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		<id>https://wiki.projectgorgon.com/index.php?title=Project_Gorgon_Genetics_%E2%80%94_Master_Glossary&amp;diff=277876</id>
		<title>Project Gorgon Genetics — Master Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Project_Gorgon_Genetics_%E2%80%94_Master_Glossary&amp;diff=277876"/>
		<updated>2026-07-27T02:16:28Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| border = blue&lt;br /&gt;
| type = This page is part of &#039;&#039;&#039;[[Project Gorgon Genetics Research By Kaskrim]]&#039;&#039;&#039;&lt;br /&gt;
| info =&lt;br /&gt;
Getting Started: [[Getting Started With Genetics]], [[Genetics Basics and Inbreeding]]&lt;br /&gt;
Core Techniques: [[The Complete Guide to Genetics Clarification]], [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
Foundational Reference: [[Genome Foundations: Structure and Expression]]&lt;br /&gt;
Genome Structure: [[Arthropod Genome Structure]], [[Horse Genome Structure]]&lt;br /&gt;
Color and Appearance: [[Color in the Arthropod Genome]]&lt;br /&gt;
Reference: [[Project Gorgon Genetics — Master Glossary]]}}[[Category:Guides]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&#039;&#039;Written by Kaskrim &amp;amp;bull; Scribed by AI Elara &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A reference of key terms used throughout these articles and in breeder conversation. Organized alphabetically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALLELE&#039;&#039;&#039;&lt;br /&gt;
: One half of a gene. Every gene position has two alleles — one from each parent. An allele is either dominant or recessive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BACK-CROSS&#039;&#039;&#039;&lt;br /&gt;
: Breeding an offspring back to one of its parents (or the original clarified line parent). The primary method for cleaning up mixed genes after a fold-in. See [[The Complete Guide to Genetics Clarification]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLIND BREEDING&#039;&#039;&#039;&lt;br /&gt;
: Breeding without the Genetics skill. Without the skill, gene states cannot be seen directly — the breeder infers genetic progress from stat values and consistency across siblings. Blind breeding works for modest goals but cannot support targeted fold-ins or precise clarification work. See [[Getting Started With Genetics]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BREED SWITCH&#039;&#039;&#039; &#039;&#039;(horses only)&#039;&#039;&lt;br /&gt;
: The first chromosome in each horse breed cycle (CR 9, 13, 17, etc.). Uses a graduation to determine which breed is active. The breed with the most dominant genes in its switch chromosome wins. Inactive breeds have both visual and stat genes turned off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;C&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHROMOSOME (CR)&#039;&#039;&#039;&lt;br /&gt;
: A row in the genome grid. Arthropods have 10 chromosomes (CR 1-10). Horses have 48 (CR 1-48). Each chromosome controls one or more traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CIRCULAR GRADUATION&#039;&#039;&#039;&lt;br /&gt;
: A graduation where the spectrum wraps around — all-dominant and all-recessive produce the same or similar output. Used for hue (color wheel). See: CR 1 (body hue), CR 3 (wing hue).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CLARIFIED / CLARIFICATION&#039;&#039;&#039;&lt;br /&gt;
: A specimen with NO mixed genes — every position is either dominant or recessive. A clarified specimen breeds true (100% predictable offspring). The process of reaching this state is called clarification. See [[The Complete Guide to Genetics Clarification]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CLEANUP&#039;&#039;&#039;&lt;br /&gt;
: The back-crossing phase after a fold-in where you breed remaining mixed genes back toward the clarified parent&#039;s state. During cleanup, the target gene is already locked (if using Method 2) or being monitored (if using Method 1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COORDINATE SYSTEM&#039;&#039;&#039;&lt;br /&gt;
: The standard notation for referencing a specific gene position in the genome. Format: [Chromosome][Gene Group][Position]. Example: 3H3 = Chromosome 3, Gene Group H, Position 3. Created by Deldaron and later built into the game&#039;s UI by developer Nikodemus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;D&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DECODE TYPE&#039;&#039;&#039;&lt;br /&gt;
: The way a chromosome (or region) reads its genes to produce expression. Three known types: Switch (on/off), Series (pattern-matched lookup), Graduation (dominant/recessive ratio on a spectrum). See [[Genome Foundations: Structure and Expression]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DOMINANT&#039;&#039;&#039;&lt;br /&gt;
: A gene where both alleles are dominant. Displays as ⬤ in-game. Breeds true: dominant × dominant = 100% dominant. In arthropods, dominant genes do NOT express stat bonuses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DOUBLE RECESSIVE&#039;&#039;&#039;&lt;br /&gt;
: See: Recessive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DUAL-LAYER&#039;&#039;&#039;&lt;br /&gt;
: The concept that each gene simultaneously contributes to visual expression AND stat expression as independent layers. A gene on a color chromosome still sometimes has a stat value that expresses regardless of the visual trait. See [[Genome Foundations: Structure and Expression]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DUAL-STAT GENE&#039;&#039;&#039;&lt;br /&gt;
: A gene position that contributes to two different stats depending on its state. When the gene is double recessive (〇), it contributes to one stat. When it is double dominant (⬤) or mixed (⦿), it contributes to a different stat. Dual-stat genes are one reason horse breeders cannot fully blind clarify — stat tracking alone cannot determine which direction to push the gene without knowing which stat you want to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;E&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXPRESSION&#039;&#039;&#039;&lt;br /&gt;
: The actual visible thing produced when genes are read — a color, a glow, a body scale, a particle effect, a stat bonus. Expression is what the decode type produces as output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;F&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FIRST GENERATION (F1)&#039;&#039;&#039;&lt;br /&gt;
: The offspring produced by crossing two specimens from different lines or a wild specimen with a clarified line. F1 offspring typically have many mixed genes and lower stats than either parent — this is normal and expected. Stats recover over subsequent generations as mixed genes are bred back to recessive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;F2 (Second Generation)&#039;&#039;&#039;&lt;br /&gt;
: The offspring produced by crossing two F1 siblings (sibling cross). F2 is where clarification begins in earnest — the ⦿ × ⦿ cross gives each mixed gene a 25% chance to resolve to ⬤ or 〇. F2 offspring with fewer mixed genes than their F1 parents are candidates to replace those parents in the breeding pair (upgrade-and-replace). See also: FIRST GENERATION (F1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FLOOR&#039;&#039;&#039;&lt;br /&gt;
: The minimum stat value shared by all specimens of the same species. Determined by the base stat value plus all genes that are permanently locked at recessive across all wild archetypes. The floor is the starting point — variable genes add on top of it. Confirmed arthropod floors: Ferocity 44, Friendliness 40, Virility 37, Toughness 33, Enthusiasm 32, Ruggedness 31, Intelligence 29.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FOLD-IN&#039;&#039;&#039;&lt;br /&gt;
: Introducing a specific gene from an outside specimen (usually wild) into an established, clarified breeding line. See [[The Complete Guide to Gene Hunting and Fold-Ins]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;G&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GENE BANK&#039;&#039;&#039;&lt;br /&gt;
: A collection of wild-caught specimens kept specifically as sources of target genes for future fold-ins. Useful for fold-ins where the target gene may be lost and you need backup sources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GENE GROUP&#039;&#039;&#039;&lt;br /&gt;
: A column in the genome grid (A through J for arthropods, A through L for horses). Each gene group contains up to 4 sub-positions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GENE HUNTING&#039;&#039;&#039;&lt;br /&gt;
: Searching wild specimens for a specific target gene at a specific position. Gene hunting involves taming wild specimens, analyzing their genomes, and keeping those that express the desired gene at recessive. The Analyze Arthropod Genes ability (Genetics level 50) allows analysis of living creatures, making gene hunting practical. Chromosomes 5-10 are the primary hunting ground for arthropods, as chromosomes 1-4 are fixed per archetype.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GENERATION&#039;&#039;&#039;&lt;br /&gt;
: One breeding cycle: parent pair produces offspring. Each generation takes roughly 2-3 days of real time. All breeding progress is measured in generations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GENOME&#039;&#039;&#039;&lt;br /&gt;
: The complete set of all genes for a specimen. The arthropod genome has 238 positions across 10 chromosomes. The horse genome has 1,576 positions across 48 chromosomes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GRADUATION&#039;&#039;&#039;&lt;br /&gt;
: A decode type where the ratio of dominant to recessive alleles across a region determines where a trait falls on a continuous spectrum. Can be circular (wraps around, like a color wheel) or linear (distinct endpoints). See [[Genome Foundations: Structure and Expression]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;H&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HIVE POKING&#039;&#039;&#039;&lt;br /&gt;
: An arthropod gene hunting method where a group of 3 players disturbs a hive to spawn bees and wasps for analysis and taming. Specimens spawned from disturbed hives appear to have a slightly higher incidence of rare genes than specimens found in the open world. A non-tameable elite always spawns with the group and must be killed first without using AoE abilities that would damage the regular specimens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HOLDER SPECIMEN&#039;&#039;&#039;&lt;br /&gt;
: A wild-caught specimen registered at a stable specifically to preserve its genetic material for a future fold-in. Holder specimens occupy stable slots and are not used for active breeding — they wait until the line is ready for the fold-in they carry. A wild-caught with multiple desirable genes may remain a holder specimen for an extended period while its genes are folded in one at a time. See also: GENE BANK.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;I&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INBREEDING&#039;&#039;&#039;&lt;br /&gt;
: Breeding related specimens (parent x offspring, sibling x sibling). In Project Gorgon, there is NO penalty for inbreeding. It is the standard and recommended method. See [[Genetics Basics and Inbreeding]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;L&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINEAR GRADUATION&#039;&#039;&#039;&lt;br /&gt;
: A graduation with two distinct endpoints. All-dominant produces one extreme, all-recessive produces the other. Used for saturation, value, and body scales.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINE&#039;&#039;&#039;&lt;br /&gt;
: A named breeding program maintained by a single breeder. Lines are identified by a short prefix (2-4 letters) chosen by the breeder — for example, LHA or BLH. All specimens bred within the program carry the line prefix in their name. A line typically has a clarified foundation pair and a set of active breeding goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOCKED&#039;&#039;&#039;&lt;br /&gt;
: A gene that is either dominant or recessive (not mixed). A locked gene breeds true and will not change without introducing outside genetics. The goal of clarification is to lock every gene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;M&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;MASKING&#039;&#039;&#039;&lt;br /&gt;
: When a dominant allele hides a recessive allele in a mixed gene. The trait controlled by the recessive allele is carried but not expressed. This is why mixed genes look dominant for decode purposes but can produce recessive offspring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MIXED&#039;&#039;&#039;&lt;br /&gt;
: A gene with one dominant and one recessive allele. Displays as ⦿ in-game. Mixed genes are unpredictable: mixed × mixed produces 25% dominant, 50% mixed, 25% recessive. Eliminating mixed genes is the core goal of clarification.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MUTATION-ONLY GENE&#039;&#039;&#039;&lt;br /&gt;
: A gene position that cannot be found in wild specimens. These genes are only obtainable through the in-game mutation system.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;PUNNETT SQUARE&#039;&#039;&#039;&lt;br /&gt;
: A grid tool used to visualize all possible allele combinations from two parents at a single gene position. Invented by British geneticist Reginald Punnett in the early 1900s. Useful for understanding cross probabilities. Each cell represents one equally likely outcome. Example: mixed x mixed produces a 2x2 grid with four cells — dominant/dominant, dominant/recessive, recessive/dominant, recessive/recessive — giving the 25/50/25 ratio.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;R&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RECESSIVE GENE&#039;&#039;&#039;&lt;br /&gt;
: A gene where both alleles are recessive. Displays as 〇 in-game. Breeds true: recessive × recessive = 100% recessive. In arthropods, recessive genes express stat bonuses. This is the target state for stat genes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;S&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERIES&#039;&#039;&#039;&lt;br /&gt;
: A decode type where the specific allele pattern maps to a specific output from a defined set. Like a lookup table. Example: tail light color on CR 9. See [[Genome Foundations: Structure and Expression]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SIBLING CROSS&#039;&#039;&#039;&lt;br /&gt;
: Breeding two siblings (offspring from the same parents or line). Used in some fold-in methods to lock a target gene at recessive. The cross mixed x mixed gives a 25% chance of producing recessive at the target position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIMEN&#039;&#039;&#039;&lt;br /&gt;
: A species-neutral term for any breedable creature (bee, wasp, horse). Used in naming conventions and general breeding discussion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STABLE SLOT&#039;&#039;&#039;&lt;br /&gt;
: A slot at a breeding stable where a specimen can be registered. Registered specimens cannot be caged or traded — only released (permanently deleted). See [[Getting Started With Genetics]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STAT EXPRESSION&#039;&#039;&#039;&lt;br /&gt;
: The stat layer of a gene&#039;s output. Every gene position contributes to stat expression independently of its visual expression. In arthropods, stats express only at double recessive (〇). In horses, some stats express at dominant or mixed instead. See [[Genome Foundations: Structure and Expression]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STAT GENE&#039;&#039;&#039;&lt;br /&gt;
: A gene that controls one of the 7 pet/mount stats (Ferocity, Toughness, Ruggedness, Virility/Fertility, Friendliness, Enthusiasm, Intelligence). Stat genes are scattered across all chromosomes as a separate layer from visual expressions. In arthropods, stats express at double recessive only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SWITCH&#039;&#039;&#039;&lt;br /&gt;
: A decode type where genes produce a binary on/off result. Either the trait is present or absent. Example: glow on CR 5. See [[Genome Foundations: Structure and Expression]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TARGET GENE&#039;&#039;&#039;&lt;br /&gt;
: The specific gene you are trying to fold into your line from an outside source. Named in the specimen naming convention with coordinate and prefix (e.g., a3H3 = adding gene at chromosome 3, group H, position 3).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;U&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIVERSAL CHROMOSOMES&#039;&#039;&#039; &#039;&#039;(horses only)&#039;&#039;&lt;br /&gt;
: Chromosomes that are active across all horse breeds regardless of which breed switch is active. For horses, CR 1-3 and CR 5-8 are universal (CR 4 is unused and non-functional). Genes on universal chromosomes contribute to stats in every horse regardless of breed, making them the highest priority for gene hunting and fold-ins. Breed-specific chromosomes (CR 9 onward) only activate when the corresponding breed switch is dominant, so improvements there benefit only horses of that breed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UPGRADE AND REPLACE&#039;&#039;&#039;&lt;br /&gt;
: The core clarification method. After each breeding cycle, compare the offspring to the same-sex parent. If the offspring is better (fewer mixed genes in sighted clarification, more consistent stats in blind clarification), the offspring replaces that parent in the breeding pair. If the offspring is worse, discard it and try again. Over many generations, this progressively reduces the number of mixed genes in the line until full clarification is achieved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VISUAL EXPRESSION&#039;&#039;&#039;&lt;br /&gt;
: The visual layer of a gene&#039;s output. Every gene position contributes to visual expression via its chromosome&#039;s decode type (Switch, Series, or Graduation). Visual expression operates independently of stat expression. See [[Genome Foundations: Structure and Expression]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;W&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WILD / WILD-CAUGHT&#039;&#039;&#039;&lt;br /&gt;
: A specimen tamed from the wild (not bred). Wild specimens have their own set of dominant and recessive genes that differ from your clarified line. They are the source of new genetic material for fold-ins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WILD ARCHETYPE&#039;&#039;&#039;&lt;br /&gt;
: The fixed gene pattern found in wild specimens of a given species for chromosomes 1-4. All wild specimens of the same species share the same dominant/recessive pattern on these chromosomes. Chromosomes 5-10 are random in wild specimens and are the primary hunting ground for desirable genes. There are three arthropod archetypes: Fae Bees, Fae Wasps (Blinding and Turret), and Freeze Wasps.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Research and knowledge by Kaskrim. Compiled by AI Elara. Project Gorgon Genetics Research.&#039;&#039;&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Project_Gorgon_Genetics_%E2%80%94_Master_Glossary&amp;diff=277875</id>
		<title>Project Gorgon Genetics — Master Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Project_Gorgon_Genetics_%E2%80%94_Master_Glossary&amp;diff=277875"/>
		<updated>2026-07-27T02:14:13Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Written by Kaskrim &amp;amp;bull; Scribed by AI Elara &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A reference of key terms used throughout these articles and in breeder conversation. Organized alphabetically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALLELE&#039;&#039;&#039;&lt;br /&gt;
: One half of a gene. Every gene position has two alleles — one from each parent. An allele is either dominant or recessive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BACK-CROSS&#039;&#039;&#039;&lt;br /&gt;
: Breeding an offspring back to one of its parents (or the original clarified line parent). The primary method for cleaning up mixed genes after a fold-in. See [[The Complete Guide to Genetics Clarification]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLIND BREEDING&#039;&#039;&#039;&lt;br /&gt;
: Breeding without the Genetics skill. Without the skill, gene states cannot be seen directly — the breeder infers genetic progress from stat values and consistency across siblings. Blind breeding works for modest goals but cannot support targeted fold-ins or precise clarification work. See [[Getting Started With Genetics]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BREED SWITCH&#039;&#039;&#039; &#039;&#039;(horses only)&#039;&#039;&lt;br /&gt;
: The first chromosome in each horse breed cycle (CR 9, 13, 17, etc.). Uses a graduation to determine which breed is active. The breed with the most dominant genes in its switch chromosome wins. Inactive breeds have both visual and stat genes turned off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;C&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHROMOSOME (CR)&#039;&#039;&#039;&lt;br /&gt;
: A row in the genome grid. Arthropods have 10 chromosomes (CR 1-10). Horses have 48 (CR 1-48). Each chromosome controls one or more traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CIRCULAR GRADUATION&#039;&#039;&#039;&lt;br /&gt;
: A graduation where the spectrum wraps around — all-dominant and all-recessive produce the same or similar output. Used for hue (color wheel). See: CR 1 (body hue), CR 3 (wing hue).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CLARIFIED / CLARIFICATION&#039;&#039;&#039;&lt;br /&gt;
: A specimen with NO mixed genes — every position is either dominant or recessive. A clarified specimen breeds true (100% predictable offspring). The process of reaching this state is called clarification. See [[The Complete Guide to Genetics Clarification]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CLEANUP&#039;&#039;&#039;&lt;br /&gt;
: The back-crossing phase after a fold-in where you breed remaining mixed genes back toward the clarified parent&#039;s state. During cleanup, the target gene is already locked (if using Method 2) or being monitored (if using Method 1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COORDINATE SYSTEM&#039;&#039;&#039;&lt;br /&gt;
: The standard notation for referencing a specific gene position in the genome. Format: [Chromosome][Gene Group][Position]. Example: 3H3 = Chromosome 3, Gene Group H, Position 3. Created by Deldaron and later built into the game&#039;s UI by developer Nikodemus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;D&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DECODE TYPE&#039;&#039;&#039;&lt;br /&gt;
: The way a chromosome (or region) reads its genes to produce expression. Three known types: Switch (on/off), Series (pattern-matched lookup), Graduation (dominant/recessive ratio on a spectrum). See [[Genome Foundations: Structure and Expression]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DOMINANT&#039;&#039;&#039;&lt;br /&gt;
: A gene where both alleles are dominant. Displays as ⬤ in-game. Breeds true: dominant × dominant = 100% dominant. In arthropods, dominant genes do NOT express stat bonuses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DOUBLE RECESSIVE&#039;&#039;&#039;&lt;br /&gt;
: See: Recessive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DUAL-LAYER&#039;&#039;&#039;&lt;br /&gt;
: The concept that each gene simultaneously contributes to visual expression AND stat expression as independent layers. A gene on a color chromosome still sometimes has a stat value that expresses regardless of the visual trait. See [[Genome Foundations: Structure and Expression]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DUAL-STAT GENE&#039;&#039;&#039;&lt;br /&gt;
: A gene position that contributes to two different stats depending on its state. When the gene is double recessive (〇), it contributes to one stat. When it is double dominant (⬤) or mixed (⦿), it contributes to a different stat. Dual-stat genes are one reason horse breeders cannot fully blind clarify — stat tracking alone cannot determine which direction to push the gene without knowing which stat you want to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;E&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXPRESSION&#039;&#039;&#039;&lt;br /&gt;
: The actual visible thing produced when genes are read — a color, a glow, a body scale, a particle effect, a stat bonus. Expression is what the decode type produces as output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;F&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FIRST GENERATION (F1)&#039;&#039;&#039;&lt;br /&gt;
: The offspring produced by crossing two specimens from different lines or a wild specimen with a clarified line. F1 offspring typically have many mixed genes and lower stats than either parent — this is normal and expected. Stats recover over subsequent generations as mixed genes are bred back to recessive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;F2 (Second Generation)&#039;&#039;&#039;&lt;br /&gt;
: The offspring produced by crossing two F1 siblings (sibling cross). F2 is where clarification begins in earnest — the ⦿ × ⦿ cross gives each mixed gene a 25% chance to resolve to ⬤ or 〇. F2 offspring with fewer mixed genes than their F1 parents are candidates to replace those parents in the breeding pair (upgrade-and-replace). See also: FIRST GENERATION (F1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FLOOR&#039;&#039;&#039;&lt;br /&gt;
: The minimum stat value shared by all specimens of the same species. Determined by the base stat value plus all genes that are permanently locked at recessive across all wild archetypes. The floor is the starting point — variable genes add on top of it. Confirmed arthropod floors: Ferocity 44, Friendliness 40, Virility 37, Toughness 33, Enthusiasm 32, Ruggedness 31, Intelligence 29.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FOLD-IN&#039;&#039;&#039;&lt;br /&gt;
: Introducing a specific gene from an outside specimen (usually wild) into an established, clarified breeding line. See [[The Complete Guide to Gene Hunting and Fold-Ins]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;G&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GENE BANK&#039;&#039;&#039;&lt;br /&gt;
: A collection of wild-caught specimens kept specifically as sources of target genes for future fold-ins. Useful for fold-ins where the target gene may be lost and you need backup sources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GENE GROUP&#039;&#039;&#039;&lt;br /&gt;
: A column in the genome grid (A through J for arthropods, A through L for horses). Each gene group contains up to 4 sub-positions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GENE HUNTING&#039;&#039;&#039;&lt;br /&gt;
: Searching wild specimens for a specific target gene at a specific position. Gene hunting involves taming wild specimens, analyzing their genomes, and keeping those that express the desired gene at recessive. The Analyze Arthropod Genes ability (Genetics level 50) allows analysis of living creatures, making gene hunting practical. Chromosomes 5-10 are the primary hunting ground for arthropods, as chromosomes 1-4 are fixed per archetype.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GENERATION&#039;&#039;&#039;&lt;br /&gt;
: One breeding cycle: parent pair produces offspring. Each generation takes roughly 2-3 days of real time. All breeding progress is measured in generations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GENOME&#039;&#039;&#039;&lt;br /&gt;
: The complete set of all genes for a specimen. The arthropod genome has 238 positions across 10 chromosomes. The horse genome has 1,576 positions across 48 chromosomes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GRADUATION&#039;&#039;&#039;&lt;br /&gt;
: A decode type where the ratio of dominant to recessive alleles across a region determines where a trait falls on a continuous spectrum. Can be circular (wraps around, like a color wheel) or linear (distinct endpoints). See [[Genome Foundations: Structure and Expression]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;H&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HIVE POKING&#039;&#039;&#039;&lt;br /&gt;
: An arthropod gene hunting method where a group of 3 players disturbs a hive to spawn bees and wasps for analysis and taming. Specimens spawned from disturbed hives appear to have a slightly higher incidence of rare genes than specimens found in the open world. A non-tameable elite always spawns with the group and must be killed first without using AoE abilities that would damage the regular specimens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HOLDER SPECIMEN&#039;&#039;&#039;&lt;br /&gt;
: A wild-caught specimen registered at a stable specifically to preserve its genetic material for a future fold-in. Holder specimens occupy stable slots and are not used for active breeding — they wait until the line is ready for the fold-in they carry. A wild-caught with multiple desirable genes may remain a holder specimen for an extended period while its genes are folded in one at a time. See also: GENE BANK.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;I&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INBREEDING&#039;&#039;&#039;&lt;br /&gt;
: Breeding related specimens (parent x offspring, sibling x sibling). In Project Gorgon, there is NO penalty for inbreeding. It is the standard and recommended method. See [[Genetics Basics and Inbreeding]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;L&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINEAR GRADUATION&#039;&#039;&#039;&lt;br /&gt;
: A graduation with two distinct endpoints. All-dominant produces one extreme, all-recessive produces the other. Used for saturation, value, and body scales.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINE&#039;&#039;&#039;&lt;br /&gt;
: A named breeding program maintained by a single breeder. Lines are identified by a short prefix (2-4 letters) chosen by the breeder — for example, LHA or BLH. All specimens bred within the program carry the line prefix in their name. A line typically has a clarified foundation pair and a set of active breeding goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOCKED&#039;&#039;&#039;&lt;br /&gt;
: A gene that is either dominant or recessive (not mixed). A locked gene breeds true and will not change without introducing outside genetics. The goal of clarification is to lock every gene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;M&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MASKING&#039;&#039;&#039;&lt;br /&gt;
: When a dominant allele hides a recessive allele in a mixed gene. The trait controlled by the recessive allele is carried but not expressed. This is why mixed genes look dominant for decode purposes but can produce recessive offspring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MIXED&#039;&#039;&#039;&lt;br /&gt;
: A gene with one dominant and one recessive allele. Displays as ⦿ in-game. Mixed genes are unpredictable: mixed × mixed produces 25% dominant, 50% mixed, 25% recessive. Eliminating mixed genes is the core goal of clarification.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MUTATION-ONLY GENE&#039;&#039;&#039;&lt;br /&gt;
: A gene position that cannot be found in wild specimens. These genes are only obtainable through the in-game mutation system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PUNNETT SQUARE&#039;&#039;&#039;&lt;br /&gt;
: A grid tool used to visualize all possible allele combinations from two parents at a single gene position. Invented by British geneticist Reginald Punnett in the early 1900s. Useful for understanding cross probabilities. Each cell represents one equally likely outcome. Example: mixed x mixed produces a 2x2 grid with four cells — dominant/dominant, dominant/recessive, recessive/dominant, recessive/recessive — giving the 25/50/25 ratio.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;R&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RECESSIVE GENE&#039;&#039;&#039;&lt;br /&gt;
: A gene where both alleles are recessive. Displays as 〇 in-game. Breeds true: recessive × recessive = 100% recessive. In arthropods, recessive genes express stat bonuses. This is the target state for stat genes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;S&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERIES&#039;&#039;&#039;&lt;br /&gt;
: A decode type where the specific allele pattern maps to a specific output from a defined set. Like a lookup table. Example: tail light color on CR 9. See [[Genome Foundations: Structure and Expression]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SIBLING CROSS&#039;&#039;&#039;&lt;br /&gt;
: Breeding two siblings (offspring from the same parents or line). Used in some fold-in methods to lock a target gene at recessive. The cross mixed x mixed gives a 25% chance of producing recessive at the target position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIMEN&#039;&#039;&#039;&lt;br /&gt;
: A species-neutral term for any breedable creature (bee, wasp, horse). Used in naming conventions and general breeding discussion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STABLE SLOT&#039;&#039;&#039;&lt;br /&gt;
: A slot at a breeding stable where a specimen can be registered. Registered specimens cannot be caged or traded — only released (permanently deleted). See [[Getting Started With Genetics]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STAT EXPRESSION&#039;&#039;&#039;&lt;br /&gt;
: The stat layer of a gene&#039;s output. Every gene position contributes to stat expression independently of its visual expression. In arthropods, stats express only at double recessive (〇). In horses, some stats express at dominant or mixed instead. See [[Genome Foundations: Structure and Expression]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STAT GENE&#039;&#039;&#039;&lt;br /&gt;
: A gene that controls one of the 7 pet/mount stats (Ferocity, Toughness, Ruggedness, Virility/Fertility, Friendliness, Enthusiasm, Intelligence). Stat genes are scattered across all chromosomes as a separate layer from visual expressions. In arthropods, stats express at double recessive only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SWITCH&#039;&#039;&#039;&lt;br /&gt;
: A decode type where genes produce a binary on/off result. Either the trait is present or absent. Example: glow on CR 5. See [[Genome Foundations: Structure and Expression]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TARGET GENE&#039;&#039;&#039;&lt;br /&gt;
: The specific gene you are trying to fold into your line from an outside source. Named in the specimen naming convention with coordinate and prefix (e.g., a3H3 = adding gene at chromosome 3, group H, position 3).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;U&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIVERSAL CHROMOSOMES&#039;&#039;&#039; &#039;&#039;(horses only)&#039;&#039;&lt;br /&gt;
: Chromosomes that are active across all horse breeds regardless of which breed switch is active. For horses, CR 1-3 and CR 5-8 are universal (CR 4 is unused and non-functional). Genes on universal chromosomes contribute to stats in every horse regardless of breed, making them the highest priority for gene hunting and fold-ins. Breed-specific chromosomes (CR 9 onward) only activate when the corresponding breed switch is dominant, so improvements there benefit only horses of that breed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UPGRADE AND REPLACE&#039;&#039;&#039;&lt;br /&gt;
: The core clarification method. After each breeding cycle, compare the offspring to the same-sex parent. If the offspring is better (fewer mixed genes in sighted clarification, more consistent stats in blind clarification), the offspring replaces that parent in the breeding pair. If the offspring is worse, discard it and try again. Over many generations, this progressively reduces the number of mixed genes in the line until full clarification is achieved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VISUAL EXPRESSION&#039;&#039;&#039;&lt;br /&gt;
: The visual layer of a gene&#039;s output. Every gene position contributes to visual expression via its chromosome&#039;s decode type (Switch, Series, or Graduation). Visual expression operates independently of stat expression. See [[Genome Foundations: Structure and Expression]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.3em; font-weight:bold;&amp;quot;&amp;gt;W&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WILD / WILD-CAUGHT&#039;&#039;&#039;&lt;br /&gt;
: A specimen tamed from the wild (not bred). Wild specimens have their own set of dominant and recessive genes that differ from your clarified line. They are the source of new genetic material for fold-ins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WILD ARCHETYPE&#039;&#039;&#039;&lt;br /&gt;
: The fixed gene pattern found in wild specimens of a given species for chromosomes 1-4. All wild specimens of the same species share the same dominant/recessive pattern on these chromosomes. Chromosomes 5-10 are random in wild specimens and are the primary hunting ground for desirable genes. There are three arthropod archetypes: Fae Bees, Fae Wasps (Blinding and Turret), and Freeze Wasps.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Research and knowledge by Kaskrim. Compiled by AI Elara. Project Gorgon Genetics Research.&#039;&#039;&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Color_in_the_Arthropod_Genome&amp;diff=277874</id>
