Nesting Odds

Created: 14 August 2020, 18:13:40 CDT
Last updated: 14 August 2020, 18:13:40 CDT
These are the nesting odds between pairing dragons together! Each of these odds is a range that a number can fall into. If the number falls within range for a certain nesting aspect, then you get something from that category. For example, Male and Female is a 50/50 % chance of occuring. If the roller returns 1 - 50 you get a male, but if you get 51 - 100 you get a female. This is true for all parts, and even though it may be like that of a coin flip, it might not always appear that way because of how randomization works. Keep this in mind when pairing dragons!

Dragons may only be paired together if they have completed their Nesting Rites! Additionally, they must not be infertile, and if you don't own one of the dragons (or both) you must have a written slot permission to pair them together. If a slot you own belongs to a dragon that is marked Deceased, but the slot was written before the dragon was marked as such, you can still use the slot.

 

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Nest Sizes and Fail Rates
Nest Sizes are dependant on the Species and will return the lowest value of eggs. An example would be pairing a Stalker to a Emperor, the max clutch without modifiers is 2, not 4.
◈ Stalker Wyvern - 4 Eggs
◈ Ravager Wyvern - 3 Eggs
◈ Warden Dragon - 3 Eggs
◈ Greater Emperor - 2 Eggs

Fail rates of clutches in nesting occurs when you pair fledgling dragons to other dragons. To avoid this penalty altogether, do not pair fledglings to other dragons.
◈ Fledgling x Fledgling = 1 - 75 Fail, 76 - 100 Success
◈ Fledgling x Primal = 1 - 50 Fail, 51 - 100 Success
◈ Fledgling x Ancient = 1 - 25 Fail, 26 - 100 Success
◈ Fledgling x Primordial = 1 - 100 Success

Inbreeding is when you pair two dragons who share a parent or a grandparent in their lineage. Great Grandparents 'fall off' the offspring's lineage, and thus do not count. Inbreeding causes penalties to the offspring, which can impact them in gameplay. These penalistic can be chosen by the player even if the dragon is not inborn. Inbred offspring have a chance to get multiple penalities.
◈ Health Chance - 1- 40 healthy and no penalties, 41 - 100 chance for penalities.

◈ Still born = 1 - 50 Yes, 51 - 100 No

Child is born unviable and cannot be registered in design approval.

◈ Infertile = 1 - 70 Yes, 71 - 100 No

Child cannot nest.

◈ Blind = 1 - 60 Yes, 61 - 100 No

Child cannot see, must complete the blindness portion of Taming to particpate in activities.

◈ Crippled Wings = 1 - 40 Yes, 41 - 100 No

Child struggles to fly, must complete the Crippled wings portion of Taming to particpate in activities

◈ Mute = 1 -35 Yes, 36 - 100 No

Child cannot make calls or roars, no in game penalty.



Species, Gender, and Temperaments
Species can interbreed with other species, however they do not produce mixed breed dragons. You get one or the other. For best results in getting your preferred dragon species, breed the same species together.
◈ Stalker Wyvern x Stalker Wyvern = Always Stalker
◈ Stalker Wyvern x Ravager Wyvern = 1 - 90 Stalker, 91 - 100 Ravager
◈ Stalker Wyvern x Warden Dragon = 1 - 80 Stalker, 81 - 100 Warden
◈ Stalker Wyvern x Greater Emperor = 1 - 90 Stalker, 91 - 100 Greater Emperor

◈ Ravager Wyvern x Ravager Wyvern = Always Ravager
◈ Ravager Wyvern x Warden Dragon = 1 - 70 Ravager, 71 - 100 Warden
◈ Ravager Wyvern x Greater Emperor = 1 - 80 Ravager, 81 - 90 Greater Emperor

◈ Warden Dragon x Warden Dragon = Always Warden
◈ Warden Dragon x Greater Emperor = 1 - 70 Warden, 71 - 100 Greater Emperor

