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Disambig.png See also:  Wyvern,  Rock Drake,  Magmasaur and  Dragon

This article is about Managarmr, not to be confused with  Magmasaur

Dossier Empty.pngDossier Managarmr.png
Steam.svg 285.104
Nov 6, 2018
Xbox One.svg 779.29
Nov 13, 2018
PS.svg 528.23
Nov 13, 2018
Nintendo Switch.svg
Not yet released
Epic Games.svg 311.74
Jun 11, 2020
Spawn Command
cheat summon IceJumper_Character_BP_C
cheat SpawnDino "Blueprint'/Game/Extinction/Dinos/IceJumper/IceJumper_Character_BP.IceJumper_Character_BP'" 500 0 0 35

Variant Managarmr (Gauntlet)

cheat summon IceJumper_Character_BP_Gauntlet_C
cheat SpawnDino "Blueprint'/Game/Genesis/Dinos/MissionVariants/Gauntlet/Arctic/IceJumper_Character_BP_Gauntlet.IceJumper_Character_BP_Gauntlet'" 500 0 0 35

Variant Managarmr (Summoned)

cheat summon IceJumper_Character_BP_Summoned_C
cheat SpawnDino "Blueprint'/Game/Genesis2/Dinos/Summoner/SummonedDinos/IceJumper_Character_BP_Summoned.IceJumper_Character_BP_Summoned'" 500 0 0 35

Variant Managarmr (Gauntlet2)

cheat summon IceJumper_Character_BP_STA_C
cheat SpawnDino "Blueprint'/Game/Genesis2/Missions/ModularMission/Gauntlet2/STA/Dinos/IceJumper_Character_BP_STA.IceJumper_Character_BP_STA'" 500 0 0 35
Taming Method
Preferred Food
 Managarmr Saddle (Level 66)
Gestation Time
3h 58m 5.714s
Baby Time
9h 15m 33.331s
Juvenile Time
1d 13h 2m 13.325s
Adolescent Time
1d 22h 17m 46.656s
Total Maturation Time
3d 20h 35m 33.313s
Breeding Interval
18h - 2d
Extinction Topographic Map.jpg
Spawning Managarmr Extinction.svg
Genesis Part 2 Map.jpg
Spawning Managarmr Genesis Part 2.svg
Lost Island map.jpg
Spawning Managarmr Lost Island.svg
Common        Rare
  Untameable   Cave

The Managarmr (MAN-uh-garm-er; sometimes referred to simply as Mana, or Managarm) is one of the creatures in ARK: Survival Evolved's Extinction expansion and in the Free DLC Lost Island.

Basic Info


This section is intended to be an exact copy of what the survivor Helena Walker, the author of the dossiers, has written. There may be some discrepancies between this text and the in-game creature.


Draconis auragelus








Draconis auragelus appears to be directly related to the stealthy Draconis obscurum. Their stature, gait and ability to dive through the air are all similar. However, where Draconis obscurum scaled cavern walls to gain the high ground, Draconis auragelus takes a more bombastic approach.

In the middle of its hind feet, Draconis auragelus' bones form a hollowed out cylindrical shape that acts as a combustion chamber, which it fills with an explosive gas. When ignited, this gas propels it upwards, letting it "jump" in the air multiple times. From there, it can create a smaller burn in said chambers to hover in place, or dive at its prey.

Like the icy variant of Draconis vipera, Draconis auragelus can slow down its foes with its frigid breath - though it's able to take this one step further and freeze its prey solid. Perhaps that's because it's used to living in the tundra environment on the surface, as opposed to a desert.


As a mount, Draconis auragelus can carry multiple adult humans without losing any of its impressive mobility, and its freezing breath makes it a good choice in combat. Whether you're looking to hunt, do battle or just travel with ease, it makes for an excellent companion.


The Managarmr tends to recklessly bombard anything it can see, making effective use of its abilities. Its hazardous attacks usually get it killed by mammoth herds. It is an incredibly aggressive and agile flying/gliding animal that can be hard to hit due to its speed. It is perhaps one of the biggest dangers of the Snow Dome. They tend to ambush much like a Microraptor, gliding around until a target is spotted and then dive-bombing straight into said target. However, as mentioned, this tends to get them into more trouble than they can handle.


