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[[File:Torpidity.png|80px|left|link=Torpidity]]
 
[[File:Torpidity.png|80px|left|link=Torpidity]]
 
{{!}}style="padding-left:10px; vertical-align:top;"{{!}}
 
{{!}}style="padding-left:10px; vertical-align:top;"{{!}}
'''[[Torpidity]]''' is the measure of weariness for a [[Human]] or a [[Creatures|Creature]]. If your Torpidity reaches 50, you will fall unconscious. You cannot do anything while unconscious, and other players can easily move you around, force-feed you more narcotics, take your items from you, or simply kill you.
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'''[[Torpidity]]''' is the measure of weariness for a [[Human]] or a [[Creatures|Creature]]. If a Human's Torpidity reaches 50, they will fall unconscious. You cannot do anything while unconscious, and other players can easily move you around, force-feed you more narcotics, take your items from you, or simply kill you. Creatures will fall unconscious when their Torpidity reaches its maximum value. Once the Torpidity of an unconscious player or creature reaches 0, they will wake up.
 
Since most sources of torpidity a {{ItemLink|Human}} will experience is from hostile attacks and bites, it's advised to wear good [[Armor]] to combat the {{ItemLink|Torpidity}} infliction. Torpidity-increasing attacks are affected by the amount of damage they deal (For example, shooting things in the head will amplify both the damage dealt AND the torpidity given by 250% against most creatures in Ark). That's why wearing {{ItemLink|Flak Armor}} heavily increases your chances against {{ItemLink|Titanoboa}}s compared to using {{ItemLink|Hide Armor}}. This also goes for the armor on tamed creatures {{ItemLink|Saddle}}s.
 
 
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====Weapons====
 
====Weapons====
 
* Human Fists
 
* Human Fists
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*Pick
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*Spear
 
* {{ItemLink|Wooden Club}}
 
* {{ItemLink|Wooden Club}}
 
* {{ItemLink|Electric Prod}}
 
* {{ItemLink|Electric Prod}}
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* {{ItemLink|Tranq Spear Bolt}}
 
* {{ItemLink|Tranq Spear Bolt}}
 
* {{ItemLink|Boomerang (Scorched Earth)}}
 
* {{ItemLink|Boomerang (Scorched Earth)}}
* {{ItemLink|Poison Grenade}}(will only work on humans)
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* {{ItemLink|Poison Grenade}} (will only affect humans)
 
* {{ItemLink|Toxicant Arrow (Mobile)}}
 
* {{ItemLink|Toxicant Arrow (Mobile)}}
   
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* {{ItemLink|Tripwire Narcotic Trap}}
 
* {{ItemLink|Tripwire Narcotic Trap}}
   
====Effect====
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====Status Effects====
* {{ItemLink|Status Effects|Cryo Sickness (Creature)}}
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* [[Status Effects#Cryo Sickness|Cryo Sickness]] (will only affect [[Creatures]])
   
 
====Attacks by Creatures====
 
====Attacks by Creatures====
{{ItemList|Araneo|Arthropluera|Basilisk|Beelzebufo|Cnidaria|Electrophorus|Equus|Eurypterid|Pachy|Pulmonoscorpius|Reaper Queen|Therizinosaur|Titanoboa|Thorny Dragon|Troodon|Tusoteuthis|Broodmother Lysrix|Manticore}}
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{{ItemList|Araneo|Arthropluera|Basilisk|Beelzebufo|Cnidaria|Electrophorus|Equus|Eurypterid|Gacha|Pachy|Pulmonoscorpius|Reaper Queen|Therizinosaur|Titanoboa|Lightning Wyvern|Thorny Dragon|Troodon|Tusoteuthis|Broodmother Lysrix|Manticore}}
  +
 
Torpidity will also increase slowly when starving or dehydrated, and with every melee attack performed with no {{ItemLink|Stamina}}.
  +
 
