ARK: Survival Evolved Wiki
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Removal of "Taming Methods"[]

I think this section should just be outright removed. "Standard Method" is already covered in the Taming Basics section. The other methods are more suited to a strategy guide than to an information page. And we certainly don't need all these unproven claims, outdated stuff, and proposed narcotic/stimulant/food ratios adding additional clutter. Can I get some other opinions on this? I don't want to remove so much without at least one other opinion. --Mr Pie 5 (talk) 09:01, 21 July 2015 (UTC)

Definitely remove it. I thought about it as well and it definitely makes sense. The game and community has matured quite a bit since these passages were written. -- Azzutee (talk) 20:30, 21 July 2015 (UTC)
I agree. Especially since server settings can also have an impact on taming, and not all people are/will be aware of that or the specific settings of their server. -- IllegalOpcode (talk) 00:25, 22 July 2015 (UTC)
I'd say go for it. I put that it's pretty messy, so you feel weird about it just put whatever you think doesn't belong in Taming (Outdated). --Z3ther (talk) 09:14, 21 July 2015 (UTC)
There's history for that, no reason to have it "easily" accessible so it can confuse more people, so why not just delete it? Just my two cents. :] -- IllegalOpcode (talk) 20:24, 24 July 2015 (UTC)

Login Notice[]

Due to the massive edits this page is getting, we'll be locking it down to only Autoconfirmed users. --Z3ther (talk) 01:04, 25 June 2015 (UTC)

Narco[]

The narco section is weird. Does "20" mean 20 berries or narcotics? Also, taming times depend on a lot more than just species. We should clean up the table. - Gtoska (talk) 11:27, 12 June 2015 (UTC)

Pay 2 Win method[]

According to thsi reddit thread https://www.reddit.com/r/playark/comments/397c9x/dino_science_ep_2_do_narcotics_stimulants_or/ the method described here does not work. Shadowlauch (talk) 15:27, 12 June 2015 (UTC)

Taming times[]

I've found the following taming time for Dodos with Amarberrys, measured from start of unconsciousness until tamed awakening:
time = 180 + 9*level
where level is the Dodo's level in patch 177. I am going to try to find the influence of non-favourite food as well as times for other creatures. Dodo was just presumably the quickest. Van dell (talk) 20:53, 18 June 2015 (UTC)

Pulmo berry amount wrong[]

20 berrys is way too low, i think that should be more like 200. Needed 15 narcotics and ~30 berries for one ~~----

That might just as well be. Probably all the times are wrong for one level ore another. The amount of narcotics or berries depends on the time needed for taming which depends on the creature, level and what you're feeding it. I think we should find out the parameters for each creature. To that end, measured taming times would be useful. Taming time is measured from the moment the animal drops unconscious to the moment it wakes up tamed. Pair that with what you were feeding which creature at wich level and we can find out the parameters. The formula should be
Total_Time = (Base_Time + Creature_Level * Time_Added_Per_Level) / Food_Taming_Factor
A problem with smaller creatures is that taming progress doesn't increase continuously, but descretely with each piece of food eaten. So level 2 through at least 5 dingos need the same amount of Prime Meat, because 3 pieces of prime meat barely isn't enough, but 4 easily are. So if we set the "Food_Taming_Factor" to 1 for regular raw meat, it would be 2 for cooked prime meat and 4 for raw prime meat. We just need more data for an accurate table. I'm gonna add an "exact times" column as soon as I've gotten the chance to collect parameters for more creatures. Feel free to contribute your times on this page, preferably on my topic on taming times above so it's all in one place. Cheers, Van dell (talk) 06:42, 19 June 2015 (UTC)

Page unorganized[]

I don´t mean to be a hater or anything, but you guys need to read other peoples edits & all the information on the page. Its repetitive and some parts are already disproven such as the starving technique https://www.reddit.com/r/playark/comments/397c9x/dino_science_ep_2_do_narcotics_stimulants_or/ https://www.reddit.com/r/playark/comments/39wyam/please_be_careful_with_the_info_you_share_as_fact/. Plenty more debunks 1 google search away people. Half of the material in the Taming hint section does not belong in this page, also i don't see why there was a need to create the section when we already have Taming tips which is literally the same and was already there... Im going to try to "tidy up" the page a little, feel free to edit, but if i see one more edit about these unproven and un-cited starving techniques I'm gonna flip a switch. I certainly wont forget to salute you guys that are here fixing and adding relevant stuff, you are the real MVPs. AgiIaz (talk) 14:38, 24 June 2015 (CET)

