Ark How to Get a Baby Parasaur Xbox One Gameplay
" | Infant is born. Babe is killed. Baby is dinner. (Babies are proficient source of Prime Meat)... | „ |
~ Drake on Baby Creatures |
Breeding is a feature of ARK: Survival Evolved that allows players to breed improved creatures through Eggs with non-mammals and gestation with mammals. Eggs do non accept an owner, so it's possible to steal eggs laid by other survivors' creatures.
Newborn creatures are simply claimed (imprinted on) and do non require the usual taming processes associated with wild creatures. Anyone can claim a newborn. This must exist washed promptly, along with feeding it, as babies can dice quickly from hunger.
Contents
- i Breeding Mechanics
- 1.1 Preparing Mating
- 1.i.1 Mating Requirements
- 1.one.2 Mating Range While Wandering
- i.2 Mating
- 1.two.1 Special Weather of Mating
- one.2.2 Mating Expect Interval
- 1.iii Incubation
- 1.3.i Managing Temperature
- 1.3.1.one Glued Eggs
- 1.3.i Managing Temperature
- 1.four Gestating
- one.5 Claiming
- 1.6 Caring For Babies
- one.6.one Caring for Baby Carnivores
- ane.vi.two Caring for Babies from Egg-simply Tames
- 1.6.three Special Caring
- i.6.3.1 Reaper Rex
- one.six.3.ii Imperial Griffin
- 1.half dozen.3.three Beelzebufo
- 1.6.4 Food Values
- i.7 Maturation Phases & Food Consumption
- 1.7.1 Notes
- 1.8 Imprinting
- 1.9 Sterile Creatures
- 1.1 Preparing Mating
- 2 Times for Breeding
- 3 Stats of the Offspring
- 3.i Example
- 3.2 Corporeality of higher stats and chance of obtaining them when hatching
- 3.three Finding the All-time Parents
- 3.3.1 Wild Stats Level-up
- 3.4 Level of the Offspring
- 3.4.i Example
- iv Notes/Trivia
- 5 External Video Tutorials
- half dozen References
- 7 External links
Breeding Mechanics [ ]
Preparing Mating [ ]
The commencement step of breeding is having 2 opposite sex creatures of the aforementioned species for mating. Original, Tek, Abnormal, X, and R variants of creatures count as separate species, and as such, cannot be cross-bred. They must exist bred with their ain variant. Most creatures can be bred; those few that cannot are listed at the bottom of this commodity. See Sterile Creatures for more data.
E'er be prepared for having more than 1 baby to be born upon incubation/gestation completion. At that place is a 10% adventure of twins, and a 2% gamble of triplets.[1]
It has been confirmed that there is no animal in the game capable of affecting chances of mutations, twins and triplets.[2]
Mating Requirements [ ]
For creatures to successfully mate, they must be:
- of same species
- of opposite sex (one male and one female person)
- inside mating range of each other
- wandering or gear up to mate (Enable Wandering or Enable Mating must be enabled on both creatures)
- not following anything (Disable Post-obit on both creatures)
- unburdened (the creatures must not be conveying so much weight they are unable to move)
- not mounted
- not spayed/neutered
- not having a mating cooldown (once mated females have a mating cooldown interval before they can mate once more, the cooldown tin as well be triggered when transferring the creature between Arks)
Mating Range While Wandering [ ]
If using the Enable Wandering method to allow for mating, and then steps need to be taken to maintain the mating range, which varies between species and is loosely based on the size of the adult animal. If the mating pair wander outside the mating range, so mating is stopped and mating progress is reset.
Building a pen of a suitably small size to keep the wandering creatures within mating range of each other is 1 common approach.
You can also use the "Whistle Terminate (All)" control ( U on PC). This halts all creatures within the area to stop moving, fifty-fifty ones that are enabled to wander. It's best to use the whistle every fourth dimension the brute starts to move once again, or to prevent the creatures from e'er moving, whistle constantly. While this method doesn't demand a pen, it does need you lot or a tribe member to stay there and constantly whistle. This may be more than helpful if one survivor is constantly whistling not to move, and another survivor enables the creatures nearby to wander. In this way, you lot tin can achieve mass breeding in an area without ever edifice a pen, or moving creatures.
To initiate convenance of a pair past yourself, whistle both creatures to follow you, then enable wandering. So, disable following on both. This prevents them from walking around in the meantime.
It is possible to utilise the Dino Leash, to restrict the range for mating. And then no mating pen is needed.
If you practice not desire to build a pen, whistle or use a ternion; then you lot can but use enable mating instead, this will make the creatures stand even so and and so they will showtime to mate.
Mating [ ]
When the above weather condition are all met, a small red center icon appears over the heads of the mating creatures, and a mating bar appears on the female's HUD (await at the female person to reveal the HUD). The HUD also indicates which creature they are mating with. Ensure the mating animals remain close together, as otherwise the mating stops. Due to server lag and game mechanics, the mating bar does non continuously update in real time. Additionally, mating multiple females to a single male at the same time can brand this worse. Patience is advised as the bar moves in leaps and bounds.
Once the mating bar is completed, non-mammalian females drop a single fertilized egg , and mammalian females get-go gestating.
If there are too many tamed creatures in the server or in the tribe, the pair will refuse to mate until there is a costless spot.
Special Weather condition of Mating [ ]
Some of the creatures will simply mate when certain atmospheric condition are given.
Mating Wait Interval [ ]
Females cannot mate over again until a mating expect interval has passed (Cryofreezing them volition still continue the mating interval cooldown). This interval is indicated on their HUD.
The mating interval starts after the creature has laid the egg or gestation has completed. The mating interval is as well started for female creatures that are transferred between servers. Males tin mate at whatsoever time.
