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Found 12 results

  1. Forgot to mention it but all art was done by Sophocles Common Name : Tylosaurus Species : Tylosaurus necrodon Time : Late Cretaceous Diet : Carnivorous Temperament : Aggressive Wild: Until recently I thought I had seen all the oceans of the ark had to offer. That was before I came across Tylosaurus necrodon. While in real life Tylosaurus and Mosasaurus were near the same size and rivals, the Tylosaurus of the ark seems to have taken a different approach to things. It is significantly smaller and has a body plan more suited for speed rather than the mosasaurs' brutish size and strength. I have also found some evidence that Tylosaurus seems to have some sort of venom which could be attributed to its close relation to modern day monitor lizards and snakes. Domesticated: A tamed Tylosaurus is a necessity for any survivors who plan to venture into the depths of the arks oceans. Its sturdy slender body makes it the perfect candidate for a primitive submarine saddle. I've also seen some tribes collect Tylosaurus venom to use as a substitute for narcotics when taming creatures. Taming: To tame a Tylosaurus you must show it you are able to handle its speed. It'd be very similar to how you tame Equus and Andrewsarchus where you have to feed it a certain item then wrestle it in a rodeo scenario. Submarine: The Tylosaurus would have an industrial looking saddle similar to the Andrewsarchus’s. It would fully surround the survivor and provide oxygen that can be replenished by surfacing or beaching the tylo. The saddle would also have 2 propellers that can be powered by gasoline which would allow the tylo to increase its speed even more and build up to a ram attack. Venom Tylo’s primary attack will increase Stamina drain, and cause torpor gain based on how much they move and burn Stamina. However the real use of it comes with taming other creatures. Survivors will be able to collect venom and use it as an narcotic version of sanguine elixir where it will automatically fill half of the target's torpor bar. It only works on creatures already knocked out though. Alternatively you can use the venom to make a special type of dart that has the same effects of tylo’s primary bite(stamina drain/torpor gain based on how much they move and burn Stamina) which would be especially useful against flyers. Raming: In real life Tylosaurus was thought to use its blunt shaped head as a ram to ambush and stun its prey. In game you will be able to charge a strong ram attack while using its saddle's propellers. The more momentum the tylo picks up the more damage the charge does. Stuns: The rubber in the saddle cancels out all stuns from eels and jelly fish. However and unsaddled tylo will still be vulnerable to stuns. General Things to Clarify: Ive seen some people comment about a few things so i just wanna add a couple of ideas here that i may have forgotten to add in the main submission. Firstly the saddle will allow you to breach the surface of the water. Also in case you end up landing on land tylo will be able to beach itself and return to the water in a similar vein as modern day orcas. This art is just concept stuff and i imagine the ingame tylo to be more around basi size. Also i imagine the saddle to be more of a sleep capsule type thing.
  2. The Gilamonster (hilu mon stirr) is a venomous lizard that can be black with orange, yellow, red or peach swirls, spots and stripes. It is about the size of a human forearm and has a short stubby tail. It has a mildly venomous bite that although not very dangerous to humans, is still very painful. When biting a target, it will latch on and lock its mouth closed for about thirteen hours (13 minutes in game) or let go until evening. Gilamonsters have HIGHLY slow metabolisms, so they can go for three months without food (4 Dodo eggs a YEAR) so you dont have to worry about feeding it. Gilamonsters sometimes fight for dominance or to attract a mate, so you don't have to be surprised if you see them fighting each other. Abilities: Burrow. Gilamonsters can burrow underground. [Right mouse button] Bite. [Left mouse button] Latch on and inject venom. [Left mouse button and hold in] Tail whip. [C] Ridable. Can carry two humans. Climb. [Ctrl] Temperament: Docile to humans. Spawn locations: Deserts, Caves. Diet: Carnivore, Insectivore, Arachnivore, Piscivore. Drops when dead: Hide, Meat, Gilamonster venom (can use to make anti-venom), Gilamonster skull (trophy).
