Weapons

There are a lot of different Weapons to be wielded in ARK: Survival Evolved. They range from basic made of wood and stone to fully automatic  and. Most weapons degrade with use, and must be periodically repaired through the inventory screen. If a weapon has some kind of ammunition (e.g. a bow with arrows or firearms with bullets) and you want to unload this ammunition, then press and hold Ctrl while dragging the icon of this weapon in your inventory. Ranged weapons have approximately the same draw times.

Mounted weaponry
Mounted weaponry consists of tools or weapons selected by a player on their action bar while riding a saddle-fitted creature. All weapons lock you into first person perspective, except for the which allows you to use the third-person perspective and creature attacks. As soon as you draw a tool or weapon while riding a creature, you will no longer be able to steer the creature with the mouse and will be required to use the and  keys to steer. You will also not be able to execute the creature's bite attack or secondary attack while using mounted weaponry. Instead, the and  mouse buttons allow you to execute the tool or weapon's primary and secondary fire modes. For example, you can zoom in with the and shoot at the same time, or use the  secondary fire button to throw it from your creature! You may also continue moving while doing all of these actions with the and  keys.

Tools


Stone Pick
A Stone Pick is the first available tool used in gathering materials. It can be crafted directly from the start, as survivors don't have to learn an Engram to craft it. The Stone Pick will provide more than  when harvesting a tree, more  than  when harvesting a corpse, and more  than  when mining a rock.
 * Damage: 16
 * Harvests, , and

Stone Hatchet
The Stone Hatchet is the second available tool used in gathering materials. Unlike its counterpart, the Stone Pick, a Stone Hatchet requires Level and  engram points to craft. The Stone Hatchet will provide more than  when harvesting a tree, more  than  when harvesting a corpse, and more  than  when mining a rock.
 * Damage: 20
 * Harvests, , and

Torch
The Torch provides light and warmth to players, which is especially useful during the night or while in caves. As long as the Torch is in your hand, its durability will decrease. Torches can also be thrown with and will continue to burn until the remaining durability has been depleted. Players automatically know the torch engram as soon as they enter the game.
 * Damage: 10
 * Fire lasts 15 minutes at 100% durability when held
 * Provides light and warmth

Glow Stick
Exclusive to Aberration, Glow stick provides artificial illumination to players, useful during the night and especially due to the nature of the map. Glow stick can also be thrown with and it will stick to the surface of whatever it was thrown at, lasting for 12 minutes before disappearing. It can be learned at level for  Engram points.
 * Extinguishes if removed upon activation
 * Thrown Glow sticks cannot be recovered, and lasts for 12 minutes.

Metal Pick
The Metal Pick is the metal version of the. It has a higher gathering speed and gathers more resources than its Stone counterpart, while also granting the ability to harvest from mountain rocks at a much higher rate. Additionally, the Metal Pick is able to harvest  from river rocks at a much higher rate than the Stone Pick. It can be unlocked at level for  engram points and is crafted in the.
 * Damage: 32
 * Harvests more resources at a higher rate, including

Metal Hatchet
The Metal Hatchet is the metal version of the. It has a higher gathering speed and gathers more resources than its Stone counterpart. Like the Pick, it can be unlocked at level for  engram points and crafted in the.
 * Damage: 40
 * Harvests more resources at a higher rate

Metal Sickle
The Metal Sickle is a metal tool that grants the ability to harvest from the island's flora at a much higher rate than by hand. It can be unlocked at level for  engram points and crafted in the.
 * Damage: 50
 * Harvests

Climbing Pick
Exclusive to Aberration, Climbing picks are a useful tool for navigating around the depths of the underground malfunctioned ARK and the hillsides of cliff and mountains. It can be unlocked at level for  engram points and crafted in the. It functions as a way of navigating through walls and ceilings, something that only specific mounts are only capable of doing.
 * Damage: 8
 * Uses durability on each climb. Durability is further reduced if used while falling.

Pliers
Exclusive to Aberration, Pliers are a great way of repairing tools that would normally require to be done at. However, the costs of repairing them doubles in exchange. It can be unlocked at level for  engram points and crafted in the.
 * Allows repairing of equipment repairable from Smithy, but at double the cost.