Incubation [ ]
- Main article: Incubation
The fertilized egg itself only begins Incubation when dropped onto the floor/ground or placed correctly in an Egg Incubator (Genesis: Role 2). When incubating, a Fertilized Egg must be kept at a certain temperature range depending on the species (this also factors in insulation). If outside of this temperature range, incubation won't make progress, and it loses "Fertilized Egg Health" over time and is destroyed if this reaches zero. This is all indicated on the HUD when looking at a Fertilized Egg, forth with its parents.
You can always "pause" the incubation by picking up the egg and putting it in a Fridge, Preserving Bin or other Inventory.
The post-obit eggs are an exception due to the nature of how it is obtained (no health loss in inadequate temperature area):
If at that place are too many tamed creatures in the server or in the tribe, the egg will continue to incubate with no timer information, but letting it hatch will not yield a baby.
Managing Temperature [ ]
The best method to ensure eggs are at an appropriate temperature for incubation is through insulation. Employ one or more than Air Conditioner, Dimetrodon, Kairuku or Otter. Six Air Conditioner should piece of work for all eggs but eight is ideal for when there is a heat/cold storm. You might need up to 14 or more Air Conditioners for larger eggs such as the Giganotosaurus, or the Wyvern in Scorched Earth or Ragnarok. The Rock Drake in Aberration requires at least fifteen Air Conditioners due to its very cold incubation requirement. Whereas the Deinonychus from Valguero needs a rough 23 Air Conditioners in the snow considering of its farthermost heat required.
With the release of Genesis: Part 2, the introduction of the Egg Incubator (Genesis: Part 2) allows for nonetheless another style to incubate eggs.
Another style is to tame a scattering of Dimetrodon. These seemingly useless finned creatures are actually 1 of the best sources of insulation in the unabridged game. The higher their melee damage, the higher their insulation bonus is; at ~yard melee damage, it tin even raise Wyvern eggs. The insulation result stacks with other Dimetrodons, so if one isn't enough to practise the job, try two, or iii, or more. Far cheaper to maintain than the expensive air conditioners, these guys are mobile and only need meat, compared to the stationary air conditioner that also needs electricity to run. However, everything has its drawbacks: the Dimetrodon is slow and hard to send on human foot; they are hard to tame due to where they spawn and their fast torpor drop. Still, information technology is worth the risk, especially on Aberration, where Rock Drake Egg would normally require many air conditioners.
At the beginning of the game, when the Air Conditioner or Dimetrodon are non even so available, use a heat source to regulate the egg's temperature. Standing Torch, Torch, Campfire, Industrial Cooker, and stone fireplace work well. However, they all have the downside of providing negative Heat Tolerance, making careful management necessary, or going to colder areas to make the gap between cold resistance and heat resistance bigger. You may demand four or more torches, depending on the biome and the egg.
Since temperature gradients can be very farthermost between regions, easily reaching xx °C or more, you lot tin can attempt and find a nearby biome where the temperature is closer to the eggs' platonic point; this is usually in the biome that spawned the creature. Early on in the game, it is easier to find a biome that is also common cold (e.g. near the coast) and oestrus the egg with torches, rather than trying to absurd down a hot biome.
As Fertilized Eggs don't lose Egg Wellness in an inventory, and spoil incredibly slowly, yous can go along them in your Inventory or in a preserving bin/refrigerator until able to achieve the appropriate temperature needed for Incubating. This can be very useful if you settled in a region with farthermost temperatures as it'due south especially hard to cool an egg in a hot biome without an air conditioner when it gets too hot.
Glued Eggs [ ]
While nigh creature'southward egg can be moved to its suitable location if the required temperature for incubation is not suited at its current location, some of the eggs cannot be moved once laid due to its glued nature. As such, females of the following eggs must lay their eggs at locations that allows incubation without causing complications:
Gestating [ ]
During gestation, females can eat up to twice the amount of food they would unremarkably. Ensure the expectant female parent has access to enough of food during gestation to avoid losing the infant.
The baby volition need firsthand attention to survive, and then be sure to exist there at the time the gestation ends.
Trying to put a gestating female parent into a cryopod will terminate the pregnancy.
Claiming [ ]
Babies are hatched/born unclaimed, and then a survivor must "merits" them immediately afterwards birth by getting close to them, looking correct at them, and pressing the "use" key ( Eastward , , ) to banner them, otherwise they can be claimed by other survivors. The only exception is the Reaper Male monarch, which can only be claimed by the survivor who "gave birth" to it; no other survivor including the birthgiver's tribe mates tin can merits it.
Warning: Pets set on ambitious attack unclaimed creatures every bit presently every bit they are hatched/born. Whistle "Passive" or claim babies quickly to avoid this. Besides Tek Shields will 'shunt' unclaimed babies out of their radius.
- As of 264.v, Motorcar Turrets and Plant Species Ten set to "Players and Tamed Creatures" will Non attack unclaimed creatures after they are hatched/built-in. You tin safely identify turrets inside a hatching pen without fearing for babies' lives.
If babies are non very promptly claimed then fed they can apace die from hunger.
Yous can command the hatch timing of fertilized eggs using a Preserving Bin or Fridge. This is not an option for live birth creatures, so make sure to time the mating and gestation accordingly.
Caring For Babies [ ]
Young animals accept pregnant time and intensive care, particularly during the "Baby" stage; if you're decorated, don't breed your creatures right away. Alternately, y'all can only put the newborn baby into a cryopod for later. Most creatures will require the better function of a weekend to raise.
