Ark Omega Ascended Mod Guide (ASA)
Ark Omega Ascended is HexenLord's port of the Ark Omega overhaul to ARK: Survival Ascended (CurseForge project 988797). It reworks wild creatures, tames, player gear and progression with procedural systems: a creature can roll one of many tiers and variants, so the mod speaks of well over a thousand versions of each species. It also brings ARPG and MMO ideas into ARK, such as set items, unique and legendary weapons, quest scrolls and boss fights built around team roles. Our database holds 301 creature entries, 531 items and 30 crafting or storage stations from the mod.
This guide checks the mod's own description and the community spreadsheet kept by its players. The mod changes often, so treat numbers as a snapshot and confirm them in the in-game guide, which the mod now calls the Omegadex.
What kind of mod it is
- Exponential, not vanilla-balanced: both you and your tames grow by multiplying, not by small steps. You start weak, and the late game has creatures with extreme stats. The author keeps the balance with simple math rather than with many hand-set multipliers.
- Long: the author expects a full run to take one to six months depending on how you play, and says no one can see all the content.
- Team boss fights: bosses are meant to be fought with a mixed group: a tank, healers, damage dealers and support. In practice those roles come from variants: an Absorbent creature soaks damage for its allies, a Fairy heals, a Frenzy or Banshee creature buffs or curses.
- Quests on two sides: players complete quests for item rewards and to raise their player rank, and tames complete their own quests for instant upgrades.
- Gear on foot: armor can be imbued with stats and resistances, so a strong player can take on bosses without a mount.
Before you start
- Settings: the mod is balanced for completely vanilla server settings. You may change anything, but expect the balance to shift. Boss strength also scales with some of your settings, such as the maximum wild creature level, so raising those makes bosses harder too.
- Other mods: do not run it with other creature mods. Its damage checks, strengths and weaknesses and item drops can be overridden or break. The current mod page also lists as incompatible: mods that edit the HUD, any mod that edits or adds creatures, Custom Dino Levels, and Der Dino Finder, which causes heavy lag.
- Optional companions: Omega Dino Storage and Omega Teleporters were part of Omega on ASE and are now separate projects. They are not required. The egg collector is no longer a separate mod: it is built into the main mod as the Omega Egg Collector.
Spyglass: taming requirements are edited on the fly, so the author recommends Nanoh's Spyglass. The mod also has its own Omega Spyglass, a level 1 engram that costs no points; it is a starter tool, not a replacement for a full spyglass mod.- Keep night time: most Nightmare variants only use their powers at night, and Nightmare bosses may not appear in daytime. A server without nights cannot finish the mod.
- Any map: when a vanilla creature spawns, a roll decides whether an Omega version appears near it. Creatures a map lacks are attached to another species' spawns, so expansion creatures can also appear on maps that do not normally have them.
- Spawn rate: the INI setting
SpawnPercent(default 50) sets how many creatures come as Omega versions. At 100 almost everything except rare spawns such as fish and
Dodos is an Omega creature, which roughly doubles your soul income. Only add the settings you actually change.
Tiers and stat multipliers
Every Omega creature has a tier, and each tier doubles the stats of the one below. Only the first six tiers can be tamed; the rest are wild only.
| Tier | Stats | Tameable |
|---|---|---|
| Basic | 1x | Yes |
| Delta | 2x | Yes |
| Gamma | 4x | Yes |
| Beta | 8x | Yes |
| Alpha | 16x | Yes |
| Elite | 32x | Yes |
| Prime | 64x | No |
| Apex | 128x | No |
| Ultimate | 256x | No |
| Ancient | 512x | No |
| Endless | 1024x | No |
| Omega | 2048x | No |
Killing a wild Omega creature drops its soul and five essence of its tier. Kibble exists for every variant group at every tameable tier, from the basic one (for example Cosmic Kibble) up to Elite Cosmic Kibble, and each tier also has its own eggs. To craft the kibble for the next tier you need an egg laid by a tame of the tier below in that group, so you climb one group at a time. It is normal to reach high tiers in one group before you tame anything from another. Vanilla creatures never drop essence or Omega eggs.
