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Make Gen1 ocean bottom barrier into kill zone same to Extinction.
EndlessDuck posted a suggestion in Game Suggestions
Since you don't want players to explore the ocean anyway just make tames and characters take gradually increasing pressure damage once close to oceans "floor". Just don't make It ramp up too fast since most water tames are clumsy. -
The Genesis 1 Ocean biome sure is beautiful, isn’t it? It’s a shame the oceans are so neglected in vanilla ARK, with most of the creatures in them being hyper-aggressive bite spammers. So, let’s give it a little boost, shall we? ZCI5250 presents: Rhomaleosaurus aestosalus: the Tidal Torpedo! Dossier: _____________________________________________________________________________________________________________________________________ Summary: Rhomaleosaurus is a Mid-Late game Momentum-Based Attacker that utilises Whirlpools to launch itself long distances or at targets Main gimmicks: Tidesurfing and Vortex Generation: Both in the wild and when tamed, Rhomaleos can harness the accelerating power of Whirlpools to build up momentum before launching themselves out at high speeds. The buildup of momentum from these whirlpools allows the Rhomaleo to dish out powerful blows, or even just travel long distances quickly. If there are no whirlpools in the vicinity, Rhomaleos are able to generate their own temporary Vortexes for a variety of purposes. These vortexes can either be used to trap animals in place for a short period of time, knock back small animals in the water, or even as launch points for the Rhomaleos to fling themselves at high speed. Tiderider Saddle: The Rhomaleosaurus Tiderider Saddle can be unlocked at level 50 and can be crafted in a fabricator or obtained from Ocean Mission rewards. This saddle includes two Oxygen Tanks on its sides that can supply oxygen to the rider, or be used to create temporary Vortexes. These tanks can be refilled by surfing at the water’s surface for some time, and their capacity scales with the saddle’s quality. The saddle also has a pair of cool handlebars tacked on to help survivors stay on the saddle better. Riders can also expend oxygen from the saddle to initiate assisted swimming, which ignores weight _____________________________________________________________________________________________________________________________________ Taming: So, you’ve found yourself a decent Rhomaleosaurus and decide to tame it, but don’t know where to start? Fortunately for you, these beasts are a relatively simple tame. Just follow this set of instructions and you’ll be cruising the high seas in no time! Step 1: Approach the Rhomaleo This is the easiest step, as Rhomaleos will not naturally attack you. In fact, if you’re lucky, the Rhomaleo might even swim right up to you out of curiosity! Make sure you have some prime meat at the ready, as you will need it for the next step. Step 2: Entice the Rhomaleo with Food Once you have the Rhomaleo’s attention, simply feed it a chunk of meat. It should be distracted enough by the meat for you to sneakily get on its back. Ideally, you want to straddle the Rhomaleo’s neck, as its cranial horns are ideal for gripping onto. Step 3: Don’t Get Shaken Off As soon as the Rhomaleo notices you get on its back, it will begin to thrash around violently, trying to buck you off. In the process, the Rhomaleo may even swim straight into whirlpools and shoot themselves around to try to dismount you. Whatever you do, Do Not Let Go, as the Rhomaleo will begin to attack you until you feed it once more. Step 4: Repeat Until Tamed Congratulations, you have just tamed a Rhomaleosaurus! Now, what can you do with your new tame? Let’s get into it! _____________________________________________________________________________________________________________________________________ Base Stats: HP: 600 Stamina: 450 Food: 1200 Weight: 300 Torpor: N/A Moveset & Additional Info: - Primary attack (,,) : Bite, base 30 dmg - Primary attack (In Whirlpool) (,,) : Dash, dmg scales with momentum - Secondary attack (,,) : Bubble Wall, no dmg, high knockback - Secondary attack (hold) (,,) : Ensnaring Vortex, base 5 dmg. Damage over time & traps creature in place for a few seconds - C //: Creates a Vortex that lasts 15 seconds, behaves like Gen1 Ocean Whirlpools - (In Whirlpool) Spacebar //: Toggle drifting in Whirlpool - Ctrl // : Toggle assisted swimming - Omnidirectional Movement - Pack buff up to +3 _____________________________________________________________________________________________________________________________________ Final Words Thank you for checking out my submission! The Rhomaleo is one of my oldest ideas (In fact, I’m pretty sure it’s even older than my Darwinopterus!) and I am happy to finally submit it to one of these votes. All the art (besides the ones credited below) and animations you see in this post was made by me, which took a lot of time! If you enjoyed this submission and want to see Rhomaleo grace the seas of Genesis 1… Special thanks to Katana for helping me brainstorm and refine ideas for the Rhomaleo, do go check out his Paleoctopus submission too! Paleoctopus Submission Epic awesome cool stuff Rhomaleosaurus vote sticker by .sav Rhomaleosaurus art by Drawolf Rhomaleosaurus pixel art by ArkExtreme
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Nothosaurus Lucidus: The bioluminescent boiling sea lizard
Jimmyyeet05 posted a suggestion in Creature submission archive
Welcome survivors! Introducing to you, Nothosaurus Lucidus: The Bioluminescent Boiling Sea Lizard. (Art by Riskybiscuits) Nothosaurus Lucidus is a semi aquatic reptile that lived on the coasts of the ancient Triassic period. But that doesn’t stop it from making its way to the arks in the Genesis 1 oceans where it thrives. Chilling on the surface like modern sea otters or going out to hunt whatever dares to enter their territory. These fearsome and glowing hunters are agile and ferocious even on land and with its thermo regulating capabilities you sure should not miss out on this lizard! Common Name: Nothosaurus Species: Nothosaurus Lucidus Time: Triassic Diet: Carnivore Temperament: territorial Wild: Wild nothosaurus can be found in the ocean biome of the genesis 1 map basking belly up on the surface in groups or hunting the local sealife. While they will not attack you at first sight, may you come too close to them or their young, they will not think twice to attack you! Domesticated: Domesticated nothosaurus are very close to their owners as they see it as their new alpha and pack member. Their unique abilities are definitely a good thing to have if you are exploring the mid end game of genesis as they are great for boss fights and other purposes. Abilities: Active abilities: Bite (, , ): A basic bite, does a tail swipe when looking backwards Boiling spits (, , ): (warm up required to use) Nothosaurus mucus is a glowy substance that when mixed with water will make a thick substance that is able to be shot out, the damage of the attack is based on how hot the biome is, being stronger the hotter it is. They can be shot out in two different modes (Can be switched with R key). The boiling shot is a singular water spit used for burning away the defense of their foes by scalding their skin and penetrating armor while using a bit of your water storage every time. (The scalding can be stacked) And boiling beam which is a continuous stream of water which quickly damages and gives many scalding stacks at once, this attack both has a cooldown and uses up 20% of your water storage On the scalded effect: When the mixture of spit gets heated up by warming it up it can be used as a new way to attack and boost your enemies or allies. Nothosaurus uses its mucus mixture to spit out boiling clusters of water that will scald its enemies, breaking their defense. These attacks will do less damage in the last 2 days of your heated state until you are not able to use these attacks at all so be sure to let your nothosaurus bask before the schedule dies out so you can keep your agile and fearsome predator in check! Thermo mist (Click C, , ): (warm up required to use) Nothosaurus can release a mist trail of damped water. This mist can have three special effects when you get inside of it which can be chosen by the player, any creature or player inside the mist will have the effect which lasts even when outside the mist The regular untouched one changes your temperature based on the environment you are in, so it passively adapts The bug repellent effect (requires bug repellent to work) reduces aggro on all creatures and makes insects much less aggressive, effects are stronger than just consuming bug repellent individually (Also repels insect and parakeet swarms) The vitality mist. Pretty straightforward, will heal you and your allies. Breaching and sliding (Press Space, , ): When underwater you are able to breach out of the water and jump out of the water for a bit of fun airtime. As for the sliding this can be done for a small time after touching water for a small speed boost. Passive Abilities: Water storage: Notho is able to store water which it then uses as fuel for some of its attacks and abilities, works like a Morellatops, you go to a water source and gulp water which then adds to a water stat from Notho Warm up: Nothosaurus are able to bask in the sun to increase their attack, speed stamina, appearance (from a dull gray and navy blue to a dark and deep colored skin with colorful stripes, and even unlock new a new set of abilities. when fully warmed up you get the status effect “Heated” which lasts around 3 ingame days, after the first one the effect will slowly decrease When heated Notho unlocks the boiling shots/beam and boiling mist attacks, Cooking pot: The gullet of nothosaurus has many uses other than heat regulation and as a weapon, it also uses it to cook its food and store items like a cooking pot (but improved) you can craft everything and even some new items in its inventory while you travel. But it doesn’t end there, nothosaurus passively produces salt in its inventory like sea iguanas but instead of sneezing it out it uses it to cure meat and other food items to reduce spoiling rate! Pack boost: Nothos can have a pack boost which increases damage and resistance Biodye: Nothosaurus mucus has a bright glow that will be naturally generated in its inventory by mixing this mucus with already existing dyes you can now use them to paint things BUT THIS TIME WITH A GLOW so be sure to cover your armor and even creatures and hair in a glowing paint! (Bio painted yuty done by KoZ) Ocean Master: It can traverse through Gen1´s whirlpool easily without being bothered or sucked in, it is also immune to Cnidarias sting Salt Producer: Notho can passively produce salt in its inventory like modern day sea iguanas, the salt can be used as a preservation resource for your goods! SADDLE: Primitive saddle: Just a basic saddle unlocked mid game Oxygen pod saddle: This is a more advanced saddle for nothosaurus with a Pod for the survivor so they do not have to worry about oxygen and don’t need a scuba suit. Unlocked at the same time as the primitive saddle but ofc costs allot more resources Taming Method: The taming of a nothosaurus is all about patience and caution. As nothosaurus like to bask so they can keep their fierce and warmed up state, the best way to tame them is as follows. A raft will have to be placed nearby the nothosaurus where after they will then climb on and start basking. Once they are done basking their bioluminescent patterns will start flaring up and their jaws will open meaning it’s your chance to sneak up on them and feed them biotoxin. But beware because if you aren’t sneaky enough or disturb them before they are done basking they WILL attack Rinse and repeat until it’s knocked out so you can feed and tame it. QoF Features and Uses: It is both a land and water powerhouse, it has a resistance against the forces of water torpedoes and is even resistant to the bio-electrical capabilities of Cnidaria and electrophorus! It is just as fearsome on land as in water while maybe not as speedy it can slide on surfaces to propel itself forward into battle! Not only that but it’s different mists can aid you in different scenarios and the fact they act like a mobile cooking spot where you can even create a glowing dye to flare up your armor, saddles and tames looks. All in all it’s a great mid game tame that has great uses on both land and in the water for caves, boss fights, minigames/challenges, combat and support. (Chibi/baby notho and adult notho art done by Sovi!) Thank you for reading allat🙏 Now upvote.. thanks😛 Credits: Head of design and friends: JimmyYeet23 and special thanks to my friends which supported me allot! Tweee, Maximussergio, Knox, katana, Helios daprince, Fico, tylodio, smile, Miheal, vapor, vaniswicked and suchi The amazing Riskybiscuits, KoZ and Sovi made all the art for notho to bring it to life! (some of my friends have their own creatures so be sure to check them out as well.) -
Creature Concept: The Genesis Chameleon - Chromavaris ● ● ● Type: Shoulder Pet Role: Adaptive utility companion Theme: A master of camouflage and biome-specific effects, seamlessly blending into its surroundings and granting buffs based on the biome. Base Abilities ● ● ● Camouflage: Automatically blends into the biome’s environment, reducing aggro range from hostile creatures. Adaptive Skin: Its scales shift colors and textures to match the Genesis biome it’s in. Shoulder Buff: Provides passive biome-specific effects depending on where the survivor is. ● ● New Base Buff: All-Seeing Eyes Description: The Genesis Chameleon constantly scans the surroundings, spotting dangers and hidden resources with its rotating eyes. Effect (always active, regardless of biome): ○ Detection Buff: ○ ■ Highlights nearby hidden threats such as buried Purlovias, approaching Reapers (in lunar), and enemy players in stealth. ■ Slightly increases detection range of hostile dinos (like Raptors or Microraptors preparing to pounce). Resource Vision:○ ■ Small chance to highlight rare resources within range (like hidden metal nodes, silica pearls in ocean, or element shards in lunar). Combat Awareness: ■ When equipped, the survivor gains a slight dodge buff (reduced chance of being stunned or dismounted by surprise attacks like Microraptors, Purlovias, or Thylas). Synergy with Biomes The 360 eyesight buff stacks with biome adaptations : ● ● ● ● ● In Bog , it helps detect swarms/insects earlier. Automatically eats insects that hit player and turns it into cementing paste In Arctic , it spots predators in blizzards through their outlines. In Volcano , it warns of eruptive dangers (like lava meteors) faster. In Ocean , it highlights predators in murky depths. In Lunar , it can detect camouflaged or cloaked creatures (great for PvP and seeker swarms). Biome-Specific Effects 1. Bog Biome ● Appearance: Slimy green-brown camouflage with moss-like frills. ● Effect: Reduces poison and swamp gas damage; decreases swamp native dino aggro range; boosts stamina regen slightly in water. When player or chameleon is attacked, reflect poison damage. 2. Arctic Biome● ● Appearance: White and icy blue scales, frost patterns on its skin. Effect: Provides hypothermia resistance; reduces stamina drain in snowstorms; slow aura that reduces nearby enemies movement speed slightly. 3. Volcanic Biome ● ● Appearance: Black and glowing red-orange cracks across its skin. Effect: Heat resistance; medium immunity to lava splash damage; slight melee damage buff (player and mount) when fighting in extreme heat. 4. Ocean Biome ● ● Appearance: Shimmering blue-green scales with wave-like patterns. Effect: Increases oxygen stat; improves swimming speed; reduces aggro radius of aquatic predators (e.g., sharks, eels), Immune to shocking effects. 5. Lunar Biome ● ● Appearance: Iridescent, glowing scales that flicker like starlight. Effect: Radiation resistance; low gravity movement buff (reduced fall damage, small jump boost); passive element dust generation over time. Special Feature: Adaptive Mimicry ● When thrown off the survivor, the Chameleon can mimic local fauna behavior , briefly distracting or confusing nearby enemies (e.g., looking like a raptor silhouette in bog or glowing like a seeker in lunar). This gives the survivor a short escape window. Taming & Utility● ● Taming Method: Non-violent, requires feeding it biome-specific insects/critters (Bog: leeches, Arctic: fish, Volcanic: sulfur, Ocean: pearls, Lunar: element dust). Utility: Best as a versatile exploration companion; can help counter harsh biome effects without carrying multiple pieces of specialized gear.