New babies follow the nearest survivor if one is within a reasonable range, and so survivors will probably desire to disable these settings. New babies have extremely low health, carrying capacity and food, so survivors need to carefully feed and take care of them in their showtime moments of life, or they'll soon die. The creature must be fed past calculation food to their inventory. In one case they reach Juvenile phase of their maturation (10.i%) they tin consume from a Feeding Trough or Tek Trough to ensure the brute has a sufficient food supply. The maturation progress and phase is shown when looking at the animate being.
Babies dynamically gain more HP, food capacity, and conveying capacity as they mature over time. They need lots of food because the babies eat very speedily, so stock up beforehand while the mother is meaning/the egg is incubating.
Babies are non mountable and flee from fights. Mounts that tin can carry creatures (e.g. the Argentavis) can carry babies, which allows you lot to rapidly reposition the little ones if needed.
The Procoptodon and the Maewing are two creatures that can help with raising babies.
It takes a long time for babies to mature; breeding should merely be attempted if you or your tribe accept the time. As the infant grows, you lot will be able to exit the babe lone for longer and longer periods of time. One good utilize of a survivor's time at this stage might be crafting kibble for imprinting. If you lot will exist imprinting, the baby might request any of six different kibbles (on PC and Console) or xv different kibbles (on Mobile), so make certain you accept them on hand.
Caring for Babe Carnivores [ ]
Baby carnivores are especially difficult to heighten as it takes a minimum of 48 existent hours to mature them, and a stack of meat spoils every 26.half-dozen real hours (twoscore x 40 mins) in the feeding trough. Therefore their feeding trough must be topped up every 26 hours to proceed their evolution. Failure to do so could result in starvation to death. By using Fish Meat, this time is doubled to 53,3 hours (40 x 80 mins), although Raw Fish Meat is just half every bit nutritious as Raw Meat, and then babies will demand twice equally much meat. Creatures* will consume food with the everyman nutrient value get-go (see food table below), thus fish meat before raw meat, so mixing the 2 volition consequence in the longer keeping fish meat being eaten first. Subsequently progression to Juvenile phase, the creatures can consume from a trough, but will starve if not fed.
This is less of an issue for herbivores, because a stack of 100 berries lasts 66 real hours (two.7 days) before spoiling, a much more manageable interval. Remember not to try and feed the babies with stim or narcoberries because they won't eat them.
*Few creatures, like Baryonyx and Pelagornis volition consume Raw Fish Meat before Cooked Fish Meat and they only eat fish meat. Similarly, their offspring will merely eat raw fish meat until reaching machismo.
The use of a powered Tek Trough that tin can store more than items and acts similar a fridge extending the spoil fourth dimension is recommended.
Caring for Babies from Egg-but Tames [ ]
Babies hatched from Egg-merely taming (with the exception of Deinonychus) only takes a specific food until they fully matures. While their food drops downwards slower than other babies, feeding them with their usual nutrient will not replenish their nutrient.
Special Caring [ ]
Some babies require special caring. Furnishings can exist disastrous if not cared for properly.
Reaper King [ ]
This section is about content exclusive to the DLC: Aberration |
For details on taking care of infant Reaper King or how to obtain them, check its own article. Reaper King babies will attack any dino and whatever survivor effectually if information technology is able to accomplish towards them and volition be constantly on wander (with no options to stop wandering or follow target). It will not attack the nascency giver with Reaper Pheromone Gland effect. One time it reaches Juvenile withal, information technology will stop randomly attacking and can exist ordered similar every other baby.
Whenever the baby attacks an entity, a portion of its food will be lost.
Purple Griffin [ ]
This section is almost a characteristic exclusively available on Mobile |
Baby Griffins adopt to be secure to experience safe. While it feels insecure, information technology volition turn down to eat food from inventory or trough. For information technology to feel secure, it must be close to its mother based on the electric current ancestor, or a female person griffin with the same surname equally the infant.
Beelzebufo [ ]
Until machismo maturity, Beelzebufo babies must ever be kept inside h2o. Any attempt to pull it out fifty-fifty as Adolescent will easily kill it.
Food Values [ ]
Carnivores will only eat meat, while herbivores will merely consume berries. During the baby phase, you have to hand feed the baby until it reaches the juvenile phase. This tin can have quite a long time and so exist prepared and have time to sit down around feeding a baby.
Food | Food-Value |
---|---|
Preferred Kibble | lxxx (53.33*) |
Kibble fabricated from Prime number Meat Jerky (excluding Carbonemys kibble) | ninety |
Other Kibble | 60 |
Raw Prime number Meat / Raw Meat / Raw Mutton | 50** |
Spoiled Meat | 50*** |
Cooked Prime Meat / Prime number Meat Hasty | l |
Crops | 40 |
Mejoberries | 30 |
Cooked Meat / Cooked Meat Jerky | 25 |
Raw Prime Fish Meat / Cooked Prime Fish Meat / Raw Fish Meat | 25 |
Other Berries | twenty |
Cooked Fish Meat | 12 |
* Brontos merely gain 53.33 food points from their preferred Kibble (Carbonemys Egg)
** some creatures accept unlike values for raw meat, e.g. the Bloodstalker gains only ten for each raw meat.
*** only for Scorpions, Vultures and Mantis.
Maturation Phases & Food Consumption [ ]
Maturation Progress | Phase |
---|---|
0%-ten% | Baby |
10%-50% | Juvenile |
fifty%-100% | Adolescent |
Nutrient consumption by babies is very large and varies past the maturation progress dynamically by the following formula:
FoodPerSec = R * (1 - maturationRatio) , with R = basic food drain charge per unit
The bones food bleed rate varies per creature. For example, this value for a Male monarch babe is around R=ane.16, while the Bloodstalker has a base food drain rate of R=0.785 (further measurements needed for other creatures).
The Stone Drake has a basic nutrient drain of R = 0.1, other special creatures like Wyvern and Magmasaur may accept an equivalent nutrient consumption (not tested nonetheless).