		<title>Color in the Arthropod Genome</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Color_in_the_Arthropod_Genome&amp;diff=277874"/>
		<updated>2026-07-27T02:13:20Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| border = blue&lt;br /&gt;
| type = This page is part of &#039;&#039;&#039;[[Project Gorgon Genetics Research By Kaskrim]]&#039;&#039;&#039;&lt;br /&gt;
| info =&lt;br /&gt;
Getting Started: [[Getting Started With Genetics]], [[Genetics Basics and Inbreeding]]&lt;br /&gt;
Core Techniques: [[The Complete Guide to Genetics Clarification]], [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
Foundational Reference: [[Genome Foundations: Structure and Expression]]&lt;br /&gt;
Genome Structure: [[Arthropod Genome Structure]], [[Horse Genome Structure]]&lt;br /&gt;
Color and Appearance: [[Color in the Arthropod Genome]]&lt;br /&gt;
Reference: [[Project Gorgon Genetics — Master Glossary]]}}[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Written by Kaskrim with contributing theory and knowledge by Azizah &amp;amp;bull; Scribed by AI Lumière &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every bee and wasp has a color. Body color and wing color. Each has a hue — the color itself — and a saturation and brightness. Color is not cosmetic accident. It is determined by genes on the same chromosomes that control stats, read by the same dominant and recessive logic that governs everything else in the genome.&lt;br /&gt;
&lt;br /&gt;
Understanding color does not require learning a new system. It requires understanding one part of the system that is already familiar.&lt;br /&gt;
&lt;br /&gt;
This article covers body and wing hue: what controls them, how they work, and what it means practically.&lt;br /&gt;
&lt;br /&gt;
== What Controls Hue ==&lt;br /&gt;
&lt;br /&gt;
Hue — the color itself, red, blue, green, orange, purple — is controlled by two chromosomes: CR 1 for body color and CR 3 for wing color.&lt;br /&gt;
&lt;br /&gt;
Both chromosomes are 40 positions and use the same decode type: circular graduation. They use the same framework and similar numbers. This is also species independent — bees and wasps with identical CR 1 and/or CR 3 genomes have the same colors.&lt;br /&gt;
&lt;br /&gt;
== The Color Wheel ==&lt;br /&gt;
&lt;br /&gt;
The chromosome is read as a whole, but in two layers — F-J sets the broad position on the wheel, and A-E fine-tunes within that zone.&lt;br /&gt;
&lt;br /&gt;
It is circular because the wheel wraps around. There are no hard endpoints. Push far enough in one direction and you come back around to where you started.&lt;br /&gt;
&lt;br /&gt;
Now imagine a clock face to describe color locations on the wheel. Red sits at 12. Going clockwise: orange at 1–2, yellow at 3, yellow-green at 4, green at 5–6, blue at 9–10, violet at 11, back to red at 12. The color moves clockwise as F-J dominant or mixed positions increase. It moves counterclockwise as they decrease.&lt;br /&gt;
&lt;br /&gt;
== The Two Axes ==&lt;br /&gt;
&lt;br /&gt;
Hue is not controlled by a single number. It is controlled by two.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;The Primary Axis: Groups F-J Dominant or Mixed&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gene groups F through J (positions 21–40) carry most of the hue weight. The count of dominant or mixed positions in those 20 genes — F-J dominant or mixed — is the strongest single predictor of color.&lt;br /&gt;
&lt;br /&gt;
More F-J dominant or mixed moves the color clockwise. Less F-J dominant or mixed moves it counterclockwise.&lt;br /&gt;
&lt;br /&gt;
Note that CR 1 (body) and CR 3 (wing) share the same framework but differ in where specific colors fall on the ladder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body color (CR 1):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! F-J dominant or mixed !! Color zone&lt;br /&gt;
|-&lt;br /&gt;
| 17–19 || Purple, blue-violet, or teal (A-E dominant or mixed determines which)&lt;br /&gt;
|-&lt;br /&gt;
| 14–16 || Blue or teal (A-E dominant or mixed determines which)&lt;br /&gt;
|-&lt;br /&gt;
| 11–13 || Green, yellow, or orange (A-E dominant or mixed determines which; teal also possible at 12–13 with very low A-E)&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Yellow-green or green-yellow (A-E dominant or mixed determines which)&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Green, yellow, or orange (A-E dominant or mixed determines which)&lt;br /&gt;
|-&lt;br /&gt;
| 7–8 || Red&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wing color (CR 3):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! F-J dominant or mixed !! Color zone&lt;br /&gt;
|-&lt;br /&gt;
| 17–19 || Purple or teal (A-E dominant or mixed determines which)&lt;br /&gt;
|-&lt;br /&gt;
| 15–17 || Blue-violet (A-E dominant or mixed determines which)&lt;br /&gt;
|-&lt;br /&gt;
| 14–16 || Blue or teal (A-E dominant or mixed determines which)&lt;br /&gt;
|-&lt;br /&gt;
| 9–13 || Green or orange (A-E dominant or mixed determines which)&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Red&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;The Secondary Axis: Groups A-E Dominant or Mixed&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gene groups A through E (positions 1–20) contribute to hue as well, but with less weight. Their effect is measured as a count of dominant or mixed positions across those groups — A-E dominant or mixed.&lt;br /&gt;
&lt;br /&gt;
Within a given F-J zone, A-E dominant or mixed fine-tunes the position on the wheel. The specific breakpoints confirmed by specimen data:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;F-J 17 or higher:&#039;&#039;&#039; A-E 0–3 = purple &amp;amp;bull; A-E 4–6 = blue-violet &amp;amp;bull; A-E 7+ = teal&lt;br /&gt;
* &#039;&#039;&#039;F-J 14–16:&#039;&#039;&#039; A-E 0–4 = blue &amp;amp;bull; A-E 5+ = teal&lt;br /&gt;
* &#039;&#039;&#039;F-J 11–13:&#039;&#039;&#039; A-E 0–2 = teal (at F-J 12–13) or green (at F-J 11) &amp;amp;bull; A-E 3–4 = green &amp;amp;bull; A-E 5–8 = yellow &amp;amp;bull; A-E 9+ = orange&lt;br /&gt;
* &#039;&#039;&#039;F-J 10 (body only):&#039;&#039;&#039; A-E 0–3 = yellow-green &amp;amp;bull; A-E 4+ = green-yellow&lt;br /&gt;
* &#039;&#039;&#039;F-J 9 (body):&#039;&#039;&#039; A-E 0–4 = green &amp;amp;bull; A-E 5–8 = yellow &amp;amp;bull; A-E 9+ = orange&lt;br /&gt;
* &#039;&#039;&#039;F-J 9 (wings):&#039;&#039;&#039; A-E 0–4 = green &amp;amp;bull; A-E 5+ = orange&lt;br /&gt;
&lt;br /&gt;
Think of it like focusing a camera. F-J is the macro focus — it places the color in the right neighborhood on the wheel. A-E is the micro focus — it sharpens exactly where within that neighborhood the color lands.&lt;br /&gt;
&lt;br /&gt;
== Mixed Genes Count as Dominant ==&lt;br /&gt;
&lt;br /&gt;
Mixed genes count as dominant or mixed for hue. A position either contributes to the dominant or mixed count or it does not. A bee does not need to be clarified to have a predictable color.&lt;br /&gt;
&lt;br /&gt;
== Color and Stats: The Conflict ==&lt;br /&gt;
&lt;br /&gt;
Here is why a purple-bodied bee has been elusive:&lt;br /&gt;
&lt;br /&gt;
Stat bonuses in arthropods express at double recessive. Every position that contributes a stat bonus is a recessive position. This means a high-stat bee has most of its genome recessive — including positions on CR 1 that also control body hue.&lt;br /&gt;
&lt;br /&gt;
A perfect-stat bee has F-J dominant or mixed around 7. Those 13 recessive positions in F-J are stat genes — Toughness, Intelligence, Ruggedness, Ferocity, Virility, Enthusiasm, and Friendliness.&lt;br /&gt;
&lt;br /&gt;
Most of the community was optimizing for maximum stats from October 2021 onward. Every generation that improved stats was pushing F-J dominant or mixed lower — further counterclockwise, away from purple. The drive to increase the stats was reducing the possibility for purple to show up and fly around.&lt;br /&gt;
&lt;br /&gt;
Wing color is a different story. All three wild archetypes start with wing colors associated with a higher number of dominant or mixed genes — CR 3 F-J dominant or mixed sits at 18 in Fae Bees and 15 in both Fae Wasp and Freeze Wasp variants. This is why early breeders frequently saw orange bodies with blue or purple wings — body hue was pushed counterclockwise by stat breeding while wing hue, starting from a more clockwise archetype base, held on longer. The two chromosomes were moving at different rates.&lt;br /&gt;
&lt;br /&gt;
== What Is Achievable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Body Color (CR 1)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting from a perfect-stat bee, here is what each body color costs. F-J dominant or mixed starts at 7. The three free cosmetic positions (1G4, 1I3, 1J4) can be flipped to dominant at no stat cost, raising F-J dominant or mixed to 10.&lt;br /&gt;
&lt;br /&gt;
; Red&lt;br /&gt;
: No changes needed. Default for a perfect-stat bee.&lt;br /&gt;
&lt;br /&gt;
; Yellow&lt;br /&gt;
: No stat cost. Flip 1G4, 1I3, 1J4 to dominant. Also flip 1A1 and 1A4 to recessive to lower A-E dominant or mixed and clean the yellow. F-J dominant or mixed = 10.&lt;br /&gt;
&lt;br /&gt;
; Green&lt;br /&gt;
: Costs −2 Virility. Flip cosmetics + 1F3 to dominant. F-J dominant or mixed = 11.&lt;br /&gt;
&lt;br /&gt;
; Blue&lt;br /&gt;
: Costs −15 stat points: −3 Ferocity, −7 Intelligence, −3 Ruggedness, −2 Virility. Five stat genes go dominant. F-J dominant or mixed must reach 14–16 with A-E dominant or mixed below 5.&lt;br /&gt;
&lt;br /&gt;
; Blue-violet&lt;br /&gt;
: Costs −25 stat points: −5 Enthusiasm, −3 Ferocity, −7 Intelligence, −8 Ruggedness, −2 Virility. Seven stat genes go dominant. F-J dominant or mixed must reach 17+ with A-E dominant or mixed 4–6.&lt;br /&gt;
&lt;br /&gt;
; Teal&lt;br /&gt;
: Similar cost to blue-violet. F-J dominant or mixed must reach 17+ with A-E dominant or mixed 7 or higher, or F-J 14–16 with A-E 5+.&lt;br /&gt;
&lt;br /&gt;
; Purple&lt;br /&gt;
: Costs −30 stat points: −5 Enthusiasm, −3 Ferocity, −5 Friendliness, −7 Intelligence, −8 Ruggedness, −2 Virility. Eight stat genes go dominant. F-J dominant or mixed must reach 17+ with A-E dominant or mixed below 4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Wing Color (CR 3)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting from a perfect-stat bee, here is what each wing color costs. F-J dominant or mixed starts at 6. The seven free cosmetic positions (3F1, 3F4, 3H1, 3H4, 3I1, 3J2, 3J3) can be flipped to dominant at no stat cost, raising F-J dominant or mixed to 13.&lt;br /&gt;
&lt;br /&gt;
; Red, orange, or yellow wings&lt;br /&gt;
: No changes needed. Default for a perfect-stat bee. A-E dominant or mixed determines which of the three you get.&lt;br /&gt;
&lt;br /&gt;
; Green wings&lt;br /&gt;
: No stat cost. Flip all 7 cosmetic positions to dominant. F-J dominant or mixed = 12–13.&lt;br /&gt;
&lt;br /&gt;
; Blue wings&lt;br /&gt;
: Costs −5 stat points: −2 Ferocity, −3 Friendliness. Two stat genes go dominant after cosmetics are used. F-J dominant or mixed must reach 14–16 with A-E dominant or mixed below 5.&lt;br /&gt;
&lt;br /&gt;
; Blue-violet wings&lt;br /&gt;
: Costs −12 stat points: −5 Ferocity, −3 Friendliness, −4 Virility. Four stat genes go dominant. F-J dominant or mixed 15–17, A-E dominant or mixed determines exact shade.&lt;br /&gt;
&lt;br /&gt;
; Purple wings&lt;br /&gt;
: Costs −16 stat points: −5 Ferocity, −7 Friendliness, −4 Virility. Five stat genes go dominant. F-J dominant or mixed must reach 17+ with A-E dominant or mixed below 4.&lt;br /&gt;
&lt;br /&gt;
Wing color reaches clockwise positions more cheaply than body color. The 7 free cosmetic positions in CR 3 F-J (vs 3 on CR 1) give significantly more room before stat genes must be touched.&lt;br /&gt;
&lt;br /&gt;
For other visual traits, see the [[Arthropod Genome Structure]] article.&lt;br /&gt;
&lt;br /&gt;
== Arthropod Color Calculator ==&lt;br /&gt;
&lt;br /&gt;
A color calculator tool based on this research is available at:&lt;br /&gt;
[https://arthcolor.streamlit.app/ Arthropod Color Calculator]&lt;br /&gt;
&lt;br /&gt;
Input a CR 1 (body) or CR 3 (wing) genome string and select a target color. The tool calculates the minimum gene changes needed to reach that color, sorted by stat cost — cosmetic changes listed first.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Written by Kaskrim with contributing theory and knowledge by Azizah. Compiled by AI Lumière. Based on research of genomes contributed by the community and posted via Kaskrim&#039;s Discord 2021–2026.&#039;&#039;&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Genome_Foundations:_Structure_and_Expression&amp;diff=277873</id>
		<title>Genome Foundations: Structure and Expression</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Genome_Foundations:_Structure_and_Expression&amp;diff=277873"/>
		<updated>2026-07-27T02:11:32Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| border = blue&lt;br /&gt;
| type = This page is part of &#039;&#039;&#039;[[Project Gorgon Genetics Research By Kaskrim]]&#039;&#039;&#039;&lt;br /&gt;
| info =&lt;br /&gt;
Getting Started: [[Getting Started With Genetics]], [[Genetics Basics and Inbreeding]]&lt;br /&gt;
Core Techniques: [[The Complete Guide to Genetics Clarification]], [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
Foundational Reference: [[Genome Foundations: Structure and Expression]]&lt;br /&gt;
Genome Structure: [[Arthropod Genome Structure]], [[Horse Genome Structure]]&lt;br /&gt;
Color and Appearance: [[Color in the Arthropod Genome]]&lt;br /&gt;
Reference: [[Project Gorgon Genetics — Master Glossary]]}}[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Written by Kaskrim &amp;amp;bull; Scribed by AI Elara &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This article covers the foundational concepts that apply to all breedable species in Project Gorgon. The arthropod and horse genome structure articles build on this foundation — read this first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For Mendelian genetics fundamentals (alleles, the six crosses, clarification, inbreeding), see [[Genetics Basics and Inbreeding]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Genome Grid ==&lt;br /&gt;
&lt;br /&gt;
Every specimen&#039;s genome is displayed as a grid in the genetics window. The grid is organized into chromosomes and gene groups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Chromosomes (Rows)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each row in the grid is a chromosome, numbered CR 1, CR 2, CR 3, and so on. The number of chromosomes differs by species. Arthropods have 10; horses have 48. Each chromosome controls one or more traits — color, body scale, glow, particle effects, stats, and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Gene Groups (Columns)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each chromosome is divided into gene groups, labeled A through L (not all chromosomes use all columns). Each gene group contains up to 4 sub-positions, labeled 1 through 4. So a full gene group has positions 1, 2, 3, and 4. Not all gene groups are full — some chromosomes have shorter gene groups at the end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Gene Positions&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The smallest unit in the genome is a single gene position. Each position holds one gene — the three-state symbol you see in the genetics window (⬤, 〇, or ⦿). A gene position is referenced by its chromosome, gene group, and sub-position number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Coordinate System&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breeders reference specific gene positions using a coordinate:&lt;br /&gt;
&lt;br /&gt;
 [Chromosome][Gene Group][Position]&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
 1A4  = Chromosome 1, Gene Group A, Position 4&lt;br /&gt;
 9E4  = Chromosome 9, Gene Group E, Position 4&lt;br /&gt;
 6C2  = Chromosome 6, Gene Group C, Position 2&lt;br /&gt;
&lt;br /&gt;
This coordinate system is used across all breeding records, naming conventions, and community documentation. When a breeder says &amp;quot;I&#039;m working on 3H3,&amp;quot; they mean chromosome 3, gene group H, position 3.&lt;br /&gt;
&lt;br /&gt;
== How to Read the Genetics Window ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;The Three Symbols&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each gene position in the genetics window displays as one of four symbols:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;⬤ Filled circle&#039;&#039;&#039; = Double Dominant — both alleles are dominant. This gene breeds true.&lt;br /&gt;
* &#039;&#039;&#039;〇 Open circle&#039;&#039;&#039; = Double Recessive — both alleles are recessive. This gene breeds true. For arthropods, stat bonuses express here.&lt;br /&gt;
* &#039;&#039;&#039;⦿ Circle with dot&#039;&#039;&#039; = Mixed — one dominant allele, one recessive allele. Unpredictable. This is what clarification works to eliminate.&lt;br /&gt;
* &#039;&#039;&#039;? Question mark&#039;&#039;&#039; = Unknown — your Genetics skill is too low to read this position. Level up or use an Analyzer to reveal it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Text Export&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game can also export a specimen&#039;s genome as a plain text file. The text export uses a different notation from the genetics window:&lt;br /&gt;
&lt;br /&gt;
 [Overview]&lt;br /&gt;
 Format=v1.0&lt;br /&gt;
 Character=PlayerName&lt;br /&gt;
 Entity=Baby Fae Bee 2483&lt;br /&gt;
 Genome=BeeWasp&lt;br /&gt;
 &lt;br /&gt;
 [Genes]&lt;br /&gt;
 01=  RRRR RxRR RRRx RRRD ...&lt;br /&gt;
 02=  ...&lt;br /&gt;
&lt;br /&gt;
Text export uses: D = ⬤ (dominant), R = 〇 (recessive), x = ⦿ (mixed), ? = unknown&lt;br /&gt;
&lt;br /&gt;
These are two distinct formats — the genetics window and the text export use different symbols for the same information.&lt;br /&gt;
&lt;br /&gt;
== Decode Types ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The examples used throughout this section are drawn from arthropod genomes. The decode types themselves apply to all breedable species.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every gene in the genome has two jobs simultaneously: contributing to &#039;&#039;&#039;visual expression&#039;&#039;&#039; (what the specimen looks like) and contributing to &#039;&#039;&#039;stat expression&#039;&#039;&#039; (what the specimen&#039;s stats are). These two layers are independent — see [[#The Dual-Layer Concept|The Dual-Layer Concept]] below.&lt;br /&gt;
&lt;br /&gt;
For visual expression, different chromosomes (or regions within a chromosome) read their genes in different ways to produce different kinds of output. The way a chromosome reads its genes is called its &#039;&#039;&#039;decode type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are three known decode types in Project Gorgon&#039;s genetics system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Decode Type 1: Switch&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How it works:&#039;&#039;&#039; Binary on/off. A specific pattern of alleles either activates a trait or does not. There is no spectrum or range — the trait is either present or absent.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* &#039;&#039;&#039;Glow:&#039;&#039;&#039; Certain allele combinations activate glow. Others do not.&lt;br /&gt;
* &#039;&#039;&#039;Particles:&#039;&#039;&#039; Certain patterns activate particles at specific body positions. Other patterns produce no particles.&lt;br /&gt;
* &#039;&#039;&#039;Leg deformities:&#039;&#039;&#039; Each leg can independently be normal or deformed, with each leg controlled by its own switch.&lt;br /&gt;
&lt;br /&gt;
Key characteristics:&lt;br /&gt;
* Output is discrete: ON or OFF. No middle ground.&lt;br /&gt;
* Multiple allele patterns can produce the same outcome (many different patterns can all result in &amp;quot;glow ON&amp;quot;).&lt;br /&gt;
* The specific pattern determines sub-variations within the ON state (for example, in arthropod genomes, tail particles vs wing particles are different ON states, not just &amp;quot;particles ON&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Decode Type 2: Series&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How it works:&#039;&#039;&#039; Pattern-matched output. The specific combination of alleles across the region maps to a specific output from a defined set of possibilities. Think of it as a lookup table — this exact pattern produces this exact result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Tail light color. The allele pattern across a specific gene region determines which color the tail light displays. Each unique pattern maps to one specific color from the known set (Wave Teal, Poison Green, Golden Yellow, Aqua Blue, Red Orange, Firey Pink, Normal Purple, Galaxy Purple, Sparkle Purple, White/Purp/Teal, White Frosty, White Noise, or no tail light at all).&lt;br /&gt;
&lt;br /&gt;
Key characteristics:&lt;br /&gt;
* Output is discrete but with many possible values (not just on/off).&lt;br /&gt;
* The entire pattern matters — changing one allele can change the output entirely.&lt;br /&gt;
* There is no gradient or spectrum between outputs. A specimen&#039;s tail light is one specific color, not &amp;quot;between&amp;quot; two colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reading rule for series:&#039;&#039;&#039; When reading the allele pattern for visual output, treat mixed (⦿) as dominant (⬤). Mixed behaves like dominant for determining which output is displayed. However, for BREEDING purposes, mixed is still mixed and needs clarifying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Decode Type 3: Graduation&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How it works:&#039;&#039;&#039; Spectrum/scale. The ratio of dominant (⬤) to recessive (〇) alleles across the region determines where a trait falls on a continuous range. More dominant pushes the trait one direction; more recessive pushes it the other direction.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* &#039;&#039;&#039;Body color hue:&#039;&#039;&#039; The balance of dominant vs recessive across an entire chromosome determines the body&#039;s hue on a color spectrum.&lt;br /&gt;
* &#039;&#039;&#039;Body color saturation:&#039;&#039;&#039; The dominant/recessive ratio determines saturation intensity.&lt;br /&gt;
* &#039;&#039;&#039;Body scale:&#039;&#039;&#039; The ratio determines the size of a body part on a scale.&lt;br /&gt;
&lt;br /&gt;
Key characteristics:&lt;br /&gt;
* Output is continuous, not discrete. The trait slides along a range.&lt;br /&gt;
* Individual allele positions may not matter as much as the overall &#039;&#039;&#039;ratio&#039;&#039;&#039; of dominant to recessive across the region.&lt;br /&gt;
* Changing one allele slightly shifts the trait along the spectrum rather than flipping it to a completely different output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Two Sub-Types of Graduation&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Circular:&#039;&#039;&#039; The spectrum wraps around so that all-dominant and all-recessive produce the same (or similar) output. Like a color wheel where 0 degrees and 360 degrees are both red. Circular graduation is used for hue, because hue is inherently circular in color theory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Linear:&#039;&#039;&#039; The spectrum has two distinct endpoints. All-dominant produces one extreme, all-recessive produces the other. Used for saturation, brightness, and body/part scale.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Open research question: In a graduation, do all gene positions contribute equally to the ratio, or do some positions weigh more heavily than others? This is unconfirmed and flagged for future research. If unequal weighting exists, changing certain positions would shift the trait more than changing others.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Decode Type Summary&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Decode Type !! How It Reads !! Output Type !! Example&lt;br /&gt;
|-&lt;br /&gt;
| Switch || Specific pattern || Binary (on/off) || Glow, particles&lt;br /&gt;
|-&lt;br /&gt;
| Series || Pattern lookup table || Discrete set || Tail light color&lt;br /&gt;
|-&lt;br /&gt;
| Graduation || Dominant/recessive ratio || Continuous range || Body color, scale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Circular and Linear are sub-types of Graduation, not separate decode types.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Dual-Layer Concept ==&lt;br /&gt;
&lt;br /&gt;
Every gene position in the genome contributes to two independent layers simultaneously:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Visual expression&#039;&#039;&#039; — what the specimen looks like (color, glow, scale, particles, body deformity)&lt;br /&gt;
# &#039;&#039;&#039;Stat expression&#039;&#039;&#039; — what the specimen&#039;s stats are (Ferocity, Toughness, etc. for arthropods; Temperament, Toughness, etc. for horses)&lt;br /&gt;
&lt;br /&gt;
These two layers operate independently. A gene on a color chromosome still sometimes has a stat value. A stat gene still has a visual expression value. The same physical gene position affects both layers at once, but the two effects do not interfere with each other — changing a gene&#039;s state affects both its visual output and its stat contribution simultaneously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Why This Matters for Breeding&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clarifying a line for visual traits involves the same genes that contribute to stats. When a breeder optimizes for a specific color or visual appearance, they are locking genes at specific states (⬤ or 〇) to achieve that visual output. But those same locked states also determine the stat contribution of those genes.&lt;br /&gt;
&lt;br /&gt;
This means that optimizing for a specific visual expression can sometimes require accepting a slightly lower stat value at certain positions — and vice versa. A breeder who wants a specific body color may need to hold some genes at ⬤ (dominant) for the visual, even though 〇 (recessive) would give a stat bonus for arthropods.&lt;br /&gt;
&lt;br /&gt;
This is a genuine tradeoff that every serious breeder eventually faces:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pure stat optimization:&#039;&#039;&#039; breed all stat genes to 〇, accept whatever visual expression results&lt;br /&gt;
* &#039;&#039;&#039;Pure visual optimization:&#039;&#039;&#039; breed genes to the state the visual requires, accept whatever stat expression results&lt;br /&gt;
* &#039;&#039;&#039;Balanced approach:&#039;&#039;&#039; optimize stats where the visual decode allows it, and accept visual compromises where stat optimization is the priority&lt;br /&gt;
&lt;br /&gt;
There is no single correct answer. The right tradeoff depends on what the breeder is trying to achieve. Understanding the dual-layer concept is what allows a breeder to make that decision intentionally rather than by accident.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Species Differences&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For arthropods, stats express only at double recessive (〇). This makes the tradeoff relatively straightforward — any gene held at ⬤ (dominant) or ⦿ (mixed) for visual purposes is a gene that does not contribute to stats.&lt;br /&gt;
&lt;br /&gt;
For horses, the dual-layer concept is more complex because some stat genes express at ⬤ rather than 〇, and some genes are dual-stat (expressing one stat at ⬤ and a different stat at 〇). See the [[Horse Genome Structure]] article for the full detail.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Research and knowledge by Kaskrim. Compiled by AI Elara. Project Gorgon Genetics Research.&#039;&#039;&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=The_Complete_Guide_to_Gene_Hunting_and_Fold-Ins&amp;diff=277872</id>
		<title>The Complete Guide to Gene Hunting and Fold-Ins</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=The_Complete_Guide_to_Gene_Hunting_and_Fold-Ins&amp;diff=277872"/>
		<updated>2026-07-27T02:09:11Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| border = blue&lt;br /&gt;
| type = This page is part of &#039;&#039;&#039;[[Project Gorgon Genetics Research By Kaskrim]]&#039;&#039;&#039;&lt;br /&gt;
| info =&lt;br /&gt;
Getting Started: [[Getting Started With Genetics]], [[Genetics Basics and Inbreeding]]&lt;br /&gt;
Core Techniques: [[The Complete Guide to Genetics Clarification]], [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
Foundational Reference: [[Genome Foundations: Structure and Expression]]&lt;br /&gt;
Genome Structure: [[Arthropod Genome Structure]], [[Horse Genome Structure]]&lt;br /&gt;
Color and Appearance: [[Color in the Arthropod Genome]]&lt;br /&gt;
Reference: [[Project Gorgon Genetics — Master Glossary]]}}[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Written by Kaskrim &amp;amp;bull; Scribed by AI Elara &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What Is a Fold-In? ==&lt;br /&gt;
&lt;br /&gt;
Introducing a specific gene from an outside specimen (usually wild-caught) into an established, clarified breeding line. The goal: add the new gene without losing the work already done on the line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;The Challenge&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you cross a wild specimen with a clarified line specimen, the offspring inherits mixed (⦿) genes at every position where the parents differed. You want ONE specific gene. The fold-in process is about keeping that target gene while breeding everything else back to the clarified line&#039;s state.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Prerequisite: Clarify First&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your line must be fully clarified (no mixed genes) before folding in anything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why it matters:&#039;&#039;&#039;&lt;br /&gt;
* If your line is clarified, every mixed gene in the offspring came from the wild specimen. You can track your target gene precisely because you know exactly where the new genetic material came from. Note: a wild-caught specimen often carries multiple genes not present in your line. The target gene is the one you are actively tracking. Other new genes from the wild-caught may be lost during the fold-in process — this is acceptable unless you want them too, in which case they must be planned as separate fold-ins.&lt;br /&gt;
* Back-crossing only converges toward a clean genome if the parent IS clarified. An unclarified parent cannot anchor the offspring&#039;s genome.&lt;br /&gt;
* Mixed genes from multiple sources never resolve. You breed chaos into chaos.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Correct order:&#039;&#039;&#039;&lt;br /&gt;
# Clarify your line completely&lt;br /&gt;
# Identify the gene (or genes) you want to add from the wild-caught&lt;br /&gt;
# Find a wild specimen carrying the target gene(s) at 〇 or ⦿&lt;br /&gt;
# Fold in using the Standard Back-Cross method below — one gene at a time, or two at most simultaneously&lt;br /&gt;
# Keep the wild-caught alive and stabled until ALL desired genes from it have been folded in. This may take a long time and costs a stable slot, but releasing it before you are done means losing access to any genes you have not yet folded in.&lt;br /&gt;
# Re-clarify before starting the next fold-in&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Fold-In Method ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Standard Back-Cross&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Requires minimum 4 stable slots: 2 parents + 1 slot for offspring + 1 slot for offspring&#039;s offspring.&lt;br /&gt;
&lt;br /&gt;
# Cross wild specimen (target gene at 〇 or ⦿) with clarified line specimen. A mixed gene still carries the needed allele and can be worked with.&lt;br /&gt;
# Offspring will be mixed at many positions — select one carrying the target gene (verify via Genetics skill).&lt;br /&gt;
# Back-cross that offspring to the clarified parent.&lt;br /&gt;
# Each generation, select offspring that still carry the target gene.&lt;br /&gt;
# After several generations, offspring converges toward clarified line plus the new gene.&lt;br /&gt;
# At this point you will have a male and female that are identical to the original clarified parents except for mixed genes at the target gene location (or locations, if you are tracking two simultaneously). Breed these two siblings together to produce offspring that can clarify the target gene(s) to 〇. You now have a new set of clarified parents for your line that carry the folded-in gene(s), replacing the original parents. The fold-in is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Risk Management&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Target gene has 50% chance to be lost each generation while still mixed.&lt;br /&gt;
* If lost, discard that offspring (sell or release it) and repeat the same breeding again — do not restart from step 1.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gene Hunting ==&lt;br /&gt;
&lt;br /&gt;
Before you can fold in a gene, you need to find a wild specimen that carries it at 〇 or ⦿. A mixed gene still carries the needed allele and can be worked with. The method for finding these specimens differs between horses and arthropods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Horses&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;How to Analyze a Wild Horse&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Have a Non-Ruminant Ungulate Genetics Analyzer in your inventory.&lt;br /&gt;
# Target the wild horse and open its menu.&lt;br /&gt;
# Select &amp;quot;Analyze Genes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This reveals the horse&#039;s genome on the spot. You can check whether it carries the gene you are looking for at 〇 or ⦿ before committing to a tame. If it does not have what you want, move on and check the next one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;What to Look For&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Horse archetypes have not been mapped yet. Unlike arthropods where known archetypes give you targets, there is no chart of which genes appear on which breed. You need to try different breeds of horses and analyze what you find. If you find a gene you have not seen before, document it and share it with the breeding community — the horse archetype map is still being built and every data point helps.&lt;br /&gt;
&lt;br /&gt;
Before you go out:&lt;br /&gt;
* Review your own lines and gene stock (stabled horses)&lt;br /&gt;
* Identify what genes you are missing and want to add&lt;br /&gt;
* Bring that list with you — you are looking for specific targets, not browsing at random&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Where to Start and Why It Matters&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The horse genome works via breed switches. Each breed has its own set of chromosomes that activate based on dominant genes in the switch chromosome. This makes breed-specific chromosomes a later priority.&lt;br /&gt;
&lt;br /&gt;
Chromosomes 1–3 and 5–8 are universal across all horses (CR 4 is unused and non-functional). Your goal as a new horse breeder should be to maximize these universal chromosomes first. Every improvement here benefits your line regardless of which breed it becomes. Only once the universal chromosomes are strong should you branch out into breed-specific chromosome improvements.&lt;br /&gt;
&lt;br /&gt;
Analyzing horses of different breeds is necessary since archetypes are unknown. Do not limit yourself to one breed while hunting.&lt;br /&gt;
&lt;br /&gt;
Known location data (limited):&lt;br /&gt;
* Chromosome 7 genes have only been observed on horses in Vidaria.&lt;br /&gt;
&lt;br /&gt;
Location data for other chromosomes is still being researched. If you find a gene in a specific area, note the location — it contributes to the community&#039;s map of where to hunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For a full explanation of the horse genome structure, breed switches, and which chromosomes are universal vs breed-specific, see the [[Horse Genome Structure]] article.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Arthropods&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Prerequisite: Arthropod Genetics Level 50&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To analyze wild arthropods, you must level the Arthropod Genetics skill to 50. At that point you unlock the &amp;quot;Analyze Arthropod Genes&amp;quot; ability, which lets you analyze the genetics of a wild living specimen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;The Problem: Specimen Aggro&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using the analyze ability on a wild specimen will cause it to attack you. Being hit while channeling will break the analysis. You need a way to prevent that from happening.&lt;br /&gt;
&lt;br /&gt;
Before attempting to analyze a wild specimen, you need one of the following:&lt;br /&gt;
* A freeze, stun, or mesmerize ability to lock the specimen in place&lt;br /&gt;
* Another player to tank the specimen and keep it off you while you channel&lt;br /&gt;
&lt;br /&gt;
Plan your approach before you start. A failed channel causes complex complications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Warning: Do Not Kill the Specimen&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many freeze, stun, and mesmerize abilities also deal damage. If your damage output is too high, you may accidentally kill the specimen you are trying to analyze and tame. Before you go out hunting:&lt;br /&gt;
