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Found 20 results

  1. (Extinctions True Ruler) Introducing Gorgonops, the Feral Tracker & Slayer of Corrupted Tags: PvP, PvE, scrapped creature, carnivore, ignores armor, creature tracker, mount, blueprint finder, taming assistance, ideas prompts for community, last chance for getting it Concept art by RiskyBiscuits (Sorry if the corruption seems out of place, it was added later. Of course wouldn't look out of place ingame.) PLEASE READ: To the people frustrated with Gorgonops, we hear you. This is the third time we have posted Gorgonops, as it is designed for a desert map (Scorched Earth, Ragnarok, Extinction). Prior to this, other Gorgonops designs have also been posted, which may add to your frustration. We have taken as many suggestions and opinions into account as possible, but will permanently retire this concept after the Extinction vote. I ask of you, survivors, to please give Gorgonops your honest ranking and not rank it according to your frustration, if it does make it to the second round. Whether that puts it in 10th or 1st place, or any place in between, is of course up to you. A lot of work has gone into this concept, and we would hate to see that go to waste this way, but of course every journey comes to its end. We hope this is not too much to ask. To the people who are frustrated with Gorgonops, thank you for your consideration. And to the others, thank you so much for your continued support, its truly amazing to see how many of you are here for Gorgon. - Team Gorgonops Greetings, survivors! I shall introduce to you all the stalker of scent; the Gorgonops! Gorgonops is one of the few creatures cut from ARK that many people knew (thanks to series such as Walking with Monsters and Primeval) and always wished to get since the first days of the game. Even WC planned to bring it into the game, before discharging it. For such a reason the Extinction DLC, the conclusion of the original storyline of ARK, is the perfect occasion for getting this fearsome synapsid finally into the game. Not only that, but the unique design and abilities proposed here surely make the creature blend into the Wasteland Earth environment and set it apart from anything else the game currently has. I kindly invite you all to read carefully through the whole submission before deciding whether to upvote it or not. You’re going to like it!! Latest Updates: [Under Dossier] - New Lore Section - [Under Utilities & Scenarios] - Why Gorgonops is your best asset on the Extinction map - Lore: The pressure from the Extinction wasteland, pushed the Element exposure on Gorgonopses to manifest itself on the creatures' snout. The olfactory organ as well as the deadly fangs got mutated by the Element, granting them unique properties. Gorgonops can now smell and detect the Corruption Nodes, the main sources of the Fallen Earth's greatest menace. But it can also get stimulated by a strange reaction with Element-containing dusts, leading the creature to a drugged-like status of deadly ferocity. Meanwhile the fangs now seem to secrete a strange molecule capable of annihilating the Corruption, like if the Element was trying to heal from its own disease. However, adaptation occurs on both sides as, indeed, the hive mind of the Corruption learned to avoid Gorgonopses, to order its hordes of corrupted monsters to flee from these hounds instead of attacking them. For this reason, a pack of Gorgonopses big enough can scare away even the largest of the corrupted monsters (with exception of the Titans). Wild: Gorgonops specimens most often patrol the wasteland, keeping a nose out for potential prey. 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 relatively slower prey, which includes survivors. They’re patient hunters, and will track down their targets until the opportunity for a kill presents itself. On rare occasions you may find Gorgonops specimens in safer zones such as the biodomes, sanctuary, and sunken forest, wandering near exclusively in mated pairs as they guard something really valuable. 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. Congratulations! You got your Gorgonops! What can you do with it? NEW ABILITY: Hunter of Corrupted The fangs of a Gorgonops melt corruption and thus Gorgonops deals increased damage to all corrupted creatures, and passively deters corrupted creatures with its presence. Some very large corrupted creatures require multiple Gorgonops to be present for this to take effect. This means that you can use Gorgonops to guard your base against corrupted creatures, or use it to wander the wasteland without fighting. POSSIBLE ADDITION: Gorgonops Den Structure In Gorgonops inventory, survivors can also craft a den like those found in the wild. This structure can house anything up to the size of an adult Gorgonops. This den can be used to protect small creatures and babies, and they will grow at a slightly faster rate (Gigantoraptor should be able to nanny them in here too). The den also protects against extreme temperatures and effects while in the wasteland, desert, snowy tundras and other extreme environments, similar to a tent. Another addition COULD be short-range tunnels between different dens that have already been set up. These will function as primitive versions of a tek teleporter, however it should be noted that the range is quite short. Utilities & Scenarios: Why Gorgonops is your best asset on the Extinction map: Gorgonops’ tracking abilities will help you find high level creatures, which are extremely rare on Extinction. Most experienced players will know the struggle of trying to find a high level Giga on Extinction, and Gorgonops will lighten this often painful search. In addition, Gorgonops’ taming assistance tools will bring extra QOL to the taming process. But what really makes Extinction a unique challenge is the corruption-infested wasteland, and Gorgonops absolutely doesn't lack features to give you an edge in such an environment. First of all, its tracking abilities are very helpful in the wasteland, for it helps you track down Element Nodes, which hard to find and harvest before they despawn. As for corrupted beasts - the greatest danger out there - Gorgonops' features deal extra damage to them, melting through their sick flesh. This type of damage is so unique and dangerous that the Element's hive mind learnt to avoid it. As a result, corrupted beasts are scared of a Gorgonops' mere presence. With enough of these wasteland synapsid hounds escorting you, you’ll be able to scare away even corrupted Gigas. What’s more, the Element Frenzy Gorgonops may go into by fighting Element-based/corrupted creatures enhances its strength in battle. All these combat-focused assets make Gorgonops an excellent choice for attempting to defend Orbital Supply Drops. Gorgonops packs even have a chance to scare OSD assailants temporarily, giving the people attempting to defend them slightly more breathing room, as the creatures will come attack it at a slightly lowered pace. 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. Digging up valuable treasure is certainly valuable in itself and tracking rare temporary resources such as Element Nodes will surely be appreciated. Gorgonops may see use in swamps and other areas with lots of venomous insects and beasts. They are also great at defending bases against corrupted, as they passively scare off corrupted, including the largest of corrupted, if the pack is large enough. 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 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. Finally the Element Frenzy may be an interesting wildcard to play on the battlefield.
  2. Species: Hippocampus Sarmaticus/Leviathan Time: Middle Miocene Diet: Carnivore Temperament: Aggressive Here’s another attempt. I think The Center is a perfect map for this tame. The vast ocean, the underworld, all the air bubbles. I feel Ark's oceans need a bit of love. What better way than with a new mount. Seahorses are pretty cool looking as well as sea dragons, and who wouldn't want to ride around on one. A saddled mount of course They're like master ninjas, so this mount could have some sort of camo ability, maybe when they're within underwater vegetation. They could function similar to an underwater purlovia, and their first strike from being hidden could cause massive burst damage. Kinda like sneak damage. Because of this sneakyness, make all wild creatures non aggressive to it unless provoked. This includes the jellies. In fact, let's make this creature immune to jellies shock to have another mount to fight against them. Maybe even have cnidaria actively run away from them like the piranha does to the sarco. These could be the best biotoxin gatherers. (A sea slug pic, but the patterns and appendages look cool, and I invision this ark creature taking visual cues from it) Seahorses also are very tanky with their bone like ridges down their body. Instead of their body and tails being cylindrical, they're more square, thus able to take more damage and even be compressed and be able to bounce back unharmed. This means the ark creature could make for a very tanky mount with possibly even recoil damage. Add a good saddle for even more tanking. Seahorses also have great mobility, so it can control similar to an underwater Tapejara. This is a very interesting video below about Seahorses. Utility is a big thing the ocean needs too. With the males pouch, it could function as an underwater maewing, able to nurse or improve imprints. Maybe a player can use its pouch to be transported underwater and give oxygen. Again, immunity to jelly stings. They have these cool prehensile tails too. They can use this to latch onto different things underwater to stay put, and enter a sort of turret mode. We can use these prehensile tails to grab small to some medium sized creatures, which has a multitude of uses, but also make it able to pick players underwater from their mounts. To balance this, make it ridden only or something. These tails could have another purpose too. There aren't any underwater shoulder pets. Until they're grown, while they're still a baby/adolescent, they can use the tail to become a shoulder mount. Adding stun immunity or reduction, or adding armor and recoil damage to the player while assisting in battle with their attack/breath. The balance to this would be that it's temporary, until the baby reaches a certain size, then it auto dismounts. Killing cnidaria could make it grow faster, or feeding it biotoxin. It would speed up raising. You could ignore this mechanic to keep it smaller for longer to keep the shoulder benefits, because it's raise time could be long without using it. With all these positives, maybe give the creature lower stamina, or make it opposite of the bear. Super fast burst speed that eventually slows down. Same with dps. Stupid high burst speed dps, that slows a lot over time. The way I imagine it looking is some kind of Seahorse/Seadragon hybrid with some draconian features. This is ark afterall, and some dinos aren't 100% real world accurate, so we can spice this up a bit. https://www.google.com/search?q=sea+dragon&tbm=isch&ved=2ahUKEwj_ttH9nMj8AhWTFmIAHQ8kBcAQ2-cCegQIABAC&oq=sea+dragon&gs_lcp=ChJtb2JpbGUtZ3dzLXdpei1pbWcQAzIECCMQJzIKCAAQgAQQsQMQDTIECAAQQzIECAAQQzIECAAQQzoFCAAQgAQ6BAgAEAM6CAgAEIAEELEDOgsIABCABBCxAxCDAToHCAAQsQMQQ1CBCFjmJGC-KWgAcAB4AIABe4gBgAuSAQM2LjiYAQCgAQHAAQE&sclient=mobile-gws-wiz-img&ei=WzzDY7-dA5OtiLMPj8iUgAw&bih=647&biw=412&client=ms-android-americamovil-us-revc#imgrc=t00DU5k3vLyQlM&imgdii=w_wkJPB5AToXmM Another cool option would be some kind of underwater breath attack. Bubbles that stun or slow so they can assassinate prey, or superheated water jet, but I'd like for them to have some sort of poison breath. It would go with the assassin theme. This poison would accumulate in its inventory similar to acatina, maybe increasing production for a time with cnidaria kills stacking. We could coat our weapons or even dino claws with the poison to give special debuffs and inreased damage per hit for a time. This would benefit high attack speed dinos a lot like the raptor, giving more use for its faster attack buff from its alpha call. I hope you all like and upvote.