Chainsaw
Exclusive to Scorched Earth, Chainsaw functions as a versatile wood-cutting tool and harvesting resources, and doubles as a very powerful weapon.
 * Damage: 14
 * Has very high DPS
 * Uses
 * Harvest resources from deceased dinos and resource nodes (e.g: Tree) at better rates.

Mining Drill
Exclusive to Genesis: (Part 1), Mining Drill acts as the counterpart of Chainsaw, able to drill through many rocks for their valuable resources with relative ease. However, overusing it will risk overheating it.
 * Damage: 0
 * Uses
 * Harvest resources stone-type resource nodes (e.g: Tree) at better rates.

Melee


Spear
The Spear is the first weapon players will use to fend off the Island's native creatures. In addition to dealing more melee damage than the Stone Axe or Stone Pick, the Spear can also be thrown at distant or aerial foes as a ranged attack. Unlike most weapons and tools, the Spear suffers no durability loss when used; however, it has a chance to break upon use, destroying the weapon. As such, it is recommended to carry several backup Spears when attacking creatures or players. The Spear costs engram points to unlock and can be unlocked from level.
 * Damage: 24 (Melee and Ranged)
 * Has a chance to break on use

Pike
The Pike is an upgraded version of the Spear that trades versatility for damage and durability. Unlike its spear counterpart, it cannot be thrown. It has nearly double the damage of its predecessor to make up for this shortcoming, and its durability bar allows the Pike to last through many more fights, due to not breaking randomly like the Spear. However, with its high weight of 10, carrying spares can quickly weigh you down, and the inability to craft or repair one without a means it can be problematic in long battles such as those in Caves. The Pike costs engram points and can be unlocked from level.
 * Damage: 50

Wooden Club
Wooden Clubs are used to inflict while inflicting minor damage against the target. This is the earliest way to effectively immobilize small creatures. Once unconscious, creatures are defenseless, and are able to be tamed. It is also a potent weapon for knocking out other players, as the Torpidity gain is unaffected by armor. It can be unlocked at level for  engram points. The Wooden Club can also be used to harvest large amounts of from dead.
 * Damage: 5 (20 Torpidity)

Sword
The Sword is a powerful and versatile melee weapon. It delivers quicker and more power attacks than the Pike, and can be wielded in tandem with a Shield of any type. It can be unlocked at level for  engram points and crafted at a.
 * Damage: 90

Electric Prod
The Electric Prod is unlocked at level for  engram points and crafted in the. It can instantly knock out smaller creatures and humans who aren't wearing. After hitting a single target with the Prod, it will break. To make it function again, it needs to be refilled with 8 at the. Only the Item Quality of the Electric Prod and the armor of the target influence the amount of Torpidity dealt, not the player's melee damage or any buffs.
 * Damage: 1
 * Applies 266 Torpidity
 * Breaks after a single use

Shields


Wooden Shield
The Wooden Shield is the first unlockable shield. Shields can be equipped in the Off-Hand slot. Block using the Alt-Fire Key (Default, , or ). Despite its low durability it has comparatively little weight and can be carried around easily. It can be unlocked at level for  engram points.
 * Durability: 250
 * Protects against damage from the front while blocking

Metal Shield
The Metal Shield is the upgraded version of the Wooden Shield. Though its durability is much higher than its counterpart, it weighs much more as well, making it difficult to carry around. It can be unlocked at level for  engram points and crafted in the.
 * Durability: 1250
 * Protects against damage from the front while blocking

Riot Shield
The Riot Shield is the final shield that can be unlocked. It has the highest durability of any shield, and a lower weight than the Metal Shield. However, these benefits are offset by the large resource requirement of polymer and crystal. It can be unlocked at level for  engram points and crafted in the.
 * Durability: 2300
 * Protects against damage from the front while blocking

Ranged


Slingshot
The Slingshot is the first dedicated ranged weapon available to players. It is a short- to medium-range weapon that uses Stones for ammunition. Compared to other weapons, it is most notable for its ability to inflict, making it ideal for early survivors to knock out their targets.
 * Damage: up to 14 (up to 18.9 Torpidity)
 * Must be pulled fully for max damage and torpor
 * Uses
 * Can knock targets unconscious