* Consider removing armor pieces to reduce your effective output&lt;br /&gt;
* Consider unequipping damage-boosting gear&lt;br /&gt;
* Use the weakest CC ability available if it deals damage&lt;br /&gt;
* If hunting with a group, make sure your tank is not using damaging CC abilities on the target specimen&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Where to Find Wild Specimens&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following locations have tameable wild bees and wasps. No gene advantages have been documented at any specific location yet — these are simply confirmed sources of wild specimens to analyze:&lt;br /&gt;
&lt;br /&gt;
* Freeze Wasps in Sun Vale&lt;br /&gt;
* Wasps and Bees in Fae Realm&lt;br /&gt;
* Turret Wasps in The Wintertide&lt;br /&gt;
* Some solo areas in Errruka&#039;s Caves&lt;br /&gt;
* Gauntlet 1 dungeon (Turret Wasps — believed tameable, unconfirmed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Hive Poking (Recommended)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The best method observed for finding rare genes is hive poking. You need a group of 3 players to poke hives. The bees and wasps that spawn from disturbed hives appear to have a slightly higher incidence of rare genes than specimens found in the open world.&lt;br /&gt;
&lt;br /&gt;
Important notes for hive poking:&lt;br /&gt;
* Spawned bees are level 80&lt;br /&gt;
* A non-tameable elite always spawns with the group and must be killed first&lt;br /&gt;
* &#039;&#039;&#039;WARNING:&#039;&#039;&#039; Do NOT use AoE abilities while killing the elite — the regular specimens must be kept alive for analysis and taming&lt;br /&gt;
* After the elite is down, someone must tank or crowd control the remaining specimens while the analyzer channels the Analyze Arthropod Genes ability&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Moon Phases (Unconfirmed)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Certain rare genes appear to spawn at higher rates during specific moon phases. This has been observed but not formally recorded. Consider noting the moon phase when you find a rare gene — this data will help establish whether the pattern is real.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For a full explanation of the arthropod genome structure, archetypes, and known gene locations by chromosome, see the [[Arthropod Genome Structure]] article.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Don&#039;t Sit Idle While Breeding ==&lt;br /&gt;
&lt;br /&gt;
Hunting for rare genes takes a long time. While you search, your breeding line does not have to stop progressing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Fold In Archetype Genes While You Hunt (Arthropods)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 3 arthropod archetypes: Fae Bees, Fae Wasps (Blinding and Turret), and Freeze Wasps. Each has fixed gene patterns on CR 1–4. Starting from one archetype means you are missing CR 1–4 genes from the other two — those are reliable hunt targets you can fold in while searching for rarer genes. You stay productive and your line improves in the meantime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Strengthen Universal Chromosomes While You Hunt (Horses)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For horse breeders, the equivalent strategy is to focus on universal chromosomes (CR 1–3 and 5–8) while hunting for breed-specific genes. Every improvement to a universal chromosome benefits your line regardless of breed. Breed-specific chromosome improvements can wait until the universal chromosomes are strong.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Build a Gene Bank Before You Need It&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Do not wait until your line is ready for its next fold-in before you start hunting for the gene. By then you are stalled, waiting on RNG.&lt;br /&gt;
&lt;br /&gt;
Instead, hunt ahead. When you find a specimen carrying a gene you want for a future fold-in, tame it and register it at a stable. These are your holder specimens — they sit in stable slots and wait until your line is ready for them.&lt;br /&gt;
&lt;br /&gt;
This requires dedicating stable slots to gene bank storage rather than active breeding. Plan your slot budget accordingly. Having a gene bank ready means you can begin the fold-in the moment your line is clarified and ready, rather than halting progress to go hunting.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Research and knowledge by Kaskrim. Compiled by AI Elara. Based on 4.5+ years of genetics research.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;twitch.tv/kaskrim&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=The_Complete_Guide_to_Genetics_Clarification&amp;diff=277871</id>
		<title>The Complete Guide to Genetics Clarification</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=The_Complete_Guide_to_Genetics_Clarification&amp;diff=277871"/>
		<updated>2026-07-27T02:04:59Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| border = blue&lt;br /&gt;
| type = This page is part of &#039;&#039;&#039;[[Project Gorgon Genetics Research By Kaskrim]]&#039;&#039;&#039;&lt;br /&gt;
| info =&lt;br /&gt;
Getting Started: [[Getting Started With Genetics]], [[Genetics Basics and Inbreeding]]&lt;br /&gt;
Core Techniques: [[The Complete Guide to Genetics Clarification]], [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
Foundational Reference: [[Genome Foundations: Structure and Expression]]&lt;br /&gt;
Genome Structure: [[Arthropod Genome Structure]], [[Horse Genome Structure]]&lt;br /&gt;
Color and Appearance: [[Color in the Arthropod Genome]]&lt;br /&gt;
Reference: [[Project Gorgon Genetics — Master Glossary]]}}[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Written by Kaskrim &amp;amp;bull; Scribed by AI Elara &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Project Gorgon&#039;s breeding system uses real Mendelian genetics. Clarification is the foundation of all serious breeding — you can&#039;t engineer genetics you can&#039;t predict.&lt;br /&gt;
&lt;br /&gt;
This guide covers three connected topics:&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What Is Clarification? ==&lt;br /&gt;
&lt;br /&gt;
Every gene in a specimen&#039;s genome has two alleles. Each gene exists in one of three states:&lt;br /&gt;
&lt;br /&gt;
* ⬤ (Double Dominant) — breeds true. Two ⬤ parents always produce ⬤ offspring.&lt;br /&gt;
* 〇 (Double Recessive) — breeds true. Two 〇 parents always produce 〇 offspring.&lt;br /&gt;
* ⦿ (Mixed/Heterozygous) — the wildcard. Two mixed parents produce 25% ⬤, 50% ⦿, 25% 〇.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;clarified&amp;quot; specimen has NO mixed genes — every position is either ⬤ or 〇. This means its offspring are 100% predictable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Why Clarify?&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mixed genes are coin flips. Every ⦿ in the genome means that position will randomly resolve differently in every offspring. With hundreds of gene positions per genome (238 for arthropods, 1,576 for horses), even a few mixed genes create enormous variation between siblings.&lt;br /&gt;
&lt;br /&gt;
A clarified specimen:&lt;br /&gt;
* Produces IDENTICAL offspring at every clarified position (when crossed with another clarified specimen of the same line)&lt;br /&gt;
* Lets you predict exactly what a cross will produce BEFORE breeding&lt;br /&gt;
* Makes gene fold-ins precise — you know exactly what changes when you introduce new genetics&lt;br /&gt;
&lt;br /&gt;
Clarification is the prerequisite for every advanced breeding technique.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Without clarification, you&#039;re gambling. With it, you&#039;re engineering.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Starting a Clarified Line (From Wild-Caught Parents) ==&lt;br /&gt;
&lt;br /&gt;
Before you can use any clarification method, you need a starting line. This section covers how to go from two wild-caught specimens to a clarified breeding line — the foundation everything else builds on.&lt;br /&gt;
&lt;br /&gt;
This process works the same whether you&#039;re using sighted or blind methods. The difference is only in HOW you evaluate offspring (reading genes vs watching stats). The breeding steps are identical.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Step 1: Catch Your Starting Pair&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tame a male and female of the species you want to breed. These are your WILD-CAUGHT PARENTS — your genetic originals. They are irreplaceable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Step 2: Breed Generation 1&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cross the wild-caught parents. The Gen 1 offspring will have a LOT of mixed (⦿) genes and masked genetic information. This is normal and expected — two unrelated wild specimens will differ at many positions, and every position where they differ produces mixed offspring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRITICAL: IGNORE STATS IN GENERATION 1.&#039;&#039;&#039; The Gen 1 stats are meaningless for evaluation purposes. With so many mixed genes, the stats are mostly noise. Gen 1 exists solely to create offspring you can backcross.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Step 3: Breed F1 × F1 (Sibling Cross)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breed two F1 siblings together (NOT back to the wild-caught parents — that would re-introduce maximum divergence and be counter-productive). This produces the F2 generation.&lt;br /&gt;
&lt;br /&gt;
In F2, some of the mixed genes from F1 will resolve via the Punnett square (⦿ × ⦿ = 25% ⬤, 50% ⦿, 25% 〇). F2 is where clarification begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Step 4: Compare F2 to F1 — Upgrade and Replace&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Evaluate the F2 offspring against the SAME-SEX F1 PARENT:&lt;br /&gt;
* &#039;&#039;&#039;BLIND METHOD:&#039;&#039;&#039; Compare the F2 offspring&#039;s stats to the F1 parent&#039;s stats. Are the stats better on the offspring or the parent?&lt;br /&gt;
* &#039;&#039;&#039;SIGHTED METHOD:&#039;&#039;&#039; Read the F2 offspring&#039;s genome. Does it have fewer mixed genes than the F1 parent?&lt;br /&gt;
&lt;br /&gt;
If the F2 offspring is BETTER → KEEP IT. The offspring replaces that F1 parent in the breeding pair.&lt;br /&gt;
&lt;br /&gt;
If the F2 offspring is WORSE → DISCARD IT. You can cage to sell, or release this baby. Breed again and try with a new offspring.&lt;br /&gt;
&lt;br /&gt;
The new breeding pair is now: upgraded F2 offspring × the other F1 parent (opposite sex).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Step 5: Repeat&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Continue the upgrade-and-replace cycle. Each generation:&lt;br /&gt;
* Breed the current pair&lt;br /&gt;
* Compare offspring to the same-sex parent&lt;br /&gt;
* Replace the parent if the offspring is better&lt;br /&gt;
* Discard if worse&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;BLIND clarification:&#039;&#039;&#039; you&#039;re done when offspring stats are perfectly consistent across multiple generations — no more fluctuation.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;SIGHTED clarification:&#039;&#039;&#039; you&#039;re done when the offspring&#039;s genome shows zero ⦿ genes — all genes are either ⬤ or 〇.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Keep the Wild-Caught Parents (Until You&#039;re Done)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During clarification, genetic information DEGRADES. When a mixed gene resolves to ⬤ or 〇, one of the two original alleles is lost. The wild-caught parents are your GENETIC BACKUP. After clarification is complete, you can FOLD IN any lost genetic information from them back into the clarified line. Without them, those lost genes are gone forever.&lt;br /&gt;
&lt;br /&gt;
* Clarification makes the line PREDICTABLE (no more mixed genes)&lt;br /&gt;
* But it may also make it WORSE (some stat genes lost to dominant)&lt;br /&gt;
* The wild-caught parents let you RECOVER what was lost&lt;br /&gt;
* Fold-in techniques are covered in [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
&lt;br /&gt;
Never release, cage, or lose your wild-caught originals until the line is fully clarified AND you&#039;ve completed any fold-ins you need.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note on structure: The steps above apply to both blind and sighted methods — the breeding process is identical. What differs is how you EVALUATE offspring at each step. Part 1 covers evaluation without the Genetics skill (using stat changes as a proxy). Part 2 covers evaluation with the Genetics skill (reading the genome directly). If you are just starting out, go to Part 1. If you already have Genetics leveled, you can skip ahead to Part 2.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 1: Blind Clarification (Without Genetics Skill) ==&lt;br /&gt;
&lt;br /&gt;
Blind Clarification is where every breeder starts. You don&#039;t need the Genetics skill — you can begin clarifying the moment you unlock Animal Husbandry. This method uses STAT CHANGES IN OFFSPRING as a proxy to infer the genetic state of the parents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ARTHROPODS:&#039;&#039;&#039; Stats express ONLY at double recessive (〇). Simple rule: recessive = stat, dominant or mixed = no stat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HORSES:&#039;&#039;&#039; More complex. Some stat genes express at 〇, but others express at ⬤ or ⦿. Some genes are dual-stat: they express one stat at double recessive and a different stat at double dominant/mixed.&lt;br /&gt;
&lt;br /&gt;
Arthropod breeders can completely blind clarify. Horse breeders can use blind clarification to make progress, but cannot fully blind clarify — they will need to transition to sighted clarification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Prerequisites&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Animal Handling 50 → unlock Animal Husbandry. Trainer: [[Leah Bowman]] in [[Povus]] (requires Friends favor)&lt;br /&gt;
* At least 4 stable slots (2 parents + offspring being bred back + active breeding slot)&lt;br /&gt;
* Genetics skill is not required to get started, but work on it simultaneously — you will need it for fold-ins and targeted gene work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;How to Evaluate: Reading Stats&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breed the pair, record the offspring&#039;s stats, and compare across multiple offspring from the SAME parent pair over time:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CONSISTENT stats&#039;&#039;&#039; (same value across offspring over time) → Those stat genes are likely CLARIFIED in both parents. No mixed genes are involved.&lt;br /&gt;
* &#039;&#039;&#039;FLUCTUATING stats&#039;&#039;&#039; (different values between offspring) → At least one parent has MIXED (⦿) genes at the positions controlling that stat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You&#039;ll typically only have one offspring at a time due to stable slot limits. You&#039;re comparing from your NOTES across breeding cycles — not looking at multiple babies side-by-side. This is why recording stats matters early on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Confirming Clarification&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A stat gene is &amp;quot;blind-confirmed clarified&amp;quot; when:&lt;br /&gt;
* Multiple generations of crosses produce the SAME stat value consistently&lt;br /&gt;
* Backcrossing to both parents produces stable results&lt;br /&gt;
* No new stat fluctuations appear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Why Backcross to Parents Specifically?&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;THE PARENT IS YOUR CONTROL.&#039;&#039;&#039; You know the parent&#039;s stats. Any variation you see comes from the offspring&#039;s unknown alleles.&lt;br /&gt;
# &#039;&#039;&#039;CONVERGENCE.&#039;&#039;&#039; Each backcross generation makes the offspring&#039;s genome more similar to the parent.&lt;br /&gt;
# &#039;&#039;&#039;FEWER VARIABLES.&#039;&#039;&#039; Sibling crosses introduce variation from BOTH sides. Backcrossing pins one side down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Tracking Stats: What to Watch&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both species have 7 stats controlled by genes in the genome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The 7 arthropod (pet) stats:&#039;&#039;&#039;&lt;br /&gt;
* Ferocity (damage per attack)&lt;br /&gt;
* Toughness (maximum health)&lt;br /&gt;
* Ruggedness (maximum armor)&lt;br /&gt;
* Virility/Fertility (breeding success, same-sex offspring bias)&lt;br /&gt;
* Friendliness (bonding speed, burst evasion)&lt;br /&gt;
* Enthusiasm (critical hit chance)&lt;br /&gt;
* Intelligence (combat XP, accuracy, cross-species offspring)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The 7 horse (mount) stats:&#039;&#039;&#039;&lt;br /&gt;
* Temperament (how &amp;quot;hot&amp;quot; the mount is; affects anxiety maximum and movement speed)&lt;br /&gt;
* Toughness (resilience; increases anxiety maximum, decreases anxiety damage taken)&lt;br /&gt;
* Ruggedness (pack animal quality; increases saddlebag space, anxiety recovery rate)&lt;br /&gt;
* Enthusiasm (eagerness; increases overall speed and acceleration)&lt;br /&gt;
* Friendliness (handling ease; increases turn speed, decreases ability cooldowns and costs)&lt;br /&gt;
* Intelligence (quick learner; decreases ability cooldowns, improves water navigation; slows anxiety regeneration)&lt;br /&gt;
* Virility (breeding trait; increases acceleration and jump distance)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: These genome stats feed into the derived performance stats you see in the Mount window while riding (Top Speed, Acceleration, Turning Speed, etc.). Those displayed values are calculated from the genome stats above, plus tack equipment. What you are breeding for is the genome stats — the derived stats follow.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Practical Tips for Blind Clarification&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;MORE DATA = MORE CONFIDENCE.&#039;&#039;&#039; One offspring tells you almost nothing. After five or more breeding cycles, you can be reasonably confident which stats are stable.&lt;br /&gt;
# &#039;&#039;&#039;RECORDS ARE TRAINING WHEELS.&#039;&#039;&#039; Write down every offspring&#039;s stats when starting out. Dial back the paperwork as you gain experience.&lt;br /&gt;
# &#039;&#039;&#039;PATIENCE.&#039;&#039;&#039; Blind Clarification takes MORE generations than sighted. This is a marathon.&lt;br /&gt;
# &#039;&#039;&#039;PARTIAL GENETICS SKILL HELPS.&#039;&#039;&#039; Every visible gene is one fewer you need to infer from stats.&lt;br /&gt;
# &#039;&#039;&#039;STAT FLOORS EXIST.&#039;&#039;&#039; A stat consistently at the floor value means those genes are likely all ⬤ and already clarified.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note for horse breeders: Blind clarification is more limited for horses due to the dual-stat gene system and larger genome (1,576 positions vs 238). Always breed same breed to same breed when clarifying blind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An additional complication specific to horses: during the clarification process, it is possible for offspring to flip a breed switch, graduating to a different breed than the parent. When this happens, a new set of chromosomes becomes active, which changes which genes are expressing and will cause stats to shift in unexpected ways — not because your clarification work was lost, but because the active gene set changed. Do not be surprised if this happens.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If a breed-switched offspring occurs, try to breed a sibling from the same parent pair where the same breed switch has happened. Two horses of the same new breed can continue the clarification process together. If you cannot produce a matching sibling, the breed-switched offspring may need to be released or sold — continuing to breed it against a different-breed parent will make clarification impossible to track.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 2: Sighted Clarification (With Genetics Skill) ==&lt;br /&gt;
&lt;br /&gt;
Once your Genetics skill is fully leveled and you can read the entire genome, you switch to sighted clarification. This is faster and more precise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Prerequisites&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Animal Handling 50 → unlock Animal Husbandry. Trainer: [[Leah Bowman]] in [[Povus]] (requires Friends favor)&lt;br /&gt;
* Genetics unlock: Arthropod Anatomy 25 → [[Gerrux]] quest chain (Povus). Completing the chain rewards the &amp;quot;Secrets of Arthropod Genetics&amp;quot; book directly AND unlocks the analyzer barter with Gerrux. Reading the book unlocks the Arthropod Genetics skill. For horses, use the newly-unlocked barter to purchase the Non-Ruminant Ungulate Genetics book from Gerrux with Xogrite Chunks. Alternate path: hangouts with [[Pitre Ferrence]] (Vidaria) unlock both skills, but without access to analyzers.&lt;br /&gt;
* &#039;&#039;For horses: always breed same breed to same breed. Breed switches can occur during clarification, causing offspring to graduate to a different breed. See the horse breeder note in Part 1 for how to handle this.&#039;&#039;&lt;br /&gt;
* The Genetics skill levels by using an Analyzer on creature corpses in the field. The Analyzer must be in your inventory.&lt;br /&gt;
* Analyzers from Gerrux in Old Town, Povus — cost 4 Xogrite Chunks each, 5% chance to break per use&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Reading the Genome&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The in-game genetics window displays each gene as a circle:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Symbol !! Name !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ || Dominant || Double dominant. Breeds true.&lt;br /&gt;
|-&lt;br /&gt;
| 〇 || Recessive || Double recessive. Breeds true.&lt;br /&gt;
|-&lt;br /&gt;
| ⦿ || Mixed || One dominant, one recessive. Does not breed true.&lt;br /&gt;
|-&lt;br /&gt;
| ? || Unknown || Genetics skill too low to read this position.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The genome can also be exported as plain text: D (dominant), R (recessive), x (mixed). The genetics window and the text export use different symbols for the same information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your goal: eliminate every ⦿. Turn every mixed gene into ⬤ or 〇.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;The Method: Upgrade and Replace (By Genome)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Step 1: Read Both Parents&#039; Genomes&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Identify every position that shows ⦿ (mixed) in either parent. These are your targets. Export the genomes to text and put them side-by-side to create your &amp;quot;work list.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Step 2: Assess the Scope&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 1–5 mixed genes: Quick cleanup. A few generations should do it.&lt;br /&gt;
* 5–15 mixed genes: Moderate project. Plan for several rounds of breeding.&lt;br /&gt;
* 15+ mixed genes: Major undertaking. Consider whether a different starting pair would be more efficient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Step 3: Cross the Parents&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breed Parent A × Parent B. Read the offspring&#039;s genome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parent A !! Parent B !! Offspring Possibilities&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ || ⬤ || 100% ⬤ — already clarified&lt;br /&gt;
|-&lt;br /&gt;
| 〇 || 〇 || 100% 〇 — already clarified&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ || 〇 || 100% ⦿ — WORSE (newly mixed)&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ || ⦿ || 50% ⬤, 50% ⦿&lt;br /&gt;
|-&lt;br /&gt;
| 〇 || ⦿ || 50% 〇, 50% ⦿&lt;br /&gt;
|-&lt;br /&gt;
| ⦿ || ⦿ || 25% ⬤, 50% ⦿, 25% 〇&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Key insight: Crossing two parents that are BOTH clarified but at OPPOSITE states (⬤ × 〇) creates a FULLY MIXED offspring at that position. When choosing a starting pair, try to pick specimens that match at as many positions as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Step 4: Compare Offspring to Parents&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Parent was ⦿, offspring is ⬤ or 〇 → that gene CLARIFIED (improvement)&lt;br /&gt;
* Parent was ⦿, offspring is still ⦿ → no change (try again next generation)&lt;br /&gt;
* Parent was ⬤ or 〇, offspring matches → already stable (no action needed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Step 5: Replace the Worse Parent&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the offspring has FEWER mixed genes than one of the parents, replace the worse parent with the better child.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* Parent A has 12 mixed genes, Parent B has 8, Offspring has 6&lt;br /&gt;
* Offspring is better than BOTH parents → replace the worst one (Parent A)&lt;br /&gt;
* New breeding pair: Offspring × Parent B&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Step 6: Repeat Until Clear&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Continue the upgrade-and-replace cycle until the offspring&#039;s genome shows ZERO ⦿ positions. Every gene is ⬤ or 〇. The specimen breeds true.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Practical Notes for Sighted Clarification&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;PRIORITIZE STAT GENES.&#039;&#039;&#039; Clarify stat genes first — specimen stats for arthropods, mount stats for horses. Appearance genes (color, particles) can wait. See [[The Complete Guide to Gene Hunting and Fold-Ins]] for targeted gene work.&lt;br /&gt;
# &#039;&#039;&#039;GENE POSITIONS MATTER.&#039;&#039;&#039; Stat genes are scattered across all chromosomes. A single chromosome might contain genes for multiple stats.&lt;br /&gt;
# &#039;&#039;&#039;STAT EXPRESSION VARIES BY SPECIES.&#039;&#039;&#039; For arthropods, stat genes must be 〇 to contribute. For horses, most express at 〇, but some express at ⬤ or ⦿ (see Part 1).&lt;br /&gt;
# &#039;&#039;&#039;KEEP THE ORIGINAL PARENTS.&#039;&#039;&#039; Never release your starting pair until the line is fully clarified.&lt;br /&gt;
# &#039;&#039;&#039;TRACK WHEN LEARNING.&#039;&#039;&#039; A spreadsheet or text file saves time while you&#039;re learning.&lt;br /&gt;
# &#039;&#039;&#039;WILD SPECIMENS ARE MOSTLY PRE-CLARIFIED.&#039;&#039;&#039; Your &amp;quot;work list&amp;quot; is usually shorter than you&#039;d expect.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 3: Combining Blind and Sighted Methods ==&lt;br /&gt;
&lt;br /&gt;
Most breeders will progress through both methods naturally. The ideal workflow:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;START BLIND IMMEDIATELY.&#039;&#039;&#039; You only need AH 50 and Animal Husbandry to begin. Don&#039;t wait for Genetics.&lt;br /&gt;
# &#039;&#039;&#039;UNLOCK GENETICS WHEN READY.&#039;&#039;&#039; Arthropod Anatomy 25 → Gerrux quest chain. The chain rewards the Arthropod Genetics book AND unlocks the analyzer barter. Level by using Analyzers on corpses.&lt;br /&gt;
# &#039;&#039;&#039;USE PARTIAL VISION.&#039;&#039;&#039; As Genetics reveals more genes, use visible genes to CONFIRM your blind work.&lt;br /&gt;
# &#039;&#039;&#039;FOCUS BLIND EFFORTS ON THE GAPS.&#039;&#039;&#039; Concentrate stat-tracking on positions still showing &amp;quot;?&amp;quot; in your genome window.&lt;br /&gt;
# &#039;&#039;&#039;SWITCH TO FULLY SIGHTED.&#039;&#039;&#039; Eventually your Genetics skill (plus analyzers) reveals the full genome.&lt;br /&gt;
&lt;br /&gt;
This progression means you&#039;re NEVER idle. Breeding progress continues even while the skill that lets you see that progress is still being leveled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Blind vs Sighted: Comparison&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Aspect !! Blind !! Sighted&lt;br /&gt;
|-&lt;br /&gt;
| Requires Genetics? || No || Yes (fully leveled + analyzers)&lt;br /&gt;
|-&lt;br /&gt;
| Speed || Slower (needs many generations) || Faster (read genes directly)&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Statistical inference || Exact knowledge&lt;br /&gt;
|-&lt;br /&gt;
| Starting point || Anyone with AH 50+ || Species-specific unlock&lt;br /&gt;
|-&lt;br /&gt;
| Cost || Time + stable slots || Xogrite + analyzers + time&lt;br /&gt;
|-&lt;br /&gt;
| Can fully clarify? || Arthropods: yes. Horses: no || Yes, with certainty&lt;br /&gt;
|-&lt;br /&gt;
| Best for || Early progress, no prereqs || Targeted, efficient breeding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What&#039;s Next? ==&lt;br /&gt;
&lt;br /&gt;
With a clarified line, you&#039;re ready for the next stage of the process: gene hunting and fold-ins. See [[The Complete Guide to Gene Hunting and Fold-Ins]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Research and knowledge by Kaskrim. Compiled by AI Elara. Based on 4.5+ years of genetics research.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;twitch.tv/kaskrim&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Genetics_Basics_and_Inbreeding&amp;diff=277870</id>
		<title>Genetics Basics and Inbreeding</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Genetics_Basics_and_Inbreeding&amp;diff=277870"/>
		<updated>2026-07-27T01:56:10Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| border = blue&lt;br /&gt;
| type = This page is part of &#039;&#039;&#039;[[Project Gorgon Genetics Research By Kaskrim]]&#039;&#039;&#039;&lt;br /&gt;
| info =&lt;br /&gt;
Getting Started: [[Getting Started With Genetics]], [[Genetics Basics and Inbreeding]]&lt;br /&gt;
Core Techniques: [[The Complete Guide to Genetics Clarification]], [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
Foundational Reference: [[Genome Foundations: Structure and Expression]]&lt;br /&gt;
Genome Structure: [[Arthropod Genome Structure]], [[Horse Genome Structure]]&lt;br /&gt;
Color and Appearance: [[Color in the Arthropod Genome]]&lt;br /&gt;
Reference: [[Project Gorgon Genetics — Master Glossary]]}}[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Written by Kaskrim &amp;amp;bull; Scribed by AI Elara &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Project Gorgon&#039;s breeding system uses real Mendelian genetics. Understanding this system is the foundation for everything else — clarification, fold-ins, stat optimization, and visual trait breeding all depend on these rules. It also explains one of the most counterintuitive facts new breeders encounter: in Project Gorgon, inbreeding is not just acceptable — it is the recommended method.&lt;br /&gt;
&lt;br /&gt;
Start with the basics. Everything else follows from them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A quick reference glossary is included at the end of this article (full glossary available in the [[Project Gorgon Genetics — Master Glossary|Genetics Master Glossary]] article).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Notation Guide ==&lt;br /&gt;
&lt;br /&gt;
This article uses the standard visual symbols throughout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;In-Game Visual (what you see in the genetics window)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Symbol !! Name !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ || Dominant || Both alleles are dominant&lt;br /&gt;
|-&lt;br /&gt;
| 〇 || Recessive || Both alleles are recessive&lt;br /&gt;
|-&lt;br /&gt;
| ⦿ || Mixed || One dominant allele, one recessive allele&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Text Export Format&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game can also export a specimen&#039;s genome as a plain text file. The text export uses a different notation from the genetics window:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Overview]&lt;br /&gt;
Format=v1.0&lt;br /&gt;
Character=PlayerName&lt;br /&gt;
Entity=Baby Fae Bee 2483&lt;br /&gt;
Genome=BeeWasp&lt;br /&gt;
&lt;br /&gt;
[Genes]&lt;br /&gt;
01=  RRRR RxRR RRRx RRRD ...&lt;br /&gt;
02=  ...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Text export uses: &#039;&#039;&#039;D&#039;&#039;&#039; = ⬤ (dominant), &#039;&#039;&#039;R&#039;&#039;&#039; = 〇 (recessive), &#039;&#039;&#039;x&#039;&#039;&#039; = ⦿ (mixed), &#039;&#039;&#039;?&#039;&#039;&#039; = unknown&lt;br /&gt;
&lt;br /&gt;
These are two distinct formats — the genetics window and the text export use different symbols for the same information.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 1: How Genes Work ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Every Gene Has Two Parts (Alleles)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each gene position in the genome carries TWO copies of the gene, called alleles. You can think of each gene as having a LEFT side and a RIGHT side. One allele is inherited from the mother, and one from the father.&lt;br /&gt;
&lt;br /&gt;
Each allele can be either DOMINANT or RECESSIVE. The combination of those two alleles determines the gene&#039;s state, which is what you see as a single symbol:&lt;br /&gt;
&lt;br /&gt;
* ⬤ (dominant) — both alleles are dominant. Text export: D.&lt;br /&gt;
* 〇 (recessive) — both alleles are recessive. Text export: R.&lt;br /&gt;
* ⦿ (mixed) — one dominant, one recessive. Text export: x.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;How Traits Are Masked&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This two-part structure is what makes genetics interesting — and tricky. A mixed gene (⦿) LOOKS like a dominant gene for most decode purposes, but it CARRIES a hidden recessive allele that can be passed to offspring.&lt;br /&gt;
&lt;br /&gt;
For arthropod stats specifically, only recessive (〇) expresses the stat bonus. This means:&lt;br /&gt;
&lt;br /&gt;
* ⬤ = stat is OFF. Both alleles are dominant. No bonus.&lt;br /&gt;
* ⦿ = stat is OFF. One dominant allele MASKS the recessive one. The recessive allele is there, hidden, but the dominant allele prevents the stat from expressing. The trait is &amp;quot;carried&amp;quot; but not visible.&lt;br /&gt;
* 〇 = stat is ON. Both alleles are recessive. Nothing to mask it.&lt;br /&gt;
&lt;br /&gt;
This is why a specimen can CARRY a good gene without SHOWING it. A ⦿ gene holds the recessive allele silently — it can be passed to offspring, but it does not activate the stat bonus in the carrier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This example specifically covers arthropod stat expression. Horses have some differences. See the [[Horse Genome Structure]] article for how horses differ.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;How Inheritance Works&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When two specimens breed, each parent donates ONE of their two alleles to the offspring (chosen randomly, 50/50). The offspring then has two alleles: one from mom, one from dad. Each gene rolls &#039;&#039;&#039;independently&#039;&#039;&#039; — the result at one gene position has no effect on any other position.&lt;br /&gt;
&lt;br /&gt;
This is why it is called &amp;quot;Mendelian&amp;quot; genetics — Gregor Mendel discovered these rules in the 1860s using pea plants. Project Gorgon implements them faithfully.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;The Six Possible Crosses&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is every possible combination of parents and what their offspring will be. These percentages apply to EACH GENE INDEPENDENTLY.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Cross 1: ⬤ × ⬤ (dominant × dominant)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Parent 1 donates: dominant allele (100% of the time)&lt;br /&gt;
* Parent 2 donates: dominant allele (100% of the time)&lt;br /&gt;
* Offspring: ⬤&lt;br /&gt;
&lt;br /&gt;
Both parents can only give dominant alleles. Every offspring is ⬤. This gene is LOCKED dominant. It will never change without introducing new genetics from outside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Cross 2: ⬤ × 〇 (dominant × recessive)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Parent 1 donates: dominant allele (100% of the time)&lt;br /&gt;
* Parent 2 donates: recessive allele (100% of the time)&lt;br /&gt;
* Offspring: ⦿ (mixed)&lt;br /&gt;
&lt;br /&gt;
One parent always gives dominant, the other always gives recessive. Every single offspring will be ⦿ at this position. No exceptions. The stat is NOT expressed in any offspring (⦿ does not trigger stat bonuses). But every offspring CARRIES the recessive allele.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Cross 3: ⬤ × ⦿ (dominant × mixed)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Parent 1 donates: dominant allele (100% of the time)&lt;br /&gt;
* Parent 2 donates: dominant allele (50%) or recessive allele (50%)&lt;br /&gt;
* Offspring: 50% ⬤, 50% ⦿&lt;br /&gt;
&lt;br /&gt;
The dominant parent always gives dominant. The mixed parent flips a coin. Half the offspring will be ⬤ (locked dominant), half will be ⦿ (still carrying the recessive). No offspring will be 〇. This cross can NEVER produce a recessive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Cross 4: ⦿ × ⦿ (mixed × mixed)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Parent 1 donates: dominant (50%) or recessive (50%)&lt;br /&gt;