Notation: This formula is an estimation and may non requite exact numbers (the error is around v%). `maturationRatio` is the maturation percent divided by 100.
Some Perspective: For only ane babe Rex (recall you could have twins or triplets) on an unmodified server, it volition take roughly 96 stacks of raw meat (stack size 40) to accomplish adult stage, so be certain to have plenty on hand before the baby is born!
Use a figurer to determine the needed food and time, e.1000.[3]
Notes [ ]
- Each creature seems to take a different food consumption rate that appears to change with each stage of the maturation progress (at to the lowest degree for wolves and Dodos).
Imprinting [ ]
Imprinting is a manner to improve the stat-values of a bred creature. It requires one of three interactions (giving specific kibble, cuddling or walking) every viii* hours. Just a single role player can imprint a newborn infant (whoever claims it first). There is no punishment for non imprinting, but no gain either. Any imprinting done is permanent. Accumulated imprinting values will non be lost if you miss an imprint.
If this player manages to care for the baby during the entire maturation, the creature's base stats before modifications volition be increased by 20% and, when ridden past the imprinter, it will also proceeds 30% increased damage and damage resistance.
* The fourth dimension between imprint and the corporeality of banner gained per imprint tin can change if an event is happening. Keep an eye out on the HUD for when the side by side banner is required.
Sterile Creatures [ ]
All tameable creatures are breedable except for:
Despite in-game showing the Reaper King every bit breedable, it is impossible due to how they are "tamed", with the added fact they are shown equally genderless.
In ARK: Survival Evolved Mobile, Majestic Griffin has gender and can be bred. Even so, they will but mate with members of the aforementioned house (they must accept the same two-3 last letters in their names).
Times for Breeding [ ]
Species | Incubation Temperature | Maturation Fourth dimension [(d) h:m] | Mating Interval [h:m] | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Celsius (°C) | Fahrenheit (°F) | Visual | Fourth dimension [h:1000] | Baby | Juvenile | Adolescent | Total | ||||
Min | Max | Min | Max | ||||||||
Allosaurus | 26 | 32 | 79 | ninety | 1:39 | four:37 | 18:31 | 23:08 | 1d 22:17 | eighteen:00–48:00 | |
Anglerfish | -75 | 75 | -103 | 167 | iv:59 | 3:42 | 14:48 | 18:31 | 1d 13:02 | 18:00–48:00 | |
Ankylosaurus | sixteen | xx | 61 | 68 | 2:37 | 4:52 | 19:29 | 1d 00:21 | 2d 00:43 | 18:00–48:00 | |
Araneo | four | 12 | 39 | 54 | 1:25 | two:xxx | 10:00 | 12:xxx | 1d 01:01 | eighteen:00–48:00 | |
Archaeopteryx | 16 | 20 | 61 | 68 | two:37 | one:32 | 6:10 | seven:42 | 15:25 | 18:00–48:00 | |
Argentavis | 12 | thirteen.5 | 54 | 56 | two:56 | 5:26 | 21:47 | 1d 03:13 | second 06:27 | 18:00–48:00 | |
Arthropluera | eighteen | 22 | 64 | 72 | 2:29 | 5:08 | 20:34 | 1d 01:43 | 2d 03:26 | 18:00–48:00 | |
Baryonyx | 29 | 35 | 84 | 95 | i:59 | iv:37 | 18:31 | 23:08 | 1d 22:17 | xviii:00–48:00 | |
Beelzebufo | 0 | 50 | 32 | 122 | 4:59 | 3:42 | 14:48 | eighteen:31 | 1d 13:02 | 18:00–48:00 | |
Bloodstalker | 27 | 30 | 81 | 86 | ii:56 | 5:26 | 21:47 | 1d 03:13 | second 06:27 | 18:00–48:00 | |
Brontosaurus | 28 | 31 | 82 | 88 | 4:59 | 9:xv | 1d thirteen:02 | 1d 22:17 | 3d xx:35 | 18:00–48:00 | |
Carbonemys | 30 | 34 | 86 | 93 | 1:fourteen | 2:xviii | 9:xv | 11:34 | 23:08 | xviii:00–48:00 | |
Carnotaurus | 26 | 32 | 79 | 90 | 1:39 | 4:37 | 18:31 | 23:08 | 1d 22:17 | 18:00–48:00 | |
