Dergon breeding is a mysterious process. No one's rude enough to ask to observe, and dergons don't offer any information. Nonetheless, dergon eggs appear, with proud parents beside them.
One of the more common ways to get more dergons is... to make more dergons. Any two dergons who have completed at least one Aerial Display, or been given a Shiny Rock that Proves I Love You, are eligible to be paired up and produce hatchlings.
In order to post a breeding, you'll need to either own the parent dergons, or have permission from the owner (given by commenting on the proper thread under the import) to use their dergon in a breeding. As each individual dergon has a limited number of breeding slots available to use, both dergons must have open breeding slots! These are tracked on the import, and a dergon starts with 10 available to use.
The resulting hatchlings will be a combination of the parent dergon's genes; breed, base color, markings, and variations all have a chance to be passed down, determined by random number rolls; full passrates are at the bottom of this page. Pass rate chances are expressed as a percentage!
By default, hatchlings (also called "genos", short for genotypes) will be owned by the player who posted the breeding, and can be transferred to another user by either responding to the admin comment or transferring the geno in Import Transfers.
The form for a breeding has only a few main fields, but here's an overview of what you'll need:
[Link to Parent 1] x [Link To Parent 2]
The two dergons producing a clutch. It doesn't matter which order they're in! In the case of more than two parents, you can add x [Link to Parent 3] and so on!
Slot permission 1: [Link to permission comment]
A link to a commented slot permisssion from the owner of the dergon. If the dergon's yours, just leave it blank or say 'Mine!'
Slot permission 2: [Link to permission comment]
Same thing here. If more than two parents are involved, you can continue the form with Slot Permission 3: and so on!
Split or full?: [If split, tag the person the clutch is being split with.]
A Full clutch means that all the hatchlings will be owned by the player posting the breeding. A Split clutch means that some hatchlings are directly going to another user, generally the one who provided a slot to one of their dergons.
Items Used: [List out any items in your Vault, or applied to a dergon, that will affect the breeding!]
Items can be used to alter a breeding's outcome, whether consumables in your inventory or permanent items a dergon has applied. List out any that you want to use!
A Full clutch refers to a breeding posted by one player, who will receive ownership of all resulting genos. The player posting the breeding must have ownership of, or slot permissions to, both dergons involved in the breeding, as well as owning all items being used in the breeding. Once the breeding results are posted, the genos will be listed in the masterlist with the breeding poster as the owner. From there you may freely sell, trade, or gift those genos as you normally would!
Split clutches are a common way of sharing clutches between interested players. To be sure no one takes advantage of a split, there's a bit more process involved in a split clutch's permissions and hatchling ownership. Similarly to a Full clutch, one player will post a breeding- we'll call them the Posting player in this guides; however, the other player- called the Participating player- also has the ability to contribute items and dergon slots. Once the Posting player has submitted the breeding, if the Participating player is adding any items or a dergon slot without a written permission (for instance, Slot Permission: Owned by Participating Player), they must reply to that submission confirming that admins may take those items and use that dergon's slot.
Once the hatchlings are rolled, the Participating player is in charge of responding to the result comment, stating which player each hatchling is owned by (1 to Poster, 2 to Participator, etc). The Posting player must reply to confirm this as well. Please don't have conversations about the division in the breeding journal/channel; keep those to conversation threads or private messages to avoid clutter! No genos can be used until the ownerships are commented and confirmed; they're listed as being part of a split clutch until the owners are decided.
Player confirmation on the posted breeding
Genos in a split slot do not have ownership until confirmed by both players
Player confirmation of the division of ownership
Each breeding posted must be in its own comment.
There is no monthly limit on how many breedings can be posted! (A cap may be introduced if the submissions get totally flooded, so please simply have some restraint.)
When a split clutch's ownership is decided, it's permissible to have all hatchlings go to one participant, as long as the other player confirms it, although players are encouraged to treat it more like a trade or sale, so both players get something out of it.
A Full slot permission given to a player may optionally be used in a Split clutch, but a Split slot permission must be used as a Split clutch.
Slot permissions cannot be written or promised until a dergon has earned their Shiny Rock, unless the slot is promised in exchange for an Aerial Display for that dergon.
Dergon imports don't start out with the ability to produce clutches. A dergon must prove themselves to be willing to put themselves out there before they can find a partner! To do this, a dergon must earn a Shiny Rock That Proves I Love You, either by completing an Aerial Display or by... finding a really shiny rock. A completed Aerial Display will award the item, but a Shiny Rock, as an item on its own, can be applied directly to an import to skip the art requirement. However, this will have a lesser effect on the dergon's ability to pass genes!