* Parent 2 donates: dominant (50%) or recessive (50%)&lt;br /&gt;
* Offspring: 25% ⬤, 50% ⦿, 25% 〇&lt;br /&gt;
&lt;br /&gt;
Both parents flip a coin. Four equally likely outcomes:&lt;br /&gt;
* dominant from mom + dominant from dad = ⬤ (25%)&lt;br /&gt;
* dominant from mom + recessive from dad = ⦿ (25%)&lt;br /&gt;
* recessive from mom + dominant from dad = ⦿ (25%)&lt;br /&gt;
* recessive from mom + recessive from dad = 〇 (25%)&lt;br /&gt;
&lt;br /&gt;
This is the ONLY cross involving a dominant allele that can produce 〇. It is also unpredictable — you get a random mix every time. This cross is used in the SIBLING CROSS method to lock a target gene at 〇 with a 25% chance per offspring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Cross 5: ⦿ × 〇 (mixed × recessive)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Parent 1 donates: dominant (50%) or recessive (50%)&lt;br /&gt;
* Parent 2 donates: recessive allele (100% of the time)&lt;br /&gt;
* Offspring: 50% ⦿, 50% 〇&lt;br /&gt;
&lt;br /&gt;
The recessive parent always gives recessive. The mixed parent flips a coin. Half the offspring will be ⦿ (still carrying the dominant allele), half will be 〇 (gene locked). This is the key cross during back-crossing: the clarified parent is 〇, the offspring being cleaned up is ⦿. Each generation, there is a 50% chance the gene flips to 〇 (locked) or stays ⦿ (still needs work).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Cross 6: 〇 × 〇 (recessive × recessive)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Parent 1 donates: recessive allele (100% of the time)&lt;br /&gt;
* Parent 2 donates: recessive allele (100% of the time)&lt;br /&gt;
* Offspring: 〇&lt;br /&gt;
&lt;br /&gt;
Both parents can only give recessive alleles. Every offspring is 〇. This gene is LOCKED recessive. The stat bonus will express in every offspring, every time, forever. This is the goal for stat genes in arthropods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Summary Table&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cross !! ⬤% !! ⦿% !! 〇% !! Can produce 〇?&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ × ⬤ || 100 || 0 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ × 〇 || 0 || 100 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ × ⦿ || 50 || 50 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| ⦿ × ⦿ || 25 || 50 || 25 || Yes (25%)&lt;br /&gt;
|-&lt;br /&gt;
| ⦿ × 〇 || 0 || 50 || 50 || Yes (50%)&lt;br /&gt;
|-&lt;br /&gt;
| 〇 × 〇 || 0 || 0 || 100 || Yes (100%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Key Takeaways&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each gene has 2 alleles. Each parent donates 1 randomly.&lt;br /&gt;
* Each gene rolls &#039;&#039;&#039;independently&#039;&#039;&#039; — results at one gene do not affect others.&lt;br /&gt;
* A dominant allele MASKS a recessive allele in ⦿ genes. The recessive is carried but does not express.&lt;br /&gt;
* Only 3 crosses can produce 〇: ⦿ × ⦿ (25%), ⦿ × 〇 (50%), 〇 × 〇 (100%).&lt;br /&gt;
* ⬤ × 〇 always produces ⦿ offspring. This is why first-gen wild crosses have bad stats.&lt;br /&gt;
* Clarification means breeding until every gene is ⬤ or 〇 — eliminating all mixed genes so that breeding results are 100% predictable.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What &amp;quot;Mixed&amp;quot; Really Means ==&lt;br /&gt;
&lt;br /&gt;
Mixed genes (⦿) are the core challenge of breeding. Understanding them is understanding the whole system.&lt;br /&gt;
&lt;br /&gt;
A ⦿ gene has one dominant allele and one recessive allele. For decode purposes it behaves like dominant. The specimen decode looks the same as if it were ⬤ at that position.&lt;br /&gt;
&lt;br /&gt;
But genetically, ⦿ is completely different from ⬤. A ⬤ parent can only pass dominant alleles. A ⦿ parent passes dominant half the time and recessive half the time. This invisible difference is what makes breeding possible — and what makes it take so long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;The Trap for New Breeders&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two specimens can have identical visible traits but completely different genetic potential. One might be ⬤ at every stat gene (no room for improvement), while the other is ⦿ at several (each one a candidate for breeding to 〇). You cannot tell them apart without the Genetics skill or careful record-keeping.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats tell you what a specimen IS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Genetics tells you what a specimen CAN BECOME.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What Is Clarification? ==&lt;br /&gt;
&lt;br /&gt;
A clarified specimen has NO mixed genes anywhere in its genome. Every single position is either ⬤ or 〇.&lt;br /&gt;
&lt;br /&gt;
Why does this matter? ⦿ genes are coin flips. Every ⦿ position in a parent means the offspring at that position is unpredictable. With 238 gene positions (for arthropods — horses have significantly more), even a few mixed genes create significant variation between siblings.&lt;br /&gt;
&lt;br /&gt;
A clarified specimen crossed with another clarified specimen of the same line produces IDENTICAL offspring every time (at the clarified positions). No randomness. No surprises. You know exactly what the offspring will be before they are born.&lt;br /&gt;
&lt;br /&gt;
Clarification is the foundation of all serious breeding. You cannot engineer specific stat combinations, fold in new genes precisely, or plan breeding lines without it. Everything else in advanced breeding assumes your base line is clarified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;How to Clarify&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Start with a wild-caught pair. Breed them together.&lt;br /&gt;
# First generation (F1) will have many ⦿ genes. This is normal. Ignore the stats.&lt;br /&gt;
# Cross F1 siblings. Each ⦿ gene has a 25% chance of resolving to ⬤ or 〇 per generation (Cross 4: ⦿ × ⦿).&lt;br /&gt;
# Select offspring with fewer ⦿ genes (if you can see the genome) or more consistent stats (if breeding blind).&lt;br /&gt;
# Repeat. Each generation, more mixed genes resolve. Eventually every position is locked.&lt;br /&gt;
&lt;br /&gt;
This takes many generations. There is no shortcut. But each generation is measurable progress toward a specimen that breeds true.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Clarification is a deep topic. This section covers the basics. For a full treatment of both blind and sighted clarification methods, see the dedicated [[The Complete Guide to Genetics Clarification]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 2: Why First-Generation Offspring Have Bad Stats ==&lt;br /&gt;
&lt;br /&gt;
When you tame a wild specimen and breed it with your established line, the first generation of offspring will almost always have worse stats than either parent. This is not bad luck — it is a predictable consequence of the Mendelian rules above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;What Happens When You Cross Wild × Clarified&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A clarified line specimen has every gene locked at either ⬤ or 〇 — no ⦿ genes. The stat genes are at 〇, which is why the specimen has good stats.&lt;br /&gt;
&lt;br /&gt;
A wild specimen has its own set of ⬤ and 〇 genes, but they are in DIFFERENT positions than your clarified line. Some of the wild specimen&#039;s genes will be ⬤ where your line has 〇, and vice versa.&lt;br /&gt;
&lt;br /&gt;
When you cross them (this is Cross 2: ⬤ × 〇 = 100% ⦿):&lt;br /&gt;
* Where both parents are 〇: offspring is 〇. Stat expresses. Good.&lt;br /&gt;
* Where both parents are ⬤: offspring is ⬤. No stat. Neutral.&lt;br /&gt;
* Where one parent is 〇 and the other is ⬤: offspring is ⦿ (mixed). The stat does NOT express because ⦿ is not recessive.&lt;br /&gt;
&lt;br /&gt;
That last case is the problem. Every gene where the wild specimen differs from your line becomes ⦿ in the offspring — and ⦿ genes do not express their stat bonus. The first generation inherits a genome full of mixed genes, and each ⦿ is a stat bonus that has been temporarily turned OFF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;The Result&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The offspring has fewer active stat genes than either parent. Stats drop. The specimen looks worse on paper. This is EXPECTED and TEMPORARY.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Why It Gets Better&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those ⦿ genes can be bred back to recessive through subsequent generations. When you back-cross the offspring to the clarified parent (Cross 5: ⦿ × 〇), each ⦿ gene has a 50% chance per generation to return to 〇. Over several generations, you converge back toward the clarified line&#039;s genome — but now carrying the new gene you wanted from the wild specimen.&lt;br /&gt;
&lt;br /&gt;
The stat dip in generation 1 is the cost of introducing new genetic material. It always recovers if you follow through with the breeding program.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Key Takeaway&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your first-generation cross has bad stats, do not panic and do not release it. The stats WILL recover as you breed the ⦿ genes back to 〇. This is normal. This is how genetics works.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 3: Why Inbreeding Is OK in Project Gorgon ==&lt;br /&gt;
&lt;br /&gt;
The recovery method described above — back-crossing offspring to the clarified parent — IS inbreeding. And here is why that is not a problem.&lt;br /&gt;
&lt;br /&gt;
Now that you understand how genes work, you can understand why one of the most counterintuitive things about PG breeding is actually true: inbreeding is not just safe — it is the recommended method.&lt;br /&gt;
&lt;br /&gt;
In real life, inbreeding is avoided because it causes &amp;quot;inbreeding depression&amp;quot; — a buildup of harmful recessive genes that leads to genetic defects, reduced fertility, weakened immune systems, and other health problems. This happens because most organisms carry hidden harmful recessives that only cause problems when both parents pass on the same one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Project Gorgon Does Not Model This&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* There are NO harmful recessive genes.&lt;br /&gt;
* There is NO inbreeding depression.&lt;br /&gt;
* There are NO genetic defects from breeding related specimens.&lt;br /&gt;
* There is NO reduced fertility from inbreeding.&lt;br /&gt;
* There is NO penalty of any kind for breeding parent to child, sibling to sibling, or any other combination of related specimens.&lt;br /&gt;
&lt;br /&gt;
Every gene in PG is independent. A gene is ⬤, 〇, or ⦿. That is all it does. There is no hidden &amp;quot;harmful&amp;quot; flag. A 〇 gene does not become more dangerous when doubled up — it simply expresses its stat bonus (for arthropods) or its visual trait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Why Inbreeding Is Actually Recommended&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back-crossing (breeding offspring back to a parent) is the STANDARD and MOST PRACTICAL method for:&lt;br /&gt;
* Clarifying genes (eliminating ⦿ positions)&lt;br /&gt;
* Folding in new genes from wild specimens&lt;br /&gt;
* Converging offspring toward a desired genome&lt;br /&gt;
&lt;br /&gt;
Gene clarification relies heavily on back-crossing to the clarified parent. This IS inbreeding. It is the fastest and most efficient way to breed in PG.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;The Key Difference from Real Life&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Real life:&#039;&#039;&#039; Genes can carry harmful effects that only appear when doubled up. Inbreeding increases the chance of doubling up harmful recessives. Avoiding inbreeding keeps the population genetically diverse, which hides these harmful recessives behind healthy dominant copies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Project Gorgon:&#039;&#039;&#039; No gene carries a harmful effect. Doubling up recessives (〇) is the GOAL — it activates stat bonuses for arthropods. There is nothing to hide and nothing to avoid. Inbreeding is not just safe — it is optimal.&lt;br /&gt;
&lt;br /&gt;
Do not hesitate to breed related specimens. The game was designed this way.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Probability and Patience ==&lt;br /&gt;
&lt;br /&gt;
Here is the math that governs your breeding timeline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;For a Single ⦿ Gene to Resolve to 〇&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* ⦿ × ⦿ (sibling cross): 25% chance per offspring&lt;br /&gt;
* ⦿ × 〇 (back-cross): 50% chance per offspring&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;For Multiple ⦿ Genes to All Resolve in One Offspring&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Probabilities multiply. If you have 5 ⦿ genes and you are back-crossing (50% each):&lt;br /&gt;
* Chance all 5 resolve to 〇 in one offspring: 0.5⁵ = 3.125%&lt;br /&gt;
* You would need roughly 32 offspring to expect one success&lt;br /&gt;
&lt;br /&gt;
This is why breeders work on one gene at a time rather than trying to fix everything at once. Lock one gene, then move to the next. Each locked 〇 gene is permanent progress that never regresses.&lt;br /&gt;
&lt;br /&gt;
Gestation in PG is 3 days (2 with incubator for bees, blankets for horses). At one breeding pair producing one offspring every 2–3 days, clarifying a full genome takes months to years of real time. This is the true bottleneck of breeding — not knowledge, but patience.&lt;br /&gt;
&lt;br /&gt;
The breeders who have achieved perfect 100-stat specimens (Deldaron and Azizah, so far) invested years of daily breeding to get there. Understanding genetics does not eliminate the time, but it eliminates wasted generations.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Practical Breeding Decisions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Before You Can See the Genome (Blind Breeding)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Compare sibling stats. If siblings have very different stats, the parents have many ⦿ genes. If siblings are consistent, the parents are mostly clarified.&lt;br /&gt;
* Higher stats are not always better for breeding. A lower-stat offspring might have more genes locked at 〇 (which will breed true), while a higher-stat sibling got lucky with ⦿ genes that will not reliably pass on.&lt;br /&gt;
* Consistency across multiple offspring is more valuable than one high-stat outlier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;After You Unlock Genetics&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Prioritize removing ⦿ genes over chasing specific stats. A clarified specimen with moderate stats is a better breeding foundation than a ⦿-heavy specimen with high stats.&lt;br /&gt;
* Count the ⦿ genes in potential breeding pairs. Fewer ⦿ = faster clarification.&lt;br /&gt;
* Identify which ⦿ genes are at stat positions. Those are the ones worth targeting first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;General Principles&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Keep your original wild-caught pair alive. You may need to start over or back-cross to them.&lt;br /&gt;
* Inbreeding has zero penalty in PG. Back-crossing is the standard and recommended method. See Part 3.&lt;br /&gt;
* Caging neuters permanently. Never cage a specimen you might want to breed later. Once caged for trading, it can never breed again.&lt;br /&gt;
* Registered breeders cannot be caged. The only way to remove them from your stable slot is to release (permanently delete) them.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Quick Reference Glossary ==&lt;br /&gt;
&lt;br /&gt;
The terms below are defined here for quick reference. For the full genetics glossary covering all terms used across the article series, see the [[Project Gorgon Genetics — Master Glossary|Genetics Master Glossary]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Allele&#039;&#039;&#039; || One copy of a gene. Every gene has two alleles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dominant&#039;&#039;&#039; || An allele type. In arthropods, dominant alleles suppress stat expression. Text export: D.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recessive&#039;&#039;&#039; || An allele type. In arthropods, stat bonuses only activate when both alleles are recessive. Text export: R.&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ || Both alleles dominant. No stat bonus. Breeds true.&lt;br /&gt;
|-&lt;br /&gt;
| 〇 || Both alleles recessive. Stat bonus active (arthropods). Breeds true. This is the goal for stat genes.&lt;br /&gt;
|-&lt;br /&gt;
| ⦿ || Mixed. One dominant, one recessive. No stat bonus. Does NOT breed true. Text export: x.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clarified&#039;&#039;&#039; || A specimen with no ⦿ genes. Every position is ⬤ or 〇. Breeds 100% predictably.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Back-cross&#039;&#039;&#039; || Breeding offspring back to a parent. ⦿ × 〇 gives 50% chance of 〇 per gene. The workhorse of clarification.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fold-in&#039;&#039;&#039; || Introducing a specific gene from an outside specimen into a clarified line.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Genome&#039;&#039;&#039; || The complete set of all genes in a specimen. Arthropods: 238 positions, 10 chromosomes. Horses: 1,576 positions, 48 chromosomes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chromosome&#039;&#039;&#039; || A group of genes. Arthropods have 10 (CR 1 through CR 10).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Floor&#039;&#039;&#039; || The minimum stat value all specimens of a species share, determined by genes locked across all wild archetypes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stat gene&#039;&#039;&#039; || A gene position that adds points to one of the 7 stats when expressed (〇 in arthropods).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cosmetic gene&#039;&#039;&#039; || A gene position that affects appearance but not stats.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Locked gene&#039;&#039;&#039; || A gene that is the same state across all wild specimens of a species. Cannot be changed except through mutation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Research and knowledge by Kaskrim. Compiled by AI Elara. Based on 4.5+ years of genetics research.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;twitch.tv/kaskrim&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Genetics_Basics_and_Inbreeding&amp;diff=277869</id>
		<title>Genetics Basics and Inbreeding</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Genetics_Basics_and_Inbreeding&amp;diff=277869"/>
		<updated>2026-07-27T01:47:03Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Written by Kaskrim &amp;amp;bull; Scribed by AI Elara &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Project Gorgon&#039;s breeding system uses real Mendelian genetics. Understanding this system is the foundation for everything else — clarification, fold-ins, stat optimization, and visual trait breeding all depend on these rules. It also explains one of the most counterintuitive facts new breeders encounter: in Project Gorgon, inbreeding is not just acceptable — it is the recommended method.&lt;br /&gt;
&lt;br /&gt;
Start with the basics. Everything else follows from them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A quick reference glossary is included at the end of this article (full glossary available in the [[Genetics Master Glossary]] article).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Notation Guide ==&lt;br /&gt;
&lt;br /&gt;
This article uses the standard visual symbols throughout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;In-Game Visual (what you see in the genetics window)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Symbol !! Name !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ || Dominant || Both alleles are dominant&lt;br /&gt;
|-&lt;br /&gt;
| 〇 || Recessive || Both alleles are recessive&lt;br /&gt;
|-&lt;br /&gt;
| ⦿ || Mixed || One dominant allele, one recessive allele&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Text Export Format&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game can also export a specimen&#039;s genome as a plain text file. The text export uses a different notation from the genetics window:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Overview]&lt;br /&gt;
Format=v1.0&lt;br /&gt;
Character=PlayerName&lt;br /&gt;
Entity=Baby Fae Bee 2483&lt;br /&gt;
Genome=BeeWasp&lt;br /&gt;
&lt;br /&gt;
[Genes]&lt;br /&gt;
01=  RRRR RxRR RRRx RRRD ...&lt;br /&gt;
02=  ...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Text export uses: &#039;&#039;&#039;D&#039;&#039;&#039; = ⬤ (dominant), &#039;&#039;&#039;R&#039;&#039;&#039; = 〇 (recessive), &#039;&#039;&#039;x&#039;&#039;&#039; = ⦿ (mixed), &#039;&#039;&#039;?&#039;&#039;&#039; = unknown&lt;br /&gt;
&lt;br /&gt;
These are two distinct formats — the genetics window and the text export use different symbols for the same information.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 1: How Genes Work ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Every Gene Has Two Parts (Alleles)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each gene position in the genome carries TWO copies of the gene, called alleles. You can think of each gene as having a LEFT side and a RIGHT side. One allele is inherited from the mother, and one from the father.&lt;br /&gt;
&lt;br /&gt;
Each allele can be either DOMINANT or RECESSIVE. The combination of those two alleles determines the gene&#039;s state, which is what you see as a single symbol:&lt;br /&gt;
&lt;br /&gt;
* ⬤ (dominant) — both alleles are dominant. Text export: D.&lt;br /&gt;
* 〇 (recessive) — both alleles are recessive. Text export: R.&lt;br /&gt;
* ⦿ (mixed) — one dominant, one recessive. Text export: x.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;How Traits Are Masked&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This two-part structure is what makes genetics interesting — and tricky. A mixed gene (⦿) LOOKS like a dominant gene for most decode purposes, but it CARRIES a hidden recessive allele that can be passed to offspring.&lt;br /&gt;
&lt;br /&gt;
For arthropod stats specifically, only recessive (〇) expresses the stat bonus. This means:&lt;br /&gt;
&lt;br /&gt;
* ⬤ = stat is OFF. Both alleles are dominant. No bonus.&lt;br /&gt;
* ⦿ = stat is OFF. One dominant allele MASKS the recessive one. The recessive allele is there, hidden, but the dominant allele prevents the stat from expressing. The trait is &amp;quot;carried&amp;quot; but not visible.&lt;br /&gt;
* 〇 = stat is ON. Both alleles are recessive. Nothing to mask it.&lt;br /&gt;
&lt;br /&gt;
This is why a specimen can CARRY a good gene without SHOWING it. A ⦿ gene holds the recessive allele silently — it can be passed to offspring, but it does not activate the stat bonus in the carrier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This example specifically covers arthropod stat expression. Horses have some differences. See the [[Horse Genome Structure]] article for how horses differ.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;How Inheritance Works&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When two specimens breed, each parent donates ONE of their two alleles to the offspring (chosen randomly, 50/50). The offspring then has two alleles: one from mom, one from dad. Each gene rolls &#039;&#039;&#039;independently&#039;&#039;&#039; — the result at one gene position has no effect on any other position.&lt;br /&gt;
&lt;br /&gt;
This is why it is called &amp;quot;Mendelian&amp;quot; genetics — Gregor Mendel discovered these rules in the 1860s using pea plants. Project Gorgon implements them faithfully.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;The Six Possible Crosses&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is every possible combination of parents and what their offspring will be. These percentages apply to EACH GENE INDEPENDENTLY.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Cross 1: ⬤ × ⬤ (dominant × dominant)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Parent 1 donates: dominant allele (100% of the time)&lt;br /&gt;
* Parent 2 donates: dominant allele (100% of the time)&lt;br /&gt;
* Offspring: ⬤&lt;br /&gt;
&lt;br /&gt;
Both parents can only give dominant alleles. Every offspring is ⬤. This gene is LOCKED dominant. It will never change without introducing new genetics from outside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Cross 2: ⬤ × 〇 (dominant × recessive)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Parent 1 donates: dominant allele (100% of the time)&lt;br /&gt;
* Parent 2 donates: recessive allele (100% of the time)&lt;br /&gt;
* Offspring: ⦿ (mixed)&lt;br /&gt;
&lt;br /&gt;
One parent always gives dominant, the other always gives recessive. Every single offspring will be ⦿ at this position. No exceptions. The stat is NOT expressed in any offspring (⦿ does not trigger stat bonuses). But every offspring CARRIES the recessive allele.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Cross 3: ⬤ × ⦿ (dominant × mixed)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Parent 1 donates: dominant allele (100% of the time)&lt;br /&gt;
* Parent 2 donates: dominant allele (50%) or recessive allele (50%)&lt;br /&gt;
* Offspring: 50% ⬤, 50% ⦿&lt;br /&gt;
&lt;br /&gt;
The dominant parent always gives dominant. The mixed parent flips a coin. Half the offspring will be ⬤ (locked dominant), half will be ⦿ (still carrying the recessive). No offspring will be 〇. This cross can NEVER produce a recessive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Cross 4: ⦿ × ⦿ (mixed × mixed)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Parent 1 donates: dominant (50%) or recessive (50%)&lt;br /&gt;
* Parent 2 donates: dominant (50%) or recessive (50%)&lt;br /&gt;
* Offspring: 25% ⬤, 50% ⦿, 25% 〇&lt;br /&gt;
&lt;br /&gt;
Both parents flip a coin. Four equally likely outcomes:&lt;br /&gt;
* dominant from mom + dominant from dad = ⬤ (25%)&lt;br /&gt;
* dominant from mom + recessive from dad = ⦿ (25%)&lt;br /&gt;
* recessive from mom + dominant from dad = ⦿ (25%)&lt;br /&gt;
* recessive from mom + recessive from dad = 〇 (25%)&lt;br /&gt;
&lt;br /&gt;
This is the ONLY cross involving a dominant allele that can produce 〇. It is also unpredictable — you get a random mix every time. This cross is used in the SIBLING CROSS method to lock a target gene at 〇 with a 25% chance per offspring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Cross 5: ⦿ × 〇 (mixed × recessive)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Parent 1 donates: dominant (50%) or recessive (50%)&lt;br /&gt;
* Parent 2 donates: recessive allele (100% of the time)&lt;br /&gt;
* Offspring: 50% ⦿, 50% 〇&lt;br /&gt;
&lt;br /&gt;
The recessive parent always gives recessive. The mixed parent flips a coin. Half the offspring will be ⦿ (still carrying the dominant allele), half will be 〇 (gene locked). This is the key cross during back-crossing: the clarified parent is 〇, the offspring being cleaned up is ⦿. Each generation, there is a 50% chance the gene flips to 〇 (locked) or stays ⦿ (still needs work).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.05em; font-weight:bold;&amp;quot;&amp;gt;Cross 6: 〇 × 〇 (recessive × recessive)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Parent 1 donates: recessive allele (100% of the time)&lt;br /&gt;
* Parent 2 donates: recessive allele (100% of the time)&lt;br /&gt;
* Offspring: 〇&lt;br /&gt;
&lt;br /&gt;
Both parents can only give recessive alleles. Every offspring is 〇. This gene is LOCKED recessive. The stat bonus will express in every offspring, every time, forever. This is the goal for stat genes in arthropods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Summary Table&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cross !! ⬤% !! ⦿% !! 〇% !! Can produce 〇?&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ × ⬤ || 100 || 0 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ × 〇 || 0 || 100 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ × ⦿ || 50 || 50 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| ⦿ × ⦿ || 25 || 50 || 25 || Yes (25%)&lt;br /&gt;
|-&lt;br /&gt;
| ⦿ × 〇 || 0 || 50 || 50 || Yes (50%)&lt;br /&gt;
|-&lt;br /&gt;
| 〇 × 〇 || 0 || 0 || 100 || Yes (100%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Key Takeaways&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each gene has 2 alleles. Each parent donates 1 randomly.&lt;br /&gt;
* Each gene rolls &#039;&#039;&#039;independently&#039;&#039;&#039; — results at one gene do not affect others.&lt;br /&gt;
* A dominant allele MASKS a recessive allele in ⦿ genes. The recessive is carried but does not express.&lt;br /&gt;
* Only 3 crosses can produce 〇: ⦿ × ⦿ (25%), ⦿ × 〇 (50%), 〇 × 〇 (100%).&lt;br /&gt;
* ⬤ × 〇 always produces ⦿ offspring. This is why first-gen wild crosses have bad stats.&lt;br /&gt;
* Clarification means breeding until every gene is ⬤ or 〇 — eliminating all mixed genes so that breeding results are 100% predictable.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What &amp;quot;Mixed&amp;quot; Really Means ==&lt;br /&gt;
&lt;br /&gt;
Mixed genes (⦿) are the core challenge of breeding. Understanding them is understanding the whole system.&lt;br /&gt;
&lt;br /&gt;
A ⦿ gene has one dominant allele and one recessive allele. For decode purposes it behaves like dominant. The specimen decode looks the same as if it were ⬤ at that position.&lt;br /&gt;
&lt;br /&gt;
But genetically, ⦿ is completely different from ⬤. A ⬤ parent can only pass dominant alleles. A ⦿ parent passes dominant half the time and recessive half the time. This invisible difference is what makes breeding possible — and what makes it take so long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;The Trap for New Breeders&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two specimens can have identical visible traits but completely different genetic potential. One might be ⬤ at every stat gene (no room for improvement), while the other is ⦿ at several (each one a candidate for breeding to 〇). You cannot tell them apart without the Genetics skill or careful record-keeping.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats tell you what a specimen IS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Genetics tells you what a specimen CAN BECOME.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What Is Clarification? ==&lt;br /&gt;
&lt;br /&gt;
A clarified specimen has NO mixed genes anywhere in its genome. Every single position is either ⬤ or 〇.&lt;br /&gt;
&lt;br /&gt;
Why does this matter? ⦿ genes are coin flips. Every ⦿ position in a parent means the offspring at that position is unpredictable. With 238 gene positions (for arthropods — horses have significantly more), even a few mixed genes create significant variation between siblings.&lt;br /&gt;
&lt;br /&gt;
A clarified specimen crossed with another clarified specimen of the same line produces IDENTICAL offspring every time (at the clarified positions). No randomness. No surprises. You know exactly what the offspring will be before they are born.&lt;br /&gt;
&lt;br /&gt;
Clarification is the foundation of all serious breeding. You cannot engineer specific stat combinations, fold in new genes precisely, or plan breeding lines without it. Everything else in advanced breeding assumes your base line is clarified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;How to Clarify&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Start with a wild-caught pair. Breed them together.&lt;br /&gt;
# First generation (F1) will have many ⦿ genes. This is normal. Ignore the stats.&lt;br /&gt;
# Cross F1 siblings. Each ⦿ gene has a 25% chance of resolving to ⬤ or 〇 per generation (Cross 4: ⦿ × ⦿).&lt;br /&gt;
# Select offspring with fewer ⦿ genes (if you can see the genome) or more consistent stats (if breeding blind).&lt;br /&gt;
# Repeat. Each generation, more mixed genes resolve. Eventually every position is locked.&lt;br /&gt;
&lt;br /&gt;
This takes many generations. There is no shortcut. But each generation is measurable progress toward a specimen that breeds true.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Clarification is a deep topic. This section covers the basics. For a full treatment of both blind and sighted clarification methods, see the dedicated [[The Complete Guide to Genetics Clarification]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 2: Why First-Generation Offspring Have Bad Stats ==&lt;br /&gt;
&lt;br /&gt;
When you tame a wild specimen and breed it with your established line, the first generation of offspring will almost always have worse stats than either parent. This is not bad luck — it is a predictable consequence of the Mendelian rules above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;What Happens When You Cross Wild × Clarified&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A clarified line specimen has every gene locked at either ⬤ or 〇 — no ⦿ genes. The stat genes are at 〇, which is why the specimen has good stats.&lt;br /&gt;
&lt;br /&gt;
A wild specimen has its own set of ⬤ and 〇 genes, but they are in DIFFERENT positions than your clarified line. Some of the wild specimen&#039;s genes will be ⬤ where your line has 〇, and vice versa.&lt;br /&gt;
&lt;br /&gt;
When you cross them (this is Cross 2: ⬤ × 〇 = 100% ⦿):&lt;br /&gt;
* Where both parents are 〇: offspring is 〇. Stat expresses. Good.&lt;br /&gt;
* Where both parents are ⬤: offspring is ⬤. No stat. Neutral.&lt;br /&gt;
* Where one parent is 〇 and the other is ⬤: offspring is ⦿ (mixed). The stat does NOT express because ⦿ is not recessive.&lt;br /&gt;
&lt;br /&gt;
That last case is the problem. Every gene where the wild specimen differs from your line becomes ⦿ in the offspring — and ⦿ genes do not express their stat bonus. The first generation inherits a genome full of mixed genes, and each ⦿ is a stat bonus that has been temporarily turned OFF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;The Result&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The offspring has fewer active stat genes than either parent. Stats drop. The specimen looks worse on paper. This is EXPECTED and TEMPORARY.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Why It Gets Better&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those ⦿ genes can be bred back to recessive through subsequent generations. When you back-cross the offspring to the clarified parent (Cross 5: ⦿ × 〇), each ⦿ gene has a 50% chance per generation to return to 〇. Over several generations, you converge back toward the clarified line&#039;s genome — but now carrying the new gene you wanted from the wild specimen.&lt;br /&gt;
&lt;br /&gt;
The stat dip in generation 1 is the cost of introducing new genetic material. It always recovers if you follow through with the breeding program.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Key Takeaway&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your first-generation cross has bad stats, do not panic and do not release it. The stats WILL recover as you breed the ⦿ genes back to 〇. This is normal. This is how genetics works.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 3: Why Inbreeding Is OK in Project Gorgon ==&lt;br /&gt;
&lt;br /&gt;
The recovery method described above — back-crossing offspring to the clarified parent — IS inbreeding. And here is why that is not a problem.&lt;br /&gt;
&lt;br /&gt;
Now that you understand how genes work, you can understand why one of the most counterintuitive things about PG breeding is actually true: inbreeding is not just safe — it is the recommended method.&lt;br /&gt;
&lt;br /&gt;
In real life, inbreeding is avoided because it causes &amp;quot;inbreeding depression&amp;quot; — a buildup of harmful recessive genes that leads to genetic defects, reduced fertility, weakened immune systems, and other health problems. This happens because most organisms carry hidden harmful recessives that only cause problems when both parents pass on the same one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Project Gorgon Does Not Model This&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* There are NO harmful recessive genes.&lt;br /&gt;
* There is NO inbreeding depression.&lt;br /&gt;
* There are NO genetic defects from breeding related specimens.&lt;br /&gt;
* There is NO reduced fertility from inbreeding.&lt;br /&gt;
* There is NO penalty of any kind for breeding parent to child, sibling to sibling, or any other combination of related specimens.&lt;br /&gt;
&lt;br /&gt;
Every gene in PG is independent. A gene is ⬤, 〇, or ⦿. That is all it does. There is no hidden &amp;quot;harmful&amp;quot; flag. A 〇 gene does not become more dangerous when doubled up — it simply expresses its stat bonus (for arthropods) or its visual trait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Why Inbreeding Is Actually Recommended&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back-crossing (breeding offspring back to a parent) is the STANDARD and MOST PRACTICAL method for:&lt;br /&gt;
* Clarifying genes (eliminating ⦿ positions)&lt;br /&gt;
* Folding in new genes from wild specimens&lt;br /&gt;
* Converging offspring toward a desired genome&lt;br /&gt;
&lt;br /&gt;