  3. 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
  4. I present to you the Blattotermes species, something never seen before in Ark. At first I thought of some kind of ants, but I wanted to do something innovative and that has never existed in Ark: GIANT TERMITES, which I think is something that would bring a lot of exciting content to the game! HISTORICAL CONTEXT Blattotermes was a genus of prehistoric termites that inhabited North America, France, and northern Australia during the Paleocene. Today they only retain a relationship with the Mastotermes species, which is found only in Northern Australia. LOCATION AND DESCRIPTION These termites live in underground colonies, which can be spotted by a big termite mound on top of them. There will also be workers, soldiers, and spies Blattotermes near and you will hear a characteristic sound when you approach it. They can be found at the Luminous Marshlands and rarely at the Mushroom Forest. There are different types of termites that serve different functions in the nest. TAMING To tame these creatures, you must first find one of their mound. Hitting it with a metal axe, metal pickaxe, metal sword, or metal spear will create an ever-widening hole. Hitting it will deal damage to the player similar to collecting honey. Once the hole has been completely opened, some type of explosive must be inserted into the hole, for example throwing a grenade. When doing this, the different types of termites will begin to attack the player, in a wave system. All these creatures will be of the same level as the queen and king. 1st wave. Soldier termites and worker termites. 2nd wave. Soldier termites, worker termites, and spies termites. 3rd wave. All of the above and guards termites. Once all the termites have been eliminated, the queen termite and the king termite will appear, which are the only ones that can be tamed. In order to tame the queen termite, you will need to approach it after you have consumed an insect repellant, and feed it red gems. On the other hand, the king termite is rather friendly, so it will not be necessary to use insect repellent to tame it. However, it will come out attached to the queen, and if the queen feels threatened, it will eat the king termite. It is recommended to tame the queen first, then passively tame the king with blue gems. BREEDING The king and queen Blattotermes are the only ones that can be tamed, the rest are only obtained through breeding. You can't breed kings or queens. Fertilization: the queen is rather exquisite, so to get pregnant, she must be in a dark room alone with the King, with a warm temperature. Again, they want privacy, so if you walk into the room to interrupt while they're in the act, they'll stop. The queen will lay an egg, similar to those of pulmonoscorpius. You will need to incubate it, and a baby nymph will emerge. To claim the nymph when it hatches, it must be fed a specific food that will determine what type of termite it will be. • To make it a worker termite, you must feed it with wood. • To be a soldier, the baby will have to be fed with phosphorus. • To be a spy, the baby will have to be fed with vegetables. • To be a guard, the baby will have to be fed Sarcosuchus Skin. During their growth, the type of termite will be determined, so they all can eat wood. Except for the king and queen, termites have no gender. If a mutation occurs, it will be stored in the Queen, so the next nymph that comes out will also have that mutation unless it was previously discarded. DIFFERENT TYPES AND ROLES - Blattotermes Queen: • Temperament: run away • Diet: wood • When killing a specimen, it will drop chitin and meat. It is about the size of a Maewing and is the most disgusting termite. Its only function is to breed new termites. It cannot be mounted, and it creeps very slowly when following you. If it is near to another creature breeding, the chances of this creature's baby getting a mutation will increase on a 5%. - Blattotermes King: • Temperament: friendly • Diet: wood It is the smallest termite of all. It has the function of fertilizing the queen termite. • When killing a specimen, it will give chitin and meat. As a special ability, you can set routes for the other termites. That is, you can create a path which the termites you select will follow, in addition to establishing areas where the termites can stop for a period of time and do some type of activity that you choose on their own. For example, imagine creating a path that you want your worker termites to follow, stop at an area where there are resources, collect them for 60 seconds, drop everything they've collected in a vault, and continue on the path. Or another example, you want your termite guards to take the vault full of resources collected by the workers, bring it back to your base, empty it into other vaults in your base, and bring the vault back to where it was. This is a method to automate farming and base tasks. • The king termite is obviously not mountable, but it can be carried on the shoulder and it will be able to generate markers that will mark the path that you want to establish and the areas where the termites will stop to do activities. Each king can only create one termite path, and the higher the king's level, the longer the path he creates can be. (King and Queen) - Worker Blattotermes: • Temperament: aggressive • Diet: wood They are about the size of a thyla and can be equipped with a Blattotermes saddle to ride them. • When killing a specimen, its body will drop meat and chitin. • 30% weight reduction on wood, stone, metal, crystal and obsidian. • Left click: bite. It only damages straw and wooden structures. You can collect wood, fungal wood and thatch. It can be configured to just get one type of resource. • Right click: headbutt. If held down, he will lunge along with the headbutt, dealing more damage and granting more resource pickup. Damages thatch, wood and stone structures. You can collect stone, flint, metal, crystal, rare mushrooms, obsidian, and oil. It can be configured to just get one type of resource. • If there is a group of 3 to 5 worker termites, the one with the highest level will be the leader of the group, so the rest will follow what the leader does if they are on a route established by the king termite (so as not to having to configure all the termites to follow the route). All party members will receive a 10% buff upon increased resource collection and an additional 20% weight reduction on wood, stone, metal, and crystal. • X: the leader can activate an extra buff that will cause stasis in all the termites in the group, causing the weight of what they carry in their inventory to be reduced by 90% for 30 seconds. It has a cooldown of 90 seconds. • C: If you press C in front of a wall, you will be able to climb walls and ceilings without consuming energy. If the leader of the group switches to climbing mode, the rest will also climb. • 30% armor to attacks. • If they are on one of the routes created by a king termite, they will be able to stop at a point to collect resources that are in the area for a certain time. In addition, before returning to the road, they can be configured to leave the collected in a vault. • However, one of the points on the route must be a rest area, since 8 hours (of ARK) a day, they must rest. This is ONLY if they are on a route. If the leader goes to rest, the other members will copy it. They can also be put to rest manually. • The idea is that these termites collect less material than other farming animals (less metal than an ankylo or less wood than a teryzino), but having the possibility of combining with farming routes means having a passive farming that will give better results and comfort. • If they are part of a group, and another of the termites in the group dies, they will receive a sadness buff for 90 seconds, which will give a 40% speed reduction, a 30% increase in vulnerability to damage and a 25% damage reduction. - Soldier Blattotermes: • Temperament: aggressive • Diet: wood Its size is roughly twice that of its worker counterpart. It has larger and stronger venomous claws than any other type of termite. They can be equipped with a Blattotermes saddle to ride them. • Upon killing an individual, its body will drop Meat, Chitin and Blattotermes Venom. • Weight reduction of 15% in wood, and 50% in meat, rotten meat, prime meat, fish, prime fish, chitin, keratin and organic polymer. • Left click: bite more powerful than any other type of termite. Damages thatch, wood and stone structures. It gathers Chitin, Keratin, Meat, Prime Meat, Fish, Prime Fish, Rotten Meat, and Organic Polymer. It can be configured to just get one type of resource. If held down, it will lunge to bite its prey, the attack will be more powerful and grant bleeding. • Right click. poisonous injection. It will nail its tweezers with which it will inject venom from its labial palp. If held down, a poisonous spit can be released that will damage all sorts of structures, but it won't be as effective as the Arthroplurera's. • If there are groups of 2 to 3 soldier termites, the one with the highest level will be the leader of the group, so the rest will follow what the leader does if they are on a route established by the king termite (so as not to having to configure all the termites to follow the route). All party members will receive a 15% buff at increased damage and an additional 20% damage resistance. • Cntrl: you can grab survivors, small and medium animals with your pincers. When this happens, left-clicking will deal normal damage and right-clicking will cause torpor. • C: If you press it in front of a wall, you can climb walls and ceilings without consuming energy if you are not sprinting. If the leader of the group switches to climbing mode, the rest will also climb. • Space. Jump. If held down and aimed at a wall, he will be able to charge up a jump that will leave you glued to where he has aimed on the wall. • If they are on one of the routes created by a king termite, they can follow and protect the worker, spy and guard termites, as well as stop at a point and attack nearby dinos for a set period of time. It will be possible to establish that of the dinos that they eliminate, they only collect one type of resource, among chitin, keratin, meat, prime meat, rotten meat, fish, prime fish or organic polymer, and that they deposit what they have collected in a vault. • However, one of the points on the route must be a rest area, since 8 hours (of ARK) a day, they must rest. This is ONLY if they are on a route. If the leader goes to rest, the other party members will copy her. They can also be put to rest manually. • Meat, Prime Meat, Rotten Meat, Fish, Prime Fish, and Organic Polymer rot 50% slower in your inventory. • 50% armor to attacks. • They will be able to enter turret mode, in which