Boomerang
Exclusive to Scorched Earth, the Boomerang is a ranged weapon available to players in the desert map and can be learned at level for  engram points. It is a short- to medium-range weapon that can either be used as a melee weapon, or thrown as a ranged. Compared to most other weapon, it has both the ability of inflicting (higher with ranged), and a chance of breaking with every use which destroys the weapon. As such, it is recommended to carry several backup Boomerang when attacking creatures or players.
 * Damage: 30 (42 Torpidity) (Melee), up to 30 (up to 70.5 Torpidity) (Ranged)
 * Must be aimed long enough before throwing for max damage and torpor
 * Has a chance to break on use
 * Can knock targets unconscious

Bola
The primitive Bola roots players and wild dinosaurs in place for 30 seconds. You have to wait another 10 seconds before you can apply a new Bola to your target. The player or dino rooted will be incapable of moving, but immobilized players are forced into a prone stance and can still fire guns, shoot arrows or otherwise attack. Players caught by a Bola can also still jump, but will not be able to move.
 * Can hold targets in place
 * Not all creatures are affected

Whip
Exclusive to Scorched Earth, Whips are used for multiple purposes. It can be unlocked at level for  engram points. Unlike most other weapons, Whips do not inflict, but reduce them.
 * Harvests resources from plant, and pick items from ground.
 * Stuns creature when used for 3 seconds.
 * Disarms players at 40% chance when used against them, and forces riders to dismount from their creatures.
 * Cause mounts to move faster when used, and encumbered creatures to take a few steps.

Bow
The Wooden Bow can be learned and crafted at level for  engram points. It can fire both Stone Arrows and Tranquilizer Arrows. Stone Arrows are used for killing, as they deal more damage. Tranquilizer Arrows deal reduced damage, but rapidly increase the of the victim, rendering them unconscious if it gets high enough. Unlike the Crossbow, the Wooden Bow cannot be fired underwater.
 * Damage: up to 55 (Stone Arrow), up to 55 (+176 DoT) (Flame Arrow), up to 20 (up to 40 Torpidity + 50 Torpidity over 4 sec) (Tranquilizer Arrow)
 * Uses s, s (Scorched Earth) or s
 * Must be strung fully for max damage
 * Tranquilizer Arrows can knock targets unconscious

Crossbow
The Crossbow can be learned at level and costs  engram points. It must be crafted and repaired at the. It uses the same arrows as the Bow, but sacrifices its rate of fire for increased damage. The Torpidity gain from using Tranquilizer Arrows is higher when using the Crossbow instead of the Bow. The Crossbow can also be fired underwater, making it valuable when taming or hunting, and.
 * Damage: 95 (Stone Arrow), 95 (+176 DoT per second) (Flame Arrow), 35 (70 Torpidity + 87.5 Torpidity over 4 sec) (Tranquilizer Arrow), 0 (Grappling Hook), 0 (Zip-Line Anchor)
 * Uses s, s, (Aberration), s (Scorched Earth), or s
 * Tranquilizer Arrows can knock targets unconscious

Compound Bow
The Compound bow is an advanced bow that can fire armor-piercing in addition to other types of arrows. It is unlocked at level and requires  Engram Points to be crafted in the. While the Compound Bow can fire all arrow types, it actually deals less damage than the when not firing Metal Arrows. Since torpidity gain from scales with damage, it is less efficient than the Crossbow when attempting to knock foes unconscious.
 * Damage: up to 75 (Stone Arrow), up to 27 (40 Torpidity + 50 Torpidity over 4 sec)(Tranquilizer Arrow), up to 75 (+176 DoT) (Flame Arrow), up to 175.5 (Metal Arrow)
 * Uses s, s, s (Scorched Earth), or s.
 * Must be strung fully for max damage
 * Tranquilizer Arrows can knock targets unconscious and do less damage than regular ones.

Harpoon Launcher
The Harpoon Launcher is a very effective weapon for underwater combat and for knocking out sea creatures. It's not a viable weapon on land, as the projectiles will not travel very far. The Harpoon Launcher can fire s as well as s. It is unlockable at level and requires  Engram Points. Craftable in the, but requires only craftable in a.
 * Damage: 140 (Spear Bolt), 36 (216 Torpidity + 90 Torpidity over 4 sec)(Tranq Spear Bolt).
 * Uses s and s.
 * Tranq Spear Bolts inflict massive Torpor instantly, but do almost equal damage to a Crossbow armed with Tranquilizer Arrows. High Torpor "Alpha"(short for the first volley of shots) can be even more useful with tribemates.