Less Impact on Taming Effectiveness Using Scorpion[]

According to this Steam Forums Post (http://steamcommunity.com/app/346110/discussions/0/594820656478834492/)tranq arrows have a greater reduction on taming effectiveness than using a pulminoscorpious to render the target dino unconcious. I tried this on an ankylo and can confirm I got a better initial taming effectiveness with the scorpion. 14:29, 23 June 2015 (CDT)

Force Feeding Debunk[]

If anyone would like to format these findings and add them to the page, please feel free. I've contributed to the force feeding method on this page, and could have sworn by it previously. However, I spent the last few hours taming 2 Rex's, both level 2, and this is what I've found. I have screenshots and videos I could post if need be.

Dino Method Level Food Start TE End TE TE Lost Total Time End Melee DMG # Narcotic Used # Stimulant Used
Rex Standard 2 Raw Prime Meat 86.5 74.6 11.9 43 minutes 194.5% 40 0
Rex Force Feed 2 Raw Prime Meat 86.3 72.3 14 53 minutes 193.1% 195 164

19:49, 24 June 2015 (CST)

Effectiveness versus efficiency[]

I reverted a change by Mr Pie 5 from effectiveness to efficiency. The game uses the term taming effectiveness and I believe that is the correct word choice regardless. -- IllegalOpcode (talk) 22:45, 23 July 2015 (UTC)

Double checked, I was indeed wrong. --Mr Pie 5 (talk) 23:14, 23 July 2015 (UTC)
It surely is effectiveness. Efficiency determines with how few resources you can attain an acceptable end result, effectiveness is how well you achieved the end result, without regard to resources. -- Azzutee (talk) 07:09, 24 July 2015 (UTC)
(please try to avoid overwriting the comments of other users when you make your own, you've done so at least twice on this page) To be fair, both word choices would be appropriate if we use those definitions. Since Taming Effectiveness decreases every time the dino eats (uses resources), finishing with a higher taming effectiveness would mean that less resources were consumed in the process. But the game says effectiveness, so it's effectiveness. --Mr Pie 5 (talk) 18:33, 24 July 2015 (UTC)

Torpor added by Narcoberry versus Narcotic[]

There seems to be some confusion around the amount of torpor added by Narcoberry Narcoberries versus Narcotic Narcotics. According to the ARK Dev Kit, 1 Narcoberry adds 7.5 torpor over 3 seconds while 1 Narcotic adds 40 torpor over 16 seconds. That's 2.5 torpor per second either way, so the difference is really just that Narcoberries spoil while Narcotics do not. -- IllegalOpcode (talk) 21:43, 30 July 2015 (UTC)

Thanks for clarification with exact numbers. I had the urge to log on immediately and change it again to 7.5 when I got the notification that it had been changed to 6 -- van_dell (talk) 23:31, 30 July 2015 (UTC)

Taming Table doesn't make any sense any more[]

There's so many different foods and levels now that most of the table is inaccurate at the least. From my experience on this taming calculator with customizable taming speed multiplier the things that are correct are: Needed affinity, times with berries, raw meat, raw prime meat, cooked prime meat and the time needed for those. As far as I know, with the 190.0 change to Turtle Egg Kibbles the numbers are as follows:

Replaced by more elaborate and correct table below

Feel free to double check against the Dev Kit (I haven't been able to get it to run yet) and add/correct the data which comes from the top of my head but about which I feel fairly confident.

Then there's the matter of

  • Torpor and Food loss per second which should be consistent per species
  • Torpor which should be "Base Torpor + Amount per Level" for each species
  • Torpor gain with a 100% Bow, Crossbow, Compound Bow, Slingshot, punching, Scorp sting depending on Melee Damage with the bows and Slingshot fully drawn depending on the different hitboxes on the dino's body.

which all make a table fairly unwieldy. We need a more accurate calculator which also does knockout methods :D

Should we just remove everything from the table that can't possibly be accurate because of the many variables that play into it? Does anyone know the data (instant damage, instant torpor, torpor over time) for the knockout methods? -- van_dell (talk) 23:31, 30 July 2015 (UTC)