they will spit out enemies similar to a plant X, but they will fire slower, and the effect will not affect your vision as much and will last less. • A quantity of Blattotermes Venom can be extracted once every 4 hours (from ARK) from their jaws, though this will grant damage and torpor to whoever does so, unless they are wearing a beekeeper, radiation, or tek suit. . This poison will serve as a narcotic. • If they are part of a group, and another of the termites in the group dies, they will receive a sadness buff for 90 seconds, which will grant a 40% speed reduction, a 30% increase in vulnerability to damage and a 25% damage reduction. - Spy or winged Blattotermes: • Temperament: flee, unless they are defending the nest, in which case they will be aggressive. • Diet: wood Its size is similar to the worker termite, but with wings that are twice as long as the termite. They can be equipped with a Blattotermes saddle to ride them. • When killing a specimen, its body will drop meat and chitin. • Weight reduction of 10% in wood, and 50% in berries, rare flowers, fiber, seeds, mushrooms and vegetables. • Left click: bite. Damage thatch and wood structures, and collect berries, mushrooms, fiber, rare flowers, seeds, and vegetables. It can be configured to just get one type of resource. • Right click: scream. It can be set in your inventory to make a scream that scares wild animals, or attracts them. • Space: jump. If held down, it will charge up a huge jump. When its in the air it will be able to glide. If the space is held aiming at a wall or ceiling, it will stick to it, allowing the rider to use weapons and tools. You can also use them if you are on the ground. • C: the termite will go underground and can move underground. (Similar to basilisk) Time underground will consume oxygen, so it will be limited. Turrets won't detect it, but you won't be able to get through doors or structures below. The parasaurs would detect it. • Cntrl: can grab small dinos and feces. Grabbing a tamed dung beetle and left-clicking will transfer all the fertilizer to the termite's inventory. • If they are on one of the routes created by a king termite, they will be able to stop at a point to collect resources in the area (only the resources that it is capable of collecting) for a certain time and deposit the collected items in a vault, as well as being able to collect fertilizer from nearby dung beetles and distribute it to the orchards that are in the area, before continuing on the path. • However, one of the points on the route must be a rest area, since 8 hours (of ARK) a day, they must rest. This is ONLY if they are on a route. They can also be put to rest manually. • Berries, mushrooms, rare mushrooms, rare flowers and vegetables rot 50% slower in your inventory. • 10% armor to attacks. - Blattotermes guard: • Temperament: aggressive • Diet: wood Its size is 1.5 times larger than that of soldier termites, being the largest termite. Their only function in the wild nest is to protect the queen. They have hard plates attached to their bodies that serve as a shield and covers them entirely except their head and legs. They are very slow but resistant and strong. They can be equipped with a Blattotermes saddle to ride them. • When killing a specimen, its body will drop meat and chitin. • Weight reduction of 50% in wood, and very good statistics in weight. • Left click: bite. Destroy thatch and wooden structures. It is unable to gather any resources other than wood. • Right click: headbutt. If held down, it will charge up a lunge that ends with a headbutt, and will expend quite a bit of energy. • C: defensive mode. The termite will crouch, and with its plates it will cover its whole body and the rider. It will cost energy. In this mode you can very slowly move forward, backward, left or right. • Cntrl: You will be able to pick up structures, place them in other places, and even empty their contents in other storages. If the storages into which the content is being dumped are full, it cannot be transferred. • If they are on one of the routes created by a king termite, they will be able to pick up all types of storages, take them to another point, empty their contents in other storages, and return them back where they were. They are a method of transporting resources. • However, one of the points on the route must be a rest area, since 8 hours (of ARK) a day, they must rest. This is ONLY if they are on a route. They can also be put to rest manually. • His plates have 85% armor to attacks. In the rest of the body, (head and legs) they have 15% armor to attacks. ALL TERMITES ARE VULNERABLE TO FIRE IN-GAME EVOLUTIONS IN ADULTHOOD By carrying out certain activities, they will be able to unlock skills that can be activated in the inventory. You can only have one ability for each key, so if one of the abilities is activated, it will be irreversible and the other will not be able to be activated. When they unlock the skills, they will do a different unique animation than when they level up. Worker Blattotermes: To get the choice of ability on the Cntrl key (cleaning or mud rolling). · To unlock cleaning: take your fishing Blattotermes! After a number of fish caught that will depend on the level of the Blattotermes, you will unlock the ability. When unlocked, the termites can be cleaned, granting a +30% speed buff and x2 energy gain buff to the dino and the player for 60 seconds. 180 second cooldown. · To unlock mud romp: kill Nameless or Seekers with your Blattotermes. After a number of these creatures are eliminated that will depend on the level of the Blattotermes, you will unlock the ability, which consists of the termites getting dirty with mud and dirt, granting a buff of +20% damage and +20% extra armor hits, except bear and sabertooth for 60 seconds. 180 second cooldown. Soldier Blattotermes: To get the skill choice on the X key (ambush or poisonous thorns) · To unlock ambush: kill large dinos with your group of Blattotermes. After a number of dinos have been killed depending on the level of the Blattotermes, you will unlock the ability, which is that, only if they are in a group, the leader can quickly climb up the legs of large dinos. The other termites in the group will also climb after the leader. They will begin to tear at the victim with the powerful bite of their jaws, causing unstackable bleeding, but no cooldown. · To unlock poisonous spines: put a number of dinos to sleep, depending on the level of the Blattotermes, using the ability to grab small and medium dinos with the Cntrl and inject torpor with the right click to unlock this ability that will launch poisonous spines that will grant a great torpor to whoever receives them. Spy Blattotermes: To get the skill choice on the X key (Invisibility or Night Vision) • To unlock invisibility: scare a number of wild animals, depending on the level of the Blattotermes, with the right click scream. Invisibility costs stamina. It will not be detected by the parasaur, but by turrets. • To unlock night vision: attract a number of wild animals, depending on the level of the Blattotermes, with the right click scream (I remind you the right click scream can be set to scare dinos or to attract them). The night vision is similar to the Snow Owl's one and it costs stamina. Blattotermes Guard: To get the choice of ability on the X key (earthquake or wall plate) • To unlock Earthquake: Eliminate a number of creatures, which depends on the Blattotermes level, having hit them at the beginning with the right-click headbutt. Earthquake is that with its front legs, it hits the ground very powerfully, causing a movement that damages all kinds of structures, friendly or enemy, and stuns nearby dinos and survivors for 5 seconds. 20 second cooldown, and cannot be used in defensive mode • To unlock Wall Plate: Take a total number of damage, which depends on the level of the Blattotermes, while it's in defensive mode. With Wall Plate, the Blattotermes turns the plates covering her body into a wall and places it in front of her. The health of the wall depends on how much health the termite has. The turrets will detect the wall as an enemy dino, so they will shoot at it. The plates will take 40 seconds to regenerate, during which time the termite will be much more vulnerable. Cannot be used in defensive mode. BIOMIZATION During adolescence, termites are able to get used to life in different environments. • If they go on a walk through the water when they are teenagers, when they reach adulthood they will swim much faster, and they will have the ability, regardless of the type of termite it is, by pressing X in the water to walk on the seabed. In addition, your oxygen will also be increased very considerably. • If, on the other hand, teenagers go on a walk through the Bio-Luminiscent Region, when they are adults they will grant a buff of resistance to cold and heat, and decreased consumption of food and water to their rider, which will last up to 20 seconds after the player gets off of the mount • If they walk through the Molten Element Region, they will gain immunity to radiation and will automatically raise 5 extra levels of health. • If they walk on the Surface Region, they will gain the ability to see the bags of dead dinos or survivors, and if there is a dino with low health, like the wolf does. In addition, an extra 10 points of damage will be automatically raised to the Adolescent Termite. These adaptations are stackable. PERSONALIZATION AT BIRTH Lastly, the Blattotermes will have some unique traits depending on what biome its egg hatched in. • Fertile Region: the abdomen will be filled with scales and two small balls will grow at the end of its antennae, which will light up when a Reaper Queen or a maximum level dino is nearby. • Bio-Luminescent Region: on the abdomen of the Termite a thick fur will grow along with small keratinous plates protruding like thorns, which can be lighted up and serve to scare away Nameless. • Molten Element Region: it's entire body will turn a radioactive color that will become much more intense when a Survivor or enemy creature is nearby. • Surface Region: its legs will take on a volcanic red color similar to burning lava and small thorns will grow on his head, which can be pulled out from time to time and will serve to repair any broken tool or weapon from its inventory. IDEAS OF HOW IT COULD LOOK LIKE https://the-american-godzilla.fandom.com/wiki/Termite_Queen https://the-american-godzilla.fandom.com/wiki/Giant_Mutant_Termites I think this dino would have a great future in ark, due to the immense amount of content it provides and the innovation that the home automation system with termites would bring. It took me a lot to think about everything and create the dossier, so thank you very much for reading this! ❤️ I am widely open to suggestions, ideas, etc.
