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













































































This article is about content exclusively available in the version on Steam, Xbox One, PS4, Epic Games.

This creature, item, or feature is not yet released in the version on Nintendo Switch.

The Managarmr (MAN-uh-garm), sometimes referred to simply as Mana, is one of the Creatures in ARK: Survival Evolved's Extinction expansion.

Basic Info [ edit | edit source ]

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.

“ Wild 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. Domesticated 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. „ ~ Helena

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 packs. 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 despite actually being a mammal. It has what appears to be a furry, light-colored face that looks a little like a feline or canine with bone on top that starts from the top of the nose going up over the forehead splitting into a V just above the eyes into ears making them 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. If you look closely it's a mix between a Wyvern and a Thylacoleo.

Managarmrs are a bit special regarding their behaviour as a baby. By nature, they are hyperactive and jump around like crazy if you want to go on a walk with them, however, while they are a baby, there is a "Training" option in their radial menu. Using this the baby, juvenile or adolescent Managarmrs seem to be calmer and just walk after you if you take them on a walk or move them around in your base. Training also seems to reduce the imprint timer by a random amount of time.

Color Scheme and Regions [ edit | edit source ]









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 .

Region 0:

Body Main Region 1:

Side Highlights Region 2:

Facial Highlights Region 3:

Wings Main Region 4:

Body Main Region 5:

Wing Highlights

Base Stats and Growth [ edit | edit source ]

Note that creatures will have different stats in Survival of the Fittest

Movement Base Speed Sprinting Speed Stamina Wild Tamed Wild Tamed Walking 1250 ? 2500 2500 15 Swimming 1050 ? ? ? ? These are the base speeds of the creature at 100% Movement Speed.

For a comparison of the speeds of all creatures, see Base Creature Speeds

Attack Values DashFwd Stamina Cost Attack Range Description Base Minimum Activation 0 0 0 0

IceBreath Stamina Cost Attack Range Description Base Minimum Activation 15 20000 2000 4400 Attack Type Damage Projectile Values Torpor Values Status Effect: Stamina Status Effect: Torpidity Life Impulse Radius Base Mult Duration Damage Mult Amount Duration Damage Mult Amount Melee 15 Projectile Impact 20 0 100

Bite Stamina Cost Attack Range Description Base Minimum Activation 0 1000 0 0 Attack Type Damage Projectile Values Torpor Values Status Effect: Stamina Status Effect: Torpidity Life Impulse Radius Base Mult Duration Damage Mult Amount Duration Damage Mult Amount Melee 35

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]

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 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.

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 8's direction 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 infos about domesticating a wild creature see Taming.

KO Strategy [ edit | edit source ]

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.

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 junst 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 [ edit | edit source ]

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 [ edit | edit source ]

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.

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.

[As of patch 287.100 on PC 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.

Transport

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.

The Ice Wyvern, which is exclusive to the non-canon DLC Ragnarok, is mentioned in the Managarmr's dossier. This is the first time a 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 (gestates), 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.

Wyvern and Rock Drake, Managarmr can be tamed directly through knockout, can be bred (gestates), 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. 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.

Gallimimus, female Megaloceros and Reaper King. Managarmr's stamina regenerates faster dismounted. 1,000 stamina in 14 seconds while mounted or 4 seconds 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. 4 walls high is enough to navigate them inside a structure but only in third person view.

Prior to 287.100, Baby Managarmr will 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.

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 Basilisks.

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 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. 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.

Patch Changes 285.104 Extinction Expansion Release Managarmr is added to the game 286.103 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

Carnotaurus Eggs Fixed issue with Damage calculation

Damage calculation Fixed issue with Managermr FOV calculating incorrectly when user has a non-default FOV setting 287.100 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

Stamina usage when chain jumping Fixed Managarmr being able to dash, jump, and dive while Encumbered

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 287.110 Improved ice breath accuracy

Buffed Stamina regeneration slightly

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 288.113 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

Damage Further improvements to ice breath targeting

Added message when Managarmr is unable to dive

Slowed down Baby Managarmrs 289.100 Structures now block dive Damage

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 291.100 Ice breath Damage is now scaled by distance

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 292.100 Fixed bug causing Managarmr to die randomly

Potential fix for Managarmr client crash

Ice breath is now longer stopped by Dino Leash

Dino Leash Potential fix for Managarmrs floating away

Whistle Folllow or Whistle Stop now interrupts Managarmr's current ability

Further increased Freeze Immunity time

Freeze Immunity time Ice breath freeze amount is now more significantly reduced by distance

Clamped forward dash movement to the horizontal plane 293.100 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

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

Frozen Solid by Managarmr Reduced Managarmr ice breath Damage overall by approximately 25%

Damage overall by approximately 25% Added new Freeze Immunity icon 294.101 Managarmr now takes increased Damage done, equivalent to flyers

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 304.22 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 servers unless mounted flying is enabled