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Maip was a large carnivorous theropod, belonging to the Maastrichtian Cretaceous, and for now the largest known megaraptorid -art and description for gaborex Dossier description Wild -Temperament:cautious -Diet:carnivore -Time:cretaceous -Species:maip dynastes -Spawn: the wastland This place does not seem like a viable area for life, but somehow, organisms always find a way to move on, and maip is the perfect definition of this, this creature has shown incredible strength, and above all, intelligence even Most impressive, despite its size, it is incredibly agile and fast, thanks to this, it has achieved success comparable to or greater than most creatures I've ever met! Tamed Taming one of these is probably the hardest task I've ever come across, even harder than dealing with managarms, they are very smart and don't get fooled by any trick, but luckily, the result is worth it. I have noticed that its huge claws have a complex system of vessels and muscles that it can use as if it were a spur, releasing toxins or electricity in a controlled manner, as well as contracting its hands to maim its prey. Introduction Maip is created as a creature focused primarily for combat, both pvp and pve, armed with a skill kit made primarily for combat against groups of enemies, having a great ability to retain and damage multiple targets in a lethal way, as well as can easily withstand and recover from various types of damage without much trouble. Domestication To tame maip, we will have to challenge him to play his own game, to start it you will only have to approach and accept it it will consist of damaging wild creatures for 3 minutes in a game of three rounds, if you manage to win, you will be able to go to the next phase, if You don't succeed, Maip will become aggressive. after winning the 3 rounds, Maip will challenge you to a fight, in which you will have to damage him below 10% of his maximum life, when you achieve this, Maip will fall exhausted and will scream to attract to creatures which will go directly to attack maip, when asleep, maip will quickly lose torpor, so you will have to give him narcotics constantly. to tame it, you will have to feed it meat or kibble extraordinary. (saddle design) Food preference Abilities - Attacks -Basic attack: A quick and deadly claws -right click:a lethal stabbing This attack reduces the mobility of the target, causing a brief bleed, added to this, by dealing damage with attacks and abilities, you can charge your claw to use one of its modes. to change mode you have to hold ctrl + and to use hold ctrl + for special claws 1-Lethal contraction:This mode greatly increases backstab damage and grants 100% armor penetration, completely ignoring the target's defenses, as well as applying 15% bleed, greatly reducing the target's speed and preventing raise the gun flying or using movement moves, as with the other modes, when using this mode you will get a buff for 15 seconds that will increase your life steal by 10% and grant you the ability to inflict bleeding 2-Poison spur:This claw allows you to unleash a powerful toxin on your enemy as well as release a cloud of poison around you, this poison ignores armor and causes stamina loss and increased torpor, the buff allows you to inflict the toxin with your basic attacks and grants you immunity to poisons or bleeds 3-electrosock:By using this claw you will create a huge electrical discharge that will strongly paralyze the target on which you used it, if there are enemies nearby the shock effect will spread between them, the effect will stun them, causing the targets hit to miss attacks and have reduced damage , the stun effect will last 6 seconds on the main target and 1.5 on the targets hit, the buff of this claw will increase your speed and allow you to inflict small electric shocks on your enemies which will slow them down and reduce their damage. -C:jump of faith:you jump in a guided manner towards your enemy, damaging the rider and the mount, stunning them both. -X:razing rampage: a quick movement towards the direction you are facing, you have two modes, bleeding: when you move you cut, which inflicts bleeding on the targets hit and heals you. -X+ctrl:His other mode, instead of rending, you hit your enemy hard, which stun and slows them down, as well as weakens their armor. -z:reaping:The map slices into a cone-shaped area to everything in front, this inflicts blindness, reducing the target's mobility and armor, healing you in the process. -R:devastating blow:Maip spins around like a reaper, stunning all enemies around her and dismounting their riders. Jump:a big jump which can cover a long distance in a short time, this can be a simple and short jump by pressing space or it can be a charged jump similar to that of