Firearms


Simple Pistol
The Simple Pistol is the first gun that you will get access to at level with a cost of  engram points. Though boasting less damage per shot than a charged bow-shot it can fire 6 shots before having to be reloaded. This enables for, with some preparation, to quickly dispatch weak-mid range opponents. Notably effective versus players unless they possess heavier armor.
 * Damage: 100
 * Uses
 * Damage/Resource: 200/, 33.33/

Longneck Rifle
The Longneck Rifle is a lever action rifle that can be unlocked at level with a cost of  engram points. The Longneck Rifle has the highest damage per shot of any non-TEK gun in the game, however it also has a few drawbacks: It sways when using a, which can be reduced slightly by crouching and significantly by going prone, but the sway cannot be eliminated entirely. Also, the scope can not be used with tranquilizer darts, ammo type will switch to normal rounds when attached and the scope will automatically detach when darts are loaded. Rifles without a scope do not have any sway. It can only fire 1 round per reload with a very long reload time, and it uses the second most expensive ammo in the game, with the first being Simple Shotgun Ammo. It can also fire the Tranquilizer Dart which inflicts 221 torpidity to the target at 100% damage Longneck Rifle.
 * Damage: 280 (Simple Rifle Ammo), 26 (156 Torpidity + 65 over 5 sec)(Tranquilizer Dart), 26 (312 Torpidity + 130 over 5 sec)(Shocking Tranquilizer Dart), 26 (Pheromone Dart)
 * Uses, , , and
 * Shocking Tranquilizer Darts momentarily stun players and hit them off mounts, and the Pheromone Dart entices nearby creatures to become agressive and attack the target hit
 * Damage/Resource 280/Metal Ingot, 46.67/Gunpowder

Shotgun
The Shotgun is a close-combat alternative to the and is unlocked at level  for  engram points. While not nearly as accurate as the Longneck, and with very little range, its two barrels allow for two shots before reloading, and the bigger spread of its pellets means that you are more likely to damage a target. These features makes it superior to a Longneck at close range, but useless at a distance. Its ability to hit multiple targets at once with a good amount of damage make it best for close quarters combat, where quick target acquisition is necessary.
 * Damage: 640 (10 pellets)
 * Uses
 * Damage/Resource: 25.6*10/, 5.33*10/

Fabricated Pistol
The Fabricated Pistol is a more advanced version of the. It can be crafted at level for  engram points using a. Even though the Fabricated Pistol has the lowest damage of any gun in the game, it makes up for this by using the cheapest kind of ammunition in the game, possessing a larger magazine size than all guns, except the, and having no weapon sway which makes it easier to hit shots from a long distance.
 * Damage: 50
 * Uses
 * Damage/Resource: 150/, 50/

Pump-Action Shotgun
The Pump-Action Shotgun is an upgraded version of the. While it is heavier and its damage per pellet is lower, it can fire more shots between reloads. It can be crafted at level for  engram points using a. It can have any attachments put on, but like all guns in ARK, it can only have one at a time.
 * Damage: 644 (14 pellets)
 * Uses
 * Damage/Resource: 18.4*14/, 3.83*14/

Assault Rifle
The Assault Rifle is a fully automatic ranged weapon that chambers 40. It can be crafted at level for  engram points using a. The Assault Rifle can unload a full magazine (40 shots) in just 5 seconds and has a reload time of 2.5 seconds. This means that it is able to fire 320 shots in 1 minute (including reload time). Damage wise this means that by firing a full magazine, you can inflict 1176 damage in just 5 seconds. If you continue firing for a full minute you can inflict 9408 damage, enough to take down just about any dinosaur in the game except the Giganotosaurus.
 * Damage: 47
 * Has very high DPS
 * Uses
 * Damage/Resource: 94/, 10.44/

Fabricated Sniper Rifle
The Fabricated Sniper Rifle is a semi automatic sniper rifle that can be unlocked at level with a cost of  engram points. It can fire 8 rounds per reload.
 * Damage: 165
 * Uses
 * Damage/Resource: 165/, 27.5/

Flamethrower
Exclusive to Scorched Earth, Flamethrowers are available at level with a cost of  engram points, crafted using a. While it does not allow attachment, it is useful in razing clusters of enemies.
 * Damage: 12-100
 * Inflicts on enemies
 * Uses
 * Damage/Resource: /, /