Honestly, I really hate the incredibly wide ranges that are used as estimates for how much time, food, and narcotic you need for each dino. "I need something between 25 and 100 Narcotic? It could take anywhere from 2 to 12 hours?" That's damn-near worthless information. With ranges like those, you might as well just say "a lot". I'd like to have a standard, like maybe a level 30 dino for each species. But even that information becomes worthless for end-game hunters looking for dinos of more than twice that level. The taming calculator is decent, but still needs some work, plus I don't want to replace the information that we're supposed to be providing with an external link. It's a tricky situation that I've been trying to figure out how to handle for a while now. And to answer one of your questions, we do have numbers for the torpor gain on the Bow and Crossbow pages. Something like 450% of the damage dealt if I remember correctly, assuming you wait long enough for it to all take effect. --Mr Pie 5 (talk) 04:00, 31 July 2015 (UTC)
I think we should focus on documenting each variable separately until we understand the system well enough to make accurate predictions. There's a wealth of information in the Dev Kit, but the thing doesn't exactly come with an instruction manual for each blueprint and parameter (or at least I haven't found it yet, but this is my first time using Unreal Engine--or any game engine--for something like this), so a lot of things have to be inferred and subsequently tested, documented, and verified before we can use it, I think. As for a taming calculator, it would be cool to make our own when we have the necessary data--I'd certainly be happy to help with that. (It should be possible to build by including something like <div class="js-taming-calculator"></div> and then building up the UI in JavaScript. I imagine the taming data for each animal should be on the page, perhaps extracted from an infobox, and then read by the taming calculator so other editors can update the information without changing code anywhere.) -- IllegalOpcode (talk) 08:39, 1 August 2015 (UTC)
Do you think you could draft an initial version of such a JavaScript calculator that takes the the species and level as an input and tells you how much food you're gonna need for a first version (from the table for food I started above), then we'll expand from there?
This is the data I think we need for each dino. Ankylo as an example:
Replaced by more elaborate and correct table below
Okay now I had an interesting find. The torpor loss per second is linearly dependant on the level (and, of course, species).
The columns on needed affinity, food loss and torpor loss are just meant as a starting point, we're gonna have to dig through the dev kit to get hard data for those.
Note that affinity and base torpor per second have level 0 as a base because the numbers for those look more likely to be found in the dev kit. Like "okay let's type 3000 here and make that 420 and that one 0.3 and calculate everything else from there". The server side taming speed multiplier apparently just divides the required affinity points by the multiplier, so that should be easy to implement. -- van_dell (talk) 11:13, 1 August 2015 (UTC)
Okay guys, I managed to install the Dev Kit. Here we go:
Name Affinity needed at level 0 Additional affinity needed per level Torpor at level 1 Additional Torpor/level Food consumption Rate Multiplier in Percent (Base is 180) Food depletion/sec Torpor depletion/sec level 0 Torpor depletion/level Favorite kibble
Ankylo 3000 150 420 25.2 0.3156 0.56808 0.3 0.006 Dilo
Argentavis 2000 100 600 36 0.1852 0.33336 0.3 0.006 Stego
Carno 2000 100 350 21 0.1852 0.33336 0.3 0.006 Ankylo
Dilo 450 22.5 75 4.5 0.0868 0.15624 0.3 0.006
Dimorphodon 900 45 100 6 0.1302 0.23436 0.8333 0.016666
Dodo 450 22.5 30 1.8 0.0868 0.15624 0.3 0.006
Ichthy 1000 50 300 18 0.1929 0.34722 0.2082 0.004164 Dodo
Mammoth 5000 250 550 33 0.4133 0.74394 0.3 0.006 Raptor
Megalodon 2000 100 800 48 0.1852 0.33336 0.3 0.006 Spino
Parasaur 1500 75 150 9 0.1929 0.34722 0.3 0.006
Phiomia 3000 150 240 14.4 0.3156 0.56808 0.3 0.006
Plesiosaur 5000 250 1600 96 0.3858 0.69444 2.133332 0.04266664 Rex