◈ Greater Emperor x Greater Emperor = Always Greater Emperor

Dragons are born either male or female, while you are free to make your dragon genderfluid, nonbinary, transgender, or any other gender you wish, please understand that the male and female gender markers are present for a gameplay mechanic standpoint and cannot be changed for your lore purposes. You can specify their chosen gender in the personality portion of the dragon information. If you wish to change a dragon's gender before it is registered please use a gender potion during design approval or during nesting.
◈ 1 - 50 = Male, 51 - 100 = Female

Temperaments are a unique part of Souls-Between dragons. A dragon is born with a 'temperament' which determins skills it is good at, or skills it is not so good at. A temperament doesn't exactly mean your dragon may behave in the way the temper suggests. A timid dragon can still act aggressive, it just means it gets less injuries in activities, and so forth.
The following are the different Temperaments:
◈ Timid - A common temper, the dragon avoid injuries the easist in all activities, but have a higher chance to fail them.
◈ Aggressive - An uncommon temper, the dragon domninates in the arena and battle events. However, they are more prone to injuries in activities than others.
◈ Calm - A rare temper, the calm dragon is relaxed around others. They gain a small boost to passing mutations in nesting and only need to complete two taming entries instead of the standard three. However, they receive significant penalities in battle.
◈ Sinister - A very rare temper, the sinister dragon is the most frightening in the lore of Empyrean. Sinister dragons receive a 'No Fail' buff in all Aether locations. The No Fail can be used only 5 times in a row, in which you have to complete 5 more entries without the buff active. The buff does not reset until you have completed 5 other activities without it active. You may choose to not use your no fail buff. Sinister dragons also receive buffs to the arena and battle. However, they have to complete four training images instead of the standard three. They do not have higher or lower chances for injury in activities.

◈ Timid x Timid = 1 - 90 Timid, 91 - 100 Aggressive
◈ Timid x Aggressive = 1 - 70 Timid, 71 - 95 Aggressive, 96 - 100 Calm
◈ Timid x Calm = 1 - 65 Timid, 66 - 85 Aggressive, 86 - 100 Calm
◈ Timid x Sinister = 1 - 80 Timid, 81 - 90 Aggressive, 91 - 100 Sinister

◈ Aggressive x Aggressive = 1 - 80 Timid, 81 - 90 Aggressive, 91 - 100 Calm
◈ Aggressive x Calm = 1 - 75 Timid, 76 - 85 Aggressive, 86 - 100 Calm Aggressive x Sinister = 1 - 75 Timid, 76 - 90 Aggressive, 91 - 100 Sinister

◈ Calm x Calm = 1 - 75 Timid, 76 - 80 Aggressive, 81 - 100 Calm
◈ Calm x Sinister = 1 - 70 Timid, 71 - 80 Aggressive, 81 - 90 Calm, 91 - 100 Sinister

◈ Sinister x Sinister = 1 - 85 Timid, 86 - 100 Sinister

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Coat Types
A coat type is the kind of body style a dragon has. These are passable, and some coat types are hidden in genetics of others (i.e. being able to get plated and feathered out of common, but not imperial). Pairing dragons who share a coat type increases the chance for that coat type.
Below are the different type of coats:
◈ Common Coat - The Common Coat is the most common, it is sleek and has little to no fur, with small unnoticable scales along the body.
◈ Plated Coat - Plated coat is an uncommon coat. It is noted for its larger scale patterning, giving it the plated name.
◈ Feathered Coat - The feathered coat is an uncommon coat, dragons with this coat sport feathers along the spine and joints of the body.
◈ Angora Coat - The angora coat is a rare coat. It has sleek silky fur that is prized by many. This dragon has the longest hanging fur.
◈ Imperial Coat - The Imperial coat is a very rare coat. It is a soft fur that covers the entire dragon is extremely valubale in Empyrean.