The Managarmr appears to be a long, winged, almost Wyvern-like creature with an iridescent scaly hide. It has a furry, light-colored face similar a feline or canine with bone on top that starts from the top of the nose, going up over the forehead and splitting into a V just above the eyes. The V shape extends into furry ears which look like horns. Its forelegs are like a bat's, ending with a claw and having wings starting from the claw going up to its elbow. The hind legs end in clawed paws. The wings are always a luminescent blue, a color repeated in the pads of the hind paws which appear to be its method of propulsion. The underside of its body and long, skinny neck is overrun with tendrils of black element, with luminescent blue in between the tendrils. Its long, skinny tail is capped off with a bundle of insulating fur. Babys are very small with very small ear/horns. Juvenile Managarmrs when around 45% are very tall with small ear/horns and short tail. Adolescents are tall and long.

Baby "Training"

Managarmrs are a bit special regarding their behaviour as a baby. Care must be taken to avoid losing newborn babies as they have a tendency of jetting out and away instead of dropping from the mother like other babies. By nature, they are hyperactive and jump around while following the player. However, while they are a baby, there is a "Training" option in their radial menu. Using this the baby, juvenile or adolescent Managarmrs walk more calmly after you. Training also reduces the imprint timer by a random amount of time. If set to aggressive, young Managarmr will jump around sporadically, making them harder to manage. Adult Managarmrs jump around less frequently when attacking enemies.

Color Scheme and Regions

This section displays the Managarmr's natural colors and regions. For demonstration, the regions below are colored red over an albino Managarmr. The colored squares shown underneath each region's description are the colors that the Managarmr will randomly spawn with to provide an overall range of its natural color scheme. Hover your cursor over a color to display its name and ID.

This information can be used to alter the Managarmr's regions by entering cheat SetTargetDinoColor <ColorRegion> <ColorID> in the cheat console. For instance, cheat SetTargetDinoColor 0 6 would color the Managarmr's "body main" magenta.

Managarmr PaintRegion0.jpg
Region 0:
Body Main
Managarmr PaintRegion1.jpg
Region 1:
Side Highlights
Managarmr PaintRegion2.jpg
Region 2:
Facial Highlights
Managarmr PaintRegion3.jpg
Region 3:
Wings Main
Managarmr PaintRegion4.jpg
Region 4:
Body Main
Managarmr PaintRegion5.jpg
Region 5:
Wing Highlights


Base Stats and Growth

Attribute Base Value Level Increase Taming Bonus
Wild Tamed Additive Multiplicative
 Health 825 +165 +5.4% 0.07
 Stamina 300 +30 +6%
 Oxygen 150 +15 +10%
 Food 2000 +200 +10% 15%
 Weight 300 +6 +4%
 Melee Damage 35 +1.75 +1.7% 7% 17.6%
 Movement Speed 150% N/A +0.35% 8.5%
 Torpidity 800 +48 N/A 0.5
Base Speed Sprinting Speed Stamina
Wild Tamed1 Tamed2 Wild Tamed1 Tamed2
Walking 1250 1250 1356.25 2500 2500 2712.5 15
Swimming 1050 1050 1139.25 2415 2415 2620.275 3

Wild Stats Level-up

Type in values of a wild creature to see on which stats it's emphasized. Green values on a high-level creature are very good for breeding. If you have already tamed your creature you can try to recover the breeding stats with an external tool.[1]


The stat-calculator does not work in the mobile-view, see here for alternatives: Apps

Note that after the creature is tamed it gets bonuses on some stats depending on the taming effectiveness. This makes it hard to retrieve the levels on a tamed creature, so this tool is only for wild ones, but gives a first impression, how well the stats are distributed.


  • The Managarmr bites the target for 35 damage.
  • Can be used every 1s by both a rider and the AI.
Ice Breath
  • The Managarmr unleashes a breath of ice reaching 60 meters hitting targets for 100 damage per second and slowing them down, for as long as the button is held or until  Stamina is depleted.
  • The damage falls off over distance, starting at 36 meters and ending with 0.001 damage at 48 meters and farther.
  • Damage scales with  Melee Damage stat. It is heavily mitigated by armor.
  •  Freezing is inflicted on affected creatures, slowing them down.
  • Can be used every 2 (air) or 2.5 (ground)s by a rider, or 10s by AI.


This section describes how to fight against the Managarmr.


A player with fur or flak armor and decent health can tank a low level Managarmr. Favor the  Sword to the  Pike as it does not matter to keep your distance with the Managarmr, it will always hit you due to its speed. For mid and high level Managarmr, it’s recommended to use an assault rifle or a tek rifle as with its erratic behaviour, you’ll have a hard time aiming at it. The auto shotgun can be a plus if you fight it on the ground, as for your creatures, since low and mid level Managarmr won’t deal too much damage. Favor a fast flyer like a  Tapejara or the  Pteranodon (the first is more advised for its 6 directions of movements), as stronger but slower creatures would have a hard time fighting it.


