressing and holding the jump key a second time. If you have played any FPS in the past 5 years, you get the drill. Taming Ideas and Wild behavior: Wild Megaraptors are rare loners, most frequently found around the Volcano in the North and Southwestern Islands. Even wild Megaraptor are particularly adept at ripping flyers out of the air, so take care if you are exploring the area on something not prepared to duke it out on the ground. In a similar fashion to the Voidwyrm and Reaper Queen, a Megaraptor must be fought to be tamed (only when a survivor reaches an arbitrary but high level, ala some other passive tames). Upon reaching a certain damage threshold (percentage based on its max health), the Megaraptor will enter a dazed state for a limited period of time. When this happens, a survivor can approach the creature and feed it a tribute item from another creature, with taming effectiveness based on the rarity of said tribute item (ie, titanoboa venom isn't going to do a lot, but alpha drops from things like rex and mosas will be extremely effective). Feeding the Megaraptor will heal it fully, allowing you to repeat the process. Taking damage in the dazed state will instantly snap it out of its daze and tank the taming effectiveness. Stats, Attacks, and Misc. Size: Medium-large, maybe somewhere in the range between the Carnotaurus and Allosaurus Speed: Moderately fast, very fast when under the effect of the charm buff Health: Moderate, maybe 600 or so. Primary, LMB attack: Megaraptor both bites and slash at its prey at once for moderate damage, nothing special by itself. When charm buffed, this attack becomes faster and will strike a second time to increase its dps. Secondary, RMB attack: A two part attack, consisting of an aimed leap and a follow up downwards slash. Grounds anything that wasn't touching the ground (examples include flying animals, climbing Megalania, and survivors utilizing grappling hooks or parachites) and stunning them for a few seconds. This stun slows movement by 75% and prevents jumping/flying/climbing. When charm buffed, successfully landing both hits on any target will for 10 seconds grant the primary attack further attack speed and lifesteal based on damage dealt. Unridden Megaraptor will intermittently use this combo when applicable, though not with the same efficiency as a ridden one. Tertiary, C attack: A slow but powerful strike that can force certain animals out of defensive states. For example, Doeds will be forced to uncurl, and buried Purlovia will be unearthed. When sprinting, hitting this key will instead initiate the drift mechanic. This attack gains no changes from the charm buff Jump: Can clear roughly its own height, with a somewhat vertical posture allowing it to reach higher ledges to clamber. Other passives: Prevents dismount, cannot be grabbed by anything but a Tusoteuthis. Wikipedia article: https://en.wikipedia.org/wiki/Megaraptor TLDR: Carnivorous dinosaur similar in stats to Allo that can equip charms made from various resources to gain combat buffs from whatever species that dermis is from. Can clamber up ledges and drift while sprinting. Can't be dismounted and grounds flyers with a special attack. "Passive" tamed by feeding it tribute drops.
  4. (I’ve added some extra stuff on the bottom in case this one was bad) I know this sounds very stupid, but because I don’t usually mess around with other people in ark, may I suggest adding in Npcs into Arks Database? Even if it’s in single player, the ability to have comrades next to you would be an excellent sight. Also here’s some Ideas on how you could implement them, Name: Homo Sapien Class: Human/Humanoid Health base: 100 x current level stamina: 150 x .5 Level Torpidity: 400 x .5 level Weight: 50 x .5 level Oxygen: 100 x Food: 100 x level Water: 100 x level Behavior: Aggressive. Ability, to wear armor, use tools, and equipment. Passive suggestions, like Guarding positions, or defending the player against hostile encounters. Another useful thing would be allowing them to mine a specific area, maybe set a wander distance or bin they could drop off supplies to. Space Engineers for example, allows you to create bots that mine areas and deliver the mined materials to a central hub. Same with Age of Empires or even War Selection. Drawbacks of HomoSapiens (for balance reasons) Low Health, and Low stamina. Low Weight as well, being that people can only carry so much. Other ideas: Central Hub for Turret Ammunition or Items: Maybe have some sort of conveyer system that allows you to transport materials or ammunition from