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

The Managarmr ( MAN-uh-garm-er ; sometimes referred to just 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

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dossier

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This section is intended to be an claim copy of what the survivor Helena Walker, the generator of the dossiers, has written. There may be some discrepancies between this text and the in-game creature .
NoteHelena.png
Species
Draconis auragelusTime
Post-HoloceneDiet
carnivoreTemperament
aggressive

Wild

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

In the middle of its back feet, Draconis auragelus ‘ bones form a hollowed out cylindrical shape that acts as a combustion chamber, which it fills with an explosive flatulence. When ignited, this gasoline propels it up, letting it “ jump ” in the air multiple times. From there, it can create a smaller burn in said chambers to hover in place, or honkytonk at its prey.

Like the icy variant of Draconis vipera, Draconis auragelus can slow down its foes with its cold hint – though it ‘s able to take this one step further and freeze its prey solid. possibly that ‘s because it ‘s used to living in the tundra environment on the surface, as opposed to a defect .

Domesticated

As a mountain, Draconis auragelus can carry multiple pornographic humans without losing any of its impressive mobility, and its freeze breath makes it a good option in battle. Whether you ‘re looking to hunt, do battle or just travel with ease, it makes for an excellent company. „
~ Helena

behavior

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The Managarmr tends to recklessly bombard anything it can see, making effective use of its abilities. Its hazardous attacks normally get it killed by mammoth herds. It is an incredibly aggressive and agile flying/gliding animal that can be arduous to hit due to its travel rapidly. It is possibly one of the biggest dangers of the Snow Dome. They tend to ambush a lot like a Microraptor, gliding about until a aim is spotted and then dive-bomb straight into said target. however, as mentioned, this tends to get them into more trouble than they can handle .

appearance

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The Managarmr appears to be a long, winged, about Wyvern -like creature with an iridescent lepidote hide. It has a furred, light expression like a feline or canine with cram on peak that starts from the top of the nose, going up over the brow and divide into a V fair above the eyes. The V shape extends into furred 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 peg end in claw paw. The wings are constantly a luminescent blasphemous, a color repeated in the pads of the hind paw which appear to be its method acting of propulsion. The bottom of its torso and long, tight-fitting neck is overrun with tendrils of black element, with luminescent bluing in between the tendrils. Its long, cheeseparing chase is capped off with a package of insulating fur. Babys are identical little with very small ear/horns. Juvenile manas when about 45 % are identical tall with small ear/horns and short-circuit dock. Adolescents are tall and long .

Baby “ train ”

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Managarmrs are a bite extra regarding their demeanor as a baby. Care must be taken to avoid losing neonate babies as they have a inclination of jetting out and aside rather of dropping from the mother like other babies. By nature, they are hyperactive and derail about while following the player. however, while they are a baby, there is a “ aim ” choice in their radial menu. Using this the baby, juvenile or adolescent Managarmrs walk more sedately after you. Training besides reduces the imprint timer by a random come of time. If set to aggressive, unseasoned Managarmr will jump about sporadically, making them harder to manage. Adult Managarmrs leap out around less frequently when attacking enemies .

Color Scheme and Regions

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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 engender with to provide an overall scope of its natural coloring material scheme. Hover your cursor over a coloring material to display its name and ID. This information can be used to alter the Managarmr ‘s regions by entering cheat SetTargetDinoColor in the cheat console. For exemplify, cheat SetTargetDinoColor 0 6 would color the Managarmr ‘s “ soundbox chief ” magenta .
Managarmr PaintRegion0.pngRegion 0:
Body Main

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Side Highlights

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Facial Highlights

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Wings Main

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Wing Highlights

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Wing Highlights

Drops

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Base Stats and Growth

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Movement
[u/s]
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
  • 1These are the base speeds of the creature at 100% Movement Speed.
  • 2These are the speeds of the creature tamed and non-imprinted.
  • For a comparison of the speeds of all creatures, see Base Creature Speeds.

raving mad 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 identical good for breeding. If you have already tamed your animal you can try to recover the reproduction stats with an external tool. [ 1 ]
Managarmr 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 domesticate effectiveness. This makes it hard to retrieve the levels on a domesticate animal, then this tool is only for wild ones, but gives a beginning impression, how well the stats are distributed .

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Attacks

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BiteLeftRTR25Stamina.png
  • The Managarmr bites the target for 35 damage.
  • Can be used every 1s by both a rider and the AI.
Ice BreathRightLTL295 + 60/s
  • 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.

combat

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This segment describes how to fight against the Managarmr .

General

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A musician with fur or antiaircraft armor and decent health can tank a humble flat Managarmr. Favor the Sword to the Pike as it does not matter to keep your distance with the Managarmr, it will constantly hit you due to its speed. For mid and senior high school level Managarmr, it ’ south recommended to use an assault rifle or a tek rifle as with its erratic behavior, you ’ ll have a difficult prison term aiming at it. The car shotgun can be a plus if you fight it on the earth, as for your creatures, since low and mid level Managarmr won ’ triiodothyronine deal excessively much damage. Favor a fast circular 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 prison term fighting it .

scheme

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A crusade with the Managarmr can be easily done without much damage with a simple proficiency : move in a circle alongside the Managarmr. The Managarmr seems to not be able to hit sideways. once in the vent, it will try to slow you with its Ice Beam attack so it can more easily hit you with it ‘s diving fire, sol observe moving for it to have a harder time aiming at you or your creatures. A fast hop on can avoid the dive attack if you are n’t slowed by the ice. Since its dive attack is its weakest approach in condition of damage distribute, it may be faster to simply tank the hit in privilege of dealing out more price .

weaponry

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

Dangers

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Managarmr has a identical versatile form of aggression. not alone does it swipe with its claw-joints, it will frequently jump out far and eminent to blast condense frost hint, potentially freezing you solid and making ineffective to move for a hanker period of time, allowing it ‘s quick aeriform dives to connect, which can kill a survivor right off their mount if a conduct hit is made. Its frost hint can besides damage you tied when mounted. A Managarmr besides has a very high gear aggro range when arouse, which can make it unvoiced to flee from one, specially on foot .

helplessness

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The Managarmr has a unvoiced time hitting you on the side due to is high focal ratio and movement. Turn in a r-2 with it to avoid its domain attacks. Because Managarmr takes in damage similar to a flier, it is suspectible to projectile hits from both Reaper and Velonasaur .