When a tame above Basic tier dies, it is sent to the Reliquary and loses one tier, according to the patch notes in the sheet.
Summoning with the Omega Beacon
Variant souls placed in the Omega Beacon summon a random sub-variant of that group, which is a handy way to fill gaps in your egg layers. More souls push the result towards a higher tier. The sheet gives the soul count with the best chance for each tier:
| Target | Souls | Chance |
|---|---|---|
| Basic | 10 | 70% |
| Delta | 28 | 70% |
| Gamma | 46 | 70% |
| Beta | 64 | 70% |
| Alpha | 82 | 70% |
| Elite | 99 | 70% |
| Boss | 100 | 100% |
Other tiers can still come out of each count, just much less often.
Paragon levels and shard values
Paragon levels make common creatures worth using in combat. Each level adds 100% to a tame's stats, shows as a Roman numeral after its name (a Fire Dodo at level 6 reads Fire Dodo [VI]), and can be added at any point: the end result is the same whatever the order of tiers, variants and levels. Levels come from a Paragon Soul of the same species: any wild Omega creature has about a 1-in-1000 chance to drop one, and the Paragon variant always drops one. A
Raptor's Paragon Soul can only be fed to a Raptor, and a unique creature can eat the soul of its own species. Soul-fed bonuses, Paragon levels included, are not passed on by breeding. Same-species kill quests were added later as another way to earn ten more levels.
Each species has a shard value used by the Paragon shard-value kill quest. It also scales two Lucky variants: an Essence creature drops shard value x tier x 50 essence, and a Soul creature drops shard value x tier x 10 souls. Base damage below is the number from the in-game guide.
| Shard value | Examples (base damage) |
|---|---|
| 40 | |
| 10 | Giganotosaurus (186), Carcharodontosaurus (98), Rhyniognatha (55) |
| 9 | |
| 8 | Mosasaurus (100), Fire and Lightning Wyvern (80), Rex (62), |
| 7 | Poison Wyvern (80), |
| 6 | |
| 5 | |
| 4 | |
| 3 | Ankylosaurus (50), Pachyrhinosaurus (38), Triceratops (32), Raptor (15) |
| 2 | |
| 1 |
The boss-sized species at value 40 have base health between 11,600 and 13,900. For comparison, the sheet lists the Rex at 1,100 base health and the Giganotosaurus at 3,300.
The variant groups
There are 13 variant groups. Each has six regular sub-variants and a rare seventh. A seventh variant can only mate with another seventh variant of the same group; the other six can mate within their group if your breeding setting allows it. Most activated powers are used with the Prone key.
| Group | Style | Some sub-variants | 7th |
|---|---|---|---|
| Cosmic | Large area attacks from the sky | Comet, Meteor, Singularity, Supernova | Anti-Matter |
| Elemental | Elemental projectiles and bursts | Fire, Ice, Water, Lightning/Storm | Barrage |
| Ethereal | Movement and stealth | Astral, Dimensional, Spiritual, Warp | Disruptor |
| Guardian | Tanking and protection | Absorbent, Collective, Reflect, Shield | Armored |
| Lucky | Rare reward creatures | Essence, Loot, Miracle, Paragon, Treasure | Cursed |
| Mythical | Size, healing, crowd control | Colossus, Fairy, Gorgon, | Druid |
| Nature | Weather and spreading damage | Blizzard, Plague, Tornado, Tsunami | Earthquake |
| Nightmare | Night-time hunters | Banshee, Ghost, Vampire, Zombie | Demon |
| Rage | Raw melee damage | Brutal, Frenzy, Rampage, Uncontrollable | Lethal |
| Resource | Living resource nodes | Element | |
| Summoner | Minions and clones | Cloner, Companion, Necromancer, Overlord | Overseer |
| Unstable | Explosions and hazards | Detonate, Explosive, Meltdown, Reactive | Nuclear |
| Utility | Base and taming helpers | Breeding, Crafting, Harvesting, Taming | Potion |
Group notes worth knowing
- Elemental: the six elements form a weakness ring. Each takes double damage from one element: Fire from Water, Water from Lightning, Lightning from Earth, Earth from Wind, Wind from Ice and Ice from Fire.