one side of your base to another. Landmines: Passive Defense, for animals and people. Modern Jeep: Just as a low tier Jeep you could use once you have gotten past the Riot Gear, and not at TEK. Howitzer: A not so Passive defense, used for bigger targets, 105mm shells explosive, and gas that are semi expensive to make, angle limitation, and also is manually controlled. Helicopter: Yes, I am stupid and suggesting a helicopter, it doesn’t have to be a Attack chopper, but it would be awesome, for balance it should be expensive. Tanks or LAVs: have another suggestion Box for this one Nature Vs Machine Well, if you have read this far along I applaud you for taking time to read this. I hope you take into account my suggestions, and maybe give them a once over. Not saying they are awesome quality, but these are just some things I thought of while talking to some friends about Ark!
  5. Seismosaurus Common Name: Seismo Species name: Seismosaurus peregrinans or (Diplodocus peregrinans) Time: Jurrassic Temperament: Defensive Seismosaurus while being an Invalid genus in our time having been lumped into Diplodocus as its larger cousin suits this creature perfectly as it appears to shake the very earth it wanders over unusually adapted Hostile Environments unsuitable for other large Sauropods. Seismo can eat just about any plant matter even Thatch or Cactus if it comes to it, this versatility allows it to exist in the most hostile of environments. Unlike its counterpart Brontosaurus, Seismosaurus is much more adept at combat using its thick muscular neck, weight and whip tail to deal large amounts of damage very quickly its also a lot faster Albeit at the cost of the sheer Defensive bulk of Brontosaurus. Domesticated: Once domesticated Seismosaurus is a perfectly capital war mount, usually fitted with heavy armour as its unable to carry a platform, this extra mobility and padded armour allow it to function as a battering ram turning even the sturdiest of gates to splinters eventually. Seismo also has none militant uses, its strong mouth and Hardy teeth allow it to literally rip rocks from the ground nearly intact this grab can also be used to get Seismosaurus to lift smaller creatures up to higher platforms such as Clifftops and Cliff platforms for those who may be afraid of flight or in areas where flight may be difficult or even Impossible. Health: 1300 Stamina:260 Oxygen: 150 Food: 8000 Weight: 1000 Melee Damage: Tail slap- 70 (1.5x damage to Carni's) 105 Neck slam- 70-105 Bite- 24 - 36 Stomp (10-second cooldown) 110 - 155 Movement Speed: 100% Torpidity: 7000 Utility saddle: 72 (gives 0 armour) Warsaddle: 86 (normal saddle works like Trike has base armour of 20) Why Seismo?: Arks Diplo is tragic and deserves better but that being said Seismo is not Diplo its a sister species and grows far larger and longer than its smaller cousin which is why I had the idea to make it a strong and aggressively Orientated counterpart to the tankier and defensively orientated Bronto swapping the utility of a platform saddle for extra damage and a smidge of its smaller cousins mobility this being said i didn't want to make a pure PvP creature and wanted to give Seismo a couple of unique uses in PvE play as well mostly serving as a way to move dinos and people to where you want them or an extremely efficient but slow and costly gatherer of minerals
  6. Jatheish

    Terror Bird

    From the album: Dossiers

    Common Name: Terror Bird Species: Phorusrhacidae Rapidesultor Time: Late Paleocene Diet: Carnivore Temperament: Aggressive Wild: Ranging from eight to twelve feet tall, Phorusrhacidae Rapidesultor is a highly aggressive avian that is just barely capable of very brief "flight" . Instead, it uses its wings primarily for balance during its high-speed sprints. Phorusrhacidae flight is actually closer so an impressive sustained leap or glide that is assisted and lengthened by flapping its wings. Phorusrhacidae shows interesting traits related to theropods such as Utahraptor, Carnotaurus and Tyrannosaurus. It has many similar traits such as general shape and predation patterns, but its attacks tend towards lightening dashes and leaping slashes. Domesticated: Phorusrhacidae is an excellent combat mount, particularly for harassing and scouting. Riders of Phorusrhacidae gain most of the benefits of a fast, mobile ground-based theropod, while also gaining some of the freedom of movement from a flyer... Assuming the rider can coax Phorusrhacidae into staying in the air over a long leap.
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