Torpidity goes down over time, and consuming {{ItemLink|Stimberry|text=Stimberries}} or {{ItemLink|Stimulant}} will decrease Torpidity faster.
  +
  +
The attacks that increase Torpidity can be sorted into two main categories. Short-Acting attacks (such as those from {{ItemLink|Slingshot}}, {{ItemLink|Electric Prod}} and {{ItemLink|Pachy}}) increase Torpidity immediately, while Extended Effect attacks (such as those from {{ItemLink|Pulmonoscorpius}}, {{ItemLink|Titanoboa}} and {{ItemLink|Beelzebufo}}) increase torpidity over time. Some attacks are in both categories, such as {{ItemLink|Tranquilizer Arrow}} and {{ItemLink|Tranquilizer Dart}}.
  +
  +
The amount of Torpidity inflicted by attacks scales directly with the amount of damage dealt (E.g headshots with {{ItemLink|Tranquilizer Arrow|text=Tranq Arrows}} will increase both the Health damage and Torpor damage by various amounts, depending on the target). Since most Torpidity-increasing effects come in the form of hostile attacks and bites, it's advised to wear good [[Armor]] to combat the {{ItemLink|Torpidity}} infliction. For example, {{ItemLink|Flak Armor}} heavily increases your chances against {{ItemLink|Titanoboa}} compared to using {{ItemLink|Hide Armor}}, as the former provides more damage resistance, and thus more Torpor resistance, allowing you to take more hits before being knocked out. The armour value provided by a creature's {{ItemLink|Saddle}} works the same way.
   
  +
Consuming or force-feeding multiple Narcotics at once won't cause Torpor to rise faster, but will instead increase the duration of the narcotic effect (e.g Using one Narcotic will cause Torpor to increase for 8 seconds, using two at the same time will cause it to increase for 16 seconds, and using one when 4 seconds remain from a previous Narcotic will increase the effect's duration to 12 seconds). A popular way of taming creatures with rapid Torpidity loss, such as {{ItemLink|Gallimimus}} and {{ItemLink|Giganotosaurus}}, is force-feeding many [[Narcotic]] at once, as a creature's Torpor stat will stop decreasing while the creature is under a Torpidity-increasing effect. Feeding many Narcotics at once will cause the creature's Torpidity to increase for longer, and if enough are used, the effect can last the entire duration of the taming process, thus not allowing Torpor to drop at all. It is important to note however that if any stat reaches its maximum value, including Torpidity, any status effects affecting that particular stat will immediately wear off. So if, for example, a creature would reach max Torpidity with the use of three Narcotics, using any more than three will not result in any additional duration, as Torpidity will reach maximum before the addition duration would occur.
Torpidity will also increase slowly when starving or dehydrated, and will increase with every melee attack performed without {{ItemLink|Stamina}}.
 
   
  +
A lot of melee weapons also increase the Torpidity, but the low amount is not usually worth the high risk of death.
Feeding a larger number of Narcotics extends the amount of time torpidity is increasing.  A popular way of taming {{ItemLink|Gallimimus}} is by over feeding it [[Narcotic]], since it losing its torpidity so fast, it spends the majority of the tame with the torpidity going up, not down like a normal tame would.  While torpidity is being applied, the creatures natural torpidity recovery is suspended.
 
   
 
==Fortitude==
 
==Fortitude==
The Torpidity stat cannot be directly increased, but {{ItemLink|Fortitude}} raises your resistance to torpidity-increasing effects and each point spent on it will increase your knock-out threshold by 1.
+
The Torpidity stat cannot be directly increased, but can be affected by {{ItemLink|Fortitude}}. The higher your Fortitude, the higher your resistance to torpidity-increasing effects. In addition, each point invested into Fortitude will increase your knock-out threshold by 1.
   
 
==Torpidity Decay==
 
==Torpidity Decay==
All creatures and players have a natural Torpidity Decay Rate which determines how fast they will fight off the Torpidity and wake up. Some are extreme like {{ItemLink|Giganotosaurus}} which drops at a prodigious rate, others seem to just love to sleep. It is important to know that Torpidity Decay is always put on hold while Torpidity is increasing, so as long as new Torpidity is applied (i.E. via {{ItemLink|Narcotic}} or creature attacks) a creature or player cannot recover from unconsciousness.
+
All creatures and players have a natural Torpidity Decay Rate which determines how fast they will fight off the Torpidity and wake up. Some creatures, like {{ItemLink|Giganotosaurus}}, lose Torpidity at a prodigious rate, while others seem to just love to sleep. Once again, it is important to remember that Torpidity Decay is always put on hold whilst under a Torpidity-increasing effect, so as long as new Torpidity is applied (i.E. via {{ItemLink|Narcotic}} or creature attacks), a creature or player cannot recover from unconsciousness.
   
