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Pentaceratops imperialis [Impenetrable Bulwark]
PieTheMath posted a suggestion in Creature submission archive
Pentaceratops imperialis [Impenetrable Bulwark] Heavy Tanking Herbivore A large ceratopsian with an even larger head, Pentaceratops are quite the sight to see in the wild. Often traveling in tightly knit herds, Pentaceratops are docile to everything except the largest carnivores. Should the herd come under threat by a massive predator, they will lash out aggressively, easily being able to best their foes. When tamed, Pentaceratops serve as an excellent war mount as well as base defense, being able to form sturdy walls should a tribe come into ownership of a group of them. In combat they can employ this skill to form an impenetrable shield wall, allowing their war band to march forward free of threat from enemy guns and cannons. Defensively, these massive beasts can from extensive bulwarks to shield bases and anything their tribe so chooses. Abilities [Passive] Safety In Numbers When in a group of 3 or more, Pentaceratops receives a defense boost [Ability 1] Stance Change Pentaceratops changes stances, as the name implies. There are a total of 4 stances, Bulwark, Marching Wall, Battering Ram, and Neutral. -Neutral: Base wild stance, no stat changes. -Bulwark: Pentaceratops lowers its body to the ground, laying down with it's huge frill acting as a wall blocking incoming damage for the rider and any tames or structures behind its massive frill. While in this stance Pentaceratops cannot move and damage to the head in this stance would heal Pentaceratops and charge up its Battering Ram stance. When in this stance other Pentaceratops may "lock up", forming a very durable wall. -Marching Wall: Pentaceratops lock up in a line formation, their frills forward as they march. Damage is greatly reduced and any damage taken or dealt by Pentaceratops charges up its Battering Ram stance. -Battering Ram: Upon charging its gauge sufficiently, all Pentaceratops in the Bulwark/Marching Wall formation charge forward, entering their offensive stance. Their damage is boosted in this stance, making them a very credible threat. Pentaceratops does increased damage to structures in this stance, making it an excellent frontliner or seige beast. [Ability 2] Taunt Pentaceratops lets out a loud roar, stamping its feet on the ground and shaking its massive frill in a threat display. This taunt would function like the magmasaur, drawing aggro to Penta so it or its allies can finish them off. Attacks [Attack 1] Headbutt Slow headbutt that does heavy damage and knockback. Disabled in Bulwark mode. In Battering Ram this attack does enhanced damage to structures and constructs. [Attack 2] Light Stomp Directional light stomp, light damage and knockback. Disabled in Bulwark mode. [Attack 3] Heavy Stomp A heavy AOE stomp, does heavy damage and little knockback. Disabled in Bulwark and Marching Shield mode. In Battering Ram this attack does enhanced damage to structures and constructs. [Attack 4] Charge Only available in Battering Ram and Neutral mode. Does heavy damage and high knockback. When in Battering Ram this attack does heavy damage to structures and constructs. [Attack 5] Head Sweep Only available in Bulwark and Marching Shield mode. Does little damage and exceptional knockback. Saddles Base Saddle A normal saddle, leather and metal. Pentaceratops is ridden on a seat strapped to the side of its body, allowing the rider to see. Heavy Armor Pentaceratops’s entire front half is covered in plate armor, its horns tipped with long blades, providing exceptional protection and offensive ability. A walled platform rises above the frill, where the rider stands along with up to two other people. In addition, it also makes Pentaceratops immune to most knockback as well as completely nullifying melee damage from the front and boosting damage to structures while reducing movement speed. Art and ability concepts by Falcon9/PrimevalArtist on twitter- 4 replies
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Wild. The Titanaboa Armatis, more commonly known as the Scutumna (Scue-tum-na) is quite the interesting creature; From what I can tell, it seems to be a Titanaboa with a case of gigantism and other various genetic mutations. It most notably is covered almost entirely in thick segmented rings of chitin topped with equally durable fins/plates making it a biological fortress; meaning only creatures with a strong enough bite or stomp could stand a chance at causing it substantial harm. It is also incredibly long, with most specimens measuring in at about 60 meters (approximately 200ft) in length; making it one of the longest creatures I've ever seen in my days. This creature whilst being nearly invulnerable to most threats doesn't have many offensive capabilities. Possessing no unique combat abilities, a bite force shockingly weak for a carnivore of its size and possessing