A fight with the Managarmr can be easily done without much damage with a simple technique: running in a circle alongside the Managarmr. The Managarmr seems to not be able to hit sideways. Once in the air, it will try to slow you with its Ice Beam attack so it can more easily hit you with it's diving attack, so keep moving for it to have a harder time aiming at you or your creatures. A fast mount can avoid the dive attack if you aren't slowed by the ice. Since its dive attack is its weakest attack in term of damage dealing, it may be faster to simply tank the hit in favor of dealing out more damage.


It is ill advised to attack a Managarmr on foot, but if you feel like having melee combat with a Managarmr, use a  Sword and a sturdy Flak Armor. If you prefer distance, use an  Assault Rifle or a  Pump-Action Shotgun


Managarmr has a very versatile form of aggressiveness. Not only does it swipe with its claw-joints, it will often jump out far and high to blast concentrated frost breath, potentially freezing you solid and making unable to move for a long period of time, allowing it's quick aerial dives to connect, which can kill a survivor right off their mount if a direct hit is made. Its frost breath can also damage you even when mounted. A Managarmr also has a very high aggro range when provoked, which can make it hard to flee from one, especially on foot.


The Managarmr has a hard time hitting you on the side due to is high speed and movement. Turn in a circle with it to avoid its land attacks.

Because Managarmr takes in damage similar to a flyer, it is suspectible to projectile hits from both  Reaper and  Velonasaur.


For general info about domesticating a wild creature see Taming.

KO Strategy

Managarmr is among the most tricky creature to knock out and tame, and note solely due to its erratic behavior. While it has low torpidity, its agile and unpredictable aerial movement makes it tricky to even land a shot. Its extremely high damaging attacks for its size make getting hit by it irritating while attempting it on foot without proper armor and decent character health.

However, careful placement of  Large Bear Trap or  Stone Dinosaur Gateway can trap even the most dexterous Managarmr. Just be mindful of other predators lying around in ambush, and keep an eye out for any corrupted creature that happens to wander nearby. While in combat with a Managarmr, constant motion is key, as you'll only increase the accuracy of a Managarmr's ice beam attack by standing still, and getting frozen will get you into serious trouble. However, there is a way to tame it in single player. As mentioned above, Managarmr have a hard time hitting you on its side while on the ground. You’ll have to turn in a circle with it while its on the ground. The only remaining problem is the dive attack, but a player with a decent set of armor (fur or flak) can easily tank it. Once it lands, continue to circle with the Managarmr. When the Managarmr starts to flee due to its torpor, take a fast flyer and continue to follow the Managarmr.

Another good singleplayer strategy consists of taking a female Megaloceros (high level ones are better) and to turn in a circle as stated above. Because of the Megaloceros's extreme jump speed, especially with a female, you can still follow and shoot the Managarmr after it starts running. Finally you won't accidently hit the Managarmr with something that can attack. Be careful or have a Velonasaur/Rex with you in case of emergency.

An alternative strategy is to take a Rock Drake, preferably with some health, and have the Managarmr dive into it. After a few tries, the Managarmr will get stuck on top of the Rock Drake's head. You can then knock the Managarmr out from the back of your Rock Drake.[2] You cannot move the Rock Drake or dismount from it as doing so will get the Managarmr unstuck, so having some defense is a good idea. However, Rock Drakes are not present in Extinction by default, requiring players to either transfer the Rock Drake from Aberration or use mods.

You can also use a Net Projectile to bring it down and then pump tranq darts in it. You'll get even high level ones with this strategy, just watch out for other predators nearby.

Frozen Strategy:

Using either a Snow Owl or another Managarmr freeze the Managarmr you are attempting to tame and place multiple behemoth gates around it with doors on either end and then shoot it through the cracks to knock it out. The gateways that form your tunnel should be relatively close as the Managarmr is rather thin, but make sure there is at least a small bit of space for you to shoot through.

Instead of Behemoth Gates you can also use 3-4 Dinosaur Gateways. For this, the Managarmr has to face your way or away from you while being frozen. You then can place one gate just behind it's back legs, one or two at it's chest and one just in front of the front legs over the neck. You won't need any gates as the Managarmr can't pass the normal dinosaur gateways. This method requires two to three tries to get used to it usually but is very effective and less resource heavy than the Behemoth variant after that.