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Nothosaurus The Light Predator Of The Deep
JankyYT posted a suggestion in Creature submission archive
Summary Nothosaurus Grandis or Nothosaurus is a Semiaquatic Marine Reptile (Not a Dinosaur) That protects the simulations deepest depths. It hunts in Mating Pairs capable of killing even helicoprions with its fast movements. It has a normal saddle and a powerful Tek saddle. Once tamed you can bring it on land to lure bugs in with its bioluminescence. Buffs & Abilities Nothosaurus Gains a pack boost buff when in a duo trio or a squad of its own species if there are 5 Nothosaurus The buff will disappear. Nothosaurus Can preform a courage roar. Nothosaurus Can preform a dash in water. Nothosaurus is able to passively use its bioluminescence to Lure in insects like Meganuera, Rhyniogonatha, Arthropluera & Glow Bugs Attacks Land Attacks Claw swipe Bite (Can cause Bleed) Stand Up Swipe Down Water Attacks Bite (Can cause Bleed) Latch On To Creatures Bite (Only usable when latched on also can cause Bleed) Kick (Only usable when latched on) Size I Have a image for this but i cant put it in because the top photo takes up all my space so i will put it in comments Taming First Knock it out like another tame but here comes the tricky part all nearby Creatures will become extremely hostile to you but mainly the Nothosaurus. You have to protect it for a certain amount of time depending on the level. lvl 1-40 will be 30 secs, lvl 41-80 1 min, lvl 81-100 1 min 30 secs, lvl 101-120 2 mins, lvl 121-140 2 mins 30 secs, lvl 141-149 3 mins, lvl 150 4 mins. Nothosarus Does not require a saddle to be ridden but does have a saddle with a scuba tank attached (Acquired at lvl 59) and a Tek saddle much like the Tropeognathus saddle (Acquirable after beating Moeder Boss). Conclusion Nothosaurus is a fast maneuverable mount that I'm sure will be useful for the Moeder Boss Fight. If you don't like the idea Its okay, But i recommend for you to vote for Rhomaleosaurus its a good creature and my personal favorite now. Also sorry for the AI generated Nothosaurus Images I'm not the best at drawing and if i did draw it it would look like a 5 year old's dinosaur drawing. Thx For reading have a great day -
The concept of Brygmophyseter as a creature living in the deep sea biome in "ARK: Genesis Part 1" is as follows: Brygmophyseter Concept Wildlife: Direwolf of the Ocean Brygmophyseter is an extremely ferocious whale, worthy of its name: the "Direwolf of the Sea." Despite being about half the size of a Mosasaurus, it is at the top of the food chain in the deep sea biome. * Pack Behavior and Leadership: * They always travel in groups of five. * The highest-level individual in the group becomes the leader and becomes the center of the group. * When they spot an enemy, they will attack survivors and other creatures without hesitation. They are particularly hostile toward larger creatures, such as Mosasaurus and Megachelons, and will aggressively attack them. * Combat Ability: * Its bite attack is extremely powerful, inflicting a bleeding effect on the enemy and dealing continuous damage. * Leader (Alpha): At the start of battle or when it is losing ground, it will roar, granting an attack and defense buff similar to the Yutyrannus' roar to the entire pack. * Non-Leader (Beta/Omega): During battle, it will release a pheromone that grants a healing and regeneration buff to the entire pack, similar to the Daeodon's healing ability. This allows the entire pack to cooperate and demonstrate high fighting ability. Taming Method (Special Taming): Pack Mini-Game Brygmophyseter can only be tamed by mastering its powerful pack tactics and building a bond with the entire pack. * Special Taming Requirements: * Normal food is not used. * All five pack members must be tamed at the same time. * Taming Process (Mini-game "Deep Sea Bonds"): * When a survivor approaches the pack, a special taming UI will appear. * The pack leader will become wary of the survivor, and the **Leader's Trial** will begin. * Survivors must individually administer a special **Calming/Coordination Pheromone** (Taming Pheromone) to four non-leader individuals designated by the leader within a certain time frame. * Administration involves a mini-game in which survivors must predict the Brygmophyseter's movements and approach while avoiding its attacks. If they are bitten, the pheromone administration will fail and the taming gauge will be significantly depleted. * Once all four individuals have been administered pheromones and the taming gauge is at its maximum, survivors will have the final chance to administer pheromones to the leader. If successful, all five individuals will be tamed simultaneously. * If any survivor strays too far from the pack or a fight occurs, the taming progress will be significantly reset. Tamed Performance and Role Tamed Brygmophyseter's pack behavior and buffing abilities make it a powerful group buff/debuff specialist in deep-sea combat. * Main Role: * Buff/debuff support in group battles * Large creature killer * Deep-sea exploration support 1. Group Combat Ability and Pack Modification * Pack Modification: Its true value is best seen in groups of five rather than alone. * "Howl (Leader Buff)": * This skill can be activated by high-level leader individuals. * In addition to granting buffs to the entire group of Brygmophyseter within its range, it also grants buffs to tamed aquatic creatures (such as Mosasaurus, Plesiosaurus, and Ichthyosaurus) that enhance their attack and defense. (Same effect as Yutyrannus.) * Even after taming, the individual with the highest pack level automatically becomes the pack leader. * "Pheromone Release (Recovery/Regeneration Buff)": * This skill can be activated by non-leaders. (Cooldown period applies) * Grants a continuous HP recovery and stamina regeneration speed buff to all Brygmophyseter packs within its range. (Same effect as Daeodon) 2. Special Effect Against Large Creatures * "Giant Predator": * Significantly increases attack power against creatures larger than Brygmophyseter, such as Mosasaurus and Megachelon. * In particular, the damage multiplier against the underwater boss Moeder is set high, making it an important attacker and buffer when defeating them. 3. Bleeding Debuff * Bite Attack: * Even after taming, the bite attack inflicts a bleeding effect on the enemy, continuously reducing their HP. This is an effective damage source even against large enemies. 4. Electricity and Poison Resistance * Electricity Resistance: * Similar to the Basilosaurus, it is completely immune to the electric shock and paralysis effects of Cnidaria (jellyfish) and Electrophorus (electric eels). This helps maintain a stable front during deep sea exploration and combat. 5. Deep Sea Exploration Support * Oxygen Supply: * Grants the survivor an oxygen supply buff while mounted, effectively allowing them unlimited underwater activity time. This makes it an essential companion for exploring the deep sea biome. The Brygmophyseter's ferocity and group tactics make it one of the most dangerous wildlife in the Genesis deep sea biome. However, once tamed, it becomes a powerful supporter/attacker indispensable for deep sea group combat and boss defeats.
