ARK: Breeding Guide
Pointers and information for the players who want to breed on our Cluster.
Last updated
Pointers and information for the players who want to breed on our Cluster.
Last updated
Wild creatures presented below are Max spawn levels. Though Rare to find on the Servers.
Wild creatures before taming is 210 Wild Tek creatures before taming is 253 Max Base Wild Wyverns & Drakes {except HEIRS} = 266 Max Base Wild HEIR Wyverns = 315 Max Base Wild Voidwyrms = 266
Tamed creatures presented below are Max spawn (shown above) with a taming bonus for a perfect tame.
Tamed Max creatures =315. Tamed Max Tek creatures =379 or 380. Tamed Max Wyverns & Drakes {except HEIRS} =399 Tamed Max HEIR Wyverns =472 Tamed Max Voidwyrms = 398
Stolen Egg dinos: Wyverns Max level of eggs found in the wild = 266 Drakes Max level of eggs found in the wild = 266 Deinonychus Max level of eggs found in the wild =210 Magmasaur Max level of eggs found in the wild =210
Tamed Creatures can level up 88 times. Once your creature has reached this limit, they will not be able to level up anymore.
On our servers, Creatures have NO hard-capped limit on breeding. Levels of 1750 to 1800 is possible (maxing all stats at 254 x 7stats=Maxed out dino of 1750) .
PLEASE NOTE: Once you have reached a Dino with 255 in each stat value. You realistically cannot add any more domestication level points into that specific stat. If done, the stat will revert to a LEVEL ONE DINO value in that stat. And you will lose all the value of months of breeding..
Tamable creatures introduced in the Genesis DLCs, R-Creatures and X-Creatures, and Lost Island's Dinopithecus are the only exception, they can go over the 1750 up to 1800.
There is very little way that we as a cluster can get the stats online for the creatures, so in place of that we offer the following app that is useful for Breeding Plans.
These are the Settings on Our Cluster, for the Smart Breeder App:
Here is the Manual for using the Ark Smart Breeder App.
A: Short answer, yes. Breeding can yield you some incredible dinos, far stronger than you would get via taming.
A: That depends on what kind of dinos you are breeding. Mammals require no air conditioning, while eggs do. Some dinos take longer than others, etc.
A: The stats that can be passed on will be post tame stats that you have not put any points into. (BASE STAT LEVEL) Say you tame a dire wolf. You knock it out and see it has 1000 HP. You tame it and it ends up with 1800 HP. You then level up the dire until it has 2400 HP. When you breed it, the baby would pull from the 1800 HP stat.
A: Depends on the day. Sometimes I only bother with 189+ other days 200+.Its all RNG, but if you're going for stats. 189+.
The first step of breeding is having two opposite sex creatures of the same species for mating. Original, Tek, Aberrant, X, R, PE, and other MODDED variants of creatures count as separate species, and as such, cannot be cross-bred. They must be bred with their own variant. "On our servers using a soul trap will show the creatures variant" Most creatures can be bred; those few that cannot are listed in this article, Sterile Creatures for more information. "On our servers using the s+ mutator pulses for assign gender, etc. Will make most creatures able to breed."
Always be prepared for having more than one baby to be born upon incubation/gestation completion. There is a 10% chance of twins, and a 2% chance of triplets.
It has been confirmed that there is no creature in the game capable of affecting chances of mutations, twins and triplets.
Glamour Levels - Many Dino’s are specialists in a specific task. Thus you focus on two or three stats to Prioritize in capturing your first group of breeding stock. Three are always two to three stats that are completely useless to this dinosaur. So elevating or stacking stats as you breed in these stats is strictly to elevate your dinos max level as you breed up. These levels pretty much mean nothing and thus we call them our "Glamor levels''
Note that the levels a wild animal wastes in the movement stat is remembered and passed on during breeding. Thus two siblings with seemingly identical stats might have different levels if one of them inherited a higher movement stat than the other. This has one practical advantage: a higher torpor level.
Warning! When a Dino is transferred between servers, a breeding Cool Down is added on both male and female. This does not affect Males unless you try to gender swap them at the mutator. All creatures can take up to 24 hours to be able to breed again depending on the transfer cooldown timer.