A dergon can have higher or lower chances of passing down their markings depending on a few factors. To begin with, there are five Genetic Strengths a dergon can have: Weak, Low, Normal, Moderate, and High. A dergon is assumed to have a Normal genetic strength unless otherwise listed, but this is determined when a dergon's Shiny Rock is assigned and can usually be upgraded in the future!
A Normal genetic strength will use the standard passrates for their genes. More common genes have an easier time passing than rarer genes, and a gene which is Hom. or Super will also have a higher chance to pass. A Weak or Low genetic strength gives a small penalty to the standard marking passrates, while a Moderate or High genetic strength will add a bonus to marking passrates, making it easier for a dergon's genes to be inherited.
When a dergon gets their Shiny Rock, if an Aerial Display is completed, then the dergon's genetic strength will start out as Normal. If the Shiny Rock item is applied by itself, the dergon's genetic strength will be set to Low. Some dergons- particularly those hatched with an Inbreeding Coefficient- may have their genetic strength starting at or locked to Weak, depending on how severe their penalties are. A dergon's genetic strength can be increased when they earn Boons, and through additional Aerial Displays alongside them.
Since dergons have no defined male or female sex, any two dergons can produce offspring together. You may want to choose your pairings based on a few factors, however!
Shared markings can increase the chance for hatchlings to inherit Hom or Super forms of those markings; Super markings specifically are only possible when both parents have the marking!
Base colors are inherited from both parents; pairing a red dergon and a blue dergon will give the hatchlings a chance for purple, not just the parents' colors.
Variations and some other mutations have a chance to be passed down; both parents having these will increase the chances of them appearing!
Body types are inheritable, and the hom forms are only possible from a pairing in which both parents have at least the het version.
Arcane and Radioactive counters from both parents are taken into account when a breeding is posted, and the chance for mutations and penalties is determined from both of these energies.
Related dergons being paired together will result in health issues and penalties appearing in the hatchlings. These are not pleasant!
A dergon's owner is in charge of who can use that dergon to produce a clutch. A player may sell, trade, or gift slots to their dergon, up to the dergon's current limit. Dergons start with 10 slots available, and one slot will be used when a breeding is processed with that dergon as a parent. Slots written to other players are reserved, but not used until the player posts a breeding and links that slot for use.
Occasionally, starter slots may be given out as group prizes, bought through group sales, or otherwise given out. There's an opportunity for free starter slots every Season, as well!
Slots written by players may include several rules, such as whether the slot must be used in a split, can be re-sold, or can be used with or without certain items. Slots which are traded must abide by the original rules! You can find more information, and a full overview of allowed slot rules, here!
Clutch Size
Every dergon has a chance to produce the same range of eggs, a clutch size between 2 and 5. It is less common to have more eggs; clutch size chances are:
2 eggs: 40% chance
3 eggs: 30% chance
4 eggs: 20% chance
5 eggs: 10% chance
Breed
Hatchlings have a chance to inherit one of the two parent's breeds; if both parents are the same breed, the hatchlings will be entirely that breed. Fancybutts have a small chance to appear in Flapflap x Nyoomer breedings, as that breed originated as a cross between the two.
Flapflap x Nyoomer:
59% Flapflap
40% Nyoomer
1% Fancybutt
Flapflap x Fancybutt:
65% Flapflap
35% Fancybutt
Nyoomer x Fancybutt:
50% Nyoomer
50% Fancybutt
Body Types
A breeding in which both parents are Common has a small chance to give each hatchling a rare body type, for a total of a 6% chance overall.
A breeding in which at least one parent has a rare body type adds to the chance for a hatchling to receive a rare body type, and this chance is rolled per parent with a body type, overriding the chance for one to randomly appear.
Het.: 10% chance to pass het, as well as adding a 5% chance for each other het body type to appear.
Hom.: 20% chance to pass het, as well as adding a 5% chance for each other het body type to appear.
Both parents must have at least a het body type in order for a hatchling to receive a hom. body type.
Base Colors
Value Genes:
These are rolled per parent. Both parents must have at least het. for a geno to receive hom.
Het.: 50% chance to pass het
Hom.: 100% chance to pass het
Vibrant Genes:
These are rolled per parent. Hom genes have a chance to pass hom.
Het.: 40% chance to pass het
Hom.: 15% chance to pass hom, 60% chance to pass het.
Genetic Strength Effects
Weak: -10% to marking passrates, passed markings cannot be Super form.
Low: -5% to marking passrates
Normal: Standard marking passrates
Moderate: +5% to marking passrates
High: +10% to marking passrates, and Super markings are guaranteed to pass at in least Het form.
Markings
These are the Standard Passrates. Each marking is rolled per parent, and the total genes passed are added to the geno. For example, if one dergon passes hom Mask (MskMsk) and the other passes het Mask (Msk), the geno will receive Super Mask (MskMskMsk).
