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  1. (customizable shell) Introducing Palaeopagurus, the Giant Hermit Crab Tags: crustacean, PvP, PvE, crafting, usable babies, health regen, climbing, better blueprints, resource farming, structure repair, taming assistant Common Name: Giant Hermit Crab Species: Palaeopagurus artis Time: Late Cretaceous Diet: Carrion-Feeder Temperament: Opportunistic Wild: “Palaeopagurus artis is a curious crustacean to say the least. Many people call them “Giant Hermit Crabs”, which is true… for the most part. They vary in sizes based on age, ranging from the height of a Dodo to that of a Tyrannosaurus. They never stop growing, a trait which forces them out of their shells when they get too large for them. They display intelligence I have never seen in crustaceans before, crafting shells out of various parts left over from dead animals and other materials in their environment. This is likely in part due to their nature as obligate scavengers, combing coastlines for any carcasses that may have washed up from the sea.” Domesticated: “Palaeopagurus appears to be too stubborn for a conventional tranq-and-feed method, so survivors need to get creative. Considering how much they enjoy crafting their shells, one may be able to gain the trust of a shellless individual by lending them the desired materials they wish to use. Once tamed, the hermit crab becomes the perfect engineer. Its knack for creating things is a characteristic tribes can use to gain improved equipment from blueprints that they collect. Blueprints themselves can also be improved by the crustacean, though there is a chance it may end up being a failure. It should also be noted that their saliva has the consistency of industrial glue, which is used to make their shells. Some survivors are aware of this, using it as an alternative to cementing paste or to repair damaged buildings.” Introduction: Greetings, survivors! I introduce to you the Palaeopagurus, otherwise known as the Giant Hermit Crab! Art by Nix Illustration The foundational ideas and selling points for this crustacean include: Changing roles from shoulder pet to mount based on age (never stops growing) Fully Customizable Saddle for different playstyles The ability to craft better equipment from blueprints The ability to improve the quality of blueprints Glue-like spit that can be used as a substitute for cementing paste or repair buildings Currently, the only crustacean in the game right now is the Karkinos. This is such an interesting group of invertebrate animals that are sorely lacking major representation in ARK. Palaeopagurus here is set to fix that issue with its inclusion on The Center, the closest thing we have to an official ocean map. Its swath of unique abilities also sets it apart from much of the existing roster, and will become a must have tame because of them. Tamed: Growth Mechanic: Unlike any other creature in the game, the Palaeopagurus doesn’t have defined life stages, rather being one life stage as soon as it is born. From here, it will never stop growing. This means it is usable as a shoulder pet while it's little and can be ridden when large enough, their stats increasing as well. However, its rate of growth will slow after a certain period of time, preventing it from reaching ridiculous sizes within unreasonable time. Shoulder Pet Actions: Thrown: When thrown off the shoulder, the crab deals damage and inflicts torpor on a target. Imagine chucking it like a dodgeball. Mount Actions: Primary Attack (, , ): The Giant Hermit Crab snips with its pincers as a basic attack. It harvests resources off of live targets. Secondary Attack (, , ): The Palaeopagurus performs a shoulder bash with high knockback, damage, and even torpor. Grab (C, , ): The Giant Hermit Crab can grab unconscious creatures and drag them, allowing for the taming process to be easier for certain creatures. The larger the crab, the larger the creatures it is able to grab. Climb / Guard (Space, , ): Tap: When near a vertical surface, the Giant Hermit Crab is able to scale them with ease. However, this drains stamina, and the larger the crab, the faster stamina drains. Hold: The Palaeopagurus retreats into its shell, entering a fortified state, which heavily reduces all incoming damage and reduces the duration of status effects. Passive Abilities: (All Phases) Harvesting: Giant Hermit Crabs can mine minerals with their bare claws, also getting 50% weight reduction on stone, metal, obsidian, & crystal. Crafting Effectiveness Stat: Like the Gacha, these hermit crabs have an upgradeable Crafting Effectiveness stat that takes the place of the Movement Speed stat. Rapid Regeneration: This crustacean gets the Argentavis’ Rapid Regeneration buff from eating corpses. Advanced Crafting: The Palaeopagurus’ inventory somewhat functions like a smithy, though instead of having learned engrams available, it requires blueprints. Said blueprints, when crafted in its inventory, cost less to make, are made faster, and are higher quality. All of this is affected by the previously mentioned Crafting Effectiveness stat. Blueprint Enhancement: Blueprints in the Palaeopagurus’ inventory can be converted into a higher quality form in a process akin to the ARK Additions Helicoprion, where the Crafting Effectiveness determines the success of the enhancement. This process requires the resources used to craft the item in its current state, just being redirected to upgrading instead. Failing the upgrade just means not receiving the product since you’ve already invested resources. You can also only upgrade a blueprint a certain amount of times based on the item quality. Primitive: 3 times Ramshackle: 3 times Apprentice: 3 times Journeyman: 2 times Mastercraft: 2 times Ascendant: 1 time Hermit Crab Glue: The crab’s sticky saliva, called Hermit Crab Glue, is passively produced in its inventory. It can be used as a substitute for Cementing Paste or can repair damaged structures, more being required for the level of damage. It is a mandatory ingredient for crafting the shell. Craftable Shell: Palaeopagurus don’t have saddles. Instead, they have a shell that can be crafted in their inventory. The cost of the shell scales with the age & size of the crab, the more resources the larger it gets. The shell’s armor stat scales with both level and Crafting Effectiveness. The best part about all of this is that it is completely customizable! 4 resource types are required for the shell, and which resource types you choose to mix & match are completely up to you. Thatch: 🠝Movement Speed, Fire Weakness Wood: 🠝Insulation, Fire Weakness Keratin: 🠝Physical Resistance, 🠟Insulation Chitin: 🠝Physical Resistance, 🠟Electricity & Element Resistance Flint: 🠝Movement Speed, 🠟Melee Damage Stone: 🠝Melee Damage, 🠟Movement Speed Metal: 🠝Electricity & Element Resistance, 🠟Movement Speed Obsidian: 🠝Insulation, 🠟Melee Damage Crystal: 🠝Electricity & Element Resistance, 🠟Insulation Element: 🠝Melee Damage, 🠟Physical Resistance Should also be noted that the shells have limited durability like a Roll Rat’s saddle, so be careful. Shell Concept inspired by: Utility & Scenarios: PvE: The Giant Hermit Crab is great for getting the best loot crafted from blueprints. With its Crafting Effectiveness stat, it will improve the quality of said blueprints before making the best out of the resources they have for the item. They are also generally good at harvesting and transporting resources, with weight reduction on minerals and the ability to climb. When out taming for creatures, the ability to drag unconscious bodies away from places of danger can be a real lifesaver. PvP: A wide range of attacks grants Palaeopagurus utility on the battlefield. A shoulder bash provides a way to provide distance between the crab’s tribe and the enemy. The ability to hunker down and hide in its shell for damage reduction makes it an excellent soaker to raid bases. If defending a base, the Hermit Crab Glue can be used to repair damaged structures and increase the longevity of the facility. The fully customizable shell also allows for experimentation and unique builds, allowing for the hermit crabs to adapt to any playstyle their masters desire. However, outside of these few things, the crab isn’t the best in terms of actually fighting and defending itself head on, more so acting in the support role to assist its allies. A limited lifetime on a crab’s shell also poses its own problems. Wild: Palaeopagurus spawn in the wild with a wide range of sizes depending on their age. They like to inhabit coastlines and shallow waters, especially in The Center’s central floating island and the underworld. They also spawn with different shells made of different materials, which is completely dependent on the environment. They are strict scavengers that search for carcasses in the surrounding area. Depending on their size, they may either hide away or fight other creatures that approach the carcass they’re eating from, including survivors. Taming Process: The Giant Hermit Crab loves to craft things with its claws since it makes its own shells, so lending it the resources to do so will allow you to tame it. Either find a crab that doesn’t possess a shell or destroy the shell of one that does by attacking it. From there, the crab will desire certain materials that go on rotation akin to a Moschops, and survivors must provide them with such. Once they’ve fully completed their shell, they’ll be tamed! Conclusion: In the end, Palaeopagurus is a creature that would bring a lot to ARK and fits well within the realm of The Center. A relatively balanced out crustacean with abilities leaning into the side of PvE, but still having a clear role with the PvP metagame. Hope you all enjoy it! Have fun, survivors! References (Accurate & Inaccurate):
  2. We have all the original Ark servers and will be adding Ark Ascendant servers at launch. We will always have both. No wipes, and we have player shops, giveaways, and events + tons of other neat stuff! Player Stat Boosts: Health: 2.5x (+25) Stamina: 2x (+20) Oxygen: 10x (+200) Food: 5x (+50) Water: 5x (+50) Weight: 30x (+300) Melee: 2x (+10%) Speed: 5x (+7.5%) Fortitude: 5x (+10) Crafting: 5x (+50%) Server Rates 6x XP, 6x Harvest and 6x Taming  50x Hatch + Maturation 32x Mating Difficulty level 10 *(Level 300 wild dinos) Engrams auto-unlock up to level 90 Low player food & water drain  2.5x slower spoiling 4x Fishing loot & custom recipes 3x Slower fuel consumption 50x Crop growth & decay 5x Platform limit 2x Oxygen swim speed Server Extras Friendly & helpful admins Ticket system for fixes and assistance Community centers & adoption centers Events, prizes & giveaways Bush berry seed admin store Custom drops Starter packs can be found in white drops Starter dinos & packs from our lovely sages or players Transfer element between maps Stack mod/custom stack sizes No cryo sickness No Clip (Build into terrain) Special colour events such as Easter & Summer Bash! Waterless recipes, no need for pipes! Cave flying Flyer carry (pick up wilds) Non-permanent diseases Flying stamina recovery Anyone can imprint! Daily Restart - 9AM UK Join the Hive Gaming Community https://discord.gg/thehivehq Check us out at too https://www.hivehq.co.uk/
  3. Has many events like restaurant Fishing lake Find boxes for cryos Discord gRyvNNXScQ
  4. The Almighty Ark Cluster!! XBOX/WINDOWS We are a PvP & PvE With 4 clusters Kingdom boosted pve Siege boosted pvp Empire semi grind pve Olympus semi grind pvp With over 1.2k on our Discord and over 70maps across the whole cluster❗️❗️ A strong focus on both community and the enjoyment of playing Ark: Survival Evolved! We currently have all maps with an active and knowledgeable Admin Team both in game and on our Discord! Some of the features of our cluster include the following: •Never Wipe •Active Admins •Community Event Map •Weekly Events •Different Holiday Color themes on each map •Modded Stack Sizes •Customized Drops and Beaver Dams •BBS to purchase tames and resources •Discord Bank gambling for extra daily BBS •Starter Kit •Weekly Reward events •Auto Unlock at level PVE & PVP: Semi Grind stats •XP- x6 •Harvest- x6 •Taming- x8 •Mating Speed- x20 Max Dino Level - 300 PVE & PVP: Boosted Stats XP - x20 Harvest - x25 Taming - x75 Mating - x100 Max Dino Level - 750 With these features across all maps -- •Structure Decay - Active (Time varies based on material) •Max Player Lvl. 202 (full ascension 302) •Rock Drake's on Crystal Isles •Wyvern speed enabled Plus Much Much More..... Discord Link https://mee6.xyz/i/VVf4SMD9Wh We look forward to meeting you 😀
  5. Cold Blooded Ark is a new PVE Fjordur server started 7/29/23. The goal of the server is to find that perfect balance between vanilla Ark and boosted. Looking to become a cluster once the player base grows. Whether you are just starting in Ark, or like me retiring from PVP/official with thousands of hours into the game, you all are welcome here. We will never wipe servers so your progression will always be safe. Rates Taming speed - x3 XP rate - x3 Harvest - x3 EggHatchSpeedMultiplier - 12 BabyMatureSpeedMultiplier - 12 Lowered Mating Interval .25 (around 6-12 hr cooldown) Slightly boosted weight 1.5x for tames 2x increases for player. Mod List : S+, Super Spyglass, Dino Storage, Stack Mod, Auto Engrams, and Awesome Teleporters. discord 3yBDrPKBCj or steam://connect/31.214.232.228:9778
  6. HarrowingPvE New Server No Wipes Have you ever gotten tired of being wiped after month of work? Well i have also so i decided to open a server that is PvE with a PvP server that opens and closes every few weeks! Rates: x2.5 Taming, Harvesting, and Experience x12 Egghatch and maturation Increased mating intervals Increased Imprint amounts 5 man tribes Fojn Map More to come QOL Mods discord: d8fgTkUE7H
  7. PvE servers on dedicated hardware in a Los Angeles datacenter. Friendly adult admins. Owner has 20+ years of experience managing servers and communities with heavy roots in the Quake scene. We have a custom discord bot showing live game chat and player activity. We have occasional events to boost your gameplay. Chill environment, have fun! All feedback welcome. Discord: https://discord.gg/CgcvV2BJ3W Cluster Name: Lava Tomb [PvE 2.5x] Hostname: LavaTomb.com steam://connect/lavatomb.com:27015 TheIsland steam://connect/lavatomb.com:27016 Scorched Earth steam://connect/lavatomb.com:27017 Aberration steam://connect/lavatomb.com:27018 Extinction steam://connect/lavatomb.com:27019 Genesis steam://connect/lavatomb.com:27051 Gen2 steam://connect/lavatomb.com:27052 The Center steam://connect/lavatomb.com:27053 Ragnarok steam://connect/lavatomb.com:27054 Valguero steam://connect/lavatomb.com:27055 Crystal Isles steam://connect/lavatomb.com:27056 Lost Island steam://connect/lavatomb.com:27057 Fjordur *Rates* Gathering 2.5x XP 3x Taming Speed 4x Max Wild Dino Level 150 Extra Engrams Extra Flyer Stamina Per Point Improved Supply Drop Quality *Mods* Najs Speedy Flyers No Durability Climbing Pick Spoiling Bin Awesome Spyglass S+ HG stacking mod 5000-90 Beacon Enhancer Dino Storage V2
  8. Every map, VIP maps, Badass admin, a community that cares and all hangs out together. Best stats and game play hands down. I've been playing Ark since it dropped on PC and this by far is the BeSt server I have ever played. I donated $100 ,this week just to show my appreciation. Its not a requirement. Says it all right! Come see for yourself and bring your friends for events. Server has admin and player shops too! https://discord.gg/7YD9WpyFyZ Your invited to come join the best server you'll ever play!