Gene clarification relies heavily on back-crossing to the clarified parent. This IS inbreeding. It is the fastest and most efficient way to breed in PG.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;The Key Difference from Real Life&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Real life:&#039;&#039;&#039; Genes can carry harmful effects that only appear when doubled up. Inbreeding increases the chance of doubling up harmful recessives. Avoiding inbreeding keeps the population genetically diverse, which hides these harmful recessives behind healthy dominant copies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Project Gorgon:&#039;&#039;&#039; No gene carries a harmful effect. Doubling up recessives (〇) is the GOAL — it activates stat bonuses for arthropods. There is nothing to hide and nothing to avoid. Inbreeding is not just safe — it is optimal.&lt;br /&gt;
&lt;br /&gt;
Do not hesitate to breed related specimens. The game was designed this way.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Probability and Patience ==&lt;br /&gt;
&lt;br /&gt;
Here is the math that governs your breeding timeline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;For a Single ⦿ Gene to Resolve to 〇&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* ⦿ × ⦿ (sibling cross): 25% chance per offspring&lt;br /&gt;
* ⦿ × 〇 (back-cross): 50% chance per offspring&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;For Multiple ⦿ Genes to All Resolve in One Offspring&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Probabilities multiply. If you have 5 ⦿ genes and you are back-crossing (50% each):&lt;br /&gt;
* Chance all 5 resolve to 〇 in one offspring: 0.5⁵ = 3.125%&lt;br /&gt;
* You would need roughly 32 offspring to expect one success&lt;br /&gt;
&lt;br /&gt;
This is why breeders work on one gene at a time rather than trying to fix everything at once. Lock one gene, then move to the next. Each locked 〇 gene is permanent progress that never regresses.&lt;br /&gt;
&lt;br /&gt;
Gestation in PG is 3 days (2 with incubator for bees, blankets for horses). At one breeding pair producing one offspring every 2–3 days, clarifying a full genome takes months to years of real time. This is the true bottleneck of breeding — not knowledge, but patience.&lt;br /&gt;
&lt;br /&gt;
The breeders who have achieved perfect 100-stat specimens (Deldaron and Azizah, so far) invested years of daily breeding to get there. Understanding genetics does not eliminate the time, but it eliminates wasted generations.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Practical Breeding Decisions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Before You Can See the Genome (Blind Breeding)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Compare sibling stats. If siblings have very different stats, the parents have many ⦿ genes. If siblings are consistent, the parents are mostly clarified.&lt;br /&gt;
* Higher stats are not always better for breeding. A lower-stat offspring might have more genes locked at 〇 (which will breed true), while a higher-stat sibling got lucky with ⦿ genes that will not reliably pass on.&lt;br /&gt;
* Consistency across multiple offspring is more valuable than one high-stat outlier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;After You Unlock Genetics&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Prioritize removing ⦿ genes over chasing specific stats. A clarified specimen with moderate stats is a better breeding foundation than a ⦿-heavy specimen with high stats.&lt;br /&gt;
* Count the ⦿ genes in potential breeding pairs. Fewer ⦿ = faster clarification.&lt;br /&gt;
* Identify which ⦿ genes are at stat positions. Those are the ones worth targeting first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;General Principles&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Keep your original wild-caught pair alive. You may need to start over or back-cross to them.&lt;br /&gt;
* Inbreeding has zero penalty in PG. Back-crossing is the standard and recommended method. See Part 3.&lt;br /&gt;
* Caging neuters permanently. Never cage a specimen you might want to breed later. Once caged for trading, it can never breed again.&lt;br /&gt;
* Registered breeders cannot be caged. The only way to remove them from your stable slot is to release (permanently delete) them.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Quick Reference Glossary ==&lt;br /&gt;
&lt;br /&gt;
The terms below are defined here for quick reference. For the full genetics glossary covering all terms used across the article series, see the [[Genetics Master Glossary]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Allele&#039;&#039;&#039; || One copy of a gene. Every gene has two alleles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dominant&#039;&#039;&#039; || An allele type. In arthropods, dominant alleles suppress stat expression. Text export: D.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recessive&#039;&#039;&#039; || An allele type. In arthropods, stat bonuses only activate when both alleles are recessive. Text export: R.&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ || Both alleles dominant. No stat bonus. Breeds true.&lt;br /&gt;
|-&lt;br /&gt;
| 〇 || Both alleles recessive. Stat bonus active (arthropods). Breeds true. This is the goal for stat genes.&lt;br /&gt;
|-&lt;br /&gt;
| ⦿ || Mixed. One dominant, one recessive. No stat bonus. Does NOT breed true. Text export: x.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clarified&#039;&#039;&#039; || A specimen with no ⦿ genes. Every position is ⬤ or 〇. Breeds 100% predictably.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Back-cross&#039;&#039;&#039; || Breeding offspring back to a parent. ⦿ × 〇 gives 50% chance of 〇 per gene. The workhorse of clarification.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fold-in&#039;&#039;&#039; || Introducing a specific gene from an outside specimen into a clarified line.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Genome&#039;&#039;&#039; || The complete set of all genes in a specimen. Arthropods: 238 positions, 10 chromosomes. Horses: 1,576 positions, 48 chromosomes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chromosome&#039;&#039;&#039; || A group of genes. Arthropods have 10 (CR 1 through CR 10).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Floor&#039;&#039;&#039; || The minimum stat value all specimens of a species share, determined by genes locked across all wild archetypes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stat gene&#039;&#039;&#039; || A gene position that adds points to one of the 7 stats when expressed (〇 in arthropods).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cosmetic gene&#039;&#039;&#039; || A gene position that affects appearance but not stats.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Locked gene&#039;&#039;&#039; || A gene that is the same state across all wild specimens of a species. Cannot be changed except through mutation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Research and knowledge by Kaskrim. Compiled by AI Elara. Based on 4.5+ years of genetics research.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;twitch.tv/kaskrim&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Getting_Started_With_Genetics&amp;diff=277868</id>
		<title>Getting Started With Genetics</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Getting_Started_With_Genetics&amp;diff=277868"/>
		<updated>2026-07-27T01:29:02Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| border = blue&lt;br /&gt;
| type = This page is part of &#039;&#039;&#039;[[Project Gorgon Genetics Research By Kaskrim]]&#039;&#039;&#039;&lt;br /&gt;
| info =&lt;br /&gt;
Getting Started: [[Getting Started With Genetics]], [[Genetics Basics and Inbreeding]]&lt;br /&gt;
Core Techniques: [[The Complete Guide to Genetics Clarification]], [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
Foundational Reference: [[Genome Foundations: Structure and Expression]]&lt;br /&gt;
Genome Structure: [[Arthropod Genome Structure]], [[Horse Genome Structure]]&lt;br /&gt;
Color and Appearance: [[Color in the Arthropod Genome]]&lt;br /&gt;
Reference: [[Project Gorgon Genetics — Master Glossary]]}}[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Written by Kaskrim &amp;amp;bull; Scribed by AI Elara &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This article covers the practical side of getting into Project Gorgon&#039;s breeding system: what to expect, how to unlock what you need, how the genetics window works, how genes are identified, how to manage your limited stable slots, and how to keep track of your specimens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Part 1: Timelines and Expectations ==&lt;br /&gt;
&lt;br /&gt;
Breeding in Project Gorgon is a long game. Read this section before anything else so you know what you are signing up for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;How Long Does Each Generation Take?&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Mating stage: 2.5 to 6 hours, depending on the fertility/virility of the pair, your Animal Husbandry skill level, and moon phase&lt;br /&gt;
* Gestation period: approximately 2–3 days (lower-level specimens are faster)&lt;br /&gt;
* One generation: roughly 3 days base, reducible to approximately 2 days with an incubator (bees), or blankets (horses)&lt;br /&gt;
* &#039;&#039;&#039;Husbandry Buff:&#039;&#039;&#039; occasionally (roughly once per year of game time) a Husbandry Buff is active that cuts gestation time in half. This is rare and not something to plan around, but worth knowing about.&lt;br /&gt;
&lt;br /&gt;
This means roughly 2–3 generations per week at best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;How Long Does Clarification Take?&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting from two wild-caught parents with many mixed genes:&lt;br /&gt;
* Full clarification can take 10–20+ generations depending on how many mixed positions exist and how lucky your rolls are&lt;br /&gt;
* At 2–3 generations per week, that is roughly 4–10 weeks per clarification&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;How Long Does a Fold-In Take?&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once clarified, introducing a single new gene takes:&lt;br /&gt;
Back-crossing method: 5–15 generations depending on luck&lt;br /&gt;
&lt;br /&gt;
A single fold-in can take 3–8 weeks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;How Long for Maximum Stats?&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The top breeders (Deldaron was first, Azizah was second to achieve a perfect bee) spent 2.5–3 &#039;&#039;&#039;years&#039;&#039;&#039; reaching all stats at 100. This involved full clarification, dozens of individual fold-ins (one gene at a time), thousands of generations, and dedicated daily breeding across years.&lt;br /&gt;
&lt;br /&gt;
Knowledge can shave roughly 3 months off that timeline. But there is no shortcut around the generation timer. You cannot speed-run breeding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Realistic Goals for New Breeders&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Timeline !! Goal&lt;br /&gt;
|-&lt;br /&gt;
| Weeks 1–2 || Tame your first pair, start breeding, learn the interface&lt;br /&gt;
|-&lt;br /&gt;
| Weeks 2–10 || Level the Genetics skill — do this alongside breeding, not before it. Start clarifying while you level.&lt;br /&gt;
|-&lt;br /&gt;
| Weeks 1–6 || Working on clarification of your first line&lt;br /&gt;
|-&lt;br /&gt;
| Months 2–3 || First clarified line complete, start first fold-in&lt;br /&gt;
|-&lt;br /&gt;
| Months 3–6 || Several fold-ins complete, stats noticeably improving&lt;br /&gt;
|-&lt;br /&gt;
| Month 6+ || Building toward specialized goals (visual traits, max stats)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Do Not Compare Yourself to Veterans&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kaskrim has been doing genetics research since September 2021 — over 4.5 years as of this writing. Azizah wrote analysis tools and spreadsheets. Deldaron bred the first perfect 100-stat bee after years of dedicated work. These people are at the end of a very long road.&lt;br /&gt;
&lt;br /&gt;
You are at the beginning. Every generation is progress. Every clarified gene is permanent. The work compounds over time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;What You Can Control&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Breed every day. Do not let slots sit empty.&lt;br /&gt;
* Make informed decisions about which offspring to keep.&lt;br /&gt;
* Plan your fold-ins. Know which gene you want &#039;&#039;&#039;before&#039;&#039;&#039; you start.&lt;br /&gt;
* Keep records. Know what your clarified line looks like.&lt;br /&gt;
&lt;br /&gt;
The genetics system is probabilistic — every cross is a series of coin flips — but there is no permanent block, no pay wall, and no point of no return. Given enough generations, you &#039;&#039;&#039;will&#039;&#039;&#039; converge on your goal. The only question is how long it takes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 2: Getting Started — The Unlock Path ==&lt;br /&gt;
&lt;br /&gt;
Breeding is gated behind skill progression. Here is the path from zero to your first breeding pair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Step 1: Level Animal Handling to 50&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Animal Handling]] is a combat skill — you tame creatures and fight alongside them. You need AH 50 before you can learn the breeding skill.&lt;br /&gt;
&lt;br /&gt;
* Tame a pet (bee, wasp, bear, cat, rat, etc.) and fight with it&lt;br /&gt;
* Your pet earns you AH XP when it participates in combat&lt;br /&gt;
* Higher-level content gives more XP&lt;br /&gt;
* Kaskrim recommends starting with a [[Freeze Wasp]] — it will be useful later when you reach the gene hunting stage of breeding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Step 2: Learn Animal Husbandry&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Animal Husbandry]] is the breeding skill. It is separate from Animal Handling.&lt;br /&gt;
&lt;br /&gt;
* Trainer: [[Leah Bowman]] in [[Povus]] (requires Friends favor)&lt;br /&gt;
* Build favor with Leah through hangouts and gifts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Step 3: Get Your First Breeding Pair&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You need a male and female of the same species (bee + bee, wasp + wasp, horse + horse).&lt;br /&gt;
&lt;br /&gt;
For bees and wasps, cross-species breeding is possible — a bee and a wasp can produce offspring that is one species or the other. For horses, same breed is required. Horse genetics uses a breed switch system where different gene sets activate or deactivate depending on breed; cross-breed offspring have unpredictable gene expression, making clarification impossible. See the [[Horse Genome Structure]] article for a full explanation.&lt;br /&gt;
&lt;br /&gt;
Tame your pair via Animal Handling and register them at a stable.&lt;br /&gt;
&lt;br /&gt;
* Standard breeding stables are located at the [[Red Wing Casino]] and [[Povus]]&lt;br /&gt;
* A third breeding NPC exists in [[Vidaria]], but this is specialized for mutation breeding and not standard breeding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Step 4: Start Breeding&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Register your pair at the stable.&lt;br /&gt;
* Mating stage: 2.5 to 6 hours (varies by pair fertility/virility and your Animal Husbandry skill level)&lt;br /&gt;
* Gestation stage: approximately 2–3 days&lt;br /&gt;
* Cost: 500 to 5,000 councils per attempt (same factors as above)&lt;br /&gt;
&lt;br /&gt;
Your first generations will be messy — ⦿ genes everywhere, mediocre stats. This is normal and expected. See the companion article on genetics basics (why first-gen stats drop and how clarification works).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Step 5: Unlock Genetics&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Genetics skill lets you see the genome. Without it you are breeding blind.&lt;br /&gt;
&lt;br /&gt;
Skipping Genetics is only reasonable if your goal is modest — mildly improving stats over a few generations, or producing more of what you already caught. If you want to do serious breeding (targeted stat improvement, fold-ins, clarification work), Genetics is not optional. See Part 3 of this article for the full unlock path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Summary&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Animal Handling 50&lt;br /&gt;
# Friends favor with [[Leah Bowman]] ([[Povus]])&lt;br /&gt;
# Learn Animal Husbandry&lt;br /&gt;
# Tame a male + female of the same species&lt;br /&gt;
# Register at a breeding stable (Casino or Povus)&lt;br /&gt;
# Start breeding, start clarifying&lt;br /&gt;
# Unlock Genetics skill when ready&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 3: The Genetics Skill — How to See the Genome ==&lt;br /&gt;
&lt;br /&gt;
The Genetics skill allows you to view the actual gene states (⬤, 〇, ⦿) in your specimen&#039;s genome. Without it, you cannot see what genes your bee has — you can only infer from stats and visible traits.&lt;br /&gt;
&lt;br /&gt;
At the time of this writing, there are two separate Genetics skills:&lt;br /&gt;
* [[Arthropod Genetics]] — for bees and wasps&lt;br /&gt;
* [[Non-Ruminant Ungulate Genetics]] — for horses&lt;br /&gt;
&lt;br /&gt;
Feline, Bear, and Rat Genetics are planned but not yet implemented. Both current skills are unlocked through the same NPC ([[Gerrux]]) but require separate books.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Prerequisites&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Arthropod Anatomy 25 (for Arthropod Genetics)&lt;br /&gt;
* Non-Ruminant Ungulate Anatomy 25 (for Non-Ruminant Ungulate Genetics)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Unlock Quest Chain&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Kill [[Tumak the Betrayer]] in Povus (spawns 9am–10am in-game time). He drops a Ghostly Letter.&lt;br /&gt;
# Visit [[Kimeta]]&#039;s ghost at night (after 8pm, before 1:15am in-game) in the Sprawl district of Povus. The light outside her house must be &#039;&#039;&#039;OFF&#039;&#039;&#039;. If it is on, she will not appear. Trade the Ghostly Letter for a Ghostly Key.&lt;br /&gt;
# Give the Ghostly Key to [[Gerrux]] in Old Town (Povus). This starts a quest chain: find [[Errruka the Benefactor]], wait one in-game day, trade 25 Frogs or 1 Black Pearl for Kimeta&#039;s Key, return to Gerrux.&lt;br /&gt;
# Completing the chain gives you &amp;quot;Secrets of Arthropod Genetics&amp;quot; and unlocks the analyzer barter with Gerrux. Reading the book unlocks the Arthropod Genetics skill at level 1.&lt;br /&gt;
&lt;br /&gt;
For horses: the Non-Ruminant Ungulate Genetics book is bartered from Gerrux after completing the same quest chain. The chain must be done first — the barter is not available otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Alternative Unlock&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both Arthropod Genetics and Non-Ruminant Ungulate Genetics can also be unlocked through hangouts with [[Pitre Ferrence]] without completing the quest chain. However, this does &#039;&#039;&#039;not&#039;&#039;&#039; unlock the analyzer barter with Gerrux. If you want access to analyzers, do the quest chain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;How the Skill Levels&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reading the book unlocks the skill at level 1 — you can see some genes immediately. Others show as &#039;&#039;&#039;?&#039;&#039;&#039; until your skill is high enough to read them.&lt;br /&gt;
&lt;br /&gt;
The skill is leveled by using an Analyzer on creature corpses in the field. When you right-click a corpse, the Analyze option appears alongside skinning, butchering, or skull extraction. The Analyzer must be in your inventory. Each successful analysis grants Genetics skill experience.&lt;br /&gt;
&lt;br /&gt;
At level 50, you unlock the &amp;quot;Analyze Arthropod Genes&amp;quot; ability, which allows you to analyze a living creature rather than a corpse. This is the ability used for gene hunting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Genetics Analyzers&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are four analyzer types, all bartered from [[Gerrux]] (requires quest chain):&lt;br /&gt;
* Arthropod Genetics Analyzer&lt;br /&gt;
* Beginner&#039;s Arthropod Genetics Analyzer&lt;br /&gt;
* Non-Ruminant Ungulate Genetics Analyzer&lt;br /&gt;
* Beginner&#039;s Non-Ruminant Ungulate Genetics Analyzer&lt;br /&gt;
&lt;br /&gt;
All analyzers cost Xogrite Chunks. The Beginner&#039;s versions cost more Xogrite but add +25 effective Genetics skill for the purpose of analyzing higher-level creatures, allowing you to gain more experience from tougher mobs. Note: this does &#039;&#039;&#039;not&#039;&#039;&#039; reveal gene positions you cannot yet read — the only way to uncover hidden genes is to level the Genetics skill itself.&lt;br /&gt;
&lt;br /&gt;
All analyzers have a 5% chance to break per use.&lt;br /&gt;
&lt;br /&gt;
The quest &amp;quot;Kimeta&#039;s Key&amp;quot; rewards 10 free Arthropod analyzers (one-time).&lt;br /&gt;
&lt;br /&gt;
Xogrite sources: Povus repeatable quests, nightly invasion, Egg Runs in Aktaari Cave, bartering with [[Stephie Blackhammer]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Key Point&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can breed successfully without the Genetics skill and blind breeding works, but only to a point — where further improvement can no longer happen. The Genetics skill opens the full range of stat and cosmetic options to the breeder.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 4: How to Read the Genetics Window ==&lt;br /&gt;
&lt;br /&gt;
Once you have the Genetics skill, opening a specimen&#039;s genetics window shows a grid of circles. Each circle is one gene position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;The Four Symbols&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Symbol !! Name !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ || Dominant || Both alleles are dominant. Breeds true.&lt;br /&gt;
|-&lt;br /&gt;
| 〇 || Recessive || Both alleles are recessive. Breeds true. For arthropods, this is where stat bonuses express.&lt;br /&gt;
|-&lt;br /&gt;
| ⦿ || Mixed || One dominant, one recessive. Unpredictable — ⦿ × ⦿ = 25% ⬤, 50% ⦿, 25% 〇. This is what you want to eliminate through clarification.&lt;br /&gt;
|-&lt;br /&gt;
| ? || Unknown || Your Genetics skill is too low to read this position. Level up to reveal it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;The Grid Layout&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The genome is displayed as a grid. Each row is a chromosome (labeled CR 1, CR 2, etc.). Each chromosome is divided into gene groups, labeled A through J (or further for larger genomes). Each gene group contains a fixed number of individual positions (typically 4), and each position is one circle.&lt;br /&gt;
&lt;br /&gt;
So when you look at the window, you are reading left to right across a chromosome, group by group, position by position within each group.&lt;br /&gt;
&lt;br /&gt;
Not all chromosomes are the same length — some have more gene groups than others, and some groups at the end of a chromosome may have fewer than 4 positions. The specific layout for each species is covered in the genome structure articles.&lt;br /&gt;
&lt;br /&gt;
This grid structure — chromosome, group, position — is also the basis for how individual genes are named. See Part 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;The Genetics Window and Text Export&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game has two ways to view genome information. The genetics window displays genes as visual symbols: ⬤ (dominant), 〇 (recessive), ⦿ (mixed), ? (unknown).&lt;br /&gt;
&lt;br /&gt;
Separately, the game can export a specimen&#039;s genome as plain text. The text export uses a different notation: &#039;&#039;&#039;D&#039;&#039;&#039; (dominant), &#039;&#039;&#039;R&#039;&#039;&#039; (recessive), &#039;&#039;&#039;x&#039;&#039;&#039; (mixed), &#039;&#039;&#039;?&#039;&#039;&#039; (unknown). These are two distinct formats — the window and the export use different symbols for the same information.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 5: How Genes Are Named ==&lt;br /&gt;
&lt;br /&gt;
Breeders need to reference specific gene positions precisely — &amp;quot;the gene that controls the tail light&amp;quot; is not useful when you are trying to track it across hundreds of specimens. Project Gorgon has a standard coordinate system for this, which is now built into the game itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;The Coordinate System&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every gene position is identified by three pieces of information:&lt;br /&gt;
&lt;br /&gt;
 [Chromosome Number] [Gene Group Letter] [Position Within Group]&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coordinate !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1A4&amp;lt;/code&amp;gt; || Chromosome 1, Gene Group A, Position 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9E4&amp;lt;/code&amp;gt; || Chromosome 9, Gene Group E, Position 4 (last position on CR 9)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;6C2&amp;lt;/code&amp;gt; || Chromosome 6, Gene Group C, Position 2 (last position on CR 6)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7D3&amp;lt;/code&amp;gt; || Chromosome 7, Gene Group D, Position 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These labels are visible in the game itself — when you hover over an individual gene in the genetics window, the tooltip shows the coordinate for that position. You do not need to count manually.&lt;br /&gt;
&lt;br /&gt;
This lets any breeder reference any gene position unambiguously. When someone says &amp;quot;I&#039;m working on 3H3,&amp;quot; every breeder who knows this system knows exactly which position they mean.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Origin of the System&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This coordinate system was created by Deldaron — the first breeder to achieve a perfect 100-stat bee. The breeding community adopted it as the standard. Later, developer Nikodemus built it directly into the game&#039;s UI. What started as a community tool is now the official in-game notation.&lt;br /&gt;
&lt;br /&gt;
The gene naming system is not optional or one person&#039;s preference — it is how genes are identified in the game. Learn it and use it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 6: Stable Slot Management ==&lt;br /&gt;
&lt;br /&gt;
Stable slots are your most precious resource. To free a slot, you can either cage the specimen (to sell or trade) if it has not yet been registered to breed, or release it (permanently deleted) if it has. Every slot decision matters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Breeding Attempts vs. Stable Slots&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are two separate resources and it is important to understand the difference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breeding Attempts&#039;&#039;&#039; are per account. They represent how many active breeding pairs can be working simultaneously across your entire account. You start with a limited number and unlock more as Animal Husbandry is leveled, up to a maximum of 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stable Slots&#039;&#039;&#039; are per character. They represent how many registered breeding specimens a single character can hold. Stable slots can be increased in several ways: purchasing additional slots, leveling Racing skill, leveling Animal Husbandry, and leveling Cartography. There may be other methods as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Critical Rules&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Caging neuters permanently.&#039;&#039;&#039; Any specimen removed from the stable into a cage can &#039;&#039;&#039;never&#039;&#039;&#039; breed again. This means you &#039;&#039;&#039;cannot&#039;&#039;&#039; import breeding stock from other players. All breeding stock must be self-caught or self-bred.&lt;br /&gt;
# &#039;&#039;&#039;Registered breeders cannot be caged.&#039;&#039;&#039; Once registered, the only way to remove a specimen is to release it (permanent deletion). There is no undo. Think carefully before registering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Stable Slot Allocation Strategy&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Keep your clarified line parents. These are your foundation. They took generations to build. Never release a clarified parent unless you have a strictly better replacement.&lt;br /&gt;
* Keep one specimen from each active fold-in. If you are working to introduce a new gene, do not release the offspring carrying that gene until the fold-in is complete and the gene is locked.&lt;br /&gt;
* Wild specimens are expendable once their genes are in your line — but not before. If you are still in the clarification process, keep the original wild-caught pair until clarification is finished and their unique genes are fully folded in. Releasing them too early means losing access to genes you may not have secured yet.&lt;br /&gt;
* Do not hoard. If a specimen has no active breeding purpose, release it. Idle slots are wasted slots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Slot Implications&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back-crossing (the standard method) requires a minimum of 4 slots: both parents, the offspring being bred back, and the slot for the active breeding attempt itself.&lt;br /&gt;
&lt;br /&gt;
Slot management separates good breeders from frustrated ones.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 7: Specimen Naming — A Suggested Approach ==&lt;br /&gt;
&lt;br /&gt;
When you have dozens of specimens across multiple generations, you need a naming system. Without one, you will quickly lose track of who is who, which line they belong to, and what genes they are carrying.&lt;br /&gt;
&lt;br /&gt;
The following is Kaskrim&#039;s suggested naming convention. It is not a hard rule or the only valid approach — use it, adapt it, or build your own. The goal is consistency within your own records.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;The Format&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [Line][ID][Sex] [Target Gene 1] [Target Gene 2] ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &amp;lt;code&amp;gt;BLH 2461 F ua1H3 3E4&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Part !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BLH&amp;lt;/code&amp;gt; || Breeding line name (2–4 letters chosen by the breeder)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2461&amp;lt;/code&amp;gt; || Lifetime hatch count (the 2,461st specimen ever hatched)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt; || Female (M for male)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ua1H3&amp;lt;/code&amp;gt; || Target gene at position 1H3 (unique + being folded in)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3E4&amp;lt;/code&amp;gt; || Target gene at position 3E4 (actively breeding toward recessive)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Target Gene Prefixes&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Prefix !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;(none)&#039;&#039; || Established target. Breeding toward recessive (〇).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; || Breeding toward dominant (⬤) instead.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;a&amp;lt;/code&amp;gt; || Adding / folding in. A new gene being introduced from outside.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;u&amp;lt;/code&amp;gt; || Unique. A rare or unusual gene worth tracking, not necessarily a breeding target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prefixes stack: &amp;lt;code&amp;gt;ua1H3&amp;lt;/code&amp;gt; = unique + adding (a rare gene being folded in).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Why a Hatch Count?&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using a running lifetime total (rather than per-line numbering) gives every specimen a unique ID across your entire breeding career. You will never have two specimens with the same name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.15em; font-weight:bold;&amp;quot;&amp;gt;Why This Helps&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this system, a name like &amp;lt;code&amp;gt;BLH 2461 F ua1H3 3E4&amp;lt;/code&amp;gt; tells you at a glance: BLH line, specimen #2461, female, folding in a unique gene at 1H3, also working on 3E4 toward recessive. No need to open the genetics window to remember what you were doing with this specimen. The name carries the context.&lt;br /&gt;
&lt;br /&gt;
Again: this is one approach. Adapt it to fit your own workflow.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Research and knowledge by Kaskrim. Compiled by AI Elara. Based on 4.5+ years of genetics research.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;twitch.tv/kaskrim&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This article is part of the [[Project Gorgon Genetics Research By Kaskrim|Project Gorgon Genetics Research]] series by Kaskrim.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Getting_Started_With_Genetics&amp;diff=277867</id>
		<title>Getting Started With Genetics</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Getting_Started_With_Genetics&amp;diff=277867"/>
		<updated>2026-07-27T01:04:52Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| border = blue&lt;br /&gt;
| type = This page is part of &#039;&#039;&#039;[[Project Gorgon Genetics Research By Kaskrim]]&#039;&#039;&#039;&lt;br /&gt;
| info =&lt;br /&gt;
Getting Started: [[Getting Started With Genetics]], [[Genetics Basics and Inbreeding]]&lt;br /&gt;
Core Techniques: [[The Complete Guide to Genetics Clarification]], [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
Foundational Reference: [[Genome Foundations: Structure and Expression]]&lt;br /&gt;
Genome Structure: [[Arthropod Genome Structure]], [[Horse Genome Structure]]&lt;br /&gt;
Color and Appearance: [[Color in the Arthropod Genome]]&lt;br /&gt;
Reference: [[Project Gorgon Genetics — Master Glossary]]}}[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Written by Kaskrim &amp;amp;bull; Scribed by AI Elara &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This article covers the practical side of getting into Project Gorgon&#039;s breeding system: what to expect, how to unlock what you need, how the genetics window works, how genes are identified, how to manage your limited stable slots, and how to keep track of your specimens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Part 1: Timelines and Expectations ==&lt;br /&gt;
&lt;br /&gt;
Breeding in Project Gorgon is a long game. Read this section before anything else so you know what you are signing up for.&lt;br /&gt;
&lt;br /&gt;
=== How Long Does Each Generation Take? ===&lt;br /&gt;
&lt;br /&gt;
* Mating stage: 2.5 to 6 hours, depending on the fertility/virility of the pair, your Animal Husbandry skill level, and moon phase&lt;br /&gt;
* Gestation period: approximately 2–3 days (lower-level specimens are faster)&lt;br /&gt;
* One generation: roughly 3 days base, reducible to approximately 2 days with an incubator (bees), or blankets (horses)&lt;br /&gt;
* &#039;&#039;&#039;Husbandry Buff:&#039;&#039;&#039; occasionally (roughly once per year of game time) a Husbandry Buff is active that cuts gestation time in half. This is rare and not something to plan around, but worth knowing about.&lt;br /&gt;
&lt;br /&gt;
This means roughly 2–3 generations per week at best.&lt;br /&gt;
&lt;br /&gt;
=== How Long Does Clarification Take? ===&lt;br /&gt;
&lt;br /&gt;
Starting from two wild-caught parents with many mixed genes:&lt;br /&gt;
* Full clarification can take 10–20+ generations depending on how many mixed positions exist and how lucky your rolls are&lt;br /&gt;
* At 2–3 generations per week, that is roughly 4–10 weeks per clarification&lt;br /&gt;
&lt;br /&gt;
=== How Long Does a Fold-In Take? ===&lt;br /&gt;
&lt;br /&gt;
Once clarified, introducing a single new gene takes:&lt;br /&gt;
Back-crossing method: 5–15 generations depending on luck&lt;br /&gt;
&lt;br /&gt;
A single fold-in can take 3–8 weeks.&lt;br /&gt;
&lt;br /&gt;
=== How Long for Maximum Stats? ===&lt;br /&gt;
&lt;br /&gt;
The top breeders (Deldaron was first, Azizah was second to achieve a perfect bee) spent 2.5–3 &#039;&#039;&#039;years&#039;&#039;&#039; reaching all stats at 100. This involved full clarification, dozens of individual fold-ins (one gene at a time), thousands of generations, and dedicated daily breeding across years.&lt;br /&gt;
&lt;br /&gt;
Knowledge can shave roughly 3 months off that timeline. But there is no shortcut around the generation timer. You cannot speed-run breeding.&lt;br /&gt;
&lt;br /&gt;
=== Realistic Goals for New Breeders ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Timeline !! Goal&lt;br /&gt;
|-&lt;br /&gt;
| Weeks 1–2 || Tame your first pair, start breeding, learn the interface&lt;br /&gt;
|-&lt;br /&gt;
| Weeks 2–10 || Level the Genetics skill — do this alongside breeding, not before it. Start clarifying while you level.&lt;br /&gt;
|-&lt;br /&gt;
| Weeks 1–6 || Working on clarification of your first line&lt;br /&gt;
|-&lt;br /&gt;
| Months 2–3 || First clarified line complete, start first fold-in&lt;br /&gt;
|-&lt;br /&gt;
| Months 3–6 || Several fold-ins complete, stats noticeably improving&lt;br /&gt;
