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Found 9 results

  1. The Kosmoceratops has countless abilities that involve paint. For example, when you feed the Kosmoceratops paint it will a new ability to the dinosaur for a certain amount of time: 1: Red paint will boost your tamed creatures around you by 10% Lasts two minuets 2: Yellow paint will provide tamed creatures with a 20% defense against wild creatures Lasts two minuets 3: Blue paint will provide tamed creatures with a 25% gathering efficiency Lasts five minutes 4: Green paint will provide your Kosmoceratops with a poisonous bite which allows you to knock out wild creatures Lasts five minuets 5: Purple paint will provide your Kosmoceratops with a 10% crafting skill bonus to creatures and players around you. Lasts two minuets Taming To tame your very own Kosmoceratops you would have to make a certain amount of lazarus chowder depending on the level of the creature you find. 1. you would have to feed the creature 1 lazarus chowder for levels 1-20 2: you would have to feed the creature 5 lazarus chowder for levels 21-50 3: you would have to feed the creature 10 lazarus chowder for levels 51-100 4: you would have to feed the creature 15 lazarus chowder for levels 100 and up Once you have fed the creature the correct amount of lazarus chowder you will have to complete a minigame in order to fully tame it. To complete the minigame you have to collect from the correct bush that matches what the Kosmoceratops is craving. The way you know what bush to collect from, you will have to look above all the bushes in the area and the bush berries icon will show up. Special Abilities The Kosmoceratops can use its tail as cannon. Furthermore, if you put crystals in its inventory, you must press the attack button, trigger, etc. Moreover, it will shoot out a crystal cannon ball that can destroy structures up to the metal tier. Also, this attack can knock out karkinos and rock elementals (Each crystal cannon ball requires 100 crystals and 10 cementing paste to make). Also, the horns of a tamed Kosmoceratops can be used as a type of musical instrument which can be used to boost your herbivores defense and damage by 5%. However, if you use a wild Kosmoceratops horn, it will make the wild creatures around you become hostile towards you. (Horns break off over time and grow back) Common Name: Kosmoceratops Species: Kosmoceratops Richardsoni Time: Late Cretaceous Diet: Herbivore Temperament: Territorial
  2. Rodhocetus Kasrani Rodhocetus is a genius off early whales Wiki: https://en.wikipedia.org/wiki/Rodhocetus Name: Rodhocetus kasrani Group Mammal Time: Eocene Diet: Piscivore Temperament: Territorial/docile Rodhocteus is a amphibious whale who would be a fearsome foe on both land and sea. I feel ark`s oceans need a new BIG creature but actualy beeing abel to leave the ocean and stil be decent is preferd so I think this could be a fun creature to fit that role. It has alot off health and great damage, it`s quite fast and mobile in water but become more sluggish (while stil decent speed) while on land. Size will be simular to the astrocetus but maby a bit bigger. I feel the ocean in ark need a new BIG creature and I think it would be fun to have something that also can go on land and be decent. Dropp: Hide, meat, blubber (can be turned into oil in or used in cooking or consumed to stay warm/ regain stammina or heal carnivores), smal chance for silika pearls, black pearls and blueprint. Dossier: Rodhocteus is a name that strike fear into the heart of any seafaring surviver. This leviathan is feard and worshiped bye many often tried to catch and tamed buy multiple tribes but few even survive to tell the tail. It is a creature off duality not just because of it`s amphibious nature. I keep hearing tails off this blod thirsty monster that destroyes everything in it`s path, a creature abel to stop a ranging giga, but a few also describe it as a gentel giant who`s main food is simple fish. Even when I myself stod face to face with one it seemed more intrested in basking in the sun nothing like the stories I have heard so many told off it. And while few have succeeded a few have managed to get thees Behemoths on there side. Rodhocteus is a wounderfull sea mount as few creature dare to face it and it`s thick hide seem to protect it from the poision form the cnidaria. It has a remarkable abillity to fillter out the non edible part off it`s pray allowing it to farm large amount of chitin, hide, cementingpaste and silica and black pearls. Wild. Rodhocteus is mostly found in the centers`s oceans but can also be found basking on it`s beaches. It is mostly docile only attacking if provoked but it will turn aggresive against any raft or sea platform. It don`t agro on much else than coelacanth, megladons and leedsichthys and occasionally the nearby crustaceans. Domesticated: For those who can domesticate a rodhocetus these giants