  3. The Lagonomegopidae were a now extinct group of spiders that cared for their young by creating a kind of bag of webs on their backs, but which in the ark seem to have suffered a mutation. Wild: The Lagonomegopidae from The center are much bigger than expected and much stronger you can find the females carrying a bag of webs on their back this bag can contain 1 to 3 young usually already well grown but you can find an egg inside but these protective mothers bring with them a greater force in addition to the females you can find males that are the same way as them but much more aggressive being able to spot you from a considerable distance, when they get close they grab you and eat your head if you don't have armor, ja as calmer females tolerate you but attacking them might not be a good idea Domestication method:In order to have your own Lagonomegopidae you will have to find a female with offspring where when you defeat her you will have a 20% chance of leaving an egg as an item which you will have to hatch and when the offspring is born you will have to feed it with bodies of creatures of the same size or smaller that a parasaurolophus after getting its own Lagonomegopidae let's see its distinguishable abilities from male to female. Skills: Male: Grab: With this ability the male of Lagonomegopidae will grab and kill creatures smaller than a parasaur (Note: does not work on creatures larger than a parasaur). Bite: Basic attack with allo-equivalent damage. Sharp Pedipalps: This attack is a slashing jump dealing good damage and bleeding based on the enemy's health. Poison: You can choose whether or not you want the male to inject poison, which slows down your enemy and increases torpor. Skills: Female Lagonomegopidae: Bite: The female attacks faster than the male Lagonomegopidae, with damage still comparable to that of an allosaurus. Grabbing and holding: Unlike the male, the female Lagonomegopidae does not kill enemies, but takes them to a safer place where they feed on them, and can take creatures smaller than a woolly rhino. Wrapping in webs: In this attack, the female throws webs at the enemy through the abdomen, leaving the enemy slowly, where she can grab him and take him, if he is smaller than the woolly rhinoceros. Strong Exoskeleton: This is a buff that occurs when taking the female into a battle with cubs that increases her protection by 40% which makes her a formidable enemy. Dossier: The Lagonomegopidae is an abnormally large spider, but with an incredibly cute face! Returning to the subject, even though it is difficult, there are many tribes that look for this incredible arachnid by their side, they say that in order to tame it, you will have to get an egg and raise it from childhood feeding it animal carcasses this giant is only classified as Lagonomegopidae since its species was never really unraveled but I would put its name as Palpidomorphis gigas or as I like to call cuteness.
  4. Irl laophis is an extinct genus of large viper, it existed in Greece during the pliocene period. They got to roughly 3-4m in length and 26kg in weight. For in game purposes the snake would defenetly have to be made much larger (perhaps slightly larger then the current titanoboa) and instead of being spesifically a viper, i imagane it as more of a hybrid between many diffrent species of venomous snakes. This would include things like cobras, rattle snakes, other vipers and most importantly flying snakes. This is more or less the idea behind the creature, taking unique traits from many diffrent modern snake species and combinging them into a single highly mobile, high dmg, all round tame Dossier: "Wild Boasting many features found in all kinds of snakes, laophis is problably one of the most desirable creatures in the ark. It spends most of it's time hiding at the base of large rocks, mountains and such. Waiting for it's preffered prey to walk by. Once it does laophis will launch it's head towards it and deliver a bite full of venom, which takes effect almost immediately. Laophis is capable of delivering leathal doses of venom in a single bite, but it takes time for it to produce such ammounts which makes them almost skittish when confronted by another predator. Suprisingly, instead of using the rattle at the end of it's tail as a warning, it actualy seems to lure certain creatures closer. Presumably due to the fleshy structure on it resembeling food. Still a laophis rearing up and showing off it's cobra like frill is more then enough to deter most smaller threats. Domesticated Perhaps the snake's most suprising feature is it's ability to climb, leap and most shocking of all, glide. A behavior rarley observed in wild laophis, but utilised to it's full potential by survivors. Once on a high perch laophis can launch itself in a certain direction and almost identical to modern flying snakes, it can propel itself a great distance, all whilst carrying a survivor on it's back." The ability to climb and jump would tie in extremly well