Weapons
There are many distinct weapons survivors can wield. They encompass primitive melee weapons like Wooden Club and hunting ranged devices like Crossbow, as well devastating guns like Pump-Action Shotgun and propelled projectile devices like Rocket Launcher. Finally, end game Tek tier weapons require to know the relative Tekgrams in order to use them, while all other weapons do not come with such requirement. Most weapons will deteriorate with the use, requiring to be repaired periodically through the survivor inventory or their crafting stations.
Weapons having ammunition (e.g. arrows for bows or bullets for or firearms) can be unloaded pressing and holding Left Ctrl, , , while dragging the icon of this weapon in the survivor inventory. Ranged weapons have approximately all the same draw times while their reload times vary by each type.
Mounted weaponry
Survivors can select and use weapons by their inventory or action bar while riding a saddled tamed creature.
All mounted weaponry lock the camera into first person, except for the Torch which allows to use the third-person camera and tame attacks. As soon as a weapon or a tool is equipped while riding a creature, it will be no longer possible to steer the creature though mouse or controller sticks, instead it will be required to use strafe keys or buttons to steer. Moreover, tame primary and secondary attacks will not possible to be performed while using mounted weaponry: instead, weapon primary and secondary hits will be executed.
As example, using the Fabricated Sniper Rifle it is possible to zoom-in with the and shoot at the same time, or wielding a Spear survivors can throw it from the tame using Rmb, , , . It is also allowed to continue moving while doing all of these actions with the forward and backward keys or buttons.
Tools
Stone Pick
A Stone Pick is the first available tool used in gathering materials. It can be crafted directly from the start, as survivors don't have to learn an Engram to craft it. The Stone Pick will provide more 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
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
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 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.
In ARK: Survival Ascended Torches can also be tied to a player's belt to provide light and warmth without taking up a hand.
- Damage: 10
- Fire lasts 15 minutes at 100% durability when held
- Provides light and warmth
Glow Stick
Introduced with the Aberration DLC, 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
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
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
The Metal Sickle is a metal tool that grants the ability to harvest Fiber from flora at a much higher rate than by hand, moreover it is the best tool to harvest Raw Prime Fish Meat from fish creatures. It can be unlocked at level 30 for 12 engram points and crafted in the Smithy.
- Damage: 50
- Harvests Fiber
Climbing Pick
Introduced with the Aberration DLC, 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 on 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
Introduced with the Aberration DLC, 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
Introduced with the Scorched Earth DLC, Chainsaw functions as a versatile wood-cutting tool and harvesting resources, and doubles as a very powerful weapon. It can be unlocked at level 55 for 16 Engram points.
- Damage: 14
- Has very high DPS
- Uses Gasoline
- Harvest resources from deceased creatures and resource nodes (e.g: Tree) at better rates.
Mining Drill
Introduced with the Genesis: Part 1 DLC, the 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. It can be unlocked at level 80 for 35 engram points and be crafted in a Fabricator.
- Damage: 0
- Uses Gasoline
- Harvest resources stone-type resource nodes (e.g: Tree) at better rates.
Melee
Spear
The Spear is the first weapon players will use to fend off the Island's native creatures. In addition to dealing more melee damage than the Stone Axe or Stone Pick, the Spear can also be thrown at distant or aerial foes as a ranged attack. Unlike most weapons and tools, the Spear suffers no durability loss when used; however, it has a chance to break upon use, destroying the weapon. As such, it is recommended to carry several backup Spears when attacking creatures or players. The Spear costs 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
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 the survivor 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 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
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
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
Shields
Wooden Shield
The Wooden Shield is the first unlockable shield. Shields can be equipped in the Off-Hand slot. Block using controls are Rmb, , , . 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
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
The Riot Shield is the second to last unlock-able shield. It has equal durability to a Tek Shield, the best visibility as its mostly see through, and 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
Tek Shield
Introduced with the free map Ragnarok, the Tek Shield is the highest-tier shield. It can be crafted using a Tek Replicator if the players have unlocked the Tekgrams. When supplied with Element, blocked projectiles or bullets shot towards the shield are reflected back towards the aggressor. This ability warrants a heavy asking price in crafting materials mainly 70 Element to craft. View the Tek Shield page for a list of current known projectiles the shield can reflect back.