becomes wounderfull travel mounts for those who seek to explore the depths off the ocean, while as a mammal they do need oxygen rodhecetus can hold it`s breath for hours and seem to fear non off the other inhabitants off the deep. They can also serve as Cargo haulers even carring larger items and even herds of smaller creatures within it`s mouth. Rodhocetus seem to have adopted to store whater within it`s nasal cavity that it can eject at will. Some uses this ability to irrigate there crops, stop fire, relieve wounds and some just use it to cool down on a warm day. Take this with it`s majestic but intimidating bellow that seem to even intimidate the gigantosaurus rodhocetus can be great for defending and supporting your tribe and your homes. Abillities: 1 Left click Bite: A slow but powerful bite attack. 1.5 Mouth full: Hold down left click to swoop open rodhocetus`s mouth to pick up and store things in it`s mouth. It can pick up small herds off smaler creatures like wolfs. It can also scoop up parts off your base to relocate it, 2-4 foundations depending how much is on the foundations. Pressing left click again alows you to spit out creatures and survivors while holding let place down items and base parts. 2 Right click: leviathan`s Bellow Land: Rodhocetus emit a deep and powerfull bellow that disrupts all passive abillities and effects like: Ally: stops ally creatures from fear, bleeding and debuffs. Enemy: Stops passive boosts like dadedon healing, water buffs and giga and charcar rage. Water: While in water it works like ecolocation and finds wild and enemy creatures, explorer notes and reasurces like oil nodes. 3 Splash/body slam: While close to the water surface press space to luach yourself upp and slam down. this dismount enemy survivors and deals great damage to rafts and seaplatforms. the more momentum you have the greater the power. Passive: Thick blubber: Imune against torpor and cnidaria toxin. Bonus abillity: It stores water that it can blow out thru it`s blowhole to stop fire and give temporary healt regen to ally. While at the water surface blast out water thru it`s blowhole and make a rainbow like the basilosaur. Taming: To tame on for yourself you need to use rafts to wear it down. Rodhocetus will attack the raft (need multiple rafts for higher level, metal is more effective than wooden rafts) it will calm down allowing you to passive feed it. Saddle: I think a platform saddle could work well but I also se it just having a normal saddle. thank you for cheaking out my subbision hope you have a nice day.
  3. THE BIG DOG IS BACK Name - Amphicyon Monsthorax Period - Miocene Diet - Carnivore Temperament - Aggressive DOSSIER - WILD Found within the highest mountains and coldeat caverns of the ARK, Amphicyon Monsthorax is a colossal canine, a mix of Dire Bear and Dire Wolf with qualities both combining and separating itself from its close cousins. Its limbs are incredibly strong and thick, able to leap incredible distances and pin down its prey, only to rip them apart with its powerful jaws, having a particularly gruesome habit of coating its face with blood. This, subsequently sends it into an aggressive frenzy and scaring away anything smaller than it that would seek a fight. It's incapable of climbing due to its shortened claws, but it displays impressive ability in scaling walls with jumps, though young Amphicyon or unskilled riders may quickly find themselves scrambling for leverage if they move sloppily on steep mountain faces or walls. DOMESTICATED Taming Amphicyon is no small task. Their thick, shaggy fur makes tranquilizers pretty much unusable, but their aggression is far too high for a passive tame, especially in their Bloodlusted state. That is, unless the Amphicyon is hungry. Much like the ancient canines of our time, you must gain a starving Amphicyon's trust with feeding it meat, and ideally, said meat will be drugged to knock it unconscious, for a safe taming experience. When tamed, they make for a nigh unparalleled travel mount, capable of scaling any mountain with their powerful jumps. Their pelt simultaneously provides insulation from the harsh cold of the mountains, and is able to naturally protect it from projectiles, though explosives and fire are able to bypass this protection. Their thick forelimbs also allow them to pin down any unsuspecting prey, be it man or beast, before then being subject to being ripped apart by the Amphicyon or even shot at from a skilled rider, allowing them to become even more fierce for whatever battle comes next. MECHANICS - Standing at a size rivaling the Andrewsarchus, the Amphicyon is a colossal relative of the Direwolf, aptly nicknamed Bear-Wolf for its massive stature and thick claws and arms. They're found in the absolute coldest norths of The Center, in the Tundra, mountains and Edge of the World zones, feasting on Mammoths, Rhinos, and even other wolves. Living in such intense cold has allowed