with gliding. I can imagane laophis climbing up redwood trees and vertical surfaces perhaps similar to a megalania or thyla, while also having a regular and a charged (mainly vertical) jump (for a refrence imagane it jumping as sort of a goofy snake spring coil). The gliding ability is based on flying snakes, in game imagane the snake almost like a thyla pouncing of a tree and then massivly extending the distance travelled by slithering in the air, with the ability to turn mid air to some extent. The lure ability is based on the spider-tailed horned viper, which has an arachnid mimicking structure at the end of it's tail. Since laophis is suposed to lure herbivores and carnivores alike, perhaps a structure resembling a leaf or even a chunk of meat would be more appropriate for it. Abilities: Venom: similar to an amargasaur's spikes, venom is almost like an additional stat that the snake produces on it's own. Venom inducing attacks will use up diffrent ammounts of the avalible venom stat (depending on the attack) which is displayed next to the hotbar (once again like an amarga's spikes). Venom deals damage over time depending on the snake's own melee dmg % (which scales up to a certain %). -(LBM) Primary bite attack: basic bite with no additional effects -(Hold LBM) venom bite: laophis launches at a select target delivering a great ammount of venom. Deals both heavy base and venom dmg, but uses most of the venom stat -(RBM) Stance change: laophis rears up, from this stance it can perform it's ranged abilities: -(LBM in stance) Venom spit, laophis delivers a lesser ammount of venom in a long range cobra-like spit. Uses significatly less venom then venom bite, but deals less damage as well -(C in stance) intimidation: laophis uses it's frill and roars to intimidate smaller threats -(C) rattle lure: laophis uses it's rattle to get any creature not curently hostile closer to it. -Heat vision: identical to the snow owl, can be turned on in a menu similar to desmodus -(Space) jump: a vertical jump that takes laophis high above the ground, can be held down to increase distance. -(Hold space) gliding/climbing: when in the air laophis can intitate a glide, imagane it as a slithering slow fall, exept laophis can travel forward at incredible speeds loosing minimal height, though not being able to gain it either. While also being able to turn mid air. Laophis can climb vertical surfaces similar to a thyla gameplay wise, but in a simialr fashion to how many modern
  5. Giant Venomous Spider / Arthrolycosa The colors are dark, mostly black. There are also dark gray, dark brown. Sometimes dark red. Poisons Two kinds of poison: one poison kills, the other poison torpidity. The use of each of the poisons can be turned on and off separately. Thus, it is possible to use one of the poisons or both at once. It is possible not to use any poison. Stocks of poisons are limited and are restored over time by actively consuming food. The maximum supply of poisons can be increased by pumping Weight. Poison DoT damage is scaled by the spider's damage stat. Action time 10 seconds. Sticking to a poison web stacks damage. Poison stings have a stacking duration. The combination of cobwebs and bites is especially dangerous. Poison does not work on some creatures, such as Rock Elemental. An antidote made from spider venom glands removes the poison's DoT and grants immunity to poison for 20 seconds. Cannot be cast while the web entanglement debuff is active. The antidote does not stack in inventory (like prime meat). Poison glands and antidote deteriorate very quickly. The refrigerator doesn't help. The antidote is crafted in the character's inventory. spiderweb In the dark, it is almost impossible to see the web, regardless of the gamma settings. You can see the web at a considerable distance only in bright sunlight. Moreover, the center of the web is much more transparent than its edges. In order not to fall into the web in the habitats of spiders, you will have to use a light source. A torch or charge pets will allow you to see the web at a distance of a few steps. Spiders have adapted somewhat to charge light, so charge pets' light isn't as effective at making webs visible from afar even if the webs are within charge light's radius. If the player runs fast, he will not have time to react and stop in front of the web. Charge Lantern will allow you to detect the web at three times the distance due to the high intensity of light. In spider habitats, web spawns at web spawn points. To ensure unpredictability, the number of web spawn points is many times greater than the number of simultaneously existing webs. Spawning occurs frequently, but only if there are live wild spiders nearby. The strength of the web is proportional to the level of the spider. When a creature touches a web, it receives a +10% web entanglement debuff and a +10% poison web debuff (depending on the web's poison type, if the web is poisonous). Each attempt of the stuck creature to move