  9. [PC/Steam] NINE REALMS ARK | PVE | MODDED | ECONOMY | NO WIPE Here in Nine Realms ARK, we hope to provide an fun and engaging environment for our members to thrive and progress in the game. Whereas toxicity is commonly found in the survival game genre, those that join for the sole purpose of making others’ experiences miserable will quickly find that we are not tolerant of any and all toxic behavior in our community. We accept all players of varying experiences, whether you’re a seasoned veteran or a new player. If you are searching for a chill and wholesome ARK community, come give us a try! We intend to deliver a mostly Vanilla PVE gameplay experience with slightly boosted rates (x2) and adjustments that allow for quality of life tweaks. Boosted rates will be run on the first weekend of every month, and we also host frequent community events to incite some exciting and fun challenges between members. These events are a great opportunity to win prizes, make friends, and familiarize yourself with our server! Come join in on the fun, we can’t wait to welcome you! OUR FEATURES ➼ Fjordur, Svartalfheim, Rotation (new DLC map every week). ➼ Noob friendly. ➼ PvE server (PvP coming soon!) ➼ RP aspects, such as RP decor and shops. ➼ No wipes. ➼ An economy and marketplace system that includes an auction house, shops, a bank, an adoption center, and more. ➼ Frequent and fun community events with fantastic prizes! ➼ A community center where all is welcome. ➼ Active and responsive admins. ➼ Friendly and rapidly growing community. ➼ Crosschat enabled. ➼ Transferable element. ➼ Shiny! Dinos OUR RATES ➼ XP multiplier x2 ➼ Harvesting x2 ➼ Taming speed x2 ➼ Mating interval multiplier x0.2 ➼ Egg hatch speed x4 ➼ Baby maturation x4 OUR MODLIST ➼ Better Map ➼ Transferable Element ➼ Svartalfheim ➼ Awesome Spyglass! ➼ S-Dino Variants ➼ Structures Plus (S+) ➼ Base Size Examiner ➼ Shiny! Dinos ➼ Dino Storage V2 ➼ Auction House ➼ Capitalism Currency ➼ Capitalism NPC Trader ➼ Capitalism Player Trader ➼ Capitalism Admin Table ➼ eco's ARRRRRP Decor ➼ eco's Empires: Vikings JOIN US IN NINE REALMS ARK https://discord.gg/gsMyAJ6PjZ
  10. ArkEOS is a 3X PVEVP We are just starting out and have 7 maps up at the moment.Rag is the only pvp map we have up at the moment with prebuilt bases to raid until the server gets populated. We have custom drops and will soon have custom boss fights for server exclusive currency to buy items from the ViP shop. We have a discord set up https://discord.gg/YSS3eweB. Come check us out.
  11. Common Name: Gorgonops Species: Gorgonops secutor Time: Late Permian Diet: Carnivore Temperament: Aggressive Wild: “Gorgnops secutor has the most developed sense of smell I’ve witnessed among the local wildlife. It’s a hunter in every sense of the word: once it memorizes the scent of its next prey, it will seek it out anywhere, no matter how far it runs. Gorgonops prefers to take its time to bring down its target, since it’s no fast runner. Its unqiue way of storing charge light allows it fend off the many dangerous creatures that could potentially threaten its life. Furthermore, its sturdy physique allows it to resist venom and toxins that would knock out or even kill any other creature of the same size. That means Gorgonops doesn’t have to worry about snake bites, bug stings, poison gas and such! Good thing it’s not so ravenous to devour anything it smells!” Domesticated: “I’ve met some ingenious survivors who specialized in training their Gorgonops as bloodhounds. This beast’s smelling is so masterly, it can be taught to recognize the scent of just about anything. Wild herbivores, tamed creatures, enemy survivors, you name it! It can even learn to detect hidden traps or treasures! Its unique method of charge light can make traversing the many dangerous caverns and raditaion easier. Moreover, tracking creatures such as Parasaurus are able to detect threats from greater distances, with a tamed Gorgonops’ help. But that’s not all: thanks to its durability, survivors can use Gorgonops to carry knocked out creatures on a special transport sledge.” Introduction: Greetings, survivors! I introduce to you the stalker of scent; the Gorgonops! The foundational ideas and selling points for this therapsid include: Role as a tracker and taming assistant Taming method involving kidnapping Ability to find max-level creatures Immunity to torpor and toxins Enhances the tracking abilities of other creatures Can drag unconscious creatures to safer locations for taming Is a moving Mountable Charge Light Pet due to the Charge Light stored in its fur. The Gorgonops has repeatedly appeared in votes and makes it to the Top 10 consistently, but hasn’t made it through. As one of ARK’s scrapped creatures and one of the few from the mainstream to have not made it into the game, this concept for Aberration will give it time to shine. Wild: Gorgonops most often patrol the Blue and Red zones of Aberration, though they may occasionally appear in the Green Zone as well. Their incredible sense of smell allows them to detect creatures in a wide range around them. Not being very fast, they tend to go after specifically slower prey, which includes survivors. They’re patient, and will track down their targets until an opportunity presents itself. In the Blue and Red Zones, they guard something valuable. Taming Process: G. In these dens, they will store food and raise their pups isolated from the outside world. Survivors can enter these dens and kidnap the pups for themselves. However, parents have increased aggression towards anything within the vicinity of their dens, gaining a parental buff. The owners of the den will need to be dealt with in whatever way a survivor desires, and ensure that they can collect the pups in relative safety. From there, survivors will need to tend to the young beast’s needs until they are satisfied and reach adulthood. Tamed: Congratulations! You’ve successfully tamed a Gorgonops! With such a fierce predator and expert tracker in your hands, its utility will be immeasurable. Actions: Primary Attack (, , ): A basic bite attack. This ignores armor. Secondary Attack (, , ): The Gorgonops raises its nose to the air and takes in a scent. A reticle will appear, allowing for aim. Creatures sniffed out by a Gorgonops will be permanently tracked until they sniff out a different target. The current target will have their level and stats revealed like HLNA. Learning the scent of a specific animal will allow the Gorgonops to passively identify others of that species in the future. They can also identify the smells of objects like traps and explorer notes. Roar (Click C, , ): A strictly cosmetic roar. Jump (Press Space, , ): A basic jump. Cannot jump with the Gorgonops Sled Saddle. Passive Abilities: Autoalert: Like a Parasaur, the Gorgonops can detect specific threats. Because of its sense of smell, it can better pinpoint specific species. However, it needs to have been exposed to the scent before in order to properly warn their masters. Immunities: Gorgonops are immune to the effects of torpor, poisons, and radiation. Gorgonops Den: In their inventory, survivors can craft a den like those found in the wild. This structure can house anything up to the size of an adult Gorgonops and can store food like a trough. Babies will be able to eat from the stored reserves, and will grow at a faster rate while in the den. There is also notable insulation. Treasure Hunting: When idle, Gorgonops have a chance to uncover rare resources, equipment, blueprints that are added to their inventory. The quality of unearthed gear is entirely random. Tracking Buff: Nearby creatures with similar tracking ability such as Parasaurs, Troodons, and Direwolves have their own detection range increased in the presence of a Gorgonops. Sled Saddle: The Gorgonops has a standard Gorgonops Saddle. A more advanced Gorgonops Sled Saddle can be constructed as well. Unconscious creatures can be placed onto the sled and transferred to a different location. Multiple Gorgonops may be required to drag larger creatures. Two for a Rex, three for a Bronto, etc. Having this saddle equipped prevents jumping. Charge Light: Like its smaller bretheren, Gorgonops has charge light that it stores in the fure along its body. This build up of light allows it to fend of creatures like the Nameless and Reapers. This can be drained and recharged like the normal charge pets Parental Buff (Wild Only): In the presence of their own pups, wild Gorgonops receive a buff that increases damage output and damage resistance. Pups raised by survivors don’t develop this behavior. Utility & Scenarios: PvE: Gorgonops provide lots of use when it comes to taming creatures. Their scent being able to identify the levels and stats of creatures makes finding worthy tames far easier. Bringing unconscious creatures to safety as they tame is also incredibly helpful. If you need to return to a particular creature later since you don’t have the resources, you can leave the creature marked and come back once you’re ready. The Gorgonops Den is great for raising babies with the growth buff and food reserves. The den can also act as a temporary base when on the go. Digging up valuable treasure is certainly valuable in itself. Gorgonops may see use in swamps and other areas with lots of venomous insects and beasts. PvP: Gorgonops make for great base defenders. Their autoalert defining specific species is paired well with Parasaurs who identify particular groups of enemies, now at an increased range. In the midst of a fight, their fangs come into good use when ignoring armor of all kinds, allowing them to deal high damage to normally beefy targets. If a target is sent on the run, the Gorgonops can pick up on their scent and hunt them down until they’re caught. Sniffing out traps can ease raiding by helping raid parties avoid disaster. The main thing to note is that the Gorgonops isn’t a great fighter. It operates more as an ambushing assassin that ganks when opportunities present themselves. Directly involving themselves in battle leaves them vulnerable to creatures who fill those bruising roles better. Conclusion: If there is any creature that truly deserves to join the roster of ARK, it is the Gorgonops. Countless entries in previous submissions with a wide variety of ideas show that this creature can work! In the last map of the original ARK storyline, bringing back a scrapped creature, and a popular one at that, would close things off on a great note before the transition into Genesis. Have fun, survivors! Go Gorgon or Go Home! Art credits to Lapis Lazuli & RiskyBiscuits Creator of Fasolosuchus. Writing credits to DynastyOfDragons on Discord. Idea Credits to BPP
  12. Common name: Habrosaurus Species: Habrosaurus dilatus Time: late Maastrichtian Diet: Carnivore Temperament: Aggressive This is Habrosaurus, an amphibian mutated and changed by element and radiation into a monster lurking beneath the irradiated molten element of the red zone. Wild: It spends most of its time in the molten element lakes of the red zone Hunting prey near the shores of the lakes waiting for prey to ambush careful going near the shores of the molten element lakes It will try to hypnotize your tame with it’s glowing external gills in to going in to the Molten element. Domesticated: With this unusual body Mutated by the element It’s able to become fully semi aquatic not needing water or molten element to Survive. this creature is extremely Radioactive just being near the thing will give you a dose of rads. take extra precautions Dealing with this creature Because it’s able to shoot out a long distance stream of purple water that is extremely Radioactive. well it’s radiation may be extremely dangerous It can be helpful as well rumors going around saying its radiation is somehow helping with breeding. ???: this creature is in pain survivor. a cry for help disguised as a lure will you kindly put it out of its misery? Or utilize its hatred? General Behavior: Habrosaurus will be seen swimming in the element lakes when a tamed creature enters it’s line of sight it will flash it’s glowing external gills and hypnotize your tame for 7 Seconds after that your tame will snap out of it and Habrosaurus will turn aggressive. I was thinking it will lay beneath the molten element near shores and if your tame gets in its sight it will then hypnotize it After which it will turn aggressive. i like to think the behavior for this creature is very similar to the zombie sauropod in the show Primal. completely ravenous and will stop at nothing to get to you. (Abilities and Passive effects) Radioactive AOE: Just being around this creature will irradiate Wild creatures And enemy players and tames will not irradiate ally players and tames. Irradiate: nearby breeding pairs will have an increased chance for a mutation, a good percentage increase. Silica/black pearl Harvester: Using its unusual mouth it is able to scoop up clams such as silica and black pearls even giving black pearls a weight reduction. Radioactive healing: habro will heal in radioactive zones if there’s Radiation it will heal from it a 30% health regen. (not from it own radiation) Immunity to Cnidaria: cnidaria roam the molten element rivers of aberration it only makes sense to make it immune to them It also makes a good biotoxin harvester. Aestivate: It’s able to Curl up and form a skin and mucus cocoon Around itself This will slow down its hunger Allowing it to survive without food for a vary long time and be generally easy to keep around the base. Notable idea: I was wrestling with the idea that it will be able to climb up vertical walls/cliffs but it will use a lot of stamina. and not very good at it. It's unable to climb down or move Side to side on the wall/cliffs it can only go up. (This is to help with falling into crevices/pits or generally helping to travel). (Attacks) Radioactive Spray: a boiling continuous jet of radioactive purple water like substance that deals a decent Amount of damage itself. (scales with melee damage) and will Leave behind purple radioactive puddles. you can drench your enemies in The longer you spray them the more you Irradiate them Thus increasing in radiation damage over time accompanying with it a new fluid gauge when using your spray You use fluid If the fluid gauge runs out you can no longer spray The fluid gauge will recharge over time taking heavily from the hunger bar So keep it stocked with food cuz if the food bar runs out your fluid runs out. (Note the radiation from this attack is unique Where only this attack does the following) (Base damage 40) (Side note the radiation from this attack will not affect radiation immune creatures for Balance reasons It will still do damage but will not apply to radiation debuff that goes along with it). bite: As the name implies a simple bite. (Base damage 65) (used for harvesting black pearls and silica). 360 degree tail whip: With the other half of the creature’s body being essentially a long tail might as well use it. With knockback. Sirens lure: a simple cry/roar But for 7 seconds any wild or enemy creatures will be hypnotized and be lured in Will not cause wild creatures to aggro (Has a cooldown). Devour: it is able to swallow and eat whole small creatures such as for an example the dodo and lystrosaurus Doing so will restore 450 food and 50 HP the way this will work is by looking down over a small creature a crosshair will appear it will turn green if it able to eat it red if not. With this attack it is able to pick up players and attempt to swallow them use a plant species Z fruit and throw it down its throat for it to drop you. (With recoil animation) (Breeding) Mating will be relatively normal the eggs themselves are not. When the egg is laid it becomes sticky being able to toss it out and have it stick to any surface also its Radioactive you will need hazmat gear to get near it you can even stick it to your fellow tribe members. be careful hatching eggs in bulk the highest level will turn cannibalistic if not claimed. (Another idea I had is that you set the male onto mating. That will proceed to make a spermatophore in its inventory you then give the spermatophore to a female by putting it into her inventory and sitting her on to mate. The spermatophore will be used. an egg will shortly be made after that). (Taming) To begin taming first you are going to need a good amount of small creatures such as dodos you’re also going to need a good amount of mushroom stew for the taming process to begin you’re going to need to lure it out of the molten element lake then the fun begins you’re going to be poisoning it so feed all your small crittersThe mushroom stew every time it eats one it’s torpor will go up but this creature is extremely ravenous and won’t be an easy task once knocked out it’ll be a standard knockout tame from there (I should also point out I’m not very good at taming Ideas) (Details/about) As you may have already guessed this tame is radiation themed mutated by its environment it’s aggressive it will kill anything it can. I was thinking of a special saddle making it so you can go in the element river and not get hurt or irradiated. essentially a andrewsarchus saddle But without a gun obviously cockpit type saddle like the magmasaur. you will be immune to spores cannot be picked off or even hurt by small flying creatures. You can even go into the molten element. The saddle It will be Animated And when you get in it closes and And when you get out it opens. a good tame to travel the red zone with. Instead of coming up with something that will just overshadow another or make another thing obsolete, I decided to create a creature that will fit its own niche in its environment and be for both playstyles. It will be pretty fast on land But an even faster swimmer. the stat arrangement will be in between spino and megalosaurus. also unlike most creature submissions I have seen This creature is particularly useful on other maps too If not even more so. also as a small detail do not feed it mushroom stew! Feel free to share your ideas in the comments. Wildcard looks at them too. Sources: Habrosaurus - Wikipedia