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The Lightning Fast Puncher/Shooter Mantis Shrimp
Tiagozuff2006 posted a suggestion in Creature submission archive
In my Travels of the Ocean-Simulation i spotted an rather accustomed Little Fella an Mantis Shrimp. It seems to be an rather Ancient parent of todays Mantis Shrimp we know of, it seems to pack an even stronger Punch than his current Timeperiod Family does. I have seen how that Shrimp punching approaching Waterpredators like Megalodon and leaving them in a Shocklike Stance or Maybe they were just disoriented due to the Force of the Impact. While not preferring the Bigger Waterlifeforms of the Ocean Odontodactylus scyllarus seems to have Specialized into Hunting other Crustaceans like Trilobites, Eurypterids and other Oceanic Crustaceans. With his rather big Punching Abdomen they swim or walk depending on the area around them up to the Prey to Deliver an Powerful blow which most of the time is enough to shatter their Armor and either Stun them or kill them immediately, if they Prey isn't dead the Mantis Shrimp will either Deliver another Blow of eat his Prey alive depending on the meal he devours. Caution is to be Held with These Kind of Shrimps due to the punching power of the modern Shrimps having around 1500N of Punching Power i don't wanna know what his prehistoric Ancestors have of power to Shatter the Armor or Prey. I have also observed how the Mantis Shrimp was able to walk up the walls of the Little Island in the Middle of the Ocean for unknown Reasons Maybe its due to taking in some Sunlight or Maybe to be safe From Other Predators or even to Digest their Last meal, even while Outside the Water Caution is Advised since they Still pack their Punch which might not burn ya but it would still hurt a lot. It also appears that Only the Males have the Claws to Punch Things while the females have an rather unusual Claw form where it resembles todays Time Pistol Shrimp claws Maybe the Primal-Mantis Shrimp were the original creation of These 2 Species in Todays time period. Maybe the females had the Pistollike form to Protect their Youth or Nests. While trying to Tame an Mantis Shrimp i have noticed something rather unusual this Kind of Mantis Shrimp has an rather Curious nature towards you and isn't directly aggressive towards you it will when you are not alone so better Cryo These Megs. Their Curiosity might be due to you being something it doesn't know due to lack of Humans in this Simulation. With no weapon Drawn he will swim up to u and see what ya do its then when you can feed it something but be careful better not have Something in your Hotbar he wont like otherwise you might feel a Burning pain. After Taming an Mantis Shrimp i found out that this one likes to sit on Shoulder or when needed walk on your Hand to function like an Underwater Club to Keep These pesty Megs away from you to have better fleeing. It seems that it also gets more Pearls out of the other Crustaceans might Need to investigate more. Abilities of Mantis Shrimp - Can be Skilled like Moschops to gain either more Sillican or Blackpearls from for Example: Trilobites - Stunning Punch Since it punches you with a few Thousands of Newton you be left in a Daze or even have some Broken Bones - Armor Bypass with its Punches since under all that armor you are still just flesh and fluids so you should feel the Impact of the Punch - Water-Only Due to them Creating cavitation Bubbles on Impact which have an high Temperature that can cause Burns they will Inflict an Burning like Debuff on Top of your Stun - Male are punching - Female ones seem to have evolved into an pistol like Family with the ability to be used as an underwater pistol - Mantis Shrimp Meat which would work as undersea Mutton or an even better Kibble cuz wouldn't Kibble dissolve in the Sea - X-Variant - Melee Stat defines the Yield of % of Pearls/ the DMG of the Pistol shots of the Females - HP Stat the yield of the Mantis Shrimp meat yield - Can burrow in the Ocean Floor to Hide from Enemies - Can Break Glass, Wood, thatch and Clay structures Taming Food Custom made Food made in an Campfire/Grill made of raw fishmeat + Chitin which will result into an Delicous Meatclumps which will have that aquatic Taste Meat Usage: The Mantis Shrimp Meat raw itself can be either consumed by players where it would dmg them or by non Oceanic beings to give them a 15sec buff for water-breathing Otherwise it can also be cooked for roasted Shrimpmeat It can also be used in a Cooking pot where combined with 3raw-Mantisshrimp meat, 4Mejoberry, 2Savoroot, 1 Narcotic to make an nice Mantisshrimp-Stew where it can be either used by Player or non Oceanic Creatures to have an 180sec Buff of Waterbreathing and Abit of food https://en.wikipedia.org/wiki/Mantis_shrimp https://en.wikipedia.org/wiki/Alpheidae Author of this creature submission is Winterbaker, I'm just posting it on their behalf.- 11 replies
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We'll generate a Valenictus concept based on your provided criteria. Valenictus - A Friendly Herd of Ancient Walruses Overview Valenictus is an ancient walrus whose thick skin and friendly nature make it a valuable resource for survivors. They primarily live in packs and inhabit the deep ocean biome (Genesis 1) or snowy mountain biome (X-species). Wild * Habits: * Standard species: On land and in shallow water in the deep ocean biome in Genesis 1. * X-species: On land and in shallow water in the snowy mountain biome in Genesis 1. * Behavior: They live in packs and are very friendly and gentle. They generally do not attack survivors or other creatures. * Diet: They prey on small fish, such as coelacanths, on land or in water. * Defensive Response: They only retaliate with their tusks if attacked by a survivor or a carnivore. * Male (Long Fangs): Powerful attacks with damage reduction, piercing, and defense-lowering effects. * Female (Short Fangs): Attacks with heavy bleeding and defense-lowering effects. * Special Features: Their thick skin constantly increases their defense and greatly reduces damage taken. They are also completely immune to electric attacks from creatures like Cnidaria and Electrophorus. Taming Method (Special) Valenictus are sociable, so they require taming by trust, which differs from standard stunning or non-violent taming. * Feeding: Prepare a large amount of fish that Valenictus prefers (e.g., high-quality fish meat). * Leader Selection: Approach a school of wild Valenictus and continually feed fish meat to the school leader (the largest male). * Earning Trust: While feeding Valenictus fish meat, protect its surroundings (by eliminating other carnivores, for example) to build up Valenictus's trust meter. Attacking the leader or endangering the pack will lower their trust and turn the entire pack hostile. * Pack Acceptance: When the leader's trust reaches maximum, they will accept the survivor as a member of the pack, completing the tame. Tamed Valenictus will consider the survivor to be the pack leader. Abilities & Roles | Item | Details | Roles | |---|---|---| | Combat | Special fang attack (Male: Damage penetration & Defense reduction, Female: Heavy bleeding & Defense reduction). High durability due to thick skin. | High durability tank/applies special debuffs | | Movement Speed | Very fast in water. Very slow on land. | High-speed underwater movement/underwater cave exploration | | Resistances | Immune to electric shock attacks from Cnidaria and Electrophorus. Thick skin greatly reduces damage and constantly increases defense. | Countermeasure against dangerous underwater creatures/General-purpose endurance | | Survivor Benefit | Grants mounted survivors cold and heat resistance. | Environmental Resistance Support | | Carrying | Taking advantage of their pack-like nature, multiple Valenictus can coordinate to carry large loads (pack bonus increases carrying capacity). | Carrying large quantities of supplies | | Saddle | Available in both standard and TEK saddles. TEK saddles have features useful for underwater travel and combat (e.g., sonar, underwater oxygen supply). | General-purpose use/Advanced underwater activities | X-species Characteristics * Design: Their fangs are designed to be as transparent as ice. Their fur is also tinged with snow-white or blue. * Stats: Their health is lower than the standard species, but their attack power is significantly higher. Their fang attacks, in particular, have a more powerful defense-lowering effect. * Role: Rather than a highly durable tank, their role is emphasized as a high-damage attacker and a combat unit specialized in debuffs.
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An ancient whale shark that inhabits deep-sea biomes. **Despite its enormous size, it has an extremely friendly and gentle disposition. Nature in the Wild Palaeorhincodon swims slowly through the deep ocean and does not actively harm other creatures. However, it occasionally opens its large mouth wide and powerfully sucks in the surrounding water. * Suck Action: Survivors and small creatures (such as coelacanths and megapiranhas) caught in this suction are sucked into the Palaeorhincodon's mouth. * Instant Ejection: Sucked-in creatures and survivors are spit out of the mouth unharmed within a few seconds (without taking damage). This is because they are filter feeders and do not target larger survivors or fish. * Plankton Generation: During this suck action, small clumps of plankton, a special resource, are temporarily generated around the Palaeorhincodon. * Plankton Collection: Defeating a wild Palaeorhincodon guarantees a large amount of plankton. Taming Method (Special) Palaeorhincodons are tamed not by feeding them directly, but through a special mini-game using a manta. * Friendly Approach: Approach a Palaeorhincodon while riding a manta and begin taming from the interact menu. * Mini-Game Start: Upon starting taming, you will climb onto the Palaeorhincodon's back and begin a special mini-game. * Cooperation with the Manta: In the mini-game, the mounted survivor must control the manta and continuously touch designated points on the Palaeorhincodon's back to avoid the swaying of the Palaeorhincodon as it swims and the approach of hostile creatures like sharks. This is like helping an ancient whale shark "clean up." * Success Condition: The taming gauge will increase if you continue to accurately touch the designated point with the Manta for a certain period of time. * Failure Condition: The taming gauge will decrease significantly if you are attacked by a hostile creature, are unable to touch within the specified time, or are thrown off by the Palaeorhincodon when it makes a sharp turn. * Taming Complete: Taming is complete when you complete a mini-game using the Manta and the taming gauge reaches its maximum. No regular food is required. Post-Taming Performance and Role 1. "Water Purification" Ability (Utility) * Easy Water Supply: By riding a Palaeorhincodon and keeping empty bottles (such as water bottles or skin water bottles) in your inventory, all bottles will automatically become "filled" whenever you use the water intake action. * Emergency Oxygen Supply: The intake action can be used both underwater and near the surface. 2. Plankton Gathering (Resource Gathering) * Securing Exclusive Resources: When a tamed Palaeorhincodon uses the Inhale action, plankton is generated around it and automatically collected in its inventory. * Effect on Marine Life: This plankton acts as special bait to significantly increase the taming meter of certain marine life (e.g., Basilosaurus, Tusoteuthis, etc.). 3. Armed Saddle (Combat Support) * Special Saddle: The Palaeorhincodon's specialized saddle can be designed as an armament platform to match its massive size. * Multi-Seater: Multiple survivors can ride on its massive back, safely firing from turrets, ballistae, and other weapons mounted on the saddle. 4. Effects on Marine Life (Passive Buff/Debuff) * Non-Hostile Buff: The Palaeorhincodon's gentle pheromone effect makes most hostile marine life (e.g., Megalodons, Mosasaurus, Ichthyosaurus X, etc.) immune to attack while mounted (with the exception of some boss-level or aggressive creatures). This allows for safe exploration of the deep sea. 5. Reduced Oxygen Consumption (Exploration Assistance) * Oxygen Buff: Survivors riding a Palaeorhincodon receive a continuous buff that significantly reduces oxygen consumption. This dramatically extends their time in the deep sea. In Short: While the Palaeorhincodon lacks combat ability, its unique suction ability and passive effect make it an extremely useful marine life, dramatically changing the exploration and resource gathering of the Genesis 1 deep sea biome.
