Breeding

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This article was updated up to version 0.14.0.1

Farm[ | ]

This is where the player can breed new hybrids, combine or refine skills, and try and improve genetics for better stats, and scaling, as well as spend money to use alchemy potions for a fixed amount each day. The farm can also be used to generate income through milking.

The main objective to using the farm is to optimize characters, and increase their overall potential and value. The most important attribute to specifically breed for is max level, as all the other genetics can be improved through fusing.

Different species get different guaranteed skills. It is possible to make different combinations while breeding to make offspring with specific skills through guaranteed skills, and possible skills, as well as selecting which skill you want each parent to pass on to the offspring. Some skills can be combined to create a new skill, such as fireball, and heal, which will combine to FlameHeal. Male characters get a bonus to Virility, Female characters get a bonus to Fertility, and Futa characters get no special bonus to either, but can produce offspring with any type of character.

With alchemy it is also possible to use the farm to improve the genetics of characters, by breeding them with a character with a better genetic attribute, there is a potion that gives a 10% chance that any inferior stat will improve per day up to the maximum level the other character has. This will not effect current stats, or level cap for the character being improved, so it is most effective on characters that have not had any levels yet, and is massively useful on improving NPC characters who have been recruited by the player.

When breeding, size is randomly determined between sizes used for breeding characters. Two medium characters will always produce a medium offspring, but a small and a large character can produce any size from small to large.

As of right now breeding two humans together will produce an egg with 0% stability (cannot be hatched).

Hatching[ | ]

Eggs will last for 5 days if not hatched. The hatchery allows you to spend stability (chance egg will successfully hatch) in order to improve genetics.

Hatcher: you can assign yo each room of your hatchery a hatcher. The hatcher with increase the hatching speed of all eggs in the room. Speed increase = 5*Magicpower. If the hatcher has the Incubating trait, the increase is doubled. If the hatcher's type coincides with the type of an egg in the room, the egg's hatching speed gets a bonus as well.

Egg types[ | ]

In the latest version of the game eggs are of different types. These each have different effects and affect which rooms can be used to hatch them.

  • Basic- No effect
  • Light- Gives growth boost to other eggs in same room (can't pair with dark)
  • Dark- Drains growth from other eggs in same room (can't pair with light)
  • Floral- Can hatch outside; boost for multiple floral eggs in same room.
  • Water- Requires water room; eggs hatch duplicate creatures.
  • Fire- Requires lava room; eggs have higher growth.
  • Slime- Requires slime room; eggs have lowered stability but much higher growth.

Fusing[ | ]

Fusing two characters together will average the stats of a creature by default. You can select stats to be inherited from either of the characters, Causing the result to use that characters Gene instead. Normally, it is impossible to select the same gene on either side, unless you chose fusion affinity at the farm event and the two genes are the same number. In that case, choosing both of the characters gene in that stat causes the resulting character to have a gene 1 higher than the original pairing. You can also choose one move and half of genetic traits (rounded up) from each character, which the offspring is guaranteed to have.

If fusing characters of the same gender, it will always produce offspring of the same gender, if different genders, the gender will be randomized between the two being fused.

If fusing two base different base species, a hybrid will always be created. If fusing two hybrids, only one of each characters base species is used, which the player can choose, and can produce either a base species or hybrid depending on which base species is used.

It is also possible to create special hybrids through fusing.

Fused characters get the 'Fused' special trait, which gives them +50% experience gain but prevents them from being used for rituals.

Focusing certain skills may create otherwise unavailable skills, see Skill Combinations.

The max morale stat of the fused unit will be halfway between the units fused to create it, you can give the two units a pay raise before fusing them in order get a higher base morale for the final unit.

Fusing Uniques[ | ]

For some Unique characters it is possible to fuse them with Spirits (Characters with the Spirit tag, anything listed on the Spirit page, Static Girls, Shades or Elexolotls) or a creature that will not change their type without losing their uniqueness, special mechanics, specials1 4 or quest lines2. This allows you to improve the max level or genetics on characters that might otherwise just waste space in your home.