  5. Introduction: Greetings, survivors! I introduce to you the ever-evolving arachnid; the Deinocroton! The foundational ideas and selling points for this arachnid include: Changing roles depending on its stage of life Skill tree with unique abilities Glow pet that can eventually be ridden Reeling harpoon mouth Ability to climb walls Deinocroton fits well with the alien and horror-esque landscape of Aberration’s deepest caverns. The map lacking a new tameable creepy crawly has been a huge missed opportunity that can be rectified with Deinocroton’s inclusion. The planned abilities and mechanics of this creature, as explained in detail later on, set it apart as potentially one of the most unique creatures ARK has ever seen. It also takes advantage of the introduction of wild baby dinosaurs into Survival Ascended. Dossier Data Common Name: Deinocroton Species: Deinocroton lumos Time: Late Cretaceous Diet: Sanguivore Temperament: Adaptable Wild: “I think Deinocroton lumos is the first species on the ARKs I’ve seen that exhibits ontogenetic niche partitioning. To put that into simple terms, they fill different roles in the ecosystem depending on their age. Larvae hatch in the upper reaches of the caverns, and migrate further down the larger they get. The larvae are true parasites like normal ticks, while juveniles and adult specimens are pure ambush predators. If their victims successfully kill their attackers, they’ll explode into a pool of irradiated guts and gore. It’s almost as interesting as it is certainly horrifying to witness. Unlike the ticks of Earth, both females and males of all ages will gorge themselves on blood. They prefer creatures that produce charge, since they are seemingly unable to produce their own.” Domesticated: “Though I doubt many survivors would enjoy having this vampiric arachnid near them EVER, they do provide some very interesting uses. Like in “nature”, each phase can fill a unique role. Larvae can rest on your shoulder and be thrown to latch onto targets, while older individuals can be ridden to climb along the cave’s walls. Deinocroton grow at a rapid rate after feeding on blood and charge, and when they molt, certain parts of their body will mutate and adapt to certain conditions. Survivors may be able to directly influence their growth to become better specialized for specific purposes, whether it be supporting, attacking, or defending.” Wild: The Deinocroton can be found in all three levels of the derelict ARK’s caverns. However, each layer contains a different stage of their life cycle that gets older the deeper down you go. Phase 1: This early stage is about the size of any other glow pet, and it is found within the Green Zone. They latch onto the bodies of larger creatures like Spinos, draining their blood. They may attach to your tame, and you can get them off by hitting them. Phase 2: This middle stage is closer to the size of an Araneo, and it is found within the Blue Zone. They rest on the walls of the cave, looking on from a distance and waiting for prey to approach. Prey the size of a human or smaller is speared with a long harpoon-like structure (called a hypostome) and reeled toward them like a Bloodstalker, and you can break out in the same way. They come in different forms, so they’re unpredictable. Phase 3: This final stage is about the size of a Trike, and it is found within the Red Zone. Unlike their previous stages, these Deinocroton bury themselves underground, waiting for prey to pass over them before lunging out. Their hypostome harpoon can now drag creatures of their own size. Being pinned and distressed attracts the attention of other beasts in the depths. Individuals possess even greater variety than Phase 2. All of these stages are attracted to charge light, and will most likely ignore survivors and their tames as long as they don’t have chargelight on. They will also explode upon death, bursting into irradiated blood. Phase References: Larva (Phase 1), Nymph (Phase 2), Adult Female (Phase 3) Taming Process: Only Phase 1 and Phase 2 can be tamed. Phase 3 Deinocroton are too independent and stubborn to be convinced of human allies. Phase 1: Use aberrant variants of larger creatures as hosts, as the ticks will be lured if they’re hostless. Multiple individuals can latch on at once and suck the blood of the host creature, and will eventually tame. Managing your creature’s health is of utmost importance, as its death will cause the ticks to become disinterested and lose taming effectiveness rapidly. Phase 2: Almost identical to a Bloodstalker, though they will only accept glow pets or humans who have charged batteries on hand. Even if you don’t have these things, they will still attack you, but will not tame. Tamed: Congratulations! You’ve successfully tamed a Deinocroton! Now with this predatory parasite under your control, you’ll find that it will provide you with a swath of unique uses. Skill Tree & Evolution Mechanic: Each phase is dramatically different from the previous. All Phase 1’s are the same, while Phase 2’s and 3’s will have the option to be upgraded upon reaching those phases. A meter will slowly increase overtime and can be sped up by feeding the Deinocroton blood packs and batteries. When the meter is full, the creature is ready to molt and enter the next phase. From here, survivors can upgrade certain aspects and abilities in the style of a skill tree. Think of Evolve's evolution mechanic in the style of what Therizinosaurus, Moschops, or Troodon have. Phase 2 will begin which particular path you want to go down, while Phase 3 will focus on specializations within that class. The appearance of the individual will permanently change. Classes: Support: Upgrades charge light and resource collection. Attack: Upgrades attack strength and maneuverability. Tank: Upgrades damage resistances and lifesteal. Phase 1: Shoulder Pet Actions: Throw: When thrown off of your shoulder, it will leap through the air and latch onto a large enough target. It will start stealing their health and generating blood packs in its inventory. This also induces torpor. Charge Light: Like normal, charge light can be toggled on and off by using the “Lights!” emote. Phase 2 & 3: Mount Actions: Primary Attack (, , ): A basic bite attack. Secondary Attack (, , ): A reticle will appear, allowing the Deinocroton to aim. Press the primary attack to shoot out the hypostome harpoon and reel prey towards you. As long as the harpoon is connected, health and charge (if applicable) will be drained rapidly over time. Victims can free themselves by attacking, dealing damage to the creature. The Attack tree enhances the drain rate and range of this attack. Charge Light (Click C, , ): Charge light can be toggled on and off while on its back. Jump (Press Space, , ): A basic jump. Can attach to walls and climb. The Attack tree enhances jump height. Burrow (Phase 3 Exclusive): Like a Purlovia, the Deinocroton can hide underground and act as a living landmine. It can be set to different modes depending on what the survivor wants. Dormant: No attacking. Trap: Catch large creatures in their jaws, rendering them immobile. Explode: Explode, killing itself and others around it. Passive Abilities: (Available across all Phases) Charge Light: Like a regular glow pet, Deinocroton emits charge light, though it operates slightly differently. They can’t regenerate their own charge, and must collect it from outside sources, such as ally glow pets. The Support tree enhances charge capacity, range, and regeneration. Radiation Immunity: They are immune to radiation. Lifesteal: Like a Desmodus, Deinocroton steals health from their targets and collects blood packs as they attack. The Tank tree enhances lifesteal, and the Support tree enhances the blood pack collection. Death-splosion: Upon death, the tick will explode and deal AOE damage. The damage of the explosion scales with the amount of stored chargelight in its body and the phase it is currently in. The Tank tree enhances the damage of the explosion. Unique Breeding: Only Phase 3 Deinocrotons are able to breed, and only Phase 1’s will hatch from eggs. Once they have hatched, they can be used as tames right away. The upgraded traits of the parents do not carry down to their offspring. Utility & Scenarios: PvE: Each phase possesses a unique niche. Phase 1 can be used as a typical glow pet and as a taming tool, using the torpor quality of its blood sucking to knock large creatures unconscious. Phase 2 is the most mobile, and is one of the better traversal methods. With its ability to climb, it can grab Rock Drake eggs fairly easily, though be wary of their lower stats. Phase 3 is the strongest, and can be used as a proper battle mount. Regardless of phase, their ability to steal blood packs and their production of charge light will always be useful. Deinocroton exclusively used in PvE may run a primarily Support build. PvP: Each phase also has a distinct PvP use. Phase 1 can be used as an annoying parasite, draining health and constantly applying tick damage (hah) overtime. Players would need to remove them by attacking them, and due to their frailty, will most likely kill them. Phase 2 fills the niche of a poor man’s Bloodstalker, being an agile wall climber that can snatch riders off of their mounts. Phase 3 is the most useful, as it is the strongest and bulkiest of all. Damage reduction and survivability from a Tank build may allow it to fight on the ground. A Phase 3 buried under the ground to act as a trap or landmine to guard your base serves its own utility as well. Regardless of phase, charge light will repel tamed Reapers, and their explosions upon death will force survivors to be cautious when approaching and dispatching the ticks. Conclusion: While another arthropod recently won, being the Rhyniognatha, Deinocroton is distinct enough from it that they have little to no overlap outside of being bugs. Bloodstalker comparisons can also be drawn, with Deinocroton possibly being considered a slower and bulkier counterpart. Its abilities and versatility based on its unique mechanics provide an interesting experience for players and change up how they play the game. A giant monstrous tick glowing in the depths of Aberration is a horrifying, though fitting, sight to behold. Have fun, survivors! Art by Jadstone Written by Dynasty
  6. The Olm The olm is a real world amohibian that has been around for thousands of years. This creature is also known as the cave salamander. They are blind and spend almost all their time in the water. They get around by sensing the electromagnetic frequencies around them they are a small amphibian only getting to around 8 inches long but they are certainly one of the most unique creatures in the world. How would they fit into Aberation? The olm in reality lives in caves and has developed its senses for this environment. It has no eyes and can sense even the slightest vibrations. There are several useful applications for this creature in the ARK. [ ] In a PVP setting, this amphibian could be able to locate and genorators and power them off from a distance. [ ] The Olm has a very fast regenerative ability that it can share with survivors and other tames. [ ] The Olm can locate creatures in a vicinity through walls and be able to locate them on your mini map, it can also give you the levels of dinos from a distance. [ ] The olm can also tell you if you have entered a dangerous area with large carnivores around [ ] This Amphibian would be scaled up so it could be rideable, when you ride this creature it could have the ability to spray a goo onto a target and slow them down or stick them in place depending on the size. [ ] The Olm is able to warn you before an earthquake happens (similarly to a jerboa). [ ] The Olm can use its slime coating to coat other survivors and allow them to breath underwater for a certain amount of time. Taming. Taming this amphibian would be a complicated endeavor. The olm is a passive tame that is reactive to your movements. Approaching the olm too quickly may scare this skittish creature off or cause it to fight back. If the olm chooses to run then do not chase it, you will cause it to attack. If the olm fights back then run away as fast as you can, if the olm sprays you with its goo, you will be stuck in place and be in danger of being eaten by another dino. Approaching any wild olms slowly is the best choice. The taming food of choice is chitin. Domestication. When these amphibians are domesticated you can ride them on land and in the water. In the water the Olm moves across the bottom of the water and can help you collect resources. On land the Olm is a slippery thing, it can move fast from place to place and can move by either slithering fast from place to place or by using its two front legs to drag its long slender body along. The Olm is breedable, though, it needs to be in the water in order to breed, if not provided with water it will not produce eggs. The eggs need water to hatch and incubate for a very short amount of time. They can produce eggs quickly and will somtimes lay more than one. Habitat. You can find this amphibian in bodies of water. They are often surrounded by large carnivores but remain unharmed. If any creature attempts to attack, the Olm will not hesitate to "goo" the predator. The Olm rarely ventures out of water. Finding the olm is not an easy thing to do. They don't show themselves as often as you would think. They prefer to stay hidden and traditionally can't be found around other Olms. Size. The Olm is larger than a titanaboa but smaller than a basilisk. They allow survivors to ride on their back with a special saddle. This saddle needs to be able to hold moisture to stop the olm from drying up. The saddle is infused with absorbent substrate. This substrate allows the olm to stay out of water indefinitely and survive. Attacks Whip- whip the target with its long body Spray- Spray a goo onto the target that sticks them in place Spin attack- only in water it can spin and knock enimies back Locate- allows them to locate enemies nearby. Suction- underwater it can suck in multiple small nuisance creatures and damage them without being damaged. Dossier- I'm not the best of artists and I don't have access to any digital drawing service so if somone would like to submit a dossier and some drawing that would help a ton and hopefully get this creature into the game (I will credit anyone who makes one that I use) The Olm is a creature I am not too familiar with. They weren't an aussie native but sure as hell could have been with their alien appearance! Back on earth they would be found in caves. They where never to big from what I remember, but it seems that somone modified them to grow to a bigger size! I had seen only a handful of these creature while on this ark and none of them seem to let me approach. So Coming face to face with the Olm for the first time was an exciting experience, it wouldn't let me approach without running off so I had no other choice but to wait. Scaring off this creature was not somthing I wanted to do seeing how rare it is, but after I approached it seemed to sense the chitin I had in my pocket and tried ro take it out! I ended up giving the Olm the chitin and it warmed up to me quickly, nothing seemed to want to mess with the Olm, even the Spinos! This is certainly one of the most unique creatures on this broken ark. Conclusion. I feel the Olm would be a great addition to ark seeing as we only have to amphibians so far! They are such unique creatures that I feel would fit the twisted world of Aberration. The Olm is an endangered species that I feel deserves more so this could really raise awareness for the species and possibly help this species do better. Please let me know if I should change/ add anything and please send me some artwork for this! Thank you! -Foulwhistle P.S.- there are alot of other great creature submission so please go support them too if I don't win that's not a big deal, but please make somone who worked hard on their creature get in! If I don't get in if you have any connections to mod makers please show them this idea, I feel it could be a good fit if done properly. Thank you!!!! Source https://en.m.wikipedia.org/wiki/Olm
  7. welcome to my creature submission for the Leptocyon, Aberration's guiding, radioactive, shrieking, and bionic hearing canine.