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Mesoparapylocheles - The Giant Hermit Crab
Abaddon23 posted a suggestion in Creature submission archive
old post from a submission from Kashington, and i like it a lot. i hope its fine with the repost. If not,I will gladly delete it again! INTRODUCING MESOPARAPYLOCHELES THE GIANT HERMIT CRAB! (The perfect creature to improve the ocean and land!) Hello, everyone! First of all, sorry about the wall of text, but I really went IN into making this creature as detailed as it can be, with sections exclusive to answering questions that'll probably appear around. Now, meet The Giant Hermit Crab! My first-ever submission to the community creature vote, so excuses me if anything here looks or sounds too op/weak! The one who came up with this creature idea and some designs was my young little brother who loves playing Ark, so if you like anything here, thank him too! -------------------------------------------------------------- DOSSIER These creatures may look scary, but they're actually very friendly. You can find them around the beach or in less populated areas of the ocean, most of the time you'll find it in groups, trading their shells for a bigger one between each other. They can use their strong claws to stick themselves on the ground and let it go, throwing itself like a Cannon Ball! This is extremely useful to move around since the heavy shell they carry on their back makes them uncable to swim at a reasonable speed. DOMESTICATED To domesticade these creatures, you'll need to wait for it to trade it’s shell, something they can only do in a group of at least two of them. After the shells got "traded", the Hermit Crabs will value these new ones quite a bit, enough for them to go out their way to repair it after it got destroyed. The crab will ask for various materials to repair it's shell, from rocks, pearls and flint to metal, obsiodian and even crystal! I imagine that one could destroy their shell and gain it’s friendship back by helping it put itself together... It’s messed up, you it’s there! THE SHELLS After domesticated, the crab can be taught to build shells that allows the master to see from the inside of it, giving them protection from creatures that could take them out, such as Kapros and Karkinos, but at the sacrifice of not being able to use tools and weapons when mounted. -------------------------------------------------------------- NATURE The Giant Hermit crab is a Docile creature, it won't attack the player, only if threatened. You'll be able to find them around the beach and in less habituated areas of the ocean, where they'll be found in groups, changing shells or hidden inside their shells, waiting for others to come for some shell trading or just hiding. Because of their shells, they have a natural stealth ability, making it harder for enemies to spot them ( and so they can stay in groups for longer periods so the player can tame them). MOVES • MULTIPLE PUNCHES The crab can lie on its back and use all of its limbs to perform a bunch of punches, one after another that hits multiple creatures • HIDE MODE The player can make their crabs go inside their shell while mounted or unmounted, this will make the crab unable to move, but will increase its defense while you wait for someone else to rescue you or while you want for your shell to do the work! •RUNNING UNDERWATER The Hermit Crabs can use the weight of their shells to get them on the ground, like if it was on land, that way they can walk underwater AND sprint underwater, something they're pretty fast at, even with the shells on! •CANNON BALL LAUNCH ( Better explained at SKILLS ) The crab can launch itself in the air like a cannonball, underwater AND on land. TAMING Taming this creature will be something along the lines of a Gacha but with a few extra steps... The player must find a group of at least 2 of them, clear the area so nothing crazy can happen, then do the following: First, the player needs to attack the desired Hermit Crab until their health is low, when the low health is reached, the shell becomes extremely damaged and in need of a replacement, the player then needs to get out of the crab's sight and come back. When coming back, the player will see the crabs to start an event where they'll start to trade the shells with each other, the crab with the broken shell will get a new one from another crab, and that crab will simply bury itself in the sand and come out with a new one after some time. This new shell is extremely valuable for the crab and he'll do anything to keep it intact... So the player must attack it again to get this new one almost broken too! When the health is low again, the crab will enter another event where he'll start to repair the shell, but it can't do this alone... This is where it'll start to ask for materials, such as rocks, metal, silica pearls, obsidian, etc... The player must bring said items until the bar fills up and it gets tamed and rocking a new shell! ( I thought about reducing the tame process to simply breaking the first shell and helping the crab repair just there, but I really like the implementation of the event of the crabs trading shells, since it's something they're known for... And I think that after some time, it'll be pretty simple when you know what to do, but you guys could tell me in the comments! ) QUESTION -WHAT IF ONE OF THEM GETS KILLED? WILL THAT AFFECT MY TAMING?- Yes and this would be one hell of an annoyance... but luckily these guys will hide inside their shells and wait for new friends to appear for some shell trading out of nowhere! ( This is something they do in real life too. ) But don't think you'll be able to farm these guys since they'll stop coming after some time, making the current crab dig into the ground and disappear or just... Start to wander around... And die to a Spino... DROPS : - BASIC MEAT - CHITIN - ORGNIC POLYMER SKILLS : Even tho it may look like the Giant Hermit Crab is a water-only creature, the skills it has are really good on land AND underwater, but more so on land. 1 - SHELLS AND CLAWS After years of evolution and being homeless, the Hermit Crabs found a few ways to take advantage of the lack of REALLY big shells... By crafting their own! The player can take advantage of that skill to make them craft some really good shells and claws that can change the way you use the Hermit Crab : • The Stone Shell is nothing more than your usual bit of defense, simple as that. • The Metal Set gives a bit more defense than the stone shell, but it also comes with pickaxe/axe-like claws! With the Metal Shell, the crab can launch itself into resources to break them but also use the claw that has an inside mechanism close to the SNAPPING SHRIMP'S arm that shut to create a cavitation bubble that generates acoustic pressures strong enough to paralyze creatures and in this instance, break rocks, trees, crystal, obsidian and more but don't expect much more than your usual pickaxe... What is good is that the crab gets reduced weight from all these years of "experimenting" with these resources, don't ask me how... ( The Metal Shell also has the format of a can in reference to Hermit Shells using metal cans as shells in real life ). • The Obsidian Set is where it's at. Better defense and attack than the Metal Set and the gloves can give bleed damage because of its spikes that cut the flesh on their way out ( epic ) but at the cost of less distance from the CANNON BALL MOVE and less knockback by punching creatures. ( The shells and claws design is a reference to the Alligator Snapping Turtle's shell! ) • The Bio Toxin set has the defense between the Stone and Metal Shells, but it comes with a really toxic shell that inflicts torpor on enemies that attacks it! And when the enemies start to flee 'cause of the high torpor, you can simply launch your crab against them to continue to inflict torpor! ... The bad part is that doing the CANNON BALL move will end up inflicting more DAMAGE than torpor, have that in mind. ( The design of the shell is a reference to the Red Lionfish. ) •The Crystal Set has not had much more defense than the Stone Shell, but it comes with great spikes around the Shell and Claws that inflicts knockback into enemies, high enough for you to push undesired creatures away from you as you walk/swim/fly. Using the Crystal Shell and the button to make the Crab hide inside the shell, the player can use them as spiked walls! Just put a bunch of them around a creature or area and you'll have great protection over that area! ( The Spiky design is inspired by the spiked walls, something you could use this shell for! ) QUESTIONS -HOW TO IMPLEMENT THE BUFFS?- To get new shells the player must first grab the item and drop it into the SADDLE of the crab, this will make the crab go into a little animation where it'll get out of the shell and start to rebuild it, but only for some seconds. After it was finished the crab will get back into the shell with its gloves and shell ready! -DOES THE BUFF HAVE A TIMER?- The timer of the buffs is the quantity of the equipped items your crab is carrying, BUT it only goes down when getting hit or using the claw when punching creatures or resources. -WHAT IF THE RESOURCES RUN OUT?- When the resources run out, the crab will force the player to unmount and then clear/rebuild its shell to the basic form for a couple of seconds... So be careful with the amount you're carrying! -WHAT IF I WANT TO SWITCH/DISABLE THE BUFF?- You'll need to take the material out of the SADDLE, just like disabling a skin, this will make the crab do the cleaning/repair animation, forcing you out of the SADDLE, so don't even try to abuse it! 2 - CANNON BALL LAUNCH ( Underwater and on Land! ) ? The Hermit Crab cannot swim greatly underwater when it has the shell on, something that happens with the real worlds version of them too, so in this iteration, it has to rely on its cannonball move, where it'll stick its hand into the ground, push itself back, then let it go for a cannonball launch of itself! This is a great way to move around with this creature that isn't very fast underwater, but a bit faster on land. While in the air with the cannonball launch the crab will hide inside the shell to be ready in case it hits any enemy in the way! And talking about enemies, the ones that are hit by the shell while in cannon ball mode you receive damage and any of the extra buff implemented by the shell being used at the moment. I had the idea of making them be able to stick and launch themselves from walls, but I feel like this could be... A bit too much. QUESTIONS -CAN THE CRAB SWIM UNDERWATER?- Yes, but with the shell, the speed is very bad, so the CANNON BALL move will be a better option, byt WITHOUT the shell the swimming speed is way better, but you're WAY too vulnerable. -CAN YOU DECIDE THE DISTANCE OF THE CANNONBALL JUMP?- Yes, you'll be able to decide the distance by pressing "W" and "S" to push back or retrieve a bit. -CAN YOU CHANGE THE DIRECTION WHILE LAUNCHED?- You'll be able to use the MOUSE or A/D to change the direction while on air, but NOT TOO MUCH, so aim carefully. SHELL EXPLOSION The Shell has a health that when it reaches 0, it'll make the shell explode and leave the crab vulnerable! ... Luckily, the Hermit Crabs have evolved to create a last-moment escape! When the shell's health reaches 0, it'll explode, throwing pieces around that'll stunt the enemies for a few seconds and give the crab a speed boost to escape! ( Don't think you'll Baryonyx this, because without the shell, the crab takes MORE damage than usual, so don't risk this! ). But how will the crab escape at sucking slow speed, you ask? Well, in these years of evolution, the Hermit Crabs got blessed by mother nature with a pair of back legs that help it swim faster to escape! It allows the crab to swim normally and pretty fast! ( At least faster than a Mega ). Sadly, it's of no use when the crab has the shell on. QUESTIONS -HOW TO RECOVER THE SHELL AFTER IT EXPLODED?- Finding a new shell isn't easy, so your crab will need a couple of seconds to find one. The player will need to get out of the creature, the crab then will INSTANTLY dig into the ground for a new shell, then come out with a new one! But without any of the buffs, that'll have to be implemented again. -DOES THE SPEED BOOST APPLY IF I RUN OUT OF RESOURCES?- Yes, but there's a delay to it, so you'll be able to time a speed boost, but at the cost of not getting another for some considerable amount of time. HIDING MODE The Giant Hermit Crab has the ability to hide itself inside of it's shell, like the Doedicurus, and when it's hidden, it's defense increase by a good amount! Sadly it can't attack when hidden, so the Crab waits for the attacker to give up, or it use different shells that damages, inflicts knockback or torpor onto the attacker when they hit, making them run away after some time. UNIQUE FEATURES BARYONYX STUN IMMUNITY While at the hiding mode, the crab also becomes immune to the BARYONYX STUN, but as you know, the crab can't attack back when hiding, so the survivor could have a different shell that would damage the enemy in some way equipped or wait for other tames to dealt with it. •CANNOT BE GRABBED/UNMOUNTED BY CREATURES Due to the player being protected by the giant shell, no creatures can pick the player, such as Kapros and Flyers, or even be unmounted by creatures such as Microraptor. •CANNOT USE WEAPONS WHEN MOUNTED The Hermit crab has a really strong and protective shell, so the player taught the crab to do a little hole in it so the player can see inside of it... But at the cost of not being able to shoot and use any weapons while inside. • THE CRAB WILL CLEAN IT'S EYES. Yes. WHY SHOULD THE GIANT HERMIT CRAB BE ADDED IN THE CENTER? The Giant Hermit Crab not only adds more life to the Ocean, something that is very needed in Ark, but also to the beaches! They'll add new ways to explore and survive on this map, that is mostly Ocean, with it's new Shell Switching mechanic, It'll change the game for PVP and PVE players! You'll be able to explore caves and mountains with the Crystal Shell to inflict knockback into enemies or even protect a tame on land or underwater; Go on a rampage with the Obsidian Shell and Claws; Tame underwater creatures with the amazing Bio Toxin Shell; Collect Resouces with the Metal Shell and Claw and travel through The Center with the Cannonball jump! So this is it, the Giant Hermit Crab! This creature may look complex to some, but I believe some time using it could really simplify things. Every shell has different designs to help enemies identify them from a distance and the switching of shell types has an equip/clean animation in between so the players can't abuse it! -
Acrophyseter Concept Wild * Habitat: Deep sea biome in Genesis: Part 1. * Behavior: * Always travels in groups of three, with the highest level individual acting as the leader. * Packs are highly intelligent and work together to hunt down prey. * While only slightly larger than an Ichthyosaurus, they are ferocious carnivores. * Threatening: * High Base Stats: Their speed, attack, and defense are generally high. * Pack Buff: While in a pack, the above stats are doubled. * Bite Attack: Their powerful bite attack inflicts an extremely high coma boost, even more so than Titanoboa's. Survivors are at high risk of being knocked unconscious by a single hit. * Debuff Attack: Each time an attack hits, the following debuffs are applied to the enemy. * Armor Reduction * Healing Reduction * Damage Reduction Pierce * This debuff makes underwater combat extremely dangerous, even for survivors with high-performance gear. * Ultrasonic Attack (Long-Range): Emits ultrasonic waves underwater to attack enemies at long range. Enemies affected by this attack become confused (controls are temporarily reversed), making combat difficult. Tame Method (Special) This is a special taming technique that takes advantage of the Acrophyseter's extremely high intelligence. * Leader Detection: Find the leader (highest level) in a group of three. * Mini-Game Start: Approaching the leader with a specific item in your inventory (e.g., a special fish or electronic circuit board found in deep sea biomes) will initiate the taming mini-game. * Mini-Game Progression: * The mini-game requires you to accurately mimic the ultrasonic pulses emitted by the leader or perform specific sequences. * Success will increase the taming gauge. Failing will cause the Acrophyseter to become enraged, significantly depleting the taming gauge and causing the entire pack to attack the survivor. * The other two pack members will remain vigilant around the survivor during taming and will immediately attack if the mini-game is failed or if a survivor attacks any member other than the leader. * Taming Complete: After successfully completing the mini-game several times and the taming gauge reaches 100%, the entire pack (3 members), including the leader, will be tamed at once. Performance (After Taming) * Stats: Maintain high speed, attack power, and defense, just like in the wild. * Pack Buff (After Taming): By continuing to act in packs of 3 or more members after taming, you can gain powerful stat buffs, just like in the wild. Tamed packs will accumulate pack bonuses up to 5 members. * Role: * Deep Sea Combat Troop: With its high stats and swarm buff, it is a powerful force in battles against large marine creatures such as Mosasaurs and Megachelons, especially boss battles (Moeders). * Sedative Taming Assist: The high sedative effect of its bite attack allows for safe and quick taming of marine creatures such as Mosasaurs. * Debuff Inflict: The debuffs inflicted upon attacks (Defense Reduction, Healing Reduction, Damage Cut Penetration) can significantly reduce the durability of powerful enemies, especially bosses, increasing the damage efficiency of allies and nullifying healing effects. * Ultrasonic Attack: Even after taming, it can use ultrasonic waves to confuse the enemy, giving it an advantage in battle. Confusion significantly impairs the enemy's combat ability. Saddle * Standard Saddle: A saddle with standard defensive capabilities. * Weaponized TEK Saddle: * Functions to boost the Acrophyseter's movement speed. * Underwater enemy detection and echolocation capabilities. * In addition to firing TEK energy projectiles, it also fires an enhanced ultrasonic pulse that inflicts a confusion debuff and additional stun value on enemies in a wide area.