Starving the Managarmr

When a Managarmr is trapped in dinosaur gateways, it will attempt to boost out. For a quick and low-risk tame, stand just outside the Managarmr's attack range and let it jump in the cage for a few minutes. The wild Managarmr will quickly burn through its food and, when it's eventually knocked out, it will be ready to eat immediately. You can avoid the wait and much of the danger of the tame this way, but beware - if the Managarmr is given more kibble than necessary, it will continue to eat after the tame is completed.

Taming Food

Managarmr.png Level 1 Narcoberry Narcotic Bio Toxin Time
Exceptional Kibble.png Exceptional Kibble 2 0 0 0 0:04:48
Raw Mutton.png Raw Mutton 3 0 0 0 0:06:46
Raw Prime Meat.png Raw Prime Meat 4 0 0 0 0:09:01
Cooked Lamb Chop.png Cooked Lamb Chop 6 0 0 0 0:13:30
Cooked Prime Meat.png Cooked Prime Meat 7 0 0 0 0:15:44
Raw Prime Fish Meat.png Raw Prime Fish Meat 9 0 0 0 0:10:08
Raw Meat.png Raw Meat 11 0 0 0 0:24:46
Cooked Prime Fish Meat.png Cooked Prime Fish Meat 18 0 0 0 0:20:49
Cooked Meat.png Cooked Meat 21 0 0 0 0:23:38
Raw Fish Meat.png Raw Fish Meat 27 0 0 0 0:30:23
Cooked Fish Meat.png Cooked Fish Meat 53 0 0 0 0:29:49
KO: Wooden Club Hits × 80; Slingshot Hits × 33; Tranquilizer Arrows with a Bow × 9; Tranquilizer Arrows with a Crossbow × 6; Tranquilizer Dart Shots × 4; Shocking Tranquilizer Dart Shots × 2
Torpidity-depletion: 0.3 / s, Time until all torpidity is depleted: 00:44:26
Managarmr.png Level 30 Narcoberry Narcotic Bio Toxin Time
Exceptional Kibble.png Exceptional Kibble 4 0 0 0 0:09:36
Raw Mutton.png Raw Mutton 7 0 0 0 0:15:46
Raw Prime Meat.png Raw Prime Meat 9 0 0 0 0:20:16
Cooked Lamb Chop.png Cooked Lamb Chop 13 0 0 0 0:29:14
Cooked Prime Meat.png Cooked Prime Meat 17 0 0 0 0:38:13
Raw Prime Fish Meat.png Raw Prime Fish Meat 21 0 0 0 0:23:38
Raw Meat.png Raw Meat 25 0 0 0 0:56:16
Cooked Prime Fish Meat.png Cooked Prime Fish Meat 42 0 0 0 0:48:33
Cooked Meat.png Cooked Meat 50 0 0 0 0:56:16
Raw Fish Meat.png Raw Fish Meat 63 0 0 0 1:10:53
Cooked Fish Meat.png Cooked Fish Meat 125 0 0 0 1:10:19
KO: Wooden Club Hits × 220; Slingshot Hits × 90; Tranquilizer Arrows with a Bow × 25; Tranquilizer Arrows with a Crossbow × 14; Tranquilizer Dart Shots × 10; Shocking Tranquilizer Dart Shots × 5
Torpidity-depletion: 0.5 / s, Time until all torpidity is depleted: 01:13:18
Managarmr.png Level 60 Narcoberry Narcotic Bio Toxin Time
Exceptional Kibble.png Exceptional Kibble 5 0 0 0 0:12:00
Raw Mutton.png Raw Mutton 11 0 0 0 0:24:46
Raw Prime Meat.png Raw Prime Meat 14 0 0 0 0:31:31
Cooked Lamb Chop.png Cooked Lamb Chop 20 0 0 0 0:44:58
Cooked Prime Meat.png Cooked Prime Meat 27 0 0 0 1:00:41
Raw Prime Fish Meat.png Raw Prime Fish Meat 34 0 0 0 0:38:16
Raw Meat.png Raw Meat 40 0 0 0 1:30:01
Cooked Prime Fish Meat.png Cooked Prime Fish Meat 67 0 0 0 1:17:27
Cooked Meat.png Cooked Meat 80 0 0 0 1:30:01
Raw Fish Meat.png Raw Fish Meat 100 81 17 9 1:52:31
Cooked Fish Meat.png Cooked Fish Meat 200 81 17 9 1:52:31
KO: Wooden Club Hits × 364; Slingshot Hits × 149; Tranquilizer Arrows with a Bow × 41; Tranquilizer Arrows with a Crossbow × 24; Tranquilizer Dart Shots × 17; Shocking Tranquilizer Dart Shots × 9