  8. Embolotherium is a very large estimated to be about 8feet tall species in the clade Brontotheriidae and was the largest of its group Brontotheriidae is a family of extinct mammals belonging to the order Perissodactyla, the order that includes horses, rhinoceroses, and tapirs. Superficially, they looked rather like rhinos, although they were actually more closely related to horses; Equidae and Brontotheriidae make up the suborder Hippomorpha it lived in North American and was found in deposits of the Oligocene Epoch (36.6 to 23.7 million years ago). In the Wild embolotherium would be a absolute units standing nearly as tall as a mammoth with the bulk to back up its monsturus size I would have it probably spawn in groups of 2 to 3 as they would be quite tanky and will defend eachother and will be hard to bring down They are quite friendly for their size as they have not many predators but when threatened they will charge what ever did it with and flatten it with their sheer mass and bulk and will hunt them down Tameing To tame such a beast you will need a huge stockpile of rockets as their hide is insanely thick and would resist most projects infused with toxins. It is just like a rockgolem standard knockout tame as it is pretty much a bigger wooly rhino but with less fur and and one strange shaped hore instead of a long sharp horn but you must be careful as the higher it's torp is the more rage it will have which buffs its speed and attack When tamed When tamed embolotherium is a power house able to go head on vs most of the apex carnivorous of the arks but will bearly scrape by most of the fights and will lose about 50% of the time it has a good amount of.speed for its size hits hard and can take a lots of punishment. It can also start a charge and when at max charge it can damage structures up to metal as its bulk and mass are so great it can do nice damage to structures. Abilities When charging embolotherium does something different it charges up a stun like a shadowmane/or trike as it gets faster the longer you run the longer the stun will last up to a maximum so that it doesn't become to op it also would have a buck ability by kicking behind it as to knock back and dangers that have got past its main weapon it can also when charging damage thatch wood Stine and metal structures it does more damage the longer the charge goes. Embolotherium also can be topped up to boost its damage and speed at the cost of its torpor it also gets a pack buff if their is more than 2 near by thx to everyone that votes
  9. Introducing Gorgonops, ARK’s Dagger-toothed Bloodhound 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. 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! 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 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 Ragnarok will give it time to shine. Wild: Gorgonops most often patrol the arid zones of Ragnarok. 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. You’ll usually find Gorgonops in mated pairs, since they guard something valuable. Taming Process: To protect their offspring from the dangers of the ARK, Gorgonops will build their dens in more secure and healthy areas. 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. The sled saddle can also carry cargo and can have structures placed on it’s surface area, great for sleigh rides in the snow and dessert also able to be used as a carry bus for multiple players if chairs are placed on it, because Gorgo is very quick it’s a faster alternative to platform saddle creatures and diplos. The sled can be used as a battering ram fill the sled up with rocks and switch to battering ram lead the Gorgo up a slope and detach the sled it will proceed to quickly crash down the hill destroying any structures in its path. 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 most popular map of ARK history, bringing back a scrapped creature, and a popular one at that, would give players the best gaming experience imaginable. Have fun, survivors! Art Credits to RexxMain and RiskyBiscuits Creator of Fasolosuchus! Writer Credit to Dynasty of Dragons on Discord Idea Credits to BPP and Mihael
  10. Hello Survivor ! We are happy to present the Nothosaurus, a giant amphibious lizard ! Behavior : This is a large marine lizard, which regularly comes out of the water to bask on hot rocky beaches. This creature is found in shallow waters. He tends to be quickly aggressive, however he remains vulnerable during his naps. Apparence : Smaller than a plesiosaur, the Nothosaurus is relatively slender, which gives it incredible agility in water. Its front legs are equipped with claws allowing it to adhere to rockeries, as long as its hind legs equipped with large muscles allow it to jump out of the water. Taming : When he basks in the sun, it's time to approach discreetly to ride him by giving its fish. He will then rush into the water and a marine rodeo begins. It will be necessary to give its a fish to calm him during its spins at the risk of being unseated and at its mercy. Utility : The Nothosaurus is a pretty good and fast swimmer. Regarding the fight, it can both use its powerful jaw to shred flesh and its tail to inflict great damage. It is also able to perform torpedo attacks thus increasing its speed.The Nothosaurus also has a gloatrum in which it will store fish liver oil, which can be recovered to make a fishing elixir. The latter then increases the quality of the loots caught. It can also preserve fish meat longer. Dossier : Wild : The Nothosaurus Giganteus is an amphibious creature, a bloodthirsty killer that can move both in water and on land. The anguish of strolling by the sea and seeing this behemoth emerge out of the water and bite off its poor victim. The only opportunities we had to observe the Nothosaurus were when it was lying on the edge of the ocean to rest. Their lifestyle is very close to the Seals. It is without counting on these teeth as sharp as razor blades. To see it so skilfully hunting fish is an incredible sight, but rare are the still living witnesses of this aquatic broom. Domesticated : For the more courageous, taming a Nothosaurus Giganteus is an excellent asset for its tribe, despite moving slowly on land, it displays all its agility once in the water. Discovering the seabed on the back of Nothosaurus is an unforgettable moment, thanks to its incredible ease under water. Although he is a faithful ally, he is above all a fast and effective murderer, especially for the fish he will kill until his thirst for flesh is satisfied. A very ingenious device is located at the level of its neck, a kind of pocket which stores and preserves the fish longer then transforms them into a kind of oil very popular with fishing enthusiasts, I have even seen some taken enormously after being in contact with this oil… Enjoy that creature which could be completely modify by Wildcard ! Special Thank to Skeel, Arwenn & Umbra for the dossier !
  11. i find a nice submission from the Fjördur vote from PuutyCuuty and will post it her again Species: Hippocampus Sarmaticus/Leviathan Time: Middle Miocene Diet: Carnivore Temperament: Aggressive I feel Ark's oceans need a bit of love. What better way than with a new mount. Seahorses are pretty cool looking as well as sea dragons, and who wouldn't want to ride around on one. A saddled mount of course They're like master ninjas, so this mount could have some sort of camo ability, maybe when they're within underwater vegetation. They could function similar to an underwater purlovia, and their first strike from being hidden could cause massive burst damage. Kinda like sneak damage. Because of this sneakyness, make all wild creatures non aggressive to it unless provoked. This includes the jellies. In fact, let's make this creature immune to jellies shock to have another mount to fight against them. Maybe even have cnidaria actively run away from them like the piranha does to the sarco. These could be the best biotoxin gatherers. (A sea slug pic, but the patterns and appendages look cool, and I invision this ark creature taking visual cues from it) Seahorses also are very tanky with their bone like ridges down their body. Instead of their body and tails being cylindrical, they're more square, thus able to take more damage and even be compressed and be able to bounce back unharmed. This means the ark creature could make for a very tanky mount with possibly even recoil damage. Add a good saddle for even more tanking. Seahorses also have great mobility, so it can control similar to an underwater Tapejara. This is a very interesting video below about Seahorses. Utility is a big thing the ocean needs too. With the males pouch, it could function as an underwater maewing, able to nurse or improve imprints. Maybe a player can use its pouch to be transported underwater and give oxygen. Again, immunity to jelly stings. They have these cool prehensile tails too. They can use this to latch onto different things underwater to stay put, and enter a sort of turret mode. We can use these prehensile tails to grab small to some medium sized creatures, which has a multitude of uses, but also make it able to pick players underwater from their mounts. To balance this, make it ridden only or something. These tails could have another purpose too. There aren't any underwater shoulder pets. Until they're grown, while they're still a baby/adolescent, they can use the tail to become a shoulder mount. Adding stun immunity or reduction, or adding armor and recoil damage to the player while assisting in battle with their attack/breath. The balance to this would be that it's temporary, until the baby reaches a certain size, then it auto dismounts. Killing cnidaria could make it grow faster, or feeding it biotoxin. It would speed up raising. You could ignore this mechanic to keep it smaller for longer to keep the shoulder benefits, because it's raise time could be long without using it. With all these positives, maybe give the creature lower stamina, or make it opposite of the bear. Super fast burst speed that eventually slows down. Same with dps. Stupid high burst speed dps, that slows a lot over time. The way I imagine it looking is some kind of Seahorse/Seadragon hybrid with some draconian features. This is ark afterall, and some dinos aren't 100% real world accurate, so we can spice this up a bit. Another cool option would be some kind of underwater breath attack. Bubbles that stun or slow so they can assassinate prey, or superheated water jet, but I'd like for them to have some sort of poison breath. It would go with the assassin theme. This poison would accumulate in its inventory similar to acatina, maybe increasing production for a time with cnidaria kills stacking. We could coat our weapons or even dino claws with the poison to give special debuffs and inreased damage per hit for a time. This would benefit high attack speed dinos a lot like the raptor, giving more use for its faster attack buff from its alpha call.