  13. Common Name: Glowlix Species: Corytophanidae Time: Mid-Jurassic Diet: Insectivore Temperament: Aggressiv WILD The Glowlix travel alone at the giant roots of the Luminous Marshlands. They will only attack you if you come really near because they cant see really good . You can also find some Glowlix on the ground searching for their prey . Its not hard to find them because they glow really bright . Domesticated When tamed , the Glowlix will be a strong parthner for your trips in Aberration . They can use their light to protect you from nameless and they can climb , so its not hard to get around . ABILITY The Glowlix has the ability to throw his tale on enemys and bola them for 40 sek. you have to wait 1 min untile his tail grew back. they can climb and deal bleeding damage . TEKSADDLE With his Teksaddle hes able to glide around , shot projectiles , and project a small tek shield in front of his head to block damage , if the shield gets destroyed you will have to wait 3 min to open the shield again TAMING If you want to want to tame that giant lizard you will have to get near him and hopp on his back , you have to be really slow and quiet or else he will attack you . if you hopped on his back the last thing you have to do is pressing key combinations , the key combinationts will pop up on your screen . ----------------------------- I inspiratet myself from the animal (helmet basilisk)
  14. PRIMORDIA: RESURRECTIONS Awakened in a mysterious land of dinosaurs and dwarves, how will you master your environment? Our server recently opened, with our new chapter beginning June 10! Come explore a dynamic and tuned PVE environment, with a vanilla plus modlist and primitive settings! Step away from traditional guns and turrets, and utilize Immersive Taming to truly get to know your pets! We also take advantage of Kraken's Better Dinos, No Untameables, ARK Additions, Shiny!, Paleo Ark, and Zythara's in order to create a server that is truly Ark, but so much better. Level up your favorite creatures through Combat Trainer, and face bosses by evolving them into powerful Alphas! Utilize Auto Rewards to cut down on the grind, where every hour you put in lets you buy artifacts, apex drops, gear, and more! Utilize our claims system, so that you never have to worry about resources being blocked or being unable to access your favorite caving locations. We run events frequently as well, letting you gain access to above-level creatures and unique rewards! Take progression further, with max wild dino level at 300 and max player level at 200 with all ascension tiers. Additionally, we have many quality of life mods, such as Awesome Spyglass, Auto Engrams, Dino Storage, Lethal's Reusables, S+, Arkitect, CKF, Nucleus, All Arena, and No Wasted Points! We're looking forward to having you in our new community, and please join the Discord for any questions or additional information! Every server setting, listed in their exact form, can also be found there! Discord: https://discord.gg/mFQPvU2A4b Modpack: https://steamcommunity.com/sharedfiles/filedetails/?id=940168563 Website: https://primordia-resurrection.arkers.io/ IP: 208.73.20.83:7440 / steam://connect/208.73.20.83:7440
  15. Arachnophobes beware, for the Mongolarachne is here! Coming from the Middle Jurassic time period, the Mongolarachne has gone through many classifications since its first discovery in 2013 as only two fossils of the animal have been discovered. The general consensus though is that the “Mongo” could be a stem-orbicularian meaning that the webs it would weave are closely resembling the orb webs certain modern spiders can weave. They have been noted on having a cribellum which would have allowed them to weave silk that is, although fine, could be relatively weak when slack but when prey is caught it could harden and stick to any prey caught in the webs as modern spiders with a cribellum operate. One of the more fascinating theories about the Mongo is that it could potentially also be a Deinopidae or a “net casting spider” also meaning that it is the latest Deinopidae ever discovered! Net casting spiders will weave a net out of their silk and after securing the net to their front legs, will launch themselves at prey before chowing down. (I cannot draw, just as a heads up) TLDR: Big spider with inspiration drawn from many spider species, found in both green and blue zones that pounces on prey with a web woven between its front legs. It can climb on surfaces to give it more verticality and can also leave web traps akin to bear traps or plant Y. Tamed by stunning it with a plant z fruit then hitting its underbelly with narcotic weapons. When tamed it can hold things down to make taming easier and scares off creatures that are hostile if smaller than the Mongo. It can have symbiotic relationships with other tames giving more use to the Mongo's diverse skill set. Can pry open locked gates and can spray a quick blast of webbing that slows and reduces stamina to give even more PvP use. The Mongo is resistant to all damage and is immune to fall damage and most debuffs unless stunned with a Z fruit. Dossier: Wild: Today I witnessed a truly horrifying sight. The Mongolarachne. As part of an exploratory party to survey parts of the Bio-Lum area of this Ark, one of the scouts we had flying ahead was brought out of the sky by one of these monsters and he was swiftly incapacitated, with even his suit having difficulty breaking the webbing. Before he was about to become lunch, I was able to stun the creature with one of the fruits of the strange plants dotted throughout the Ark. I noticed that unlike most creatures affected by the stunning effects of the fruit, the Mongolarachne was especially susceptible, being stunned for a considerable amount of time and even exposing its soft underbelly in its dazed state. We were able to deal enough damage to the spider and the webbing to free the scout before it was able to gather itself again. Just enough time for me to get tangled in the trap it had set in the direction we were retreating in. I am used to the obvious genetic and physical changes of the many species I’ve already catalogued, but I must admit this one will take some getting used to. Domesticated: Our group currently has no Mongolarachne in its ranks, but I do believe that taming is possible as it shows heightened levels of intelligence. I suspect that with a combination of the fruits of the plants here as well as the direct puncture of the underbelly with any number of narcotic weaponries, the rapid assault on its nervous system should send it in a shock in which it could then be nursed back to health. When tamed I suspect the Mongolarachne could be extremely useful for the taming of many of the creatures around the ark as well as a safe alternative to help bring down some of the more dangerous ones. Concept: While the real-world Mongo is only a few inches in length, Ark is not afraid to upscale creatures, so I say why not go all out and have the Ark Mongo be a bit bigger than the Spino and Karkinos, making it an apex predator in the Fertile and Bio-Luminescent areas of the map with them being rarer in the Fertile. Its appearance would take from a mix of real-world spiders including Tarantulas, Orb Weavers and others, while also retaining the elongated front legs from their fossils. (Wikipedia) Their main form of attack would be to weave a web net around their two front legs before doing a pounce not unlike that of the Raptor where it would then wrap the prey up before starting to attack. The Mongo would be a very high health, high damage creature with a large stamina pool but slow movement speed. To add a bit more utility and to help its lack of speed, the Mongo would be able to set web traps on the ground, acting like a bear trap or a Plant Y trap. In the wild it could leave a few in the area it is spawned in, and if a creature steps in the web, it is stuck but has the ability to attack out of the web such as players are able to break out of a Bloodstalker string before the web hardens. While tamed the Mongo could also passively generate spider webbing in its inventory which could be used as a replacement for fiber, but at certain thresholds it could craft and place the web traps with a player also being able to take it out of the Mongo’s inventory and place it themselves. For the web net, it could weave different sizes depending on how long the action key for the weaving is held going from small, medium, large, and extra-large, with the small web net being able to capture players and player sized tames. Like the Rhyniognatha, the size of the web woven could affect creatures of different drag weights with the extra-large webs being able to hold down Spinos and Reapers and other similar drag weight creatures. While pounced on a creature the Mongo is immobile and will not attack the webbed creature unless manually done by the rider or set on aggressive. The saddle of the Mongo will hold three players with the driver set on the top of the head and the other two along the sides of the torso so that they are able to attack webbed entities from range. It can also climb walls. Appearance: Male Mongos will be slimmer than female Mongos but the same size. The Mongo will be based mostly off a Tarantula with it being a bigger, thicker build than the other spiders of Ark. It will have a fuzzy coat like a Tarantula. It will have patterning and spikes like many Orb Weavers have and these will have the distinct Aberration bioluminescence that most creatures have. Its eyes will resemble that of a jumping spider but still have the Chelicerae(jaws) of a Tarantula. Its front two(2) legs will be elongated like the fossil and Deinopidae arachnids have but will be slightly slimmer than its other six(6) legs but still retain the fuzzy look. While weaving a web net before a pounce you can see a noticeable change in the Mongos movement where the start of the charge will be a slow movement of the front legs and as the size of the web net increases the faster the legs will move to help players visualize what stage the net is in. While in the web trap laying mode the spines at the back of the abdomen around the Cribellum will flash the color that they are to indicate to players that the Mongo is about to lay traps in the area. The idea: As both a PvP and PvE player and mostly PvE, one of the staple aspects of progressing through the game is the taming of new dinos. In PvP we are able to pick up creatures and drop them into traps in order to make the taming process easier. In PvE however the ability to move a creature into a trap in such a way is disabled, so my main focus was to create a perfect taming companion tame to help offset the inability of PvE players to easily trap dinos to tame, while also adding enough utility as to not have it be outclassed by other tames in PvP and to bring something unique to Ark. Another reason is that Aberration happens to be my favorite map out of the whole bunch, and I recognize that experienced players are able to reliably skip most of the progression a new player would have to experience while going through the Bio-Lum area, making the whole zone almost pointless besides the artifact and nameless spawns for rock drake raising. In bringing in the Mongo, it gives more of a reason for exploration and time within the Bio-Lum area to acquire such a useful utility tame. For PvP, there are so many really good offensive tames where there are little to no counters to them, with the skill set that comes with the Mongo, it is a high skill counter to many of Ark’s more annoying metas while not being an outright steamroller as with its many strengths it also has many weaknesses that can be exploited. Taming: You will be able to flashbang the Mongo with a Z fruit where it will be affected for a longer duration as many Deinopidae spiders are very susceptible to light and the Mongo will rear back exposing its underbelly where tranqs can be shot at into it to start knocking it out. In a lore sense most spiders have a large amount of their nervous system along their underbellies, so by flashbanging it, it overloads the nervous system allowing it to then be affected by narcotics. This will take several Z fruits to pull off as well as lots of tranqs as they will have a high torpor drain when not stunned, akin to a Giga’s torpor drain and it will have a very large torpor pool. Hunting: A wild Mongo will lay down traps surrounding the area as it wanders, waiting for something to trip the web where it will then aggro onto the trapped entity and weave a web to then pounce on it. Wild wandering Mongos will lay up to three(3) web traps on the ground. If flying or gliding in the vicinity of one it will attempt to launch itself into the air, where quick reactions to dodge the incoming giant will determine whether you are caught or not. It will also attempt the pounce on gliding tames but their speed should take you out of range before they are able to pounce on you but be careful not to land near it. It will always try to trap its prey first as being an intelligent being it knows its chances of a meal are higher when the odds are in its favor but if anything happens to escape it will chase and bite at entities until it is ready to weave another net. They can also be found on redwood trees in Fertile, and along the giant tree branches and walls of Bio-Lum, with them having one(1) web trap directly under the surface they are on. Maneuverability: The Mongo would be about the same speed as a Theri and much in the same aspect as a Theri, it will be able to outlast other large tames in a race but can still be run down if caution is not taken. The Mongo is able to climb as well as jump very high like a Karkinos giving it very good maneuverability throughout Aberration. Radiation: The Mongo WILL be hurt by radiation, and it will NOT spawn around the area between