Tides of Fortune adds the Hand Cannon, Cargo Ledger, Bounty Board, player Market, Aquatic Compartment and the new ships, while the Genesis engram set brings back the Mining Drill, Tek raiding tools and creature saddles. Most are utility and quality-of-life; the raiding value sits in the Cruise Missile and Tek gear.
The Tides of Fortune drop is one of the larger content additions ARK Survival Ascended has seen, and it lands alongside the full Genesis engram set finally coming back. There is a lot bundled in here - a paid cosmetic and utility pack on one side, and a stack of returning Genesis engrams on the other - so it is easy to lose track of what actually changes your day-to-day. Below is the practical rundown: what each item does, the numbers worth remembering, and how the useful pieces read on Small Tribes.
Note: This is a fresh drop and several systems are still rough around the edges. Treat the values here as the current build, not final tuning, and expect a few of the newer structures to behave inconsistently until they get patched.
The pack itself is a paid addition. You can review the full engram list in-game under the Tides of Fortune tab of your engram points before committing to it. The headline additions are:
Hand Cannon - a utility pushback weapon that fires Grape Shot.
Cargo Ledger - a searchable readout of every nearby container's inventory.
Bounty Board - tiered kill contracts that pay out in Hexagons.
Market browser - a station for trading items with other players for Hexagons.
Aquatic Compartment - lets you hold water, and aquatic creatures, on land.
Aquarium - a cosmetic display tank for fish-basket creatures.
Shipyard and ships - the Sloop and Brigantine now, with the Galley coming later.
Tide Pup saddle, decorative lights, and ship cannonballs.
The Hand Cannon is the first genuine utility firearm since the crossbow. It only accepts one ammo type, and its job is repositioning things, not killing them.
Detail
Value
Ammo
Grape Shot only
Grape Shot cost
1 Metal + 6 Gunpowder per round
Effect
Knocks any creature or player back a few feet, regardless of size
Damage
~537 on a high-roll cannon; roughly 200-300 per shot around 300% melee
Spread
None - flat damage and range, no shotgun falloff
The pushback ignores creature size entirely - it will shove a player, a Diplodocus or a Megachelon the same short distance. There is one quirk worth knowing for movement: firing it while airborne launches you as well, while firing it on the ground leaves you planted. Reload is on the slow side, so players who lean on it tend to carry several pre-loaded and swap between them to move something quickly.
Tip: Because the knockback is size-agnostic, the Hand Cannon is more of a positioning tool - peeling a creature off a target or nudging a tame into place - than anything you bring to a fight for damage.
The Cargo Ledger is the standout quality-of-life addition for anyone with a cluttered base. It ties into up to 100 nearby structures and gives you a single searchable window into all of their inventories, with a live resource readout.
Search "flak" and it surfaces every piece of flak across those containers; search a saddle type and it lists each one and where it sits. In practice it removes most of the pressure to keep vaults perfectly sorted, since you can pull anything from one point. The range is generous. For a raiding tribe juggling dozens of vaults and dino boxes, this is a real time saver rather than a novelty.
The Bounty Board posts kill contracts across three difficulty tiers, from a low gamma tier up to an ascended-level tier. Completing one pays Hexagons, and the top tier can drop an Ascended contract whose rewards mirror the higher map chests. You can claim several bounties at once, and the board refreshes on a timer.
Example contract
Reward
Kill 100 Tapejara
5,000 Hexagons (top-tier, yields an Ascended contract)
Kill 25 Ravagers
4,000 Hexagons
Kill 5 Arthropleura
Mid-tier Hexagon reward
Single lower-tier targets (Equus, Oviraptor, etc.)
Small ramshackle-tier rewards
Note: The economy here is questionable at launch. Something like 5,000 Hexagons for 100 Tapejara kills is poor value next to farming Hexagons through mission and wave content, so treat the board as flavour and easy pickups rather than a serious grind - at least until the payouts are retuned.
The Market browser is the pack's trading hub. It runs on Hexagons: you can spend them on chibis, engram points, loot crates and resources, with Element priced at 1,000 Hexagons each. You can also list your own items - set a quantity and a unit price, then let other players buy or request them.