shadowmene, which can be maneuvered Buffs and passives -Q:hunting hour:maip roars which provides him with a series of benefits and weakens his enemies buffs:maip gains 35% resistance to all types of negative effects such as fire, bleeding and poisons, resistance that also applies to stuns, this improvement grants 20% damage and reduction of damage received during the 60 seconds of effect. This roar marks all nearby creatures, this causes the marked creatures to take 15% more damage and be more susceptible to the yutyrannus scream. When killing a marked creature, depending on its size, you will get a longer effect time which is cumulative By killing marked creatures you will get a hunting improvement, which will increase your life regeneration, life steal and damage, the increase in these statistics will depend on the size of the killed creatures, similar to the blood rage of the carcha, having a buildup maximum of 10 series, each series allows you to kill 10 creatures, by completing each series you will get a small bonus related to these 3 statistics -Passives pseudotek shield: maip can use the corrupted nodules to generate a barrier, which blocks stuns and damage, but when hit by a stun like shadowmane's it is automatically destroyed, to create it is enough to have corrupted nodules in maip's inventory and at doing damage with it will generate a barrier which, when active, prevents any creature from peaking you or maip(the barrier blocks any kind of bleeding) Beneficial Bleeding: When attacking a target under any bleed effect, you will be healed, this healing increases according to the amount and type of bleeds that affect the target you are attacking, likewise, when you are under any healing effect such as lethal contraction , this healing is increased by 18% trophies:maip can use parts of his prey as improvements to himself, thanks to this, depending on the part and type of creature from which the part was extracted, maip can obtain certain benefits, such as extra resistances, damage improvements and increases to his mobility These trophies are spent when receiving damage, as if they were pieces of armor, but they can be reinforced, as well as we can obtain better quality trophies by killing creatures of high levels or statistics. Breeding:maip has a different imprinting process than most creatures, its growth and spawning intervals are slow, but the important thing is in the hatchlings and their training, to gain the trust of their hatchlings, you will have to offer them domesticated creatures as a sacrifice , after that, they will be yours, but to be able to imprint them, you will have to take them to hunt wild creatures, depending on the size, level and danger that your wild rivals suppose, the hatchlings will receive a certain amount of imprint Conclucion:Thank you all very much for visiting my proposal and good luck to all those who participate in these votes!!!
Common Name: Gorgonops Species: Gorgonops secutor Time: Late Permian Diet: Carnivore Temperament: Aggressive Wild: “Gorgnops secutor has the most developed sense of smell I’ve witnessed among the local wildlife. It’s a hunter in every sense of the word: once it memorizes the scent of its next prey, it will seek it out anywhere, no matter how far it runs. Gorgonops prefers to take its time to bring down its target, since it’s no fast runner. Its unqiue way of storing charge light allows it fend off the many dangerous creatures that could potentially threaten its life. Furthermore, its sturdy physique allows it to resist venom and toxins that would knock out or even kill any other creature of the same size. That means Gorgonops doesn’t have to worry about snake bites, bug stings, poison gas and such! Good thing it’s not so ravenous to devour anything it smells!” Domesticated: “I’ve met some ingenious survivors who specialized in training their Gorgonops as bloodhounds. This beast’s smelling is so masterly, it can be taught to recognize the scent of just about anything. Wild herbivores, tamed creatures, enemy survivors, you name it! It can even learn to detect hidden traps or treasures! Its unique method of charge light can make traversing the many dangerous caverns and raditaion easier. Moreover, tracking creatures such as Parasaurus are able to detect threats from greater distances, with a tamed Gorgonops’ help. But that’s not all: thanks to its durability, survivors can use Gorgonops to carry knocked out creatures on a special transport sledge.” Introduction: Greetings, survivors! I introduce to you the stalker of scent; the Gorgonops! The foundational ideas and selling points for this therapsid include: Role as a tracker and taming assistant Taming method involving kidnapping Ability to find max-level creatures Immunity to torpor and toxins Enhances the tracking abilities