through the web or in the plane of the web adds +5% to the entangled web debuff and +5% to the poison web debuff (depending on the type of poison of the web, if the web is poisonous) no more than once per second. Any attempt to move a creature stuck to the web deals damage to the web in proportion to the size of the creature, no more than once per second. The web entanglement debuff reduces this damage. The web entanglement debuff reduces not only movement speed, but also attack speed. If the web entanglement debuff reaches 100%, the creature cannot move or attack. When a creature attacks a web, it receives a +10% poison web debuff (depending on the web's poison type, if the web is poisonous). When a player attacks a web with a melee weapon, they receive no debuffs. Firearms pierce webs without damaging them. After the web is broken, the web entanglement debuff disappears immediately, and the poison web debuff decreases by 1% per second. DoTs of the corresponding poison stack every second for each percentage of the poison web debuff. A creature stuck to the web with its back receives debuffs four times faster and cannot turn around to attack the web. A creature stuck to the web without touching the ground (while flying, gliding, jumping, falling) cannot move and gets +5% debuffs every second and passively deals damage to the web in proportion to the size of the creature. (as if the creature is constantly trying to move through the web). Flying and gliding creatures take x4 web damage. Poison Spider, Araneo and Bloodstalker can freely walk through the web without sticking to it or destroying it. The Bloodstalker still gets Poison DoTs, but without the Poison Web debuff. Onyc do not fly close to the web. Active abilities Web weaving. The player sets at least three points lying in the same plane between which the spider spins a web. After setting the third point, you can see the plane. The cursor sticks to the intersections of the plane with objects to set the remaining points. The area of the web is limited by the endurance of the spider. The time of weaving the web depends on the area. The web can be spun either normal or poisonous in accordance with the selected poisons. The bite of a spider, in addition to direct damage, can inflict a DoT of poison. High attack speed. The spider can spit venom. Bite/spit in the back deals x4 damage. Zip-Lines: The spider can create zip-lines from web strands. The maximum length of a zipline is 4 times that of a regular zipline. The web used for ziplines is not sticky or poisonous. Grappling Hook: The spider can climb or descend by hooking onto something with a web thread. This will NOT give him Bloodstalker speed. The spider can drag small creatures towards itself. Invisibility in the dark. The spider can weave a cocoon around a supply crate. Cocoon improves loot in the crate every minute for a maximum of 7 minutes. With each improvement of the loot, the cocoon changes color. 10 seconds after the opening of the cocoon, the box is destroyed, if not everything is taken from it, then the items remaining in the box fall to the ground. Weaving a cocoon takes 30 seconds. Cocooning is interrupted if the spider takes damage. If there are wild creatures nearby, they will attack the spider while weaving the cocoon. This should motivate players to kill the creatures in the caves instead of running past them with insect repellant, cactus decoction, and other means. The cocoon has no durability, cannot be destroyed, but can be opened by players. The spider spins a cocoon around itself. Until the cocoon is destroyed, the spider is invulnerable (with the exception of the railgun), but cannot move, attack, or use other abilities. This cocoon is durable and can be destroyed. Passive abilities The spider is immune to any poisons. Using the stickiness of the web, the spider protects the rider from dismounting. The spider senses beings that touch the web. The spider walks on the surface of the water and cannot sink into the water. The oxygen parameter is missing as unnecessary. Spider can walk on ziplines The venomous spider is of no interest to predators except for Giganotosaurus, Carcharodontosaurus, Corrupted Creatures, Brute Creatures and Bosses. Behavior The spider, using invisibility in the dark, sits in ambush and waits for the victim to stick into the web or pass by him and attack from behind. When the victim turns towards the first spider, the second spider attacks from the opposite direction. Poisonous spiders live mainly in dark caves. Untameable spiders of very high levels (500+) can be found near the artifacts. Taming To stun the spider, you must use the Charge Lantern. The stun falls off very quickly. The drug berry, etc., has no effect on the spider. The special poisonous kibble raises both the taming and the stun. Crafted from: Special Egg, Raw Prime Meat, Prime Jerky, Honey, Spider Venom, Titanoboa Venom, Nameless Poison, Megalania Toxin, Biotoxin. Spider mating is only possible in the dark.