their fur to grow incredibly thick, stopping any tranquilizer from penetrating their flesh and reducing incoming damage from bullets, though explosives like rockets and grenades, as well as flamethrowers, flame arrows, and oil jars, are still able to cause significant damage. They're naturally aggressive, attacking pretty much anything in their area and boasting the ability to pin down creatures smaller than them, including Raptors, Carnos, and even small fliers like Pteranodon and Tapejara. This also allows them to dismount riders. When pinned, the Amphicyon will bite down on its prey, causing significant damage. Players are able to escape by attacking it with a firearm or net launcher, but any other melee attacks will do very little thanks to its thick fur. Creatures are unable to escape from a pin, however the pin will end after around 30 seconds, allowing the creature to escape so long as it has sufficient health. In the wild, Amphicyon have a natural hunger meter that is refilled by eating corpses. When an Amphicyon hasn't eaten in some time, it will enter a starving state, indicated by slobber coming from its mouth and a significant debuff to its speed. When starving, the Amphicyon is significantly more aggressive to mid-sized animals, but less aggressive to players and smaller creatures. In order to tame a wild Amphicyon, you have to insert a Narotic into a wild corpse, drugging the meat, before then dragging the corpse towards Amphicyon. It will slowly approach and eventually eat the corpse, and when consumed, it will then start to follow you. You then have to either kill a new creature and repeat the process, or feed it the next corpse you have. Eventually, the drugs will kick in and the Amphichyon will be knocked unconscious, allowing for the usual ko-and-feed tame. When tamed, the Amphicyon is a jack of all trades for solo players and nomadic tribes. Boasting impressive attack, a natural resistance to most incoming damage, and incredible mobility, it'll be a premier travel mount for the most dangerous areas in Ragnarok. It boasts natural insulation from cold, though not from heat, and a somewhat impressive weight stat for carrying items across long distances. Like its cousin, the Dire Bear, it has the ability to pick up speed over the course of a sprint, though it suffers the same drawback of being unable to retain said speed when turning. This is, however, made up for in its incredible jumping ability, able to scale impressive heights in one leap, or jumping from wall to wall to effortlessly scale even the tallest mountains. However, when jumping from wall to wall, you must be quick and keep your momentum, otherwise the Amphicyon will begin to rapidly descend due to its small claws' lack of grip. Thankfully, its habit of high jumps gives it significantly reduced fall damage even from particularly steep heights. It's a poor swimmer due to its weight, and should ideally never be put anywhere near water. While lacking in the Dire Wolf's ability to hunt in packs and gain buffs from its packmates, it instead is able to let out a confidence-boosting howl to increase the defense of its teammates, allowing it to also act as a durable support mount in large-scale battles. Lastly, the Amphicyon is able to use its massive forelimbs to pin down smaller animals. When it attacks a pinned creature, it will become coated in blood, and gain the Bloodlust effect. Bloodlust, similar to the Carcharodontosaurus's Bloodrage, is a buff that gives the Bear-Wolf increased damage, but the blood also causes nearby smaller creatures to be intimidated, reducing their damage, and ensuring that trying to outmaneuver or flank an Amphicyon may end poorly for the recipient. It can be refilled by pinning down and attacking another creature, and will gain extra time if eating a corpse. CONTROLS - Left Click/Primary Attack - A traditional bite attack. When standing still, this attack is quicker, able to string together powerful knockback-inducing paw slaps with bites. When running, it can only bite, but it gains the ability to lunge in the opposite direction similar to the Sarco if the player is facing the opposite direction, handy for gaining the upper hand on more mobile opponents or escaping a fight it may not be to win. Right Click/Secondary Attack - A large paw slam, which pins down any small creature in front of it. Creatures its size or larger will instead be knocked back, though creatures above a certain size threshold are instead immune to the knockback effects. When held down, it becomes a straightforward lunge, pinning down anything caught in its way. This will then allow the Amphicyon to bite down and gain the Bloodlust effect. C/Tertiary Attack - The Amphicyon howls, increasing its allies' vigor and boosting their defense for a set amount of time, which can be reset with each howl. While not as strong of a buff as a Yutyrannus, Shadowmane, or Carcharodontosaurus, it