of other creatures Can drag unconscious creatures to safer locations for taming Is a moving Mountable Charge Light Pet due to the Charge Light stored in its fur. The Gorgonops has repeatedly appeared in votes and makes it to the Top 10 consistently, but hasn’t made it through. As one of ARK’s scrapped creatures and one of the few from the mainstream to have not made it into the game, this concept for Aberration will give it time to shine. Wild: Gorgonops most often patrol the Blue and Red zones of Aberration, though they may occasionally appear in the Green Zone as well. Their incredible sense of smell allows them to detect creatures in a wide range around them. Not being very fast, they tend to go after specifically slower prey, which includes survivors. They’re patient, and will track down their targets until an opportunity presents itself. In the Blue and Red Zones, they guard something valuable. Taming Process: G. In these dens, they will store food and raise their pups isolated from the outside world. Survivors can enter these dens and kidnap the pups for themselves. However, parents have increased aggression towards anything within the vicinity of their dens, gaining a parental buff. The owners of the den will need to be dealt with in whatever way a survivor desires, and ensure that they can collect the pups in relative safety. From there, survivors will need to tend to the young beast’s needs until they are satisfied and reach adulthood. Tamed: Congratulations! You’ve successfully tamed a Gorgonops! With such a fierce predator and expert tracker in your hands, its utility will be immeasurable. Actions: Primary Attack (, , ): A basic bite attack. This ignores armor. Secondary Attack (, , ): The Gorgonops raises its nose to the air and takes in a scent. A reticle will appear, allowing for aim. Creatures sniffed out by a Gorgonops will be permanently tracked until they sniff out a different target. The current target will have their level and stats revealed like HLNA. Learning the scent of a specific animal will allow the Gorgonops to passively identify others of that species in the future. They can also identify the smells of objects like traps and explorer notes. Roar (Click C, , ): A strictly cosmetic roar. Jump (Press Space, , ): A basic jump. Cannot jump with the Gorgonops Sled Saddle. Passive Abilities: Autoalert: Like a Parasaur, the Gorgonops can detect specific threats. Because of its sense of smell, it can better pinpoint specific species. However, it needs to have been exposed to the scent before in order to properly warn their masters. Immunities: Gorgonops are immune to the effects of torpor, poisons, and radiation. Gorgonops Den: In their inventory, survivors can craft a den like those found in the wild. This structure can house anything up to the size of an adult Gorgonops and can store food like a trough. Babies will be able to eat from the stored reserves, and will grow at a faster rate while in the den. There is also notable insulation. Treasure Hunting: When idle, Gorgonops have a chance to uncover rare resources, equipment, blueprints that are added to their inventory. The quality of unearthed gear is entirely random. Tracking Buff: Nearby creatures with similar tracking ability such as Parasaurs, Troodons, and Direwolves have their own detection range increased in the presence of a Gorgonops. Sled Saddle: The Gorgonops has a standard Gorgonops Saddle. A more advanced Gorgonops Sled Saddle can be constructed as well. Unconscious creatures can be placed onto the sled and transferred to a different location. Multiple Gorgonops may be required to drag larger creatures. Two for a Rex, three for a Bronto, etc. Having this saddle equipped prevents jumping. Charge Light: Like its smaller bretheren, Gorgonops has charge light that it stores in the fure along its body. This build up of light allows it to fend of creatures like the Nameless and Reapers. This can be drained and recharged like the normal charge pets Parental Buff (Wild Only): In the presence of their own pups, wild Gorgonops receive a buff that increases damage output and damage resistance. Pups raised by survivors don’t develop this behavior. Utility & Scenarios: PvE: Gorgonops provide lots of use when it comes to taming creatures. Their scent being able to identify the levels and stats of creatures makes finding worthy tames far easier. Bringing unconscious creatures to safety as they tame is also incredibly helpful. If you need to return to a particular creature later since you don’t have the resources, you can leave the creature marked and come back once you’re ready. The Gorgonops Den is great for raising babies with the growth buff and food reserves. The den can also act as a temporary base when on the go. Digging up valuable treasure is certainly valuable