Charge Lantern
Exclusive to Aberration, Charged Lantern is an equipment available at level with a cost of  engram points, crafted using a. The weapon deals no damage to most creatures, but affects both Nameless and Reapers, being an effective weapon against them. It doubles as a place-able structure, emitting charged light within the vicinity to deters Nameless pack from emerging.
 * Does no damage, but weakens and any  by removing their defense bonus and health regeneration.
 * Uses
 * Damage/Resource: /, /, /, /

Minigun
Exclusive to Genesis: Part 2), the Minigun is a deployable rapid fire machine gun that rains with massive amount of advanced bullets, but is prone to overheat easily. While its accuracy is questionably weak, deploying it on the ground will make the user fire more accurately.
 * Damage: ?? (Advanced Rifle Bullet)
 * Uses
 * Bullet drains very fast, and as such, requires to watch the ammo while being used.

Tek Weapons


Tek Rifle
The Tek Rifle fires explosive energy blasts at a quick rate of fire. It can be crafted using a if the players have unlock the Tekgrams. While firing, it consumes, each piece supplies the rifle with 50 shots. It does not need to be reloaded at any time, but when the rifle is fired for too long without a break, it will overheat and has to cool down before it can be used again. The Tek Rifle has a built-in scope lens that increases the sight range when activated, similar to the for lower-tier guns. The Tek Rifle scope also has a night vision function, allowing the scope to be used effectively at night.
 * Damage: 150 (100 to structures)
 * Uses
 * Damage/Resource: 7500/ (5000 to structures)

Tek Grenade
The Tek Grenade is the final tier upgrade of Grenades. It can be crafted using a if the players have unlock the Tekgrams. When thrown, explodes in five seconds in explosive energy. Unlike Grenades however, it sticks to whatever it is thrown at, including creatures and players when thrown
 * Damage: 300 (6 meter radius, depends heavily on target)
 * Can stick to surfaces and targets

Tek Turret
The Tek Turret is a fully automatic turret which can automatically target and fire on enemy dinos or players(or both) within its range. While the the turret does not need any guidance like Auto Turret, it does not shoot towards explosives. It can be crafted using a if the players have unlock the Tekgrams.
 * Damage: 500 (400 explosive)
 * Health: 4500
 * Uses s and Electricity

Tek Sword
Exclusive to Ragnarok and Extinction, the Tek Sword is a powerful and versatile melee weapon. It can be crafted using a if the players have unlock the Tekgrams. It delivers quicker and more power attacks than the Metal Sword, and can be wielded in tandem with a Shield of any type. RMB will perform a charge attack that does even more damage then swinging it. When supplied with Element, it can cut through Metal, Tek structures and armor.
 * Damage: Melee 200, Charge 280
 * Uses

Tek Shield
Exclusive to Ragnarok and Extinction, the Tek Shield is the highest-tier shield with the highest durability. It can be crafted using a if the players have unlock the Tekgrams. When supplied with Element, any blocked projectiles or bullets shot towards the shield are reflected back towards the aggressor.
 * Durability: 2300
 * Protects against damage from the front while blocking
 * Uses
 * Reflects projectiles/bullets back at the aggressor when charged with Element.

Tek Railgun
Exclusive to Aberration and Extinction, the Tek Railgun fires explosive plasma blasts at a huge range. It can be crafted using a if the players have unlock the Tekgrams. While firing, it consumes, each piece supplies the rifle with 2 shots. It does not need to be reloaded at any time, but when the railgun is fired, it will overheat and enters a long cooldown duration before it can be used again. The Tek Railgun has a built-in scope lens that increases the sight range when activated, similar to the, including heat-seeking. The Tek Rifle scope also has a Xray function, allowing the scope to detect any living beings behind walls, but it consumes the Element durability.
 * Damage: 850
 * Uses
 * Damage/Resource:1700 /

Tek Gravity Grenade
Exclusive to Extinction, the Tek Gravity Grenade explodes gravitational pull or push around itself, but only after a few seconds from triggering the grenade. Small amounts of damage is done when set to gravitation pull in victims. It can be crafted using a if the players have the Tekgram, but rather than defeating the boss, it can be learned directly as engram at level 79.
 * Pulls surrounding around itself before releasing them with an explosion, harming everything.

Cruise Missile
Exclusive to Genesis: Part 1, the Cruise Missile fires a guided missile at a breakneck speed. It can be set while firing to disable control of the missile. While it can reach from far places, it only has a limited fuel and health before exploding.
 * Damage: varies depending on range, direct hit = 882
 * The lack of ammo makes this use limited to only one shot.