no lethal or narcotic based poisons/toxins; meaning it primarily hunts smaller creatures with the largest I've seen it go after being a trike. I've also seen this creature chewing on raw metal deposits in the sunken forest which seems to bring it satisfaction as well as cause an odd glow on its fins/plates to appear. Tamed. Due to the plates of the Scutumna a saddle cannot be dawned; however, as luck would have it one can gain enough grip on its head to ride this creature and its natural armor seems to provide enough protection. To tame a Scutumna one must be truly brave by throwing metal ore into its mouth whilst it is feasting on its prey. When tamed it proves to be a defensive powerhouse and act as a living barricade against other creatures. Due to its segmented armor and flexible body, it can take many shapes such as a linear line, ring, and semi-circle once it enters its defensive stance; however, once in this state it becomes incapable of moving or attacking until its master orders it to exit this stance. I've seen survivors use Scutumna to great effect to defend OSDs and Element veins, using them as quickly set up barriers to defend such Highly valuable targets. When used as a barrier the smallest creature that can step over it seems to be the diplodocus; however, there are countermeasures for when large corrupted creatures such as the corrupted tyrannosaurus rex attempt to step over it. By feeding a Scutumna metal ore whilst it's in its defensive stance, the plates on its back will begin to glow, creating a magnetic field that will slow down corrupted creatures that attempt to pass over it; whilst in this state, it also becomes impervious to being bled or lit on fire. @Syntac: If this creature ends up getting to the finals and you end up seeing this, I want to say thank you. I've been watching you since I was 10, you got me into ark and survival games in general and taught me that Irish people exist. Thank you.
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Pentaceratops Imperialis, Impenetrable Bulwark
PieTheMath posted a suggestion in Creature submission archive
Pentaceratops imperialis [Impenetrable Bulwark] Heavy Tanking Herbivore A large ceratopsian with an even larger head, Pentaceratops are quite the sight to see in the wild. Often traveling in tightly knit herds, Pentaceratops are docile to everything except the largest carnivores. Should the herd come under threat by a massive predator, they will lash out aggressively, easily being able to best their foes. When tamed, Pentaceratops serve as an excellent war mount as well as base defense, being able to form sturdy walls should a tribe come into ownership of a group of them. In combat they can employ this skill to form an impenetrable shield wall, allowing their war band to march forward free of threat from enemy guns and cannons. Defensively, these massive beasts can from extensive bulwarks to shield bases and anything their tribe so chooses. Abilities [Passive] Safety In Numbers When in a group of 3 or more, Pentaceratops receives a defense boost [Ability 1] Stance Change Pentaceratops changes stances, as the name implies. There are a total of 4 stances, Bulwark, Marching Wall, Battering Ram, and Neutral. -Neutral: Base wild stance, no stat changes. -Bulwark: Pentaceratops lowers its body to the ground, laying down with it's huge frill acting as a wall blocking incoming damage for the rider and any tames or structures behind its massive frill. While in this stance Pentaceratops cannot move and damage to the head in this stance would heal Pentaceratops and charge up its Battering Ram stance. When in this stance other Pentaceratops may "lock up", forming a very durable wall. -Marching Wall: Pentaceratops lock up in a line formation, their frills forward as they march. Damage is greatly reduced and any damage taken or dealt by Pentaceratops charges up its Battering Ram stance. -Battering Ram: Upon charging its gauge sufficiently, all Pentaceratops in the Bulwark/Marching Wall formation charge forward, entering their offensive stance. Their damage is boosted in this stance, making them a very credible threat. Pentaceratops does increased damage to structures in this stance, making it an excellent frontliner or seige beast. [Ability 2] Taunt Pentaceratops lets out a loud roar, stamping its feet on the ground and shaking its massive frill in a threat display. This taunt would function like the magmasaur, drawing aggro to Penta so it or its allies can finish them off. Attacks [Attack 1] Headbutt Slow headbutt that does heavy damage and knockback. Disabled in Bulwark mode. In Battering Ram this attack does enhanced damage to structures and constructs. [Attack 2] Light Stomp Directional light stomp, light damage and knockback. Disabled in Bulwark mode. [Attack 3] Heavy Stomp A heavy AOE stomp, does heavy damage and little knockback. Disabled in Bulwark and Marching Shield mode. In Battering Ram this attack does enhanced damage to structures and constructs. [Attack 4] Charge Only available in Battering Ram and Neutral mode. Does heavy damage and high knockback. When in Battering Ram this attack does heavy damage to structures and constructs. [Attack 5] Head Sweep Only available in Bulwark and Marching Shield mode. Does little damage and exceptional knockback. Saddles Base Saddle A normal saddle, leather and metal. Pentaceratops is ridden on a seat strapped to the side of its body, allowing the rider to see. Heavy Armor Pentaceratops’s entire front half is covered in plate armor, providing exceptional protection. Art and ability concepts by Falcon9/PrimevalArtist on twitter- 1 reply