Torpidity-depletion: 0.66 / s, Time until all torpidity is depleted: 01:33:05
Managarmr.png Level 90 Narcoberry Narcotic Bio Toxin Time
Exceptional Kibble.png Exceptional Kibble 7 0 0 0 0:16:47
Raw Mutton.png Raw Mutton 15 0 0 0 0:33:46
Raw Prime Meat.png Raw Prime Meat 19 0 0 0 0:42:46
Cooked Lamb Chop.png Cooked Lamb Chop 28 0 0 0 1:02:56
Cooked Prime Meat.png Cooked Prime Meat 37 0 0 0 1:23:10
Raw Prime Fish Meat.png Raw Prime Fish Meat 46 0 0 0 0:51:46
Raw Meat.png Raw Meat 55 79 17 9 2:03:46
Cooked Prime Fish Meat.png Cooked Prime Fish Meat 92 0 0 0 1:46:21
Cooked Meat.png Cooked Meat 110 79 17 9 2:03:46
Raw Fish Meat.png Raw Fish Meat 138 229 49 25 2:35:16
Cooked Fish Meat.png Cooked Fish Meat 275 227 49 25 2:34:42
KO: Wooden Club Hits × 508; Slingshot Hits × 208; Tranquilizer Arrows with a Bow × 57; Tranquilizer Arrows with a Crossbow × 33; Tranquilizer Dart Shots × 23; Shocking Tranquilizer Dart Shots × 12
Torpidity-depletion: 0.79 / s, Time until all torpidity is depleted: 01:47:27
Managarmr.png Level 120 Narcoberry Narcotic Bio Toxin Time
Exceptional Kibble.png Exceptional Kibble 9 0 0 0 0:21:35
Raw Mutton.png Raw Mutton 19 0 0 0 0:42:46
Raw Prime Meat.png Raw Prime Meat 24 0 0 0 0:54:01
Cooked Lamb Chop.png Cooked Lamb Chop 35 0 0 0 1:18:40
Cooked Prime Meat.png Cooked Prime Meat 47 0 0 0 1:45:39
Raw Prime Fish Meat.png Raw Prime Fish Meat 59 0 0 0 1:06:23
Raw Meat.png Raw Meat 70 208 45 23 2:37:31
Cooked Prime Fish Meat.png Cooked Prime Fish Meat 117 89 20 10 2:15:15
Cooked Meat.png Cooked Meat 140 208 45 23 2:37:31
Raw Fish Meat.png Raw Fish Meat 175 419 91 46 3:16:53
Cooked Fish Meat.png Cooked Fish Meat 350 419 91 46 3:16:53
KO: Wooden Club Hits × 652; Slingshot Hits × 266; Tranquilizer Arrows with a Bow × 73; Tranquilizer Arrows with a Crossbow × 42; Tranquilizer Dart Shots × 30; Shocking Tranquilizer Dart Shots × 15
Torpidity-depletion: 0.92 / s, Time until all torpidity is depleted: 01:58:44
Managarmr.png Level 150 Narcoberry Narcotic Bio Toxin Time
Exceptional Kibble.png Exceptional Kibble 11 0 0 0 0:26:23
Raw Mutton.png Raw Mutton 23 0 0 0 0:51:46
Raw Prime Meat.png Raw Prime Meat 29 0 0 0 1:05:16
Cooked Lamb Chop.png Cooked Lamb Chop 42 0 0 0 1:34:24
Cooked Prime Meat.png Cooked Prime Meat 57 1 1 1 2:08:07
Raw Prime Fish Meat.png Raw Prime Fish Meat 71 0 0 0 1:19:53
Raw Meat.png Raw Meat 85 371 82 41 3:11:16
Cooked Prime Fish Meat.png Cooked Prime Fish Meat 142 212 47 24 2:44:09
Cooked Meat.png Cooked Meat 170 371 82 41 3:11:16
Raw Fish Meat.png Raw Fish Meat 213 654 144 72 3:59:38
Cooked Fish Meat.png Cooked Fish Meat 425 651 143 72 3:59:04
KO: Wooden Club Hits × 796; Slingshot Hits × 325; Tranquilizer Arrows with a Bow × 89; Tranquilizer Arrows with a Crossbow × 51; Tranquilizer Dart Shots × 36; Shocking Tranquilizer Dart Shots × 18
Torpidity-depletion: 1.04 / s, Time until all torpidity is depleted: 02:08:02

Note that the values are for optimal cases, always bring extra supplies!
For a level-dependent count of resources needed, try an external taming calculator.