Tek Claws
Exclusive to Genesis: Part 1, the Tek Claws shred its target with multiple slashes and stabs, gaining speed to maximum with repetitive uses in a row. It can also be used to block any incoming impact and damage from the front while active.
 * Damage: 10-56
 * Uses

Tek Grenade Launcher
Exclusive to Genesis: Part 1, the Tek Grenade Launcher lobs grenades at a much longer scale than when thrown by land. It requires reloading after six fires, or can be manually reloaded, and can fit in any kind of man-made grenades in its inventory for firing. The Grenade Launcher can only fire one of each type of grenade before reloading.
 * Damage:
 * Poison Grenade = 0
 * TEK Grenade = 555
 * Grenade = 105
 * Cluster Grenade = 90 per direct hit
 * Smoke Grenade = 0
 * TEK Gravity Grenade = 12
 * Does not utilize Plant Species Z Fruit.

Tek Shoulder Cannon
Exclusive to Genesis: Part 1, the Tek Shoulder Cannon acts as a shoulder guard, attacking any nearby target on command while active. Furthermore, its type can be changed from regular to rapid, or to overcharge.
 * Damage: 240 (Overcharge), 60 (Standard), 16 (Rapid)
 * Uses
 * Can be set to target specific target automatically.

Tek Phase Pistol
Exclusive to Genesis: Part 2, Tek Phase Pistol acts as a jack-of-all-trade weapon, given its ability to harm, heal, or stun the target by switching its phase mode.
 * Damage:
 * Uses
 * Can be switched to Killing, Stunning or Healing mode.

Tek Bow
Exclusive to Genesis: Part 2, Tek Bow utilize the power of the Element to fire devastating shot, ranging from regular arrows to explosive arrows. It takes in per fire.
 * Damage:
 * Uses to fire, more shards with better arrow.

Attachments
 Attachments can be added to some weapons. To (de-)activate them press, double-tab or double-tab  on the Xbox.

Flashlight
The Flashlight Attachment is a useful device to be attached to your secondary. Unlike the, it does not lose durability over time but it does have only a front viewing arch which makes you have to aim to wherever you want to shine your light on. In order to activate just drag this attachment to your chosen weapon, drag the weapon to a specific quick-slot, select the number you put the weapon with the attachment in and activate the flashlight on. You are required to reactivate it on each time you switch between tools, items and action such as inventory. It can be unlocked at level and costs  engram points and crafted in the. Supported by the, , , , , and.
 * Provides light directly in front of your weapon

Holo-Scope
The Holo-Scope Attachment allows the player to see the name and level of a player or dinosaur at a distance if attached to a firearm, just like the spyglass. It also adds a crosshair to aim while not sighted in. The Holo-scope also has night vision. It can be unlocked at level for  engram points and crafted in the. Supported by the, and the.
 * Provides zoom capabilities, crosshair, and creature information

Laser
The Laser Attachment adds a red dot that to the interface that shows where the weapon is aimed at when equipped to a firearm. Like the, it can be switched on and off by pressing. It can be unlocked at level for  engram points and crafted in the. Supported by the, , , , , and.
 * Provides laser sight for aim assistance

Scope
The Scope Attachment allows for increased sight range and accuracy when attached to a firearm. It is the first attachment that can be unlocked, at level for  engram points. It is craftable in the. Supported by the, (normal ammo only, not with Tranq darts),  and.
 * Provides zoom capabilities

Silencer
The Silencer Attachment can be attached to firearms to reduce their firing noise. However, since it still provides a death message to players allied to your target and alerts wild animals of your presence, it is nearly useless. Supported by the, , , , and.
 * Provides reduced firing noise. Beneficial use on Fabricated Sniper Rifle as it already has a scope built-in to the base weapon. (PvP benefits mostly)

Explosives


Grenade
The grenade is the first explosive you can unlock, being available at level for  engram points. It is crafted in the. It explodes five seconds after being thrown. Its damage and radius makes it particularly useful against grouped up enemies such as, , and.
 * Damage: 175 (6 meter radius, depends heavily on target)

Cluster Grenade
Exclusive to Scorched Earth, The cluster grenade is a step forward from the regular grenade, being available at level for  engram points. It is crafted in the. It explodes into six explosive shrapnels five seconds after being thrown.
 * Damage: ?? (6 meter radius, depends heavily on target), ?? (Shrapnel)

