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  What happens when...

Crossing Breeds  
All four breeds originated from the finned breed and so the finned gene is dominate.
Finned  Kelpie, Dwarf, or Ghost25% of (Kelpie, Dwarf, or Ghost)
Kelpie Dwarf or Ghost25% chance of Dwarf or Ghost. Hybrids possible but rare.
Dwarf Ghost25% chance of Ghost. Hybrids possible but rare.
Hybrids-Special rules*
Finnedany other breedHybrid not possible
HybridSame Hybrid50% Hybrid, 25% base breed 1, 25% base breed 2
HybridFinned50% 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 MutationFinned, Kelpie, Dwarf, Ghost Less than 1% chance of mutation.
Major MutationMajor Mutation10% chance of major mutation.
Major MutationBonded Mate20% chance of major mutation
Breeding Minor Mutations
Minor mutations have a 25% chance of passing to offspring.
Crossing Patterns
Any PatternSame Pattern100% chance of that pattern
CommonDifferent Common50% chance for each
CommonUncommon or Rare25% chance of uncommon or rare
UncommonRare25% chance of  rare
Any PatternOOAK25% 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. 
ActionSkillDescription
RevealMedic, 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 BoostMedic, Doctor
Mender, Healer
Increases the chance of twins by 10%(medic), 25% (Mender/Doctor),  or 50%(Healer).  Use once per egg.
Recessive BoostMedic, Doctor
Mender, Healer
Increases the chance of one recessive gene showing:
25% (Doctor), 50% (Mender) or 100% (Healer)
Hybrid BoostMender, Healer Increases the chance of a hybrid by 25%(Mender) or 50%(Healer). Use only once per egg.
Major Mutation BoostMender, HealerIncreases 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/MotherMedic, 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 SkillAmplifier 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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