is able to move while howling, allowing for the howl to be provided to allies further away. Space/Jump - Like the Karkinos, Procoptodon, and Shadowmane, the Amphicyon is capable of long-distance jumps by holding down the jump button, and boasts the unique capabiltiy of wall-jumping, chaining jumps from one wall to another, allowing for scaling of particularly large and complex bases, or the large mountains it calls home. As well, when mid-air, it can also decide to divebomb onto a creature beneath it, allowing it to lead straight into a pin on smaller creatures, or doing impressive damage on creatures its size or larger. UTILITY - PvE - Amphicyon, while not as agile as something like a Dire Wolf or Raptor, is nevertheless an incredibly valuable travel mount. Between their power, speed, jump heights,, impressive weight stat, and ability to support teammates, it works as an invaluable member of any caravan or slow traveling party, so long as you keep them away from the water. PvP - It works equally as well as a proper war mount. While lacking a pack mechanic, they work excellently in picking off smaller and more agile mounts thanks to their Bloodlust mechanic, pin and overall bulk, as well as their ability to turn on the spot and jump out of any conflict that becomes too dangerous. As well, their supporting howl can be used in large armies in conjuction with a Yutyrannus to further boost a tribe's war mounts and boss fighters. WEAKNESSES - The main turn-off for most when taming an Amphicyon is simply its habitat. It lives in intense, harsh climates rife with predators, so you have to be truly dedicated and sure that you want it before making the trek, though particularly capable players are likely able to lure it into more temperate climates safely. As a tame, Amphicyon is a jack of all trades, but a master of none. It lacks the speed of a Dire Bear or Andrewsarchus due to its increased bulk, but also lacks both of their impressive weight-carrying abilities. It can't reach the same heights as a Procoptodon, and it isn't as capable of climbing sheer cliffs as a Thylacoleo or Megalania, but it nevertheless utilizes each of their abilities in its own unique way. It has many tools to punish greedy mobile mounts, but it struggles with quick turns and running from fights, meaning it's best to avoid contact with larger creatures like Rexes or Rhynios.
  4. Platecarpus is a small Mosasaur that lived in the Late Cretaceous around 20 feet long. I have no pictures or real ideas for the animal except three, It would be the fastest aquatic and be a deinonychus of the sea and Thermal Vision as they are closely related to monitor lizards. Plus, a taming method where you have to passively feed it Ammonite Pheromones. And that is basically it. Any other Ideas to add on will be happily used and the person who gave it will be thanked it the replies. Please look at Wikipedia for references of this creature.
  5. Hello! I decided to submit Tanystropheus for Abberation since I thought we need a new transitional creature from the blue zone to the red zone. Tanystropheus would be the enemy of nameless and not only do increased damage to nameless and seekers but also harvest more nameless venom than any other creature. Not only that, but that Tanystropheus would have a saddle that allowed you to be immune to radiation and swim through the element rivers with safety. It would have the bulk and speed to run from reapers and rock drakes but only did significant damage to nameless and seekers. To tame a Tanystropheus, you would have to sneak up to it like a equus and ride it. You would be on it’s head and every time it thrashes it’s neck, you would have to feed it a tranquillizing item like a narcotic. Narcoberries give the Tany the least amount of torpor and Biotoxin gives it the most torpor. After you knock it out, you would feed it nameless venom or raw prime fish meat like a standard knockout tame. Left click is a standard bite, right click is a toggle to make it stand up, and c is a belly flop it can only do when standing on it’s hind legs. Holding left click will make it gram creatures as big as a ravenger, holding right click will make it thrash with it’s neck, and holding c will make it do a cosmetic roar. If you force feed the Tany Nameless Venom, it will activate a buff called intoxicated madness which increases it’s attack speed by 35% and it’s health regeneration by 45% for 45 seconds. It can get the hydration boost and spawns in the green, blue, and red zones by rivers and element rivers. It’s saddle can be learned at level 52 and can be made with 540 polymer, 320 metal ingots, 135 crystal, 20 red gems, 20 blue gems and 20 green gems and the saddle itself would look like a dome. It can also apply torpor to the creature it has grabbed and slowly apply torpor like a tuso. The trapped creature can only escape if you let it go and you could throw the creature away like a karkinos.