Compy | 24 | 32 | 75 | ninety | 0:49 | 2:06 | 8:25 | 10:31 | 21:02 | 18:00–48:00 | |
Crystal Wyvern | 75 | 85 | 167 | 185 | 4:59 | ix:15 | 1d 13:02 | 1d 22:17 | 3d xx:35 | 18:00–48:00 | |
Deinonychus | eighty | 90 | 176 | 194 | 4:59 | 3:42 | fourteen:48 | 18:31 | 1d 13:02 | 18:00–48:00 | |
Dilophosaur | 28 | 32 | 82 | 90 | 1:08 | two:06 | viii:25 | ten:31 | 21:02 | 18:00–48:00 | |
Dimetrodon | 30 | 34 | 86 | 93 | 2:29 | 4:37 | xviii:31 | 23:08 | 1d 22:17 | eighteen:00–48:00 | |
Dimorphodon | 35 | 38 | 95 | 100 | 1:21 | ii:30 | 10:00 | 12:30 | 1d 01:01 | 18:00–48:00 | |
Diplocaulus | 0 | 50 | 32 | 122 | 4:59 | 3:42 | 14:48 | xviii:31 | 1d xiii:02 | xviii:00–48:00 | |
Diplodocus | 26 | 29 | 79 | 84 | 4:59 | 9:fifteen | 1d xiii:02 | 1d 22:17 | 3d 20:35 | eighteen:00–48:00 | |
Dodo | 22 | 30 | 72 | 86 | 0:49 | 1:32 | 6:ten | seven:42 | fifteen:25 | 18:00–48:00 | |
Electrophorus | 0 | 50 | 32 | 122 | four:59 | iv:37 | 18:31 | 23:08 | 1d 22:17 | 18:00–48:00 | |
Featherlight | 29 | 32 | 84 | 90 | 1:39 | 4:52 | 19:29 | 1d 00:21 | 2nd 00:43 | 18:00–48:00 | |
Gallimimus | 24 | 28 | 75 | 82 | 1:25 | 2:38 | 10:34 | 13:13 | 1d 02:27 | eighteen:00–48:00 | |
Giganotosaurus | 43 | 44 | 109 | 111 | 2nd 01:59 | 1d 00:23 | 4d 01:35 | 5d 01:59 | 10d 03:59 | 18:00–48:00 | |
Glowtail | 30 | 34 | 86 | 93 | ii:29 | 4:52 | 19:29 | 1d 00:21 | 2d 00:43 | 18:00–48:00 | |
Hesperornis | 22 | xxx | 72 | 86 | 1:30 | 2:48 | 11:13 | 14:01 | 1d 04:03 | xviii:00–48:00 | |
Ichthyornis | 29 | 32 | 84 | ninety | 1:39 | 3:42 | 14:48 | 18:31 | 1d xiii:02 | 18:00–48:00 | |
Iguanodon | 24 | 28 | 75 | 82 | 1:25 | iv:37 | 18:31 | 23:08 | 1d 22:17 | 18:00–48:00 | |
Kairuku | 22 | 30 | 72 | 86 | 1:30 | two:48 | eleven:thirteen | 14:01 | 1d 04:03 | 18:00–48:00 | |
Kaprosuchus | 29 | 35 | 84 | 95 | i:59 | 3:42 | 14:48 | eighteen:31 | 1d 13:02 | xviii:00–48:00 | |
Kentrosaurus | 24 | 30 | 75 | 86 | 2:46 | 5:08 | twenty:34 | 1d 01:43 | second 03:26 | 18:00–48:00 | |
Lymantria | 35 | 38 | 95 | 100 | 1:30 | 3:05 | 12:20 | xv:25 | 1d 06:51 | 18:00–48:00 | |
Lystrosaurus | 24 | 28 | 75 | 82 | 0:49 | 1:32 | 6:ten | vii:42 | 15:25 | xviii:00–48:00 | |
Maewing | 22 | 26 | 72 | 79 | 1:25 | 4:37 | 18:31 | 23:08 | 1d 22:17 | 36:00–96:00 | |
Magmasaur | 90 | 110 | 194 | 230 | 4:59 | 18:31 | 3d 02:04 | 3d 20:35 | 7d 17:xi | 18:00–48:00 | |
Mantis | 35 | 38 | 95 | 100 | ii:46 | 5:26 | 21:47 | 1d 03:thirteen | 2nd 06:27 | eighteen:00–48:00 | |
Megachelon | -75 | 75 | -103 | 167 | 4:59 | 9:15 | 1d 13:02 | 1d 22:17 | 3d 20:35 | 18:00–48:00 | |
Megalania | 29 | 35 | 84 | 95 | 1:59 | three:42 | 14:48 | 18:31 | 1d 13:02 | eighteen:00–48:00 | |
Megalosaurus | 26 | 32 | 79 | 90 | one:39 | nine:15 | 1d 13:02 | 1d 22:17 | 3d 20:35 | 18:00–48:00 | |
Microraptor | 24 | 28 | 75 | 82 | i:25 | 5:26 | 21:47 | 1d 03:xiii | 2d 06:27 | 18:00–48:00 | |
Morellatops | 22 | 28 | 72 | 82 | 2:29 | 3:05 | 12:xx | 15:25 | 1d 06:51 | eighteen:00–48:00 | |
Moschops | 16 | 20 | 61 | 68 | two:37 | 4:52 | 19:29 | 1d 00:21 | second 00:43 | eighteen:00–48:00 | |
Oviraptor | 26 | 30 | 79 | 86 | 1:08 | ii:06 | 8:25 | 10:31 | 21:02 | xviii:00–48:00 | |
Pachy | 24 | 28 | 75 | 82 | one:25 | ii:38 | 10:34 | thirteen:13 | 1d 02:27 | 18:00–48:00 | |
Pachyrhinosaurus | 22 | 28 | 72 | 82 | two:29 | 4:37 | 18:31 | 23:08 | 1d 22:17 | 18:00–48:00 | |
Parasaur | 24 | 28 | 75 | 82 | 1:25 | 2:38 | 10:34 | 13:thirteen | 1d 02:27 | 18:00–48:00 | |
Pegomastax | 28 | 32 | 82 | xc | 1:08 | three:05 | 12:twenty | fifteen:25 | 1d 06:51 | eighteen:00–48:00 | |
Pelagornis | 29 | 32 | 84 | 90 | 1:39 | iii:42 | fourteen:48 | 18:31 | 1d 13:02 | 18:00–48:00 | |