- Durability: 2300
- Protects against damage from the front while blocking
- Uses Element
- Reflects projectiles/bullets back at the aggressor when charged with Element.
Ranged
Slingshot
The Slingshot is the first dedicated ranged weapon available to players. It is a short- to medium-range weapon that uses Stones for ammunition. Compared to other weapons, it is most notable for its ability to inflict 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
Introduced with the Scorched Earth DLC, the Boomerang is a ranged weapon available to players 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
The primitive Bola roots players and wild dinosaurs in place for 30 seconds. It required to wait other 10 seconds before apply a new Bola to the target. The player or the creature 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
Introduced with the Scorched Earth DLC, 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
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
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.
- Damage: 95 (Stone Arrow), 95 (+176 DoT per second) (Flame Arrow), 35 (70 Torpidity + 87.5 Torpidity over 4 sec) (Tranquilizer Arrow), 0 (Grappling Hook), 0 (Zip-Line Anchor)
- Uses Stone Arrows, Grappling Hooks, Zip-Line Anchor, Flame Arrows, or Tranquilizer Arrows
- Tranquilizer Arrows can knock targets unconscious
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
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 when not firing Net Projectiles, as the projectiles will not travel very far. The Harpoon Launcher can fire Spear Bolts, Net Projectiles and 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, Net Projectile 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.
Firearms
Simple Pistol
The Simple Pistol is the first gun that it is possible to 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.
- Damage: 100
- Uses Simple Bullet
- Damage/Resource: 200/ Metal Ingot, 33.33/ Gunpowder
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
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 will more likely to damage a target. These features makes it superior to a Longneck at close range, but useless at a distance. Its ability to hit multiple targets at once with a good amount of damage make it best for close quarters combat, where quick target acquisition is necessary.
- Damage: 640 (10 pellets)
- Uses Simple Shotgun Ammo
- Damage/Resource: 25.6*10/ Metal Ingot, 5.33*10/ Gunpowder
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.
- Damage: 50
- Uses Advanced Bullet
- Damage/Resource: 150/ Metal Ingot, 50/ Gunpowder
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.
- Damage: 644 (14 pellets)
- Uses Simple Shotgun Ammo
- Damage/Resource: 18.4*14/ Metal Ingot, 3.83*14/ Gunpowder
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, it can inflict 1176 damage in just 5 seconds. If continuing firing for a full minute it can inflict 9408 damage, enough to take down just about any creature in the game except the Giganotosaurus.
- Damage: 47
- Has very high DPS
- Uses Advanced Rifle Bullet
- Damage/Resource: 94/ Metal Ingot, 10.44/ Gunpowder
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.
- Damage: 165
- Uses Advanced Sniper Bullet
- Damage/Resource: 165/ Metal Ingot, 27.5/ Gunpowder
Flamethrower
Introduced with the Scorched Earth DLC, 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. The Flamethrower deals percent based damage in relation to the targets maximum health. An example is that any creatures over 1,000 health will take 100 maximum damage.
- Damage: 12-100
- Inflicts Enflamed on enemies
- Uses Flamethrower Ammo
- Damage/Resource: / Propellant, / Gasoline
Charge Lantern
Introduced with the Aberration DLC, 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.
- Does no damage, but weakens Nameless and any Reaper by removing their defense bonus and health regeneration.
- Uses Charge Battery
- Damage/Resource: / Crystal, / Metal Ingot, / Polymer, / Congealed Gas Ball
Minigun
Introduced with the Genesis: Part 2 DLC, 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 Weapons
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.
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
The Tek Turret is a fully automatic turret which can automatically target and fire on enemy creatures 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.
- Damage: 500 (400 explosive)
- Health: 4500
- Uses Element Shards and Electricity
Tek Sword
Introduced with the free map Ragnarok, 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 Railgun
Introduced with the Aberration DLC, the Tek Railgun fires high velocity plasma blasts at a medium 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, while also including infrared vision. 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
Introduced with the Extinction DLC, 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
Introduced with the Genesis: Part 1 DLC, the Cruise Missile fires a guided missile at a slow speed. It can be set while firing to disable control of the missile. While it can travel a far distance, 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
Introduced with the Genesis: Part 1 DLC, the Tek Claws can 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. The blocking is also buggy as it won't block attacks at all.
