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There are a lot of different Weapons to be wielded in ARK: Survival Evolved. They range from basic   Spear made of wood and stone to fully automatic   Assault Rifle and   Rocket Launcher. 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.

Lance.pngMounted 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   Torch 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 A and D 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 Lmb and Rmb mouse buttons allow you to execute the tool or weapon's primary and secondary fire modes. For example, you can zoom in with the   Fabricated Sniper Rifle and shoot at the same time, or use the   Spear secondary fire button to throw it from your creature! You may also continue moving while doing all of these actions with the W and S keys.

Metal Pick.pngTools

Stone Pick

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   Thatch than   Wood when harvesting a tree, more   Raw Meat than   Hide when harvesting a corpse, and more   Flint than   Stone when mining a rock.

Stone Hatchet

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 2 and 3 engram points to craft. The Stone Hatchet will provide more   Wood than   Thatch when harvesting a tree, more   Hide than   Raw Meat when harvesting a corpse, and more   Stone than   Flint when mining a rock.

Torch

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 Rmb 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

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 Rmb 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 10 for 4 Engram points.

  • Extinguishes if removed upon activation
  • Thrown Glow sticks cannot be recovered, and lasts for 12 minutes.

Metal Pick

Metal Pick

The Metal Pick is the metal version of the   Stone Pick. It has a higher gathering speed and gathers more resources than its Stone counterpart, while also granting the ability to harvest   Metal from mountain rocks at a much higher rate. Additionally, the Metal Pick is able to harvest   Metal from river rocks at a much higher rate than the Stone Pick. It can be unlocked at level 20 for 6 engram points and is crafted in the   Smithy.

  • Damage: 32
  • Harvests more resources at a higher rate, including   Metal

Metal Hatchet

Metal Hatchet

The Metal Hatchet is the metal version of the   Stone Hatchet. It has a higher gathering speed and gathers more resources than its Stone counterpart. Like the Pick, it can be unlocked at level 20 for 6 engram points and crafted in the   Smithy.

  • Damage: 40
  • Harvests more resources at a higher rate

Metal Sickle

Metal Sickle

The Metal Sickle is a metal tool that grants the ability to harvest   Fiber from the island's flora at a much higher rate than by hand. It can be unlocked at level 30 for 12 engram points and crafted in the   Smithy.

Climbing Pick

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 34 for 16 engram points and crafted in the   Smithy. 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

Pliers

Exclusive to Aberration, Pliers are a great way of repairing tools that would normally require to be done at   Smithy. However, the costs of repairing them doubles in exchange. It can be unlocked at level 45 for 16 engram points and crafted in the   Smithy.

  • Allows repairing of equipment repairable from Smithy, but at double the cost.

Chainsaw

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   Gasoline
  • Harvest resources from deceased dinos and resource nodes (e.g: Tree) at better rates.

Mining Drill

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   Gasoline
  • Harvest resources stone-type resource nodes (e.g: Tree) at better rates.


Sword.pngMelee

Spear

Stone 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 3 engram points to unlock and can be unlocked from level 2.

  • Damage: 24 (Melee and Ranged)
  • Has a chance to break on use

Pike

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   Smithy means it can be problematic in long battles such as those in Caves. The Pike costs 10 engram points and can be unlocked from level 25.

  • Damage: 50

Wooden Club

Wooden Club

Wooden Clubs are used to inflict   Torpidity 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 8 for 4 engram points. The Wooden Club can also be used to harvest large amounts of   Organic Polymer from dead   Kairuku.

  • Damage: 5 (20 Torpidity)

Sword

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 30 for 11 engram points and crafted at a   Smithy .

  • Damage: 90

Electric Prod

Electric Prod

The Electric Prod is unlocked at level 95 for 60 engram points and crafted in the   Fabricator. It can instantly knock out smaller creatures and humans who aren't wearing   Riot Armor. After hitting a single target with the Prod, it will break. To make it function again, it needs to be refilled with 8   AnglerGel at the   Fabricator. 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

Metal Shield.pngShields

Wooden Shield

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 Rmb, LT, or L2). Despite its low durability it has comparatively little weight and can be carried around easily. It can be unlocked at level 12 for 7 engram points.

  • Durability: 250
  • Protects against damage from the front while blocking

Metal Shield

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 39 for 9 engram points and crafted in the   Smithy.