Pteranodon 1200 60 120 7.2 0.1543 0.27774 0.3 0.006 Titanoboa
Raptor 1200 60 180 10.8 0.1543 0.27774 0.3 0.006 Parasaur
Rex 3000 150 1550 93 0.2314 0.41652 0.725 0.0145 Pulminoscorpius
Sabertooth 1200 60 500 30 0.1543 0.27774 0.3 0.006 Bronto
Sarco 1500 75 400 24 0.1578 0.28404 0.3 0.006 Trike
Bronto 10000 500 1600 96 0.7716 1.38888 0.3 0.006 Carbonemys
Pulminoscorpius 1500 75 150 9 0.1929 0.34722 0.3 0.006
Spino 2600 130 850 51 0.2066 0.37188 2.133332 0.04266664 Argent
Stego 6000 300 500 30 0.5341 0.96138 0.3 0.006 Sarco
Trike 3000 150 250 15 0.3156 0.56808 0.3 0.006 Carno
Carbonemys 3000 150 275 16.5 0.3156 0.56808 0.3 0.006 Pteranodon
_comment/source Dev kit: Max Status Values: Food 5% of base Affinity Dev kit: Max Satus Values: Torpor 6% of base Torpor Dev Kit: Base Food Consumption Rate, divided by 100 for percentage values. Base value of 180 is extrapolated. Rate multiplied by 180 Dev Kit: Knocked Out Torpidity Recovery Rate Multiplier (Base value is 0.1) 2% of depletion at level 0 Took that from Kibble
Feel free to shoot any questions my way. Hope we get this calculator up and running soon. I'll see if I can find the affinity and food values for the different foodstuffs in the Dev Kit. Also, as many of you know, the Plesio is currently bugged. The level 35 has level 1 stats, but I got a level 76 one that had the proper stats for level 76. So I'm just gonna leave it like this for now. -- van_dell (talk) 14:33, 1 August 2015 (UTC)
Fantastic work! I'll respond in more detail later, I'm a bit busy this weekend. And I can't commit to a time frame on a calculator right now as I'm working on a bot to help with infobox updates etc. But after that, I'll see what I can do. -- IllegalOpcode (talk) 15:01, 1 August 2015 (UTC)
Great work of you guys! I just thought about some kind of taming calculator for the wiki, the tables are a precious help. My knowledge about Wiki:Templates and the possibilities of js in this wiki is at its beginning, but I tried to start with a base for a taming calculator. It uses Template:TamingCalculator, User:Cadaeib/tamingCalc.js, User:Cadaeib/creaturesData.js, User:Cadaeib/foodData.js. So far the problem is the input of the level (the wiki doesn't seem to allow input-tags) and I don't know how to tell the Template how to use the js-files. Any help appreciated. Cadaeib (talk) 11:49, 6 September 2015 (UTC)
I switched to lua, as I was able to run it, it's not interactive though because no js. The Template:TamingTable works by writing {{TamingTable|Argentavis|1|5|10}}, then it shows the needed resources and times for the Argentavis for the levels 1,5,10. The numbers look ok, but quite don't equal the numbers from ark-survival.net. For clarification: can I assume the torpor is full when I start taming and that I can use the full range of this initial torpor? The next TODOs are to fill the creature-table to Module:TamingTable/creatures and to verify the calculations. Later the kibbles and special-cases like the scorpion can be added. Cadaeib (talk) 20:05, 7 September 2015 (UTC)
I think the ark-survival calculator works using the extra starting torpor because the only thing you have off is the amount of narcotics used. By the way, you used the stats of the ankylo instead of the stats of the argentavis. I changed it and it almost fully reflects the ark calculator, except for a small portion of time, about enough for its torpor to fully decrease. Once you add that in all you have to do is put in another creature for the creatures page and I'll use that to copy in all the values to use myself. And how about adding the functionality of using {{PAGENAME}} if the page isn't specified and if no data exists for the animal to just abort and say no data on creature?
-- Minemodoverlord (talk) 21:13, 7 September 2015 (UTC)
Thanks for the correction of the Argentavisdata! Now the numbers look much better. Right now the initial torpor should be considered, I'll check what causes the difference. Some more creatures are added. The use of the pagename is good, I'll include that. --Cadaeib (talk) 22:11, 7 September 2015 (UTC)