Below is a very good stat tool to help you decide if this a dino you want to capture. Be sure to set it for Jp's Server Tweaks Mod. and use the slider to set the dinos level. This works for both wild and bred dinos.
Below is a tool for calculating how many females for your breeding process.
To maximize the stats of the offspring, specialized parents with a good value in few stats are needed. The more specialized a creature is in one stat, the higher it can be. To get a really good breed you need 6 creatures, each with a high upleveled (only the wild-leveling counts here) different stat. After at least 3 generations a creature with the best of the stats can be bred.
The spawn of two dinosaurs will inherit the "natural" stat levels of its parents. Natural stat levels are the levels in each stat after it has been tamed but before it gains any stats through leveling-up by a player. There is a 55% chance of inheriting the stronger stat of each parent. This means you have a certain percent chance of obtaining a 100% perfect (meaning with only the higher stats of both parents) creature from both parents from each mating.
The stat-values (not the stat-levels) of the offspring are calculated like for a creature that was just tamed with a 100% taming effectiveness with the taming effectiveness bonuses applied. This means that an offspring can have higher values than its parents in stats that get a bonus from taming effectiveness (for most creatures this is Melee Damage and sometimes Food). See also Creature stats calculation for how the values are calculated from the stats.
The resulting level of the baby is the sum of wild level-points (i.e. level of the creature directly after taming) spent in the inherited stats by its parents. Assume for example, that one (highly unusual) parent has only leveled up in Health 40 levels and nothing else, while the other parent leveled up only in weight 30 levels. If the baby happens to inherit these higher stats, it inherits 70 levelups giving it level 71 with its starting level. Other possibilities are a level 41 Baby with only health leveled up, a level 31 baby with only weight leveled up or a baby with level 1 and nothing leveled up.
The (practically impossible to reach) maximum of levels a baby can get would be 223 level ups (149 natural + 74 by taming bonus (TE of nearly 100%)) in each stat, with 7 stats summing up to level 1562 (223 level ups in 7 stats plus the starting level: 223 x 7 + 1 = 1562).
One would need to find an average of 2.863×10^188 number of any creature to get all 223 wild stats put into any specific stat, assuming all levels have the same chance of spawning [1/((1/7)^223)].
For this process it’s not important that after some time your male will have more then 20/20 mutations. As long as your female has 0-19/20 on the matrilineal side you can always get a mutation. The female dino provides a possible mutation and the male dino better stats.
Remember if both creatures have 20+/20 mutation in their respective side (male on patrilineal and female on matrilineal side) you can’t get a new mutation. This is when you move to the Unlimited Mutations Glitch described below.
When a mutation occurs, two things always happen; a stat is selected at random and 2 wild levels are added to the "chosen" parent's current stat level and the mutation counter is increased by 1 (over the originally calculated sum), and a color region is randomly selected to apply a random color to. This article will only cover the latter, see Mutations and You for further mutation information.
This region could have been any of the 6 used in Ark, even if that species doesn't make use of that region (it's not visible). Once a region has been chosen, a color within the current size of the color definitions array is chosen, completely at random. This color is chosen by doing rand(num_of_color_defs) + 1
, randomly selecting a value between 1 and the current number of color definitions in the array. This means that you cannot get the Nude
color and that you cannot get the dye colors on unmodded servers.
The random color has an equal chance of being a "vibrant" color as it does any other color. The code selects an index that corresponds to the colors listed in the definitions array. You can very easily end up with a color that your creature could have spawned with naturally or even the same color it had originally, it's all up to RNG.
PLEASE NOTE: Once you have reached a Dino with 255 in each stat value. You realistically cannot add any more domestication level points into that specific stat. If done, the stat will revert to a LEVEL ONE DINO value in that stat. And you will lose all the value of months of breeding. (Thank you @KnowVandal for the science of the equation for The PACK servers.)
The Above Section on "In-Depth look at Breeding Super Dinos" is from the ark.wiki.gg site and edited to fit our server clusters Base stats.