in itself. Gorgonops may see use in swamps and other areas with lots of venomous insects and beasts. PvP: Gorgonops make for great base defenders. Their autoalert defining specific species is paired well with Parasaurs who identify particular groups of enemies, now at an increased range. In the midst of a fight, their fangs come into good use when ignoring armor of all kinds, allowing them to deal high damage to normally beefy targets. If a target is sent on the run, the Gorgonops can pick up on their scent and hunt them down until they’re caught. Sniffing out traps can ease raiding by helping raid parties avoid disaster. The main thing to note is that the Gorgonops isn’t a great fighter. It operates more as an ambushing assassin that ganks when opportunities present themselves. Directly involving themselves in battle leaves them vulnerable to creatures who fill those bruising roles better. Conclusion: If there is any creature that truly deserves to join the roster of ARK, it is the Gorgonops. Countless entries in previous submissions with a wide variety of ideas show that this creature can work! In the last map of the original ARK storyline, bringing back a scrapped creature, and a popular one at that, would close things off on a great note before the transition into Genesis. Have fun, survivors! Go Gorgon or Go Home! Art credits to Lapis Lazuli & RiskyBiscuits Creator of Fasolosuchus. Writing credits to DynastyOfDragons on Discord. Idea Credits to BPP
Torvosaurus, a robust jurassic theropod, related to the megalosaurus, has travelled for miles to get the crown as the apex predator on Aberration. Torvosaurus wonders on the Surface to kill his only opponent, the Reaper King. Hellp him to complete his glorious hunt and he will become your trusted "big Megalosaurus brother"! Torvosaurus is a genus of two species: torvosaurus tanneri and torvosaurus gurneyi. This second one was the largest predator in the entire Europe. he had a robust body, and was quite heavier than the most known Allosaurus. He comes from the same family of the Megalosaurus (their family is called Megalosauridae). After this short introduction, I want to explain the characteristics of this new dino that I would like to introduce in the surface of Aberration; this section of the map isn't very interesting, as you can only explore it at night and only for drops (which aren't the best drops of the game). Plus, this place is very dangerous, so it is generally ignored. With the introduction of the Torvosaurus, this place may get a greater utility. LORE The torvosaurus has reached the Aberration lands to hunt the surface reaper kings, his greatest rival. He only wants glory for his family, and he is ready to die if this means protecting his smaller brother, the megalosaurus; this is why the Torvosaurus hunts alone, while the smaller brother chills in other Aberration regions. Fierce of his strong ignoring armor bite and his charge attack (similar to the Rhino), the torvosaurus truly knows that he can take down some reaper kings, before passing out. WILD The torvosaurus is only found in the surface, as his lore explains, where he just hunts other reaper kings. He mainly lives without any mate. He ignores any other living being (excluding if they are brave enough to fight this reaper killer). He can smell the reaper pheromone gland, and the torvosaurus will confuse any survivor with a reaper. He doesn't despawn when the day comes to the surface, he hides underground so it can be found again the following night. DOMESTICATED Taming a Torvosaurus involves a great hunt that must be conducted exclusively with his true smaller brother, the megalosaurus. If this creature, ridden by a survivor, roars in front of the Torvosaurus, he will roar back and will start exploring around, searching for surface reaper kings. When the survivor, still riding the megalosaurus, and the wild Torvosaurus will have killed enough reaper kings, the big brother will be truly glorified and he will get to the step 2: sacrificing a baby reaper king that is still inside the survivor. This must be conducted by dismounting the megalosaurus (the torvosaurus doesn't attack anything unless provoked) and consuming a reaper pheromone gland: the Torvosaurus will react by smelling in the air, aiming at you and will kill the reaper king inside the survivor, damaging him and leaving him with 1 HP, as the reaper queen. At this point, he will be instantly tamed. the levels of the wild surface reaper kings will affect just the speed of the step 1, while the level of the reaper king inside the survivor (which can go up to 225 on official servers) will directly affect the taming effectiveness. Skipping the step 1 will result in a Torvosaurus still not glorified by the greatest hunt of his life and will just become aggressive to the player. ABILITIES, WHILE WILD AND TAMED 1) Both while wild and tamed, the Torvosaurus hides underground to escape the terrible conditions of the Aberration Surface during the day, so he doesn't despawn after a single night. He doesn't dig underground in any other place in all the Ark universe, only when he will need to escape the Aberration Surface day conditions. 