  6. Greetings, friends. The purpose of the Sinornitho submission is to add a unique creature into the game that shows the power of being in a group by featuring new attributes and abilities. The Sinornitho takes a unique Family aspect, important when it comes to breeding, taming and fighting. It combines that with a perfectly skilled traveler and venomous killer. Sinornithosaurus, when it existed, was a superior killing machine, bearing toxic poison as well as gliding feather. I believe Aberration is the perfect map for this fantastic little critter. It has the potential to bring a very unique experience to the game. Please remember that while Wildcard takes inspiration from the winning creature, they may change any of the features and abilities suggested here. Thanks you for your support and survive on, friends! Contents: 1 – Artwork & Dossier text 2 – Spawning (in the wild) 3 – Taming & Food 4 – Attacks/Abilities 5 – Potential Base Stats 6 – Appearance 7 – Families Artwork. This dossier was custom-made to give you an idea of a possible in-game dossier. SINORNITHO Species: Sinornithosaurus venenum Time: Late Jurassic Diet: Carnivorous Temperament: Aggressive (trusting) Wild: If you are wandering in the deep dark forests of this ARK, you may hear the rustle of feathers on the breeze. Then you feel an unbearable pain of fangs sinking into your shoulder and you take your last look up into the vicious jaws of the Sinornitho. These small raptors live exclusively in family groups. Each member of the group shares an unbreakable bond of friendship with other members. Domesticted: Survivors must be a bit mental to try and tame these squirrelly, toxic little critters. However, they can be quite trusting, you just need to spend some time to form a bond with a family. They like to stick together, so failing to bond with one equals a fail to bond with the entire family. Their flight feathers make Sinornitho an efficient glider. The venom of Sinornitho is a very pot killing machine. Even more so than the Titanboa's Thankfully, you’d only have a few minutes to feel the pain…. ☠ Spawning. Sinornitho spawns in every Biome except the Surface. They will sometime hang on large trees or vertical surfaces like a Thylacoleo or Rock Drake, leaving to attack victims. Sinornitho always spawn in groups of 4, with at least one male and female. Each that spawn together will be in a designated Family. A Family member will only aid a Sinornitho in the same pack in battle. See below for more on Families. Agrroing. Sinornitho only aggro onto the same creatures that a Dilophosaurus would. When attacking, they will in fact bite until their victim has maximum Venom stacks on it. Then they will follow the victim, staying a distance away and not attacking. They will retreat if needed to stay a distance away. When the victim dies from the Venom, they feed. This tactic is used onto by wild Sinornitho that aren’t being tamed. Taming & Food. When it comes to taming, you cannot just tame a single member, you must tame a Family, even if the Family has lost 1 or more members. Taming a Sinornitho Family is similar to Imprinting a baby dino, but you must “Imprint” an entire Family. First, you must locate a Family or a member. Do not attack them at any time during taming! If you do, they will become untamable until they lose aggro on you. It is highly suggested you tame these creatures on foot. When you locate 1 or more members of a Family, crouch. If you are in a crouch position, Sinornitho, instead of attacking immediately, will move directly up to and wait for 20 seconds before attacking. In this time, you must bond with it by pressing [E]. Once you do so, the entire Family will move to you, no matter how far away they are. If more than one Family member approaches you at the start, you only need to bond with one member to attract the others. The family will now follow you around and behave almost like a tame on attack target and low following distance (damage to a Sinornitho does not ruin the taming effectiveness… unless it’s you who attacks!). After the first member is bonded with, you must then complete 4 tasks. Each task is random out of 3 possibilities. Each success gives you 25% more taming progress, and progress can’t decrease (unless you ruin it). If you fail even one task, you fail the entire taming attempt, the Sinornitho attack, and you will probably die a terrible death. Unless you manage to escape render distance, return, crouch again, and start all over. But you will rarely escape without making your last wheezing breaths, so don’t fail. Once the first member is bonded with, the first