Common:
Het.: 50% chance to pass het.
Hom.: 75% chance to pass het.
Super: 25% chance to pass hom, 75% chance to pass het.
Moderate and High bonuses are added to the hom. chance.
Uncommon:
Het.: 40% chance to pass het.
Hom.: 60% chance to pass het.
Super: 20% chance to pass hom, 60% chance to pass het.
Modifiers have the same het and hom chances, without the ability to be Super.
Unusual:
Het.: 30% chance to pass het.
Hom.: 45% chance to pass het.
Super: 15% chance to pass hom, 45% chance to pass het.
Rare:
Het.: 20% chance to pass het.
Hom.: 30% chance to pass het.
Super: 10% chance to pass hom, 30% chance to pass het.
Variations
Horned has a 50% chance to pass when one parent has it, a 75% chance to pass when both parents have it, and a 25% chance to appear when neither parent has it.
Other Variations have a 15% chance to pass when one parent has one, and a 30% chance to pass if both parents have the same one.
There is a 10% chance for a dergon to receive a random Variation, whether or not a parent has one.
Mutations
Random mutations have a small chance to appear in a breeding, regardless of parents' genetics. Most mutations do not appear in the geno and are not directly passable, but the presence of a mutation may slightly increase the chance for a random mutation to appear.
Random Appearance
5% chance to add a mutation, with slightly different chances:
40%: Color Mutation (Leucism, Melanism, etc; see below)
30%: Mimicry Mutation (Geologic, Zoologic, etc; each with equal chance of 25%)
30%: Other Mutation (Chimera/Harlequin; each with equal chance of 50%)
Color mutations appearance and passing
Roll of 1-15 determines which color mutation appears, with combinations less likely to appear and non-showing combinations having no chance to appear.
1-2: Brindle (BrBr)
3-4: Dilute (DiDi)
5-6: Leucistic (LcLc)
7-8: Melanistic (MM)
9-10: Silver (SvSv)
11-12: Variegated (VV)
13: Fleabit (DiV)
14: Lavender (LcSv)
15: Tortoiseshell (MBr)
Het.: 3% chance to pass het
Hom.: 6% chance to pass het (3% for each component if it's a combination)
Arcane & Radioactive mutations have a chance to appear based on the parents' CoA and/or CoR. They may either appear based on chance, or pass directly based on their severity. A mutation can only pass directly if the hatchling is inheriting a CoA or CoR. (Coefficients will disappear if a parent has .01 and is the only parent with a coefficient.) Arcane and Radioactive markings, while obeying normal marking passrates, will also become unpassable if their associated coefficient is not inherited.
Mild: 30% chance to pass Mild
Moderate: 20% chance to pass Moderate, 10% chance to pass Mild
Severe: 10% chance to pass Severe, 20% chance to pass Moderate
If both parents pass the exact same Mild mutation, it will become Moderate. If both parents pass the exact same Moderate mutation, it will become Severe.
CoA/CoR: The chance for a mutation to appear is equal to the hatchling's inherited coefficient. CoA and CoR are calculated separately. Both parents' will be added, then that number halved, and the remaining number is the hatchling's chance to gain additional mutations. For instance, a parent with a CoA of .14 and a parent with a CoA of .16, the two will add to .30, then halve to .15, and the hatchlings will have a 15% chance to gain a mutation. At a coefficient of over .25, there is a chance for a penalty as well (locked to 25%), and over .5 there is a chance for a second mutation (locked to 25%).
If a mutation is rolled, it will be rolled randomly out of the following options:
25% Arcane/Radioactive Marking
30% Mild Mutation
25% Moderate Mutation
20% Severe Mutation
Arcane CoA produces Extra or Strange mutations, while Radioactive produces Missing or Strange, with a 50/50 chance for either option. The area affected is a 1 in 3 chance between Features, Limbs, and Covering.
Markings will have a 40% chance of Common, 30% chance of Uncommon, 20% chance of Unusual, and a 10% chance of Rare.
Inbreeding & Penalties
Pairing related dergons results in an inbreeding coefficient (Coi) to be present in the resulting genos. This is calculated in the first instance by adding a set number for the positions of the duplicated ancestor (i lost the numbers for rn but they're coming), and will be passed down with the dergon's offspring with the same generational degradation as CoAs and CoRs.
<.15: Rolled penalty will be Mild.
.16-.25: Rolled penalty has a 60% chance to be Moderate, and a 40% chance to be Mild.
.26-.5: Rolled penalty has a 45% chance to be Severe, a 35% chance to be Moderate, and a 20% chance to be Mild.
.51-1.0: Rolled penalty has a 60% chance to be Severe, and a 40% chance to be Moderate.
>1.0: Rolled penalty is automatically Severe, with a 25% chance for a second penalty.