Bio-Lum and Molten Ele as I’m sure those who are Rock Drake egg hunting or Reaper Queen trapping will grow very aggravated by the Mongo coming out of nowhere and capturing you or the Queen you are leading away. Food Chain: The Mongo is an apex predator in the Fertile and Bio-Lum areas that prefer to lie in wait for prey to wander into web traps rather than outright pouncing on everything in sight, with the exception of flying and gliding entities. They will attack and pounce on everything caught in web traps even including Spinos, Karkinos, and Basilisks. Interaction with other creatures: The Mongo can utilize its webs differently depending on the drag weight of the creature with a drag weight of 600 being the largest a Mongo can successfully pounce and wrap up. Web Trap: Functioning similar to a small/large bear trap or Y plant trap, any creature that walks over the web trap will be stuck for a time with the ability to break out of the web with enough attack actions. If pounced while stuck in a web trap the Mongo will be able to wrap up a creature faster than it would if it was pounced on without a web trap. For creatures the Mongo cannot tie down in its grasp, creatures that walk on web traps have reduced movement speed for a short time period. As it is a spider web it will not have a decomposition timer like a Y plant trap does but a trap spotted before something is caught in it can be broken easily. Wild Mongos will approach the area of a broken web trap and will eventually re-lay more traps in the area as it wanders. The Pounce: When a wild Mongo senses a web trap has caught something or something in the air catches its eye it will weave a web net around its front elongated legs where it will create the right size net and then launch itself in the direction of the entity. An entity caught by the pounce will slowly be wrapped up by the Mongo where it will then start biting into whatever it caught dealing high damage as well as torpidity. Captured entities can still perform attacks for a time before the net hardens as most webs produced from a spider with a cribellum have the ability to harden and dry out after touching prey for a time. In this brief time a player can throw a Z fruit to instantly break out of any net/web trap they or any creature are stuck in, freeing them, and giving them time to escape while the Mongo pursues until outran. A mounted creature that is wrapped in a net before it hardens can be dismounted but if the creature is not dismounted before the net hardens the rider loses the ability to do any actions or be interacted with by any outside force. A mounted creature will be attacked first without the rider being attacked but if the mount is killed the rider will be freed to flee. A mounted creature that is in a net cannot do actions for a time that starts when the Mongo has fully webbed the tame, when the timer runs out the rider can then attack to try to break the web and rapidly decrease the Mongo’s stamina. When a Mongo’s stamina is depleted, any entity caught in the web net is freed. Mounted creatures will not be targeted by creatures that would aggro to it while caught in a Mongo web so as to not have a successful escape met by a group of Megalosaurus’ to immediately chow down on you and your tame. Players and creatures that escape the Mongo’s web are given the “Terrifying Presence” buff. A Mongo will raise its head slightly if it is pounced which can protect the rider from attacks from the front. Terrifying Presence (“Something horrible is near”): The buff given to any entity that is pounced on by a Mongo, a timer is started when an entity escapes the pounce webbing. Prevents creatures below drag weight 600 and NOT on the aggro list of the Mongo from being aggro’d to the entity. Knockout Taming Helper: A tamed Mongo can be manually made to start weaving a net with a crosshair indicating the direction the spider will pounce, no aim assist will be added like with raptors as the Mongo’s size will give it a large capturing radius. With the two seats on the side of the Mongo two passengers will be able to use ranged weaponry on whatever the Mongo has trapped in the net allowing for easy taming with the ability of the hardened net to prevent wild dino damage to be done to the captured creature as well as having smaller prey animals not be hunted by predators while caught in a Mongo’s net, preventing any reduction in taming effectiveness. As this is a tame and not a building, this living trap can help tame creatures in areas where other tribes’ structures are located. Structures: Cannot be placed in a small area around the front legs if an entity is pounced Frontline Disruptor: In tribe fights, a Mongo with enough silk in its inventory can produce a minefield of web traps that will stop anything that passes over it in its tracks, leaving things an easy target for attack. With its ability to fully capture a tame, it can force enemies to have to focus on freeing their comrade giving more opportunities to attack, with the Mongo able to retreat to the backlines to heal with its large jump. Backline Defender: If not on the frontlines trapping enemy tames, the Mongo could use its bulky defense to defend the flanks and rear of your tribe by setting traps around your friends and with its damage reduction it is able to stall out most high damage dealing dinos giving your friends time to react to the surprise threat. Weight Tame: With its high maneuverability and size the Mongo has excellent weight capacity for gathered resources and with only a few dinos being directly aggro towards it, you can travel in relative safety. Interactions with Reapers and Reaper Queens: Reapers can be fully tied down by Mongos but when damaged the Reaper’s acid blood can damage the web even when hardened, allowing for an easier but not free kill. A “Melting” bar will appear and fill as the trapped Reaper takes damage, when full the Reaper escapes. Reaper Queens cannot be fully tied down and are the one of the biggest creatures a Mongo can web down, they are able to bite, shoot from the tail and impregnate when health is low enough. Reaper Queens cannot move or tail spin while in webs. Reaper Queens can be damaged without risk of breaking the webs, but in return Reaper Queens acid blood will damage the Mongo in order to not give a free impregnation. “Dissolving” debuff will be shown when Reaper Queen is caught and damaged, Mongo will take damage over time not affected by the high armor. Perks: · High health pool · VERY high defense similar to Stego defense boost · Large stamina pool · High weight capacity · Far jumps · Can climb · Takes reduced damage from all sources when not stunned and not hit in the underbelly · No fall damage · Has tough plated chitin to reduce fire/megatherium bug bonus damage to normal · Immune to bleed when not attacking underbelly · Immune to Shadowmane poison, Cnidaria and Electrophorus shock · Immune to Freeze, both Mana AND Snow Owl (its fuzzy) Countermeasures: · Z plant: The fruit stun Mongos for an increased time, with them exposing their underbellies so that extra damage and torpidity can be done. Damage to the underbelly can only be done by projectiles, players with melee weapons, small to medium sized tames, bleed can be applied to underbelly. · Charge Pets/Charge Lanterns: As most Deinopidae spiders are sensitive to light, lit charge pets are a good choice to ward off wild Mongos from attacking, but if provoked they will still attack you even with the light pet lit. If a player or mounted tame with a charge pet active on the rider’s shoulder are caught in a web trap the Mongo will still be aggro to it and attempt to pounce. Set down charge lanterns will dissuade Mongos from approaching the area around it. · Immobile while pounced: While pounced on prey the Mongo cannot move and will not be able to until the net is broken, the Mongo releases the net, or the prey is eaten · Stamina drain while pounced: In order to keep something captured both immobile and defended a constant stream of fresh webbing is required to keep the net in top shape. The Mongo constantly produces a stream of fresh webbing and gets tired over time doing so if the prey is awake. Knocked out creatures will not constantly drain stamina as they are no longer fighting against the webbing. · Web Net cooldown: A Mongo both tame and wild will have a cooldown before it can weave another web net onto its front legs so as to not allow consecutive pounce attempts. · Slow speed: The Mongo is slow moving in both walking and sprinting with its main form of movement being large jumps allowing for quick getaways as long as you watch where the Mongo is launching itself · Very slow swim speed, can be attacked from below for extra damage in water · Affected by Large Bear Traps Breeding: Mongos are able to breed naturally and will produce an egg akin to the Araneo and Mantis eggs. Unlike most spiders the females will NOT eat the male after breeding. After the egg is hatched the baby Mongo will have the option to sit on a mother spider to rest on the abdomen with a maximum of three baby Mongos being able to be sat like a Maewing and fed until Juvenile where they are separated. Baby Mongos while on a mother’s back will have increased imprint done to it. Incubation and Maturation: An infant Mongo’s life cycle will take around over three(3) days on 1x including incubation and maturation Imprint: On 1x, imprints will count for 20% of the bar, with a baby on a mother’s back gaining 40% for an imprint. Baby Mongos on a mother’s back will only ask to be fed raw and cooked prime, raw and cooked mutton, cooked prime meat jerky, Superior kibble, nameless venom, narcotic, or biotoxin. If a baby Mongo is removed from the back of the mother, the extra buff will not be applied upon the feeding of the baby as to not allow rerolls for easier to obtain items. Button input (Console, can be swapped to appropriate key input for PC): · Right Trigger: Bite (High damage) · Hold Right Trigger: Narcotic Bite (Torpor attack, decent damage, good for a last-minute torp, will not be a free knockout on creatures as the torp/damage ratio will result in the creature dying before knocking out if only attacked with the Narcotic Bite) · Left Trigger: Quick pounce where camera is facing with small sized net. Pounce cooldown is shown in the bottom left of screen · Hold Left Trigger: Crosshair appears, and Mongo starts to increase the size of the web net over time with the size of the net displayed in the bottom left of screen with S, M, L, XL indicating the changes, release to pounce. · Hold Left Trigger after creature is Pounced: Cut webbing to set the creature free. Pounce cooldown is shown in bottom left of screen · A Button: Jump · Hold A Button: Charged Jump with crosshair · Click in Left Stick: Sprint, while sprinting can climb surfaces · Tap Left Bumper (Mine Laying Mode Toggle): Shows indication of how many web traps are in Mongo’s inventory, back spikes will start to pulse when active, tap again to toggle off and back spikes will no longer pulse · Right Trigger after Left Bumper (Mine Laying Mode is ACTIVE): will place a web trap directly behind the Mongo, if the Mongo is on a surface the web trap will fall as if a net projectile was shot downward but will become a web trap when it lands on a surface or if it collides with an entity, falling web trap will spawn relative to the rear end of the Mongo Taming Foods: · Favorite: Exceptional Kibble · Nameless Venom · Raw Mutton · Spoiled Meat · Raw Meat Drops when killed: · Spider Silk · Organic Polymer · Chitin · Pelt · Raw Meat Aggro’d creatures: · Basilisk · Karkinos · Spinos · Rock Drakes · Reapers, R-Reapers, Reaper Queens, R-Reaper Queens · Nameless · Rex · Gigas · Charcars · Rhyns · Wyverns (Not Crystal Wyverns) · All hostile water creatures · Deathworms · All bosses · Magmasaurs · Rock Golems, X-Rock Golems · Amargasaurus · Megatherium · Attack and Defense Drones · All Corrupted · Fasolasuchus? · Enraged Ferox · Giant Bees (if hive is broken) · Griffin · Insect Swarm · Lamprey · Leech · Seeker if charge pet is active · Summoner · Therizino · Voidwyrm Thank you for reviewing my creature submission! Sorry for the info dump but me and my friends brainstormed hard to think of mechanics that would make it unique while also finding ways to help balance the creature into a fun, fair, and useful tame, to be viable in both PvP and PvE as well as to help it stand out from the others currently in Ark. Any and all feedback is appreciated, and I will try to respond to comments whenever possible. Links: · https://en.wikipedia.org/wiki/Mongolarachne, Mongolarachne description and history · https://en.wikipedia.org/wiki/Cribellum, Cribellum description · https://en.wikipedia.org/wiki/Deinopidae, Deinopidae spider information · https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3889289/, speculation on Mongo traits UPDATED FOR SUGGESTIONS: Dossier: Domesticated: My thesis on it's intelligence seems to be correct based on its willingness to recruit other creatures of this ark as they can both mutually benefit from the relationship, mostly to make getting a meal easier. Symbiotic Relationships: Beelzebufo: Many tarantulas have been seen using frogs to guard their eggs from bugs that want a quick snack and in return protect the frog from its predators with its size. The Beelzebufo could sit on top of the back like the babies can and could obtain cementing paste at an increased rate. It could be a way for the Beel to get free food while protecting the main course the Mongo is trying to eat without any pesky Meganura getting at it first Araneo: Could help reduce the amount of time the spider silk produces in the Mongo's inventory for each araneo on the back and could possibly reduce the time the Mongo takes to weave bigger webs, but only SLIGHTLY less Bloodstalkers: Could help reduce the stamina drain per bloodstalker on prey a Mongo is holding down as they could help lighten the load, and help fight against the creature trying to escape Buffs would be shown with a percentage increase/decrease for the respective change Other Submissions: Maevia Eureka by Sovira: These cute critters seem to be one of the community favorites at the moment and I feel that a group of them on the Mongo's back could be great taming support with their tranq bolas as they could repeatedly increase torpidity of a trapped creature Phrynus operculatus by Er1c236: While this does seem similar to the Mongo, this is its own creature and unique in the fact that if paired together it could help the Mongo combat Nameless and Reapers with its light producing sprays and could help the Mongo navigate the map quicker using its grapple webs Rosamygale by RyuouShenron: Could be a more combat focused pairing with the charge light it produces as well as the blindness effect the spit of it has Arthrolycosa by oleg10000: Could send its torpor venom through the web, slowly and passively knocking the captured creature out but would be ineffective against tamed creatures to balance with pvp Wolf Spider by Zodie / Chimerarachne Yingi by Kage360 / Megarachne by JoPiMun077: Although too big to ride on the back of the Mongo these giant spiders could be great protectors against anything the Mongo doesn't scare away, helping protect the Mongo while its holding something down to tame. Please go support these fellow spider enthusiasts as well! We need some variety from the basic reptiles! RS (Right Stick, I'm on console) and could be held near doors to activate its ability to pry open enemy gates which would leave them open for a time so that enemies can't immediately close them after but they would gain the ability to close them after a time. Just pressing RS could do a quick spray of webbing that could be used as a last ditch effort to escape, draining stamina highly but slowing and draining stamina on anything hit, incorporating their other idea as well. Possible hold RS: send out a fishing net like web that could help with gathering more fish at once.