  • Durability: 1250
  • Protects against damage from the front while blocking

Riot Shield

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 92 for 45 engram points and crafted in the   Fabricator.

  • Durability: 2300
  • Protects against damage from the front while blocking

Crossbow.pngRanged

Slingshot

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   Torpidity, 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   Stones
  • Can knock targets unconscious

Boomerang

Boomerang

Exclusive to Scorched Earth, the Boomerang is a ranged weapon available to players in the desert map and can be learned at level 10 for 2 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   Torpidity (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

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

Whip

Exclusive to Scorched Earth, Whips are used for multiple purposes. It can be unlocked at level 20 for 6 engram points. Unlike most other weapons, Whips do not inflict   Torpidity, 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

Bow

The Wooden Bow can be learned and crafted at level 10 for 11 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   Torpidity 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   Stone Arrows,   Flame Arrows (Scorched Earth) or   Tranquilizer Arrows
  • Must be strung fully for max damage
  • Tranquilizer Arrows can knock targets unconscious

Crossbow

Crossbow

The Crossbow can be learned at level 25 and costs 12 engram points. It must be crafted and repaired at the   Smithy. 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   Megalodon,   Plesiosaur and   Mosasaurus.

Compound Bow

Compound Bow

The Compound bow is an advanced bow that can fire armor-piercing   Metal Arrow in addition to other types of arrows. It is unlocked at level 79 and requires 40 Engram Points to be crafted in the   Fabricator. While the Compound Bow can fire all arrow types, it actually deals less damage than the   Crossbow when not firing Metal Arrows. Since torpidity gain from   Tranquilizer Arrow 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   Stone Arrows,   Tranquilizer Arrows,   Flame Arrows (Scorched Earth) , or   Metal Arrows.
  • Must be strung fully for max damage
  • Tranquilizer Arrows can knock targets unconscious and do less damage than regular ones.

Harpoon Launcher

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   Spear Bolts as well as   Tranq Spear Bolts. It is unlockable at level 43 and requires 38 Engram Points. Craftable in the   Smithy, but requires   Polymer only craftable in a   Fabricator.

  • Damage: 140 (Spear Bolt), 36 (216 Torpidity + 90 Torpidity over 4 sec)(Tranq Spear Bolt).
  • Uses   Spear Bolts and   Tranq Spear Bolts.
  • 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.

Pump-Action Shotgun.pngFirearms

Simple Pistol

Simple Pistol

The Simple Pistol is the first gun that you will get access to at level 34 with a cost of 15 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.

Longneck Rifle

Longneck Rifle

The Longneck Rifle is a lever action rifle that can be unlocked at level 35 with a cost of 18 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   Scope Attachment, 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   Simple Rifle Ammo,   Tranquilizer Dart,   Shocking Tranquilizer Dart, and   Pheromone Dart
  • 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

Shotgun

The Shotgun is a close-combat alternative to the   Longneck Rifle and is unlocked at level 39 for 18 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.


Fabricated Pistol

Fabricated Pistol

The Fabricated Pistol is a more advanced version of the   Simple Pistol. It can be crafted at level 55 for 18 engram points using a   Fabricator. 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   Assault Rifle, and having no weapon sway which makes it easier to hit shots from a long distance.

Pump-Action Shotgun

Pump-Action Shotgun

The Pump-Action Shotgun is an upgraded version of the   Shotgun. While it is heavier and its damage per pellet is lower, it can fire more shots between reloads. It can be crafted at level 55 for 18 engram points using a   Fabricator. It can have any attachments put on, but like all guns in ARK, it can only have one at a time.

Assault Rifle

Assault Rifle

The Assault Rifle is a fully automatic ranged weapon that chambers 40   Advanced Rifle Bullet. It can be crafted at level 58 for 24 engram points using a   Fabricator. 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.

Fabricated Sniper Rifle

Fabricated Sniper Rifle

The Fabricated Sniper Rifle is a semi automatic sniper rifle that can be unlocked at level 83 with a cost of 36 engram points. It can fire 8 rounds per reload.

Flamethrower

Flamethrower

Exclusive to Scorched Earth, Flamethrowers are available at level 65 with a cost of 25 engram points, crafted using a   Fabricator. While it does not allow attachment, it is useful in razing clusters of enemies.