  6. Another recently made creature of mine (really hope there isn't a problem with submitting multiple creatures), Euchambersia is a synapsid that I grew fond of the moment I saw it in Walking with Monsters a few years ago. I have 2 more Aberration themed creatures to submit, those being Eryops and Purussaurus, however I think I'll leave it at 3 for now. Enjoy! Euchambersia Diet: Charge light, meat/carrion Rider Weaponry: Yes Temperament: Voracious Wild This unusual synapsid seems to have adapted quite well to living on the broken Ark. Even on Earth in ancient times they were the only known synapsids that were naturally venomous. That remains the same on the Ark, however there’s something even more unusual about them. They appear to act as seekers do and feed on the energy from charge light. They will viciously hunt down Bulbdogs, Glowtails, Featherlights, Shinehorns, and any other creatures that produce charge light. That energy causes them to become extremely hyperactive but surprisingly makes them become passive and almost friendly in a way. However, don’t let this fool you because while they can become friendly for a little while, if they consume too much charge energy they become so aggressive and terrifying that they seem like a whole different creature! In fact, when Euchambersia consumes too much charge light, it's capable of walking on the Surface in broad daylight. It’s for this reason that many survivors have attempted to tame this seemingly normal medium sized synapsid. But few have been successful and lived to tell the tale. Domesticated The best way that I’ve seen a survivor domesticate the feral Euchambersia is by using various charge light based items on it. They tend to start by throwing plant species Z fruits at the creature to draw its attention and start satisfying its need for charge light. However I’ve noticed that Euchambersia tend to have a few Seekers nearby due to them both having the same kinds of prey. They don’t have any kind of symbiosis as far as I can tell however the Seekers will definitely pose a threat or at least an inconvenience to any survivors looking to tame a Euchambersia. Anyways, when the Euchambersia starts to get closer to the survivor, they pull out a charge lantern. The creature is mesmerized by the blinding light of the lantern and begins to walk slowly towards the survivor. But because the survivor was brave enough to not run away and smart enough to not give the Euchambersia too much charge light, they earned themselves a relatively powerful and very quick and agile mount to traverse the endless caverns of the broken ark. Albeit with a bit of venom and latent insanity... Controls Left click: Bite: 60 base damage, inflicts “Noxious Venom” which rapidly drains the victims health stam over 1 min, health and stam drained is based on damage dealt by the Euchambersia (10% of damage dealt, meaning 60 damage bite will deal 6 damage per sec for that 1 min), each bite resets the 1 min timer but doesn’t increase the health and stam drain Right click: Claw swipe: 50 base damage, ignores armor and breaks armor quicker C - Pin: 70 base damage, holds smaller creatures to the ground (drag weight of 250 and lower), pinned creatures can still attack but their damage is reduced by 20%, Euchambersia will automatically attack extremely quickly with its bite attack (similar to Thyla pounce) until the victim is dead, players can struggle to escape like with bloodstalkers but only if they’re unmounted X - Roar: increases movement speed by 15% for 30 sec for Euchambersia and it’s rider only Control: Hellion Rage: Euchambersia has a meter that fills up by killing charge light creatures, consuming energy from batteries, and toggling an option on the radial wheel to allow it to absorb charge from charge lanterns. Once the meter fills up, pressing control activates Hellion Rage which when activated makes Euchambersia unleash a fearsome roar that scares away creatures that have a drag weight of 300 or less. Hellion Rage increases Euchambersia’s damage by 30%, attack speed by 50%, and movement speed by 50% until the meter goes all the way back down. In order for the charge meter to fill, Euchambersia has to absorb 5000 charge from any of the listed sources (it can also be told to absorb charge from charge nodes but the build up is very slow, around 1 charge per minute instead of over 100 charge for killing a charged creature since it’s based on the creature’s charge capacity stat). While in Hellion Rage, Euchambersia and its rider are able to walk on the Surface during the day without being damaged by the flames. The rider is also able to dismount safely but will begin to take damage if they don’t stay close to their Euchambersia. While on the Surface during the day (in Hellion Rage), Euchambersia will receive an additional 20% increase to its damage and movement speed as well as a 10% health regen increase. After Hellion Rage ends, Euchambersia becomes exhausted and can no longer activate hellion rage for the next 5 min. Extra Info Euchambersia isn’t immune to radiation unless it’s in Hellion Rage. However the rider isn’t protected. Euchambersia can climb exactly like a Deinonychus by jumping at a climbable wall. It’s not immune to fall damage, but takes reduced fall damage. Euchambersia’s saddle can be learned at level 70. Euchambersia is about the size of Ark’s Thorny Dragon. Euchambersia can be told to sit for increased healing. Euchambersia spawns around charge sources (light pets, glowbugs, charge nodes etc), Seekers, and occasionally on the Surface on Aberration.