Ingredients for  Exceptional Kibble: 1 ×  Extra Large Egg, 5 ×  Fiber, 1 ×  Focal Chili, 10 ×  Mejoberry, 1 ×  Rare Flower, 1 ×  Water



  • Tactical Support Mount: Despite being a Draconis apex species, Managarmr is quite poor in close-quarters combat compared to other "apexes", especially its kin. Presumably Managarmr is best suited as support, as its ice breath can be shot from a hefty distance, including from a high hovering altitude. Considering wild Managarmr do this a lot, Managarmr could be used to create an opportunity for more tanky brawlers in its tribe to score more damage by freezing foes from a safe distance. Furthermore, Managarmr can also do this attack while boosting and dodging, allowing it to become an agile, irritating support. However, keep in mind that at a far distance this laser is incredibly hard to aim, and it becomes more inaccurate by dodging and firing at smaller targets. Furthermore the stamina drain from the laser is a bit costly, and with the high cost of boosting, while the aerial method is effective at dodging enemy fire, it is also only a short-term maneuver and can also be extremely ineffective. (Level Health and Stamina)
  • Travel Mount/Pursuit Mount: Managarmr's boosting ability is indeed quite useful, however the cost of launching itself via jump, boosts, or "aerial lunge" (left clicking in the air) can make bursts of travel ineffective through sheer stamina cost. However, Managarmr is capable of walking at speeds faster than most creatures can run, and when running its stamina drain is not that fast, and it can run at blistering speeds capable of chasing down Gallimimus. It might be more effective to run and walk for travel with a Managarmr and only using its boosting ability when crossing gaps or scaling vertical obstacles such as cliffs or mountains. This same blistering speed makes Managarmr excellent at pursuit, as it can easily keep up with even the fastest creatures, able to run them down with little effort. Managarmr are very skilled swimmers as well as land runners and can be used effectively in the sunken forest lakes. (Level Stamina and Weight)
    • As of patch 287.100 some of these values have changed: The first vertical jump for a Managarmr costs 100 Stamina, with each progressive jump requiring that much plus an additional 100 for the number of jump you are on, without touching the ground. For example, if you jump straight up and keep jumping the first jump costs 100 stam, the second costs 200 stam, the third costs 300 stam, etc. Once you hit the ground the counter is reset and the next jump will cost 100 again. This system also applies to the air dashes (the forward and strafe dashes). The amount of stamina the dash will cost is based on which jump you are on just like before, the cost stays the same until you jump again or land. For the first jump it is 120, the next is 180, the next is 240 etc, adding another 60 to the cost each time. The stamina cost increase system does not apply to the aerial primary attack (the lunge) which always uses 45 stamina.
  • Ambush Mount: With its ability to perform sudden lunges in the air with the direction you're looking and left-clicking, Managarmr could make an excellent ambush fighter. Setting up a position from a high or obscure vantage point, then blasting forth and engaging an unsuspecting enemy. It has good health to do so and its size alone could make it dangerous towards smaller mounts, while being a perfect irritant against larger foes. (Level Health and Damage)
  • Transport:


Resource Efficiency
Raw Meat.png Raw Meat ?