◈ Common x Common = 1 - 90 Common, 91 - 95 Plated, 96 - 100 Feathered
◈ Common x Plated = 1 - 85 common, 86 - 95 Plated, 96 -100 Feathered
◈ Common x Feathered = 1 - 85 Common, 86 - 90 Plated, 91 - 98 Feathered, 99 Angora, 100 Imperial
◈ Common x Angora = 1 - 80 Common, 81 - 85 Plated, 86 - 96 Feathered, 97 - 98 angora, 99 -100 Imperial
◈ Common x Imperial = 1 - 80 common 81 - 85 Plated, 86 - 96 Feathered, 97 - 98 Angora, 99 - 100 Imperial

◈ Plated x Plated = 1 - 80 Common, 81 - 95 Plated, 96 - 100 Feathered
◈ Plated x Feathered = 1 - 75 common, 76 - 85 Plated, 86 - 98 Feathered, 99 Angora, 100 Imperial
◈ Plated x Angora = 1 - 70 Common, 71 - 85 Plated, 86 - 96 Feathered, 97 - 98 Angora, 99 - 100 Imperial
◈ Plated x Imperial = 1 - 70 Common, 71 - 85 Plated, 86 - 96 Feathered, 97 - 98 Angora, 99 - 100 Imperial

◈ Feathered x Feathered = 1 - 70 Common, 71 - 80 Plated, 81 - 96 Feathered, 97 - 98 Angora, 99 - 100 Imperial
◈ Feathered x Angora = 1 - 65 Common, 66 - 75 Plated, 80 - 94 Feathered, 95 - 97 Angora, 98 - 100 Imperial
◈ Feathered x Imperial = 1 - 65 Common, 66 - 75 Plated, 80 - 94 Feathered, 95 - 97 Angora, 98 - 100 Imperial

◈ Angora x Angora = 1 - 60 Common, 60 - 75 Plated, 76 - 90 Feathered, 91 - 96 Angora, 97 - 100 Imperial
◈ Angora x Imperial = 1 - 60 Common, 60 - 75 Plated, 76 - 90 Feathered, 91 - 95 Angora, 96 - 100 Imperial

◈ Imperial x Imperial = 1 - 60 Common, 60 - 75 Plated, 76 - 90 Feathered, 91 - 94 Angora, 95 - 100 Imperial

Physical Traits and Mutations
Physical traits refer to the traits on dragons such as their horns and eyes. All dragons have a horn and an eye type, however only Ravagers have ear and tail types. Unless the dragon naturally has an ear you cannot add ears to them. If they naturally have an ear, you can alter the ear how you see fit. However, Ravager ears must appear like the designated ear trait and cannot resemble other ear traits. Same for their tails. Ravager Ears and Tails do not go beyond the rare tier.

◈ Common x Common = 100% common
◈ Common x Uncommon = 1 - 90 Common, 91 - 100 Uncommon
◈ Common x Rare = 1 - 85 Common, 86 - 95 Uncommon, 96 - 100 Rare
◈ Common x Very Rare = 1 - 70 common, 71 - 85 Uncommon, 86 - 99 Rare, 100 Very Rare

◈ Uncommon x Uncommon = 1 - 75 Common, 76 - 100 Uncommon
◈ Uncommon x Rare = 1 - 70 Common, 71 - 95 Uncommon, 96 - 100 Rare
◈ Uncommon x Very Rare = 1 -65 Common, 66 - 80 Uncommon, 81 - 98 Rare, 99- 100 Very rare

◈ Rare x Rare = 1 - 70 Common, 71 - 90 Uncommon, 91 - 100 Rare
◈ Rare x Very Rare = 1 - 65 Common, 66 - 85 Uncommon, 86 - 95 Rare, 96 - 100 Very Rare

◈ Very Rare x Very Rare = 1 - 60 Common, 61 - 75 Uncommon, 76 - 90 Rare, 91 - 100 Very Rare


Mutations in dragons appear at random, and the parent does not have any influence on their own mutation passing. The only dragons who gain increased chances to pass a random mutation to the offspring (i.e. Calm Temper). Some items also increase the chance of mutations appearing.