Warning: The listing side is buggy at launch, and single-player sessions in particular struggle to save listings correctly. Expect the trading flow to be rough until it is patched, and do not rely on it for anything time-sensitive yet.
The Aquatic Compartment brings water inland the way Tek moon pools do, letting you keep aquatic creatures inside a base. With a cryo fridge in range you can cryopod an aquatic tame straight out onto land instead of needing open ocean. It draws power and holds what the game treats as pseudo-water - a Water Intake will not register it as a real source.
Warning: The power dependency is intentional, so plan around it. If the compartment loses power it runs a short deactivation timer (around 25 seconds), after which the water drains and anything inside dies. Demolishing a compartment with a creature still inside also kills it. Keep it on reliable power, and cryo your tames out before you demolish.
The Shipyard unlocks buildable ships. Two are live now - the small Sloop and the larger Brigantine - with a much bigger Galley planned. Each is effectively a mobile platform: operable cannons, multiple build areas, room for creatures aboard, specialised ammunition, and per-ship levelling that unlocks special abilities. There is enough depth here that ships really warrant their own guide, but the short version is that together they let a tribe control the water rather than just cross it.
Alongside the pack, the Genesis engram set returns. Some of these are the real power items. Check the Genesis tab of your engram points to see exactly what unlocks.
Mining Drill - a major harvest multiplier as long as you keep Gas in your inventory. One of the first things to grab.
Cruise Missile - a nameable, fast projectile built to pop turrets. Detonate it by pressing E near the target or by ramming a solid structure.
Tek Grenade Launcher - fires narcotic, Tek, gravity, smoke and cluster grenades in quick succession, without the risk of a live grenade going off in your hand.
Tek Claws - melee weapons that ramp damage as your attack speed builds, with a heavy bonus against Tek structures. Strong on a dedicated melee build.
Ammo Box - auto-refills nearby turrets that run dry; mostly a PvP convenience.
Tek Sensor - automates nearby devices and structures.
Magmasaur and Astrocetus saddles plus the rest of the Genesis Tek line.
Note: The Tek Hover Skiff came back heavily nerfed and is slow enough now that it is hard to justify over other options.
Of everything in this drop, the Cruise Missile is the piece most likely to matter in PvP. It does little to players and only moderate damage to structures, but against turrets it is brutal - which is exactly the point.
Target
Approx. damage per missile
Heavy Turret
~15,000
Tek Turret
~1,000
Metal structure
~2,000-3,000
It moves fast and can be stuck to a structure without immediately detonating, which makes it genuinely useful for wedging into cave corners and tight raid approaches before you trigger it. As a turret-popper it slots neatly into an existing raid kit rather than replacing anything.
None of this is outright broken, but the priorities are clear. For base builders and PvE, the Cargo Ledger, Market and ships are the additions you will actually use every session. For PvP, the returning Genesis Tek set - Cruise Missiles, the Tek Grenade Launcher, the Mining Drill for faster prep - carries far more weight than the pack's utility structures. The Bounty Board payouts and the launch-state Market are the parts still rough enough to wait on.
If you would rather skip the grind and jump straight to a stocked base, Layeh's Market carries boss-ready tames and item kits and resources to get you raiding-ready. Join the Discord to check current stock and availability.
FAQ
Common questions
Is the Tides of Fortune pack worth buying in ASA?
For PvE and base builders, yes - the Cargo Ledger, Bounty Board, Market and ships add real quality of life. For pure PvP the standout is raiding utility from the returning Genesis Tek set rather than the pack itself.
What ammo does the Hand Cannon use?
Only Grape Shot, crafted from 1 Metal and 6 Gunpowder per round. It is a utility pushback weapon, not a damage weapon.
How much damage does a Cruise Missile do to turrets?
In the current build a single Cruise Missile deals roughly 15,000 damage to a Heavy Turret and about 1,000 to a Tek Turret, plus a few thousand to metal structures. Its whole purpose is popping turrets.
If the guide tells you the grind is bigger than the reward, the marketplace can turn that checklist into a private Discord ticket with availability confirmed before ordering, delivery timing and a clear quote.