task will automatically begin. You will get notifications about which task you must perform with the Family. There is a period of 2 minutes between each task completion and the next task. You have 10 minutes to complete each task, or you fail. The different tasks possible are: Hunt Small Prey: This requires you and the Family to find and kill 4 wild shoulder pets. For it to count as a kill, you and at least 1 Family member must damage and/or kill the shoulder pet. The Family attacks your target when you are taming them, so you just need to damage the shoulder pet, and the Family will finish it. Feed: This requires you to feed a random food to each Family member. The same food must be fed to each member by putting it in the last hot bar slot and pressing [E] to feed. The possible foods are Cooked Meat Jerky, Rare Mushroom, Cooked Meat, and Raw Meat. Bring some of each food just in case. Pet: By far the easiest task, this requires you to simply press [E] to pet each Family member. Once four tasks have been completed, the Family will be tamed. Another twist to the taming is that at any time during taming, a Family member has a chance of temporarily aggroing onto you. It will attempt to attack you for about 5 seconds before calming down and going back to normal. A tip to avoid getting killed by Venom, always stand on guard and be ready to dodge or block with a shield. Note that one Survivor can only be taming one Family at a time. If two or more Families happen to be in the same area (rarely happens), then you can determine which Sinornitho belongs to which Family by their colors (always the same for each Family). It is suggested that you either kill or KO the other family members. Remember that attacking one Family will not draw the aggro of another. If you happen to come across multiple Families with the same colors, then tough luck. That’s ARK for you. If you are in a Tribe, each member can tame a Family at the same time, but on their own. A Family you are taming does not pay attention to other creatures other than you, including Survivors and Tribemates – unless another creature attacks, they will then retaliate. They otherwise only respond to what you do. If you or an allied tame attacks a single Family Member while taming them, the taming will fail and they will aggro on you. You can escape aggro range, return, crouch, and start over. After being tamed, the Sinornitho will eat the same as any other carnivore. Attacks/Abilities. Left Click: The primary attack of the Sinornitho is a vicious bite/claw that deals 30 base damage as well as one stack of Sinornitho Venom (stacks up to 5, see info below). This attack has a 50% chance of inflicting a Bleed stack as well. Venom and Bleed work on Bosses. Sinornitho Venom. The poison of the Sinornitho is deadly. Like a Leech, victims lose health and stamina over time, for each stack of the venom. For each stack (up to 5), the victim loses a base of 0.5 health and 1 stamina every second. The damage and stamina loss increase when leveled in melee. The health loss is doubled if the victim has at least one Bleed stack on it. Wild Sinornitho contain 2 Sinornitho Venom in their inventory if killed. Via the option wheel you can also extract 1 Sinornitho venom from a tamed one. After extracting, for the next 12 hours in game the raptor is unable to use venom for extraction or inflicting. This item can be ingested to make you lose any venom stacks on you currently and immune to the venom for 24 hours in game. This item can be fed to tames or unconscious creatures as well. Sinornitho Venom stacks up to 10 and doesn't spoil. Antidotes also work on this Venom the same as normal and remove all stacks while in effect. One stack of Venom wears off in 2 minutes (real time). Most survivors would die before then, however. However, one at a time, each Venom stack will subside in 1 minute when injected onto a creature with 300 kilograms or more of drag weight. Space Bar: The Sinornitho can jump as far as a Deinonychus. If you hold down on the [Space Bar], you can Glide. A Sinornitho continues to glide until you release [Space Bar] or hit a vertical surface. If you hit a surface, the Sinornitho automatically latches onto the surface and can now Climb. To Climb while latched onto a surface, simply point a direction and press [Space Bar] once. The Sinornitho will lurch and shimmy in that direction just like with Climbing Picks. Pressing [C] will cause the Sinornitho to detach from the surface. Sinornitho take zero fall damage. [X]: Pressing [X] will cause the Sinornitho to make the Family screech. Each member belonging to a Family that the