- Cosmic: a Singularity pulls enemies off the ground within 10 foundations and crushes them; a Comet deals 1000% of ability damage on a direct hit.
- Ethereal: Spiritual mounts carry ten times the weight, move twice as fast and use no stamina to move. Dimensional creatures ignore water entirely, but the sheet warns not to leave Dimensional water tames out during a server restart, as the game may delete them.
- Guardian: an Absorbent's bubble (7 foundations) sends all damage done to allies inside it to the Absorbent, which gets 15 times the normal health in exchange for much weaker attacks. Its stamina drains while the bubble is up, so bring stamina potions.
- Lucky: Essence, Loot, Miracle, Paragon, Soul and Treasure creatures can only be tamed with Unique Kibble and lose their kill reward once tamed. A Miracle kill can change server settings for a while; a Treasure kill gives nearby players a buff that reveals loot chests they pass close to.
- Mythical: a Fairy heals nearby allies by 0.5% x tier of their maximum health each second. Pygmies cannot be ridden but grow stronger in packs.
- Nightmare: Ghosts are invisible in daytime and can neither attack nor be ridden until night.
- Rage: Uncontrollables have huge multipliers but cannot be ridden, ordered or whistled; they wander off and fight on their own.
- Resource: these creatures make their resource in their inventory every five minutes (tier x 10) and take double damage from the Multi-Tool.
- Summoner: a Companion can steal the variant of whatever it kills. A Random creature can summon anything, so even a Dodo may call in an Uncontrollable Titanosaur.
- Unstable: a Reactive creature burns everything around it while wet or in the rain. To tame Reactive water creatures, use an Immortality Potion, shelter under an Absorbent, or wear high reactive resistance or the Abruption set.
- Utility: Taming creatures deal five times their damage as torpor, Crafting creatures carry the
Smithy,
Fabricator and Omega Workbench recipes, and Trackers mark nearby Omega creatures by tier. Utility bosses and gods can only be hurt by tames that have a Utility variant.
Unique creatures
Uniques are named versions of a species that carry two variants at once, with both sets of stat multipliers. The team's list has 171 of them. They are very rare chance encounters, need Unique Kibble to tame, cannot mate or be cloned, and do not lay special eggs. You can also get one with a Unique Token from the Soul Grinder. A few examples:
- Mother (Brontosaurus): Pygmy and Breeding.
- Dismay (Raptor): Meteor and Random.
- Reptar (Rex): Fire and Colossus.
- Alduin (Dragon): Thunderstorm and Eruption.
- Kong (Megapithecus): Colossus and Frenzy.
Patch notes in the sheet add that stat potions give uniques double the bonus, and that Boss, Master and Corrupt Master souls can raise a unique to Prime, Apex or Ultimate.
Armor and weapon sets
Every variant group has a matching player weapon and armor set, one early-game pair and one mid-game pair. Set items drop according to the variant of the creature you kill, while unique weapons can drop from any Omega creature. Dropped sets and uniques fall to the ground and glow. Set bonuses help the player, not the mount, unless a set says otherwise, as the Piper set does. Weapons cannot be imbued.
| Group | Early weapon + armor | Early-set NPC | Mid weapon + armor |
|---|---|---|---|
| Cosmic | Warp Bow + Gravity | Solid The Grounded | Gravitron + Beyonder |
| Elemental | Chromatic Boomerang + Tempest | Froggyman The Destroyer | Stormbringer + Vengeance |
| Ethereal | Ethereal Spear + Soul Scream | Cronatan The Hungarian | Translocator + Hollow |
| Guardian | Reflect Shield + Defender | Zee The Undying | Inversion + Diversion |
| Lucky | Fortune + Gifted | Vash The Revered | Wabbajack + Midas |
| Mythical | Hades Torch + Olympian | Eric The Red | Heartsong + Apollo |
| Nature | Icicle + Avalanche | Viral The Insufferable | Plaguefork + Oz |
| Nightmare | Phantom + Eclipse | JJ The Blighted | |
| Rage | Malice + Bloodlust | DinoDragon The Mute | Eviscerator + Reaver |
| Resource | Multi-Tool + Prospector | Flockerkill The Exalted | Shatter + Demolition |
| Summoner | Getaway Orb + Piper | Rox The Hivelord | Cloner Staff + Fellowship |
| Unstable | Boomstick + Abruption | Derpy The Unstable | Outburst + Overload |
| Utility | Qwasp The Hopeless | Eggsecutioner + Over Easy |
Early set bonuses the sheet describes
- Abruption: makes you reactive, so you deal area damage while it rains or while you are in water. The damage grows with your melee stat and the total quality of your equipped set items.