  16. Introducing the Skunk! This curious and playful creature can be found running about the depths of Aberration digging up items, teasing the local wildlife, and ferrying its kits amongst the dangers of the unforgiving landscape. Don't worry if you see one running up to you, as it probably wants to play, that is, unless you see its tail straight up in which case, you may want to hightail it out of there yourself! Wild The Orretherium Mortifaeris, or more commonly known as, the Skunk, is a curious addition to this aberrant landscape. While most of the creatures here seem eager to end your existence, this playful creature seems to enjoy a survivors company. They even seem to play games with the survivor. In fact, playing these games with a mother skunk may lead to her letting a survivor care for one of her offspring. Be careful not to get too rowdy though, or these walking stink bombs will give you a surprise that'll have you all choked up. It seems like these skunks really enjoy teasing the local wildlife. I've seen them tinkering with beehives, and even beaver dams, without so much as a scratch from the inhabitants... well... most of the time. Domesticated These skunks seem extraordinarily adept at tinkering with natural structures to harvest their resources, but they also are great at messing about with human made structures! I once saw a survivor use one of these clever creatures to help organize resources around their base. I've also seen these skunks stockpile the things they find in their tinkering. It looks like they can bury objects using a weird slurry of clay and thatch to save little caches for future use. Now, these fluffy weasels seem all cute and innocent, but they really put modern skunks to shame when it comes to their scent. They have an innate ability to control their gas spray ranging from a large local cloud, short projectile-like bursts, or even a combination scatter bomb! Phew, sounds unlucky for any unsuspecting prey! Fortunately, tamed skunks seem to protect their rider from any... friendly fire. Conceptual Ideas: The Orretherium Mortifaeris is meant to serve as both a utility creature and offensive support tame. It can launch a variety of poisonous projectiles that can knock you and your tame out, as well as, help organize your base. This creature should be incredibly useful, if not a necessity, on both PvE and PvP servers. Here are some of the proposed ideas for this stinky boi. General Aesthetics and Utility: The skunks tail goes up in an offensive mode, and goes down for it's passive utility mode (this is meant to free up space with the controls, as well as, serve as a cooldown between the various PvP to PvE utilities) Preferred food is mushrooms since there are several types on Aberration, although it is fully omnivorous once tamed Can be seen following Roll Rats, tinkering with beehives, or messing with Beaver dams (if included on other maps) to give more life to a mostly passive creature Has decent weight, and has greater and more reductions than a Ravager, but can not use ziplines. In the wild, female skunks can be seen running around with one to three babies following close behind PvP Utility: Three different poisonous attacks that utilize torpor inducing items as ammo (Ammo types can include narcoberries, narcotics, bio toxin, and maybe even nameless venom. The quality of the resource can determine how much is needed to perform an attack). A large localized cloud that envelopes the player and immediate surroundings A smaller projectile that can lock on and stick to enemies from a large range A medium sized projectile that creates a cloud wherever it hits at a medium range These attacks can knockout both players and tames They also do damage to armor Players are not completely immune to skunk poison using TEK Helmets, Gas Masks, or Hazard Suit Hats, but are dealt reduced torpor Can unbury enemy creatures (assuming you know where it's at) Potentially chokes enemies out similar to the gas veins on Aberration, but for a shorter duration Can deposit crafted item caches that act similar to a buried Purlovia, but decay at a quicker rate, and have a cost (I originally suggested clay and thatch, but I understand clay is not present on Aberration, so that may just be hide and maybe nameless venom or something) Has a standard swipe/bite attack Riding a skunk protects the player from gas attacks PvE Utility: Can be set to target a friendly structure and deposit items from its inventory to similar structures within a certain radius (I'm thinking of this as more of an expanded ammo box meets S+ transfer tool, with the ability to set the skunk to a structure such as a generator. The player can then fill the skunk with gasoline, and an icon will pop up above nearby generators that show the quantity of fuel, and will also automatically deposit gasoline to the specified fill limit. Should work with TEK structures too.) Some examples of this may look like: Being able to harvest your own beehives and deposit the honey directly into industrial cooker/s or fridge/s Dumping a newly acquired kit directly into a specific loadout mannequin Loading your skunk up with a bunch of different resources and depositing them into their appropriate dedicated storage in one go Transferring your flak helmets from your crafting area to a named vault in your war room Can loot Roll Rat resources, honey from beehives, or even Beaver dams (which I understand are not on Aberration) with a simple mini-game similar to a quick Stryder hacking. Passive taming/claiming method in which you deposit a preferred mushroom into it's wild caches after initiating taming with a pet on a mother skunk. After gaining enough affinity the mother will allow you to adopt one of it's babies (Since ASA is supposed to have wild babies, this may be a neat way to introduce a unique way to get a creature that isn't too grindy or overly complex, whilst highlighting the new wild babies mechanic) Can be used to manually dig up loot that can be found in earthquake rubble without needing an earthquake present The skunk can also gather the unearthed resources from earthquakes when set to wander
  17. What do your unused tames do while you're out there exploring, taming, farming, bossfighting, raiding ? NOTHING : they sit at base, waiting for you. Especially in the absence of cryopods ! ...what if there is a creature that gives meaning to the boring lives of all those tames ? That's where the Heterodont comes in. Main paleoart : Viergacht on DeviantArt Additional dossier sketches & ability sheet : huge thanks to linnyloaf of the Flat Ark Society HETERODONT DOSSIER ADDITIONAL INFORMATION Biome of choice : Fertile lake Harvests/gathers : Nothing on its own Generates : Nothing on its own. But latched onto other creatures... potentially everything ! Drops : Hide, Keratin (small quantities), Raw Meat Rideable : No, it's a shoulder pet Taming method : KO (Gems) Diet : Gems and Crystal Reproduction : Egg layer Key stats : Weight (its small inventory can get full fast, and it'll need to carry Gems to feed on), Oxygen (if you want it to suck on underwater creatures ; see below). Health can be useful in PvP settings, to resist damage while sucking (see below) ~ Taming method The Heterodont knows very well that you're too smart to be attacked. It will most likely flee when approached, especially with a tool or weapon in your hand (similar to the Sinomacrops). That said, it is very aggressive with wild creatures, and will often latch onto them, sucking on them while they can't do anything about it. And when it's latched onto something, it's impossible to tame ! Its weakness ? Gems. They're a delicacy this little vampire can't resist ! Drop stacks of Gems to the ground (or wait for an earthquake), and you'll see the Heterodont unlatching and trying to steal them : now is your time to bola it before it notices you. Once tranqed (which can take a while, they're quite resistant to narcotics), its taming efficiency depends on what Gems you feed it (50% for green Gems, 75% for blue Gems, and 100% for red Gems). It tends to require large quantities of Gems, even with good rates. ~ Reproduction The Heterodont is an egg layer. Two Heterodonts cannot breed if either of them is currently in a Gem condition (see below). Babies feed on Gems, or Crystal (of which they need larger quantities), and get hungry rather fast. Given their small size, Heterodont babies tend to die very young if left unmonitored... BASIC ABILITIES, not dependent on a Gem condition All the following abilities require no special action or food on your part. ~ Simple combat Use "Attack my target" to get it to bite a creature, or set it to aggressive. A tamed Heterodont (upon the condition that it's not on your shoulder) can cause a tiny bit of damage with its bite, worsened by a brief and weak bleeding buff. It's not much, but every bit helps ! Otherwise it's pretty useless in combat. ~ Shoulder pet Like the Bulbdog, Glowtail, Shinehorn and Featherlight, the Heterodont is also a light pet that will weaken Reapers and Nameless alike ! ~ Torpidity vampire While traveling on your shoulder, the Heterodont latches onto YOU ! Don't get mad, it's a compulsive behavior for the little vampire to suck on your neck... In this position, it is unable to use its teeth for anything else (like biting), but it will provide you with a Torpidity buff that will slow down the effects of poisons, darts and various narcotics. If you unlatch it by releasing it from your shoulder, you'll get a short dizzying debuff of a few seconds, so it's best to keep it on you without too many interruptions ! The Heterodont's ability to provide a Torpidity buff without harming anyone is actually also useful to quickly wake up players and creatures alike. If you need to wake up a tranqed creature for any reason, including a wild one, release the Heterodont from your shoulder while aiming for the player or creature in question. It will latch onto it and speed up the waking up process, faster than Stimulants, and without causing any damage. And just in case you might change your mind, this won't ruin your taming effectiveness, should you decide to unlatch the Heterodont before the creature wakes up ! ...Ah, speaking of, that's an important point : if you're doing this on an aggressive wild creature, remember to unlatch the Heterodont before the creature wakes up, to avoid... you know, incidents. The Heterodont's average life expectancy is short enough as it is. ADVANCED ABILITIES : everything about Gem conditions The advanced behavior of your Heterodont depends on what type of Gems you feed it. It will keep consuming said Gems from its inventory both as food AND to remain in that Gem condition. As such, the Heterodont can be used for only one ability at a time ! There is also a cooldown once a Gem condition ends, before you can feed it a different Gem. You'll easily see what type of Gem condition the Heterodont is in : its eyes change color according to it. If you don't wish to use the Heterodont's advanced abilities for a moment, you can simply feed it Crystal. It will (slowly) fill its food also. Here's a short explanation of each Gem condition : ~ Resource vampire Gem condition : green Gems - Use the radial wheel to make your Heterodont latch onto a tamed creature of your choosing - The Heterodont will start sucking the other creature's health. Make sure to provide healing for your second tame so it can keep being sucked on as long as the Gem condition lasts (a Daeodon seems ideal, for instance) - In doing so, it generates what the creature would drop if harvested once dead. That ability gathers resources at a rather slow pace ; they accumulate in the Heterodont's inventory until full - If the creature being latched on is ridden, its health will go down but no resource will be generated, risking death... in vain - Once it runs out of green Gems in its inventory, the Heterodont will naturally unlatch and the other creature won't need healing anymore Example : let's say you have an Angler Fish at base, that you're not using at the moment. The Heterodontosaurus latches onto your tamed Angler Fish, and sucks its health. Slowly, this generates the resources you'd normally harvest from a dead Angler Fish... Infinite Angler gel ! Note : this ability does not extend to Element-related resources (Element itself, Element dust, Element shards...) Gem condition : blue Gems - Use the radial wheel to make your Heterodont latch onto a tamed creature of your choosing - The Heterodont will start sucking the other creature's health. Make sure to provide healing for your second tame so it can keep being sucked on as long as the Gem condition lasts (a Daeodon seems ideal, for instance) - In doing so, it generates what the creature would be gathering if it were in use. That ability gathers resources at a rather slow pace ; they accumulate in the Heterodont's inventory until full - If the creature being latched on is ridden, its health will go down but no resource will be generated, risking death... in vain - Once it runs out of green Gems in its inventory, the Heterodont will naturally unlatch and the other creature won't need healing anymore Example : let's keep the Angler Fish situation. The Heterodontosaurus latches onto it, the Angler Fish loses health slowly, and in exchange the Heterodont starts generating Silica pearls in its inventory, and Black pearls in smaller quantities. Infinite pearls ! Note : this ability does not extend to Element-related resources (Element itself, Element dust, Element shards...). ~ Storage vampire Gem condition : red Gems - Release it from your shoulder while aiming for any enemy structure with an inventory. The Heterodont will latch onto that structure, the same way C4 would stick to it. - The Heterodont will start sucking on that structure, without damaging it - In doing so, the Heterodont slowly adds to its own inventory a random item or stack of resources that's occupying one of the structure's slots. That ability gathers resources at a rather slow pace ; they accumulate in the Heterodont's inventory until full - It will keep working on it until the structure's inventory is empty, OR until the structure is destroyed, OR until the Heterodont is out of inventory space itself, OR until the Heterodont is out of Red gems in its own inventory. Whichever comes first ! Example : this is useful in PvP settings, to empty enemy structures without destroying them. It can be a turret, a vault, a generator... It won't help you much against an entire defensive turret wall or chandelier, though ! You can try to use several Heterodonts on several turrets at once, but not everyone will come out of this alive ! In PvE, this ability will exclusively work on your own tribe's structures, and as such has a moderate appeal. PvE survivors will probably enjoy the two other Gem conditions more, but at least they'll save on red Gems ! Note : the Heterodont can still take damage while sucking on structures, so it's up to you to use a Heterodont with high health, and/or to protect it from attacks & bullets. Also, this ability doesn't extend to tek structures. Cryofridge to be determined. So, to recap : UNIQUE PERKS OF THE HETERODONT - New light shoulder pet ! It's been a while. - Taming helper and more broadly, torpidity helper. - In PvE settings, it can produce resources passively. - In PvP settings, it can replace or complement destroying structures during raids. - In the absence of Gacha farms, it can somewhat make up for it ! Once Gachas are reintroduced in Extinction, the Heterodont works differently anyway (it requires specific food, and doesn't provide Element at all), so they will complement each other. - It makes use of tames left behind at base, while you're not riding them, so it gives values to unused creatures. No cryopods ? No problem !