Charge Lantern

Charge Lantern

Exclusive to Aberration, Charged Lantern is an equipment available at level 80 with a cost of 32 engram points, crafted using a   Fabricator. 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.

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   Advanced Rifle Bullet
  • Bullet drains very fast, and as such, requires to watch the ammo while being used.

Tek Rifle.pngTek Weapons

Tek Rifle

Tek Rifle

The Tek Rifle fires explosive energy blasts at a quick rate of fire. It can be crafted using a   Tek Replicator if the players have unlock the Tekgrams. While firing, it consumes   Element, 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   Scope Attachment 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   Element
  • Damage/Resource: 7500/  Element (5000 to structures)


Tek Grenade

Tek Grenade

The Tek Grenade is the final tier upgrade of Grenades. It can be crafted using a   Tek Replicator 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

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   Tek Replicator if the players have unlock the Tekgrams.



Tek Sword

Tek Sword (Ragnarok)

Exclusive to Ragnarok and Extinction, the Tek Sword is a powerful and versatile melee weapon. It can be crafted using a   Tek Replicator 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   Element


Tek Shield

Tek Shield (Ragnarok)

Exclusive to Ragnarok and Extinction, the Tek Shield is the highest-tier shield with the highest durability. It can be crafted using a   Tek Replicator 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   Element
  • Reflects projectiles/bullets back at the aggressor when charged with Element.


Tek Railgun

Tek Railgun (Aberration)

Exclusive to Aberration and Extinction, the Tek Railgun fires explosive plasma blasts at a huge range. It can be crafted using a   Tek Replicator if the players have unlock the Tekgrams. While firing, it consumes   Element, 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   Scope Attachment, 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.

Tek Gravity Grenade

Tek Gravity Grenade (Extinction)

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   Tek Replicator 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

Cruise Missile (Genesis: Part 1)

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

Tek Claws (Genesis: Part 1)

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.

Tek Grenade Launcher

Tek Grenade Launcher (Genesis: Part 1)

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.

Tek Shoulder Cannon

Tek Shoulder Cannon (Genesis: Part 1)

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   Element
  • Can be set to target specific target automatically.

Tek Phase Pistol

Tek Phase Pistol (Genesis Part 2)

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   Element
  • Can be switched to Killing, Stunning or Healing mode.

Tek Bow

Tek Bow (Genesis Part 2)

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   Element Shard per fire.


Scope Attachment.pngAttachments

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

Flashlight

Flashlight

The Flashlight Attachment is a useful device to be attached to your secondary. Unlike the   Torch, 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 52 and costs 18 engram points and crafted in the   Fabricator. Supported by the   Simple Pistol,   Longneck Rifle,   Fabricated Pistol,   Assault Rifle,   Pump-Action Shotgun, and   Fabricated Sniper Rifle.

  • Provides light directly in front of your weapon

Holo-Scope

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 77 for 24 engram points and crafted in the   Fabricator. Supported by the   Fabricated Pistol,   Assault Rifle and the   Pump-Action Shotgun.

  • Provides zoom capabilities, crosshair, and creature information

Laser

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   Flashlight Attachment, it can be switched on and off by pressing N. It can be unlocked at level 59 for 24 engram points and crafted in the   Fabricator. Supported by the   Simple Pistol,   Longneck Rifle,   Fabricated Pistol,   Assault Rifle,   Pump-Action Shotgun, and   Fabricated Sniper Rifle.

  • Provides laser sight for aim assistance

Scope

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 35 for 13 engram points. It is craftable in the   Smithy. Supported by the   Simple Pistol,   Longneck Rifle (normal ammo only, not with Tranq darts),   Fabricated Pistol and   Pump-Action Shotgun.

  • Provides zoom capabilities

Silencer

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   Simple Pistol,   Longneck Rifle,   Fabricated Pistol,   Assault Rifle, and   Fabricated Sniper Rifle.

  • 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)

Grenade.pngExplosives

Grenade

Grenade

The grenade is the first explosive you can unlock, being available at level 38 for 20 engram points. It is crafted in the   Smithy. It explodes five seconds after being thrown. Its damage and radius makes it particularly useful against grouped up enemies such as   Spider,   Titanoboa, and   Scorpion.