  7. Common Name : Tylosaurus Species : Tylosaurus necrodon Time : Late Cretaceous Diet : Carnivorous Temperament : Aggressive Wild: Until recently I thought I had seen all the oceans of the ark had to offer. That was before I came across Tylosaurus necrodon. While in real life Tylosaurus and Mosasaurus were near the same size and rivals, the Tylosaurus of the ark seems to have taken a different approach to things. It is significantly smaller and has a body plan more suited for speed rather than the mosasaurs' brutish size and strength. I have also found some evidence that Tylosaurus seems to have some sort of venom which could be attributed to its close relation to modern day monitor lizards and snakes. Domesticated: A tamed Tylosaurus is a necessity for any survivors who plan to venture into the depths of the arks oceans. Its sturdy slender body makes it the perfect candidate for a primitive submarine saddle. I've also seen some tribes collect Tylosaurus venom to use as a substitute for narcotics when taming creatures. Taming: To tame a Tylosaurus you must show it you are able to handle its speed. It'd be very similar to how you tame Equus and Andrewsarchus where you have to feed it a certain item then wrestle it in a rodeo scenario. Submarine: The Tylosaurus would have an industrial looking saddle similar to the Andrewsarchus’s. It would fully surround the survivor and provide oxygen that can be replenished by surfacing or beaching the tylo. The saddle would also have 2 propellers that can be powered by gasoline which would allow the tylo to increase its speed even more and build up to a ram attack. Venom Tylo’s primary attack will increase Stamina drain, and cause torpor gain based on how much they move and burn Stamina. However the real use of it comes with taming other creatures. Survivors will be able to collect venom and use it as an narcotic version of sanguine elixir where it will automatically fill half of the target's torpor bar. It only works on creatures already knocked out though. Alternatively you can use the venom to make a special type of dart that has the same effects of tylo’s primary bite(stamina drain/torpor gain based on how much they move and burn Stamina) which would be especially useful against flyers. Raming: In real life Tylosaurus was thought to use its blunt shaped head as a ram to ambush and stun its prey. In game you will be able to charge a strong ram attack while using its saddle's propellers. The more momentum the tylo picks up the more damage the charge does. ^ Art By Sophocles
  8. Basic Info - Group; Cobra Diet; Carnivore Temperament; Evaisive Tameable; Yes Ridable; No Design Inspiration Below; Indian Cobra Dossier - Wild; The timid Naja romani is a rare sight to see slithering across the sand and rocks of the more barren and arid biomes of the Ark. While more easily found in Caves, Naja are much safer, if not easier, to approach in the open. They will often be seen basking on rocks or hunting small prey like Jerboas and Compys, but will flee when approached by anything that poses a serious threat, including survivors. Their main escape strategy is to spit a sample of their venom into their target’s eyes, something they can do with extreme accuracy from distance. They will then run away quickly while their target is blinded. If their pursuer still manages to get too close, they will turn to inflicting a venomous bite that saps your strength and causes intense bleeding. Domesticated; Although hard to locate and tame, it is possible to tame Naja romani in the same way as the other snakes of the Ark; with fertilized eggs. After their trust has been gained, most Survivors will wear the Naja like a scarf around their necks, with the head standing up like a periscope. From there, their venom is often turned towards their owner’s needs. Even when on a survivors shoulder they are excellent shots with their Venom, and they have been known to use their hoods to help stave off the intense heat. Great for Heatwaves! Behavior - Naja romani will try to intimidate would-be predators by unfurling it’s hood and standing up tall in their presence. If the target gets too close, they will blind them with their venomous spit and attempt to run away. Should the target manage to catch up anyway, they will resort to biting with their potent venom. Drops - Raw Meat, Hide, Naja Venom Taming - Naja are tamed just like any other snake on the Arks, by using fertilized eggs. Due to their diminutive size, however, they can only eat eggs that are used for Basic and Simple kibble (Extra Small and Small egg types). The process follows the same as Titanaboa and Basilisk taming. Utility - Naja are used to support their owners in combat, to supply Venom to create Antivenom, and to insulate against the heat. Abilities; Primary Attack; Venomous Bite. When Naja are forced to bite, they inflict a high amount of Torpor and a large bleed effect. Their damage is low but the bleed and torpor effects are high to make up for it. Secondary Attack; Venom Spit. The Naja will spit at hostile targets, blinding Survivors (similar to the Dilo attack) and slowing all targets hit. Slowing effect is similar to but not as effective as the Areano Web Attack. Special Ability; Thermal Insulation. The Naja with its wide hood will keep you from feeling the effects of intense heat when it rests on your shoulder. This can be especially effective in the Wyvern Nests and the Desert areas during a Heatwave. Passive; Venom