The Template:TamingTable now produces good data with the data of the tables here. Interestingly the times of the ark-survival.net-calculator are pretty exactly 90% of the ones of the Template here. Can you guys confirm the one or the other time of a tame if you happen to do one? And do Narcoberries give 7.5 or 8 Torpor? I'm confused by the different statements. If these questions are answered, I guess we can can distribute the taming tables to the taming sections of the dinos by including {{TamingTable}}. --Cadaeib (talk) 16:44, 8 September 2015 (UTC)
I'm not really sure what the difference is, and BTW Narcoberries are 8 torpor, but since the numbers your table gives are still WAY more accurate than the ones we have on the pages already, I'll go ahead and add them. Now we just need the data on Mesopithecus, Gigantopithecus, and Doedicurus(and soon Pachy!) along with the food value of cooked prime/jerky and cooked meat/jerky.
EDIT:I changed some organizational things around and the tables look much better now. Disregard the idea of using jerky for taming, since no one in their right mind would do that. You could still add cooked prime though. You can maybe add advanced crops in later on.
-- Minemodoverlord (talk) 03:00, 9 September 2015 (UTC)
Thanks for including the tables! To add the Cooked Prime Meat, just add it in the 'eats' list of the Dino that should show it in Module:TamingTable/creatures. For the advanced crops until now the data of the tables (contrary to some rumors) show no advantage compared to berries, but they also can easily added by putting them to the 'eats' list. But as Mr Pie 5 stated on Template_talk:TamingTable the numbers of shown foods should not exceed too many varieties to avoid the tables to become too crowded. Consider the usefullness and frequency a kind is used. If someone gets the numbers for the inviolent tames, I'll add this taming method to the module as well. --Cadaeib (talk) 09:29, 9 September 2015 (UTC)
Just found the error: the foodDepletion base is not 180 for the dinos, but varies. Thus the calculated foodDepletionPerSecond-values in the table are wrong. The calculated numbers in Template:TamingTable now use the correct numbers. --Cadaeib (talk) 11:38, 9 September 2015 (UTC)
Okay. I've found in the Dev Kit the reason why Turtle kibbles for Brontos are OP at the moment. They give 10 food points when eaten by humans and were probably supposed to give 15. Tame Brontos fast before they fix it (had to report it, sorry)!
Where to find the Data in the Dev Kit:
Primal Item Consumable .......
Use Item Add Character Status Value / [number] / Base Amount to Add (1.5 for Mejoberry, 20 for Meat, 10/15 for Kibble, that's for humans)
Dino Settings ..... Dinoname C
Food Effectiveness Multipliers / [number] / Food Effectiveness Multiplier (6 for Kibble_Base(under "13", not "1", 20 for Mejoberry(Herbivores), 5 for Raw Meat(Carnivores))
Extra Food Effectiveness Multipliers / 0 / Food Effectiveness Multiplier (1.333 for all kibble creatures except Bronto, where it's 0.888)
So you multiply all those values to get how much food points a certain food restores. Affinity is usually overridden and no math is required. Here's the table:
Food Base amount Food EffectivenessMultiplier Extra Food EffectivenessMultiplier Resulting Food Value Affinity Acceleration Factor
Cooked Meat (Jerky) 20 1.25 1 25 25 1
Cooked Prime (Jerky) 35 1.427 1 49.945 75 1.501651817
Raw Meat 10 5 1 50 50 1
Raw Meat for Scorps 10 1.5 1 15 15 1
Raw Prime 20 2.5 1 50 150 3
Spoiled Meat 2.5 20 1 50 100 2
Kibbles:
Ankylo
Argent
Rex
Scorpion
Spino
Stego
15 6 0.888 79.92 400 5.005005005
dito as a non-favorite 15 6 1 90 60 0.666666667
Spider (unused) 15 6 1 90 60 0.666666667
Kibbles:
Boa
Carno
Dilo
Dodo
Para
Ptero
Raptor
Sarco
Bronto
Trike
10 6 1.333 79.98 400 5.001250313
Turtle Kibble 10 6 0.888 53.28 400 7.507507508
dito as a non-favorite 10 6 1 60 60 1
Vegetables 20 2 1 40 40 1
Mejoberry 1.5 20 1 30 30 1
Other Colored Berries 1.5 13.333333 1 19.9999995 20 1.000000025
Berries for Carnivores
Meat for Herbivores
as above but doesn't matter 0 0 0 0 0
Again, questions my way. I'm gonna try and figure out the numbers for the tranquilizing methods next. -- van_dell (talk) 15:40, 2 August 2015 (UTC)

