This article is about the uses of a tamed creature. For the process of taming a creature, see Taming.
||That tame will have its uses.
Domestication is the process of converting wild creatures into useful beasts of burden for the player's benefit. Domesticated creatures have many different advantages that make life easier on The Island. Some creatures allow the player to harvest resources more efficiently than the player can by hand, while others can transport huge amounts of goods or lead the charge in war. However, before a creature is domesticated, it must first be tamed. Additionally, some creatures require a saddle to reach their full potential.
Domesticated creatures follow orders given to them. The player can set their Aggression Level, order them to stay on a place, follow a player or wander around. To change their behavior, stay close to a creature and hold use (default E) or use whistles. The player can mount on domesticated creatures to fight other creatures and players, and move, using the creature's stamina instead of the player's stamina.
Creatures have their own hunger bar which drains for the same reasons that the player's does: to refill stamina, to provide healing, as well as steadily draining over time on its own. A creature will bias towards eating its least favorite valid food before those that it would prefer. For example, a carnivore will eat any Raw Meat in its inventory before eating Raw Prime Meat and a herbivore will save its preferred berry for last.
At rest (while not being ridden or recovering health or stamina) a creature will lose 0.1 hunger approximately every 35secs. This means it will only need to eat once every (35secs X 500 units of hunger =) 17500 seconds, or 291.67 minutes, just shy of 5 hours, while at rest if its inventory only contains raw meat. This is significantly longer than any type of meat will last in its inventory before it will spoil, and feeding large numbers of creatures purely on kibble is almost impossible for even the most established players. For this reason, unless you need Spoiled Meat for Narcotics, it is recommended you do not keep food in an idle creature’s inventory as it will spoil much faster than it will be eaten.
Herbivores use identical mechanics to carnivores, but due to the fact they are relatively easy to feed (one low level Trike is able to collect hundreds of berries in only a few minutes) it is less of a concern for these creatures.
"Remote Use Item" is a command that allows players to force feed an item to a creature. This can be done while an animal is unconscious or conscious. Usually Narcoberries are Force Fed, in order to keep the animal's Torpor in check. If possible, it is recommended to use Narcotics since they don't spoil and can be turned into Tranquilizer Arrows if you underestimated the creature you were trying to tame.
Using a Feeding Trough is a much more efficient way to feed multiple animals — especially while players are logged out of the game. Once a players puts food in a Feeding Trough, all nearby animals will eat whenever they are hungry. This makes it easier to manage the hunger levels of many creatures while preventing extra spoiling of food items.
The attribute Melee Damage influences the gathering of resources. Note that not all creatures are listed. Refer to the resource page for a complete list of creatures and tools gathering that particular resource. Creatures are ordered from high to low efficiency, but the table also shows the gathering rate of the tools for comparison purposes.
Note that Stegosaurus gathering efficiency is based on the backplate it is currently under.
On Valguero you can easily get an Anglerfish in the The Emerald Forest.
The Doedicurus and the Basilisk have massive weight reduction for Stone, always have a Doed for Harvesting and a Basilisk for transportation.
The Castoroides and the Roll Rat have massive weight reduction for Wood, very recommended.
Given is the base Weight for level 1 creatures. Note that not all tameable creatures are listed. Refer to each creature page for more information.
* Some creatures are capable of decreasing the weight of a specific resource
Given are the numbers of Melee Damage and the Health at level 1. Note that not all tameable creatures are listed. Refer to each creature page for more information.
Both Aberrant dinosaur have reduced health with increased damage and X dinosaur possess stats more than the original, and are not listed here for clarity sake.
For scouting and exploring the attribute Movement Speed is most important. As the numbers are not given absolutely, this table is qualitatively based on experience. Air creatures can no longer have their movement speed upgraded so animals like the raptor, Thylacoleo, and sabertooth can be better for exploration
Some creatures have the ability to emit Charged Light, making them valuable in certain locations within Aberration and caves if exported to other maps.
Some creatures are useful for traveling because they are fast and have good weight stats to carry more resources for you.
It is also helpful if the creature has weight reduction and has a fighting chance.
Special Abilities of Creatures[edit | edit source]
Yutyrannus is one the perfect supports in a combat because he has two habilities (both are roars) that are very useful. The first roar will cause all dinos, (except for Giganotosaurus, Rex, Spino, Wyvern, Bronto, Rock Elemental, Alpha Creatures, Bosses, water creatures, or any dinos nearby a Mammoth with a survivor drumming buffs at rear seat of the saddle) tamed or untamed, to run away from it, even if being ridden. Player movement speed needs to be at least 181% to outrun it. The second roar temporarily boosts the attack damage allied creatures inflict by 25%, and reduces incoming damage they take by 20% each. This can be very useful in massive battles or when fighting bosses.
Daeodon is another of the perfect supports because he heals tamed dinos in a especific area. But be careful, he consumes a amazing amount of food to activate the hability. The amount of healing gained per tick of the Daeodon's healing aura is directly linked to the maximum health of the dino being healed. Higher HP dinos will heal more HP per tick.