  18. Common Name: Deriodoptis Species: P. tricuspidens Time: paleocene epoch Diet: Carnivore Temperament: Aggressiv REASON I think Aberration needs a creature that makes traveling around easier ,so let me introduce the Deriodoptis. WILD Deriodoptis is a mid sice creature that likes to hang on cliffs in small groups ,so if one of them sees you everyone will attack you! The Deriodoptis can climb, glide , grab you while glideing and deal bleedingdamage. TAMEING If you want to tame the Deriodoptis you will have to throw shoulder pets at him , he will grab them and eat them thats how you tame him . You can give him every shoulder pet but shoulder pets that glow like the (Bulbdog) gives him more percent. ATTACKS LMB:(Claw attack (fast / low damage) RMB:(Bite attack(slow/ strong bleeding damage) C-Button:(Grab/ it only works while glideing)
  19. DINO FOLDER Wild It seems that in the depths of these bio-enlightening caves, survivors have found a Mylothrite-like creature. These monstrous creatures may at first glance resemble Lymantria and will seem harmless to you, but be careful. This place seems to have transformed his temper. This hidden creature lurking in the shadows of crystalline swamps, will not hesitate to ambush you to slaughter you despite its herbivorous diet most of the time. If I can give you any advice, get out of his way. Although it does not fly very high, it has the annoying habit of spreading spores in its path, making the surrounding creatures aggressive towards the unfortunates who have been covered by these spores DOMESTICATED All survivors who have attempted to tame the Mylothrites have failed. Some managed to approach the creature with bug spray and a mushroom concoction that seemed to give the Mylothrites confidence in the survivor who had consumed it, but not enough for them to ride on its back nor enough to follow them out of crystalline swamps. We were able to see however that some survivors had domesticated a Mylothrites caterpillar. We do not know where the nests of these creatures are. All that is known is that to possess this caterpillar the survivors forced a Mylothrite butterfly to lay an egg by exhausting it enough so that it no longer had the strength to go to the hidden nest. Mylothrites. With a mixture of silk harvested from Mylothrite butterflies and sap, the Mylothrite caterpillar is able to secrete a kind of sticky web perfect for creating paths where there are none. Above the canyons for example and perfect for creating web walls between two rock faces close enough together to allow it. If you come across an enemy Mylothrite caterpillar, I don't recommend attacking it. This caterpillar appears to have spikes coated in a very deadly poison. ABILITY 1 web wall: If you have 2 rock faces close enough together. You could create a web wall in front of you that will protect you from your enemies until they destroy it or until your wall disappears after a while. This ability can give you time to flee without your enemies being able to follow you for a while. We can also imagine that this ability could be useful for base defense in caves to slow down the advance of your enemies. ABILITY 2 web bridge: If you find yourself facing a canyon or simply two cliffs separated by a large void. You could create a web bridge allowing you to cross to the other side and it would destroy itself after some time. We can very well imagine this ability as a great utility on aberration given the number of cliffs linked by zip lines. The web bridges could perhaps even be used only on the zip lines that can be found naturally in the map and with those placed by the players. One can imagine that the bigger the bridge, the shorter it would last and the more web the Mylothrites would have to secrete. This ability would greatly facilitate the movement of survivors through the aberration map. ABILITY 3 puddle of web: This ability allows you to spit a web on the ground which will form a kind of puddle of web. All wild creatures, enemy creatures and enemy survivors who walk in this puddle will find themselves greatly slowed down. We can imagine that this ability could be useful if you are in combat and find yourself at a disadvantage and want to run away. This ability can even be useful for trapping creatures you want to tame. example: you spit a puddle of web where the creature you want to tame is. He will find himself very slowed down and you can, by hurrying, build a trap around him. ABILITY 4 Bio-net: Thanks to this ability, you could, as for a net, immobilize the survivors and the creatures for a certain time which will be less long than a real net. Obviously this ability would have a cooldown so that it is not abused too much. ABILITY 5 Deadly Poison: This ability is a passive which means it is always active Mylothrites have spines on their backs. These quills are coated with a very deadly poison. If you attack Mylothrites with one of your dinos, it will die after a while unless you give your mount an antidote before it's too late. Note that the cryopod will not stop the disease but it can pause it. We can therefore easily imagine this creature as an additional defense for your base. Something else to know: With Mylothrites, many of you can ride on his back. One can imagine that 4 or 5 people can ride on one and the same Mylothrites. We can also imagine by the very fact that it carries so many people at the same time that it could see its weight divided by two or simply have a very important weight statistic Wild, Mylothrites move on the ground and can fly at low altitude. When you have killed a Mylothrite butterfly, you can harvest the silk from the corpse. By mixing this silk with sap, you can create a sort of slimy web that your Mylothrites caterpillar secretes in a variety of ways allowing for a multitude of uses. Wild This creature, in nature, is not found in the form of a caterpillar but rather in the form of a butterfly. Mylothrite Butterflies are found in the Blue Aberration biome or more specifically in Crystalline Swamps. Wild mylothrites are quite aggressive and difficult to distinguish in the dark. However, if it detects your presence it will attack you and at the same time try to spread spores on you and your creatures which will give you effects similar to what rare flowers can cause.Wild, Mylothrites move on the ground and can fly at low altitude. Taming To be able to approach wild Mylothrites without getting attacked, you can use insect repellent, but that won't be enough to enter the taming phase. You will also have to consume a mushroom soup so that Wild Mylothrites has confidence in you then so that the taming phase can finally begin you will have to give a rare flower to Wild Mylothrites. This one will start to spread its spores but the rare flower effect will be attributed to the wild Mylothrite. The wild dinos will therefore try to kill the wild Mylothrites. Your goal will therefore be to protect it as much as possible by killing the approaching enemies. After a while, the Mylothrite will rise into the air and two large glowing eyes will appear on its wings. You'll need to fire with a gun at those eyes to knock the Mylothrite to the ground.
  20. Hello survivors! For the Aberration creature vote I’d like to introduce to you the PVP/PVE jack of all trades Cretophasmomima! (Pictures at the bottom) With how outlandish a lot of aberration creatures are, I’ve decided to submit a creature that’d be as equally weird. Yes, we just got the Rhyniognatha for the Island, but I feel like if there was any creature that’d fit Aberrations aesthetic it’d be a giant stick bug. Like the Rhyniognatha, the real-life Cretophasmomima was not very big. Yet seeing that this is ARK many creative liberties can be taken with its creatures, which is why I imagine that this bug would be way bigger than it was in reality. Serving as a mid to late game tame, this creature would function like a hybrid between a Stego/Theri in terms of usefulness, but it’d also have some additional abilities to make it stick out from the rest of the Aberration creatures. Being an herbivore, the Cretophasmomima would be useful as a gatherer like the Stego and Igua. This doesn’t mean it’d be a pushover because like the Theri this creature would be able to hold its own in a fight just as well. Below is a list of suggestions that I think would fit this creature (this isn’t to say that this creature would be capable of doing ALL of these abilities, these ideas are just ones I think would work well with this creature). Some of the possible ideas/abilities behind this creature include: · Able to harvest a variety of resources such as berries, fungal wood, element ore, Aberrant exclusive plants, rare flowers/mushrooms, biotoxin, nameless venom, reaper pheromones, etc. (can harvest a wide range, but some creatures can harvest a specific resource better than it can) · Invisibility and wall climbing like the Rock Drake · Immunity/Resistance to certain status effects like torpor, Cnidaria shocks, and the Basilisk poison breath. ·Immunity to radiation (its saddle would also protect the rider from radiation without the need of a hazmat suit) ·Acidic projectiles that bypass armor, damage structures, and slow enemy targets ·An AOE gas cloud that effects enemies based on what kinds of mushrooms you feed it ·Venomous spikes that apply torpor to small enemies (does not work on creatures larger than a Ravager) ·Pick up and move structures like the Exo-Mek/Rhyniognatha ·Can be passively harvested for some exclusive items Dossier Info: Common Name: Cretophasmomima Species: Cretophasmomima Invisibilis Time: Early Cretaceous Diet: Herbivore Temperament: Defensive Wild: A creature that’s as bizarre as its name, the Cretophasmomima or giant stick insect is a reclusive herbivore that makes its home in some of the most hostile areas of Aberration. Scaling the sides of cliffs, the Cretophasmomima prefers to forage for food way up high and out of reach of most predators. Due to its shy nature, most survivors may not even encounter one, and when they do, they might have already walked right past one without even realizing it! True to its name, this big bug is surprisingly good at camouflaging itself from danger. If you do manage to somehow provoke one, it’ll be more than happy to respond with violence. Feeding on mostly toxic mushrooms and fungus, the Cretophasmomima can expel a noxious gas from its body that contains trace elements from its diet onto those unfortunate enough to provoke it. If that wasn’t enough, if truly riled up it may even retaliate with acidic globs launched from its mandibles. Domesticated: If one were somehow able to find one of these, or even tame it for that matter, they may find themselves with a creature that can go almost anywhere. Being adapted to the harsh environments of Aberration this bug does not seem to be affected by radiation, making it a great choice for traversing some of this ARKs more dangerous areas. If attacked, there’s little to fear thanks to the Cretophasmomima’s highly advanced chemical warfare. The wax and spikes produced by its body can be harvested for multiple uses, and the range of materials it can harvest are nigh unmatched. With a creature like this one, a survivor would be lucky to have a tame as reliable as this. Taming Process: ·A passive tame, the Cretophasmomima can be found scaling the cliffs and ceilings of the Fertile (rarely), Bioluminescent, and Molten Element regions. They can be a bit tricky to find, however, because on occasion they might have their active camouflage on so make sure to look out for any unusual movements. When you do manage to find one, you will have to access its inventory and feed its preferred food like most other passive tames. However, there is a catch. Depending on where you find one, that Cretophasmomima will want a specific kind of mushroom found in that region. So, if you find one in the Bioluminescent region it’ll want cold mushrooms (you’ll still be able to tame it with other kinds of mushrooms, but its preferred kind will have the most taming effectiveness). Outside of mushrooms, it can also be fed plant species z seeds (this will take longer than feeding it any kind of mushroom however, so this is only preferred if you don’t have any mushrooms on you). Generally, the harsher and more dangerous the environment is, the more likely you’ll be able to find higher level Cretophasmomima. Cretophasmomima Saddle: · A saddle that can be crafted at a mid-level, this saddle would have the ability to protect the rider from radiation and from being dismounted by other creatures. By itself the Cretophasmomima would have a natural weight reduction of 50% on resources, but with the addition of its saddle this would be increased to 90%. Its saddle could also possibly serve as an Aberrant version of the Argys smithy saddle letting you to use it on the go during your travels. Attacks/Abilities: · Claw/Tail Attack (Left Click): A standard claw swipe that deals moderate damage and applies short knockback to small creatures. This attack can be aimed with a multidirectional crosshair depending on where you’re facing. If aimed behind, the Cretophasmomima will slam its coiled tail into the ground that deals around the same damage as its claw swipe. Useful for harvesting resources as well. As a bonus, the claw attack can be used to move structures (even when climbing a wall or upside down). The claw attack cannot pick up creatures. · Acidic Projectile (Right Click): The Cretophasmomima will launch two sticky globs of caustic acid from its face at opponents. This attack works like the Arthropleura’s and ignores armor (in addition to slowing enemies). This attack can be aimed with a crosshair by holding down right click, but it will not auto target enemy creatures like the Rhyniognatha’s resin shot. Deals low damage but can be applied for a small duration of time. Uses a small amount of stamina with every shot and has a short cooldown. ·Gas Cloud (Space): The dangerous mushrooms that produce poisonous spores can now be harvested to feed your Ceratophasmomima. Depending on what kinds you feed your Cretophasmomima it can apply their status effects to enemies via an AOE gas cloud around its body. Once fed, a small bar will appear at the bottom of the screen that you’ll have to fill up (once you feed it a certain mushroom, this bar can only be filled with that specific kind). When full you cannot feed the Cretophasmomima any more mushrooms until you deplete this bar. There will be a long cooldown on this attack for every time you use it. The status effects that can be applied to other survivors and creatures are as follows: -Standard: If not fed mushrooms, the Cretophasmomima can still release a gas cloud from its body that can drain stamina and blind enemy survivors/creatures for a short period of time. Be careful though because this attack will drain a large amount of its own stamina with every use. -Red Mushroom: If fed poisonous red mushrooms until its bar is full, the Cretophasmomima will release a gas cloud from its body that will distort the vision, cause extreme defecation, and suffocate enemy survivors/creatures for a short period of time. -Cold Mushroom: If fed poisonous blue mushrooms until its bar is full, the Cretophasmomima will release a gas cloud from its body that will inflict hypothermia with rapid health loss onto enemy survivors/creatures for a short period of time (regardless of whether they have hypothermia protection). - Element Mushroom: If fed poisonous element mushrooms until its bar is full, the Cretophasmomima will release a gas cloud from its body that will force extreme defecation and rapid hunger loss onto enemy survivors/creatures for a short period of time (can work on knocked out creatures too to speed up the taming process). ·Invisibility Cloak (X): Can be toggled on and off by pressing X. The Cretophasmomima cloaks itself and its rider like a Rock Drake. Hostile creatures will ignore you as long as you’re cloaked. However, creatures that have already aggroed onto you will not be affected by this ability. ·Venomous Spines: A passive ability, the spines that cover the Cretophasmomima’s body have the power to apply small amounts of torpor to creatures attacking it. This ability does not work on creatures larger than a Ravager who’ll just outright ignore it. This ability also does not work on creatures that have ranged attacks or survivors