Breeding | Charts | Nursery | Growth
What happens
when... Crossing Breeds
| | All four breeds originated from the finned breed and so the
finned gene is dominate. | | Finned | Kelpie, Dwarf, or Ghost | 25% of (Kelpie, Dwarf, or Ghost) | | Kelpie | Dwarf or Ghost | 25% chance of Dwarf or Ghost. Hybrids possible but
rare. | | Dwarf | Ghost | 25% chance of Ghost. Hybrids possible but rare. | | Hybrids-Special
rules* | | Finned | any other breed | Hybrid not possible | | Hybrid | Same Hybrid | 50% Hybrid, 25% base breed 1, 25% base breed 2 | | Hybrid | Finned | 50% Finned, 25% chance hybrid, 25% hybrid base | | *Bonded
couples receive a hybrid boost of 25%. | | Breeding
Major Mutations | | Major mutations are not genetic but are instead caused by
exposure to certain anemones. This makes it nearly impossible to produce a
lionfish or featherfin when cross breeding. Each major mutation carries remnants of this exposure in
their blood. When two major mutations are bred
together chances rise
significantly although still rare. Bonding also seems to improve the
chances although no-one has been able to explain why. | | Major Mutation | Finned, Kelpie, Dwarf, Ghost | Less than 1% chance of mutation. | | Major Mutation | Major Mutation | 10% chance of major mutation. | | Major Mutation | Bonded Mate | 20% chance of major mutation | | Breeding
Minor Mutations | | Minor
mutations have a 25% chance of passing to offspring. | | Crossing Patterns | | Any
Pattern | Same Pattern | 100% chance of that pattern | | Common | Different Common | 50% chance for each | | Common | Uncommon or Rare | 25% chance of uncommon or rare | | Uncommon | Rare | 25% chance of rare | | Any Pattern | OOAK | 25% chance of OOAK | | Spectrum Path Mutations | | Spectrum
path mutations do not pass to the offspring. These special fins and
patterns are acquired at the guild and are not genetic in any way. |
| Using
a Seaquine's Skills for Breeding. | | Medics, Doctors, Menders, Healers and Dreamers have special skills that they can
use during breeding season. You may use your skill on your own pod or
provide the service for another pod. Each seaquine can use their
skills once per level each season. | | Action | Skill | Description | | Reveal | Medic, Doctor Mender, Healer Dreamer | Allows a medic/doctor to reveal the gender of an
egg/hatchling. Allows a Mender/Healer to choose the gender of an egg. Allows dreamer to reveal the gender of an
egg/hatchling. | | Twin
Boost | Medic, Doctor Mender, Healer | Increases the chance of twins by 10%(medic), 25%
(Mender/Doctor),
or 50%(Healer). Use once per egg. | | Recessive
Boost | Medic, Doctor Mender, Healer | Increases the chance of one recessive gene showing: 25%
(Doctor), 50% (Mender) or 100% (Healer) | | Hybrid Boost | Mender, Healer | Increases the chance of a hybrid by 25%(Mender) or 50%(Healer).
Use only once per egg. | | Major Mutation Boost | Mender, Healer | Increases the chance of a major mutation passing to
the offspring. Menders have a 25% chance of success if one parent has the
major mutation and a 50% chance if both parents have the mutation. Healers
have a 75% chance of success if one parent has the major mutation and a 100%
chance if both parents have the mutation. | | Favor
Father/Mother | Medic, Doctor Mender, Healer | Allows medic to influence the egg to favor one trait from
a parent. Allows Doctor to influence the egg to favor up to two
traits from a parent. Allows Mender to influence the egg to favor up to three
traits from a parent. Healer may influence all traits. Traits
include patterns, colors, breeds etc. | | Boost
Skill | Amplifier | Increase percentages by 10% per level. |
*Nursery
Attendants can match all of the breeding
skills of the medics plus they can learn additional specialty skills.
These include but are not limited to changes in coloring, patterns, unique
markings, and many others. Each attendants specialty skills are unique
to that seaquine. Specialty skills are available to colorists only.
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