Improvised Explosive Device
The Improvised Explosive Device, or IED is the second explosive, unlocked at level for  engram points. Unlike the thrown, it can be placed in pairs to create traps. The IED can be triggered by anyone crossing the tripwire, including the creator and tribe members. The creator and tribe members can however unwire a paired device from the radial options menu. Unwired devices can be picked up and replaced.
 * Damage 250 (4 meter radius, depends heavily on target)

C4 Charge
The C4 Charge is unlocked at level for  engram points, and the  for  engram points. Both are crafted in the. It sticks to whatever it is thrown at, including creatures and players, and is detonated by using alt-fire (default ) while holding a.
 * Damage: 6899 (2 meter radius, damage depends heavily on target)

Rocket Launcher
The rocket launcher is one of the most expensive weapons to craft. It is unlocked at level for  engram points and crafted in the. Its use is to fire the. It has a small falloff, much like the bow.
 * Damage: 700 (Ranged), 1800 (Explosive)
 * Uses and  (Scorched Earth)

Homing Underwater Mine
The Homing Underwater Mine is unlocked at level for  engram points and crafted in the. It homes in on enemies and explodes on contact. It is the most expensive explosive device.
 * Damage: 2000
 * Health: 1200

Plant Species Z Fruit
Exclusive to Aberration, Plant Species Z fruit is a natural explosive. It can be obtained by harvesting ones grown in a. are found from green bulb bush in the underground. Upon throwing the fruit, it explodes on contact, blinding anyone within the vicinity.
 * Inflicts blindness to anyone and any creature within the vicinity. Only a few creatures are immune to the blinding: Charge Pets, Alpha creatures, Nameless, Reaper, and all bosses.

Emplacements


Auto Turret
The Auto Turret is a fully automatic turret which can automatically target and fire on enemy dinos or players(or both) within its range. The fact that the turret does not need any guidance makes it an invaluable resource to defend against raiding, whilst your tribe is offline. It is unlocked at level for  engram points and crafted in the.
 * Damage: 77
 * Uses s and Electricity
 * Health: 3000

Heavy Auto Turret
The Heavy Auto Turret is an upgraded automatic turret which can automatically target and fire on enemy dinos or players(or both) within its range. The fact that the turret does not need any guidance makes it an invaluable resource to defend against raiding, whilst your tribe is offline. It is unlocked at level for  engram points and crafted in the. Unlike regular Auto Turret however, it utilize four bullets rather than one per shot, but it has a longer durability.
 * Damage: 300
 * Uses s and Electricity
 * Health: 20,000

Ballista Turret
The Ballista Turret is the first player-controlled weapon to be introduced. It is a non-explosive weapon that is able to damage stone structures and it is able to fire underwater, making it extremely valuable on servers with advanced engrams disabled. It is unlocked at level for  engram points and crafted in the.
 * Damage: 600
 * Uses s and a player
 * Health: 7000

Catapult Turret
The Catapult Turret is the second player-controlled weapon to be introduced. It is a non-explosive weapon that is able to damage stone structures, making it extremely valuable on servers with advanced engrams disabled. It has a very large downward arc, so it should be aimed well above the target. It is unlocked at level for  engram points and crafted in the.
 * Damage: 500
 * Uses s and a player
 * Health: 7000

Minigun Turret
The Minigun Turret is the third player-controlled weapon to be introduced. With its extreme rate of fire and lack of reload, it can be fired until its ammo has been depleted. It is unlocked at level for  engram points and crafted in the.
 * Damage: 150
 * Uses s and a player
 * Health: 7000
 * Has very high DPS

Plant Species X
Plant Species X is a defensive plant that is grown in a. are found from rose-like bushes in the swamp. Once fully grown it is controlled the same way as the, with settings for range and targeting. It fires glowing green spores that have similar damage characteristics as Dilo spit, both slowing and blinding the target. When damaged, the plant will regain 3HP every second.
 * Damage: 32
 * Uses and
 * Health: 1500

Cannon
The Cannon is the fifth player-controlled weapon to be introduced. It is a stationary turret used to fire s. It is used almost exclusively for siege warfare. To aim, the degrees of attack can be changed in 5% steps. There is little to no real time control, making it very difficult to hit a moving target. It is unlocked at level for  engram points and crafted in the
 * Damage: 3752
 * Uses s and a player
 * Health: 5000