  • Managarmr has two references or meanings:
    • Its name is a reference to Norse Mythology, meaning "Moon-Hound", and is the anglicized name of Hati Hróðvitnisson, who is possibly a son of Fenrir and is said to be the one that will swallow the moon and gorge on the dead.
    • Its species name, "Draconis auragelus roughly means "Dragon with the icy wind" or "Frost breathing dragon” in Latin.
  • Creatures frozen by its ice breath take more damage from the forward dash.
  • Managarmrs do not take fall damage (see Fall Damage for more info).
  • There is some debate as to whether Managarmrs are mammals or reptiles. The Managarmr dossier states that they are directly related to the reptilian  Rock Drake and  Wyvern, hence their shared genus name: Draconis. And similarly to the two, Managarmrs posses scaly patches of skin. However, they share many features with mammals (listed in “appearance” above), such as whiskers and fur. They even give live birth. Regardless, since the majority of the creatures on the ARKs are genetically engineered, the Draconis genus might just simply defy biological classification.
  • The Ice Wyvern, which is exclusive to the non-canon DLC Ragnarok and DLC Valguero, is mentioned in the Managarmr's dossier. This is the first time a non-canon feature is mentioned in the main story line.
    • Although it mentions that the Ice Wyvern lives in the desert, when it spawns in Murdersnow. This might either be a shortsightedness from the dossier, or the fact that Ice Wyvern often flies across the Desert near Murdersnow. Perhaps the Murdersnow can be considered a "snowy" desert, if that is what the dossier is referring to.
  • Unlike the other Draconis species  Wyvern and  Rock Drake, Managarmr can be tamed directly through knockout, can be bred ( Rock Drake can now mate ever since patch 338.23, TLC 3 for  Wyvern), and does not require specialized food for the baby. This along with its fur suggests, unlike the reptilian Wyvern or Rock Drake, the Managarmr is actually mammalian.
    • The Managarmr is the frailest of the Draconis genus. Its attack damage is beaten by Rock Drakes (base 60), and Wyverns (base 80), although its faster attacking speed grants it a similar DPS. Additionally, the Managarmr has less HP than its brethren, with the Rock Drake boasting a base HP of 1950; and the Wyvern, a base HP of 1295.
    • The one major advantage it has over the former two is its rapid, jet-like mobility and freezing ice breath.
    • Because of the above reason, it has always been a controversial situation, balance wise, to deal with the issue in PvP situation, making it the most targeted for nerf or buff of its effect since the start of Extinction.
  • If you attempt to perform a stamina consuming maneuver while out of stamina, the Managarmr will shake its head disapprovingly. This makes it the first creature to react at any attempt to use stamina-consuming movement.
  • As of v286.103, chained boosts will begin to consume more and more stamina, making long distance flight difficult.
  • Managarmr have the fastest walking speed, 1250 at base, and while domesticated Managarmr's base movement speed is 158%, this will make Managarmr outpace most creatures just by walking, most notably  Gallimimus, female  Megaloceros and  Reaper King.
  • Managarmr's stamina regenerates faster dismounted.
  • Managarmr are 2.5 wide by 8.5 foundations long, so you will need a minimum 8x9 building if you want to walk them straight in (behemoth doors) and keep all their bits away from prying eyes. Four walls high is enough to navigate them inside a structure but only in third person view.
  • Prior to 287.100, Baby Managarmr would jet up into the sky once the gestation ends, making it annoying to claim.
    • One of the safest ways is to completely wall off the building around the gestating Managarmr with a ceiling, which will prevent the baby from escaping into an obscure location.
    • After the patch, they simply drop down like any other babies from gestating mammal creatures. However, like the parents, they will move very fast, which could result in starvation if not found quickly.
      • After another patch, even this is no longer a concern, as unclaimed babies will no longer wander.
  • The length of the Managarmr's dash ability appears to scale with the Managarmr's movement speed, roughly every 50% in movement speed adds an extra second to the dash.
  • Managarmrs are not considered fliers or climbers, and considering that they can be transferred to any map means that they can access any arena.
  • Occasionally, Managarmr will stuck in mid air. making tranquilizing it a lot easier, but at same time, it will become much harder to tame if you don't have a  Quetzal with platform saddle, even you accessed to tame it, it will still levitate and even begin to fly away(not even Snow Owl's ice drop would work), if you don't have a  Quetzal or  Cryopod, it's almost impossible to "rescue" it.
  • Oddly enough, Managarmr are the only Draconis species that are considered to be small/medium carnivores, similar to  Basilisk.
  • Like other draconis species, Managarmr prioritize attacking players and tamed creatures over other wild creatures.
  • If you're frozen by Managarmr while you're riding a flier in the mid air, you will be suspended in the air instead of falling down
  • Oddly, Managarmr can't access  Stone Dinosaur Gateway, but can access metal one.
  • While not well known, Managarmr will jet boost longer with higher movement speed. The fastest Managarmr possible can jump 160%-200% of the distance of a normal one.
  • A level 1 managarmr was tested its speed by running into a mission dispatcher 1 km away it took 22.6 seconds which means it can go at >160 km/ph a cheetah can run only 120.7 km/ph.
  • Managarmr is the only non aquatic and non-alpha tier creature that cant be carried by anything. Not even  Quetzals,  Tusoteuthis, or Genesis’s  Tek Hover Skiff, which can carry all flyers with its tractor beam.
  • Managarmr is the only non-flying creature that cannot be mounted in Genesis due to its jet boosting maneuver capabilities, and possibly the ability to use Ice Breath to make some mission a walk in the park.
    • Ironically, it is permitted and mountable in Aberration despite it disallowing all kinds of flying creatures.
    • Even more ironically,  Gasbags are mountable despite the capabilities of gliding.
  • As of a recent patch the Managarmr is only capable of doing one boost before it lands even if you jump while in the air this makes it less viable as a travel creature.
  • The name Managarmr may owe its roots to "Garmr", the bloodied wolf guard of Hel’s gate. In Norse mythology Garmr is set to devour the God Tyr during Ragnarok.