Production. The Naja will passively generate small amounts of Naja Venom. This Venom can be used as a powerful narcotic or can be synthesized into an Antivenom inside the Chemistry Workbench. This Antivenom would differ from the Antidote in that it will assist in reducing (NOT NETURALIZING) the effects of incoming Poison attacks, namely with Torpor. This would allow players to passively combat Torpor effects from enemies such as the Manticore, Poison Wyvern, or even the Pulmonoscorpius. As the source of the Antivenom, the Naja would be immune to these Torpor attacks, although the damage would still bite through. Roles - Shoulder Debuff Turret. The Naja would be able to sit on your shoulder and inflict debuffs on enemy Dinos and Survivors, assisting you in combat. Heat Shield. The Naja would insulate you against the extreme heat, allowing you to wear more sturdy armor in hotter areas. Antivenom Source. As the sole source of Naja venom, the Naja would give you access to the Antidote, powerful when raiding areas with lots of Torpor damage sources. Supplemental Links and Images below! 👇 https://en.m.wikipedia.org/wiki/Naja_romani https://bioone.org/journals/geodiversitas/volume-43/issue-19/geodiversitas2021v43a19/Naja-romani-Hoffstetter-1939-Serpentes--Elapidae-from-the-late/10.5252/geodiversitas2021v43a19.short
  9. https://drive.google.com/file/d/1XkqTGDH9vVR7zLkyqGfaqbdJv8U--aPj/view?usp=sharing PALEOPHIS DOSSIER LINK^^^^^^^^^^^^^^^^^^^^^^^^ original dossier by santaclaus470(me) HP:500 DMG:32 DPS:40 STAM:300 WEIGHT:250
  10. Sinotyrannus toxicus Wild: Is a very dangerous predator , sinotyrannus toxicus is a rex size predator is very faster their speed is more than a gallimimus , sinotyrannus has a very toxic spikes in his tail and can increase his toxicity eating creatures like jellyfish scorpions, araneos , or all toxic creatures in the ark Domesticated Sinotyrannus toxicus is a very reliable power beast for base defend, this creature is stronger than rex, is for defend and attack they can make a head attack they can make a head attack with which they can make a head attack with which they can break metal structures, they increase his toxicity eating narcotics,narcoberries,biotoxin,or titanoboa venom Tame form you can tame it with a chain bola to trap it and mount it to feed it with narcotics, meat, superior kibble, or raw mutton Mounts they have two mounts one like normals mounts other like an metal armor Warning they toxic mouth are so toxic that it burns skin and flesh
  11. Hello everyone, Thanks for your interest in my submission. I wanted to provide some ideas that I think would be good additions to the game, but I think most all of the mechanics mentioned here could be applied to lots of other creature submissions and would be glad to see any of them show up in the game, so feel free to yoink any ideas you glean from my post to help make a better game for us all. This is very verbose I will be referring to the Rattlesnake as a Viper throughout the post because I was not sure as I wrote it out exactly which species would be best for this. However, when I read a little bit more into rattlesnakes it became apparent they are perfect for this. There are a couple of issues with real life rattlesnakes, such as their size (sometimes getting over 6ft) and lack of digging their own burrows. However I thought it's close enough. I also wanted to potentially give this an immersive feel of dealing with a real snake that you don't really domesticate so much as just have in your possession. Tame method : The viper will flee players and most dinos with the exception of jerboas and lightpets, if the player or dinos get to close the viper will bite then continue to flee. In order to tame, the viper only eats live tamed jerboas or light pets, it must kill and eat them. Remember the viper is only active at night and will not eat during the day. - Behavior : The Viper cannot follow whistle commands or have it's aggression altered. During the day: The viper will hide underground unless provoked by an enemy stepping directly onto it. If stepped on, the viper will bite the enemy then flee and attempt to re-burrow. Wild or tamed, the viper will autonomously burrow into the ground during the day to avoid the intense sun of the desert, this may be avoided inside buildings and caves due to the hospitable environment provided. The viper can be commanded to burrow even indoors, it leave that state if stepped on by an enemy or prompted by friendly survivor. If a tamed Viper is burrowed, the viper will only attack if directly stepped on, only biting once then fleeing and attempting to re-burrow. During the night: Wild Vipers will become active and wander, it will avoid players and tames with the exception of jerboas and lightpets. If stepped on, the viper will bite the enemy then flee. Wild Vipers can be tamed at night be feeding them jerboas or lightpets, but even a tamed Viper will eat your tamed jerboas and light pets, be sure to keep them separate. Tamed Vipers will wander at night, this setting cannot be changed. However, you can put them on your shoulder where they will stay. Tamed vipers can remain burrowed at night, they will be aggressive and attack at greater range, they will continue to attack the enemy then wander around. - Venom : The viper's venomous attack does very little damage up front, however it's venom will drain the targets stamina rapidly and apply a damaging effect that