|-&lt;br /&gt;
| Month 6+ || Building toward specialized goals (visual traits, max stats)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Do Not Compare Yourself to Veterans ===&lt;br /&gt;
&lt;br /&gt;
Kaskrim has been doing genetics research since September 2021 — over 4.5 years as of this writing. Azizah wrote analysis tools and spreadsheets. Deldaron bred the first perfect 100-stat bee after years of dedicated work. These people are at the end of a very long road.&lt;br /&gt;
&lt;br /&gt;
You are at the beginning. Every generation is progress. Every clarified gene is permanent. The work compounds over time.&lt;br /&gt;
&lt;br /&gt;
=== What You Can Control ===&lt;br /&gt;
&lt;br /&gt;
* Breed every day. Do not let slots sit empty.&lt;br /&gt;
* Make informed decisions about which offspring to keep.&lt;br /&gt;
* Plan your fold-ins. Know which gene you want &#039;&#039;&#039;before&#039;&#039;&#039; you start.&lt;br /&gt;
* Keep records. Know what your clarified line looks like.&lt;br /&gt;
&lt;br /&gt;
The genetics system is probabilistic — every cross is a series of coin flips — but there is no permanent block, no pay wall, and no point of no return. Given enough generations, you &#039;&#039;&#039;will&#039;&#039;&#039; converge on your goal. The only question is how long it takes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 2: Getting Started — The Unlock Path ==&lt;br /&gt;
&lt;br /&gt;
Breeding is gated behind skill progression. Here is the path from zero to your first breeding pair.&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Level Animal Handling to 50 ===&lt;br /&gt;
&lt;br /&gt;
[[Animal Handling]] is a combat skill — you tame creatures and fight alongside them. You need AH 50 before you can learn the breeding skill.&lt;br /&gt;
&lt;br /&gt;
* Tame a pet (bee, wasp, bear, cat, rat, etc.) and fight with it&lt;br /&gt;
* Your pet earns you AH XP when it participates in combat&lt;br /&gt;
* Higher-level content gives more XP&lt;br /&gt;
* Kaskrim recommends starting with a [[Freeze Wasp]] — it will be useful later when you reach the gene hunting stage of breeding&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Learn Animal Husbandry ===&lt;br /&gt;
&lt;br /&gt;
[[Animal Husbandry]] is the breeding skill. It is separate from Animal Handling.&lt;br /&gt;
&lt;br /&gt;
* Trainer: [[Leah Bowman]] in [[Povus]] (requires Friends favor)&lt;br /&gt;
* Build favor with Leah through hangouts and gifts&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Get Your First Breeding Pair ===&lt;br /&gt;
&lt;br /&gt;
You need a male and female of the same species (bee + bee, wasp + wasp, horse + horse).&lt;br /&gt;
&lt;br /&gt;
For bees and wasps, cross-species breeding is possible — a bee and a wasp can produce offspring that is one species or the other. For horses, same breed is required. Horse genetics uses a breed switch system where different gene sets activate or deactivate depending on breed; cross-breed offspring have unpredictable gene expression, making clarification impossible. See the [[Horse Genome Structure]] article for a full explanation.&lt;br /&gt;
&lt;br /&gt;
Tame your pair via Animal Handling and register them at a stable.&lt;br /&gt;
&lt;br /&gt;
* Standard breeding stables are located at the [[Red Wing Casino]] and [[Povus]]&lt;br /&gt;
* A third breeding NPC exists in [[Vidaria]], but this is specialized for mutation breeding and not standard breeding&lt;br /&gt;
&lt;br /&gt;
=== Step 4: Start Breeding ===&lt;br /&gt;
&lt;br /&gt;
Register your pair at the stable.&lt;br /&gt;
* Mating stage: 2.5 to 6 hours (varies by pair fertility/virility and your Animal Husbandry skill level)&lt;br /&gt;
* Gestation stage: approximately 2–3 days&lt;br /&gt;
* Cost: 500 to 5,000 councils per attempt (same factors as above)&lt;br /&gt;
&lt;br /&gt;
Your first generations will be messy — ⦿ genes everywhere, mediocre stats. This is normal and expected. See the companion article on genetics basics (why first-gen stats drop and how clarification works).&lt;br /&gt;
&lt;br /&gt;
=== Step 5: Unlock Genetics ===&lt;br /&gt;
&lt;br /&gt;
The Genetics skill lets you see the genome. Without it you are breeding blind.&lt;br /&gt;
&lt;br /&gt;
Skipping Genetics is only reasonable if your goal is modest — mildly improving stats over a few generations, or producing more of what you already caught. If you want to do serious breeding (targeted stat improvement, fold-ins, clarification work), Genetics is not optional. See Part 3 of this article for the full unlock path.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
&lt;br /&gt;
# Animal Handling 50&lt;br /&gt;
# Friends favor with [[Leah Bowman]] ([[Povus]])&lt;br /&gt;
# Learn Animal Husbandry&lt;br /&gt;
# Tame a male + female of the same species&lt;br /&gt;
# Register at a breeding stable (Casino or Povus)&lt;br /&gt;
# Start breeding, start clarifying&lt;br /&gt;
# Unlock Genetics skill when ready&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 3: The Genetics Skill — How to See the Genome ==&lt;br /&gt;
&lt;br /&gt;
The Genetics skill allows you to view the actual gene states (⬤, 〇, ⦿) in your specimen&#039;s genome. Without it, you cannot see what genes your bee has — you can only infer from stats and visible traits.&lt;br /&gt;
&lt;br /&gt;
At the time of this writing, there are two separate Genetics skills:&lt;br /&gt;
* [[Arthropod Genetics]] — for bees and wasps&lt;br /&gt;
* [[Non-Ruminant Ungulate Genetics]] — for horses&lt;br /&gt;
&lt;br /&gt;
Feline, Bear, and Rat Genetics are planned but not yet implemented. Both current skills are unlocked through the same NPC ([[Gerrux]]) but require separate books.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
&lt;br /&gt;
* Arthropod Anatomy 25 (for Arthropod Genetics)&lt;br /&gt;
* Non-Ruminant Ungulate Anatomy 25 (for Non-Ruminant Ungulate Genetics)&lt;br /&gt;
&lt;br /&gt;
=== Unlock Quest Chain ===&lt;br /&gt;
&lt;br /&gt;
# Kill [[Tumak the Betrayer]] in Povus (spawns 9am–10am in-game time). He drops a Ghostly Letter.&lt;br /&gt;
# Visit [[Kimeta]]&#039;s ghost at night (after 8pm, before 1:15am in-game) in the Sprawl district of Povus. The light outside her house must be &#039;&#039;&#039;OFF&#039;&#039;&#039;. If it is on, she will not appear. Trade the Ghostly Letter for a Ghostly Key.&lt;br /&gt;
# Give the Ghostly Key to [[Gerrux]] in Old Town (Povus). This starts a quest chain: find [[Errruka the Benefactor]], wait one in-game day, trade 25 Frogs or 1 Black Pearl for Kimeta&#039;s Key, return to Gerrux.&lt;br /&gt;
# Completing the chain gives you &amp;quot;Secrets of Arthropod Genetics&amp;quot; and unlocks the analyzer barter with Gerrux. Reading the book unlocks the Arthropod Genetics skill at level 1.&lt;br /&gt;
&lt;br /&gt;
For horses: the Non-Ruminant Ungulate Genetics book is bartered from Gerrux after completing the same quest chain. The chain must be done first — the barter is not available otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Unlock ===&lt;br /&gt;
&lt;br /&gt;
Both Arthropod Genetics and Non-Ruminant Ungulate Genetics can also be unlocked through hangouts with [[Pitre Ferrence]] without completing the quest chain. However, this does &#039;&#039;&#039;not&#039;&#039;&#039; unlock the analyzer barter with Gerrux. If you want access to analyzers, do the quest chain.&lt;br /&gt;
&lt;br /&gt;
=== How the Skill Levels ===&lt;br /&gt;
&lt;br /&gt;
Reading the book unlocks the skill at level 1 — you can see some genes immediately. Others show as &#039;&#039;&#039;?&#039;&#039;&#039; until your skill is high enough to read them.&lt;br /&gt;
&lt;br /&gt;
The skill is leveled by using an Analyzer on creature corpses in the field. When you right-click a corpse, the Analyze option appears alongside skinning, butchering, or skull extraction. The Analyzer must be in your inventory. Each successful analysis grants Genetics skill experience.&lt;br /&gt;
&lt;br /&gt;
At level 50, you unlock the &amp;quot;Analyze Arthropod Genes&amp;quot; ability, which allows you to analyze a living creature rather than a corpse. This is the ability used for gene hunting.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Analyzers ===&lt;br /&gt;
&lt;br /&gt;
There are four analyzer types, all bartered from [[Gerrux]] (requires quest chain):&lt;br /&gt;
* Arthropod Genetics Analyzer&lt;br /&gt;
* Beginner&#039;s Arthropod Genetics Analyzer&lt;br /&gt;
* Non-Ruminant Ungulate Genetics Analyzer&lt;br /&gt;
* Beginner&#039;s Non-Ruminant Ungulate Genetics Analyzer&lt;br /&gt;
&lt;br /&gt;
All analyzers cost Xogrite Chunks. The Beginner&#039;s versions cost more Xogrite but add +25 effective Genetics skill for the purpose of analyzing higher-level creatures, allowing you to gain more experience from tougher mobs. Note: this does &#039;&#039;&#039;not&#039;&#039;&#039; reveal gene positions you cannot yet read — the only way to uncover hidden genes is to level the Genetics skill itself.&lt;br /&gt;
&lt;br /&gt;
All analyzers have a 5% chance to break per use.&lt;br /&gt;
&lt;br /&gt;
The quest &amp;quot;Kimeta&#039;s Key&amp;quot; rewards 10 free Arthropod analyzers (one-time).&lt;br /&gt;
&lt;br /&gt;
Xogrite sources: Povus repeatable quests, nightly invasion, Egg Runs in Aktaari Cave, bartering with [[Stephie Blackhammer]].&lt;br /&gt;
&lt;br /&gt;
=== Key Point ===&lt;br /&gt;
&lt;br /&gt;
You can breed successfully without the Genetics skill and blind breeding works, but only to a point — where further improvement can no longer happen. The Genetics skill opens the full range of stat and cosmetic options to the breeder.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 4: How to Read the Genetics Window ==&lt;br /&gt;
&lt;br /&gt;
Once you have the Genetics skill, opening a specimen&#039;s genetics window shows a grid of circles. Each circle is one gene position.&lt;br /&gt;
&lt;br /&gt;
=== The Four Symbols ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Symbol !! Name !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ || Dominant || Both alleles are dominant. Breeds true.&lt;br /&gt;
|-&lt;br /&gt;
| 〇 || Recessive || Both alleles are recessive. Breeds true. For arthropods, this is where stat bonuses express.&lt;br /&gt;
|-&lt;br /&gt;
| ⦿ || Mixed || One dominant, one recessive. Unpredictable — ⦿ × ⦿ = 25% ⬤, 50% ⦿, 25% 〇. This is what you want to eliminate through clarification.&lt;br /&gt;
|-&lt;br /&gt;
| ? || Unknown || Your Genetics skill is too low to read this position. Level up to reveal it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Grid Layout ===&lt;br /&gt;
&lt;br /&gt;
The genome is displayed as a grid. Each row is a chromosome (labeled CR 1, CR 2, etc.). Each chromosome is divided into gene groups, labeled A through J (or further for larger genomes). Each gene group contains a fixed number of individual positions (typically 4), and each position is one circle.&lt;br /&gt;
&lt;br /&gt;
So when you look at the window, you are reading left to right across a chromosome, group by group, position by position within each group.&lt;br /&gt;
&lt;br /&gt;
Not all chromosomes are the same length — some have more gene groups than others, and some groups at the end of a chromosome may have fewer than 4 positions. The specific layout for each species is covered in the genome structure articles.&lt;br /&gt;
&lt;br /&gt;
This grid structure — chromosome, group, position — is also the basis for how individual genes are named. See Part 5.&lt;br /&gt;
&lt;br /&gt;
=== The Genetics Window and Text Export ===&lt;br /&gt;
&lt;br /&gt;
The game has two ways to view genome information. The genetics window displays genes as visual symbols: ⬤ (dominant), 〇 (recessive), ⦿ (mixed), ? (unknown).&lt;br /&gt;
&lt;br /&gt;
Separately, the game can export a specimen&#039;s genome as plain text. The text export uses a different notation: &#039;&#039;&#039;D&#039;&#039;&#039; (dominant), &#039;&#039;&#039;R&#039;&#039;&#039; (recessive), &#039;&#039;&#039;x&#039;&#039;&#039; (mixed), &#039;&#039;&#039;?&#039;&#039;&#039; (unknown). These are two distinct formats — the window and the export use different symbols for the same information.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 5: How Genes Are Named ==&lt;br /&gt;
&lt;br /&gt;
Breeders need to reference specific gene positions precisely — &amp;quot;the gene that controls the tail light&amp;quot; is not useful when you are trying to track it across hundreds of specimens. Project Gorgon has a standard coordinate system for this, which is now built into the game itself.&lt;br /&gt;
&lt;br /&gt;
=== The Coordinate System ===&lt;br /&gt;
&lt;br /&gt;
Every gene position is identified by three pieces of information:&lt;br /&gt;
&lt;br /&gt;
 [Chromosome Number] [Gene Group Letter] [Position Within Group]&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coordinate !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1A4&amp;lt;/code&amp;gt; || Chromosome 1, Gene Group A, Position 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9E4&amp;lt;/code&amp;gt; || Chromosome 9, Gene Group E, Position 4 (last position on CR 9)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;6C2&amp;lt;/code&amp;gt; || Chromosome 6, Gene Group C, Position 2 (last position on CR 6)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7D3&amp;lt;/code&amp;gt; || Chromosome 7, Gene Group D, Position 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These labels are visible in the game itself — when you hover over an individual gene in the genetics window, the tooltip shows the coordinate for that position. You do not need to count manually.&lt;br /&gt;
&lt;br /&gt;
This lets any breeder reference any gene position unambiguously. When someone says &amp;quot;I&#039;m working on 3H3,&amp;quot; every breeder who knows this system knows exactly which position they mean.&lt;br /&gt;
&lt;br /&gt;
=== Origin of the System ===&lt;br /&gt;
&lt;br /&gt;
This coordinate system was created by Deldaron — the first breeder to achieve a perfect 100-stat bee. The breeding community adopted it as the standard. Later, developer Nikodemus built it directly into the game&#039;s UI. What started as a community tool is now the official in-game notation.&lt;br /&gt;
&lt;br /&gt;
The gene naming system is not optional or one person&#039;s preference — it is how genes are identified in the game. Learn it and use it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 6: Stable Slot Management ==&lt;br /&gt;
&lt;br /&gt;
Stable slots are your most precious resource. To free a slot, you can either cage the specimen (to sell or trade) if it has not yet been registered to breed, or release it (permanently deleted) if it has. Every slot decision matters.&lt;br /&gt;
&lt;br /&gt;
=== Breeding Attempts vs. Stable Slots ===&lt;br /&gt;
&lt;br /&gt;
These are two separate resources and it is important to understand the difference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breeding Attempts&#039;&#039;&#039; are per account. They represent how many active breeding pairs can be working simultaneously across your entire account. You start with a limited number and unlock more as Animal Husbandry is leveled, up to a maximum of 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stable Slots&#039;&#039;&#039; are per character. They represent how many registered breeding specimens a single character can hold. Stable slots can be increased in several ways: purchasing additional slots, leveling Racing skill, leveling Animal Husbandry, and leveling Cartography. There may be other methods as well.&lt;br /&gt;
&lt;br /&gt;
=== Critical Rules ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Caging neuters permanently.&#039;&#039;&#039; Any specimen removed from the stable into a cage can &#039;&#039;&#039;never&#039;&#039;&#039; breed again. This means you &#039;&#039;&#039;cannot&#039;&#039;&#039; import breeding stock from other players. All breeding stock must be self-caught or self-bred.&lt;br /&gt;
# &#039;&#039;&#039;Registered breeders cannot be caged.&#039;&#039;&#039; Once registered, the only way to remove a specimen is to release it (permanent deletion). There is no undo. Think carefully before registering.&lt;br /&gt;
&lt;br /&gt;
=== Stable Slot Allocation Strategy ===&lt;br /&gt;
&lt;br /&gt;
* Keep your clarified line parents. These are your foundation. They took generations to build. Never release a clarified parent unless you have a strictly better replacement.&lt;br /&gt;
* Keep one specimen from each active fold-in. If you are working to introduce a new gene, do not release the offspring carrying that gene until the fold-in is complete and the gene is locked.&lt;br /&gt;
* Wild specimens are expendable once their genes are in your line — but not before. If you are still in the clarification process, keep the original wild-caught pair until clarification is finished and their unique genes are fully folded in. Releasing them too early means losing access to genes you may not have secured yet.&lt;br /&gt;
* Do not hoard. If a specimen has no active breeding purpose, release it. Idle slots are wasted slots.&lt;br /&gt;
&lt;br /&gt;
=== Slot Implications ===&lt;br /&gt;
&lt;br /&gt;
Back-crossing (the standard method) requires a minimum of 4 slots: both parents, the offspring being bred back, and the slot for the active breeding attempt itself.&lt;br /&gt;
&lt;br /&gt;
Slot management separates good breeders from frustrated ones.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 7: Specimen Naming — A Suggested Approach ==&lt;br /&gt;
&lt;br /&gt;
When you have dozens of specimens across multiple generations, you need a naming system. Without one, you will quickly lose track of who is who, which line they belong to, and what genes they are carrying.&lt;br /&gt;
&lt;br /&gt;
The following is Kaskrim&#039;s suggested naming convention. It is not a hard rule or the only valid approach — use it, adapt it, or build your own. The goal is consistency within your own records.&lt;br /&gt;
&lt;br /&gt;
=== The Format ===&lt;br /&gt;
&lt;br /&gt;
 [Line][ID][Sex] [Target Gene 1] [Target Gene 2] ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &amp;lt;code&amp;gt;BLH 2461 F ua1H3 3E4&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Part !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BLH&amp;lt;/code&amp;gt; || Breeding line name (2–4 letters chosen by the breeder)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2461&amp;lt;/code&amp;gt; || Lifetime hatch count (the 2,461st specimen ever hatched)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt; || Female (M for male)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ua1H3&amp;lt;/code&amp;gt; || Target gene at position 1H3 (unique + being folded in)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3E4&amp;lt;/code&amp;gt; || Target gene at position 3E4 (actively breeding toward recessive)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Target Gene Prefixes ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Prefix !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;(none)&#039;&#039; || Established target. Breeding toward recessive (〇).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; || Breeding toward dominant (⬤) instead.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;a&amp;lt;/code&amp;gt; || Adding / folding in. A new gene being introduced from outside.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;u&amp;lt;/code&amp;gt; || Unique. A rare or unusual gene worth tracking, not necessarily a breeding target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prefixes stack: &amp;lt;code&amp;gt;ua1H3&amp;lt;/code&amp;gt; = unique + adding (a rare gene being folded in).&lt;br /&gt;
&lt;br /&gt;
=== Why a Hatch Count? ===&lt;br /&gt;
&lt;br /&gt;
Using a running lifetime total (rather than per-line numbering) gives every specimen a unique ID across your entire breeding career. You will never have two specimens with the same name.&lt;br /&gt;
&lt;br /&gt;
=== Why This Helps ===&lt;br /&gt;
&lt;br /&gt;
With this system, a name like &amp;lt;code&amp;gt;BLH 2461 F ua1H3 3E4&amp;lt;/code&amp;gt; tells you at a glance: BLH line, specimen #2461, female, folding in a unique gene at 1H3, also working on 3E4 toward recessive. No need to open the genetics window to remember what you were doing with this specimen. The name carries the context.&lt;br /&gt;
&lt;br /&gt;
Again: this is one approach. Adapt it to fit your own workflow.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Research and knowledge by Kaskrim. Compiled by AI Elara. Based on 4.5+ years of genetics research.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;twitch.tv/kaskrim&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This article is part of the [[Project Gorgon Genetics Research By Kaskrim|Project Gorgon Genetics Research]] series by Kaskrim.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Getting_Started_With_Genetics&amp;diff=277866</id>
		<title>Getting Started With Genetics</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Getting_Started_With_Genetics&amp;diff=277866"/>
		<updated>2026-07-27T00:59:04Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| border = blue&lt;br /&gt;
| type = This page is part of &#039;&#039;&#039;[[Project Gorgon Genetics Research By Kaskrim]]&#039;&#039;&#039;&lt;br /&gt;
| info =&lt;br /&gt;
Getting Started: [[Getting Started With Genetics]], [[Genetics Basics and Inbreeding]]&lt;br /&gt;
Core Techniques: [[The Complete Guide to Genetics Clarification]], [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
Foundational Reference: [[Genome Foundations: Structure and Expression]]&lt;br /&gt;
Genome Structure: [[Arthropod Genome Structure]], [[Horse Genome Structure]]&lt;br /&gt;
Color and Appearance: [[Color in the Arthropod Genome]]&lt;br /&gt;
Reference: [[Project Gorgon Genetics — Master Glossary]]}}[[Category:Guides]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| class=&amp;quot;toc&amp;quot; style=&amp;quot;background:#1a1a1a; color:#f0c040; border:1px solid #555; padding:8px; display:inline-block; margin-bottom:1em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color:#ffffff; text-align:left; padding-bottom:4px;&amp;quot; | Contents&lt;br /&gt;
|-&lt;br /&gt;
| [[#Part 1: Timelines and Expectations|1 Part 1: Timelines and Expectations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Part 2: Getting Started — The Unlock Path|2 Part 2: Getting Started — The Unlock Path]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Part 3: The Genetics Skill — How to See the Genome|3 Part 3: The Genetics Skill — How to See the Genome]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Part 4: How to Read the Genetics Window|4 Part 4: How to Read the Genetics Window]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Part 5: How Genes Are Named|5 Part 5: How Genes Are Named]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Part 6: Stable Slot Management|6 Part 6: Stable Slot Management]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Part 7: Specimen Naming — A Suggested Approach|7 Part 7: Specimen Naming — A Suggested Approach]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Written by Kaskrim &amp;amp;bull; Scribed by AI Elara &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This article covers the practical side of getting into Project Gorgon&#039;s breeding system: what to expect, how to unlock what you need, how the genetics window works, how genes are identified, how to manage your limited stable slots, and how to keep track of your specimens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Part 1: Timelines and Expectations ==&lt;br /&gt;
&lt;br /&gt;
Breeding in Project Gorgon is a long game. Read this section before anything else so you know what you are signing up for.&lt;br /&gt;
&lt;br /&gt;
=== How Long Does Each Generation Take? ===&lt;br /&gt;
&lt;br /&gt;
* Mating stage: 2.5 to 6 hours, depending on the fertility/virility of the pair, your Animal Husbandry skill level, and moon phase&lt;br /&gt;
* Gestation period: approximately 2–3 days (lower-level specimens are faster)&lt;br /&gt;
* One generation: roughly 3 days base, reducible to approximately 2 days with an incubator (bees), or blankets (horses)&lt;br /&gt;
* &#039;&#039;&#039;Husbandry Buff:&#039;&#039;&#039; occasionally (roughly once per year of game time) a Husbandry Buff is active that cuts gestation time in half. This is rare and not something to plan around, but worth knowing about.&lt;br /&gt;
&lt;br /&gt;
This means roughly 2–3 generations per week at best.&lt;br /&gt;
&lt;br /&gt;
=== How Long Does Clarification Take? ===&lt;br /&gt;
&lt;br /&gt;
Starting from two wild-caught parents with many mixed genes:&lt;br /&gt;
* Full clarification can take 10–20+ generations depending on how many mixed positions exist and how lucky your rolls are&lt;br /&gt;
* At 2–3 generations per week, that is roughly 4–10 weeks per clarification&lt;br /&gt;
&lt;br /&gt;
=== How Long Does a Fold-In Take? ===&lt;br /&gt;
&lt;br /&gt;
Once clarified, introducing a single new gene takes:&lt;br /&gt;
Back-crossing method: 5–15 generations depending on luck&lt;br /&gt;
&lt;br /&gt;
A single fold-in can take 3–8 weeks.&lt;br /&gt;
&lt;br /&gt;
=== How Long for Maximum Stats? ===&lt;br /&gt;
&lt;br /&gt;
The top breeders (Deldaron was first, Azizah was second to achieve a perfect bee) spent 2.5–3 &#039;&#039;&#039;years&#039;&#039;&#039; reaching all stats at 100. This involved full clarification, dozens of individual fold-ins (one gene at a time), thousands of generations, and dedicated daily breeding across years.&lt;br /&gt;
&lt;br /&gt;
Knowledge can shave roughly 3 months off that timeline. But there is no shortcut around the generation timer. You cannot speed-run breeding.&lt;br /&gt;
&lt;br /&gt;
=== Realistic Goals for New Breeders ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Timeline !! Goal&lt;br /&gt;
|-&lt;br /&gt;
| Weeks 1–2 || Tame your first pair, start breeding, learn the interface&lt;br /&gt;
|-&lt;br /&gt;
| Weeks 2–10 || Level the Genetics skill — do this alongside breeding, not before it. Start clarifying while you level.&lt;br /&gt;
|-&lt;br /&gt;
| Weeks 1–6 || Working on clarification of your first line&lt;br /&gt;
|-&lt;br /&gt;
| Months 2–3 || First clarified line complete, start first fold-in&lt;br /&gt;
|-&lt;br /&gt;
| Months 3–6 || Several fold-ins complete, stats noticeably improving&lt;br /&gt;
|-&lt;br /&gt;
| Month 6+ || Building toward specialized goals (visual traits, max stats)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Do Not Compare Yourself to Veterans ===&lt;br /&gt;
&lt;br /&gt;
Kaskrim has been doing genetics research since September 2021 — over 4.5 years as of this writing. Azizah wrote analysis tools and spreadsheets. Deldaron bred the first perfect 100-stat bee after years of dedicated work. These people are at the end of a very long road.&lt;br /&gt;
&lt;br /&gt;
You are at the beginning. Every generation is progress. Every clarified gene is permanent. The work compounds over time.&lt;br /&gt;
&lt;br /&gt;
=== What You Can Control ===&lt;br /&gt;
&lt;br /&gt;
* Breed every day. Do not let slots sit empty.&lt;br /&gt;
* Make informed decisions about which offspring to keep.&lt;br /&gt;
* Plan your fold-ins. Know which gene you want &#039;&#039;&#039;before&#039;&#039;&#039; you start.&lt;br /&gt;
* Keep records. Know what your clarified line looks like.&lt;br /&gt;
&lt;br /&gt;
The genetics system is probabilistic — every cross is a series of coin flips — but there is no permanent block, no pay wall, and no point of no return. Given enough generations, you &#039;&#039;&#039;will&#039;&#039;&#039; converge on your goal. The only question is how long it takes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 2: Getting Started — The Unlock Path ==&lt;br /&gt;
&lt;br /&gt;
Breeding is gated behind skill progression. Here is the path from zero to your first breeding pair.&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Level Animal Handling to 50 ===&lt;br /&gt;
&lt;br /&gt;
[[Animal Handling]] is a combat skill — you tame creatures and fight alongside them. You need AH 50 before you can learn the breeding skill.&lt;br /&gt;
&lt;br /&gt;
* Tame a pet (bee, wasp, bear, cat, rat, etc.) and fight with it&lt;br /&gt;
* Your pet earns you AH XP when it participates in combat&lt;br /&gt;
* Higher-level content gives more XP&lt;br /&gt;
* Kaskrim recommends starting with a [[Freeze Wasp]] — it will be useful later when you reach the gene hunting stage of breeding&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Learn Animal Husbandry ===&lt;br /&gt;
&lt;br /&gt;
[[Animal Husbandry]] is the breeding skill. It is separate from Animal Handling.&lt;br /&gt;
&lt;br /&gt;
* Trainer: [[Leah Bowman]] in [[Povus]] (requires Friends favor)&lt;br /&gt;
* Build favor with Leah through hangouts and gifts&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Get Your First Breeding Pair ===&lt;br /&gt;
&lt;br /&gt;
You need a male and female of the same species (bee + bee, wasp + wasp, horse + horse).&lt;br /&gt;
&lt;br /&gt;
For bees and wasps, cross-species breeding is possible — a bee and a wasp can produce offspring that is one species or the other. For horses, same breed is required. Horse genetics uses a breed switch system where different gene sets activate or deactivate depending on breed; cross-breed offspring have unpredictable gene expression, making clarification impossible. See the [[Horse Genome Structure]] article for a full explanation.&lt;br /&gt;
&lt;br /&gt;
Tame your pair via Animal Handling and register them at a stable.&lt;br /&gt;
&lt;br /&gt;
* Standard breeding stables are located at the [[Red Wing Casino]] and [[Povus]]&lt;br /&gt;
* A third breeding NPC exists in [[Vidaria]], but this is specialized for mutation breeding and not standard breeding&lt;br /&gt;
&lt;br /&gt;
=== Step 4: Start Breeding ===&lt;br /&gt;
&lt;br /&gt;
Register your pair at the stable.&lt;br /&gt;
* Mating stage: 2.5 to 6 hours (varies by pair fertility/virility and your Animal Husbandry skill level)&lt;br /&gt;
* Gestation stage: approximately 2–3 days&lt;br /&gt;
* Cost: 500 to 5,000 councils per attempt (same factors as above)&lt;br /&gt;
&lt;br /&gt;
Your first generations will be messy — ⦿ genes everywhere, mediocre stats. This is normal and expected. See the companion article on genetics basics (why first-gen stats drop and how clarification works).&lt;br /&gt;
&lt;br /&gt;
=== Step 5: Unlock Genetics ===&lt;br /&gt;
&lt;br /&gt;
The Genetics skill lets you see the genome. Without it you are breeding blind.&lt;br /&gt;
&lt;br /&gt;
Skipping Genetics is only reasonable if your goal is modest — mildly improving stats over a few generations, or producing more of what you already caught. If you want to do serious breeding (targeted stat improvement, fold-ins, clarification work), Genetics is not optional. See Part 3 of this article for the full unlock path.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
&lt;br /&gt;
# Animal Handling 50&lt;br /&gt;
# Friends favor with [[Leah Bowman]] ([[Povus]])&lt;br /&gt;
# Learn Animal Husbandry&lt;br /&gt;
# Tame a male + female of the same species&lt;br /&gt;
# Register at a breeding stable (Casino or Povus)&lt;br /&gt;
# Start breeding, start clarifying&lt;br /&gt;
# Unlock Genetics skill when ready&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 3: The Genetics Skill — How to See the Genome ==&lt;br /&gt;
&lt;br /&gt;
The Genetics skill allows you to view the actual gene states (⬤, 〇, ⦿) in your specimen&#039;s genome. Without it, you cannot see what genes your bee has — you can only infer from stats and visible traits.&lt;br /&gt;
&lt;br /&gt;
At the time of this writing, there are two separate Genetics skills:&lt;br /&gt;
* [[Arthropod Genetics]] — for bees and wasps&lt;br /&gt;
* [[Non-Ruminant Ungulate Genetics]] — for horses&lt;br /&gt;
&lt;br /&gt;
Feline, Bear, and Rat Genetics are planned but not yet implemented. Both current skills are unlocked through the same NPC ([[Gerrux]]) but require separate books.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
&lt;br /&gt;
* Arthropod Anatomy 25 (for Arthropod Genetics)&lt;br /&gt;
* Non-Ruminant Ungulate Anatomy 25 (for Non-Ruminant Ungulate Genetics)&lt;br /&gt;
&lt;br /&gt;
=== Unlock Quest Chain ===&lt;br /&gt;
&lt;br /&gt;
# Kill [[Tumak the Betrayer]] in Povus (spawns 9am–10am in-game time). He drops a Ghostly Letter.&lt;br /&gt;
# Visit [[Kimeta]]&#039;s ghost at night (after 8pm, before 1:15am in-game) in the Sprawl district of Povus. The light outside her house must be &#039;&#039;&#039;OFF&#039;&#039;&#039;. If it is on, she will not appear. Trade the Ghostly Letter for a Ghostly Key.&lt;br /&gt;
# Give the Ghostly Key to [[Gerrux]] in Old Town (Povus). This starts a quest chain: find [[Errruka the Benefactor]], wait one in-game day, trade 25 Frogs or 1 Black Pearl for Kimeta&#039;s Key, return to Gerrux.&lt;br /&gt;
# Completing the chain gives you &amp;quot;Secrets of Arthropod Genetics&amp;quot; and unlocks the analyzer barter with Gerrux. Reading the book unlocks the Arthropod Genetics skill at level 1.&lt;br /&gt;
&lt;br /&gt;
For horses: the Non-Ruminant Ungulate Genetics book is bartered from Gerrux after completing the same quest chain. The chain must be done first — the barter is not available otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Unlock ===&lt;br /&gt;
&lt;br /&gt;
Both Arthropod Genetics and Non-Ruminant Ungulate Genetics can also be unlocked through hangouts with [[Pitre Ferrence]] without completing the quest chain. However, this does &#039;&#039;&#039;not&#039;&#039;&#039; unlock the analyzer barter with Gerrux. If you want access to analyzers, do the quest chain.&lt;br /&gt;
&lt;br /&gt;
=== How the Skill Levels ===&lt;br /&gt;
&lt;br /&gt;
Reading the book unlocks the skill at level 1 — you can see some genes immediately. Others show as &#039;&#039;&#039;?&#039;&#039;&#039; until your skill is high enough to read them.&lt;br /&gt;
&lt;br /&gt;
The skill is leveled by using an Analyzer on creature corpses in the field. When you right-click a corpse, the Analyze option appears alongside skinning, butchering, or skull extraction. The Analyzer must be in your inventory. Each successful analysis grants Genetics skill experience.&lt;br /&gt;
&lt;br /&gt;
At level 50, you unlock the &amp;quot;Analyze Arthropod Genes&amp;quot; ability, which allows you to analyze a living creature rather than a corpse. This is the ability used for gene hunting.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Analyzers ===&lt;br /&gt;
&lt;br /&gt;
There are four analyzer types, all bartered from [[Gerrux]] (requires quest chain):&lt;br /&gt;
* Arthropod Genetics Analyzer&lt;br /&gt;
* Beginner&#039;s Arthropod Genetics Analyzer&lt;br /&gt;
* Non-Ruminant Ungulate Genetics Analyzer&lt;br /&gt;
* Beginner&#039;s Non-Ruminant Ungulate Genetics Analyzer&lt;br /&gt;
&lt;br /&gt;
All analyzers cost Xogrite Chunks. The Beginner&#039;s versions cost more Xogrite but add +25 effective Genetics skill for the purpose of analyzing higher-level creatures, allowing you to gain more experience from tougher mobs. Note: this does &#039;&#039;&#039;not&#039;&#039;&#039; reveal gene positions you cannot yet read — the only way to uncover hidden genes is to level the Genetics skill itself.&lt;br /&gt;
&lt;br /&gt;
All analyzers have a 5% chance to break per use.&lt;br /&gt;
&lt;br /&gt;
The quest &amp;quot;Kimeta&#039;s Key&amp;quot; rewards 10 free Arthropod analyzers (one-time).&lt;br /&gt;
&lt;br /&gt;
Xogrite sources: Povus repeatable quests, nightly invasion, Egg Runs in Aktaari Cave, bartering with [[Stephie Blackhammer]].&lt;br /&gt;
&lt;br /&gt;
=== Key Point ===&lt;br /&gt;
&lt;br /&gt;
You can breed successfully without the Genetics skill and blind breeding works, but only to a point — where further improvement can no longer happen. The Genetics skill opens the full range of stat and cosmetic options to the breeder.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 4: How to Read the Genetics Window ==&lt;br /&gt;
&lt;br /&gt;
Once you have the Genetics skill, opening a specimen&#039;s genetics window shows a grid of circles. Each circle is one gene position.&lt;br /&gt;
&lt;br /&gt;
=== The Four Symbols ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Symbol !! Name !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ || Dominant || Both alleles are dominant. Breeds true.&lt;br /&gt;
|-&lt;br /&gt;
| 〇 || Recessive || Both alleles are recessive. Breeds true. For arthropods, this is where stat bonuses express.&lt;br /&gt;
|-&lt;br /&gt;
| ⦿ || Mixed || One dominant, one recessive. Unpredictable — ⦿ × ⦿ = 25% ⬤, 50% ⦿, 25% 〇. This is what you want to eliminate through clarification.&lt;br /&gt;
|-&lt;br /&gt;
| ? || Unknown || Your Genetics skill is too low to read this position. Level up to reveal it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Grid Layout ===&lt;br /&gt;
&lt;br /&gt;
The genome is displayed as a grid. Each row is a chromosome (labeled CR 1, CR 2, etc.). Each chromosome is divided into gene groups, labeled A through J (or further for larger genomes). Each gene group contains a fixed number of individual positions (typically 4), and each position is one circle.&lt;br /&gt;
&lt;br /&gt;
So when you look at the window, you are reading left to right across a chromosome, group by group, position by position within each group.&lt;br /&gt;
&lt;br /&gt;
Not all chromosomes are the same length — some have more gene groups than others, and some groups at the end of a chromosome may have fewer than 4 positions. The specific layout for each species is covered in the genome structure articles.&lt;br /&gt;
&lt;br /&gt;
This grid structure — chromosome, group, position — is also the basis for how individual genes are named. See Part 5.&lt;br /&gt;