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Hallucigenia Sparsa: You can watch an in-depth video from me, covering this concept in greater detail here: (And yes, this is my Youtube Channel) Contents: 1: Real World Info 2: Dossier 3: Sexual Dimorphism 4: Abilities 5: Taming 6: Post Taming 7: Other Important Things Real World Info The Hallucigenia is an extinct creature that is very unique. Although it is hard to tell the closest relative of it is actually the Velvet Worm. (I won't include a picture incase of people who don’t like gross stuff, but I’d recommend to search it up as it is a very unique creature) It was originally believed to walk on the spikes on its back (first picture) but was later discovered that it actually walked on the things they thought were tentacles, legs now. (second picture) But I will be using both of these renditions for the full concept of my Hallucigenia. The difference between Female and Male Hallucigenia allow for both PvE Players as well as PvP players giving all sides of the game a new creature to use. This should hopefully help everyone get something they like. If there are any suggestions or question you have of my creature concept make sure to leave them down below, and I will try to add as many suggestions as I can to the concept. What Scientists originally thought the Hallucigenia looked like: What Scientists later discovered it actually looked like: Although the Hallucigenia Sparsa did only grow to about 1 inch long it would be much bigger for the sake of fitting into the fauna of the Arks. Females would be slightly larger than a Diplo, and Males would be slightly smaller than a Diplo. Dossier: I unfortunately do not have any Dossier Art or Art in General, but I do have a description of a potential Dossier (If anyone would like to make art showcasing this creature it would be awesome!): Common Name: Hallucigenia Species: Hallucigenia sparsa Time Period: Mid Cambrian Diet: Carnivore Temperament: Docile - Until Provoked Wild: The Hallucigenia sparsa, alongside another recently discovered specimen the Rhyniognatha, reassures my suspicion that the Ark’s have tampered with the genes of their habiting creatures, some more than others. It was incredibly small in reality, smaller than my thumb, but here it is a towering beast capable of handling even the toughest of marine life here. They adore deadly spikes layering across its back, proving to be useful for both display and defence. With some even evolving to walk using these spikes, it is fascinating the rate at which creatures on the Arks can evolve. Domesticated: Although tamed through a blood transfusion with a weak juvenile, once grown up there have been several sexual differences between males and females. The vibrant Males I’ve studied had solely walked with their spikes, but instead using their “legs” as a way to release spores that have harsh effects. While the Females have been quite the opposite, being dull in coloration, walking with their actual legs and using their spikes as defence. I’ve also witnessed the Females have a very abnormal weight tolerance, and is mainly used for transporting large hoards of items. These gentle giants, while not preferring combat, come equipped with a variety of tools. Males utilize their deadly spores and agility while Females can withstand a large amount of damage and use their piercing spikes in combat. With both offence and utility at its disposal, the Hallucigenia is definitely a creature worth having. Sexual Dimorphism: Males: Male Hallucigenia look very different from Females, being the older rendition of the creature. Males also come in a more vibrant colour than females as is mainly the case in the wild, as well as are smaller than Female Hallucigenia. Image of what it could look like: Females: Female Hallucigenia look much more like the modern rendition of the creature. Females are less vibrant in color than Males and are also a bit bigger than the Males as well. They are also much more tanky than Male Hallucigenia’s. Image of what it could look like: Abilities: For Both Genders: Lightweight - Both Male and Female Hallucigenia can press 2 keys to go up or down in the water. This allows for changeable water depth very quickly. This also allows them to be at any water depth in the Center’s