The exception to this rule are passing mutations, these mutations pass as they are genetic anomalies that appear in the genotype. Only one mutation appears this way, Radiance. Radiance has both a dominant and recessive form.

nU = Recessive
UU = Dominant
-- = Void, not present

Passing Mutations (Radiance)
◈ No Parent = no chance
◈ nU x -- = 1 - 5 Passes Recessive, 6 - 100 Does Not Pass
◈ nU x nU = 1 -2 Passes Dominant, 3 - 10 Passes Recessive, 11- 100 Does not pass
◈ nU x UU = 1 -5 Passes Dominant, 6 - 15 Passes Recessive, 16 - 100 Does not pass
◈ UU x UU = 1 - 8 Passes Dominant, 9 - 20 Passes Recessive, 21 - 100 Does not pass
◈ UU x -- = 1 - 10 Passes Recessive, 11- 100 does not pass


Non Passing Mutations
Are inherited randomly out of 1000
+10 if one parent is calm, +20 if both parents are calm


◈ Common = 1 - 50 Passes
◈ Uncommon = 1 - 25 Passes
◈ Rare = 1 - 15 Passes
◈ Very Rare = 1 - 5 Passes


Dragon Pigment/Base Colors
Dragons have a variety of colors they can be through genetics, but they have four main base pigments that they have. These base pigments can interact with each other to create other pigments and all fall under the umbrella of 'Natural Pigments.' Genotypes idenitfy the pigment with uu/hh/oo/vv. While all recessive is impossible (all letters are lower case) it is possible for all letters to be capitalized, making them dominant. In the case of our pass rates, if 'no' coat is passed it will default to the most common pigment (i.e. Vanta x Ivory, Ivory is the most common coat, however Vanta x Golden, Umber is the most common pigment as it makes up Golden).

Melanism is a special case in dragons that gives them darker colorations when Vanta is present with other pigments.


Umber = Uu/UU
Hazed = Hh/HH
Ivory = Oo/OO
Vanta = Vv/VV

Golden = Umber and Ivory Active
Hazed Umber = Haze and Umber Active
Hazed Ivory = Haze and Ivory Active
Hazed Golden = Hazed, Umber, and Ivory Active

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◈ uu x uu = Wont Pass Umber
◈ Uu x -- 40% chance to pass Umber
◈ Uu x Uu = 1 - 5 UU, 6 - 60 Uu, 61 - 100 uu
◈ Uu x UU = 1 - 10 UU, 11 - 80 Uu, 81 - 100 uu
◈ UU x UU = 1 - 25 UU, 26 - 90 Uu, 91 -100 uu
◈ UU x -- = 1 - 60 Uu, 61 - 100 uu

◈ hh x hh = Wont Pass Haze
◈ Hh x -- 35% chance to pass Haze
◈ Hh x Hh = 1 - 4 HH, 5 - 65 Hh, 66 - 100 hh
◈ Hh x HH = 1 - 8 HH, 9 - 75 Hh, 76 - 100 hh
◈ HH x HH = 1 - 20 HH, 21 - 85 Hh, 86 -100 hh
◈ HH x -- = 1 - 55 Hh, 56 - 100 hh

◈ oo x oo = wont pass Ivory
◈ Oo x -- = 1 - 25 Oo, 26 - 100 oo
◈ Oo x Oo = 1 - 3 OO, 4 - 30 Oo, 31 - 100 oo
◈ Oo x OO = 1 - 5 OO, 6 - 50 Oo 51 - 100 oo
◈ OO x OO = 1 - 20 OO, 21 - 80 Oo, 81 - 100 oo
◈ OO x -- = 1 - 50 Oo, 51 - 100 oo