Pteranodon | 29 | 32 | 84 | 90 | 1:39 | 3:42 | xiv:48 | 18:31 | 1d xiii:02 | 18:00–48:00 | |
Pulmonoscorpius | 12 | 16 | 54 | 61 | 1:59 | 3:42 | 14:48 | eighteen:31 | 1d thirteen:02 | xviii:00–48:00 | |
Quetzal | 5 | 6 | 41 | 43 | sixteen:39 | 13:13 | 2nd 04:54 | 2nd 18:08 | 5d 12:16 | eighteen:00–48:00 | |
Raptor | xx | 28 | 68 | 82 | 1:59 | iii:42 | xiv:48 | xviii:31 | 1d thirteen:02 | 18:00–48:00 | |
Male monarch | 32 | 34 | ninety | 93 | 4:59 | 9:15 | 1d 13:02 | 1d 22:17 | 3d 20:35 | 18:00–48:00 | |
Rock Drake | -xc | -80 | -130 | -112 | 6:14 | 9:15 | 1d 13:02 | 1d 22:17 | 3d 20:35 | 18:00–48:00 | |
Sarco | 30 | 34 | 86 | 93 | two:29 | iv:37 | xviii:31 | 23:08 | 1d 22:17 | 18:00–48:00 | |
Snowfall Owl | 12 | thirteen.5 | 54 | 56 | ii:56 | 5:26 | 21:47 | 1d 03:xiii | 2d 06:27 | 18:00–48:00 | |
Spino | 30 | 32 | 86 | xc | 3:fifty | 7:07 | 1d 04:29 | 1d 11:36 | second 23:13 | 18:00–48:00 | |
Stegosaurus | 22 | 28 | 72 | 82 | 2:46 | v:08 | 20:34 | 1d 01:43 | 2d 03:26 | 18:00–48:00 | |
Tapejara | 29 | 32 | 84 | 90 | ane:39 | five:26 | 21:47 | 1d 03:13 | second 06:27 | xviii:00–48:00 | |
Tek Parasaur | 24 | 28 | 75 | 82 | one:25 | ii:38 | ten:34 | xiii:xiii | 1d 02:27 | 18:00–48:00 | |
Tek Quetzal | 5 | 6 | 41 | 43 | 16:39 | 13:xiii | 2nd 04:54 | 2d 18:08 | 5d 12:16 | 18:00–48:00 | |
Tek Raptor | 20 | 28 | 68 | 82 | 1:59 | 3:42 | 14:48 | 18:31 | 1d 13:02 | 18:00–48:00 | |
Tek Rex | 32 | 34 | ninety | 93 | iv:59 | nine:fifteen | 1d 13:02 | 1d 22:17 | 3d xx:35 | 18:00–48:00 | |
Tek Stegosaurus | 22 | 28 | 72 | 82 | 2:46 | five:08 | 20:34 | 1d 01:43 | 2nd 03:26 | 18:00–48:00 | |
Tek Triceratops | 22 | 28 | 72 | 82 | 2:29 | 4:37 | eighteen:31 | 23:08 | 1d 22:17 | 18:00–48:00 | |
Terror Bird | twenty | 28 | 68 | 82 | 1:59 | iv:37 | xviii:31 | 23:08 | 1d 22:17 | 18:00–48:00 | |
Therizinosaur | 26 | 32 | 79 | 90 | 1:39 | 11:34 | 1d 22:17 | second 09:52 | 4d xix:44 | 18:00–48:00 | |
Thorny Dragon | 22 | 28 | 72 | 82 | 2:29 | four:52 | xix:29 | 1d 00:21 | 2d 00:43 | 18:00–48:00 | |
Triceratops | 22 | 28 | 72 | 82 | 2:29 | iv:37 | 18:31 | 23:08 | 1d 22:17 | eighteen:00–48:00 | |
Troodon | 28 | 32 | 82 | 90 | 1:08 | 2:06 | viii:25 | 10:31 | 21:02 | 18:00–48:00 | |
Tropeognathus | 29 | 32 | 84 | xc | 1:39 | 5:26 | 21:47 | 1d 03:13 | 2d 06:27 | 18:00–48:00 | |
Tusoteuthis | 0 | l | 32 | 122 | 4:59 | eighteen:31 | 3d 02:04 | 3d 20:35 | 7d 17:xi | xviii:00–48:00 | |
Velonasaur | 28 | 32 | 82 | 90 | 1:08 | 4:37 | 18:31 | 23:08 | 1d 22:17 | 18:00–48:00 | |
Voidwyrm | 80 | 90 | 176 | 194 | 4:59 | 9:xv | 1d xiii:02 | 1d 22:17 | 3d twenty:35 | 18:00–48:00 | |
Vulture | 35 | 38 | 95 | 100 | 1:21 | 2:thirty | 10:00 | 12:30 | 1d 01:01 | xviii:00–48:00 | |
Wyvern | 80 | 90 | 176 | 194 | 4:59 | 9:15 | 1d xiii:02 | 1d 22:17 | 3d 20:35 | xviii:00–48:00 | |
Yutyrannus | 32 | 34 | xc | 93 | four:59 | 18:31 | 3d 02:04 | 3d 20:35 | 7d 17:11 | 18:00–48:00 |
Species | Pregnancy [h:m] | Maturation Fourth dimension [(d) h:g] | Mating Interval [h:m] | |||
---|---|---|---|---|---|---|
Baby | Juvenile | Boyish | Full | |||
Achatina | 7:56 | nine:15 | 1d xiii:02 | 1d 22:17 | 3d 20:35 | xviii:00-48:00 |
Astrodelphis | 7:56 | 5:26 | 21:47 | 1d 03:xiii | 2d 06:27 | 18:00-48:00 |
Basilosaurus | vii:56 | 11:34 | 1d 22:17 | 2d 09:52 | 4d 19:44 | 18:00-48:00 |
Bulbdog | 4:10 | 4:52 | xix:29 | 1d 00:21 | 2d 00:43 | 18:00-48:00 |
Castoroides | 7:56 | vi:10 | 1d 00:41 | 1d 06:51 | 2d 13:43 | 18:00-39:twoscore |
Chalicotherium | vii:56 | 8:13 | 1d 08:55 | 1d 17:09 | 3d 10:xviii | 18:00-48:00 |
Daeodon | 7:56 | 4:52 | xix:29 | 1d 00:21 | 2d 00:43 | 18:00-48:00 |