When saddled, some creatures can function as portable alternatives to their structural variant.
Apart from producing poop some creatures can produce valuable resources that can be harvested from them.
Some domesticated creatures collect resources by themselves when left on 'enabled wandering' (set by holding E near the creature). Just leave the creature wandering near the resource and take the collected resources from time to time of its inventory.
Some creatures can perform unique actions, making them valuable in certain situations
||can glide from high grounds, acts like a Parachute
||can lift small creatures with its claws and with its beak, and recover health from harvesting from a corpse
||can hyperdrive to a certain distance with enough cosmic energy. When saddled, can drop down bomb with its own residue from the rocks
||It can spin in the water causing a stun effect to medium creatures but it has to be deep in the water
||can bury under ground for certain periods to avoid detection, and can damage players while riding their mounts.
||can web and pull victim to itself, or swing and jump between latchable areas, climb and walk in water.
||tongue-attack can knock-out creatures, and can harvest Cementing Paste from certain dead insects.
||can heal allied/own dino with healing, in exchange for massive loss in hunger
||can pounce on smaller prey, latch and lacerate at specific larger prey, climb and latch to walls and yell to nearby deinonychus for pack boost
| Dimorphodon and Vulture
||can be thrown to attack creatures, Spoiled Meat spoils slower when in Vulture inventory.
||can howl to activate pack buff effect, and sniff for injured survivor/dino below 50%, undiscovered explorer notes and/or camouflaged/buried dino
| Ferox (Large)
||can throw giant rock, knockback with its slam, jumps very far with its dash and jump , and climb upwards
||can puff up into a large size and either jet off into air and glide slowly, or push creatures and survivors far off with the stored air inside
||is able to throw the player who rides it at any direction, lift (and throw) shoulder-mounted dino, and climb onto natural and man-made zip lines
||can lift up to medium-sized creatures with its claws, and dive bomb down
||can lunge and grab at smaller prey
||can lift up to two medium-sized creatures with its claws and jump very high on aimed direction, can also walk in the ground of the ocean with infinite Oxygen.
||can searing spit with Metal Ingot in its inventory and at a suitable temperature, or fire exploding obsidian shrapnel around itself while charging up for a spit
||can grab and release/throw small creature and survivor, roar with its trunk to debuff nearby enemies, and slam forward with its frontal legs
||can breath frost stream, jet up and dash front, sideways and back, and dive bomb down
||can spit bubble breath while underwater, and generate oxygen above its stone shell
||can climb walls and ceilings and affect players with Mega Rabies.
||can lift up to medium-sized creatures with its jaws and deals a lot of damage during night.
| Mesopithecus and Chalicotherium
||can throw poop at enemies, the Mesopithecus can be thrown and unlock locked doors.
||can dismount targets on whistle to attack/thrown
||can ram and knock-out creatures
||can scan the immediate surrounding area for enemies and mark them through walls for a short time, and honk to scare smaller predator and prey nearby
||can pickpocket the target
||can jump very high on aimed direction, and carry survivors, certain small and baby dinos, two mates can help you to imprint and raise your babies.
||can lift tiny creatures with its claws In addition, it can spin in the air and cause more damage than its normal attack although it uses energy
||can hide underground, ambushing any non-tribe nearby
||stings can knock-out creatures and can easily climb difficult cliffs.
||can lift up to medium-sized creatures with its claws, and has a Quetz Platform Saddle to transport massive creatures like the Rex.
||can pounce on smaller prey, and vocalize out to nearby raptor for temporary pack boost
||can climb onto natural and man-made zip lines
||can launch webbed projectiles and swing its tail sideways to knock creatures away.
||can roar to force nearby survivor or dino with lower level than it to poop. It's roar can also force-land small dinos in its visible cone of effect.
| Rock Drake
||can climb walls and ceilings, glide down, seek for any nearby Reaper and camouflage to avoid detection
||can turn 180 degree at the target behind, and can death roll a target/prey after grabbing it
||can scout via control from survivor's binoculars, and mark targets
| Snow Owl
||can dive bomb down, encapsulate nearby creature/survivor, and sense for living creature with its predatory sense
||can switch between quadruped and biped state, former granting movement speed whereas biped granting extra damage
||can alter its backplate mode to suit its situational issues and impale and immobilize small targets
||can lift tiny creatures with its claws and land on vertical surfaces
| Terror Bird
||can glide to avoid huge obstacles
||can climb up vertical walls and terrains
||can charge and ram in front, stunning anything that gets hit by it, and gains buff for specific large predator nearby
||can break down components into base components. Saddled with its saddle, it can also be used to jet faster, allowing evasive maneuver, and the turret can be used to fire out explosive projectile.
||can carry up to medium creatures with its tentacles
||can shoot spines like a turret, and swing itself around to scare away weaker hostile creature with the tossed spines
| Woolly Rhino
||can charge impact speed for Momentum hit to attack creatures
| Wyvern / Crystal Wyvern
||can lift up to medium-sized creatures with its claws, and breathe elemental/crystal breath
||can encourage allied/own dino with its courageous roar, and frighten enemy/wild dinos with its fear roar