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Habelia Optata: The jack-knife jawed oceanic obliterator!
Nipzo posted a suggestion in Creature submission archive
Summary Aquatic carnivorous arthropod from the Middle Cambrian that looks like the demonic child of a Sea Scorpion and a Mantis Shrimp. Grows to gargantuan sizes well beyond its miniscule extinct version. Found primarily in the Ocean Biome surrounded by scavenging Euteryptids in deep waters, and very rarely in the Bog Biome. Can swim or walk underwater. Can also store a great deal of oxygen, allowing it to exit the ocean and survive in just about any environment. Can walk on land and climb vertical surfaces. Tamed by luring it out of the ocean, restraining it with chain bolas, cleaning its belly of parasites, then feeding it to gain its trust and respect. Once you have that, you must take it on a carcha-style rampage to fully tame it. Possesses five distinct pairs of jaws that can be switched between. Each harvests different resources, deals different levels of damage, and inflicts different status effects. Also possesses the club-like appendages of a Mantis Shrimp, which when prepared to strike are powerful enough to put a hefty dent in even TEK structures. Its thick shell is resistant to ballistics and explosives, and completely immune to radiation. It is the only other sea creature besides Dunkleosteus that can damage stone structures with basic attacks. Small platform saddle with a pilot seat, 4 passenger seats that can be fired from and 2 harpoon turrets that fire anything a harpoon launcher can. Notes Name: Habelia Optata Species: Habelia Optata Time: Middle Cambrian Diet: Carnivore Temperament: Aggressive Tameable?: Yes! Rideable?: Yes! Breedable?: No! Dossier Wild: Nothing on the Arks has shocked me quite so much as the Habelia Optata. This extinct oceanic arthropod was barely the size of your thumbnail back home, but here it has grown to gargantuan proportions. The specimen I came across was dragging an unlucky Basilosaurus out of the sea, putting each of its five jaws to different uses - some slicing, some holding it down, others seemingly injecting venom into the prehistoric whale. When it tried to slip free, the Habelia deployed a pair of huge, element-infused clubs to batter it back down, eviscerating the poor thing! It’s clear to me that these once miniscule arthropods have had quite the climb up the food chain. Domesticated: I wouldn’t even know where to start with taming a Habelia, as getting too close to their multiple jaws would certainly prove fatal. Perhaps it has a weakness when it leaves the ocean - a body of this size has to have one somewhere, surely? As for its uses, the jaws alone make it a jack of all trades when entering combat - but I suspect this vast creature has much more up its proverbial sleeves. I wonder what its clubs are capable of destroying… Gameplay Behavior: Habelia Optata are solitary creatures, often controlling huge swathes of territory beneath the waves in which they hunt. They inhabit the deep seabed, and will challenge anything shy of a Tusoteuthis or Mosasaur to defend their turf, utilizing their many jaws to systematically eviscerate any prey that is unlucky to meet their mandibles. Swarms of Euterypids gather near Habelia to pick up their table scraps, and they are often the Habelia’s unwitting first line of defence if it is attacked or approached. However, Habelia can and do exit the oceans at their own discretion, sometimes to hunt for diverse additions to their diet on land, other times to simply enjoy a bigger meal in peace, away from other hungry Habelia. They can sometimes be found wandering the wilds near bodies of water or climbing to solitary points to rest or feed. Regardless of where they are found, Habelia are hostile to Survivors that approach them, and will not hesitate to make a meal out of them or anything else small and unfortunate enough to end up in their grasp. In fact, by the time a Survivor realises they’ve stumbled across a Habelia in its territory, it is usually already too late - they have perfectly evolved to be incredibly mobile and efficient killers, after all. Appearance: Despite being related to both Spiders and Scorpions, the Habelia Optata is in a category of its own, appearing more akin to the demonic cross-breed of a Predator and a Mantis Shrimp. Its head and tail are undeniably similar to that of a Horseshoe Crab, whereas its shell resembles that of a Shrimp or Lobster. Its eyes, legs and the chelicerae found above its 5 jaws are also similar to a Spider’s own. Whilst its prehistoric equivalent was barely 2cm in size, the Genesis simulation’s recreation is gigantic. They tower over Survivors, with a mouth large enough to swallow one whole. At full maturation, a Habelia Optata’s main body is longer than the Arks’ Plesiosaur. However, the Habelia’s tail, which amounts to roughly half of its total length, increases their overall size to even longer than that of a Shastasaurus. Habelia’s head alone is incredibly complex, comprised of: Large, Spider-like eyes. A thick, protective shield of chitin. Five distinct pairs of jaws and mandibles that increase in size the lower they go. Six slender, sensory appendages located just below the eyes. There are three on either side of its head. They are used to sense or feel for food. Mineralised, club-like appendages, akin to those of a Mantis Shrimp, found near the base of the head behind and below the mouth. They are infused with element, and glow with a bright blue hue. On its midsection, its thorax, lies the first half of its Lobster-like shell. It also has 3 pairs of dorsal spines on its back that Survivors can secure a saddle to. Its 5 pairs of bristly legs can be found on the underside of this section, each matched to a paddle-like appendage that allows it to swim at speed or more quickly turn underwater. Finally comes the post-thorax, which includes the remainder of its shell and a long Horseshoe Crab-like telson, or tail, which can be used as a weapon if need be. Beneath this section are several small rounded appendages used in respiration. Taming: Taming a Habelia Optata is a multi-step process. Survivors must be at least Level 51 to tame a Habelia, as it requires the use of Chain Bolas to do so. Firstly, one must either wait for it to exit the ocean, or lure it out themselves by killing its Eurypterid escort and leading it above the waves themselves - an ocean platform works well here as a base to lure it to. Then, the Habelia must be restrained by use of a chain bola - if it is not, all but the most dextrous or well-hidden of Survivors that get too close will likely be turned into minced meat. When it is restrained, Survivors can approach its underside. Tranquilisers must be fired into the beast’s belly (not enough to knock it out, of course), numbing the area for you to scrape and pick barnacles and parasites from its unarmed underside, similar to a Leedsicthys or Shastasaurus. This slowly builds up a trust meter, visible above the Habelia. Tranquilisers must continually be applied, as if the Habelia’s torpor ever reaches 0 in this stage, its senses will return to it and it will feel the pain of the parasites’ removal, removing progress from the trust meter. When the trust meter is at 50%, the Habelia will begin either gnashing its jaws or ‘purring’, for lack of a better term. This is your opening to approach its jaws and feed it one of two things: Chitin if it gnashes, and either blood packs or your arm (and thus your health) if it purrs. Each subsequent feeding progresses the trust meter up to 100% by the same amount - just make sure not to die if it feasts upon you. The process of Steps 2 and 3 varies in length depending on the level of the Habelia Optata, but it does not need to be repeated unless you fail Step 4. You should also ensure you reapply the chain bola, as it will not keep the Habelia restrained indefinitely. You must also continue tranquilising its belly and removing parasites during Step 3, albeit at a slower pace. Once you have satiated it enough and reached 100% trust, it will request you mount it and, much like a Carcha, go on a rampage to prove yourself worthy of being its ally. However, only slain sea creatures will impress the Habelia. Causing too little destruction in the time allotted will lower taming efficiency, and require you to repeat the prior steps. If you are successful in impressing it with your bloodshed, however, the Habelia Optata and its set of jaws for every occasion will become yours to command. When domesticated, they prefer to eat Chitin over all else, followed by Mutton, Prime Fish/Meat, and finally regular Fish/Meat. Abilities Passive Habelia can turn on the spot when both swimming and walking. It is slower to turn when walking underwater, and much slower to turn when walking on dry land. The Habelia can leave the ocean for prolonged periods of time to walk on dry land. This is why it has developed such huge oxygen stores - it cannot naturally respirate outside of water, and so needs the reserves in order to do so whilst traversing dry land. It can climb up or down vertical surfaces effortlessly with its powerful Spider-like legs. Climbing costs Stamina. If Raw Meat or Raw Fish Meat is present in its inventory, the Habelia can be toggled in the radial menu to passively convert the meat to Raw Prime Meat or Raw Prime Fish Meat respectively by finely slicing it up with its razor-sharp jaws at a rate of 10:1. Habelia’s Driver and Passengers cannot be forcefully dismounted. Habelia can break Thatch, Wood, Adobe and Stone structures with their Bite attack. Saddle Habelia Optata’s saddle seats up to 7 Survivors: One Pilot, two Harpoon Turrets, and four Passengers. It is a smaller-sized platform saddle, roughly equivalent to a Paracer’s, nestled between the pairs of spiny protrusions on its back. The Pilot is situated at the back on a raised pedestal, with the four Passengers sitting beside them. The two Harpoon Turrets are at the front left and front right of the platform. You must be level 95 in order to craft it. General Controls Shift sprints when swimming or walking underwater. They cannot sprint outside of the ocean. Spacebar has multiple uses: If swimming, Spacebar allows you to ascend underwater. If walking underwater, Spacebar allows you to transition to swimming. If walking on dry land, pressing Spacebar activates auto-climb mode, similar to a Rock Drake or Megalania. With this active, the Habelia will automatically climb up or over surfaces large enough for it to do so. Left Control has multiple uses, both underwater and on land: If swimming, Left Control allows you to descend underwater. If pressed near enough to the sea floor, it lets the Habelia land and transition to walking. If walking, either underwater or on land, or climbing a vertical surface, pressing Left Control allows the Habelia to Burrow into the surface. This immobilizes it, prevents it from attacking, and costs Oxygen to maintain, but gives it +45% damage resistance and prevents any damage to its weak underside whatsoever and grants it free, constant usage of its sonar ping ability (see below). Whilst Burrowed, the Habelia vents out its surplus stores of oxygen passively, recharging nearby Survivors and Dinos’ Stamina and Oxygen stats and reducing their Torpor, if any. Driver Left Click is a Bite attack. Depending on which pair of jaws is selected (all of which are listed below), it has different effects. Right Click is a Tail Whip that swings wherever the camera is pointed. Enemies hit by the tail are sent flying at a distance that scales the lower their drag weight. Does considerably more damage when out of water, but less knockback as a tradeoff. Hold Left Click to utilize Devastation (see below for description) when it is fully charged. Holding left click when Devastation is not charged instead allows for the Habelia to cosmetically roar, which is far louder underwater. C activates a sonar ping from the Habelia’s sensory feelers, outlining any hostile creatures or enemy players in a medium range for 20 seconds. Has a 2 minute cooldown. X cycles between the Habelia’s 5 