Dire Deport | three:58 | 4:37 | 18:31 | 23:08 | 1d 22:17 | xviii:00-48:00 |
Direwolf | 4:x | 4:52 | 19:29 | 1d 00:21 | 2d 00:43 | xviii:00-48:00 |
Doedicurus | 4:57 | 5:47 | 23:08 | 1d 04:56 | 2d 09:52 | eighteen:00-48:00 |
Dunkleosteus | seven:56 | eight:13 | 1d 08:55 | 1d 17:09 | 3d 10:18 | eighteen:00-48:00 |
Equus | 7:56 | iv:37 | 18:31 | 23:08 | 1d 22:17 | xviii:00-48:00 |
Ferox | ix:55 | nine:15 | 1d xiii:02 | 1d 22:17 | 3d twenty:35 | 18:00-48:00 |
Gacha | seven:56 | 11:34 | 1d 22:17 | 2d 09:52 | 4d nineteen:44 | 18:00-48:00 |
Gasbags | seven:56 | 4:37 | xviii:31 | 23:08 | 1d 22:17 | 18:00-48:00 |
Gigantopithecus | 6:36 | seven:42 | 1d 06:51 | 1d 14:34 | 3d 05:09 | 18:00-48:00 |
Hyaenodon | three:58 | 4:37 | 18:31 | 23:08 | 1d 22:17 | 18:00-48:00 |
Ichthyosaurus | 7:56 | 5:47 | 23:08 | 1d 04:56 | 2nd 09:52 | xviii:00-48:00 |
Jerboa | two:38 | 2:06 | 8:25 | 10:31 | 21:02 | 18:00-48:00 |
Mammoth | 7:56 | eight:xiii | 1d 08:55 | 1d 17:09 | 3d 10:18 | 18:00-48:00 |
Managarmr | iii:58 | 9:fifteen | 1d 13:02 | 1d 22:17 | 3d 20:35 | 18:00-48:00 |
Manta | 7:56 | 3:42 | 14:48 | 18:31 | 1d 13:02 | 18:00-48:00 |
Megaloceros | 6:06 | vii:07 | 1d 04:29 | 1d 11:36 | 2nd 23:13 | 18:00-48:00 |
Megalodon | 6:06 | 7:07 | 1d 04:29 | 1d 11:36 | second 23:xiii | eighteen:00-48:00 |
Megatherium | 7:56 | 9:15 | 1d xiii:02 | 1d 22:17 | 3d xx:35 | eighteen:00-48:00 |
Mesopithecus | two:38 | 3:05 | 12:20 | 15:25 | 1d 06:51 | 18:00-48:00 |
Mosasaurus | 7:56 | 18:31 | 3d 02:04 | 3d twenty:35 | 7d 17:xi | xviii:00-48:00 |
Onyc | 3:58 | 2:48 | 11:13 | 14:01 | 1d 04:03 | 18:00-48:00 |
Otter | 7:56 | 2:06 | 8:25 | 10:31 | 21:02 | 18:00-39:40 |
Ovis | 4:10 | 4:52 | xix:29 | 1d 00:21 | 2nd 00:43 | 18:00-48:00 |
Paraceratherium | vii:56 | 9:xv | 1d 13:02 | 1d 22:17 | 3d 20:35 | 18:00-48:00 |
Phiomia | 9:55 | four:52 | 19:29 | 1d 00:21 | 2d 00:43 | eighteen:00-48:00 |
Plesiosaur | 7:56 | 11:34 | 1d 22:17 | 2nd 09:52 | 4d 19:44 | 18:00-48:00 |
Procoptodon | 3:58 | 4:37 | 18:31 | 23:08 | 1d 22:17 | 18:00-48:00 |
Purlovia | 4:10 | 4:52 | xix:29 | 1d 00:21 | second 00:43 | xviii:00-48:00 |
Ravager | 4:10 | iv:52 | 19:29 | 1d 00:21 | second 00:43 | xviii:00-48:00 |
Reaper King | 12:00 | 7:42 | 1d 06:51 | 1d 14:34 | 3d 05:09 | - |
Roll Rat | 4:57 | v:47 | 23:08 | 1d 04:56 | 2d 09:52 | eighteen:00-48:00 |
Sabertooth | 4:10 | 4:52 | nineteen:29 | 1d 00:21 | 2d 00:43 | eighteen:00-48:00 |
Shadowmane | 2:23 | 4:52 | 19:29 | 1d 00:21 | 2d 00:43 | 18:00-48:00 |
Shinehorn | 4:10 | 4:52 | 19:29 | 1d 00:21 | 2d 00:43 | 18:00-48:00 |
Thylacoleo | 4:10 | 4:52 | 19:29 | 1d 00:21 | 2d 00:43 | 18:00-48:00 |
Unicorn | 7:56 | iv:37 | xviii:31 | 23:08 | 1d 22:17 | 18:00-48:00 |
Woolly Rhinoceros | 3:58 | v:47 | 23:08 | 1d 04:56 | 2d 09:52 | 18:00-48:00 |
Stats of the Offspring [ ]
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 information technology gains any stats through leveling-up by a thespian. There is a 55% chance of inheriting the stronger stat of each parent. This means y'all accept a certain percent chance of obtaining a 100% perfect (meaning with only the college stats of both parents) animal from both parents from each mating.
The stat-values (non the stat-levels) of the offspring are calculated like for a creature that was simply tamed with a 100% taming effectiveness with the taming effectiveness bonuses applied. This means that an offspring tin take higher values than its parents in stats that go a bonus from taming effectiveness (for about creatures this is Melee Harm and sometimes Food). See likewise Fauna stats calculation for how the values are calculated from the stats.