Taming

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For general information about domesticating a wild creature see Taming .

KO Strategy

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Managarmr is among the most catchy creature to knock out and tame, and note entirely due to its erratic demeanor. While it has low listlessness, its agile and irregular aerial movement makes it slippery to even land a dart. Its extremely high damage attacks for its size make getting hit by it irritating while attempting it on foot without proper armor and properly quality health. however, careful placement of Large Bear Trap or Stone Dinosaur Gateway can trap even the most deft Managarmr. just be mindful of other predators lying around in ambush, and keep an eye out for any corrupt 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 methamphetamine beam attack by standing still, and getting frozen will get you into dangerous trouble. however, there is a manner to tame it in single player. As mentioned above, Managarmr have a difficult time hitting you on its side while on the grate. You ’ ll have to turn in a circle with it while its on the labor. The only remaining problem is the dive attack, but a player with a decent fructify of armor ( fur or antiaircraft ) can well tank it. Once it lands, continue to circle with the Managarmr. When the Managarmr starts to flee due to its listlessness, take a firm fly and continue to follow the Managarmr. Another dear singleplayer strategy consists of taking a female Megaloceros ( high level ones are well ) and to turn in a set as stated above. Because of the Megaloceros ‘s extreme jump focal ratio, specially with a female, you can hush follow and shoot the Managarmr after it starts running. Finally you wo n’t accidently hit the Managarmr with something that can attack. Be careful or have a Velonasaur/Rex with you in encase of emergency. An option scheme is to take a Rock Drake, preferably with some health, and have the Managarmr honkytonk 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 can not move the Rock Drake or unhorse from it as doing so will get the Managarmr unstuck, so having some defense is a beneficial estimate. however, Rock Drakes are not present in extinction by nonpayment, requiring players to either transfer the Rock Drake from Aberration or use mods. Frozen Strategy: Using either a Snow Owl or another Managarmr freeze the Managarmr you are attempting to tame and place multiple colossus gates around it with doors on either end and then shoot it through the cracks to knock it out. The gateways that form your burrow should be relatively close as the Managarmr is rather thin, but make certain there is at least a small bit of space for you to shoot through. rather of Behemoth Gates you can besides use 3-4 Dinosaur Gateways. For this, the Managarmr has to face your way or away from you while being fixed. You then can place one gate precisely behind it ‘s back legs, one or two at it ‘s chest of drawers and one fair in front of the front legs over the neck. You wo n’t need any gates as the Managarmr ca n’t pass the normal dinosaur gateways. This method requires two to three tries to get used to it normally but is very effective and less resource heavy than the Behemoth variant after that .

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Starving the Managarmr

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When a Managarmr is trapped in dinosaur gateways, it will attempt to boost out. For a quick and low-risk tame, stand precisely outside the Managarmr ‘s attack image and let it jump in the cage for a few minutes. The wild Managarmr will promptly burn through its food and, when it ‘s finally knocked out, it will be quick to eat immediately. You can avoid the delay and much of the danger of the domesticate this direction, but beware – if the Managarmr is given more kibble than necessary, it will continue to eat after the tame is completed .

Taming food

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note that the values are for optimum cases, always bring extra supplies !
For a level-dependent count of resources needed, try an external domesticate calculator. Ingredients for Exceptional Kibble : 1 × Extra Large Egg, 5 × Fiber, 1 × Focal Chili, 10 × Mejoberry, 1 × Rare Flower, 1 × water

utility

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Roles

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  • 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:

Collectibles

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video

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foreground

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Notes/Trivia

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  • 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.
  • Manas do not take fall damage, see Fall Damage for more info.
  • There is some debate as to whether the Mana is a mammal or reptile. Its genus, scales, and fact that the dossier directly states they are related to  Rock Drake and  Wyvern, all reptiles. However they share many features with mammals (listed in “appearance” above) which are not found in any reptiles, real or anywhere else in ARK. Most telling, however is the fact that they do not lay eggs, but give birth. This does not necessarily mean they are mammals however, some otherwise egg laying real world species (such as great white sharks) also have live births, storing the eggs inside their bodies.
    • It is possible that the Mana is actually a synapsid. A type of proto mammal which bare a strong resemblance to reptiles.
  • 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. But 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.
    • Unfortunately, the Managarmr is the weakest of the Draconis species. It is outdamaged by Rock Drakes (base 60), and Wyverns (base 80), also it has lesser HP than other Draconis species, Rock Drake (base 1950) and Wyvern (base 1725), Base damage is same as the  Carnotaurus, but it has faster attacking speed, almost as fast as the Dire Wolf and Raptor, making it slightly better than it, but inferior to other larger carnivores.
    • The one advantage it has over the former two was by its very long range of ice breath, which can potentially freeze targets it hits at, and its ability to jet between directions in air faster than the two, at the cost of stamina.
    • 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 8×9 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.
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Changelog

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gallery

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References

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source : https://shayski.com
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