pairs of jaws. Passenger Passengers can equip and use weapons and items in their seats, both on land and underwater. Harpoon Turret Left Click fires whatever is loaded into the Harpoon Turret. Spear Bolts, Tranq Spear Bolts and Net Projectiles are acceptable ammunition and must be in the Habelia’s inventory. However, Net Projectiles cannot be fired underwater. Reloads automatically 5 seconds after firing. Right Click zooms in for better precision. X cycles between available ammo types, if any. Stats Whilst not the fastest of mounts, nor the most enduring, you’d be hard-pressed to find a more agile or deadly underwater predator than the Habelia Optata. Everything about them is designed to be the most efficient and mobile killing machine it can possibly be, and whilst their size hinders them in longer chases, their agility and raw killing power often means hunts never reach that point to begin with. The speed of a Habelia above the waves, however, is a different story. Whilst they can still cover great distances, and even climb up cliff faces, the lack of water to carry their weight slows them down - not to mention that they cannot naturally respirate outside of the ocean, and so are limited by their oxygen reserves to a degree. Habelia’s hard shell grants them a +50% damage resistance to projectiles (thrown or shot) and explosives. However, their fleshier underside takes +30% damage from the same things. Their hard shell also offers immunity to radiation, fire or burning, and stuns from Cnidaria/Electrophorus for both the Habelia itself and any riders it has. They have an inherent 30% weight reduction to all meat and chitin/keratin and a 50% weight reduction to crystal and obsidian. Habelia have huge reserves of Oxygen. They have respectable Health, Stamina, Weight and Melee Damage. Their Food and Torpor are lower. Jaws The Habelia Optata possesses 5 differently sized pairs of jaws, each with their own unique effects, damage values, harvesting efficiencies and charge rates for its highly destructive Devastation attack. From smallest to largest (and highest to lowest), the jaws are as follows: Rupturing Jaws: These jaws are small but precise, and do the most raw damage per bite. Every bite has an escalating chance to Weaken targets it hits, causing them to take bonus (+20%) damage from all sources. Low charge rate for Devastation. This bite more effectively harvests all varieties of meat. Sundering Jaws: These slow-moving jaws slow the movement of targets they strike and inflict torpor on targets, with a greater effect depending on drag weight of their target. It does the lowest raw damage of any of the Habelia's directly damaging attacks. Medium charge rate for Devastation. Lacerating Jaws: These jaws cause Bleed. Whilst this bite does considerably lower raw damage than Rupturing Jaws, it can hit multiple targets at once. Medium charge rate for Devastation. Demolishing Jaws: These jaws do greatly increased bonus (+33%) damage to structures and harvestable nodes. High charge rate for Devastation. This bite more effectively harvests Crystal and Obsidian. Gripping Jaws: These jaws can grab prey as big as Plesiosaur in their vice-like grip, preventing their escape and slowly siphoning their Health and Oxygen to supplement the Habelia’s own, suffocating them. The gripped creature can fight back. Continued attacks on the gripped creature will kill them quicker, but will siphon less Health and Oxygen as a result. No charge rate for Devastation. This bite more effectively harvests Chitin and Keratin. Devastation Devastation is the name of the Habelia’s highly destructive, and thus lucrative ability. Much like modern day Mantis Shrimps, the Habelia has two huge mineralised club-like appendages. However, due to its size relative to its prey, there is little benefit to making common use of these appendages as they greatly tire the giant out. The only reason it would ever use these clubs naturally is to fend off attacks from Mosasaurs, Tusoteuthis or other Habelia - but each of these groups know the stakes of such a confrontation and so avoid it at all costs. To even make use of Devastation, Survivors must first go on a rampage with the Habelia - every hit and kill slowly charges a meter up to 100%. Using better Bites and/or killing higher-leveled dinos will progress this bar faster. When the meter is full, Devastation is ready to be used. This meter can decay slowly if Devastation is not used quickly enough, but it is not oppressive - Survivors will have time to enter a boss arena or start a raid before it starts to decay, and can simply get more hits/kills to refill what they lost. However, passive play, such as leaving your Habelia sitting at your base, decays this meter much quicker. Devastation’s damage and area of effect scale with how little health the Habelia currently has, increasing both by up to an additional 100% when it is at 15% health. Even at base, the punch is powerful enough to damage any kind of structure - but you will need the Habelia’s health to drop if you want to break through Metal in one hit or put a noticeable dent in TEK. As with all things Habelia, Devastation is even more effective underwater. Its area-of-effect is larger, and the attack produces a shockwave on hit that damages nearby enemies again after the initial impact. Allies caught in this shockwave find themselves in awe of the Habelia, and gain a buff called ‘Empowered’. Empowered lasts for 30 seconds. When Empowered, a Survivor or Dino’s movement speed, outgoing damage and damage resistances are all increased by 15%, and they are immune to Cnidaria/Electrophorus stuns. They are also granted a one-time burst of healing (20% of total health). Empowered cannot be applied to the Habelia itself, nor other Habelia in range. After using Devastation, however, the Habelia will become exhausted and instantly gain a huge amount of Torpor proportional to the strength of the Devastation attack it just performed. An attack that was allowed to charge all the way up to 200% damage will apply 70% of a Habelia’s total Torpor to itself, for example. This leaves it vulnerable to a quick-thinking tribe with tranqs at the ready or Torpor-inducing dinos, but still with the ability to escape or fight back. Design Philosophy For the Habelia Optata, I knew I wanted to add a sense of terror to the underwater world - both for when you see a wild Habelia, and when you see a tamed one. If it was going to be the sorely missing apex predator of the seas, it couldn’t be something you’d miss or mistake for another creature. Firstly, it needed to be big. In my humble opinion, there’s nothing scarier than seeing a giant creature lurking in a watery gloom - not knowing what it is, or if it sees you. There’s something unnerving about that that I love. Of course, finding a unique BIG sea creature was quite the challenge - there are few out there that aren’t already in ARK, or dissimilar to those same creatures. Tylosaur and Kronosaur, for example, are very similar to a Mosasaur. Whilst they’re cool in their own right, they don’t really have the uniqueness factor nor the biodiversity I’d want from a new ocean addition. Another big marine reptile misses an opportunity to delve into the weird and wonderful of prehistoric life. Simply put, another Marine Reptile wasn’t going to cut it for this creature, so I went looking into the more bizarre, and stumbled upon the Habelia Optata - a thumbnail-sized arthropod with five sets of jaws and advantageous evolutionary traits from many of its relatives. Immediately, it clicked. Much like the Rhyniognatha, I supersized it to better fit the niche it would fill, and afterwards I did some research into how it showed qualities of Morphological Convergence. Morphological convergence is a phenomenon that involves the evolution of similarities between features, despite different origins, usually because they fulfill comparable functions. In this case, despite being a closer relative of spiders and scorpions, Habelia also possesses features associated with crabs, shrimp and centipedes because it lived in their typical environment. It’s the perfect fusion of what makes each of these animals successful. With these evolutionary similarities and advantageous traits in mind, I gave it the Mantis Shrimp’s infamous clubs for extra flair, danger and viability in both the PvE and PvP landscape. After all, who wouldn’t fear a dinosaur-sized Mantis Shrimp? In PvE, I’d imagine this would become a go-to tame for the Moeder fight, as well as prolonged ocean excursions for exploring or gathering rare resources, be it a harvester or a nonchalant slayer of those pesky Megalodon. It even has some use on land for fighting larger, tankier creatures. Its immunity to radiation shouldn’t be overlooked either, as when combined with its ability to breathe outside of the ocean, it becomes a brilliant mount to brave plenty of challenging biomes across several maps - namely Gen1’s own Lunar Biome. PvP is where I think it will greatly shine, however, providing a unique “battering ram” siege dino for base raiding - in fact, it is the only other ocean creature besides the Dunkleosteus that can destroy Stone Structures. Its Devastation ability also makes it a huge threat to well-defended and advanced bases, as the mere act of attempting to kill it is a risk/reward that could unmake days of hard work and preparation if you fail. QnA Why the Habelia? I’ve always felt ARK’s oceans were a little lacking, especially after all the work put into the gorgeous Gen1 Ocean Biome (with the first underwater boss ever!). The oceans of ARK in general are also still missing a truly terrifying apex predator that can make you poop bricks when it suddenly makes an appearance. There’s no Carchar or Giga equivalent down there that immediately sends you that ‘oh poop’ signal yet, and I think Gen1 is the perfect time to introduce that. However, given Gen1 is such a starkly contrasting map with its different biomes, I also thought it was important to introduce a creature that could function in each of them to a degree and that possessed a unique appearance and challenge, as was the design of the entire Genesis simulation in lore. Whether it’s protecting you from radiation in the lunar biome or lugging about crates full of obsidian and metal in the volcano biome, it has uses across the map beyond its specialised niche. Also, I just think it’s cool. Are you open to community suggestions/changes? Of course! This is a creature for everyone to enjoy, and I 100% welcome any suggestions, improvements or additions people want to make, be it something different for one of the jaws or a new passive ability that fits the Habelia’s design. Why does it have Mantis Shrimp clubs? It didn’t have those in real life! You’re right - it didn’t. But artistic license is well within the rules for creature submissions, and I felt the gameplay loop fit the creature well overall thematically, especially when you consider what it represents from an evolutionary standpoint and how it’s an arthropod and yet possesses qualities belonging to entirely different animal groups. In fact, take a look at the Mantis Shrimp’s body - they’re incredibly similarly built to the Habelia. The Mantis Shrimp is also a fascinating and incredibly cool creature, but unfortunately they are not extinct, so I felt including their iconic clubs in this way worked well. Why isn’t it a KO Tame? I think, generally speaking, the more power a creature possesses, the more challenging the tame should be. That being said, I didn’t want it to be a boring chore that was just “stand in place, do thing, repeat”, nor a ball-busting ordeal that’s just an annoying excuse for a challenge. Habelia’s taming process is designed to be interactive but not punishing, and a good team or an attentive solo can easily do it without issue - it just requires the right amount of preparation, which I think should be required anyway when going after apex tames. Isn’t it just a Sea Carchar? Well, yes - and I won’t deny it. The role it fills is definitely similar in that regard. I’ve made strides to ensure it felt true to itself and uniquely designed, however - a sea creature with the same exact mechanics as a Giga or Carchar would be very dull. Beyond that, Mosas already fulfill the fantasy of being the Sea Rex, so why not have a Sea Carchar or Giga? It’s a sorely underutilized aspect of ARK, and with it being such a major part of Gen1, this felt like the best time to push forward a unique creature for that role in said environment. Credits/Links A video showcasing the location and movements of the 5 jaws of Habelia Optata can be found here. In depth analysis of the Habelia’s body structure can be found here. Various articles discussing the Habelia and its features here and here. Habelia's wikipedia article for an incredibly in-depth description of its appearance and history can be found here.-