- Gifted: lets you reroll a loot chest once. The chest gets a new cost and new loot based on that cost.
- Olympian: grants Rampage, which builds damage as you get kills. The armor alone is enough; you do not need the Hades Torch.
- Bloodlust: the armor paired with Malice keeps Rampage always active, without Malice.
- Defender: a reverse Rampage that raises both your damage resistance and your damage, and resets when you deal damage.
Patch notes also say the full Over Easy set marks nearby loot chests and lets your ridden tame use all of your magic find.
The unique NPCs
Each early set has a named unique NPC tied to it, listed in the table above. Our database holds 23 NPC creature entries, including ones for mid-game sets such as Over Easy and Diversion. According to the patch notes, NPCs stay passive until attacked and then turn very aggressive, and they cannot be turned into minions. Mid-game sets drop from Prime-tier bosses, from NPCs and from stronger enemies, and mid-game unique weapons from wild Prime or higher creatures and from any boss, minibosses included.
How drops work
- Souls drop from any kill. Gear, unique weapons, charms and legendaries come from a separate drop system that only counts kills you control: your character or the mount you are riding. Tames fighting on their own, minions included, never trigger it.
- Killing on foot gives a tenfold drop chance for player equipment. It does not apply to souls or unique saddles.
- Magic Find raises drop rates: 100% doubles them, so a 1-in-25 drop becomes 1-in-12.5. On a mount it works at only 10% strength.
Breeding and eggs
- Every Omega creature lays eggs; there is no gestation. The variant always comes from the mother, and the baby's tier lands between the parents' tiers, never above the higher one.
- Omega creatures do not drop eggs passively. They must be mate-boosted, and that only needs another modded creature of the same species, whatever its tier or variant. A vanilla partner does not count.
Oviraptors raise laying rates. - All fertilized eggs share one dynamic egg that stores the parents' data. Hatch it on the ground and do not grab it the moment it drops, or it may hatch a plain Dodo. Incubators and similar structures can wipe the data.
- A Breeding creature fed unfertilized eggs of its own tier or higher, using Consume All Eggs, speeds up nearby females' mating cooldowns. Each egg adds five minutes, and the cooldown runs 1 + tier times as fast.
Quick answers
- Server transfers: tier and variant carry over to other servers running the mod; the sheet advises moving them as Soul Trapped creatures.
- Boss souls: these are glowing orbs that fall from the boss on the killing blow. Look on the ground, especially if the boss was running.
- S+ Transmitter: it cannot tell Omega creatures apart, because every Rex shares the same class name.
- Mind wipes: the mod's Dino Mindwipe potion was removed, and a wipe from another mod also removes stat potion points from your tames.
- Help: the author points players to the mod's Discord for questions, the roadmap and patch notes.
Browse every Ark Omega Ascended creature, item and station in our database on the Ark Omega Ascended mod page.
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Guides written by players
Anyone with an account can publish here, and the categories below are the ones the list filters on. These are strategies and walkthroughs; the wiki holds the stats, recipes and spawn commands they refer to.
- Beginner
- First hours on a map: food, shelter, a first tame.
- PvP
- Raiding, defending and fighting other tribes.
- PvE
- Progression without other players in the way.
- Breeding
- Mutations, stat stacking and imprinting.
- Base Building
- Layouts, placement and defences.
- Boss Fights
- Arena preparation, tames and loadouts.
- Tips & Tricks
- Short, specific things that are easy to miss.