For example, a {{ItemLink|Crossbow}} does 200% of its damage rating right away as Torpidity and then adds another 250% Torpidity over the next 4 seconds. During those 4 seconds, the target's Torpidity Decay is put on hold, so again the most resource efficient way would be to shoot the Crossbow once every 4 seconds. However this can not only be difficult to apply when fighting, in addition the Torpidity effects of {{ItemLink|Tranquilizer Arrow}} and {{ItemLink|Tranquilizer Dart}} stack, so shooting in rapid succession is usually a much easier way to put a creature unconscious.
+
For example, a {{ItemLink|Crossbow}} equipped with {{ItemLink|Tranquilizer Arrow}}s will immediately inflict Torpidity equal to 200% of the [[Health]] damage dealt, and additional Torpidity damage equal to 250% of the Health damage dealt over 4 seconds. During those 4 seconds, the target's Torpidity Decay is put on hold, so the most resource- and time-efficient method would be to shoot the Crossbow once every 4 seconds. However, not only can this be somewhat difficult to accurately measure in the heat of combat, the duration of the Torpidity effects of {{ItemLink|Tranquilizer Arrow}}s and {{ItemLink|Tranquilizer Dart}}s stack, similar to [[Narcotic]], so shooting in rapid succession is usually a much easier way to render a creature unconscious. Utilizing an external tool such as [http://dododex.com Dododex] can allow players to determine exactly how many shots are required to knock out a certain creature, and thus avoid wasting supplies.
   
Aside from that type of ammunition however Torpidity effects usually do not stack. Creatures like the {{ItemLink|Scorpion}}s for example have a non-stackable Torpidity debuff, so hitting more often won't help knock out the dino, it will only damage it. A {{ItemLink|Slingshot}} or {{ItemLink|Pachy}} on the other hand will apply Torpidity only immediately on hit without any debuff following the effect, causing the Torpidity Decay to start immediately after applying it. Getting the timing right is critical when using other methods but arrows/darts to put creatures unconscious. If you wait too long between attacks, the Torpidity on the creature might already have been decayed completely, but the damage done is still there, making further taming attempts potentially more difficult or less rewarding.
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Aside from arrows and darts however, Torpidity effects usually do not stack. The {{ItemLink|Scorpion}} for example applies a debuff with every attack that increases Torpidity by 300% of the Health damage dealt over 10 seconds, but subsequent hits will not increase the timer, instead setting it back to 10 seconds. Therefore, attacking more often than that won't increase Torpidity any faster, while the damage from the attack itself will still occur. A {{ItemLink|Slingshot}} or {{ItemLink|Pachy}} on the other hand will apply Torpidity instantly, but will not apply any debuff, causing the Torpidity Decay to start immediately after each hit. Getting the timing right is critical when using methods other than arrows/darts to knock out creatures. If you wait too long between attacks, the Torpidity on the creature might already have decayed completely, meaning additional attacks, and thus more health damage, will be necessary to knock out the creature, making further taming attempts potentially more difficult or less rewarding.
   
 
==Notes==
 
==Notes==
* Torpidity is the only stat that can't be leveled up once a dino has been tamed. Increasing {{ItemLink|Fortitude}} will increase a player's resistance to Torpidity-increasing effects, but not directly increase the Torpidity stat.
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* Torpidity is one of two stats that cannot be leveled up once a dino has been tamed (the other being {{ItemLink|Movement Speed}} (flyers only)). Increasing {{ItemLink|Fortitude}} will increase a player's resistance to Torpidity-increasing effects, but not directly increase the Torpidity stat.
* If a creature was released from {{ItemLink|Cryopod (Extinction}} by the player who is under the effect of Cryo Sickness, they will immediately be knocked out with full torpidity (and a red text near their name outside to signify it) and will take longer to wake up when compared to normal torpidity decay. (It is currently unknown if {{ItemLink|Stimberry|text=Stimberries}} or {{ItemLink|Stimulant}} will reduce the timer.)
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* If a [[Creatures|Creature]] was released from a {{ItemLink|Cryopod (Extinction)|Cryopod}} by a player under the effect of [[Status Effects#Cryo Cooldown|Cryo Cooldown]], they will be inflicted with the Cryo Sickness status effect, immediately rendering them unconscious with full [[Torpidity]]. Creatures affected by Cryo Sickness will take longer to wake up than normal. {{ItemLink|Stimberry|text=Stimberries}} or {{ItemLink|Stimulant}} do reduce Torpidity as normal, but the duration of Cryo Sickness is not affected by Torpidity, meaning that a creature can wake up before Cryo Sickness wears off, and will still suffer the other effects of the status condition (decreased damage resistance, inability to be stored in a Cryopod etc) until it wears off naturally.
* Consuming {{ItemLink|Stimberry|text=Stimberries}} or {{ItemLink|Stimulant}} will reduce your torpidity actively.
 