Max Dino Level[]

I haven't seen a higher level than 120 on a wild dino, and in the levels section it says a dino can be leveled up to 50 times. that would mean that the max level any dino can achieve is 170, however on an official server I have seen dinos with levels higher than 170. Someone please confirm. — Preceding unsigned comment added by 46.11.5.140 (talkcontribs) at 14:38, August 28, 2015(UTC). Please sign your posts with ~~~~

The max level of a wild dino is 120 and players can further level them up to 50 times, both of these thing are correct. However, there is a third way for dinos to get levels: Taming Effectiveness can raise the level of a freshly tamed dino by up to 50%. So if you knock out a level 120 creature and feed it only kibble to keep the Taming Effectiveness at 100%, then he will gain an additional 60 levels once tamed and still have his 50 levels to gain via XP. This essentially puts the maximum official level cap at 230. --Mr Pie 5 (talk) 15:49, 28 August 2015 (UTC)
This is mostly correct. However, I have only been able to level up a phiomia from level 11 (0.1 XP) to level 60 (100000 XP), so this suggests that the current cap (V203.2) is 49 levels which would put the maximum at 229 for effectiveness-friendly tames such as Brontos. van_dell (talk) 18:35, 28 August 2015 (UTC)

Taming description[]

The current format of the taming times is rather qualitatively than quantitatively and I never know, for which levels these ranges of needed food / narcotics are exactly meant for. I suggest to make instead of the current number ranges some tables for specific levels of that dino, e.g. level 1, 50 and 100. For levels in between the user can interpolate roughly. Each table could look similar to the one below. Any suggestions?

Level 50 Narcoberry Narcoberry Narcotic Narcotic time
84 × Raw Meat Raw Meat 241 46 01:10:01
28 × Raw Prime Meat Raw Prime Meat 17 4 00:23:21
11 × Kibble (Parasaur Egg) Kibble (Parasaur Egg) 0 0 00:14:41

Cadaeib (talk) 18:16, 5 September 2015 (UTC)

Video Vote[]

Voting for an additional video: https://www.youtube.com/watch?v=zLh24ayz7mM — Preceding unsigned comment added by Noobletscom (talkcontribs) at 18:34, 16 December, 2015. Please sign your posts with ~~~~

Taming Effectiveness is not as effective as you think it is...[]

Tested in single player with tame speed increased 100 times normal (most if not everything will instantly tame with any food). If that's not the maximum effectiveness of taming, I don't know what is.
Taming Weapon - Ascendant and Primal Longneck Rifle with Tranquilizer Darts (to see if higher damage from the Ascendant gun was a factor in instant tame situations, it wasn't - only effected number of shots needed.)
Taming Food - Super Test Meat (always instant tame) and Kibble (Dodo) (used Kibble to make sure the Super Test Meat wasn't tainting the results)
Test Subject - Pteranodons
Tested Levels 1, 2, 4, 60, 70, 80, 90, 100, 110, and 120.
Level 1 and 2 Pteranodons gained no levels.
Level 4 gained 1 level.
Level 60 gained 29 levels.
Level 70 gained 34 levels.
Level 80 gained 39 levels.
Level 90 gained 44 levels.
Level 100 gained 49 levels.
LEvel 110 gained 54 levels.
Level 120 gained the maximum of 59 levels.

This seems pretty concrete evidence that the higher level dinosaurs will gain a larger benefit from taming effectiveness than lower level dinosaurs and not only that but there is a maximum number of levels during taming that can be gained based entirely on the level of the dinosaur in the wild.

Sulhir (talk) 02:19, 14 March 2016 (UTC)

Hi Sulhir, thanks for your testing. This information is already written on the page (Taming#Taming_Effectiveness): The bonus levels for a creature with level L and taming effectiveness TE are floor(L x TE /2). Maybe it's not clear enough, though. Do you have suggestions how to improve that paragraph? --Cadaeib (talk) 09:28, 14 March 2016 (UTC)
I didn't even look at said page, I just found this to not be common knowledge among my dinosaur friends so decided to add it here. Sulhir (talk) 02:53, 15 March 2016 (UTC)

Request new section or page about unclaiming dinos[]

There's no article or section about unclaiming dinos on the wiki. Could someone with the time and desire be so kind to make this? I would do it but I don't have much on the topic except some web ramblings. Thank you! 217.121.65.15 17:14, 31 December 2016 (UTC)

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