&lt;br /&gt;
=== The Genetics Window and Text Export ===&lt;br /&gt;
&lt;br /&gt;
The game has two ways to view genome information. The genetics window displays genes as visual symbols: ⬤ (dominant), 〇 (recessive), ⦿ (mixed), ? (unknown).&lt;br /&gt;
&lt;br /&gt;
Separately, the game can export a specimen&#039;s genome as plain text. The text export uses a different notation: &#039;&#039;&#039;D&#039;&#039;&#039; (dominant), &#039;&#039;&#039;R&#039;&#039;&#039; (recessive), &#039;&#039;&#039;x&#039;&#039;&#039; (mixed), &#039;&#039;&#039;?&#039;&#039;&#039; (unknown). These are two distinct formats — the window and the export use different symbols for the same information.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 5: How Genes Are Named ==&lt;br /&gt;
&lt;br /&gt;
Breeders need to reference specific gene positions precisely — &amp;quot;the gene that controls the tail light&amp;quot; is not useful when you are trying to track it across hundreds of specimens. Project Gorgon has a standard coordinate system for this, which is now built into the game itself.&lt;br /&gt;
&lt;br /&gt;
=== The Coordinate System ===&lt;br /&gt;
&lt;br /&gt;
Every gene position is identified by three pieces of information:&lt;br /&gt;
&lt;br /&gt;
 [Chromosome Number] [Gene Group Letter] [Position Within Group]&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coordinate !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1A4&amp;lt;/code&amp;gt; || Chromosome 1, Gene Group A, Position 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9E4&amp;lt;/code&amp;gt; || Chromosome 9, Gene Group E, Position 4 (last position on CR 9)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;6C2&amp;lt;/code&amp;gt; || Chromosome 6, Gene Group C, Position 2 (last position on CR 6)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7D3&amp;lt;/code&amp;gt; || Chromosome 7, Gene Group D, Position 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These labels are visible in the game itself — when you hover over an individual gene in the genetics window, the tooltip shows the coordinate for that position. You do not need to count manually.&lt;br /&gt;
&lt;br /&gt;
This lets any breeder reference any gene position unambiguously. When someone says &amp;quot;I&#039;m working on 3H3,&amp;quot; every breeder who knows this system knows exactly which position they mean.&lt;br /&gt;
&lt;br /&gt;
=== Origin of the System ===&lt;br /&gt;
&lt;br /&gt;
This coordinate system was created by Deldaron — the first breeder to achieve a perfect 100-stat bee. The breeding community adopted it as the standard. Later, developer Nikodemus built it directly into the game&#039;s UI. What started as a community tool is now the official in-game notation.&lt;br /&gt;
&lt;br /&gt;
The gene naming system is not optional or one person&#039;s preference — it is how genes are identified in the game. Learn it and use it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 6: Stable Slot Management ==&lt;br /&gt;
&lt;br /&gt;
Stable slots are your most precious resource. To free a slot, you can either cage the specimen (to sell or trade) if it has not yet been registered to breed, or release it (permanently deleted) if it has. Every slot decision matters.&lt;br /&gt;
&lt;br /&gt;
=== Breeding Attempts vs. Stable Slots ===&lt;br /&gt;
&lt;br /&gt;
These are two separate resources and it is important to understand the difference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breeding Attempts&#039;&#039;&#039; are per account. They represent how many active breeding pairs can be working simultaneously across your entire account. You start with a limited number and unlock more as Animal Husbandry is leveled, up to a maximum of 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stable Slots&#039;&#039;&#039; are per character. They represent how many registered breeding specimens a single character can hold. Stable slots can be increased in several ways: purchasing additional slots, leveling Racing skill, leveling Animal Husbandry, and leveling Cartography. There may be other methods as well.&lt;br /&gt;
&lt;br /&gt;
=== Critical Rules ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Caging neuters permanently.&#039;&#039;&#039; Any specimen removed from the stable into a cage can &#039;&#039;&#039;never&#039;&#039;&#039; breed again. This means you &#039;&#039;&#039;cannot&#039;&#039;&#039; import breeding stock from other players. All breeding stock must be self-caught or self-bred.&lt;br /&gt;
# &#039;&#039;&#039;Registered breeders cannot be caged.&#039;&#039;&#039; Once registered, the only way to remove a specimen is to release it (permanent deletion). There is no undo. Think carefully before registering.&lt;br /&gt;
&lt;br /&gt;
=== Stable Slot Allocation Strategy ===&lt;br /&gt;
&lt;br /&gt;
* Keep your clarified line parents. These are your foundation. They took generations to build. Never release a clarified parent unless you have a strictly better replacement.&lt;br /&gt;
* Keep one specimen from each active fold-in. If you are working to introduce a new gene, do not release the offspring carrying that gene until the fold-in is complete and the gene is locked.&lt;br /&gt;
* Wild specimens are expendable once their genes are in your line — but not before. If you are still in the clarification process, keep the original wild-caught pair until clarification is finished and their unique genes are fully folded in. Releasing them too early means losing access to genes you may not have secured yet.&lt;br /&gt;
* Do not hoard. If a specimen has no active breeding purpose, release it. Idle slots are wasted slots.&lt;br /&gt;
&lt;br /&gt;
=== Slot Implications ===&lt;br /&gt;
&lt;br /&gt;
Back-crossing (the standard method) requires a minimum of 4 slots: both parents, the offspring being bred back, and the slot for the active breeding attempt itself.&lt;br /&gt;
&lt;br /&gt;
Slot management separates good breeders from frustrated ones.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 7: Specimen Naming — A Suggested Approach ==&lt;br /&gt;
&lt;br /&gt;
When you have dozens of specimens across multiple generations, you need a naming system. Without one, you will quickly lose track of who is who, which line they belong to, and what genes they are carrying.&lt;br /&gt;
&lt;br /&gt;
The following is Kaskrim&#039;s suggested naming convention. It is not a hard rule or the only valid approach — use it, adapt it, or build your own. The goal is consistency within your own records.&lt;br /&gt;
&lt;br /&gt;
=== The Format ===&lt;br /&gt;
&lt;br /&gt;
 [Line][ID][Sex] [Target Gene 1] [Target Gene 2] ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &amp;lt;code&amp;gt;BLH 2461 F ua1H3 3E4&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Part !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BLH&amp;lt;/code&amp;gt; || Breeding line name (2–4 letters chosen by the breeder)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2461&amp;lt;/code&amp;gt; || Lifetime hatch count (the 2,461st specimen ever hatched)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt; || Female (M for male)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ua1H3&amp;lt;/code&amp;gt; || Target gene at position 1H3 (unique + being folded in)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3E4&amp;lt;/code&amp;gt; || Target gene at position 3E4 (actively breeding toward recessive)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Target Gene Prefixes ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Prefix !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;(none)&#039;&#039; || Established target. Breeding toward recessive (〇).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; || Breeding toward dominant (⬤) instead.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;a&amp;lt;/code&amp;gt; || Adding / folding in. A new gene being introduced from outside.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;u&amp;lt;/code&amp;gt; || Unique. A rare or unusual gene worth tracking, not necessarily a breeding target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prefixes stack: &amp;lt;code&amp;gt;ua1H3&amp;lt;/code&amp;gt; = unique + adding (a rare gene being folded in).&lt;br /&gt;
&lt;br /&gt;
=== Why a Hatch Count? ===&lt;br /&gt;
&lt;br /&gt;
Using a running lifetime total (rather than per-line numbering) gives every specimen a unique ID across your entire breeding career. You will never have two specimens with the same name.&lt;br /&gt;
&lt;br /&gt;
=== Why This Helps ===&lt;br /&gt;
&lt;br /&gt;
With this system, a name like &amp;lt;code&amp;gt;BLH 2461 F ua1H3 3E4&amp;lt;/code&amp;gt; tells you at a glance: BLH line, specimen #2461, female, folding in a unique gene at 1H3, also working on 3E4 toward recessive. No need to open the genetics window to remember what you were doing with this specimen. The name carries the context.&lt;br /&gt;
&lt;br /&gt;
Again: this is one approach. Adapt it to fit your own workflow.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Research and knowledge by Kaskrim. Compiled by AI Elara. Based on 4.5+ years of genetics research.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;twitch.tv/kaskrim&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This article is part of the [[Project Gorgon Genetics Research By Kaskrim|Project Gorgon Genetics Research]] series by Kaskrim.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Getting_Started_With_Genetics&amp;diff=277865</id>
		<title>Getting Started With Genetics</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Getting_Started_With_Genetics&amp;diff=277865"/>
		<updated>2026-07-27T00:52:05Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| border = blue&lt;br /&gt;
| type = This page is part of &#039;&#039;&#039;[[Project Gorgon Genetics Research By Kaskrim]]&#039;&#039;&#039;&lt;br /&gt;
| info =&lt;br /&gt;
Getting Started: [[Getting Started With Genetics]], [[Genetics Basics and Inbreeding]]&lt;br /&gt;
Core Techniques: [[The Complete Guide to Genetics Clarification]], [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
Foundational Reference: [[Genome Foundations: Structure and Expression]]&lt;br /&gt;
Genome Structure: [[Arthropod Genome Structure]], [[Horse Genome Structure]]&lt;br /&gt;
Color and Appearance: [[Color in the Arthropod Genome]]&lt;br /&gt;
Reference: [[Project Gorgon Genetics — Master Glossary]]}}[[Category:Guides]]&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&#039;&#039;Written by Kaskrim &amp;amp;bull; Scribed by AI Elara &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This article covers the practical side of getting into Project Gorgon&#039;s breeding system: what to expect, how to unlock what you need, how the genetics window works, how genes are identified, how to manage your limited stable slots, and how to keep track of your specimens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Part 1: Timelines and Expectations ==&lt;br /&gt;
&lt;br /&gt;
Breeding in Project Gorgon is a long game. Read this section before anything else so you know what you are signing up for.&lt;br /&gt;
&lt;br /&gt;
=== How Long Does Each Generation Take? ===&lt;br /&gt;
&lt;br /&gt;
* Mating stage: 2.5 to 6 hours, depending on the fertility/virility of the pair, your Animal Husbandry skill level, and moon phase&lt;br /&gt;
* Gestation period: approximately 2–3 days (lower-level specimens are faster)&lt;br /&gt;
* One generation: roughly 3 days base, reducible to approximately 2 days with an incubator (bees), or blankets (horses)&lt;br /&gt;
* &#039;&#039;&#039;Husbandry Buff:&#039;&#039;&#039; occasionally (roughly once per year of game time) a Husbandry Buff is active that cuts gestation time in half. This is rare and not something to plan around, but worth knowing about.&lt;br /&gt;
&lt;br /&gt;
This means roughly 2–3 generations per week at best.&lt;br /&gt;
&lt;br /&gt;
=== How Long Does Clarification Take? ===&lt;br /&gt;
&lt;br /&gt;
Starting from two wild-caught parents with many mixed genes:&lt;br /&gt;
* Full clarification can take 10–20+ generations depending on how many mixed positions exist and how lucky your rolls are&lt;br /&gt;
* At 2–3 generations per week, that is roughly 4–10 weeks per clarification&lt;br /&gt;
&lt;br /&gt;
=== How Long Does a Fold-In Take? ===&lt;br /&gt;
&lt;br /&gt;
Once clarified, introducing a single new gene takes:&lt;br /&gt;
Back-crossing method: 5–15 generations depending on luck&lt;br /&gt;
&lt;br /&gt;
A single fold-in can take 3–8 weeks.&lt;br /&gt;
&lt;br /&gt;
=== How Long for Maximum Stats? ===&lt;br /&gt;
&lt;br /&gt;
The top breeders (Deldaron was first, Azizah was second to achieve a perfect bee) spent 2.5–3 &#039;&#039;&#039;years&#039;&#039;&#039; reaching all stats at 100. This involved full clarification, dozens of individual fold-ins (one gene at a time), thousands of generations, and dedicated daily breeding across years.&lt;br /&gt;
&lt;br /&gt;
Knowledge can shave roughly 3 months off that timeline. But there is no shortcut around the generation timer. You cannot speed-run breeding.&lt;br /&gt;
&lt;br /&gt;
=== Realistic Goals for New Breeders ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Timeline !! Goal&lt;br /&gt;
|-&lt;br /&gt;
| Weeks 1–2 || Tame your first pair, start breeding, learn the interface&lt;br /&gt;
|-&lt;br /&gt;
| Weeks 2–10 || Level the Genetics skill — do this alongside breeding, not before it. Start clarifying while you level.&lt;br /&gt;
|-&lt;br /&gt;
| Weeks 1–6 || Working on clarification of your first line&lt;br /&gt;
|-&lt;br /&gt;
| Months 2–3 || First clarified line complete, start first fold-in&lt;br /&gt;
|-&lt;br /&gt;
| Months 3–6 || Several fold-ins complete, stats noticeably improving&lt;br /&gt;
|-&lt;br /&gt;
| Month 6+ || Building toward specialized goals (visual traits, max stats)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Do Not Compare Yourself to Veterans ===&lt;br /&gt;
&lt;br /&gt;
Kaskrim has been doing genetics research since September 2021 — over 4.5 years as of this writing. Azizah wrote analysis tools and spreadsheets. Deldaron bred the first perfect 100-stat bee after years of dedicated work. These people are at the end of a very long road.&lt;br /&gt;
&lt;br /&gt;
You are at the beginning. Every generation is progress. Every clarified gene is permanent. The work compounds over time.&lt;br /&gt;
&lt;br /&gt;
=== What You Can Control ===&lt;br /&gt;
&lt;br /&gt;
* Breed every day. Do not let slots sit empty.&lt;br /&gt;
* Make informed decisions about which offspring to keep.&lt;br /&gt;
* Plan your fold-ins. Know which gene you want &#039;&#039;&#039;before&#039;&#039;&#039; you start.&lt;br /&gt;
* Keep records. Know what your clarified line looks like.&lt;br /&gt;
&lt;br /&gt;
The genetics system is probabilistic — every cross is a series of coin flips — but there is no permanent block, no pay wall, and no point of no return. Given enough generations, you &#039;&#039;&#039;will&#039;&#039;&#039; converge on your goal. The only question is how long it takes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 2: Getting Started — The Unlock Path ==&lt;br /&gt;
&lt;br /&gt;
Breeding is gated behind skill progression. Here is the path from zero to your first breeding pair.&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Level Animal Handling to 50 ===&lt;br /&gt;
&lt;br /&gt;
[[Animal Handling]] is a combat skill — you tame creatures and fight alongside them. You need AH 50 before you can learn the breeding skill.&lt;br /&gt;
&lt;br /&gt;
* Tame a pet (bee, wasp, bear, cat, rat, etc.) and fight with it&lt;br /&gt;
* Your pet earns you AH XP when it participates in combat&lt;br /&gt;
* Higher-level content gives more XP&lt;br /&gt;
* Kaskrim recommends starting with a [[Freeze Wasp]] — it will be useful later when you reach the gene hunting stage of breeding&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Learn Animal Husbandry ===&lt;br /&gt;
&lt;br /&gt;
[[Animal Husbandry]] is the breeding skill. It is separate from Animal Handling.&lt;br /&gt;
&lt;br /&gt;
* Trainer: [[Leah Bowman]] in [[Povus]] (requires Friends favor)&lt;br /&gt;
* Build favor with Leah through hangouts and gifts&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Get Your First Breeding Pair ===&lt;br /&gt;
&lt;br /&gt;
You need a male and female of the same species (bee + bee, wasp + wasp, horse + horse).&lt;br /&gt;
&lt;br /&gt;
For bees and wasps, cross-species breeding is possible — a bee and a wasp can produce offspring that is one species or the other. For horses, same breed is required. Horse genetics uses a breed switch system where different gene sets activate or deactivate depending on breed; cross-breed offspring have unpredictable gene expression, making clarification impossible. See the [[Horse Genome Structure]] article for a full explanation.&lt;br /&gt;
&lt;br /&gt;
Tame your pair via Animal Handling and register them at a stable.&lt;br /&gt;
&lt;br /&gt;
* Standard breeding stables are located at the [[Red Wing Casino]] and [[Povus]]&lt;br /&gt;
* A third breeding NPC exists in [[Vidaria]], but this is specialized for mutation breeding and not standard breeding&lt;br /&gt;
&lt;br /&gt;
=== Step 4: Start Breeding ===&lt;br /&gt;
&lt;br /&gt;
Register your pair at the stable.&lt;br /&gt;
* Mating stage: 2.5 to 6 hours (varies by pair fertility/virility and your Animal Husbandry skill level)&lt;br /&gt;
* Gestation stage: approximately 2–3 days&lt;br /&gt;
* Cost: 500 to 5,000 councils per attempt (same factors as above)&lt;br /&gt;
&lt;br /&gt;
Your first generations will be messy — ⦿ genes everywhere, mediocre stats. This is normal and expected. See the companion article on genetics basics (why first-gen stats drop and how clarification works).&lt;br /&gt;
&lt;br /&gt;
=== Step 5: Unlock Genetics ===&lt;br /&gt;
&lt;br /&gt;
The Genetics skill lets you see the genome. Without it you are breeding blind.&lt;br /&gt;
&lt;br /&gt;
Skipping Genetics is only reasonable if your goal is modest — mildly improving stats over a few generations, or producing more of what you already caught. If you want to do serious breeding (targeted stat improvement, fold-ins, clarification work), Genetics is not optional. See Part 3 of this article for the full unlock path.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
&lt;br /&gt;
# Animal Handling 50&lt;br /&gt;
# Friends favor with [[Leah Bowman]] ([[Povus]])&lt;br /&gt;
# Learn Animal Husbandry&lt;br /&gt;
# Tame a male + female of the same species&lt;br /&gt;
# Register at a breeding stable (Casino or Povus)&lt;br /&gt;
# Start breeding, start clarifying&lt;br /&gt;
# Unlock Genetics skill when ready&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 3: The Genetics Skill — How to See the Genome ==&lt;br /&gt;
&lt;br /&gt;
The Genetics skill allows you to view the actual gene states (⬤, 〇, ⦿) in your specimen&#039;s genome. Without it, you cannot see what genes your bee has — you can only infer from stats and visible traits.&lt;br /&gt;
&lt;br /&gt;
At the time of this writing, there are two separate Genetics skills:&lt;br /&gt;
* [[Arthropod Genetics]] — for bees and wasps&lt;br /&gt;
* [[Non-Ruminant Ungulate Genetics]] — for horses&lt;br /&gt;
&lt;br /&gt;
Feline, Bear, and Rat Genetics are planned but not yet implemented. Both current skills are unlocked through the same NPC ([[Gerrux]]) but require separate books.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
&lt;br /&gt;
* Arthropod Anatomy 25 (for Arthropod Genetics)&lt;br /&gt;
* Non-Ruminant Ungulate Anatomy 25 (for Non-Ruminant Ungulate Genetics)&lt;br /&gt;
&lt;br /&gt;
=== Unlock Quest Chain ===&lt;br /&gt;
&lt;br /&gt;
# Kill [[Tumak the Betrayer]] in Povus (spawns 9am–10am in-game time). He drops a Ghostly Letter.&lt;br /&gt;
# Visit [[Kimeta]]&#039;s ghost at night (after 8pm, before 1:15am in-game) in the Sprawl district of Povus. The light outside her house must be &#039;&#039;&#039;OFF&#039;&#039;&#039;. If it is on, she will not appear. Trade the Ghostly Letter for a Ghostly Key.&lt;br /&gt;
# Give the Ghostly Key to [[Gerrux]] in Old Town (Povus). This starts a quest chain: find [[Errruka the Benefactor]], wait one in-game day, trade 25 Frogs or 1 Black Pearl for Kimeta&#039;s Key, return to Gerrux.&lt;br /&gt;
# Completing the chain gives you &amp;quot;Secrets of Arthropod Genetics&amp;quot; and unlocks the analyzer barter with Gerrux. Reading the book unlocks the Arthropod Genetics skill at level 1.&lt;br /&gt;
&lt;br /&gt;
For horses: the Non-Ruminant Ungulate Genetics book is bartered from Gerrux after completing the same quest chain. The chain must be done first — the barter is not available otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Unlock ===&lt;br /&gt;
&lt;br /&gt;
Both Arthropod Genetics and Non-Ruminant Ungulate Genetics can also be unlocked through hangouts with [[Pitre Ferrence]] without completing the quest chain. However, this does &#039;&#039;&#039;not&#039;&#039;&#039; unlock the analyzer barter with Gerrux. If you want access to analyzers, do the quest chain.&lt;br /&gt;
&lt;br /&gt;
=== How the Skill Levels ===&lt;br /&gt;
&lt;br /&gt;
Reading the book unlocks the skill at level 1 — you can see some genes immediately. Others show as &#039;&#039;&#039;?&#039;&#039;&#039; until your skill is high enough to read them.&lt;br /&gt;
&lt;br /&gt;
The skill is leveled by using an Analyzer on creature corpses in the field. When you right-click a corpse, the Analyze option appears alongside skinning, butchering, or skull extraction. The Analyzer must be in your inventory. Each successful analysis grants Genetics skill experience.&lt;br /&gt;
&lt;br /&gt;
At level 50, you unlock the &amp;quot;Analyze Arthropod Genes&amp;quot; ability, which allows you to analyze a living creature rather than a corpse. This is the ability used for gene hunting.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Analyzers ===&lt;br /&gt;
&lt;br /&gt;
There are four analyzer types, all bartered from [[Gerrux]] (requires quest chain):&lt;br /&gt;
* Arthropod Genetics Analyzer&lt;br /&gt;
* Beginner&#039;s Arthropod Genetics Analyzer&lt;br /&gt;
* Non-Ruminant Ungulate Genetics Analyzer&lt;br /&gt;
* Beginner&#039;s Non-Ruminant Ungulate Genetics Analyzer&lt;br /&gt;
&lt;br /&gt;
All analyzers cost Xogrite Chunks. The Beginner&#039;s versions cost more Xogrite but add +25 effective Genetics skill for the purpose of analyzing higher-level creatures, allowing you to gain more experience from tougher mobs. Note: this does &#039;&#039;&#039;not&#039;&#039;&#039; reveal gene positions you cannot yet read — the only way to uncover hidden genes is to level the Genetics skill itself.&lt;br /&gt;
&lt;br /&gt;
All analyzers have a 5% chance to break per use.&lt;br /&gt;
&lt;br /&gt;
The quest &amp;quot;Kimeta&#039;s Key&amp;quot; rewards 10 free Arthropod analyzers (one-time).&lt;br /&gt;
&lt;br /&gt;
Xogrite sources: Povus repeatable quests, nightly invasion, Egg Runs in Aktaari Cave, bartering with [[Stephie Blackhammer]].&lt;br /&gt;
&lt;br /&gt;
=== Key Point ===&lt;br /&gt;
&lt;br /&gt;
You can breed successfully without the Genetics skill and blind breeding works, but only to a point — where further improvement can no longer happen. The Genetics skill opens the full range of stat and cosmetic options to the breeder.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 4: How to Read the Genetics Window ==&lt;br /&gt;
&lt;br /&gt;
Once you have the Genetics skill, opening a specimen&#039;s genetics window shows a grid of circles. Each circle is one gene position.&lt;br /&gt;
&lt;br /&gt;
=== The Four Symbols ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Symbol !! Name !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ || Dominant || Both alleles are dominant. Breeds true.&lt;br /&gt;
|-&lt;br /&gt;
| 〇 || Recessive || Both alleles are recessive. Breeds true. For arthropods, this is where stat bonuses express.&lt;br /&gt;
|-&lt;br /&gt;
| ⦿ || Mixed || One dominant, one recessive. Unpredictable — ⦿ × ⦿ = 25% ⬤, 50% ⦿, 25% 〇. This is what you want to eliminate through clarification.&lt;br /&gt;
|-&lt;br /&gt;
| ? || Unknown || Your Genetics skill is too low to read this position. Level up to reveal it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Grid Layout ===&lt;br /&gt;
&lt;br /&gt;
The genome is displayed as a grid. Each row is a chromosome (labeled CR 1, CR 2, etc.). Each chromosome is divided into gene groups, labeled A through J (or further for larger genomes). Each gene group contains a fixed number of individual positions (typically 4), and each position is one circle.&lt;br /&gt;
&lt;br /&gt;
So when you look at the window, you are reading left to right across a chromosome, group by group, position by position within each group.&lt;br /&gt;
&lt;br /&gt;
Not all chromosomes are the same length — some have more gene groups than others, and some groups at the end of a chromosome may have fewer than 4 positions. The specific layout for each species is covered in the genome structure articles.&lt;br /&gt;
&lt;br /&gt;
This grid structure — chromosome, group, position — is also the basis for how individual genes are named. See Part 5.&lt;br /&gt;
&lt;br /&gt;
=== The Genetics Window and Text Export ===&lt;br /&gt;
&lt;br /&gt;
The game has two ways to view genome information. The genetics window displays genes as visual symbols: ⬤ (dominant), 〇 (recessive), ⦿ (mixed), ? (unknown).&lt;br /&gt;
&lt;br /&gt;
Separately, the game can export a specimen&#039;s genome as plain text. The text export uses a different notation: &#039;&#039;&#039;D&#039;&#039;&#039; (dominant), &#039;&#039;&#039;R&#039;&#039;&#039; (recessive), &#039;&#039;&#039;x&#039;&#039;&#039; (mixed), &#039;&#039;&#039;?&#039;&#039;&#039; (unknown). These are two distinct formats — the window and the export use different symbols for the same information.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 5: How Genes Are Named ==&lt;br /&gt;
&lt;br /&gt;
Breeders need to reference specific gene positions precisely — &amp;quot;the gene that controls the tail light&amp;quot; is not useful when you are trying to track it across hundreds of specimens. Project Gorgon has a standard coordinate system for this, which is now built into the game itself.&lt;br /&gt;
&lt;br /&gt;
=== The Coordinate System ===&lt;br /&gt;
&lt;br /&gt;
Every gene position is identified by three pieces of information:&lt;br /&gt;
&lt;br /&gt;
 [Chromosome Number] [Gene Group Letter] [Position Within Group]&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coordinate !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1A4&amp;lt;/code&amp;gt; || Chromosome 1, Gene Group A, Position 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9E4&amp;lt;/code&amp;gt; || Chromosome 9, Gene Group E, Position 4 (last position on CR 9)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;6C2&amp;lt;/code&amp;gt; || Chromosome 6, Gene Group C, Position 2 (last position on CR 6)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7D3&amp;lt;/code&amp;gt; || Chromosome 7, Gene Group D, Position 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These labels are visible in the game itself — when you hover over an individual gene in the genetics window, the tooltip shows the coordinate for that position. You do not need to count manually.&lt;br /&gt;
&lt;br /&gt;
This lets any breeder reference any gene position unambiguously. When someone says &amp;quot;I&#039;m working on 3H3,&amp;quot; every breeder who knows this system knows exactly which position they mean.&lt;br /&gt;
&lt;br /&gt;
=== Origin of the System ===&lt;br /&gt;
&lt;br /&gt;
This coordinate system was created by Deldaron — the first breeder to achieve a perfect 100-stat bee. The breeding community adopted it as the standard. Later, developer Nikodemus built it directly into the game&#039;s UI. What started as a community tool is now the official in-game notation.&lt;br /&gt;
&lt;br /&gt;
The gene naming system is not optional or one person&#039;s preference — it is how genes are identified in the game. Learn it and use it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 6: Stable Slot Management ==&lt;br /&gt;
&lt;br /&gt;
Stable slots are your most precious resource. To free a slot, you can either cage the specimen (to sell or trade) if it has not yet been registered to breed, or release it (permanently deleted) if it has. Every slot decision matters.&lt;br /&gt;
&lt;br /&gt;
=== Breeding Attempts vs. Stable Slots ===&lt;br /&gt;
&lt;br /&gt;
These are two separate resources and it is important to understand the difference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breeding Attempts&#039;&#039;&#039; are per account. They represent how many active breeding pairs can be working simultaneously across your entire account. You start with a limited number and unlock more as Animal Husbandry is leveled, up to a maximum of 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stable Slots&#039;&#039;&#039; are per character. They represent how many registered breeding specimens a single character can hold. Stable slots can be increased in several ways: purchasing additional slots, leveling Racing skill, leveling Animal Husbandry, and leveling Cartography. There may be other methods as well.&lt;br /&gt;
&lt;br /&gt;
=== Critical Rules ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Caging neuters permanently.&#039;&#039;&#039; Any specimen removed from the stable into a cage can &#039;&#039;&#039;never&#039;&#039;&#039; breed again. This means you &#039;&#039;&#039;cannot&#039;&#039;&#039; import breeding stock from other players. All breeding stock must be self-caught or self-bred.&lt;br /&gt;
# &#039;&#039;&#039;Registered breeders cannot be caged.&#039;&#039;&#039; Once registered, the only way to remove a specimen is to release it (permanent deletion). There is no undo. Think carefully before registering.&lt;br /&gt;
&lt;br /&gt;
=== Stable Slot Allocation Strategy ===&lt;br /&gt;
&lt;br /&gt;
* Keep your clarified line parents. These are your foundation. They took generations to build. Never release a clarified parent unless you have a strictly better replacement.&lt;br /&gt;
* Keep one specimen from each active fold-in. If you are working to introduce a new gene, do not release the offspring carrying that gene until the fold-in is complete and the gene is locked.&lt;br /&gt;
* Wild specimens are expendable once their genes are in your line — but not before. If you are still in the clarification process, keep the original wild-caught pair until clarification is finished and their unique genes are fully folded in. Releasing them too early means losing access to genes you may not have secured yet.&lt;br /&gt;
* Do not hoard. If a specimen has no active breeding purpose, release it. Idle slots are wasted slots.&lt;br /&gt;
&lt;br /&gt;
=== Slot Implications ===&lt;br /&gt;
&lt;br /&gt;
Back-crossing (the standard method) requires a minimum of 4 slots: both parents, the offspring being bred back, and the slot for the active breeding attempt itself.&lt;br /&gt;
&lt;br /&gt;
Slot management separates good breeders from frustrated ones.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 7: Specimen Naming — A Suggested Approach ==&lt;br /&gt;
&lt;br /&gt;
When you have dozens of specimens across multiple generations, you need a naming system. Without one, you will quickly lose track of who is who, which line they belong to, and what genes they are carrying.&lt;br /&gt;
&lt;br /&gt;
The following is Kaskrim&#039;s suggested naming convention. It is not a hard rule or the only valid approach — use it, adapt it, or build your own. The goal is consistency within your own records.&lt;br /&gt;
&lt;br /&gt;
=== The Format ===&lt;br /&gt;
&lt;br /&gt;
 [Line][ID][Sex] [Target Gene 1] [Target Gene 2] ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &amp;lt;code&amp;gt;BLH 2461 F ua1H3 3E4&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Part !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BLH&amp;lt;/code&amp;gt; || Breeding line name (2–4 letters chosen by the breeder)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2461&amp;lt;/code&amp;gt; || Lifetime hatch count (the 2,461st specimen ever hatched)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt; || Female (M for male)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ua1H3&amp;lt;/code&amp;gt; || Target gene at position 1H3 (unique + being folded in)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3E4&amp;lt;/code&amp;gt; || Target gene at position 3E4 (actively breeding toward recessive)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Target Gene Prefixes ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Prefix !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;(none)&#039;&#039; || Established target. Breeding toward recessive (〇).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; || Breeding toward dominant (⬤) instead.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;a&amp;lt;/code&amp;gt; || Adding / folding in. A new gene being introduced from outside.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;u&amp;lt;/code&amp;gt; || Unique. A rare or unusual gene worth tracking, not necessarily a breeding target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prefixes stack: &amp;lt;code&amp;gt;ua1H3&amp;lt;/code&amp;gt; = unique + adding (a rare gene being folded in).&lt;br /&gt;
&lt;br /&gt;
=== Why a Hatch Count? ===&lt;br /&gt;
&lt;br /&gt;
Using a running lifetime total (rather than per-line numbering) gives every specimen a unique ID across your entire breeding career. You will never have two specimens with the same name.&lt;br /&gt;
&lt;br /&gt;
=== Why This Helps ===&lt;br /&gt;
&lt;br /&gt;
With this system, a name like &amp;lt;code&amp;gt;BLH 2461 F ua1H3 3E4&amp;lt;/code&amp;gt; tells you at a glance: BLH line, specimen #2461, female, folding in a unique gene at 1H3, also working on 3E4 toward recessive. No need to open the genetics window to remember what you were doing with this specimen. The name carries the context.&lt;br /&gt;
&lt;br /&gt;
Again: this is one approach. Adapt it to fit your own workflow.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Research and knowledge by Kaskrim. Compiled by AI Elara. Based on 4.5+ years of genetics research.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;twitch.tv/kaskrim&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This article is part of the [[Project Gorgon Genetics Research By Kaskrim|Project Gorgon Genetics Research]] series by Kaskrim.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Project_Gorgon_Genetics_Research_By_Kaskrim&amp;diff=277864</id>
		<title>Project Gorgon Genetics Research By Kaskrim</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Project_Gorgon_Genetics_Research_By_Kaskrim&amp;diff=277864"/>
		<updated>2026-07-27T00:40:27Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: /* What Does &amp;quot;Scribed by AI&amp;quot; Mean? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| border = blue&lt;br /&gt;
| type = This page is part of &#039;&#039;&#039;[[Project Gorgon Genetics Research By Kaskrim]]&#039;&#039;&#039;&lt;br /&gt;
| info =&lt;br /&gt;
Getting Started: [[Getting Started With Genetics]], [[Genetics Basics and Inbreeding]]&lt;br /&gt;
Core Techniques: [[The Complete Guide to Genetics Clarification]], [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
Foundational Reference: [[Genome Foundations: Structure and Expression]]&lt;br /&gt;
Genome Structure: [[Arthropod Genome Structure]], [[Horse Genome Structure]]&lt;br /&gt;
Color and Appearance: [[Color in the Arthropod Genome]]&lt;br /&gt;
Reference: [[Project Gorgon Genetics — Master Glossary]]}}[[Category:Guides]]&lt;br /&gt;
&#039;&#039;Written by Kaskrim &amp;amp;bull; Scribed by AI Lumière &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
This page is an index of the Project Gorgon genetics article series written by Kaskrim, based on 4.5+ years of independent genetics research. Articles are listed in recommended reading order.&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&#039;&#039;&#039;[[Getting Started With Genetics]]&#039;&#039;&#039;&lt;br /&gt;
: The practical side of entering Project Gorgon&#039;s breeding system. Covers timelines and expectations, the unlock path, the Genetics skill, how to read the genetics window, the coordinate system, stable slot management, and specimen naming conventions. Start here if you are new to breeding.&lt;br /&gt;
&#039;&#039;&#039;[[Genetics Basics and Inbreeding]]&#039;&#039;&#039;&lt;br /&gt;
: How Mendelian genetics work in Project Gorgon. Covers alleles, the six possible crosses, why first-generation offspring have worse stats, and why inbreeding is not just acceptable but the recommended method. Read this before attempting clarification.&lt;br /&gt;
== Core Techniques ==&lt;br /&gt;
&#039;&#039;&#039;[[The Complete Guide to Genetics Clarification]]&#039;&#039;&#039;&lt;br /&gt;
: The full treatment of clarification — both blind (without Genetics skill) and sighted (with Genetics skill) methods. Covers starting a line from wild-caught parents, the upgrade-and-replace cycle, and how to confirm clarification. Prerequisite reading before fold-ins.&lt;br /&gt;
&#039;&#039;&#039;[[The Complete Guide to Gene Hunting and Fold-Ins]]&#039;&#039;&#039;&lt;br /&gt;
: How to find specific genes in wild specimens and introduce them into a clarified breeding line without losing the work already done. Covers the standard back-cross method, risk management, gene hunting locations, and hive poking.&lt;br /&gt;
== Foundational Reference ==&lt;br /&gt;
&#039;&#039;&#039;[[Genome Foundations: Structure and Expression]]&#039;&#039;&#039;&lt;br /&gt;
