Identify the method before the target
Taming is not one universal interaction. Knock-out taming uses an unconscious creature’s inventory and hunger cycle. Passive taming usually requires feeding while the creature is awake, with species-specific conditions. Other creatures can have special methods. Read the species entry before committing food, weapons and time. [W4]
A Parasaur is an example of an early target discussed in the starting material, not a claim that every creature can be handled the same way. This guide explains the shared systems; it does not substitute for an individual food or trap table.
First tame walkthrough: Parasaur
This example is for ASE on The Island using knock-out taming. Find a low-level Parasaur away from predators. Bring a bola, a wooden club or slingshot and ammunition, Mejoberries, spare Narcoberries, and food and water for yourself. Level, weapon damage and server rates change the supplies required, so bring extras. [W4]
- Avoid nearby threats and restrain the Parasaur with the bola. The restraint is temporary; do not chase it into danger if it escapes.
- Use the club or slingshot to knock it out while watching its health. Stop attacking as soon as it falls.
- Open its inventory and put Mejoberries inside; let it eat on its own. Watch torpor and administer Narcoberries if it is close to waking. Do not force-feed ordinary food.
- Guard it from wild creatures until taming finishes, then lead it somewhere safe.
- The Parasaur Saddle unlocks at survivor level 9. Check the engram, materials and server settings; you can have the creature follow you before you have a saddle.
Planning example, not a guarantee: the project research records roughly 14 Mejoberries and 4 minutes 12 seconds for level 1, or 32 berries and 9 minutes 36 seconds for level 30, at official rates. Level, rates and actual conditions change the result; carry extras and consult the Parasaur page and taming calculator for your target. [W4]
Knock-out taming, in order
- Prepare suitable food, a torpor weapon and enough supplies to maintain unconsciousness.
- Choose a location where the target and the eventual unconscious creature can be protected.
- Increase Torpor until the target becomes unconscious.
- Stop attacking. Open its inventory and place the correct food inside.
- Let it eat naturally as hunger reaches the relevant threshold.
- Monitor torpor and use the appropriate narcotic supply when needed.
- Continue protecting the creature until the tame finishes. [W4]
Damage after unconsciousness reduces taming effectiveness. Finishing the knock-out is the point to stop firing, not an invitation to add a safety hit. Lower effectiveness means fewer bonus levels; the exact result depends on the creature and the tame. [W4]
Ordinary food and narcotics have different roles. Force-feeding ordinary food restores hunger without advancing a normal knock-out tame, and can delay the next natural feeding. Narcoberries, Narcotic and Bio Toxin are used to manage torpor and must be administered rather than left with the expectation that the creature will choose them. [W4]
Torpor supplies
The supplied mechanics research records these values. They describe the item effect, not how long a particular animal will remain unconscious; torpor drain varies by species. [W4]
| Supply | Torpor added | Approximate application period | Practical role |
|---|---|---|---|
| Narcoberry | 8 | 3 seconds | Small early increments |
| Narcotic | 40 | 16 seconds | A more concentrated supply |
| Bio Toxin | 80 | 16 seconds | Higher torpor per item |
Do not turn this into a universal “items per tame” formula. Creature level, food, torpor drain and the server’s taming rates must be checked separately. A long tame needs the species table or an appropriate calculator, not an estimate based only on the three rows above.
Food preferences and feeding thresholds
| Food group | General orientation | Important qualification |
|---|---|---|
| Preferred kibble | Often the best available option | Use the correct preference for the species |
| Meat | Carnivores use different meat tiers | Some species have exceptions, including spoiled meat |
| Berries and crops | Common herbivore options | Preference is not identical for every herbivore |
| Narcotic supplies | Maintain unconsciousness | They are not substitutes for taming food |
A creature may wait to become hungry enough for its preferred food even when lesser food is present. A stationary tame bar does not automatically mean the wrong button was pressed. Check the food, hunger state and species method before adding more inputs. [W4]
Passive taming is a separate process
For a passive species, knocking it out can invalidate the intended approach. The interaction may require a particular food, position, interval or behavior. Look up those requirements before approaching with a weapon. [W4]
The safe general sequence is to identify the species, read its passive method, prepare the correct item and follow its feeding windows. This page does not invent a universal passive interval or claim that all passive creatures tolerate the same approach.
A practical field kit
- A torpor weapon you can make and replace.
- The selected creature’s actual preferred food.
- Spare narcotic supplies appropriate to its torpor drain.
- Clothing or armor for the surroundings.
- A trap or restraint that works on that target.
- Enough food and water for your own wait. [W2] [W3] [W4]
Bolas only restrain suitable targets. A trap reduces movement problems but does not remove the need to keep predators away, monitor torpor or understand the species’ method.
When the tame is not going to plan
| Symptom | Check first |
|---|---|
| The creature will not eat | Species method, correct food and hunger threshold |
| Food is consumed but the bar is not advancing | Whether you are force-feeding ordinary food |
| Effectiveness dropped | Damage taken after knock-out |
| The creature wakes up | Torpor drain and when supplies were administered |
| A familiar strategy does not work | Whether this species is passive or uses a special method |
After the tame
A tame still needs food, protection and appropriate ownership settings. Some animals can carry gear; riding depends on the creature and the required saddle. Breeding introduces another loop involving inheritance, eggs or gestation and raising young. It is not an automatic extension of the first tame. [S1]
Before bringing a valuable animal into a group, read tribe ownership. For army preparation and arena context, continue to bosses and endgame.
