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Hallucigenia Sparsa: You can watch an in-depth video from me, covering this concept in greater detail here: (And yes, this is my Youtube Channel) Contents: 1: Real World Info 2: Dossier 3: Sexual Dimorphism 4: Abilities 5: Taming 6: Post Taming 7: Other Important Things Real World Info The Hallucigenia is an extinct creature that is very unique. Although it is hard to tell the closest relative of it is actually the Velvet Worm. (I won't include a picture incase of people who don’t like gross stuff, but I’d recommend to search it up as it is a very unique creature) It was originally believed to walk on the spikes on its back (first picture) but was later discovered that it actually walked on the things they thought were tentacles, legs now. (second picture) But I will be using both of these renditions for the full concept of my Hallucigenia. The difference between Female and Male Hallucigenia allow for both PvE Players as well as PvP players giving all sides of the game a new creature to use. This should hopefully help everyone get something they like. If there are any suggestions or question you have of my creature concept make sure to leave them down below, and I will try to add as many suggestions as I can to the concept. What Scientists originally thought the Hallucigenia looked like: What Scientists later discovered it actually looked like: Although the Hallucigenia Sparsa did only grow to about 1 inch long it would be much bigger for the sake of fitting into the fauna of the Arks. Females would be slightly larger than a Diplo, and Males would be slightly smaller than a Diplo. Dossier: I unfortunately do not have any Dossier Art or Art in General, but I do have a description of a potential Dossier (If anyone would like to make art showcasing this creature it would be awesome!): Common Name: Hallucigenia Species: Hallucigenia sparsa Time Period: Mid Cambrian Diet: Carnivore Temperament: Docile - Until Provoked Wild: The Hallucigenia sparsa, alongside another recently discovered specimen the Rhyniognatha, reassures my suspicion that the Ark’s have tampered with the genes of their habiting creatures, some more than others. It was incredibly small in reality, smaller than my thumb, but here it is a towering beast capable of handling even the toughest of marine life here. They adore deadly spikes layering across its back, proving to be useful for both display and defence. With some even evolving to walk using these spikes, it is fascinating the rate at which creatures on the Arks can evolve. Domesticated: Although tamed through a blood transfusion with a weak juvenile, once grown up there have been several sexual differences between males and females. The vibrant Males I’ve studied had solely walked with their spikes, but instead using their “legs” as a way to release spores that have harsh effects. While the Females have been quite the opposite, being dull in coloration, walking with their actual legs and using their spikes as defence. I’ve also witnessed the Females have a very abnormal weight tolerance, and is mainly used for transporting large hoards of items. These gentle giants, while not preferring combat, come equipped with a variety of tools. Males utilize their deadly spores and agility while Females can withstand a large amount of damage and use their piercing spikes in combat. With both offence and utility at its disposal, the Hallucigenia is definitely a creature worth having. Sexual Dimorphism: Males: Male Hallucigenia look very different from Females, being the older rendition of the creature. Males also come in a more vibrant colour than females as is mainly the case in the wild, as well as are smaller than Female Hallucigenia. Image of what it could look like: Females: Female Hallucigenia look much more like the modern rendition of the creature. Females are less vibrant in color than Males and are also a bit bigger than the Males as well. They are also much more tanky than Male Hallucigenia’s. Image of what it could look like: Abilities: For Both Genders: Lightweight - Both Male and Female Hallucigenia can press 2 keys to go up or down in the water. This allows for changeable water depth very quickly. This also allows them to be at any water depth in the Center’s ocean. Adaptability - Both Male and Female Hallucigenia have the ability to be on both land and water. For Males Only: Climbing - Male Hallucigenia have the ability to scale up walls and any other surface similar to a Megalania due to their sharp spikes moving them around. This would act just like Megalania but would also be able to move left and right as well. Spore Burst - Male Hallucigenia have the ability to spray a large cloud of all Hallucigenia Spore’s (Hallucigenia Spores disorient, suffocate, slow and tranquillize targets (similar to all the mushrooms on Ab) that affect anyone or creature that goes through it. This ability then goes on cooldown. Spore Beam - Male Hallucigenia have the ability to concentrate a beam of a selected spore type towards an enemy which will both deal the intended effect as well as some damage towards them as well. Spore Types: Tranquillize - Will increase the Torpor of the target rapidly. Damage - Will damage the target rapidly. Suffocation - Will decrease the Oxygen of the target rapidly. Slow - Will decrease the movement speed of the target rapidly. Disorientation - Will disorient the target rapidly. (similar to the death mushrooms on Ab) For Females Only: Carrier - Female Hallucigenia have the ability to carry a large amount of weight and even have a weight decrease for a majority of items. Making the Hallucigenia a great creature for storing and moving items. The Hallucigenia will also still be able to move when it is overburdened but instead can’t have anything else on it. Spiky Back - Whenever a Female Hallucigenia is attacked by another creature it will take a large portion of the damage it dealt back to it. This makes the Hallucigenia a good creature for defending bases. Nudge - Press C to slowly charge on the side you are facing. This will deal significant damage to a creature and give them the impaled status affect for a short duration. This is good for getting creatures off of you that are attacking you from the sides. This attack will also do a good amount of knockback. Last Escape - Hold down a button (X) for 4 seconds to initiate this ability. You will shake rapidly knocking all creatures near you back. The Hallucigenia will then launch all of its spikes out in every direction dealing large chunks of damage to any creature hit by it and gives any hit creature the impaled status affect. If