who have weapons besides their fists. Purposes in PVE: · Harvester: Like most herbivores, the Cretophasmomima would have the ability to harvest resources like fiber, thatch, fungal wood, berries etc. It could also possibly be able to mine other resources like ores or gems. However, being a jack of all trades, it’s mostly good at harvesting many KINDS of resources, but not so much in large amounts like a few other creatures. Even if it can’t harvest some resources in the same quantities as other creatures can, it can also harvest resources like rare flowers, rare mushrooms, and Aberration exclusive plants (like aggeravic mushrooms, ascerbic mushrooms, aquatic mushrooms, etc.). Due to its affinity with poisons and status effects, it may be useful in harvesting copious amounts of resources like bio toxin and nameless venom too. With its high weight reduction, the Cretophasmomima would be the best for harvesting resources on the fly during your travels through Aberration. · All Terrain Creature: Able to climb anything with no stamina cost and immune to radiation, there’s almost nowhere you won’t be able to go with a Cretophasmomima. While it can’t travel as fast as say a Rock Drake, its ability to climb walls and harvest a variety of resources make it a good choice for those hard-to-reach areas of the map. Being a bad swimmer, this creature would instead be able to walk on the bottom of lakes and rivers akin to the Karkinos, allowing you to harvest underwater resources at your leisure (just remember to keep track of your oxygen, because unlike the Karkinos this creature can still drown if you’re not careful). · Base Helper: Being able to pick up structures (but not creatures) the Cretophasmomima would be of great use around your base. Its claw attack in tandem with its climbing abilities means you can place structures wherever you please. The Cretophasmomima can even carry structures while upside down. With Aberrations difficult and hazardous layout, placing structures would be made a whole lot easier with the help of your Cretophasmomima. ·Taming Aid: With its ability to apply special status effects and its special camouflage, this creature would be the perfect choice for taming creatures. Its element gas attack can be used to rapidly increase the hunger of knocked out creatures, letting you constantly refill their inventories with food. The torpor inducing spines can be used to knock out smaller tames like Ravagers and Raptors. Its camo ability is also useful for stealing Rock Drake eggs (for taming Rock Drakes/Basilisks) or the ores dug up by Rollrats without being detected by them. · Exclusive Items: Tamed Cretophasmomima can be passively harvested for some exclusive items, which are as follows: -Cretophasmomima Spines: A resource passively produced by a tamed Cretophasmomima that can be harvested for a variety of uses. Collected spines can be grinded down into narcotics or used for crafting tranq arrows needed to tame other creatures. Has a short cooldown before it can be harvested again. -Cretophasmomima Wax: A resource passively produced by a tamed Cretophasmomima that can be harvested for a variety of uses. Serves as a more efficient combination of organic polymer/cementing paste that can be used in identical ways. It may also be used in place of wood as fuel for fires, torches, fireplaces, and forges to greater effect than most other resources (lasts for a longer period of time). Has a long cooldown before it can be harvested again. Purposes in PVP: · Status Immunity: With its exceptionally high immunity to torpor, poison, and other status effects the Cretophasmomima has little to fear. Its rider is also protected by its saddle and cannot be harmed by all status effects. They are also immune to the status effects applied by other Cretophasmomima (except for their acid shot), as are their riders (riders are still completely immune). Note though that the Cretophasmomima itself is not immune to all status effects, like being set aflame or being hit with Reaper/Basilisk projectiles (it will take reduced damage from these attacks however). · Ranged Fighter: Able to climb any surface, the Cretophasmomima can attack from afar with its acidic projectile, allowing it to splash enemy structures and creatures in a corrosive acid that bypasses armor. Its damage is low, but it can be stacked if you keep track of your stamina. Be careful though as enemy Cretophasmomima can do the same thing to you too. · High Health/Defense: While not as combat oriented as the Reaper, Megalo, or Rock Drake in a straightforward fight, this creature would compensate with an extremely high health pool and strong defenses. It’d be able to shrug off most attacks by smaller creatures with relative ease, and its status effects would be ideal for disorienting/confusing enemy riders to allow your other tames to gain the advantage. · Raids & Boss Battles: A creature that’s great for use in raids, its status applying abilities and ranged attacks make this creature a good alternative to the more physical brawlers like Reapers and Rock Drakes. If forced into close ranged combat this creature is not completely defenseless, as its high health and decent damage makes it more than capable of holding its own long enough for you to get away or for backup to arrive. It also can be used in the Rockwell battle too; its status effects can be applied to Rockwell’s minions and its acid shot can be used to damage Rockwell’s tentacles (or his heart) from a safe distance. Being an herbivore like the Theri, its inventory can be packed with veggie cakes to keep them going for the rest of the fight. Weaknesses: · Master of None: Being a jack of all trades, this creature can do a lot of things. However, this does not mean it would render every other creature worthless. Despite its long list of abilities, it is not intended to be an overpowered death machine. It has high health and good attack, but creatures like the Reaper, Rock Drake, and Megalo can fit this role just as well if you want them too. It can harvest an absurd number of resources to great efficiency, but creatures like the Stego and Anky will generally harvest more resources of the same category. It can climb walls and crawl fast thanks to its high weight reduction, but a Rock Drake will always cross the map faster than a Cretophasmomima will. Its AOE is large but has a long cooldown and it can’t apply any status effects unless you fill the bar first. This doesn’t mean the Cretophasmomima would be useless itself either, as the point is that it is able to all the fill all roles that other creatures can’t. It can fight, harvest, help tame creatures, and move structures, it may not be exceptional at one thing but it’s great at filling all the roles you’ll need it for. Bonus Pictures (for reference of what it’s design might look like if implemented):
  21. Common Name: Edmontosaurus Species: Edmontosaurus annectens Time: Late Cretaceous Diet: Herbivore Temperament: Territorial Wild: "When I first saw this colossal herbivore, I thought it was a gentle animal. But that's not the case with Edmontosaurus. This creature usually goes in small herds of 4 individuals and at least one member of the group is a baby. For this reason, adults show extremely territorial behavior against any possible threat. Even if you are a newly arrived survivor! The Edmontosaurus on this ark have evolved by developing a complex bioluminescent system. When their body does not generate light, it means that they are calm while walking through the mushroom forests. But as soon as the light on their bodies turns red, it is a warning sign because they feel threatened and could soon respond aggressively." Domesticated: "Some survivors discovered that the Edmontosaurus's diet can affect its bioluminescence. By consuming any type of mushroom, it is capable of releasing certain spores around it and allowing the creature to use abilities that in the wild it would not be able to. Any ally within his radius will be under a healing or lighting effect, depending on what their tamer decides. Allied dinos recover their health faster and the nameless don't even dare to come to the surface with Edmontosaurus present! There is also a third ability that the creature can use once it consumes mushrooms. It consists of concentrating its spores and releasing them in a powerful shock wave that damages everything within the radius. This allows the Edmontosaurus to harvest any material around it and deal heavy damage to any enemies nearby. This set of skills makes the edmontosaurus a worthy rival to apex predators or even bosses and a great explorer of the radioactive zone Introduction: Greetings survivors! I present to you my humble idea of the Edmontosaurus, the massive herbivore of aberration The main functions of this dino consist of: Rol as a Support Instant healer Light creature Area damage Tank turrets Area Harvester Immunity to torpor, toxins and radiation Ability to find max-level creatures Taming helper Wild: Edmontosaurus usually roam the green zone of aberration, although they can rarely be seen in the blue zone. As they are the largest herbivore on this ark (rivaling in size with spinosaurus or even a reaper king), only a maximum of one herd can spawn (between 4 and 5 specimens, one of them being a baby). They are not fast, but they can be very insistent when they enter a territorial state. Taming Process: Since the adults are too dangerous, the only alternative is to tame the baby of the herd. The process is complex: being a bioluminescent creature, the survivor must attract the baby with a light creature. It should be approached little by little, with the light creature turned on and without attracting the attention of adults.(It is recommended to wear a camouflage suit. Only the baby will detect you if you have the light on) Once the baby becomes curious, it will slowly approach until it is within reach of the survivor. When the baby starts to wag its tail, turn off the light and wait for the edmontosaurus start a light sequence. Once finished, the baby will turns his head to the side and that means it is your turn to imitate the pattern. If you repeat the pattern correctly using your light creature, the baby will let itself be fed by you. But if you make a mistake, the baby will start crying and the adults will respond aggressively. As you tame the baby, the confidence of the adults will change depending on the taming bar. From 1% to 25% domestication, adult edmontosaurus will be territorial if they spot you. from 26 to 50% domestication, adults will only watch you in case they detect you. From 51 to 100% domestication, the adults will no longer be territorial, unless you make the baby cry. Once the little edmontosaurus has been domesticated, the wild adults will no longer behave territorially towards the survivor, unless a new baby appears in the herd. Tamed: Congratulations! You have tamed an Edmontosaurus. Like any baby, you will need to spend time and care with it until it becomes an adult and finally uses its abilities. Actions: Primary Attack: A basic bite attack. It doesn't deal much damage, but it does help you harvest berries, fiber, wood, and straw. Secondary Attack: Generates a radius that allows you to use any of the edmontosaurus' spore abilities (requires consuming 100 mushrooms of any type) Spores Abilities (Click C, , ): Allows the Edmontosaurus to activate any of its 3 spore abilities. (healing state, lighting state, shock wave) Bipedal posture (Press Control, , ): allows the dino to stop using its quadrupedal stance and move bipedally, making it faster when walking or running (spore abilities not available in this state) Spores Abilities: Each spore ability requires the edmontosaurus to consume a total of 100 mushrooms of any type. This will recharge a spore fuel that will appear next to the survivor's inventory (just like mek fuel). Depending on which skill you use, the edomontosaurus will consume a certain percentage of this fuel. Heal state: When it activates, it instantly heals allies for 25% of the Edmontosaurus's total health (the more health the dino has, the more it heals) Then, over a 5 min period, all allies within range will be healed for a 5% of Edmontosaurus's total health constantly. Once that period is over, the edmontosaurus will be able to use any of its spores ability again. (Using this skill will consume 25% of the spore fuel) Lighting state: When activated, it creates a lighting effect on all allies within its radius. Prevents the appearance of nameless and reaper kings. It also allows you to identify max level creatures nearby. This state of the Edmontosaurus combined with a good battle mount, will allow you to fight or tame Reapers. The lighting range will be affected by the amount of stamina on the dino (The more stamina it has, the larger the area affected by the light will be) The duration of this state is 10 minutes. Once finished, the dino will be able to use any of its spore abilities again. (Using this skill will consume 50% of the spore fuel) Shock Wave: When activated, it generates a powerful shockwave that destroys any harvestable material around it and the resources will be stored in the Edmontosaurus's inventory. Enemies that are affected by this ability will take triple the total damage of the dino (example: if the edmontosaurus has 200 damage, the shock wave will do 600 damage) In addition, enemies will be affected by a bleeding and a bones fracture that weaken them for a few seconds. The damage and shockwave effects are instant, but cooldown is 3 minutes to use any of his spore abilities. (using this skill will consume 100% of the spore fuel) Conclusion: Edmontosaurus is a mount with primarily support uses. However, the combination of those skills along with proper upbringing make him an indispensable dino. There are few healers available in the game and few herbivores capable of taking on dangerous predators like rexes, reapers, or even gigas. Edmontosaurus opens the door for a hervivorean (not counting titanosaurus) to be able to take on the ark's dangerous apex predators. Thanks you
  22. Tenrec - The Vanguard of Spines In the dark and enigmatic depths of the Aberration caves, resides an extraordinary and fascinating creature known as the Tenrec. With its impressive appearance and unique abilities, this wall of spines stands out as a formidable guardian and loyal companion in underground adventures. The Tenrec is a medium-sized creature with a muscular body and a tough, scaly skin. What catches the eye are the sharp spines that cover its dorsal spine, providing formidable defense against potential threats. It excels as a reliable guide, capable of exploring radioactive and dangerous areas without suffering the harmful effects. For those seeking a dependable companion in the abyssal depths, the Tenrec is the perfect choice. Size estimate: Appearance (AI-generated art, sorry, I can't draw) : Domestication Method: Passive Once the survivors obtain the food capable of taming Tenrec (fruits and vegetables) they can peacefully approach and offer the food. Upon sensing the presence of food, Tenrec will lower its guard in order to "disable" its spikes in an offensive way. During this period, survivors can take the opportunity to gently stroke their skin without taking damage. As survivors continue to feed and pet the Tenrec on a regular basis, the taming level will gradually increase. Active Skills: Ability 1 - Basic Attack: Tenrec alternates between his claws and bites when attacking opponents Ability 2 - Sonic Detection: Tenrec's spikes have the ability to vibrate and detect subtle sound waves in the environment. This allows him to identify surrounding threats or even camouflaged creatures, giving survivors a tactical advantage when exploring. Ability 3 - Seismic Hammer: The Tenrec can unleash a powerful shockwave by slamming the ground hard, causing a seismic tremor that affects enemy creatures in an area around it. Causes a slow to affected enemies, significantly lowering their movement speed for a short period of time. Requires a relatively long reload time Ability 4 - Defense Stance: The Tenrec adopts a defensive stance, crouching low. Activating the skill decreases your movement speed, but gains resistance against attacks that can stun or throw you and a slight extra resistance. Passive Skills: Radiation Resistance: It has a natural resistance to radiation which makes it capable of exploring highly radioactive areas without suffering the harmful effects of radiation, allowing survivors to use it as a safe guide in dangerous environments. Toxin Resistance: It has a natural resistance to poisons and toxins. Natural protection: Contains a tough skin that provides an additional layer of protection against damage. It can soak up all damage before its spiked carapace weakens so it can take damage, offering survivors protection during battles or encounters with hostile creatures. Survival of the carapace is determined according to the total hp of the creature (20%) The cooldown for the recovery of this carapace/armor is low (30s) however, Tenrec cannot suffer any type of damage in the meantime, if it suffers the timer starts from 0 again. Weight reduction: The Tenrec can be utilized to carry additional items, acting as a "backpacker" for survivors. It has the ability to carry a high amount of collected resources as all items will have their weight reduced, allowing players to carry more items without overloading themselves. Damage Retribution: Lastly, it has a passive ability that allows it to automatically reciprocate part of the physical damage taken by attacks from enemy creatures. Note: Thanks to everyone who read this article about Tenrac. I'm happy to share this idea I had. I am open to any suggestions and opinions. I don't speak English so some sentences may have been slightly confusing Again it is worth mentioning that all "concept arts" were made by i.a Animal based : Hemicentetes semispinosus