  12. Image courtesy of AfricanAquaticConservation.org Background: The Pezosiren Portelli was an early ancestor of the Sirenia line of aquatic mammals (Ancestor of Manatees and Dugong before they became fully aquatic), that lived about 50 million years ago in the Eocene. The Pezosiren Portelli is a dog or pig sized herbivorous creature that lived in shallow waters and coastlines in tropical and warm climates. Many fossils of this creature have been found in Jamaica. Although having 4 legs equipped to walk on land they had many adaptations for aquatic life, like heavy rib bones to help with submerging and an opening on the top of their snouts to resurface and breath easier. Wikipedia for those interested: https://en.wikipedia.org/wiki/Pezosiren Hello Everyone! Thanks for taking the time to check this suggestion out! I play Ark as a very casual player and I thought this would be a funny idea for my first creature submission! I've spent a lot of time making this creature as unique as possible, so if you enjoy this guy and want to see his on your local Ragnarok beach sun tanning, consider upvoting! Now meet, The amazing, Pezosiren Portelli! <In-Game> Due to the abundance of Vegetation on Ragnarok, and places to sunbathe, The Pezosiren Portelli has grown to be the size of and adult Hippopotamus. These large lads can be found on, and in the waters around the beachy areas near jungles, relaxing and tanning. Oftentimes they are seen floating belly up in the water sleeping, or sunbathing in groups of 2-4 on the sand. With a lack of any significant predator, these guys simply lack the ability to be mean, making them one of, if not the most friendly creatures you'll ever meet! The Portelli is such an expert of relaxation, that it has mastered the ability to remain perfectly still while snoozing, becoming invisible to the naked eye. They are a good early game water and land support tame. With the Pezosiren Portelli by your side, you and your tames will be much safer when exploring the Ark! <TAMING> Taming this Giant couch potato is a very easy task for any new or experienced survivor. When a Portelli is sunbathing, or floating aimlessly in the water, sneak up to it, and give it belly rubs. This will prompt the Portelli to want a snack. It usually asks for berries, rare mushrooms, or rare flowers. Give them enough snacks, and they'll be your best friend forever! <ABILITIES> ● Conceals your Tames when snoozing When resting near your tames, the Pezosiren Portelli will "hide" your tames from pesky predators, making them significantly harder to be targeted by aggressive dinos. This only works when they are stationary and snoozing, but providing a good area of effect, easily encompassing an early game beach hut. No longer will you come back to your base to see all of your Dodos killed by a pesky Compy, or pack of Raptors. ● Makes Mud Balms to Cloak Tames on the go When the Portelli is given cementing paste and thatch in its inventory, it will begin to convert it into Mud Balms. When thrown at your tames, the smelly nature of the Balm will help hide the creature from wild dinos for a short period of time, making them harder to be detected by predators. This Mud Balm even makes it harder for the Parasaur to detect them, making sneak attacks on enemy tribes all the sneakier. ● Reduces the amount of food tames need to eat When sleeping at your base, it's laziness rubs off on your other tames, making them less hungry than normal. This passive ability reduces the amount of food that your dinos need to consume to be full, saving you all the time it takes for meat runs and berry farming! ● Too Slippery to be grappled underwater The large amount of blubber and fat on the Portelli and their smooth skin, make it very hard for creatures like the Tusoteuthis to latch onto it. ● Can't be Death rolled by Sarcosuchus The Pezosiren Portelli is too fat to be Death rolled. ● Can be ridden without a saddle Saddles ruin their Tan Lines. <Attacks> ● Belly Flop The Portelli can hop forward and smush it's foes with it's massive underside, crushing the dinos caught beneath it. This attack is simmilar to the Maewing's belly flop. ● Log Roll This pile of lard will lie down and log roll for a short distance, trampling anything that lies in its path. ● Flail The Portelli can flail it's stubby limbs around itself underwater and on land, damaging all the creatures around it. This looks similar to a toddler having a temper tantrum. ● Mud Bomb The Portelli can launch a ball of mud at dinos, slowing them for a short while. <Thanks For Reading!> It means a lot to me that you took the time to check out my suggestion, and if you enjoyed it as much as I did, consider giving it an upvote! If you have any feedback feel free to tell me, I would love to hear your thoughts! Sources; https://en.wikipedia.org/wiki/Pezosiren https://africanaquaticconservation.org/blog/2012/10/11/ancestral-manatee-fossil-found-in-senegal/
  13. Hello everybody I hope I'm not late to the party but here's my first creature submission ENJOY!!!! DOSSIER Common Name: Thanatosdrakon Species: Thanatosdrakon amaru Time: Upper Cretaceous Diet: Carnivore Temperament: Aggressive Wild: For a long time i thought quetzalcoatlus was the largest pterosaur, until i meet this "monster", thanatosdrakon amaru also known as "Death Dragon" wich is a very fitting name, is a large pterosaur, similar in apparence to the quetz but far more bigger, agressive and "brave", this creature is able to hunt everything in his way but not only limiting to other flying creatures, Thanatosdrakon is very capable of hunting even land creatures with relative ease, i theorized that the only real threat for this apex predator are the wyverns, but that theory went down really fast after seeing a Thanatosdrakon eating the corpse of a fire wyvern. It appears that thanatosdrakon has evolved to become the definitive apex predator from the skies and to show how unfair evolution can be, these creature can mimic the elemental powers, after one one of those creatures dive right into the wyvern cave, he emerged back irradiating an intense green color and an strange cloud was surrounding his body, it's clear that he just eat a poison wyvern egg, with all these adaptations i theorize that the thanatosdrakon serves as some kind of population control for the wyverns. Domesticated: Taming one of these beasts sounds like an impossible task and after hearing how a tribe tamed one i'm 100% sure that who wants to tame one has 0% appreciation for his life, however they are a force to be reckoned with, they are extremely good battle beasts, unlike the wyverns who rely on his elemental attacks this creature doesn't need that to be considered a deadly threat, but if you want extra power you can give this beast with wyvern eggs and he will "absorb" the strength of it, making the thanatosdrakon a very versatile creature. TAMING To tame a thanatosdrakon you need a bunch of wyvern eggs (any elemen works) a bunch of parachutes, one good shield and a lot of confidence in yourself, first you need attract him to land and then throw a wyvern egg in front of him, he will get all his attention to the egg and he will proceed to eat, while he's eating you have to run to him and press E and you will have to do a rodeo minigame in the sky similar to andrewsarchus, he will kick you off but you have to use your parachute, while you are falling he will still try to eat you use your shield or have a friend to pick you with a fast flying mount, after a few tries it will be ready to ride. ABILITIES Peck: Normal attack that allow the thanatosdrakon to farm meat and do damage (Right Mouse Click). Wing Beat and Barrel Roll: If you are in land this attack is a wing beat that push and stun dinos away from you but if you do it while flying this attack is a barrel roll that stuns only flying creatures sending them to land (Left Mouse Click). Grab: Thanatosdrakon is capable of carrying the same type of creatures that a quetz can (CTRL + Left Mouse Click). Mimic: The main ability thanatosdrakon has is being able to mimic up to 2 elemental powers from the wyvern's (fire, electric, poison and ice) to activate this ability you need to feed him an egg and he will gain the ability of that specific egg, obviously he will not get only a fire breath or lighting breath like the wyverns, he will get his own different attacks. Fire egg: He gains the ability to clap his wings to create a fire explosion similar to the phoenix. Lightning egg: He gains the ability to do a barrel roll in a straight line doing damage to anything close and obviously to what it direct hits. Poison egg: He gains the ability to create a cloud surrounding him that deals dps for a period of time. Ice egg: He gains a temporary ice armor that decrease damage taken by 30% and reduce his speed by 15% (does not work on any fire related attacks). *To use any of these attacks you need to press C and if you want to switch between elements you only need to click CTRL + C* Skylord: Thanatosdrakon has a passive ability called "skylord" which increase the damage to any flying creature in a 20% Diving Swipe: It also has the ability to dive however it does not have a final explosion when he hits land and it does not increase the speed if you look up like the griffin or snow owl, however you can still do extra damage if you hit while diving. Royal Eater: Being the king of the skies requires the best kind of food, so thanatosdrakon is a good prime meat farmer. Roar: Just a cosmetic roar to look badass while flying (CTRL).
  14. Common name: Eocarcharia Species name: Eocarcharia dinops Time: Early Cretaceous Diet: Carnivore Temperament: Aggressive Wild: It's unknown if Eocarcharia hunted alone or in packs. Judging by its size (6-8m length) and fact that he is a Carcharodontosauridae there is a possbility they hunted in packs. Similar to Allosauruses, the Eocarcharias could wander in group of 3 members hunting small sauropods and hadrosaurs. Eocarcharias' fossils were found on Sahara, so they'd live on deserted areas of the map(s). Their bites would apply bleeding to their preys. Encyclopedia says Sarcosuchus might have been his potential enemy, so that could hint something? Bonus damage against crocodiles or something lol (no) Taming: Honestly, I am not sure. Most of lately added creatures have their own unique taming method. Maybe let's stay with knocking them out? Especially if they hunted in packs. Cannot think of something better at the moment uhh unless riding on them like on Equus (good luck) Domesticated: I swear I am trying to figure something out so it does not look like smaller Allosaurus copy...... Let's try to make them more mobile and fierce I wanna make them pack hunters as well but with small buffs so they are actually useful haha Abilities (While standing): LMB - Bite. RMB - Mega-Bite: The longer you hold button the more damage it does/the longer bleeding lasts. Applies bleeding. C - Roar: Would buff Damage of all Eocarcharias in pack. (Self included) (To do big damage) Abilities (While running): RMB - Lunge. Would perform a dash towards target enemy and apply the Mega-Bite. Maybe additionally slowing the target? I chose Lunge because they COULD NOT jump. C - Roar: Would buff Speed of all Eocarcharias in pack. (Self included) (To chase down the enemy) Eocarcharia could also increase it's running speed overtime and drift like Andrewsarchus. Army of Eocarcharias racing for kills! Additionally reduced weight for meat and hide (so they can hunt and hunt) (It's really hard to create a new mechanic for me because it's either already used or too complicated to program smh) It's one of my favorite less known dinosaurs. I'd love to see it getting some love from people. We do not have too much information on this dinosaur, but I managed to find something on various wikis. Also the name sounds cool B) I had fun making this one - my first submission! Enjoy ^^