underwater the Hallucigenia will float rapidly towards the surface. Once all this has been completed the Hallucigenia will lose 80% of its health and will gain a temporary speed boost to make a grand escape. It will take a long duration for the spikes to grow back and be used again in abilities that use it. I feel that this ability helps to get your creatures to escape instead of them dying. As I know many people would rather not use a creature for a bit and let them heal rather than losing them forever. Toggleable Ability: Lay Down - Hold for the Toggle Wheel and select Lay. The Female Hallucigenia will then lay down on the ground or on the bed of the sea and act basically as a primitive spiked wall but it is much bigger. This will also heal the creature much more quickly and regain a large amount of Stamina. Taming: In order to tame a Hallucigenia you must first find a wandering baby in the wild. You would then give it a certain amount of Bio-Toxin (20 per level, so if I was trying to tame a lvl 150 Hallucigenia I would have to give it 3000 Bio-Toxin). Once it has calmed down after you have given it the Bio-Toxin it will latch onto your back beginning to drain your health. In order for it to tame it will drain health (or if you have blood packs in your inventory, it will drain those instead) in order to be tamed. Throughout this process the baby Hallucigenia can go out of water, but if it takes any damage it will hop off and ruin the taming. After Taming: Once you have successfully tamed yourself a Juvenile Hallucigenia it is not over yet… Once they are tamed they still need to be nurtured and fed, so once tamed they will have to stay mounted to your back until they reach 25% growth. Once they reach 25% growth they will hop off your back and demand blood to eat, just like wyverns require meat and wyvern milk. (This stage of getting a Hallucigenia also applies when you have bred one, it must mount you and drain your blood until 25% growth) Other Important Things: Basic Hallucigenia saddle unlock at Lvl 72 (will be used for both Male and Female Hallucigenia). Platform Saddle (For Males Only) will unlock at Lvl 83. Baby Hallucigenia take a large portion of time to grow, (roughly the same amount of time to grow as a Rex) After mating Hallucigenia will lay eggs just like many other species in Ark. Hallucigenia must be underwater to begin Mating. And that it is for this concept! I hope you enjoyed and it would be much appreciated if you could upvote this creature as I feel it would make a great addition to Ark’s Oceans!
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Facivermis Yunnanicus Dossier: Name: Facivermis Yunnanicus Time: Cambrian Diet: Carnivorous Temperament: Territorial Wild: Facivermis in the wild is a rather strange organism in these caves. Living in burrows, they are the largest worms i've seen since my encounters with the "Deathworms" in the desert. They seem to prefer ambushing, grasping unsuspecting prey with their tendrils and retreating into their burrow with their prize. They don't seem to be openly aggressive towards other creatures, only acting on instincts. Tamed: The people here in these caves tell stories of a tribe who somehow tamed these worms. From what i've been told these tribes use the worms and their burrows to quickly traverse the caves, entering the burrows from one end and exiting out the other end. I'd love to see this in person but then again these are only stories. I also speculate that if tamed the worms could be used to repell light sensitive creatures, keeping them away and at bay. Summary: Facivermis was a worm from the Cabrian Period. It had a long body ending with ten appendages, five on each side of the anterior (head) end. On the posterior (rear) end it had rows of hooks for anchoring itself to the ocean floor. Some theories speculate that it anchored itself to the ocean floor with a kind of tube surrounding it's base. The idea of this entry is a worm, slightly smaller than a deathworm which can be used like something akin to a living tunnel system that would allow players to "Fast Travel" from one point of the caves to another using the worm's burrows. I see it akin to the Nydus Worms from Starcraft but instead of whole swarms of dinos maybe small-medium sized dinos with a limited quantity. I also like to think that it can be ridable, where the rider is held by the arms much like how the Bloodstalker holds its rider. Abilities: Burrowing: The Facivermis when being ridden can burrow itself for underground travel much like the Basilisk. While underground it and its rider will be immune to radiation, and temperature effects like the heat of the surface. Fast Travel: The Facivermis can make only two burrows anywhere on the map from which the player can traverse with the help of the worm. The burrows can be used by using the worm to carry the player and a dino from point A to point B. This could be very useful for traveling from the upper caverns to the lower caverns in a reasonable time. This ability would also be useful for resource collecting, being able to move from one point to another quickly. Turret: Facivermis posseses a venom which it can shoot from its mouth that causes torpor to anything it hits. This venom is as potent as tranq arrows and will only shoot aslong as it has enough stamina. Turret mode has two settings, 1) Torpor mode where it shoots venom, 2) Light mode where the worm will illuminate the area against Nameless and Reapers. Light: The name Facivermis means "Torch Worm" so with that being said, The Facivermis could illuminate its surroundings using light emitted from the tips of each appendage. The light emitted from the worm could be used as a repellant, the intensity of the light is enough to push back Nameless as well as Reapers, preventing both from getting too close to the worm. Taming: Sacrifice: In order to tame a Facivermis you must let it hunt one of your tames. Facivermis lives on hunting instincts so you must convince the worm that being near you helps its odds at finding food. You must let it ambush a tame, preferably a Bulb Dog. The Facivermis prefers light pets over any other tames and the higher the charge, the better the taming efficiency. Image References: Comments: I decided on submitting a worm for the Aberration Creature Vote because I was trying to think of a animal what could be different aswell as "alien" to fit in with the theme of Aberration. Plus, worms just seem like a perfect choice for an underground map. Thank you. References: https://en.wikipedia.org/wiki/Facivermis https://www.mindat.org/taxon-4884710.html
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