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Paleoart reconstruction by: TheDinosaurMann Source: DeviantArt (DISCLAIMER) In Genesis: Part 1, the newly introduced creatures, like the Ferox or Astrocetus for example, have no dossiers. So, the Kunpengopterus will not have one in this submission. I don’t know if they will do it for the community winner creature for this map as an exception or do something similar like HLN-A’s description of the Genesis: Part 2 creatures for the winner. ___________________________________________________________________ (Behavior) Kunpengopterus is a small pterosaur, roughly the same size as the Sinomacrops. It’s nickname, “Monkeydactyl”, is due to the fact it has opposable thumbs, which it uses in a most bizarre way, even against survivors! If available, they can latch onto trees that can be chopped down, like the Archaeopteryx to the joshua trees in Scorched Earth. They are, however, incredibly skittish and will flutter away when a survivor gets near, and their startle radius is 20% wider than an Archaeopteryx’s. When startled, they will fly far away like a Tapajara, but with slightly more speed. Occasionally, however, if you have a certain weapon, item, or ammunition on you and enter their trigger radius, Kunpengos may come straight towards and follow you for ten to thirty seconds. Once they’re done, they will fly away as they will when startled by you. They may stop following if you move far away enough. Damaging them causes them to flee right away. Be careful though, because when a Kunpengo starts to follow you, it’s actually chasing you. It’s essentially like an Ichthyornis or Pegomastax. When they reach you, they may take said certain weapons, item, or ammo away from your inventory or hotbar and it will actually use it against you for a brief few seconds, and it’s incredibly accurate in its aim! At that point, attacking it won’t drive it away until after a few seconds, if the item breaks or ammunition runs out, or you move far enough from it. They will even steal from your tamed creatures if they have any of the compatible items in their inventory, except for the biggest and smallest of tames. So, be wary of that. Thankfully, they won’t open storage containers to steal from them. Hitting them after they’ve grabbed something from you will just be enough for them to drop that item and fly away. They will not take anything from item caches, so you won’t have to worry about them coming back for whatever they’ve dropped on the ground. Kunpengopterus family artwork as an example by: Olmagon Source: DeviantArt Kunpengopterus can also spawn with one or two babies perched on their torsos. They will stay onto their parents no matter what happens, even when attacked. Killing the adult Kunpengo will result in the deaths of all the babies too. Kunpengopterus is found in three of the five biomes of Genesis: Part 1. They are the following: 1. Bog 2. Volcanic 3. Ocean While generally being very uncommon spawns, meaning you won’t see them too often, you are more likely to find these pterosaurs in the Bog and Volcanic biomes, while they are rarer in the Ocean biome’s rock pillar formations in comparison. ___________________________________________________________________ (Taming) To tame a Kunpengopterus, one must use its item stealing behavior to their advantage. Wild individuals are immune to torpor, so you have to tame them passively. Use the pterosaur’s tool/weapon pickpocketing ability to your advantage with the right set of foods, and at least one compatible item they can snatch from you, in your inventory and/or hotbar. 15 Chitin 10 Raw Fish 5 Giant Bee Honey 10 Cooked Meat Jerky The bigger, heavier, rarer, and/or powerful the item/tool/weapon is, the higher the taming meter will increase. If you have two or more compatible items on you, it will randomly choose which item from you, so it may not always grab what you hope it should. Ex: An Assault Rifle will give more taming points than a Pistol. You must have all this stuff in your inventory and/or hotbar. They will still take them no matter where you have any of them placed on you. Once you have all these foods and at least one compatible item they can go for on you, enter their radius to where they will be startled by you to begin. BUT you always have to be off a creature mount for it to work, and not even the foods or items that they can grab in your creature’s inventory will work. After a Kunpengopterus has taken all the specific amounts foods listed above from you in one go, and a compatible item/tool/weapon at the same exact time, it will passively fly away as the taming process commences. They won’t attack you when they have the item taken from you as the foods they take and eat makes them passive instantly, until you make it do it again. Do this again and again until it’s fully tamed. Just don’t get too close when you follow them, because they will continue flying away from you if you do, like most shy animals in-game do. You can retrieve your stolen items from the Kupengo’s inventory once fully tamed. It might end up being encumbered as well if full of heavy weapons. A tamed Kunpengopterus will eat meats and chitin, so it’s a hybrid diet of the pterosaurs Dimorphodon and Sinomacrops. Any successfully tamed Kunpengos with babies will instantaneously claim and tame the babies as well. Baby Kungengopterus can be manually detached off of or attached onto tamed or allied adult Kunpengos. ___________________________________________________________________ (Utility and Abilities) Bite and slash attack: Its basic attack(s) are biting and slashing with its clawed wings while in flight. These are two different attack animations that will rotate randomly, but otherwise do the same amount of damage. Shoulder Pet: Kunpengopterus is a shoulder pet. That means it can be perched on your right shoulder. Pickpocketer: Like the Ichthyornis and Pegomastx, you can manually set Kunpengos to steal inventory from other survivors and their tames. Weapon/item/tool user: This pterosaur can wield certain handheld objects in its opposable thumbed hands and can even use them itself! It can either assist you in combat or (only if it’s on your shoulder) harvest resources you hit. It can even throw certain types of ammunition with their bare hands should it be in their inventory. Weapons/tools: Electric Prod Spear (inc. flaming) – [only throws the spears, and not melee with them] Wooden Club Bola Torch Sword (inc. Tek) Assault Rifle Tek Phase Pistol Tek Rifle Chainsaw – [not available on the map by default, but is available on certain missions] Pistol (inc. Fabricated) Hatchet (both Stone and Metal) Pick (both Stone and Metal) Metal Sickle Tek Claws Ammunition: Stone Grenade (All types) Arrows (All types) Darts (All types) Net Projectile Plant Species Z Fruit Notes: While it’s on your shoulder, you can manually set the Kunpengopterus to use its wielding weapons/tools to either attack or harvest. For instance, if you’re under attack, it will shoot or swing its items at the attacker. It can even shoot (more accurately, throw) back while it’s not equipped with range weapons if you have the listed ammunition in its inventory. Or, while you’re harvesting a resource by hand, it can assist with the correct tools it may have. When armed with rage weapons or ammo, it can be manually set to stay at a safe distance to aim and shoot at targets. If armed with melee weapons or harvesting tools, it will not attack with its bites and will always use the claw attack animation to use whatever it is wielding until those items break. “Crafting assistant” buff and effects: When a Kunpengopterus is perched on your shoulder, you will be given the “Crafting assistant” buff, which gives crafted items the chance to be of higher quality than normal. Notes: The items that this will affect are the same exact stuff that can be of higher quality by other means throughout the game: Weapons, Tools, Armor, Shields, and Saddles. This will affect items crafted in your inventory and at a respective crafting station (except the Exo-Mek of GEN2) while the Kunpengo is on you. Items will have a higher chance of getting a rare quality boost, while a lower chance to get an even better rare quality, especially when you craft higher tier items. o Example 1: Cloth Armor pieces have a 60% chance to get an Apprentice quality, but a 30% chance to get a Mastercraft quality. o Example 2: Tek Weapons have a 40% chance in getting a Journeyman quality, but a 10% chance to get an Ascendant quality. The Kunpengopterus will play a brief “crafting” animation when you start crafting something while it’s on your shoulder. Kunpengo Tek Shield Armor: Because it’s a frail creature due to its small size, it can be equipped with a special kind of Tek armor that is equipped with a small Tek Shield attachment that creates an orb made of hexagons around it. (A rough sketch I made myself of the Tek shield. Original base image from shutterstock.com) Notes: You can activate via an item called the “Tek Shield Remote”. The “Tek Shield Remote” can be set to activate specific or all your tamed Kungpengos with the armor equipped. Like most other Tek tier stuff, the shield powered by Element. The shield is vulnerable to heavy damage inducing attacks like a Magmasaur’s fireball, or a survivor using explosives at it, due to its small size, but it is pretty durable to lots of other attacks and hazards that aren’t too high in damage inputs. When a shield’s durability drains out from damage inputs, it can be reactivated, again as long as there is still element to power it, and when the armor piece itself still has enough durability. The durability of the armor piece and the activated shield are separated from each other. You can track the Kunpengo’s shield when you have the Tek Shield Remote in hand, in which a HUD will appear on one side of your screen. That way, you can always tell how much element and duration is left and whether it’s on or off. Emoting: When a Kunpengo is on your shoulder and you emote, it will emote with you! This is purely cosmetic. Not all emotes will have a respective emote animation each, however. Example: When you cheer, it will give a thumbs up (👍). If you laugh, it will laugh too. If you nod “No”, it will nod “No” as well. Harvest resource increase effect: Whatever you manually harvest while a Kunpengo is on your shoulder, and its set to harvest with the same exact tools both you and it are wielding, each amount of a specific resource you collect per hit will have a 45% chance to be the same with the Kunpengo in its inventory. ___________________________________________________________________ (Real-life references) Kunpengopterus is a small genus of pterosaur from the Jurassic period and discovered in what is now China. There are two described species of Kunpengopterus: sinensis and antipollicatus. K.antipollicatus was described in 2021 publications, and was found to have opposable thumbs on its winged hands - a first find in all pterosaur research history. This particular species is exactly what this submission is based on. Wikipedia article: Kunpengopterus - Wikipedia ___________________________________________________________________ Thank you for reading my submission. Feedback, and even a vote up, is always appreciated! In the meantime, I would like to share this short, animated video by DJ Crumrine about this bizarre pterosaur.