Rocket Turret
The Rocket Turret is the fourth player-controlled weapon to be introduced. Due to its cost and the expense of its ammunition it is rarely used. It is unlocked at level for  engram points and crafted in the.
 * Damage: 1500
 * Uses s and a player
 * Health: 7000

Traps/Strategic


Smoke Grenade
The Smoke Grenade, like the regular, explodes 5 seconds after being thrown. However, it does not deal damage. Instead, it covers a large area in thick smoke which decreases visibility. It can be unlocked at level for  engram points.
 * Decreases visibility

Poison Grenade
The Poison Grenade explodes 2.5 seconds after being thrown. However, it does not deal damage. Instead, it covers a large area in poisonous smoke which rapidly increases the torpidity of anyone standing in its radius. It only works on humans, therefor useless for taming. It can be unlocked at level for  engram points.
 * Decreases visibility
 * Applies 17.5 (only on Humans)

Tripwire Alarm Trap
The Tripwire Alarm Trap is a single-use trap that emits a loud noise when triggered. It is set up by placing two of the traps down fairly near each other, like an. This is a really useful way of keeping track of anyone trying to trespass on your land, however the uses on PvE servers are very limited. You can set your own trap off if you aren't careful, exhausting their use. It can be unlocked at level for  engram points.
 * Notifies of trespassers

Tripwire Narcotic Trap
The Tripwire Narcotic Trap is a single-use trap that emits narcotic gas when triggered. It is set up by placing two of the traps down fairly near each other, like an. It can easily knock out players and creatures, but creatures knocked out by it are not tamable. However, it can still be used to raise the torpidity of a creature and allow it to be tamed as long as it is knocked out by a. It can be unlocked at level for  engram points.
 * Applies 240

Bear Trap
The Bear Trap is an item used to temporarily immobilize humans and small creatures. When a creature gets trapped, durability slowly depletes. With a total durability of 100 this takes some time to let go. It can be unlocked at level for  engram points and crafted in the.
 * Temporarily immobilizes small creatures and humans
 * If you get caught in your own bear trap, you have to wait for it to expire or have a teammate demolish it.

Large Bear Trap
The Large Bear Trap is an item used to temporarily immobilize larger creatures. When a creature gets trapped, durability slowly depletes. With a total durability of 100 this takes some time to let go. It can be unlocked at level for  engram points and crafted in the.
 * Temporarily immobilizes large creatures

Oil Jar
Exclusive to Scorched Earth, Oil Jar is an item used to make a trail of flammable material upon throwing it, making the area susceptible to fire damages. It can be unlocked at level for  engram points.
 * Makes the affected area susceptible to flames.

Plant Species Y Trap
Exclusive to Scorched Earth and much like Bear trap, Plant Species Y Trap is an item used to temporarily immobilize humans and small creatures. When a creature gets trapped, durability slowly depletes. With a total durability of 100 this takes some time to let go. It can be obtained by harvesting ones grown in a. are found from large purple flower plant or occasionally other flowers in the desert.
 * Temporarily immobilizes small creatures and humans.

Cryopod
The Cryopod is an item used to freeze and thaw dinos inside, saving and quickly deploy them when and where needed. Once used however, it will cause the player to undergo a Cryo Cooldown, in which if another creature is thawed out, it will enter Cryo Sickness state, causing any damage taken to be received 10 times, and cannot be frozen again until it wakes up. Babies can be frozen to preserve their existence, which pauses the imprint timer. This is very useful for raising dinos since the maturation can be paused at any time, making it much easier to get that 100% imprint bonus that players strive for when breeding, giving them increased stats, damage output and damage reduction. Cryopods are given a 30 day decay timer upon creation or obtaining, but can be recharged by placing them inside a powered.
 * Freezes dino after a while, removing their tame count from the tribe and server.
 * Can be thrown to thaw the dino out within sufficient space.
 * Spoils after 30 days unless left in to recharge.

Scout Remote
Exclusive to Extinction, Scout Remote is an item used to deploy out. It can be used as a remote viewer, allowing players to view within safe distance and marking any viable targets, even causing the voice chat to appear from the scout instead. This requires at least 20 and more to deploy and maintain, but are very fragile.

Armas Armes