ocean. Adaptability - Both Male and Female Hallucigenia have the ability to be on both land and water. For Males Only: Climbing - Male Hallucigenia have the ability to scale up walls and any other surface similar to a Megalania due to their sharp spikes moving them around. This would act just like Megalania but would also be able to move left and right as well. Spore Burst - Male Hallucigenia have the ability to spray a large cloud of all Hallucigenia Spore’s (Hallucigenia Spores disorient, suffocate, slow and tranquillize targets (similar to all the mushrooms on Ab) that affect anyone or creature that goes through it. This ability then goes on cooldown. Spore Beam - Male Hallucigenia have the ability to concentrate a beam of a selected spore type towards an enemy which will both deal the intended effect as well as some damage towards them as well. Spore Types: Tranquillize - Will increase the Torpor of the target rapidly. Damage - Will damage the target rapidly. Suffocation - Will decrease the Oxygen of the target rapidly. Slow - Will decrease the movement speed of the target rapidly. Disorientation - Will disorient the target rapidly. (similar to the death mushrooms on Ab) For Females Only: Carrier - Female Hallucigenia have the ability to carry a large amount of weight and even have a weight decrease for a majority of items. Making the Hallucigenia a great creature for storing and moving items. The Hallucigenia will also still be able to move when it is overburdened but instead can’t have anything else on it. Spiky Back - Whenever a Female Hallucigenia is attacked by another creature it will take a large portion of the damage it dealt back to it. This makes the Hallucigenia a good creature for defending bases. Nudge - Press C to slowly charge on the side you are facing. This will deal significant damage to a creature and give them the impaled status affect for a short duration. This is good for getting creatures off of you that are attacking you from the sides. This attack will also do a good amount of knockback. Last Escape - Hold down a button (X) for 4 seconds to initiate this ability. You will shake rapidly knocking all creatures near you back. The Hallucigenia will then launch all of its spikes out in every direction dealing large chunks of damage to any creature hit by it and gives any hit creature the impaled status affect. If underwater the Hallucigenia will float rapidly towards the surface. Once all this has been completed the Hallucigenia will lose 80% of its health and will gain a temporary speed boost to make a grand escape. It will take a long duration for the spikes to grow back and be used again in abilities that use it. I feel that this ability helps to get your creatures to escape instead of them dying. As I know many people would rather not use a creature for a bit and let them heal rather than losing them forever. Toggleable Ability: Lay Down - Hold for the Toggle Wheel and select Lay. The Female Hallucigenia will then lay down on the ground or on the bed of the sea and act basically as a primitive spiked wall but it is much bigger. This will also heal the creature much more quickly and regain a large amount of Stamina. Taming: In order to tame a Hallucigenia you must first find a wandering baby in the wild. You would then give it a certain amount of Bio-Toxin (20 per level, so if I was trying to tame a lvl 150 Hallucigenia I would have to give it 3000 Bio-Toxin). Once it has calmed down after you have given it the Bio-Toxin it will latch onto your back beginning to drain your health. In order for it to tame it will drain health (or if you have blood packs in your inventory, it will drain those instead) in order to be tamed. Throughout this process the baby Hallucigenia can go out of water, but if it takes any damage it will hop off and ruin the taming. After Taming: Once you have successfully tamed yourself a Juvenile Hallucigenia it is not over yet… Once they are tamed they still need to be nurtured and fed, so once tamed they will have to stay mounted to your back until they reach 25% growth. Once they reach 25% growth they will hop off your back and demand blood to eat, just like wyverns require meat and wyvern milk. (This stage of getting a Hallucigenia also applies when you have bred one, it must mount you and drain your blood until 25% growth) Other Important Things: Basic Hallucigenia saddle unlock at Lvl 72 (will be used for both Male and Female Hallucigenia). Platform Saddle (For Males Only) will unlock at Lvl 83. Baby Hallucigenia take a large portion of time to grow, (roughly the same amount of time to grow as a Rex) After mating Hallucigenia will lay eggs just like many other species in Ark. Hallucigenia must be underwater to begin Mating. And that it is for this concept! I hope you enjoyed and it would be much appreciated if you could upvote this creature as I feel it would make a great addition to Ark’s Oceans!
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