  15. Dossier: Common Name: Hallucigenia Species: Hallucigenia Monstrumvernis Time: Cambrian Diet: Carnivore Temperament: Aggressive Wild If I haven't seen Hallucigenia Monstrumvernis in the flesh, I would've assumed it was made up or from some Sci-Fi flick, yet its mere existence shocks me. While Hallucigenia have an almost alien-like appearance, they are actually a relative of modern day velvet worms. Unlike the fossils of Hallucigenia already discovered, Hallucigenia Monstrumvernis is as big as a small car and has rows of teeth in its mouth. The scariest part of Hallucigenia is its chemicals stored in its body. The chemicals can be sprayed out of the bottom arms or the top spikes of the Hallucigenia in the form of gas. The unidentified chemical causes anybody who inhales to panic and hallucinate, making any target easy prey. Hallucigenia mostly stays in the shallow part of the ocean, where sea life won’t attack it, but sometimes comes out to hunt on beaches. Once Hallucigenia finds prey, it shoots slime-like substances out of its main pair of arms, and then drags its prey in. The Hallucigenia then injects its bottom arms and toxin into its victim, securing the kill and allowing Hallucigenia to start eating away at its victim alive. Even if a man or creature escapes the grasp in a drugged state, Hallucigenia can use the slime excreted from the top arms as tentacles, allowing it to whip its opponents from farther away. Domesticated: While I haven’t found how to domesticate a Hallucigenia, my theory is that if a chemical were to counteract its own immunity to its fear toxins, then it would be acceptable to domesticate. The survivors that have managed to tame Hallucigenia have used its unique anatomy to its fullest potential. The fear toxins allow Hallucigenia to defend itself from predators, other survivors, and can even make creatures more acceptable to tranquilizers. I’ve even seen survivors demonstrate its mobility, by teaching Hallucigenia to curl up in a ball and roll on its sturdy spikes. Hallucigenia might give most survivors nightmares, but if you can get over that, then you have yourself one of the most useful and bizarre creatures a survivor can tame. Gameplay Wild Information: Hallucigenia is around the size of a Baryonx and will mostly spawn in the shallow end of the ocean, and very rarely spawn on the beach itself. It will only attack small to medium sized creatures and all creatures will ignore it unless attacked. Once the Hallucigenia aggros onto something small enough, it will grab it and damage its target similar to a Bloodstalker. You can swing to get out of the grab and if a target does, then it will chase it while spray its toxins Taming Information: Hallucigenia is a passive tame that can only be fed on land once affected by its own fear gas. The Hallucigenia can be led onto land by attaching itself to an aquatic tame. The only way to make them affected by their own gasses is to shoot ammonite bile arrows/darts into the Hallucigenia. After it is affected by its toxin it will start to flee and allow the survivor to feed it. Its favorite food is Mindwipe toxins, which make it an instant tame, but mutton and raw meat can work as well. Creature abilities: Passive: Deals 25% damage from melee attack back at target. Immune to Paranoia unless affected by Ammonite bile. Can move in horizontal directions. Saddle has a built in oxygen tank built in, so players mounted are immune to any toxic gasses (Poison grenades, Poison Balls, Hallucigenia Toxin, etc). New Status: Paranoia is a debuff that can stack up to 100. Once infected with Paranoia between 1-99%, the target will take 25% more damage and deal 30% less damage. If fully infected with Paranoia, the target will take 80% damage from Hallucigenia. If the target is a tamed creature at 100%, they have a similar visual effect to a Yuty fear and run away. If the target is a human with 100%, they will be blinded like a Yuty debuff, but will also have their game volume lowered, except for Hallucigenia sound effects, which will randomly play or can replace other creature sound effects. Wild creatures at full Paranoia will take 30% more torpor damage. Paranoia will slowly decrease over time, or can be quickly decreased by Yuty and Mammoth buff. First Ability, or RT:: Slash: Hallucigenia will swing its top arms at anybody close. If nothing is in its attack range, it will extend its attack with hardened slime coming out of its tentacles. This attack will have a 8 foundation range, but has very little horizontal AOE. This attack does a little more damage then a Bloodstalker melee. Second Ability: Hold RT Grab: Like a Bloodstalker, the Hallucigenia will grab its target with its extended tentacles and pull the target closer. It can grab the same creature that the Bloodstalker can and has the same range as a Bloodstalker grab, but the Hallucigenia reticle will not have an aim assist and it will take a second windup for Hallucigenia to start the grab animation. Once grabbed, the target will slowly get infected with Paranoia. Once fully pulled in, the Hallucigenia will inject its lower arm into the target, giving it 100% Paranoia and start sucking on the head of the target. This attack will deal a bit more damage than a Bloodstalker grab, but has no armor piercing. If used on an aquatic or swimming tame that is above its drag weight, it will grapple itself to it. Third Ability: or LB and RT Fear Toxin: The Hallucigenia has a HUD meter that shows the amount of Fear Toxin in its reservoir. Hallucigenia oxygen is replaced with Fear Toxin Capacity, which can be leveled, but very little. Once LB is held, the Hallucigenia will slow down like a Velonsaur and main attacks switch to the Fear Toxin stance. Once used, the Hallucigenia will spray orange fear gas into the air from a distance of 4 foundations then linger for 3 seconds and depletes Fear Toxin from its reservoir. It is like a flamethrower except it stays for a couple of seconds.The gas texture will be an orange poison grenade that is easier to see through. If in the gas, a target will quickly stack Paranoia. If the target wears a hazmat helmet or gas mask, they are immune. Cannot work underwater. Ally creatures and players can be affected. Doesn’t stack with Yuty fear, instead applying more Yuty fear if Yuty fear is already applied, and vice versa. Fourth Ability: or LB and LT Fear Toxin AOE: The Hallucigenia will go into Fear Toxin stance and spray Fear Toxin out of its top spikes, which surround it in a 4x4 foundation radius. Everything is the same as the normal Fear Toxin attack, except it depletes more Fear Toxin. Cannot work underwater. Ally creatures and players can be affected. Fifth Ability: or LT Mobility Stance: Hallucigenia will roll up into a ball, a lot like a Roll Rat. The Hallucigenia will not deal damage and will be slightly slower than a Roll Rat, but the turn radius is greatly decreased. Unlike the Roll Rat, Hallucigenia doesn’t move forward once the Mobility Stance is activated. Sixth Ability: or A Jump: Does a small jump. If used in a Mobility stance, the Hallucigenia will jump the same height, but still have momentum and can use its melee and grab attack while in the air. Seventh Ability: or Right Stick Toggle Climb/Sink: Hallucigenia has a climb similar to Rock Drake and Megalania, and can sink and attach to the ground underwater like an Andrewsarchus. Other Information: The Hallucigenia can be affected by radiation. Immune to fall damage. Can breathe underwater. Anything from Argy and up can pick it up. It has normal breeding with breeding stats comparable to a Mantis. The Saddle can be unlocked at level 72 and crafted in the fabricator. At the same level, Ammonite Arrows can be made, which is an arrow that gives the ammonite debuff. Immune to fear. Can be hit with bola and net. Weapons cannot be used on this creature. Gameplay Uses: The main purpose of this creature is to lock down areas and take down any threats that come close to it. It has amazing offensive capabilities with its high mobility, disjointed long attacks, and a dismount. Its paranoia can also completely counter enemy players by disabling all of their senses and by being able to deal massive range blows. It also has amazing defensive abilities, with its fear toxin being able to stop enemy pushing to certain areas, unless they want to get Paranoia, which buffs Hallucigenia’s already good range attacks, and can also obscure vision with the gas being kind of hard to see through, and its damage reflection being icing on the cake.The weakness of this creature, however, is that it cannot do all of this at once and has several counters. The main negative about Hallucigenia is that its a glass cannon with its heath stat being around the same amount as a Terror Bird. For it to be amazing at defense, it has to be slow and predictable, meaning the rider is acceptable to be shot at. Also Paranoia doesn’t stack all at once and Hallucigenia has no damage option while spraying fear toxins, so swift offensive attacks can take one out, with the cost of suffering from partial side effects. Not to mention gas masks and hazmat helmets completely negate the gasses’ effects and Yuty and Mammoth, both popular creatures in the current meta, can greatly reduce the time for Paranoia to go away. For it to be amazing at offense it has to get out of a secure area and be acceptable to attacks that it cannot handle with most mobility-based creatures, such as wyverns, tropes, and manas, being able to take Hallucigenia down with ease. Any ranged attack completely negates Hallucigenia damage reflection. Hallucigenia is a skill based tame that relies on strong follow through to be good with, and good placement and understatement of surroundings. If you can do that then you have yourself one of the best creatures in the game, that can counter most non-mobile creatures in the game, including Gigas. It doesn’t take away from other creatures like Bloodstalkers and Yuty either, with Bloodstalkers being more mobile and easy to use, and Yuty having a better ranged debuff that is better for teammates than itself. For any PVE player, this thing is also a taming machine, making tranq more effective to use, and being a pretty good mobility creature on the right maps. Overall, this creature might not be meta defining, with it rather being very strong or very weak, it will be a fun addition to the games, with it still having a fun and unique design but also keeping it down to earth unlike later expansion pack creatures. I wanted more Cambrian creatures in Ark because they are so weird looking, you would expect them to be a Wildcard original creature, but turns out they actually existed, which really gives light to the crazy amount of insane looking organisms that lived on our planet. The main fear gimmick is based on the name of Hallucigenia, which was given to it by its “”bizarre and dream-like quality” as described by the people who discovered the fossils. Hallucigenia sounds like hallucinate, and what would be a better concept then to give it something that had to do with making the player and other creatures hallucinate, and at the same time making its fear unique in how it works and how it is applied. Its arms shooting out slime is a concept taken from its later ancestor, the velvet worms, who shoot the slime to capture prey. I didn’t want it to have a debuff and a crowd control ability, so I gave it the ability to use the slime as tentacles extending from its arms to make it more alien-like. Pictures (I do not own any of these)