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From islands floating in calm oceans to cold regions with raging blizzards, Fukuivenators live in numerous biomes within the simulation. This basal Therizinosaur uses a variety of feathers to confuse its prey and bravely confront even powerful opponents. If you encounter a Fukuivenator, quickly make way so as not to incur its wrath; else be torn to pieces by its claws! Common Name:Fukuivenator Species:Fukuivenator Plumaecoloratae Time:Early Cretaceous Diet:Omnivorous, preferring meat Temperament:Aggressive Wild Fukuivenators are found mainly in Bog, Arctic, and Ocean biomes. Like Yutyrannus, they are covered in feathers and are very fluffy! These feathers are highly hydrophobic, making them suited for underwater activities. They are the same stature as Therizinosaurs, but can move faster. Although still dangerous, Fukuivenators are not as aggressive as other carnivores. However, they can attack from a greater distance than Therizinosaurs, rendering them a more ranged threat. By equipping Ghillie Armor, you can approach them unnoticed, although touching their body will still alert them to your presence. They are often attacked by Rex, Spino, and Yutyrannus, but with their sharp claws and fangs, as well as the ability to nullify the roar of Yutyrannus and instead be buffed by it, they can put up a good fight. Additionally, Fukuivenator has feathers that have different effects depending on the environment it lives in: in bog biomes, it has toxic feathers that tire out its prey, in arctic biomes it has frost feathers that slow down its opponents' movements, and in ocean biomes it has salt-rich feathers that slow down the healing of its opponents' wounds. Using these multitude feathers to its advantage, it will bring its prey down. Taming A Fukuivenator can be tamed by knocking it unconscious. However, their heavy coat of feathers reduces the damage caused by bullets and explosives, and nullifies the effect of Tranq Arrows and Tranquilizer Darts. Clubs and boomerangs are effective, but attacking blindly and incurring their wrath is not recommended. The safest way to put them into a coma is to hand them Narcoberries, Ascerbic Mushrooms, or Spoiled Meat. However, they usually refuse to accept these items. First, give them regular Berries, Mushrooms, or Raw Meat. As long as they're eating the items you've given them, they will accept Narcoberries, Ascerbic Mushrooms, or Spoiled Meat. Repeating this process will put them into a coma. However, if you don't feed them the corresponding torpor-inducing item, (ex. Narcoberries if you've given them Berries) they'll notice something's wrong and start to become violent. Feeding them Narcotics and Biotoxin during this state will have the same effect. Additionally, by fighting them with a Metal Sword or Metal Sickle, you can shear their feathers and make them vulnerable to Tranq Arrows and Tranquilizer Darts for 60 seconds. Additionally, the wind pressure from a Rex or Yutyrannus' roar can negate the effects of their feathers for 40 seconds, and if you manage to damage their feathers during that time, their vulnerability to Tranq Ammo will increase to 120 seconds! While asleep, they will eat both Berries and Raw Meat, but prefer Raw Meat. Their favorite food is Exceptional Kibble. Tamed Base Stats Health: 890 Stamina: 320 Oxygen: 650 Food: 2700 Weight: 325 Melee Damage: 57 Fukuivenator can be mounted by attaching a saddle. While Therizinosaurs are suited for foraging, a Fukuivenator is more adept in combat. The feathers on their backs can grant some cold resistance to their riders; furthermore, although they require regular oxygen supplementation, they can also swim freely through the water! Left Click : Scratching Damage is higher than that of the Therizinosaur. All effects inflicted by the feathers last for 40 seconds, apart from bleeding and radiation. It can be used on grass to gather fiber, but not berries. Right Click : Charge Scratch Deals higher damage than left click and can bleed like the Allosaurus leader, but it cannot slow the enemy. All effects granted by the feathers last for 60 seconds, except for bleeding and radiation. Can be used every 10s. Space : Bite Can be used to collect Thatches, Hids, Berries, and Pelts. Additionally, this reduces the defense of the person you bite by 20%. This effect lasts for 30 seconds and cannot be overwritten. C : Roar Raises the morale of allies in the vicinity, and increases their damage and attack speed for 80 seconds. In addition, the ally will be able to nullify all status effects for 30 seconds. Can be used every 20s. X : Groom Grooming allows you to rapidly recover health for 20 seconds, similar to Argentavis. You will also receive feathers in your inventory, which can be used as a substitute for pelts, polymers, and fiber. Each feather you have will also grant different effects to your left-click and right-click attacks. These effects last for 120 seconds, and grooming can be used every 50s. Passive Like in the wild, Fukuivenator reduces the damage caused by bullets and explosives, as well nullifying the effects of Tranq Arrows and Tranquilizer Dart. Additionally, you can activate a state from the radial menu that allows you to reduce damage taken by having Hides, Pelts, or their Feathers in your inventory, consuming one per damage taken. Hides reduce damage by 10%, Pelts 20%, and Feathers 30%. Feathers are consumed first, and Hides are consumed last. This damage reduction applies to bullets and explosives, but not to poison or bleeding. Additionally, depending on the environment in which their feathers were harvested, the effects they can impart to left-click and right-click attacks vary. * Feathers harvested in bog biomes can inflict poison, draining stamina. * Feathers harvested in volcanic biomes can set enemies on fire and cause additional DoT. * Feathers harvested in arctic biomes slow down opponents with their cold. * Feathers harvested in ocean biomes are rich in salt, slowing wound healing and increasing the bleeding effect by 10 seconds. Left-click attacks can also inflict bleeding for 10 seconds, similar to right-click attacks. * Feathers harvested in lunar biomes can inflict radiation for an incredible 20 seconds with left-click attacks and 30 seconds with right-click attacks. You can select the effects you will inflict when grooming from the radial menu. While the duration of each effect cannot be extended, they can be stacked. Work together with your allies to inflict different effects and torment your opponents! Also, as in the wild, they will nullify a Yutyrannus’ roar and be granted the same effect as a roar from an ally Yutyrannus. On a Fukuivenator, you have nothing to fear. Lastly If you think this creature is cool, please vote for it! Also, if you have any questions, please feel free to leave a comment! Japanese text below (下記に日本語テキストあり) 多彩な羽毛使い「フクイヴェナトル」 穏やかな海に浮かぶ島々から猛吹雪が吹き荒れる寒冷地まで、フクイヴェナトルはシミュレーション内の様々なバイオームに生息しています。この基底的なテリジノサウルスは、様々な羽毛を使って獲物を混乱させ、強敵にも勇敢に立ち向かいます。フクイヴェナトルに遭遇したら、怒りを買ってしまわないように素早く逃げましょう。さもないと、爪で引き裂かれてしまいます! 通称:フクイヴェナトル 種:フクイヴェナトル プルマエコロラタエ 時代:白亜紀前期 食生活:肉を好む雑食 気質:攻撃的 野生 フクイヴェナトルは主に沼地バイオームや北極バイオーム,海洋バイオームに生息しています。ユウティラヌスと同様に、羽毛に覆われており、とてもふわふわしています。これらの羽毛は疎水性が高く、水中での活動に適しています。体高はテリジノサウルスとほぼ同じですが、移動速度が速いです。 フクイヴェナトルは依然として危険ではあるものの、他の肉食獣ほど攻撃的ではありません。しかし、テリジノサウルスよりも遠距離から攻撃できるため、より遠距離からの脅威となります。ギリー装備を装備すれば、気づかれずに近づくことができますが、体に触れると存在を察知されてしまいます。 ティラノサウルス、スピノサウルス、ユウティラヌスに襲われることが多いが、鋭い爪と牙、ユウティラヌスの咆哮を無効化し、代わりに強化される能力により、善戦することができます。 さらに、フクイヴェナトルは生息する環境に応じて異なる効果を持つ羽根を持っています。沼地バイオームでは獲物を疲れさせる毒羽根、極地バイオームでは敵の動きを遅くする霜羽根、そして海洋バイオームでは敵の傷の治癒を遅らせる塩分を多く含む羽根を持っています。これらの多数の羽根を駆使して、フクイヴェナトルは獲物を仕留めます。 テイム フクイヴェナトルは気絶させることでテイムできます。しかし、厚い羽毛は銃弾や爆発物によるダメージを軽減し、麻酔矢や麻酔弾の効果を無効化します。棍棒やブーメランは効果的ですが、やみくもに攻撃して彼らの怒りを買うのはお勧めできません。 彼らを昏睡状態にする最も安全な方法は、ナルコベリー、アサービック・マッシュルーム、または腐った肉を与えることです。しかし、彼らは通常これらのアイテムを受け取りません。まずは、通常のベリー、マッシュルーム、または生肉を与えてください。与えたアイテムを食べている限り、ナルコベリー、アサービックマッシュルーム、または腐った肉を受け入れます。このプロセスを繰り返すと、彼らは昏睡状態に陥ります。 しかし、対応する昏睡誘発アイテム(例えば、ベリーを与えた場合はナルコベリー)を与えないと、彼らは何かがおかしいと気づき、暴力的になり始めます。この状態の時に麻酔薬やバイオトキシンを与えても同じ効果があります。 さらに、金属の剣や金属の鎌で戦うことで、羽毛を刈り取り、麻酔矢や麻酔弾に対する無防備状態を60秒間維持できます。さらに、ティラノサウルスやユウティラヌスの咆哮による風圧は、羽毛の効果を40秒間無効化します。その間に羽毛にダメージを与えると、麻酔弾に対する無防備状態が120秒間に延長されます! 寝ている間はベリーと生肉の両方を食べますが、生肉の方が好きです。彼らのお気に入りは超級キブルです。 テイム後 基本ステータス 体力: 890 スタミナ: 320 酸素: 650 食料: 2700 重量: 325 近接ダメージ: 57 フクイヴェナトルはサドルを取り付けることで騎乗できます。テリジノサウルスは採取に適していますが、フクイヴェナトルは戦闘に特化しています。背中の羽毛は乗り手にある程度の耐寒性を与え、さらに定期的な酸素補給が必要ですが、水中を自由に泳ぐこともできます。 左クリック:引っ掻き ダメージはテリジノサウルスよりも高い。羽根による効果は出血と放射能以外、全て40秒間持続する。草むらに使用して繊維を集めることはできるが、ベリーは集められない。 右クリック:チャージスクラッチ 左クリックよりも高いダメージを与え、リーダーのアロサウルスと同様に出血させることもできるが、敵を減速させることはできない。羽根による効果は出血と放射能以外、全て60秒間持続する。10秒ごとに使用可能。 スペース:噛みつき 茅葺き屋根、皮、ベリー、毛皮を集めるのに使用できる。さらに、噛んだ相手の防御力を20%低下させる。この効果は30秒間持続し、上書きはできない。 C:咆哮 周囲の味方の士気を高め、80秒間、ダメージと攻撃速度を上昇させる。さらに、味方は30秒間、全てのステータス効果を無効化できます。20秒ごとに使用できます。 X:グルーミング グルーミングを行うと、アルゲンタヴィスと同様に、20秒間体力を急速に回復できます。また、インベントリに羽根が追加されます。羽根は毛皮、ポリマー、繊維の代用として使用できます。羽根ごとに、左クリックと右クリックによる攻撃に異なる効果を付与します。これらの効果は120秒間持続し、グルーミングは50秒ごとに使用できます。 パッシブ フクイヴェナトルは、野生状態と同様に、銃弾と爆発物によるダメージを軽減し、麻酔矢と麻酔弾の効果を無効化します。さらに、ラジアルメニューから、インベントリに皮、毛皮、またはそれらの羽根を所持することで、受けるダメージを軽減できる状態を発動できます。これらの羽根は、受けるダメージごとに1つ消費されます。皮はダメージを10%、毛皮は20%、羽根は30%軽減します。羽根は最初に消費され、皮は最後に消費されます。このダメージ軽減は銃弾と爆発物に適用されますが、毒や出血には適用されません。 さらに、羽根を採取した環境によって、左クリックと右クリックの攻撃に付与できる効果が異なります。 * 沼地バイオームで採取した羽根は毒を付与し、スタミナを消耗させます。 * 火山バイオームで採取した羽根は敵に火をつけ、追加のDoT(継続ダメージ)を与えます。 * 北極バイオームで採取した羽根は冷気で敵の動きを遅くします。 * 海洋バイオームで採取した羽根は塩分を多く含み、傷の治癒を遅らせ、出血効果を10秒間増加させます。左クリック攻撃でも、右クリック攻撃と同様に10秒間出血させることができます。 * 月面バイオームで採取した羽根は、左クリック攻撃で20秒間、右クリック攻撃で30秒間、驚異的な放射能を付与できます。 グルーミング時に付与する効果は、ラジアルメニューから選択できます。各効果の持続時間は延長できませんが、重複可能です。仲間と協力して様々な効果を発動させ、敵を苦しめましょう! また、野生時と同様に、ユウティラヌスの咆哮を無効化し、味方のユウティラヌスの咆哮と同じ効果を得られます。フクイヴェナトルにも付いているので、心配無用です。 最後に このクリーチャーがかっこいいと思ったら、ぜひ投票してください! また、ご質問があればお気軽にコメントをお寄せください!
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- various abilities
- omnivore
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Hippocampus Sarmaticus. Genesis Stealthy Seahorse.
PuutyCuuty posted a suggestion in Creature submission archive
Species: Hippocampus Sarmaticus/Poseidonis Time: Middle Miocene Diet: Carnivore Temperament: Aggressive Here I am, trying out this idead one more time. 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. 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. You can't be dismounted from the back of it. 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. For the saddle; I think there should be two. The first one is primitive, so I can have my underwater samurai fix. The second one I want is a tek saddle. Four Seahorses can be attached to it to pull it and use their abilities to shield and camo it. Similar to an SDV, it'll be used for stealth and transport. It can go invisible, and for a brief time be undetectable to radar/sonar. It carries mines and torpedoes for weapons. 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.