ignores armor. The damaging effect is increased by melee damage of the viper. The tamed viper produces a rapidly producing venom in it's inventory, which stacks up to 20. The venom can be removed and placed into the players inventory but will rapidly decay outside of the viper's inventory. The venom can be applied to stone and metal arrows to create venom dipped arrows, which rapidly decay back to their original arrow state. (Imagine shockdarts, but more ouch and less zap) Venom dipped arrows apply the same effects as the viper's bite however the damaging effect will be based on weapon damage. Comment : I am very interested in a new effect for the venom, it doesn't have to be this one, but I think something other than the generic torpor inducing effect would be great for the game. My friend suggested that it apply an effect similar to heatstroke or something along those lines, which sounds interesting as well. I would love to know what people want from a new venom. When I looked up perhistoric rattlesnakes, it turns out they produced an incredibly diverse amount of toxics, the ones today have kind of deleted genes for a lot of the toxin types older generates had. You would probably be a lot worse off getting bitten by a prehistoric rattlesnake than a modern one. Anti-Venom: In the viper's inventory, you can craft primitive antivenom by mixing stim berries with the venom. Antivenom rapidly decays, and it drain the player's water when consumed, however it will remove (and provides immunity to) all negative effects just like a lesser antidote might, including Venom Tipped Arrow, and Venomous Bite from vipers. The anti-venom can also be used to craft lesser antidotes in place of Deathworm horn, Rhino horn, Leech Blood or Ammonite Bile, which is a more stable compound than antivenom. Comments : Everyone hates swamp fever and adding counter play for the venom seems natural. - Pit Viper Detection : Pit Vipers are able to detect nearby survivors and provide vision in the dark. The survivor can enable Predator Vision when a Viper is on their shoulder. Vipers will be utilize Pit Viper Detection on their own, when triggered the viper will automatically Rattle to warn the survivor of nearby enemy survivors or their tames, even if the tame is burrowed. It will lose stamina while utilizing Rattle but will provide visuals towards the enemies. - Rattle : Vipers can be commanded to Rattle their tails. Tamed Vipers can Rattle their tails which will warn wild dinos to keep their distance, this does not effect all dinos, however most/all (please) cave spawning dinos will ignore the survivor while the Viper is rattle it's tail on the survivor's shoulder. Rattle drains the Viper's stamina, make sure you keep track of that or you might find yourself getting swarmed! Comment : might be humorous if the rattle actually attracted some dinos such a Sabertooth or Argentavis. Coldblooded : While on your shoulder during the heat of the day the viper will provide hyperthermal insulation to help keep you cool. If your survivor gets the Cold or Freezing status effect, your viper will also be effected by the status potentially starving or dying quickly. Your viper can survive cold weather while burrowed or if your player is properly insulated from the cold. - Breeding : Female Vipers have a gestation period, then lay an egg that they hold in their special inventory slot. This egg can be hatched whenever the player interacts with the female viper and selects hatch. Similar to how a egg incubator works. Additionally, both genders of the viper can be given a egg to hold that is not it's own and it will begin to incubate it. The survivor cannot carry the viper around while it holds the egg. The viper will defend the egg and attack enemies that come near while incubating an egg. Comment : This is both to help with the fact that vipers will be constantly wandering and to introduce a primitive egg incubator. - Shedding : Vipers periodically shed their skin. Dropping hide rather than feces. Comment : I believe rattlesnakes also shed their rattles but I am not sure if there'd be any use for those in game. Thanks for reading this far, I slapped all this together tonight because I was feeling inspired and will update it further if there's any interest. Like I said, if the idea of a shoulder pet rattlesnake is not for you, I would love to see many of these mechanics put into the game any way we can get them so get creative and come up with something awesome yourself!
  12. Jatheish

    Dilophosaur

    From the album: Dossiers

    Common Name: Dilophosaur Species: Dilophosaurus sputatrix Time: Early Jurassic Diet: Carnivore Temperament: Skittish Wild: Dilophosaurus sputatrix is a strange creature. It stands at just over half the size of known Dilophosaurs, and runs from aggressors as often as it fights them. Dilophosaurus sputatrix has a few traits not common in the Dilophosaurus genus. It has a very shrill call, and a decorative ridge of skin on its neck. I believe these are used to attract mates, as well as intimidate prey and would-be predators. Instead of attacking its prey outright, Dilophosaurus sputatrix spits venom to weaken and paralyze it before moving in for the kill. Domesticated: Because of their shrill cry and their ability to attack intruders from range, Dilophosaurus seem most suited as "guard dogs". Due to their small size, they are not suitable as mounts.
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