◈ vv x vv = wont pass Vanta
◈ Vv x -- = 1 - 5 Vv, 6 - 100 vv
◈ Vv x Vv = 1 - 2 VV, 3 - 10 Vv, 11 - 100 vv
◈ Vv x VV = 1 - 3 VV, 4 - 15 Vv
◈ VV x VV = 1 - 6 VV , 7 - 70 Vv, 71 - 100 vv
◈ VV x -- 1 - 30 Vv, 31 - 100 vv

Genetic Markings
Dragons exhibit many genetic markings that have appeared through natural nesting and selective nesting. These genetics continue to grow and to help categorize them they have been placed into 'rarity tiers.
nU - Active Recessive
UU - Active Dominant
uu - Inactive

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Common Markings
◈ nU x uu = 1 - 35 nU, 36 - 100 uu
◈ nU x nU = 1 - 15 UU, 16 - 50 nU, 51 - 100 uu
◈ nU x UU = 1 - 20 UU, 21 - 60 nU, 61 - 100 uu
◈ UU x UU = 1 - 25 UU, 26 - 80 nU, 81 - 100 uu
◈ UU x uu = 1 - 60 nU

Uncommon Markings
◈ nU x uu = 1 - 20 nU, 21 - 100 uu
◈ nU x nU = 1 - 5 UU, 6 - 20 nU, 21 - 100 uu
◈ nU x UU = 1 - 4 UU, 5 - 40 nU, 41 -1 00 uu
◈ UU x UU = 1 -6 UU, 7 - 70 nU, 71 - 100 uu
◈ UU x uu = 1 - 50 nU, 51- 100 uu

Rare Markings
◈ nU x uu = 1 - 5 nU, 6 - 100 uu
◈ nU x nU = 1 - 2 UU, 3 - 10 nU, 11 - 100 uu
◈ nU x UU = 1 - 4 UU, 5 - 20 nU, 21- 100 uu
◈ UU x UU = 1 - 8 UU, 9 - 50 nU, 41 - 100 uu
◈ UU x uu = 1 - 40 nU, 41 - 100 uu

Very Rare Markings
◈ nU x uu = 1 - 2 nU, 3 - 100 uu
◈ nU x nU = 1 - 3 UU, 4 - 8 uu, 9 - 100 uu
◈ nU x UU = 1 - 5 UU, 6 - 15 nU, 16 - 100 uu
◈ UU x UU = 1 - 10 UU, 11 - 40 nU, 41 - 100 uu
◈ UU x uu = 1 - 30 nU, 31 - 100 uu


Breath Abilities and Skills
Dragons can be born with a breath ability and one skill. Some dragons are not born with a breath ability, or a skill. However, they can learn both with either a Skill Token or a Breath Tonic. A dragon can learn an additional one skill unless a modifier is present to let them learn more than one skill.

Breaths are natural abilities like fire and ice, that let dragons defend themselves. They are passable through nesting, but fire breath can appear randomly in nesting.
Skills, like breaths, are natural abilities in dragons that allow them to excel in certain areas of their lives. They are passable through nesting, but cannot appear randomly. If a parent has two skills it is a 50/50 chance on which skill gets a chance in passing to the entire clutch.

◈ No Breath x No Breath = 0 - 96 None, 97 - 100 Fire
◈ Breath x No Breath = 0 - 90 none, 91 - 100 breath
◈ Breath x Breath = 0 - 70 none, 71 - 85 sire's breath, 86 - 100 dam's breath

◈ Parent has two skills = 1 - 50 First skill, 51 - 100 Second Skill ◈ Skill x No Skill = 0 - 90 none, 91 - 100 Skill
◈ Skill x Skill = 0 - 70 none, 71 - 85 sire's Skill, 86 - 100 dam's Skill

Nesting Supplements and Effectors


Nesting comes with a wide range of supplements and items that can alter your chances of getting certain things. Below is each item and the effects they have on a clutch. You can only ever have four effectors active at once. Effectors excempt from this is are:
-One Parent is a Starter
-One Parent is Soul Bonded
-A Snake Familiar is Present
-Inbreeding is Present