 
* By wearing a {{ItemLink|Gas Mask}}, it is possible to avoid Torpidity infliction by the [[Tripwire Narcotic Trap]] and [[Poison Grenade]].
 
* By wearing a {{ItemLink|Gas Mask}}, it is possible to avoid Torpidity infliction by the [[Tripwire Narcotic Trap]] and [[Poison Grenade]].
  +
* Unconscious players are immune to fall damage.
* If a player is knocked unconscious through any torpidity building method (e.g. Narcotics, Narcoberries etc.) they will not take fall damage as long as they remain unconscious.
 
* When a player reaches 50 Torpidity they will become unconscious until the Torpidity is fully depleted.
 
 
* Torpidity was named Torpor in the game before v[[275.0]].
 
* Torpidity was named Torpor in the game before v[[275.0]].
   
 
{{Nav Stats}}
 
{{Nav Stats}}
 
[[Category:Stats]]
 
[[Category:Stats]]
[[es:Letargo]]
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[[es:Inconsciencia]]
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[[fr:Torpeur]]
 
[[pl:Apatia]]
 
[[pl:Apatia]]
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[[it:Torpore]]
{{MissingTranslations|pt-br|fr}}
 
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[[ru:Оглушение]]
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[[th:{{PAGENAME}}]]
 
{{MissingTranslations|de|ja|pt-br}}

Revision as of 16:51, 28 June 2021

Knockedout
Torpidity

Torpidity is the measure of weariness for a Human or a Creature. If a Human's Torpidity reaches 50, they will fall unconscious. You cannot do anything while unconscious, and other players can easily move you around, force-feed you more narcotics, take your items from you, or simply kill you. Creatures will fall unconscious when their Torpidity reaches its maximum value. Once the Torpidity of an unconscious player or creature reaches 0, they will wake up.


Increasing Torpidity on Humans and Creatures

Torpidity can be increased by:

Consumables

Weapons

Traps

Status Effects

Attacks by Creatures

Torpidity will also increase slowly when starving or dehydrated, and with every melee attack performed with no Stamina Stamina.

Torpidity goes down over time, and consuming Stimberry Stimberries or Stimulant Stimulant will decrease Torpidity faster.

The attacks that increase Torpidity can be sorted into two main categories. Short-Acting attacks (such as those from Slingshot Slingshot, Electric Prod Electric Prod and Pachy Pachy) increase Torpidity immediately, while Extended Effect attacks (such as those from Pulmonoscorpius Pulmonoscorpius, Titanoboa Titanoboa and Beelzebufo Beelzebufo) increase torpidity over time. Some attacks are in both categories, such as Tranquilizer Arrow Tranquilizer Arrow and Tranquilizer Dart Tranquilizer Dart.

The amount of Torpidity inflicted by attacks scales directly with the amount of damage dealt (E.g headshots with Tranquilizer Arrow Tranq Arrows will increase both the Health damage and Torpor damage by various amounts, depending on the target). Since most Torpidity-increasing effects come in the form of hostile attacks and bites, it's advised to wear good Armor to combat the Torpidity Torpidity infliction. For example, Flak Armor Flak Armor heavily increases your chances against Titanoboa Titanoboa compared to using Hide Armor Hide Armor, as the former provides more damage resistance, and thus more Torpor resistance, allowing you to take more hits before being knocked out. The armour value provided by a creature's Saddle Saddle works the same way.