  • Damage: 175 (6 meter radius, depends heavily on target)

Cluster Grenade

Cluster Grenade

Exclusive to Scorched Earth, The cluster grenade is a step forward from the regular grenade, being available at level 80 for 8 engram points. It is crafted in the   Fabricator. It explodes into six explosive shrapnels five seconds after being thrown.

  • Damage: ?? (6 meter radius, depends heavily on target), ?? (Shrapnel)

Improvised Explosive Device

Improvised Explosive Device

The Improvised Explosive Device, or IED is the second explosive, unlocked at level 44 for 30 engram points. Unlike the thrown   Grenade, 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

C4 Charge

The C4 Charge is unlocked at level 65 for 12 engram points, and the   C4 Remote Detonator for 24 engram points. Both are crafted in the   Fabricator. It sticks to whatever it is thrown at, including creatures and players, and is detonated by using alt-fire (default Rmb) while holding a   C4 Remote Detonator.

  • Damage: 6899 (2 meter radius, damage depends heavily on target)

Rocket Launcher

Rocket Launcher

The rocket launcher is one of the most expensive weapons to craft. It is unlocked at level 87 for 32 engram points and crafted in the   Fabricator. Its use is to fire the   Rocket Propelled Grenade. It has a small falloff, much like the bow.

Homing Underwater Mine

Homing Underwater Mine

The Homing Underwater Mine is unlocked at level 88 for 30 engram points and crafted in the   Fabricator. It homes in on enemies and explodes on contact. It is the most expensive explosive device.

  • Damage: 2000
  • Health: 1200

Plant Species Z Fruit

Oil Jar

Exclusive to Aberration, Plant Species Z fruit is a natural explosive. It can be obtained by harvesting ones grown in a   Large Crop Plot.   Plant Species Z Seed 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.

Minigun Turret.pngEmplacements

Auto Turret

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 68 for 40 engram points and crafted in the   Fabricator.


Heavy Auto Turret

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 100 for 100 engram points and crafted in the   Fabricator. Unlike regular Auto Turret however, it utilize four bullets rather than one per shot, but it has a longer durability.


Ballista Turret

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 29 for 25 engram points and crafted in the   Smithy.

Catapult Turret

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 31 for 25 engram points and crafted in the   Smithy.

  • Damage: 500
  • Uses   Boulders and a player
  • Health: 7000

Minigun Turret

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 94 for 80 engram points and crafted in the   Fabricator.

Plant Species X

Plant Species X

Plant Species X is a defensive plant that is grown in a   Large Crop Plot.   Plant Species X Seed are found from rose-like bushes in the swamp. Once fully grown it is controlled the same way as the   Auto Turret, 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.

Cannon

Cannon

The Cannon is the fifth player-controlled weapon to be introduced. It is a stationary turret used to fire   Cannon Balls. 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 34 for 25 engram points and crafted in the   Smithy

Rocket Turret

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 99 for 100 engram points and crafted in the   Fabricator.

Large Bear Trap.pngTraps/Strategic

Smoke Grenade

Smoke Grenade

The Smoke Grenade, like the regular   Grenade, 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 31 for 12 engram points.

  • Decreases visibility

Poison Grenade

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 40 for 18 engram points.

Tripwire Alarm Trap

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   Improvised Explosive Device. 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 22 for 7 engram points.

  • Notifies of trespassers

Tripwire Narcotic Trap

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   Improvised Explosive Device. 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   Tranquilizer Arrow. It can be unlocked at level 29 for 9 engram points.

Bear Trap

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 28 for 9 engram points and crafted in the   Smithy.

  • 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

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 31 for 12 engram points and crafted in the   Smithy.

  • Temporarily immobilizes large creatures

Oil Jar

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 24 for 15 engram points.

  • Makes the affected area susceptible to flames.

Plant Species Y Trap

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   Large Crop Plot.   Plant Species Y Seed are found from large purple flower plant or occasionally other flowers in the desert.

  • Temporarily immobilizes small creatures and humans.

Cryopod

Cryopod (Extinction)

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   Cryofridge (Extinction).

  • 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   Cryofridge (Extinction) to recharge.

Scout Remote

Scout Remote (Extinction)

Exclusive to Extinction, Scout Remote is an item used to deploy   Scout 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   Element Dust and more to deploy and maintain, but are very fragile.

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