The mutations counter is a 32 bit signed integer. If your pet has 1 mutation, in binary he has 00000001 mutations. If you mate them with another 1 mutation pet, he will have 2, or 00000010 mutations. If you inbreed that generation, you have: 00000010 + 00000010 = 00000100 mutations, or 4. Do it again, you have 00001000 mutations, or 8. As you can see, every doubling of mutations moves the 1 left. Now, for a little bit of computer fun, computers don't use the 32nd bit of a signed integer as a quantity, they use it as the positive or negative sign. 0 = positive. 1 = negative. So, what happens after our 31st generation of inbreeding? 01000000 00000000 00000000 00000000 (1,0731741,824 mutations) + 01000000 00000000 00000000 00000000 (1,0731741,824 mutations) = 10000000 00000000 00000000 00000000 ( -2,147,483,648 mutations) Yes, that is negative 2,147,483,648 mutations. (for computer math reference, negative 1 is binary all 1s, all 0s is the 'biggest' negative number) if you inbreed that generation, the 1 is pushed off the 32 bits containing the integer and we're back at 0.
So, what if we've got a super breeding line at its cap of 20 mutations? Well, simply inbreed them 28 generations, overflow the counter, and since a negative number is always less than 20 they can start to get mutations again.
The Above Section on "Unlimited Mutations Glitch (Dirty Breeding)" is from Redit user: Wulf2k, February 28, 2019 and edited to fit our server clusters Base stats.
Each species is defined as having two color sets (one male, one female). These color sets are separate assets from the species themselves and define the default colors each creature can spawn with in the wild only. A color set contains the ColorSetDefinitions
, an array of 6 color set definition entries. Each entry contains a RegionName
, an array of ColorEntryNames
, and more recently RandomWeights
, MinLevel
, and MaxLevel
arrays.
The RegionName
is supposed to represent the region of a species the region would map to, however, it appears that the developers have used a cheat sheet of shorts that they just copy/paste from that sets the region name as something along the lines of Dark All -Nn
to correspond to the list of color entry names. The entry names contains a list of strings that correspond to the ColorName
a creature can spawn with. The strings are then referenced against the Color Definitions Array when a creature is spawned. However, this list is prone to typos.
Event color sets, like the one used for Valentine's Day, work exactly the same way. The only exception is a creature will not naturally spawn with one of these specialty color sets. Part of the event code contains an override that any creature spawned will have a 10% chance of using the event color set as opposed to it's natural colors. [NOTE] New code has been introduced so that Unofficials can set the % higher on Event colors. As long as the event is active, newly spawned creatures will have a chance to use the event color set. Disabling the event does not remove the event colors.
As a reminder, color sets only apply to creatures that are not bred but instead either wild spawned or spawned with admin commands. They do not restrict mutation colors or the ability to manipulate the color region colors with commands or mods
Deutan color blindness (also known as deuteranomaly) is a type of red-green color blindness in which the green cones in the eye detect too much red light and not enough green light.
As a result red, yellow, green, and brown can appear similar, especially in low light. It may also be difficult to tell the difference between blues and purples, or pinks and grays. Learn more about Deutan and other types of color blindness.
Protans are people with protanomaly, a type of red-green color blindness in which the red cones do not detect enough red and are too sensitive to greens, yellows, and oranges.
As a result, greens, yellows, oranges, reds, and browns may appear similar, especially in low light. It can also be difficult to tell the difference between blues and purples, or pinks and grays. Red and black can be difficult to differentiate, especially when red text is against a black background. Unless Protan glasses are used, it can be challenging to tell them apart.
Tritan-type color vision is characterized by a loss of color discrimination for shades of blue and yellow. Tritanomaly, causing reduced blue sensitivity and Tritanopia, resulting in no blue sensitivity, can be inherited or acquired; the inherited form is a rare autosomal recessive condition. More commonly, tritanomaly is acquired later in life due to age-related or environmental factors. Cataracts, glaucoma and age related macular degeneration could cause someone to test as a Tritan. People with tritanomaly have reduced sensitivity in their blue “S” cone cells, which can cause confusion between blue versus green and red from purple.
We’ve all heard of some people being color blind and how the condition impedes your color vision, but how many of us have heard of tetrachromacy? This is a condition affecting your color vision which enables you to see around 100 million shades of colors. To put this into perspective, the average person with standard color vision sees approximately 1 million different hues, while somebody who is color blind may see as few as 10,000 colors.