screeching Sinornitho also belongs to within range will get a 10% buff to damage, speed, and damage resistance for each other Sinornitho within range that belongs to one or more of its Families (that the screecher belongs to). Example: Sinornitho from family A and B screeches each Sinornitho belonging to A and/or B within range gets 10% buff for every other Sinornitho within range belonging to A and/or B. So if a Sinornitho from family A and B hears the call, and there is 2 A members, 2 B members, and 2 other A & B members, that Sinornitho gets a 60% buff. This buff lasts for 5 minutes and has a 24 hour cooldown before the screecher can screech again. Potential Base Stats. The suggested base stats of Sinornitho. Health: 180 Stamina: 180 Oxygen: 150 Food: 1200 Weight: 125 These stats make Sinornitho a little less tanky than Deinonychus, but faster and more endurant over long distances. Appearance. Sinornitho is similar in appearance to a Deinonychus but noticeable smaller. Also, it's snout is longer and narrower, and its sickle claw is less prominent. Its feathers are usually colored in reds, oranges, browns, grays and blacks. Note that in the wild Families spawn with each member featuring the same colors in the same color regions. Sinornitho eggs are dark grey colored, with green spots. Families. Every time Sinornitho spawns, they spawn in groups of 4 called Families. Each family spawns with exactly the same colors in the same color regions. Family members spawn with random levels as usual. When you find and tame a Family, instead of naming an individual member, you name the Family. Later you can change individual member's names as well as the member's Family name via option wheel. These families form close bonds and are important when it comes to breeding, which we'll get into now. Example. Sinornitho from Family X breeds with a Sinornitho from Family Y. The baby will belong to both Family X and Family Y. The new Sinornitho from Family X and Y breeds with a Sinornitho from Family Z. The offspring will belong to all three Families: X, Y, and Z. Each Sinornitho can belong to only 4 different Families. If you breed parents who's combines different Families total more than 4, the offspring will belong to a random 4 Families from its parents. Each individual Sinornitho can have up to 4 Families. New Families can be inherited from its parents. If you breed two Sinornitho who belong to different Families, the offspring will be part of each different Family that its parents had. Example. Sinornitho from Family X, Y, and Z breeds with Sinornitho from Family A and B. The offspring will belong to 4 random Families out of a selection of X, Y, Z, A, and B. For any Families other than the random select 4 will have no connection to the offspring. If two Sinornitho from the exact same Families breed then, if each parent has more than 1 Families, the offspring has a 50% chance of getting one or more mutation. Example. A Sinornitho belonging only to Family X breeds with another Sinornitho only from Family X. The mutation chance is not increased because each Sinornitho has only 1 Family. However, if two Sinornitho, each only from Families X and Y breed, then mutation chances in the offspring are put to 50%. This is because each parent belongs to 2 or more families, and they both belong to the exact same Families. Utilities. In conclusion of its abilities, here are some good uses for the Sinornitho. Hunter/Fighter: With group of Sinornitho you can use the screech to give huge buffs to damage, movement speed, and resistance. It is suggested you use a Sinornitho belonging to multiple families, that is if you have multiple families. Travel Mount: The Sinornitho takes zero fall damage and can glide as well as climb. This makes for a good Rock Drake alternative. Boss Fighter: With enough high level Sinornitho belonging to the same Family(s) you can use the screech to give tremendous buffs to allied Sinornitho. This is surprisingly effective against bosses. Also note that increased melee damage increases Venom effectiveness. And Venom works on bosses. Image from BBC's Planet Dinosaur