Some standard Fusing mechanics apply, Personality traits can mix (and are capped at 2), Learned Traits can mix (Musician, precision, scavenger, etc. and might also be capped), and size can change unless you choose to keep it as is.

Saving before fusing any unique character with a non spirit is recommended if you want to be absolutely sure you don't lose it.

Currently tested on:

Bold Underlined character names are ones to consider fusing with a spirit ASAP. as of 0.26.0.0

Devy - No known issue.

Seliel - No known issue.

AN_3 - Tested immediately after acquiring, deletes her first quest, unsure if recoverable - If you're playing Evolution or Creation fusing AN_3 will cause her Copy genetics ability to lose a significant amount of utility as you cannot use fused characters in rituals.

She will also regain her infertile trait rendering her much less useful for breeding specific characters as well.

Cuska - Loses Slashing and Cleave attack type, becomes basic, loses Amphibic movement, becomes normal.3

Mirrea - Loses Slashing attack type, becomes Fire.3

Natashlia - Loses Shadow and Pierce attack type, becomes basic, loses lava creature type, becomes normal.3 Loses Loyal4.

Siena (If recruited at final battle as Evolution) - Name changes to Creation_Cleansed and loses special red colour, changes to gender specific colour. Still breeds Unknowns if put into the farm with Evolution.

Sharra - No known issue.

Sangara and Krava - These are spirits, a shadow nymph and a holy spirit respectively, as spirits they can only be fused and retain their uniqueness if another spirit with catalyst is fused to them and (possibly) only if they are in the correct slot in the fusing screen.

Elly - Loses electric and piercing attack types, becomes shadow and basic.3 Loses unique skills, reverts to standard Octopus girl move set, gains normal octopus girl passives. Her skills can probably be restored if you have the ability to adapt skills.

Familiar (Avy's Pet) - Familiar has massively better stat growths than a standard nightcrawler as well as having two unique skills; all of that goes away (except one of the skills if you choose it, grab ConsumeMana if you do), reverting to standard nightcrawler stat growths and moves, this is because Familiar is not in and of itself a coded "unique" character. However it might be worthwhile to do it anyway if you can bring it's genes up to maximum (Or higher, Freeplay/Unlimited only).

Avy - Has two alternate heads based on which gene is listed first, if succubus - Her hair changes to a short bob and her horns change to a pair of short unbroken ones; if guardian - Her facial shape changes, her eyes turn green, her hair gets shorter and the horn turns into a crown of sharp straight horns, her tail also changes very slightly. She loses the specialization you selected as the skills are not inheritable. Most of the skills are tied to her recruitment event, movement becomes flying.

Biryn - Movement becomes flying, gains standard succubus passives, loses one learned trait (if she loses cook this is no problem, you can just get Mya to put it back, if she loses precision you might want to reroll the fusion), first skill becomes TailWhip, this cannot be changed, however her other skills can be returned if you are playing as a character who can adapt skills.

Flake - Movement becomes flying, gains standard succubus passives, first skill becomes TailWhip, this cannot be changed, however her other skills can be returned if you are playing as a character who can adapt skills. Loses True attack type3, this cannot be returned to her (This is 200% irrelevant, because for 20 stamina she can make a very powerful weapon that does a basic attack and deals true damage), however her attack changes from basic to swing3. Her Engineered trait becomes useless, unless you keep her genes at 0.

Celia - Attack type becomes radiant3, from poison, skills become those of a normal fairy, can be returned via adapt skill.

1You obviously have to choose their normal traits in the fusion menu, ex. AN_3's Electric trait.

2Current quests in the relationship quest area are lost upon fusing, such as AN_3's quests, however if someone has a delayed quest trigger you should be able to fuse them before getting the trigger without harming quest progression.

3This appears to be the norm, any Unique character with a move/attack/element that is non standard for their species will revert to whatever is default for their species.

4They only keep the specials listed on their Gallery page. In the case of Natashlia she gains loyalty from her rectuitment event and thus loses it upon fusion.