Consuming or force-feeding multiple Narcotics at once won't cause Torpor to rise faster, but will instead increase the duration of the narcotic effect (e.g Using one Narcotic will cause Torpor to increase for 8 seconds, using two at the same time will cause it to increase for 16 seconds, and using one when 4 seconds remain from a previous Narcotic will increase the effect's duration to 12 seconds). A popular way of taming creatures with rapid Torpidity loss, such as Gallimimus Gallimimus and Giganotosaurus Giganotosaurus, is force-feeding many Narcotic at once, as a creature's Torpor stat will stop decreasing while the creature is under a Torpidity-increasing effect. Feeding many Narcotics at once will cause the creature's Torpidity to increase for longer, and if enough are used, the effect can last the entire duration of the taming process, thus not allowing Torpor to drop at all. It is important to note however that if any stat reaches its maximum value, including Torpidity, any status effects affecting that particular stat will immediately wear off. So if, for example, a creature would reach max Torpidity with the use of three Narcotics, using any more than three will not result in any additional duration, as Torpidity will reach maximum before the addition duration would occur.

A lot of melee weapons also increase the Torpidity, but the low amount is not usually worth the high risk of death.

Fortitude

The Torpidity stat cannot be directly increased, but can be affected by Fortitude Fortitude. The higher your Fortitude, the higher your resistance to torpidity-increasing effects. In addition, each point invested into Fortitude will increase your knock-out threshold by 1.

Torpidity Decay

All creatures and players have a natural Torpidity Decay Rate which determines how fast they will fight off the Torpidity and wake up. Some creatures, like Giganotosaurus Giganotosaurus, lose Torpidity at a prodigious rate, while others seem to just love to sleep. Once again, it is important to remember that Torpidity Decay is always put on hold whilst under a Torpidity-increasing effect, so as long as new Torpidity is applied (i.E. via Narcotic Narcotic or creature attacks), a creature or player cannot recover from unconsciousness.

For example, a Crossbow Crossbow equipped with Tranquilizer Arrow Tranquilizer Arrows will immediately inflict Torpidity equal to 200% of the Health damage dealt, and additional Torpidity damage equal to 250% of the Health damage dealt over 4 seconds. During those 4 seconds, the target's Torpidity Decay is put on hold, so the most resource- and time-efficient method would be to shoot the Crossbow once every 4 seconds. However, not only can this be somewhat difficult to accurately measure in the heat of combat, the duration of the Torpidity effects of Tranquilizer Arrow Tranquilizer Arrows and Tranquilizer Dart Tranquilizer Darts stack, similar to Narcotic, so shooting in rapid succession is usually a much easier way to render a creature unconscious. Utilizing an external tool such as Dododex can allow players to determine exactly how many shots are required to knock out a certain creature, and thus avoid wasting supplies.

Aside from arrows and darts however, Torpidity effects usually do not stack. The Scorpion Scorpion for example applies a debuff with every attack that increases Torpidity by 300% of the Health damage dealt over 10 seconds, but subsequent hits will not increase the timer, instead setting it back to 10 seconds. Therefore, attacking more often than that won't increase Torpidity any faster, while the damage from the attack itself will still occur. A Slingshot Slingshot or Pachy Pachy on the other hand will apply Torpidity instantly, but will not apply any debuff, causing the Torpidity Decay to start immediately after each hit. Getting the timing right is critical when using methods other than arrows/darts to knock out creatures. If you wait too long between attacks, the Torpidity on the creature might already have decayed completely, meaning additional attacks, and thus more health damage, will be necessary to knock out the creature, making further taming attempts potentially more difficult or less rewarding.

Notes

  • Torpidity is one of two stats that cannot be leveled up once a dino has been tamed (the other being Movement Speed Movement Speed (flyers only)). Increasing Fortitude Fortitude will increase a player's resistance to Torpidity-increasing effects, but not directly increase the Torpidity stat.
  • If a Creature was released from a Cryopod (Extinction) Cryopod by a player under the effect of Cryo Cooldown, they will be inflicted with the Cryo Sickness status effect, immediately rendering them unconscious with full Torpidity. Creatures affected by Cryo Sickness will take longer to wake up than normal. Stimberry Stimberries or Stimulant Stimulant do reduce Torpidity as normal, but the duration of Cryo Sickness is not affected by Torpidity, meaning that a creature can wake up before Cryo Sickness wears off, and will still suffer the other effects of the status condition (decreased damage resistance, inability to be stored in a Cryopod etc) until it wears off naturally.
  • By wearing a Gas Mask Gas Mask, it is possible to avoid Torpidity infliction by the Tripwire Narcotic Trap and Poison Grenade.
  • Unconscious players are immune to fall damage.
  • Torpidity was named Torpor in the game before v275.0.