- Damage: 10-56
- Uses Element though it doesn't actually take it and can be used without it.
Tek Grenade Launcher
Introduced with the Genesis: Part 1 DLC, the Tek Grenade Launcher lobs grenades at a much further distance than when thrown by hand. It requires reloading after six fires, or can be manually reloaded, and can fit in any kind of man-made grenades in its inventory for firing. The Grenade Launcher can only fire one of each type of grenade before reloading.
- Damage:
- Poison Grenade = 0
- TEK Grenade = 555
- Grenade = 105
- Cluster Grenade = 90 per direct hit
- Smoke Grenade = 0
- Tek Gravity Grenade = 12
- Does not utilize Plant Species Z Fruit.
Tek Shoulder Cannon
Introduced with the Genesis: Part 1 DLC, 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
Introduced with the Genesis: Part 2 DLC, 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. Its most valuable mode is the kill mode which allows for easy killing of high health creatures as the longer the trigger is hold down the more damage is dealt.
- Damage:
- Uses Element
- Can be switched to Killing, Stunning or Healing mode.
Tek Bow
Introduced with theGenesis: Part 2 DLC, Tek Bow utilizes the power of Element Shard to fire devastating shots. The bow is able to fire all types of arrows including its own exclusive explosive arrows at varying cost of element shards. Finally it can fire each different type of arrow at standard or instant hit velocity.
- Damage:
- Uses Element Shard to fire, more shards with better arrow.
Attachments
Attachments can be added to some weapons. To (de-)activate them press N, double-tab R, double-tab on Xbox, double tap on Playstation or double tap on Switch.
Flashlight
The Flashlight Attachment is a useful device to be attached as a secondary. Unlike the Torch, it does not lose durability over time but it does have only a front viewing arch which requires to aim to wherever it is wanted to shine the light on. In order to activate, just drag this attachment to the chosen weapon, drag the weapon to a specific quick-slot, select the number the weapon with the attachment is put in and activate the flashlight on. It is required to reactivate it on each time it has been switched 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 the weapon
Holo-Scope
The Holo-Scope Attachment allows the player to see the name and level of a player or creature 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
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
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 (works with normal ammo only, not with Tranquilizer Darts), Fabricated Pistol and Pump-Action Shotgun.
- Provides zoom capabilities
Silencer
The Silencer Attachment can be attached to firearms to reduce their firing noise. However, since it still provides a death message to players allied to the target and alerts wild animals of the survivor 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)
Explosives
Grenade
The grenade is the first explosive it is possible to 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 Araneo, Pulmonoscorpius, and Titanoboa.
- Damage: 175 (6 meter radius, depends heavily on target)
Cluster Grenade
Introduced with the Scorched Earth DLC, 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
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
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
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.
- Damage: 700 (Ranged), 1800 (Explosive)
- Uses Rocket Propelled Grenade and Rocket Homing Missile
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
Introduced with the Aberration DLC, 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 bushes. Upon throwing the fruit, it explodes on contact, blinding anyone within the vicinity.
- Inflicts blindness to anyone and any creature within the vicinity. Only a few creatures are immune to the blinding: Charge Pets, Alpha creatures, Nameless, Reaper, and all bosses.
Emplacements
Auto Turret
The Auto Turret is a fully automatic turret which can automatically target and fire on enemy creatures 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 the owner tribe is offline. It is unlocked at level 68 for 40 engram points and crafted in the Fabricator.
- Damage: 77
- Uses Advanced Rifle Bullets and Electricity
- Health: 3000
Heavy Auto Turret
The Heavy Auto Turret is an upgraded automatic turret which can automatically target and fire on enemy creatures 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 the owner 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.
- Damage: 300
- Uses Advanced Rifle Bullets and Electricity
- Health: 20,000
Ballista Turret
The Ballista Turret is the first player-controlled weapon to be introduced. It is a non-explosive weapon that is able to damage stone structures and it is able to fire underwater, making it extremely valuable on servers with advanced engrams disabled. It is unlocked at level 29 for 25 engram points and crafted in the Smithy.