Case [ ]
To empathize this better, here is an instance. Allow's merely look at the melee damage of a pair of Raptors. Presume they were merely tamed with a taming effectiveness of 70% and have both already 4 levels in melee harm. The value you can run across as melee damage is according to the formula on Fauna stats calculation, the newly added actress modifier (balancing update), and the stats of the raptors
Value = (BaseStat × ( i + LevelWild × IncreaseWild) + TamingBonusAdd × TamingBonusAddModifier) × (i + TamingEffectiveness × TamingBonusMult × TamingBonusMultModifier) Value = (100% × ( 1 + 4 × five%) + 50% × 15%) × (i + 70% × 40% × 45%) Value = 127.v% × 112.6% Value = 143.6%
The offspring inherits the values of its parents. But they don't inherit the plain value, but the levels the parents spend in the stats before existence leveled up by a player. So the offspring inherits iv levels for its melee damage (as both parents accept 4 levels in this case). To get the value of the melee harm of the offspring, nosotros calculate it like before, simply this time we use a taming effectiveness of 100% (this is the manner the game gives you another bonus if you breed creatures).
Value = (BaseStat × ( 1 + LevelWild × IncreaseWild) + TamingBonusAdd × TamingBonusAddModifier) × (1 + TamingEffectiveness × TamingBonusMult × TamingBonusMultModifier) Value = (100% × ( 1 + four × 5%) + 50% × 15%) × (1 + 100% × 40% × 45%) Value = 127.5% × 118% Value = 150.five%
The offspring has like the parents iv levels in melee impairment, but with the college taming-effectiveness-bonus its value is 150.v% instead of 143.6%. The bonus is not much, but is clearly noticeable.
Amount of higher stats and take chances of obtaining them when hatching [ ]
Number of desired Stats | Probability [%] |
---|---|
6 | ii.77% |
five | thirteen.59% |
4 | 27.80% |
3 | thirty.32% |
ii | 18.61% |
1 | 6.09% |
0 | 0.83% |
Finding the All-time Parents [ ]
To maximize the stats of the offspring, specialized parents with a skillful value in few stats are needed. The more specialized a creature is in i stat, the higher it tin be. To get a actually good breed you demand 6 creatures, each with a loftier upleveled (only the wild-leveling counts here) different stat. Subsequently at least three generations a creature with the all-time of the stats tin exist bred.
Wild Stats Level-upwards
Blazon in values of a wild creature to run into on which stats it'due south emphasized. Light-green values on a loftier-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.[4]
Breeding
The stat-calculator does not work in the mobile-view, encounter here for alternatives: Apps
Note that afterward the fauna is tamed it gets bonuses on some stats depending on the taming effectiveness. This makes it hard to call back the levels on a tamed creature, so this tool is only for wild ones, only gives a first impression, how well the stats are distributed.
Level of the Offspring [ ]
The resulting level of the baby is the sum of wild level-points (i.east. level of the creature directly afterwards taming) spent in the inherited stats by its parents. Assume for example, that one (highly unusual) parent has only leveled up in Wellness 40 levels and zippo else, while the other parent leveled up only in weight xxx levels. If the babe happens to inherit these higher stats, it inherits lxx 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 babe with level one and nothing leveled upward.
The (practically impossible to attain) maximum of levels a baby can get would be 223 levelups (149 natural + 74 by taming bonus (TE of virtually 100%)) in each stat, with 7 stats summing upward to level 1562 (223 levelups in 7 stats plus the startinglevel: 223 x 7 + 1 = 1562).
I would need to find an boilerplate of two.863×10^188 number of any creature to go all 223 wild stats put into any specific stat, assuming all levels have the same chance of spawning [1/((one/7)^223)].
Annotation that the levels a wild animal wastes in the motility stat is remembered and passed on during breeding. Thus two siblings with seemingly identical stats might take different levels if ane of them inherited a higher movement stat than the other. This has one practical advantage: a college torpor level.
Note that the cap level of creature on official are 450, after this level your beast will be deleted by server restart, transferring or if yous cryo pod it.
Example [ ]
Here's an example of ii parents and possible children they can become. Child1 inherited random stats, ChildMax merely got the maximum values and ChildMin only got the lower values. You tin can see that the level of the offspring can be lower, in between or higher as the levels of the parents. The higher levelup is displayed in bold.
Displayed are but the wild levels (the ones that tin exist inherited). Levelups by the player have no influence on the stats of the offspring.
In this example the levels of Stamina are the same for both parents, and so you cannot tell which one the offspring inherited.
Mother | Child1 | ChildMax | ChildMin | Father | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 154
| Level 150
| Level 166
| Level 130
| Level 142
|
To go to the creature's level, you add up the levels of the stats and add 1, every bit all creatures start at level one.
Notes/Trivia [ ]
- Reverse to popular myths, the Oviraptors and Unicorns practice not increment chances for twins, triplets nor mutations.
- The Titanoboa, Basilisk, Coelacanth, Piranha, Sabertooth Salmon, Karkinos, Dung Protrude, Astrocetus, Lamprey and Trilobite cannot be bred when domesticated.
- However, in the existent earth all reptiles, fish, crustaceans, snails, whales, and Trilobites and Dung Beetles are able to breed.
External Video Tutorials [ ]
References [ ]
- ↑ Patch notes, v220
- ↑ ComplexMinded'southward tweet, dated Mar 4, 2020
- ↑ Crumplecorn'south Breeding Calculator
- ↑ ARK Smart Breeding
External links [ ]
- Ark Breeding Calculator (Web Application)
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Source: https://ark.fandom.com/wiki/Breeding
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