  7. Wild: Erlikosaurus is a remarkable creature found within the depths of aberration. It is known to be a neutral creature, attacking only those who attack it, except for, strangely Karkinos, of which it will attack regardless. It has been seen scaling cave walls and even ceilings to get to it's targets, meaning that it is quite difficult to escape when angered. Domesticated: Erlikosaurus is an amazing companion to have whilst exploring the caves of aberration, being able to climb walls and has an intimidation tactic where it dances and makes as much noise as it can to ward off smaller enemies. It's saddle has 2 versions- one version with 4 seats for light pets to keep away nameless that also doubles as a mobile smithy, and another with a charge lantern to destroy nameless. There is something quite peculiar you can do with it too- it wears parts of certain other creatures as trophies. For example when it kills and harvests Karkinos it can wear it's claws and pick up other creatures, or attach the spike on a basilisks tail to it's own and gain a tail swipe attack that does knockback. Things it can wear as trophies- Karkinos claws- to pick up small creatures Basilisk tail spikes- for tail swipe attack that does large damage Sauropod Vertebrae- tail swipe attack, but with less damage and more knockback and aoe Reaper top jaw- 3x damage on it's bite attack Rock drake feathers- can allow Erkilosaurus to camouflage Trike top jaw- makes a charge attack Special armour- made from carbonymys shell, arthro and anky plates, chitin, metal ingots and stego plates for a suit of armour that has 100 points extra protection (like a second saddle) Abilities summed up- Dynamic wall and ceiling climbing- can climb around freely on the walls and ceiling Carrier/ smithy saddle- can carry four light pets at a time to keep away nameless, periodically turns light pets on and off i.e. bulbdog runs out of charge, it turns on shinehorn, doubles as a mobile smithy Charge lantern saddle- normal saddle but has a charge lantern on the side of it's neck Trophy Buff- It can use trophies and creature parts and use them, ie karkinos claws to pick up creatures If you have any suggestions then please let me know!
  8. Art: https://www.deviantart.com/baron-engel/art/Golden-Orb-Weaver-study-01-852002051 by Baron Engel Wild: Mongolarachne can easily traverse the caverns she calls home, being able to climb every wall with ease, even travelling over natural and artificial Ziplines. She can even weave her own by creating thick silk strings that can be climbed both horizontally and vertically. the females grow much large than the males. Males mainly wander the ground scavenging for food while the females build nests on the ceilings Living in the Luminous marshlands of Abberation, Mongolarachne jurassica has developed a Bioluminescent silk which she uses to weave gigantic glowing nets. these nets consist of about a dozen strings hanging from the ceiling similar to the nets of the Arachnocampa luminosa. These Nets attract a lot of creatures because of their Rythmic glow. If anything comes in contact with its strings it will immediately be stuck and the Nephila will rapidly pull the string up to devour her prey. Domesticated If a tribe manages to tame one of these spiders,they will find themselves with the most versatile mount inside the caverns of Abberation. Using her ability to shoot silk ziplines and climbing walls makes them a perfect travel mount. I’ve seen some survivors experimenting with the females venom, using it to brew some sorts of medication. This medication allegedly accelerates bloodflow, increasing ones stamina and letting wounds heal faster. Breeding Nephilas would be a difficult task, seeing as even tamed females still practice cannibalsim if they are too hungry. Beceause the female lays multiple eggs at once she gets exhausted quick, causing her to consume her mate if not kept saturated enough. Based off and realted to the Golden Orb Weaver The Nephila would have a very strong and special net (in this case instead of being golden it would glow) and has adapted to living in the glowing depths of abberation. Like in Real Life the females would be a lot larger than the males. the males would be arround araneo size while the females should be the same size as rockdrakes. https://en.wikipedia.org/wiki/Mongolarachne https://de.wikipedia.org/wiki/Arachnocampa_luminosa Glowworm net as an inspiration for the glowing nets the nephila would produce
  9. Krolk is a giant crocodilian that wonders in blue and red zone it can jump cliff to cliff threw abb it's attacks are jump smash it grab medium creatures with its tail and throw them it can do a regular smash when it's in radiation it will glow threw its tail back and fist getting a damage and resistance it has armor like a shadow mane so u won't need a saddle it's a good dino to explore and pvp with careful when u ride it when it's in its radiation mode u will take radiation damage if your not wearing a hazard suit. Krolk is a evolved form of carnufex carolinensis that once lived on abb
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