  23. Common Name: Anomalocaris Species: Anomalocaris Luxarmis Time: Late Cambrian Diet: Carnivore Temperment: Opportunistic Wild: Of the many different creatures I have encountered in my travels, Anomalocaris Luxarmis is one of the strangest I have encountered, looking more like a strange alien from a science fiction movie then an actual animal. These armored predators effortlessly glide through the water with rigid armor plates, and use their tusk like appendages to hunt their favorited prey, Trilobites, and Lamprey. Their many adaptations have allowed these predators to flourish in their environment. Their armor is extremely durable, akin to carbon fibers, and they swim surprisingly quickly. They are also covered in specially modified bioluminescent organs, allowing them not only to provide light in the dark environments they dwell in, but they can also completely disappear from sight, becoming almost completely invisible similarly to the Rock Drakes that also inhabit these caverns. Domesticated: Making use of Anomalocaris Luxarmis' many adaptations, one can drastically improve their survivability on foot in almost any of the environments the arks could throw at you. I have seen some survivors wearing Anomalocaris comfortably upon their backs, similarly to a backpack. When like this, Anomalocaris can provide one with many of its adaptations to augment the wearer. Their diet has made them completely immune to radiation, which when worn can also reflect harmful radioactive particles from the wearer. On top of this, their special producing light organs provide charge light, bolstering other charge creatures in a symbiotic relationship, and when sufficient harm comes to the wearer, provides a incredibly bright flash to allow one the ability to escape from harm. However, the most useful gift the Anomalocaris provides is its armor bolstering shell, allowing one when in its active state to take drastically reduced damage, and bolster ones posture to inhuman like proportions; making one immune to being stunned, slowed, frozen, covered in disgusting sap, as well as allow you to move completely normally when encumbered. It even could refract light in a way to cause one to completely disappear! Greeting Everyone! Allow me to help introduce my Creature Submission; the Anomalocaris Luxarmis: Ideas: Role in both PVE and PVP to protect the wearer from a variety of threats Difficult to tame; Hard to find Gets worn on back similarly to a Sinomacrops Is tamed similarly to a Horse or Andrewsarcus but with Electrocution Can be whistled into differing active states when tamed Introduction: Aberration has always been a very alien like environment, with massive caves, bioluminescent lights and creatures that defy imagination and skew into the realm of fantasy and science fiction. I believe that Anomalocaris helps to fit the bill for this type of design format, as it is one of the oldest predators on the Earth, looks completely unlike anything one could find in real life or even Ark, as well as fill in the spot of a crustacean like animal, which the game only has a few of. In this case, Anomalocaris is more related to that of a shrimp then anything else. Anomalocaris in the design was chosen very early on to be a smaller creature, and while that might be a turn off to some, allow me to explain: Aberration compared to other maps is one that focuses more on smaller tames, and being on the ground, climbing, ziplining, flying with gliders, etc. While there is larger tames, they are usually reserved for later on in the map (Rock Drake, Reaper King) or getting down to the bottom of the map (Sarco, Karkinos, Spino). Anomalocaris in the fashion of Aberration is meant to help drastically improve your survival on foot. Going up the surface will be far safer, as well as delving into the caves and deeper map. Off this map, it still is useful to survivors as it provides invaluable defense when on foot, as well as helping one in a multitude of ways, from the every day like carrying a ton of thing around your base, to protection from raids or wild dinosaurs. Wild: In the wild one will find Anomalocaris swimming around the massive bioluminescent lakes on the Aberration. Occasionally disappearing from sight with its cloaking like abilities, which might make finding it difficult. Anomalocaris itself, is not dangerous at first, and will harmlessly swim by you, which is perfect time to try the taming method. However, if you are already hurt is when Anomalocaris will show its true colors, and attack the survivor. In this case, the Anomalocaris will snatch and hold onto the survivor, similarly to a bear trap but in the water, making you slowly sink unless you click quickly like the Desmodus. If there are other things in the water with you, or you get plain unlucky, and dont escape quick enough, they will slowly drown the survivor in water. Taming Method: The taming method has admittedly changed a couple of times; from originally being feeding it tamed light pets to win its trust, to stunning it with electric prod and feeding it (unforuntately cant be used in the water for this). I decided to have the use of another tame in the game; Electrophorus. Anomalocaris' armor is incredibly tough and tranq arrows or even the spears will not have any effect, thus the way to tame Anomalocaris is to drive it into Electrophorus, causing it to get electrocuted and causing a long stun, to feed it a black pearl. The reason for this is to make use of a less popular tame in the game, as well as it means you may need to go down into the Red Zone to get Black Pearls before you have enough to tame the Anomalocaris. Using tamed Electrophorus will even make this process easier. For safety with the tame, I would say the electrocution would obviously not effect taming efficiency, and perhaps Electrophorus will flee from the sight afterwards. Cnidaria could even work too, though be wary that when the Anomalocaris gets electrocuted you get thrown off to give it pearls. Tamed: As stated above the Anomalocaris has ALOT of special uses for your character. For one, it is a light pet technically, which means it will tell you when max level wildlife is nearby. Most of the abilities that Anomalocaris can do are either passive or active. For active abilities when worn, you will have to whistle to the tame. One whistle will allow you and the Anomalocaris to cloak similarly to the Predator, which can be useful in a PVE and PVP setting, especially for PVP when scouting and sneaking around. Its second whistle, Armor Mode, causes the Anomalocaris' armored fins to form shields around you. In this mode, one takes reduced damage, similarly as if the armor you are wearing is of better quality. Ranged attack would effectively do nothing, and tames will find you incredibly durable to bite and attack. In this armor mode, you cannot be bola'd, slowed, stopped with bear traps, frozen, or the like. Tames could still pick you up, but we will get to this in the passives. One of the other useful abilities of this is it also allows you to carry more, as encumberment doesnt slow you anymore (As a secondary, it could also lower the weight of things in your inventory if that works better). For those wondering what would happen if Anomalocaris is thrown off when on land, I think it would be cute and amusing if it is the slowest tame on land, like trying to follow with its fins, but otherwise just chills there like a cute lil guy. TLDR: Cloak Mode = Cloaks the survivor and Anomalocaris Light = Can be whistled to provide Charge Light like a Charge Pet Armor Mode = Drastically Reduced Damage, Immune to Stun, Slowed, Frozen, and Encumbered effects Both are Activated by Whistles Passives: Anomalocaris also has many different passive effects. For one, light pets other then Anomalocaris regenerate charge when nearby. Wearing Anomalocaris makes one immune to radiation damage, meaning they can wear Armor into the Red Zone onto the map, or future radiation environments on maps. Lastly, Anomalocaris can unleash all of its charge light into one flash, similarly to a flashbang. This effect covers the entire area of the charge light, and will stun tames and other players when caught in it. This effect cannot be whistled or activated, and only occurs when the Anomalocaris is threatened. When the Anomalocaris in the wild is injured to 1/4th its hp, it will flash and flee. When worn, the Anomalocaris will flash when the survivor is brought to 1/4th the hp OR if they are picked up by a mount. When Anomalocaris does this, it loses all its charge light, and has to recharge. TLDR: Radiation Immunity when worn Buffs Light pets to regenerate their Charge faster Defensive flashbang when Anomalocaris in the wild/not being worn is brought to 1/4th hp left Defensive flashbang when Survivor that is wearing Anomalocaris is brought to 1/4th hp, or picked up by a tame/wild dino Utility (PVE): The Aberration, and many other Arks are incredibly dangerous, nothing however more then caves. Many caves are too cramped to allow tames in, or only smaller tames, and there are times where we either lose a prized tame, or you have to gun into a cave alone Anomalocaris provides the user with light, as well as defenses against the many threats in the cave, as they push through in almost juggernaut style through the cave. Even when brought low on hp, the Anomalocaris flashes, saving them and allowing them to pull back and heal. Even when leaving the cave, the survivor is then tackled by a raptor, which thanks to the flash from the Anomalocaris, allows the survivor to quickly spin around and shotgun it in the face. Utility (PVP): A tribe is about to attack another persons base, which happens to be in a cave, cramped and wont allow larger dinosaurs inside to lay siege, the tribe takes out their Anomalocaris' and charges in, blasting the tribe without them, who attempt to fire back, but are effectively firing at near bullet proof warriors in riot gear. One attempts to grab their trusty Karkinos in the cave and grab the intruders, which is then flashed, they fall back to the ground and continue their siege, destroying the rest of the base with minimal casualties, and offers defense for them to collect the loot even if the enemy spawns in to try and catch them off guard. One happens to, but doesn't see the 3rd player, who walked into the cave cloaked, and is quickly dispatched Nerfs/Counters: In a way to balance this creature if it seems like it is too much, there are a couple of methods. The armor mode for one could take food to keep going, similarly to the Daeodon, which means it cannot be used all the time. Electricity can also be used as a method, which could either completely bypass the defenses of the Anomalocaris wielding survivor, or make it fall off onto the ground, which could give time to kill the survivor or the Anomalocaris. Poisonous Gas would also not defend the survivor in this case, and poisonous bombs can be used to completely deter intruders. Conclusion: In Conclusion, I think Anomalocaris would make an excellent addition to the Aberration map. In this form, it provides many different helpful buffs that could keep one alive on this map, which is arguably one of the harder ones in the game, as well on others, and provide them with a helping of active and passive support abilities. While it isn't large enough to ride, I believe Aberration is a perfect map to do this on as it is a very alien creature to begin with, and much of the map requires either being on foot or with a smaller tame. To boot, this is another crustacean like arthropod to add to the game, which I think is just incredibly neat! I thank you for hearing this out, as I put a lot of effort into this art, and making this dossier, and tame. Art/Dossier: By @_Omegez and substituted art from older Anomalocaris Dossiers found on google (PivotNaza, VII2U5, Kamikazy) Authored: By @_Omegez Written: By @_Omegez Dossier: By @_Omegez Electrocution Taming Method Idea: My wonderful Brother [If the dossier I made is too small to read since I did have to compact it down to get uploaded, I also have it uploaded onto Twitter at @_Omegez]
  24. Smok - Was a type of large predatory archosaur living in the late Triassic in modern Europe. Its fossils come from sediments in the brickyard in Lisowice near Lubliniec, dated to the turn of the Norian and Rhaetian (205-200 million years). Measuring 5-6 m in length, of which nearly 50-60 cm was the skull, it was one of the largest Triassic archosaurs. "Smok" shows some features in theropods, rauisuchians and more primitive archosaurs. Omnivore Wild Smok will spawn near rivers and more infected aberration biome, where he will hide between rocks or in water .Using his glowing scales he will be able to charm other animals or players to come to his location slowly. You can escape the charm of smok by Eating an Aquatic Mushroom or Auric Mushroom depending if it would be found as Water type or Abberated Type. Taming To Tame This Gentleman You have to bring creatures to him, he will then devour them. The Bigger the animal or the bigger the level of the animal the more percentege in taming it will have. You also have to bring diffrent kinds of mushrooms because Smok will charm you too if you are not carefull with him, also between animals Smok might consider wanting a random type of mushroom because he is a picky eater. Tamed Water Type - He Gets Unlimited Oxygen underwater plus gets Boost to Damage and Speed near Water . His attacks also Give Bleed effect just like Allo.(More like an Archosaur) Abbilitys: His First abbility: Jaw Breaker- His Jaws Open Wide and Do A LOT OF DAMAGE and does bonus damage to all structures and animals underwater. Second Abbility: Super Tail- His Tail Starts To vibrate which cause All Nearby Agressive Creatures to Turn peacefull for 15 Sec. The Cool down for abbility is 30sec. Third Abbility -Roar! Abberated Type- With Being On Radiation comes Props of course . This type of Smok Is Getting Buffed on Radiated Biome and Surface in Strength and Protecion But Also Gets and Abbility to Climb Walls and Diffrent Surfaces with extreme speed. His Bite unlike His Water Brothers is Poisonous which helps with stronger creature cause it avoid any type of armor For Example Reapers.(As a More Theropod Like Dino) Abbilitys: His First abbility: Jaw Breaker- His Jaws Open Wide and Do A LOT OF DAMAGE and does bonus damage to all animals with More Strength . Second Abbility: Wall Run- His Claws Starts To stick to all surfaces which help him get around "Abberation". Third Abbility -Roar! Because The Debate About it Being more Like Archosaur or Theropod one type should be more theropod and the other one more like Archosaur. For The Sadlle i Thought Maybe Like a Green House With But With Metal as Like a Magmasaur or Andrewsarchus but smaller.
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