Patch Changes
285.104 Extinction Expansion Release  Managarmr is added to the game.
  • Now requires half a second pause before allowing another forward dash after jumping.
  • Adjusted ice breath to not usable directly behind the Managarmr on the ground.
  • Fixed Managarmr laying  Carnotaurus Eggs.
  • Fixed issue with  Damage calculation.
  • Fixed issue with Managermr FOV calculating incorrectly when user has a non-default FOV setting.
  • Baby Managarmr now only does its moves when following.
  • Fixed issue with the Baby Managarmr jumping around like crazy.
  • Increased  Stamina usage when chain jumping.
  • Fixed Managarmr being able to dash, jump, and dive while  Encumbered.
  • Fixed exhale VFX appearing for dead Managarmrs.
  • Attempts to fix issues with the Managarmr's ice beam being inaccurate on servers, as well as added debugging on it.
  • Reduced IK interpolation speed in hopes of fixing the issue with Managarmr leaning over edges too quickly.
  • Added hat sockets for Managarmr.
  • Improved ice breath accuracy.
  • Buffed  Stamina regeneration slightly.
  • Managarmr babies now can be trained to behave better and will no longer lose patience and attention all the time when following.
  • Fixed animation bug related to ice breath.
  • Fixes for several orientation desyncs including when Managarmr is moving on low FPS servers.
  • Minor buff to dive-bomb landing  Damage.
  • Further improvements to ice breath targeting.
  • Added message when Managarmr is unable to dive.
  • Slowed down Baby Managarmrs.
  • Structures now block dive  Damage.
  • Fixed issue with dive damage not being reduced by armor.
  • Ice breath should no longer go through the Managarmr when aiming backwards and then aiming to the opposite side.
  • Ice breath  Damage is now scaled by distance.
  • Improvements to situations where Managarmrs would float away.
  • Whistle Follow or Whistle Stop will now stop whatever active ability the Managarmr is performing and return it to the ground.
  • Reduced ice breath freeze amount.
  • Increased the time  Freeze Immunity is applied after being  Frozen Solid.
  • Fixed bug causing Managarmr to die randomly.
  • Potential fix for Managarmr client crash.
  • Ice breath is now longer stopped by  Dino Leash.
  • Potential fix for Managarmrs floating away.
  • Whistle Folllow or Whistle Stop now interrupts Managarmr's current ability.
  • Further increased  Freeze Immunity time.
  • Ice breath freeze amount is now more significantly reduced by distance.
  • Clamped forward dash movement to the horizontal plane.
  • Fixed issue with Managarmr ice breath causing flyers to teleport.
  • Fixed Managarmr's forward dash not triggering consistently when spamming it.
  • When ice breath freezes a mounted creature, the rider will no longer be dismounted but instead frozen for 1 second.
  • Human character frozen visual effect should now change more smoothly.
  • A player standing, crouching, or prone can no longer change that stance when frozen.
  • Duration of the  Frozen Solid debuff on players is significantly reduced overall and is now a function of how much  Health and armor that player has.
  • Cheat spawning a creature should no longer cause you to get stuck on that creature if it dies while being  Frozen Solid by Managarmr.
  • Reduced Managarmr ice breath  Damage overall by approximately 25%.
  • Added new  Freeze Immunity icon.
  • Managarmr now takes increased  Damage done, equivalent to flyers.
  • Fixed forward dashing when walking off ledges.
  • Fixed crash related to Managarmr.
295.102 Drastically reduced Managarmr ice breath range.  Damage stops at around half turret range and freezing stops at around full turret range.
295.106 Fixed movement bugs related to stacked impulses changing which affected overall movement for Managarmr and a few other creatures.
  • Fixed a bug which allowed Managarmr to use its ice breath whilst swimming underwater.
  • Fixed damage miscalculation bugs with dive bomb/pounce.
  • Managarmr aerial capabilities and time are now greatly diminished, with a total limit of 3 air-jumps, 6 strafes, and 1 dash before having to land.
  • Reduced ice breath exponential  Damage scaling approximately by 20%.
304.4 Fixed a bug with Managarmr pounce damage.
310.90 Managarmr can no longer be ridden on regular Genesis: Part 1 servers unless mounted flying is enabled.
321.1 Managarmr can no longer dash when C4 is attached (Similarly to how the Pteranodon cannot roll).
329.5 Genesis: Part 2 Expansion Release.
338.29 Managarmr's breath damage to players reduced by 20%