  16. Art by Jade_317 Art by Jade_317 Coelophysis is my idea for a creature submission. Although it is a small dinosaur my idea for this guy is the ability to snatch and quickly dispatch shoulder pets and small dinosaurs. Additionally, due to their adaptations on the ARKs they have had to compete with other predators for prey and have developed a rivalry with certain predators. This makes this creature an excellent early to mid game shoulder pet/mount and can help protect you from the ARK's peskier creatures. Another fun feature of these guys is that they come in multiple sizes and have sexual dimorphism. In the wild, they can be found traveling in large groups but despite this, they are individualistic and won’t really react if you attack an individual. However, they don’t really like being approached unless you come with a carcass of another Coelophysis. I would be careful breeding these guys since they have quite an appetite for each other though! Dossier Common Name: Coelophysis Species: Coelophysis Carpeis Time: Late Triassic Diet: Carnivore Temperament: Opportunistic Wild Coelophysis is a predatory dinosaur that is adapted for hunting the ARK’s smaller creatures. Nimble and small Coelophysis roam in large packs. Alone Coelophysis is quite reluctant to attack, however in the presence of others it gains increased vigor and confidence. This makes a group of Coelophysis quite dangerous, and I have seen these predators take down prey significantly larger than an individual Coelophysis. Domesticated It appears that Coelophysis’s adaptation to hunting makes it a useful exterminator of pests. I have even seen survivors train their Coelophysis to pull small creatures from the shoulders of other survivors. The Coelophysis varies in size and smaller individuals can hang on a survivor’s shoulder while larger individuals can be ridden. The Coelophysis is highly cannibalistic which is how they have been tamed by survivors. Survivors should be wary when breeding these dinosaurs due to their cannibalistic instincts. I have seen more than one survivor stare helplessly in horror as their new Coelophysis hatchling is devoured by the pack! Taming Coelophysis can be tamed by feeding it the corpses of other Coelophysis. Survivors will need to stalk and kill a member of the Coelophysis group and feed them to the individual they wish to tame. Once you have fed an individual Coelophysis the corpse of another can be tamed passively with meats. Additionally, you can feed the individual you are taming more Coelophysis corpses for the most progress. Care should be taken not to trigger the group when attempting to tame a Coelophysis. An additional feature when taming a Coelophysis is the ability to mend lost taming effectiveness by feeding it a baby Coelophysis before completing the tame. Abilities Snatch: This ability allows the Coelophysis to steal a shoulder pet off of another’s shoulder. Non-ridable Coelophysis executes this ability by hopping onto the back of a survivor, pulling their pet off, and then hopping off causing a staggering effect. Mounted Coelophysis can remove a shoulder pet in a similar manner to Megalosaurus. The execution of this ability on wild creatures is a basic grab attack. Execution: This ability is the following move to the snatch ability. After a certain period being held in the Coelophysis’s mouth, it can execute a finishing move that instantly kills the captured creature. Once this ability is performed the Coelophysis will gain a timer preventing it from repeating this ability again for a certain period. Execution grants a mild damage boost. Patrol: A unique ability this creature possesses is the ability to patrol a certain area acting as a guard dog against common predators. However, this can lead your Coelophysis to get into combat. Can be used to protect locations from nuisance creatures. Radar: This ability is reserved only for Coelophysis that can be held on a survivor’s shoulder. This ability is like the jerboa’s weather detection except in reaction to certain predator and prey items. Does not reveal the specific location of targets. Reactions include Prey (Reaction to creatures under a certain drag weight), Rival (Reaction to creatures in the Rivalry trait), and Predator (Reaction to carnivorous creatures above a certain drag weight). Does not react to humans. Passive Traits Cannibalism: Gains increased stats for a certain period after killing another Coelophysis. Confidence: A trait exclusive to wild individuals that are like how hyaenodons react to targets. Rivalry: A reactive trait where Coelophysis gains increased damage resistance and damage output when in the general vicinity of Troodons, Raptors, Dilophosaurus, Titanoboa, and other similarly sized predators. Prey: Coelophysis does increased damage to creatures under a certain drag weight. Breeding There isn’t anything particularly notable about breeding Coelophysis rather than babies under the age of 50%-60% will be targeted by adults despite both being in the same tribe or group. This means that babies of this age must be separated from adults. Roles Guard dog: With the patrol ability and rivalry trait the Coelophysis can make a useful early-mid game protector. Shoulder Pet Snatcher: Its main PVP role is the ability to steal and kill shoulder pets. Mounted Coelophysis can be especially useful for this. Hunter: The Coelophysis makes an excellent early-mid game hunting creature due to its increased damage against multiple common creatures and ability to grab small creatures. Exterminator and Taming Companion: Due to its ability to grab certain wild creatures and restrain or kill them the Coelophysis can be useful as an exterminator or taming companion. PVP: Although the Coelophysis doesn’t have much hp it is fast and can deal a fair amount of damage for its size. Coelophysis also makes for a great combat speed mount. CREDIT: Lapis Lazuli for making my first concept art of Coelophysis. Jade_317 for making the art used in this voting submission.
  17. (Massive Shoutout to the user TheCornSnake For his AMAZING suggestion of the weather effects, All credit goes to them. I've gona ahead and changed some of info to have it better fit the game mechanics. Happy Voting everyone!) (Added a Dossier! Sorry if it looks rushed, I have very little exeperience with gimp ^^;) Gorgonopsid Species: Gorgonops tempestomodus Time: Permian Diet: Carnivore Temperament: Weather-dependent Wild While traveling the dunes of the desert, I never once thought I would come face to face with a Gorgonops! The one that I had encountered was far larger than any on the fossil records. Though I was a bit perplexed as to why it didnt attack me outright. It wasnt until I kept a close eye that I noticed it seemed to change behavior depending on the weather condition. Extreme heat agitated it and seemed to gain an increase in power though it calmed down when it chased me towards an Oasis, Electrical storms frightened it and seemed to become even more passive, but sandstorms is where this beast really shined. Its coloration allowed it to seemlessly blend in with the storm itself. Absolutely marvelous! My best advice is to not be around the beast during the strange weather patterns. Curiously, this creature has a pention for hunting down the deadliest creature in the dunes, Deathworms Domesticated Taming a Gorgonops can be a rather finicky endevour. From what other survivors have told me, It can only be tamed during the weather events on this Ark. Strewth! But should you consider yourself lucky to tame one, you will find one of best mounts one could ask for. While tamed, the weather conditions seem to amplify certain aspects of the creature. Heatwaves give it more strength, health, and grant the rider protection from the harsh heat. During a thunderstorm, the beasts speed and stamina are greatly increased, allowing for a fast method of travel across the vast desert dunes. While Sandstorms give this creature the ability to camoflauge with the storm itself, giving both it and its rider the element of surprise on would be attackers. I've seen clever survivors using its scent ability to find Deathworms and Oasis' while out on their travels. Taming Gorgonops can only be tamed during a weather event, and the type of weather determines the method. While Deathworms are its favorite food, Dead or Alive, others types of meat will suffice. Ordinary Weather – Gorgonops is solitary and wont attack unless provoked. Make yourself appear as a worthy challenge by attacking it! It will then respond back with a roar, accepting your invitation. Impress this beast with you skills be they swords, guns, or your own two fists! Heatwave – Gorgonops is irritated and needs to cool down!! If you're fast enough, try leading it to an oasis! Drinking the water will calm it down, allowing you passive feed it deathworm horns and other types of meat Electrical storms – Gorgonops doesn’t like the lightning, it needs comforting! Give the creature some loving pats and feed it treats like raw meat and raw prime. Sandstorm – help Gorgonops fulfil its need to hunt. Should one lure it to Deathworms and aid it in battle, You will find this creature growing more fond of you and may ocassionally ask for treats! These treats will heal the creature and increase taming! Tamed Abilities While riding Gorgonops, the player receives increased heat insulation and reduced water drain, and will also receive no penalty from weather events: so no stamina drain during sandstorms, no damage taken during a heatwave, and can still use electrical weapons (while mounted) during an electrical storm. During normal weather conditions, I envisage Gorgonops to be an upper-middle tier carnivore. It’s main benefits would be the aforementioned passive buffs, as well as a sniff ability which detects buried animals (deathworms) and highlights nearby water sources. The scent ability could definitely be expanded based on other's suggestions. Weather changes gameplay… Heatwave – now more aggressive, Gorgonops has greater damage and health regen, and gains a modified bleed which targets stamina on tamed creatures and water/water regen on players. This is the fighting-form of the creature, and should be approximately equivalent to rex/spino in power. Electrical storm – Speed and stamina are now greatly increased. This is a traversal mode, and with the ability to keep using advanced weapons, might make a good scout. Sandstorm – Gorgonops does not lose stamina and gets a passive detection which highlights nearby creatures (thus alleviating the reduced visibility). It also gets a stealth mode, similar to the rock drake, representing its ability to camouflage itself within the storm. This would make the creature great for stalking and picking off stranded players and tames. However this can seen through things like the Parasaurus creature detection and outline through a Tek Helmet. Aditional notes: -You can breed them -Can you use them for boss fights? Of course you can! -Whats the size of this lad? Well I imagine it being somwhere around the size of a Shadowmane. Possibly be somewhat larger. -Wouldnt this guy be useless on other maps? Not necesarily! Even without its unique abilities Gorgonops can still be a powerhouse should it be included on other maps. -Similar to creatures like the Megatherium, Calicotherium, and Shadowmane, I envision this creature to have unique idle animations and and like the megatherium and shadowmane it can be told to lay down. -If other information needs to referenced for the creature he is the Wikipedia page: https://en.wikipedia.org/wiki/Inostrancevia.
  18. The arbanitis is a giant trapdoor spider Local to the desert area, such as scorched earth, this giant spider lives in small burrows that survivors try to take over to build small bases to hide from the weather. They posses a stunning bite which they use most by striking from under ground after burrying themselves. They also posses the ability to jump large distances and have limited glide ability and take no fall damage. They can also climb on walls and ceilings. When tamed these spiders make an excellent travel companion with there ability to glide and make taming easier with there torpor inducing bite. You would find these buried in the sand in small pocket burrows that your p/c could build a small shelter out of the weather in.
  19. Name: Titanis Walleri, the Giant Terror Bird! Time Period: Pliocene Temperment: Extremely Aggressive Diet: Carnivore Mount / Saddle: Yes Dossier: Titanis Walleri is a terrifying sight to behold. These giant terror birds are far larger than their smaller cousin phorusrhacidae rapidesultor, standing anywhere from 15-20' tall. These birds are extremely aggressive, and extremely fast. Any survivor who finds themselves being chased by one best hope they have a net gun ready... or the giant terror bird's beak will shred them apart. Its said their beaks are so sharp that no armour can stop its pierce. Domesticated: Titanis Walleri is not an easy tame. Some survivors have found they have a serious taste for eggs of the Scorched Earth's inhabitants... especially wyvern eggs. They seem to be able to tell the difference between wild eggs and eggs from tamed wyverns... preferring the wild ones by far. Offer at your own risk! Once tamed, giant terror birds are an extremely fast and agile mount you can draw weapons on. Their speeds rival that of the gallimimus and they can turn on a dime. They are fast enough they can run through bear traps and that turrets seem to have a hard time locking onto them at top speed. Their beaks are also so sharp they ignore any armour or resistance an enemy survivor or creature may have. Any... Info and uses, etc: I intended this dino as something new we haven't gotten for awhile with some specific uses to both game modes. I sized it up a bit from real life to help distinguish it from the current terror bird. Being extremely fast, at top speed it moves as fast as a galli. With the speed meter filled , it can run thru large bear traps and have turrets miss some shots at it. This makes for an effective turret wall running mount. Its basic attacks ignore all armour survivors have on. Regardless whether you're wearing cloth or cap tek , youre going to take the same amount. It also would bypass boss resistances (looking at you manticore) and reaper resistances. disclaimer: photo is not mine and taken from google.
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