- Damage: 600
- Uses Spear Bolts and a player
- Health: 7000
Catapult Turret
The Catapult Turret is the second player-controlled weapon to be introduced. It is a non-explosive weapon that is able to damage stone structures, making it extremely valuable on servers with advanced engrams disabled. It has a very large downward arc, so it should be aimed well above the target. It is unlocked at level 31 for 25 engram points and crafted in the Smithy.
- Damage: 500
- Uses Boulders and a player
- Health: 7000
Minigun Turret
The Minigun Turret is the third player-controlled weapon to be introduced. With its extreme rate of fire and lack of reload, it can be fired until its ammo has been depleted. It is unlocked at level 94 for 80 engram points and crafted in the Fabricator.
- Damage: 150
- Uses Advanced Rifle Bullets and a player
- Health: 7000
- Has very high DPS
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.
- Damage: 32
- Uses Fertilizer and Water
- Health: 1500
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
- Damage: 3752
- Uses Cannon Balls and a player
- Health: 5000
Rocket Turret
The Rocket Turret is the fourth player-controlled weapon to be introduced. Due to its cost and the expense of its ammunition it is rarely used. It is unlocked at level 99 for 100 engram points and crafted in the Fabricator.
- Damage: 1500
- Uses Rocket Propelled Grenades and a player
- Health: 7000
Traps/Strategic
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
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
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 the tribe land, however the uses on PvE servers are very limited. It is possible to set the own trap off if without enough care, exhausting their use. It can be unlocked at level 22 for 7 engram points.
- Notifies of trespassers
Tripwire Narcotic Trap
The Tripwire Narcotic Trap is a single-use trap that emits narcotic gas when triggered. It is set up by placing two of the traps down fairly near each other, like an 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.
- Applies 240 Torpidity
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
- It is possible to get caught in your own bear trap: it will be required to wait for it to expire or have a teammate demolish it.
Large Bear Trap
The Large Bear Trap is an item used to temporarily immobilize larger creatures. When a creature gets trapped, durability slowly depletes. With a total durability of 100 this takes some time to let go. It can be unlocked at level 31 for 12 engram points and crafted in the Smithy.
- Temporarily immobilizes large creatures
Oil Jar
Exclusive to Scorched Earth, Oil Jar is an item used to make a trail of flammable material upon throwing it, making the area susceptible to fire damages. It can be unlocked at level 24 for 15 engram points.
- Makes the affected area susceptible to flames.
Plant Species Y Trap
Exclusive to Scorched Earth and much like Bear trap, Plant Species Y Trap is an item used to temporarily immobilize humans and small creatures. When a creature gets trapped, durability slowly depletes. With a total durability of 100 this takes some time to let go. It can be obtained by harvesting ones grown in a 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
The Cryopod is an item used to freeze and thaw tames 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 creatures 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 charge upon creation or obtaining, but can be recharged by placing them inside a powered Cryofridge.
- Freezes a creature after a while, removing their tame count from the tribe and server.
- Can be thrown to thaw the creature out within sufficient space.
- Spoils after 30 days unless left in Cryofridge to recharge.
Scout Remote
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.
Changelog
Patch | ARK: Survival Evolved Changes |
---|---|
202.0 | Fixed aiming of character weapon shooting when carried by a Flyer. |
214.0 | Fixed issue with firing weapon projectiles not using accurate collision detection. |
216.0 | Fixed issue with invisible weapon in hand after loading singleplayer game. |
239.1 | Fixed issue that was causing weapons with custom ammo to lose their Ammo when moved into a Dino Inventory. |
243.6 | Fixed longstanding multiplayer issue where weapons often wouldn't correctly auto-reload when switching to them if previously out-of-ammo. |
245.5 | Fixed multiple-melee-attack bug with melee-weapons. |
245.6 | Fixed an issue with inability to harvest repeatedly when holding the attack button on a melee weapon. |
248.0 | You can now wield your weapons when mount-riding certain Dinos. |
259.0 | Buffs that prevent firing (such as the shock buff) now cause the player to lower their weapon. |
262.0 | There is now a "This Weapon Can't be Used Here" prevention volume HUD notification in appropriate areas. |
276.47 | Fixed an weapon exploit. |
307.2 | Fixed instances with damage scaling while using weapons with projectiles. |
312.24 | Fixed some exploits related to ranged weapons and guns. |
336.12 | Fixed a bug where players weren't able to reload their weapons when sitting on a creature. |