2) Both while wild and tamed, his bite ignores any natural armor, making him very strong against both reaper kings and queens, nameless, fenrir, shadowmanes, rock elementals and so on. Armor by saddles is not ignored. 3) Both while wild and tamed, he can find wild Reapers (Reaper Queens, Subterranean Reaper Kings and Surface Reaper Kings) like the Rock Drake, pointing with his head to their position, and he can stomp the ground to let them emerge. He cannot smell the presence of tamed Reaper Kings. The stomp can be performed everytime, but without a Reaper nearby it will be just a flex of power and greatness 4) Both while wild and tamed, he ignores the debuff from any Reaper King, so he can't be slowed by him. 5) Both while wild and tamed, he can perform some charged attacks in the style of the Rhino; the Torvosaurus peforms a dash and concludes it with a small jump that he uses to devastate his prey with a massive damage. Unlike the Rhino, he can't perform sequential charges, as they are very expensive in term of energy. the AI of the wild Torvosaurus shouldn't abuse of these charged attacks. 6) As the big brother of megalosaurus, he gives courage, strength and stamina recover to them by roaring during the day, in order to keep them awakened at their full strenght even with daylight. This ability is unlocked only if the Torvosaurus is tamed and finally gives megalosaurus the status they deserve: very powerful dino and usable during the day. The more megalosaurus get buffed by him during the day, the bigger the Torvosaurus gets debuffed, so a survivor needs to choose wether using him as a source of damage or as a megalosaurus support. 7) Still when tamed, the Torvosaurus passively produces tears in his inventory that can be consumed by the player to properly see at night. This is the reason why he can spend his whole life on the Aberration surface, hunting reapers during the night. Tears are excellent to see in the night, much better than the night visor; in this way the night won't be boring and frustrating for those great tribes who managed to get a Torvosaurus. STATISTICS Such a strong dino who can take down Reapers and that ignores natural armor needs to have an explanation for his statistics, as it is NOT intended to be a new giga and to be just a rex-like dino, with just high stats for fighting. He should have HP similar to a rex and melee damage similar to a megalosaurus (because he is intended to fight and kill some surface reaper kings before dying, while wild). His stamina consumption and regen should be similar to other big dino fighters, but his roar that boosts megalos should consume very a lot of stamina, like for a yuty. His charged jump attack must consume quite a lot of stamina, but shouldn't reduce it too much. With these stats, he should be a very strong dino but still balanced, because he can't both fight and support megalos. Now I will explain better the "support debuff". His debuff for supporting megalos could work this way: buffing 5 megalosaurus will give him a complete debuff, that should take his damage to a poor level (half of the original, that could be around 35 if he has a base melee damage similar to a megalosaurus, which is 75). Boosting more megalosaurus than 5 will still give the maximum debuff to the Torvosaurus and boosting a smaller number will give a minor debuff (each megalo will cause 20% of the maximum debuff). Here are some examples: boosting 2 megalos will result in a debuff that is 40% of his max quantity; if the max debuff halves his damage from around 70 to 35, a 40% of this debuff should take his base damage to 57. boosting 4 megalos will result in a 80% debuff, which will take his base damage to 42. boosting 18 megalos (for example in a bossfight) will give him a complete debuff, taking his base damage to 35. It should be the same debuff for boosting 5,6,7 and so on megalos... up to hundreds. Obviously all the numbers given by me are just suggestions and extimations; I tryed to make him balanced to a rex, a megalo, a spino or an allosaurus, not too stronger. Since I still consider the Torvosaurus a bit stronger than other big theropods, I would suggest a breeding that requires around 12 hatching hours (egg) and about 6 days to be fully grown (everything is half of a giga/carcha). Thanks to all of those guys who patiently read my Torvosaurus idea I hope some of you will appreciate him and will vote this big megalosaurus brother.