: Core concepts that apply to all breedable species. Covers the genome grid, the coordinate system, how to read the genetics window, the three decode types (Switch, Series, Graduation), and the dual-layer concept (visual and stat expression are independent). Read this before the genome structure articles.&lt;br /&gt;
== Genome Structure Articles ==&lt;br /&gt;
&#039;&#039;&#039;[[Arthropod Genome Structure]]&#039;&#039;&#039; &#039;&#039;(in progress)&#039;&#039;&lt;br /&gt;
: A chromosome-by-chromosome reference for bee and wasp breeders. Covers what each chromosome controls, decode types, wild archetype patterns for CR 1-4, the full stat gene map, confirmed stat floors, and open research questions.&lt;br /&gt;
&#039;&#039;&#039;[[Horse Genome Structure]]&#039;&#039;&#039; &#039;&#039;(not yet written)&#039;&#039;&lt;br /&gt;
: A chromosome-by-chromosome reference for horse breeders. Will cover the 48-chromosome genome, breed switches, universal vs breed-specific chromosomes, dual-stat genes, and the horse stat gene map.&lt;br /&gt;
== Color and Appearance ==&lt;br /&gt;
&#039;&#039;&#039;[[Color in the Arthropod Genome]]&#039;&#039;&#039;&lt;br /&gt;
: How body and wing hue work in bees and wasps. Covers the two-axis color wheel model, the clock face reference for color locations, how F-J dominant or mixed sets broad hue position, how A-E dominant or mixed fine-tunes within a zone, why mixed genes count as dominant for color, and why high-stat bees are structurally constrained to red and yellow. Includes a full stat cost table for reaching each color from a perfect-stat bee on both body (CR 1) and wings (CR 3). Written by Kaskrim with contributing theory and research by Azizah.&lt;br /&gt;
== Reference ==&lt;br /&gt;
&#039;&#039;&#039;[[Project Gorgon Genetics — Master Glossary]]&#039;&#039;&#039;&lt;br /&gt;
: Definitions of all key terms used throughout the genetics article series and in breeder conversation. Organized alphabetically.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What Does &amp;quot;Scribed by AI&amp;quot; Mean? ==&lt;br /&gt;
&lt;br /&gt;
The genetics articles in this series are based on 4.5+ years of independent research by Kaskrim and the Project Gorgon breeding community — the methodology, specimen data, conclusions, and breeding rules are original work developed through direct observation and experimentation. Much of it was community driven, with data collected and compiled by many players through Kaskrim&#039;s Discord channel. Credit for specific contributions is given within the individual articles where relevant. This research is ongoing and the articles are updated as new findings emerge.&lt;br /&gt;
&lt;br /&gt;
For three years, Kaskrim wanted to share this research with the community but was unable to get it out of her head and onto the page. Writer&#039;s block and Executive Dysfunction are real barriers, and the knowledge sat unpublished despite years of work behind it. It was not until she found a way to work with AI as a scaffold for the writing process that these articles became possible at all. The alternative was not &amp;quot;Kaskrim writes it herself eventually.&amp;quot; The alternative was that this information never reached anyone.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Scribed by AI&amp;quot; means that an AI was used to format and write the prose that presents that research — not to generate the content itself. The process involved approximately two months of working sessions in which Kaskrim taught the AI how the system worked from her research, then corrected errors and directed how the information should be structured. The resulting articles went through multiple accuracy passes before publication. This is analogous to an ancient tradition: a scribe does not invent the knowledge they record. The knowledge belongs to the researcher.&lt;br /&gt;
&lt;br /&gt;
The AI used was Claude, made by Anthropic. The scribe name &amp;quot;Elara&amp;quot; was introduced to Kaskrim by the Nemesis Guild on the Laeth server, where Kaskrim developed the teaching process and created the context files that captured the research in a form the AI could work with. Those context files were later used by a subsequent version of Claude, operating under the scribe name &amp;quot;Lumière,&amp;quot; to actually scribe the articles. If you find something that appears incorrect, please contact Kaskrim — errors can sneak in and corrections are taken seriously.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Research and knowledge by Kaskrim. Scribed by AI Lumière. Project Gorgon Genetics Research. twitch.tv/kaskrim&#039;&#039;&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Project_Gorgon_Genetics_Research_By_Kaskrim&amp;diff=277863</id>
		<title>Project Gorgon Genetics Research By Kaskrim</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Project_Gorgon_Genetics_Research_By_Kaskrim&amp;diff=277863"/>
		<updated>2026-07-27T00:36:47Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| border = blue&lt;br /&gt;
| type = This page is part of &#039;&#039;&#039;[[Project Gorgon Genetics Research By Kaskrim]]&#039;&#039;&#039;&lt;br /&gt;
| info =&lt;br /&gt;
Getting Started: [[Getting Started With Genetics]], [[Genetics Basics and Inbreeding]]&lt;br /&gt;
Core Techniques: [[The Complete Guide to Genetics Clarification]], [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
Foundational Reference: [[Genome Foundations: Structure and Expression]]&lt;br /&gt;
Genome Structure: [[Arthropod Genome Structure]], [[Horse Genome Structure]]&lt;br /&gt;
Color and Appearance: [[Color in the Arthropod Genome]]&lt;br /&gt;
Reference: [[Project Gorgon Genetics — Master Glossary]]}}[[Category:Guides]]&lt;br /&gt;
&#039;&#039;Written by Kaskrim &amp;amp;bull; Scribed by AI Lumière &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
This page is an index of the Project Gorgon genetics article series written by Kaskrim, based on 4.5+ years of independent genetics research. Articles are listed in recommended reading order.&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&#039;&#039;&#039;[[Getting Started With Genetics]]&#039;&#039;&#039;&lt;br /&gt;
: The practical side of entering Project Gorgon&#039;s breeding system. Covers timelines and expectations, the unlock path, the Genetics skill, how to read the genetics window, the coordinate system, stable slot management, and specimen naming conventions. Start here if you are new to breeding.&lt;br /&gt;
&#039;&#039;&#039;[[Genetics Basics and Inbreeding]]&#039;&#039;&#039;&lt;br /&gt;
: How Mendelian genetics work in Project Gorgon. Covers alleles, the six possible crosses, why first-generation offspring have worse stats, and why inbreeding is not just acceptable but the recommended method. Read this before attempting clarification.&lt;br /&gt;
== Core Techniques ==&lt;br /&gt;
&#039;&#039;&#039;[[The Complete Guide to Genetics Clarification]]&#039;&#039;&#039;&lt;br /&gt;
: The full treatment of clarification — both blind (without Genetics skill) and sighted (with Genetics skill) methods. Covers starting a line from wild-caught parents, the upgrade-and-replace cycle, and how to confirm clarification. Prerequisite reading before fold-ins.&lt;br /&gt;
&#039;&#039;&#039;[[The Complete Guide to Gene Hunting and Fold-Ins]]&#039;&#039;&#039;&lt;br /&gt;
: How to find specific genes in wild specimens and introduce them into a clarified breeding line without losing the work already done. Covers the standard back-cross method, risk management, gene hunting locations, and hive poking.&lt;br /&gt;
== Foundational Reference ==&lt;br /&gt;
&#039;&#039;&#039;[[Genome Foundations: Structure and Expression]]&#039;&#039;&#039;&lt;br /&gt;
: Core concepts that apply to all breedable species. Covers the genome grid, the coordinate system, how to read the genetics window, the three decode types (Switch, Series, Graduation), and the dual-layer concept (visual and stat expression are independent). Read this before the genome structure articles.&lt;br /&gt;
== Genome Structure Articles ==&lt;br /&gt;
&#039;&#039;&#039;[[Arthropod Genome Structure]]&#039;&#039;&#039; &#039;&#039;(in progress)&#039;&#039;&lt;br /&gt;
: A chromosome-by-chromosome reference for bee and wasp breeders. Covers what each chromosome controls, decode types, wild archetype patterns for CR 1-4, the full stat gene map, confirmed stat floors, and open research questions.&lt;br /&gt;
&#039;&#039;&#039;[[Horse Genome Structure]]&#039;&#039;&#039; &#039;&#039;(not yet written)&#039;&#039;&lt;br /&gt;
: A chromosome-by-chromosome reference for horse breeders. Will cover the 48-chromosome genome, breed switches, universal vs breed-specific chromosomes, dual-stat genes, and the horse stat gene map.&lt;br /&gt;
== Color and Appearance ==&lt;br /&gt;
&#039;&#039;&#039;[[Color in the Arthropod Genome]]&#039;&#039;&#039;&lt;br /&gt;
: How body and wing hue work in bees and wasps. Covers the two-axis color wheel model, the clock face reference for color locations, how F-J dominant or mixed sets broad hue position, how A-E dominant or mixed fine-tunes within a zone, why mixed genes count as dominant for color, and why high-stat bees are structurally constrained to red and yellow. Includes a full stat cost table for reaching each color from a perfect-stat bee on both body (CR 1) and wings (CR 3). Written by Kaskrim with contributing theory and research by Azizah.&lt;br /&gt;
== Reference ==&lt;br /&gt;
&#039;&#039;&#039;[[Project Gorgon Genetics — Master Glossary]]&#039;&#039;&#039;&lt;br /&gt;
: Definitions of all key terms used throughout the genetics article series and in breeder conversation. Organized alphabetically.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What Does &amp;quot;Scribed by AI&amp;quot; Mean? ==&lt;br /&gt;
&lt;br /&gt;
The genetics articles in this series are based on 4.5+ years of independent research by Kaskrim and the Project Gorgon breeding community — the methodology, specimen data, conclusions, and breeding rules are original work developed through direct observation and experimentation. Much of it was community driven, with data collected and compiled by many players through Kaskrim&#039;s Discord channel. Credit for specific contributions is given within the individual articles where relevant. This research is ongoing and the articles are updated as new findings emerge.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Scribed by AI&amp;quot; means that an AI was used to format and write the prose that presents that research — not to generate the content itself. For three years, Writer&#039;s block and Executive Dysfunction kept this knowledge unpublished despite the work being done. It was not until Kaskrim found a way to work with AI as a scaffold that these articles became possible at all — without it, this information would not have been written. The process involved approximately two months of working sessions in which Kaskrim taught the AI how the system worked from her research, then corrected errors and directed how the information should be structured. The resulting articles went through multiple accuracy passes before publication. This is analogous to an ancient tradition: a scribe does not invent the knowledge they record. The knowledge belongs to the researcher.&lt;br /&gt;
&lt;br /&gt;
The AI used was Claude, made by Anthropic. The scribe name &amp;quot;Elara&amp;quot; was introduced to Kaskrim by the Nemesis Guild on the Laeth server, where Kaskrim developed the teaching process and created the context files that captured the research in a form the AI could work with. Those context files were later used by a subsequent version of Claude, operating under the scribe name &amp;quot;Lumière,&amp;quot; to actually scribe the articles. If you find something that appears incorrect, please contact Kaskrim — errors can sneak in and corrections are taken seriously.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Research and knowledge by Kaskrim. Scribed by AI Lumière. Project Gorgon Genetics Research. twitch.tv/kaskrim&#039;&#039;&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Color_in_the_Arthropod_Genome&amp;diff=277230</id>
		<title>Color in the Arthropod Genome</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Color_in_the_Arthropod_Genome&amp;diff=277230"/>
		<updated>2026-06-08T11:48:34Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| border = blue&lt;br /&gt;
| type = This page is part of &#039;&#039;&#039;[[Project Gorgon Genetics Research By Kaskrim]]&#039;&#039;&#039;&lt;br /&gt;
| info =&lt;br /&gt;
Getting Started: [[Getting Started With Genetics]], [[Genetics Basics and Inbreeding]]&lt;br /&gt;
Core Techniques: [[The Complete Guide to Genetics Clarification]], [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
Foundational Reference: [[Genome Foundations: Structure and Expression]]&lt;br /&gt;
Genome Structure: [[Arthropod Genome Structure]], [[Horse Genome Structure]]&lt;br /&gt;
Color and Appearance: [[Color in the Arthropod Genome]]&lt;br /&gt;
Reference: [[Project Gorgon Genetics — Master Glossary]]}}[[Category:Guides]]&lt;br /&gt;
&#039;&#039;Written by Kaskrim with contributing theory and knowledge by Azizah &amp;amp;bull; Scribed by AI Lumière &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every bee and wasp has a color. Body color and wing color. Each has a hue — the color itself — and a saturation and brightness. Color is not cosmetic accident. It is determined by genes on the same chromosomes that control stats, read by the same dominant and recessive logic that governs everything else in the genome.&lt;br /&gt;
&lt;br /&gt;
Understanding color does not require learning a new system. It requires understanding one part of the system that is already familiar.&lt;br /&gt;
&lt;br /&gt;
This article covers body and wing hue: what controls them, how they work, and what it means practically.&lt;br /&gt;
&lt;br /&gt;
== What Controls Hue ==&lt;br /&gt;
&lt;br /&gt;
Hue — the color itself, red, blue, green, orange, purple — is controlled by two chromosomes: CR 1 for body color and CR 3 for wing color.&lt;br /&gt;
&lt;br /&gt;
Both chromosomes are 40 positions and use the same decode type: circular graduation. They use the same framework and similar numbers. This is also species independent — bees and wasps with identical CR 1 and/or CR 3 genomes have the same colors.&lt;br /&gt;
&lt;br /&gt;
== The Color Wheel ==&lt;br /&gt;
&lt;br /&gt;
The chromosome is read as a whole, but in two layers — F-J sets the broad position on the wheel, and A-E fine-tunes within that zone.&lt;br /&gt;
&lt;br /&gt;
It is circular because the wheel wraps around. There are no hard endpoints. Push far enough in one direction and you come back around to where you started.&lt;br /&gt;
&lt;br /&gt;
Now imagine a clock face to describe color locations on the wheel. Red sits at 12. Going clockwise: orange at 1–2, yellow at 3, yellow-green at 4, green at 5–6, teal at 7–8, blue at 9–10, violet at 11, back to red at 12. The color moves clockwise as F-J dominant or mixed positions increase. It moves counterclockwise as they decrease.&lt;br /&gt;
&lt;br /&gt;
== The Two Axes ==&lt;br /&gt;
&lt;br /&gt;
Hue is not controlled by a single number. It is controlled by two.&lt;br /&gt;
&lt;br /&gt;
=== The Primary Axis: Groups F-J Dominant or Mixed ===&lt;br /&gt;
&lt;br /&gt;
Gene groups F through J (positions 21–40) carry most of the hue weight. The count of dominant or mixed positions in those 20 genes — F-J dominant or mixed — is the strongest single predictor of color.&lt;br /&gt;
&lt;br /&gt;
More F-J dominant or mixed moves the color clockwise. Less F-J dominant or mixed moves it counterclockwise.&lt;br /&gt;
&lt;br /&gt;
The numbers below represent how many of the 20 F-J positions are held at dominant or mixed. The approximate ladder, which holds for both body and wing hue:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! F-J dominant or mixed !! Color zone&lt;br /&gt;
|-&lt;br /&gt;
| 17–19 || Purple, blue-violet, or blue-green (A-E dominant or mixed determines which)&lt;br /&gt;
|-&lt;br /&gt;
| 15–16 || Blue, blue-grey&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Turquoise, green&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Blue&lt;br /&gt;
|-&lt;br /&gt;
| 11–13 || Turquoise, green, yellow, or orange (secondary axis determines which)&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Green-yellow or yellow-green (body, A-E determines which) / Red (wings)&lt;br /&gt;
|-&lt;br /&gt;
| 7–9 || Red (body only — CR 3 reaches red at 10)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Secondary Axis: Groups A-E Dominant or Mixed ===&lt;br /&gt;
&lt;br /&gt;
Gene groups A through E (positions 1–20) contribute to hue as well, but with less weight. Their effect is measured as a count of dominant or mixed positions across those groups — A-E dominant or mixed.&lt;br /&gt;
&lt;br /&gt;
Within a given F-J zone, A-E dominant or mixed fine-tunes the position on the wheel:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Low A-E dominant or mixed:&#039;&#039;&#039; pushes clockwise within that zone&lt;br /&gt;
* &#039;&#039;&#039;High A-E dominant or mixed:&#039;&#039;&#039; pushes counterclockwise within that zone&lt;br /&gt;
&lt;br /&gt;
A direct example: three bees, all with F-J dominant or mixed = 12. One has A-E dominant or mixed = 1 and is turquoise. One has A-E dominant or mixed = 3 and is green. One has A-E dominant or mixed = 6 and is yellow. Same F-J dominant or mixed, different A-E dominant or mixed, different color.&lt;br /&gt;
&lt;br /&gt;
Think of it like focusing a camera. F-J is the macro focus — it places the color in the right neighborhood on the wheel. A-E is the micro focus — it sharpens exactly where within that neighborhood the color lands.&lt;br /&gt;
&lt;br /&gt;
== Mixed Genes Count as Dominant ==&lt;br /&gt;
&lt;br /&gt;
Mixed genes count as dominant or mixed for hue. A position either contributes to the dominant or mixed count or it does not. A bee does not need to be clarified to have a predictable color.&lt;br /&gt;
&lt;br /&gt;
== Color and Stats: The Conflict ==&lt;br /&gt;
&lt;br /&gt;
Here is why a purple-bodied bee has been elusive:&lt;br /&gt;
&lt;br /&gt;
Stat bonuses in arthropods express at double recessive. Every position that contributes a stat bonus is a recessive position. This means a high-stat bee has most of its genome recessive — including positions on CR 1 that also control body hue.&lt;br /&gt;
&lt;br /&gt;
A perfect-stat bee has F-J dominant or mixed around 7. Those 13 recessive positions in F-J are stat genes — Toughness, Intelligence, Ruggedness, Ferocity, Virility, Enthusiasm, and Friendliness.&lt;br /&gt;
&lt;br /&gt;
Most of the community was optimizing for maximum stats from October 2021 onward. Every generation that improved stats was pushing F-J dominant or mixed lower — further counterclockwise, away from purple. The drive to increase the stats was reducing the possibility for purple to show up and fly around.&lt;br /&gt;
&lt;br /&gt;
Wing color is a different story. All three wild archetypes start with wing colors associated with a higher number of dominant or mixed genes — CR 3 F-J dominant or mixed sits at 18 in Fae Bees and 15 in both Fae Wasp and Freeze Wasp variants. This is why early breeders frequently saw orange bodies with blue or purple wings — body hue was pushed counterclockwise by stat breeding while wing hue, starting from a more clockwise archetype base, held on longer. The two chromosomes were moving at different rates.&lt;br /&gt;
&lt;br /&gt;
== What Is Achievable ==&lt;br /&gt;
&lt;br /&gt;
=== Body Color (CR 1) ===&lt;br /&gt;
&lt;br /&gt;
Starting from a perfect-stat bee, here is what each body color costs. F-J dominant or mixed starts at 7. The three free cosmetic positions (1G4, 1I3, 1J4) can be flipped to dominant at no stat cost, raising F-J dominant or mixed to 10.&lt;br /&gt;
&lt;br /&gt;
; Red&lt;br /&gt;
: No changes needed. Default for a perfect-stat bee.&lt;br /&gt;
&lt;br /&gt;
; Yellow&lt;br /&gt;
: No stat cost. Flip 1G4, 1I3, 1J4 to dominant. Also flip 1A1 and 1A4 to recessive to lower A-E dominant or mixed and clean the yellow. F-J dominant or mixed = 10.&lt;br /&gt;
&lt;br /&gt;
; Green&lt;br /&gt;
: Costs −2 Virility. Flip cosmetics + 1F3 to dominant. F-J dominant or mixed = 11.&lt;br /&gt;
&lt;br /&gt;
; Blue&lt;br /&gt;
: Costs −15 stat points: −3 Ferocity, −7 Intelligence, −3 Ruggedness, −2 Virility. Five stat genes go dominant. F-J dominant or mixed must reach 15.&lt;br /&gt;
&lt;br /&gt;
; Blue-violet&lt;br /&gt;
: Costs −25 stat points: −5 Enthusiasm, −3 Ferocity, −7 Intelligence, −8 Ruggedness, −2 Virility. Seven stat genes go dominant. F-J dominant or mixed must reach 17.&lt;br /&gt;
&lt;br /&gt;
; Purple&lt;br /&gt;
: Costs −30 stat points: −5 Enthusiasm, −3 Ferocity, −5 Friendliness, −7 Intelligence, −8 Ruggedness, −2 Virility. Eight stat genes go dominant. F-J dominant or mixed must reach 18.&lt;br /&gt;
&lt;br /&gt;
=== Wing Color (CR 3) ===&lt;br /&gt;
&lt;br /&gt;
Starting from a perfect-stat bee, here is what each wing color costs. F-J dominant or mixed starts at 6. The seven free cosmetic positions (3F1, 3F4, 3H1, 3H4, 3I1, 3J2, 3J3) can be flipped to dominant at no stat cost, raising F-J dominant or mixed to 13.&lt;br /&gt;
&lt;br /&gt;
; Red, orange, or yellow wings&lt;br /&gt;
: No changes needed. Default for a perfect-stat bee. A-E dominant or mixed determines which of the three you get.&lt;br /&gt;
&lt;br /&gt;
; Green wings&lt;br /&gt;
: No stat cost. Flip all 7 cosmetic positions to dominant. F-J dominant or mixed = 12–13.&lt;br /&gt;
&lt;br /&gt;
; Blue wings&lt;br /&gt;
: Costs −5 stat points: −2 Ferocity, −3 Friendliness. Two stat genes go dominant after cosmetics are used.&lt;br /&gt;
&lt;br /&gt;
; Blue-violet wings&lt;br /&gt;
: Costs −12 stat points: −5 Ferocity, −3 Friendliness, −4 Virility. Four stat genes go dominant.&lt;br /&gt;
&lt;br /&gt;
; Purple wings&lt;br /&gt;
: Costs −16 stat points: −5 Ferocity, −7 Friendliness, −4 Virility. Five stat genes go dominant.&lt;br /&gt;
&lt;br /&gt;
Wing color reaches clockwise positions more cheaply than body color. The 7 free cosmetic positions in CR 3 F-J (vs 3 on CR 1) give significantly more room before stat genes must be touched.&lt;br /&gt;
&lt;br /&gt;
For other visual traits, see the [[Arthropod Genome Structure]] article.&lt;br /&gt;
&lt;br /&gt;
== Arthropod Color Calculator ==&lt;br /&gt;
&lt;br /&gt;
A color calculator tool based on this research is available at:&lt;br /&gt;
[https://arthcolor.streamlit.app/ Arthropod Color Calculator]&lt;br /&gt;
&lt;br /&gt;
Input a CR 1 (body) or CR 3 (wing) genome string and select a target color.&lt;br /&gt;
The tool calculates the minimum gene changes needed to reach that color,&lt;br /&gt;
sorted by stat cost — cosmetic changes listed first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Written by Kaskrim with contributing theory and knowledge by Azizah. Compiled by AI Lumière. Based on research of genomes contributed by the community and posted via Kaskrim&#039;s Discord 2021–2026.&#039;&#039;&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Project_Gorgon_Genetics_%E2%80%94_Master_Glossary&amp;diff=277226</id>
		<title>Project Gorgon Genetics — Master Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Project_Gorgon_Genetics_%E2%80%94_Master_Glossary&amp;diff=277226"/>
		<updated>2026-06-07T10:36:21Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| border = blue&lt;br /&gt;
| type = This page is part of &#039;&#039;&#039;[[Project Gorgon Genetics Research By Kaskrim]]&#039;&#039;&#039;&lt;br /&gt;
| info =&lt;br /&gt;
Getting Started: [[Getting Started With Genetics]], [[Genetics Basics and Inbreeding]]&lt;br /&gt;
Core Techniques: [[The Complete Guide to Genetics Clarification]], [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
Foundational Reference: [[Genome Foundations: Structure and Expression]]&lt;br /&gt;
Genome Structure: [[Arthropod Genome Structure]], [[Horse Genome Structure]]&lt;br /&gt;
Color and Appearance: [[Color in the Arthropod Genome]]&lt;br /&gt;
Reference: [[Project Gorgon Genetics — Master Glossary]]}}[[Category:Guides]]&lt;br /&gt;
&#039;&#039;Written by Kaskrim &amp;amp;bull; Scribed by AI Elara &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A reference of key terms used throughout these articles and in breeder conversation. Organized alphabetically.&lt;br /&gt;
&lt;br /&gt;
== A ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALLELE&#039;&#039;&#039;&lt;br /&gt;
: One half of a gene. Every gene position has two alleles — one from each parent. An allele is either dominant or recessive.&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BACK-CROSS&#039;&#039;&#039;&lt;br /&gt;
: Breeding an offspring back to one of its parents (or the original clarified line parent). The primary method for cleaning up mixed genes after a fold-in. See [[The Complete Guide to Genetics Clarification]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLIND BREEDING&#039;&#039;&#039;&lt;br /&gt;
: Breeding without the Genetics skill. Without the skill, gene states cannot be seen directly — the breeder infers genetic progress from stat values and consistency across siblings. Blind breeding works for modest goals but cannot support targeted fold-ins or precise clarification work. See [[Getting Started With Genetics]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BREED SWITCH&#039;&#039;&#039; &#039;&#039;(horses only)&#039;&#039;&lt;br /&gt;
: The first chromosome in each horse breed cycle (CR 9, 13, 17, etc.). Uses a graduation to determine which breed is active. The breed with the most dominant genes in its switch chromosome wins. Inactive breeds have both visual and stat genes turned off.&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHROMOSOME (CR)&#039;&#039;&#039;&lt;br /&gt;
: A row in the genome grid. Arthropods have 10 chromosomes (CR 1-10). Horses have 48 (CR 1-48). Each chromosome controls one or more traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CIRCULAR GRADUATION&#039;&#039;&#039;&lt;br /&gt;
: A graduation where the spectrum wraps around — all-dominant and all-recessive produce the same or similar output. Used for hue (color wheel). See: CR 1 (body hue), CR 3 (wing hue).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CLARIFIED / CLARIFICATION&#039;&#039;&#039;&lt;br /&gt;
: A specimen with NO mixed genes — every position is either dominant or recessive. A clarified specimen breeds true (100% predictable offspring). The process of reaching this state is called clarification. See [[The Complete Guide to Genetics Clarification]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CLEANUP&#039;&#039;&#039;&lt;br /&gt;
: The back-crossing phase after a fold-in where you breed remaining mixed genes back toward the clarified parent&#039;s state. During cleanup, the target gene is already locked (if using Method 2) or being monitored (if using Method 1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COORDINATE SYSTEM&#039;&#039;&#039;&lt;br /&gt;
: The standard notation for referencing a specific gene position in the genome. Format: [Chromosome][Gene Group][Position]. Example: 3H3 = Chromosome 3, Gene Group H, Position 3. Created by Deldaron and later built into the game&#039;s UI by developer Nikodemus.&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DECODE TYPE&#039;&#039;&#039;&lt;br /&gt;
: The way a chromosome (or region) reads its genes to produce expression. Three known types: Switch (on/off), Series (pattern-matched lookup), Graduation (dominant/recessive ratio on a spectrum). See [[Genome Foundations: Structure and Expression]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DOMINANT&#039;&#039;&#039;&lt;br /&gt;
: A gene where both alleles are dominant. Displays as ⬤ in-game. Breeds true: dominant × dominant = 100% dominant. In arthropods, dominant genes do NOT express stat bonuses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DOUBLE RECESSIVE&#039;&#039;&#039;&lt;br /&gt;
: See: Recessive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DUAL-LAYER&#039;&#039;&#039;&lt;br /&gt;
: The concept that each gene simultaneously contributes to visual expression AND stat expression as independent layers. A gene on a color chromosome still sometimes has a stat value that expresses regardless of the visual trait. See [[Genome Foundations: Structure and Expression]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DUAL-STAT GENE&#039;&#039;&#039;&lt;br /&gt;
: A gene position that contributes to two different stats depending on its state. When the gene is double recessive (〇), it contributes to one stat. When it is double dominant (⬤) or mixed (⦿), it contributes to a different stat. Dual-stat genes are one reason horse breeders cannot fully blind clarify — stat tracking alone cannot determine which direction to push the gene without knowing which stat you want to optimize.&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXPRESSION&#039;&#039;&#039;&lt;br /&gt;
: The actual visible thing produced when genes are read — a color, a glow, a body scale, a particle effect, a stat bonus. Expression is what the decode type produces as output.&lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FIRST GENERATION (F1)&#039;&#039;&#039;&lt;br /&gt;
: The offspring produced by crossing two specimens from different lines or a wild specimen with a clarified line. F1 offspring typically have many mixed genes and lower stats than either parent — this is normal and expected. Stats recover over subsequent generations as mixed genes are bred back to recessive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;F2 (Second Generation)&#039;&#039;&#039;&lt;br /&gt;
: The offspring produced by crossing two F1 siblings (sibling cross). F2 is where clarification begins in earnest — the ⦿ × ⦿ cross gives each mixed gene a 25% chance to resolve to ⬤ or 〇. F2 offspring with fewer mixed genes than their F1 parents are candidates to replace those parents in the breeding pair (upgrade-and-replace). See also: FIRST GENERATION (F1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FLOOR&#039;&#039;&#039;&lt;br /&gt;
: The minimum stat value shared by all specimens of the same species. Determined by the base stat value plus all genes that are permanently locked at recessive across all wild archetypes. The floor is the starting point — variable genes add on top of it. Confirmed arthropod floors: Ferocity 44, Friendliness 40, Virility 37, Toughness 33, Enthusiasm 32, Ruggedness 31, Intelligence 29.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FOLD-IN&#039;&#039;&#039;&lt;br /&gt;
: Introducing a specific gene from an outside specimen (usually wild) into an established, clarified breeding line. See [[The Complete Guide to Gene Hunting and Fold-Ins]].&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GENE BANK&#039;&#039;&#039;&lt;br /&gt;
: A collection of wild-caught specimens kept specifically as sources of target genes for future fold-ins. Useful for fold-ins where the target gene may be lost and you need backup sources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GENE GROUP&#039;&#039;&#039;&lt;br /&gt;
: A column in the genome grid (A through J for arthropods, A through L for horses). Each gene group contains up to 4 sub-positions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GENE HUNTING&#039;&#039;&#039;&lt;br /&gt;
: Searching wild specimens for a specific target gene at a specific position. Gene hunting involves taming wild specimens, analyzing their genomes, and keeping those that express the desired gene at recessive. The Analyze Arthropod Genes ability (Genetics level 50) allows analysis of living creatures, making gene hunting practical. Chromosomes 5-10 are the primary hunting ground for arthropods, as chromosomes 1-4 are fixed per archetype.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GENERATION&#039;&#039;&#039;&lt;br /&gt;
: One breeding cycle: parent pair produces offspring. Each generation takes roughly 2-3 days of real time. All breeding progress is measured in generations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GENOME&#039;&#039;&#039;&lt;br /&gt;
: The complete set of all genes for a specimen. The arthropod genome has 238 positions across 10 chromosomes. The horse genome has 1,576 positions across 48 chromosomes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GRADUATION&#039;&#039;&#039;&lt;br /&gt;
: A decode type where the ratio of dominant to recessive alleles across a region determines where a trait falls on a continuous spectrum. Can be circular (wraps around, like a color wheel) or linear (distinct endpoints). See [[Genome Foundations: Structure and Expression]].&lt;br /&gt;
&lt;br /&gt;
== H ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HIVE POKING&#039;&#039;&#039;&lt;br /&gt;
: An arthropod gene hunting method where a group of 3 players disturbs a hive to spawn bees and wasps for analysis and taming. Specimens spawned from disturbed hives appear to have a slightly higher incidence of rare genes than specimens found in the open world. A non-tameable elite always spawns with the group and must be killed first without using AoE abilities that would damage the regular specimens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HOLDER SPECIMEN&#039;&#039;&#039;&lt;br /&gt;
: A wild-caught specimen registered at a stable specifically to preserve its genetic material for a future fold-in. Holder specimens occupy stable slots and are not used for active breeding — they wait until the line is ready for the fold-in they carry. A wild-caught with multiple desirable genes may remain a holder specimen for an extended period while its genes are folded in one at a time. See also: GENE BANK.&lt;br /&gt;
&lt;br /&gt;
== I ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INBREEDING&#039;&#039;&#039;&lt;br /&gt;
: Breeding related specimens (parent x offspring, sibling x sibling). In Project Gorgon, there is NO penalty for inbreeding. It is the standard and recommended method. See [[Genetics Basics and Inbreeding]].&lt;br /&gt;
&lt;br /&gt;
== L ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINEAR GRADUATION&#039;&#039;&#039;&lt;br /&gt;
: A graduation with two distinct endpoints. All-dominant produces one extreme, all-recessive produces the other. Used for saturation, value, and body scales.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINE&#039;&#039;&#039;&lt;br /&gt;
: A named breeding program maintained by a single breeder. Lines are identified by a short prefix (2-4 letters) chosen by the breeder — for example, LHA or BLH. All specimens bred within the program carry the line prefix in their name. A line typically has a clarified foundation pair and a set of active breeding goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOCKED&#039;&#039;&#039;&lt;br /&gt;
: A gene that is either dominant or recessive (not mixed). A locked gene breeds true and will not change without introducing outside genetics. The goal of clarification is to lock every gene.&lt;br /&gt;
&lt;br /&gt;
== M ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MASKING&#039;&#039;&#039;&lt;br /&gt;
: When a dominant allele hides a recessive allele in a mixed gene. The trait controlled by the recessive allele is carried but not expressed. This is why mixed genes look dominant for decode purposes but can produce recessive offspring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MIXED&#039;&#039;&#039;&lt;br /&gt;
: A gene with one dominant and one recessive allele. Displays as ⦿ in-game. Mixed genes are unpredictable: mixed × mixed produces 25% dominant, 50% mixed, 25% recessive. Eliminating mixed genes is the core goal of clarification.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MUTATION-ONLY GENE&#039;&#039;&#039;&lt;br /&gt;
: A gene position that cannot be found in wild specimens. These genes are only obtainable through the in-game mutation system.&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PUNNETT SQUARE&#039;&#039;&#039;&lt;br /&gt;
: A grid tool used to visualize all possible allele combinations from two parents at a single gene position. Invented by British geneticist Reginald Punnett in the early 1900s. Useful for understanding cross probabilities. Each cell represents one equally likely outcome. Example: mixed x mixed produces a 2x2 grid with four cells — dominant/dominant, dominant/recessive, recessive/dominant, recessive/recessive — giving the 25/50/25 ratio.&lt;br /&gt;
&lt;br /&gt;
== R ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RECESSIVE GENE&#039;&#039;&#039;&lt;br /&gt;
: A gene where both alleles are recessive. Displays as 〇 in-game. Breeds true: recessive × recessive = 100% recessive. In arthropods, recessive genes express stat bonuses. This is the target state for stat genes.&lt;br /&gt;
&lt;br /&gt;
== S ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERIES&#039;&#039;&#039;&lt;br /&gt;
: A decode type where the specific allele pattern maps to a specific output from a defined set. Like a lookup table. Example: tail light color on CR 9. See [[Genome Foundations: Structure and Expression]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SIBLING CROSS&#039;&#039;&#039;&lt;br /&gt;
: Breeding two siblings (offspring from the same parents or line). Used in some fold-in methods to lock a target gene at recessive. The cross mixed x mixed gives a 25% chance of producing recessive at the target position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIMEN&#039;&#039;&#039;&lt;br /&gt;
: A species-neutral term for any breedable creature (bee, wasp, horse). Used in naming conventions and general breeding discussion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STABLE SLOT&#039;&#039;&#039;&lt;br /&gt;
: A slot at a breeding stable where a specimen can be registered. Registered specimens cannot be caged or traded — only released (permanently deleted). See [[Getting Started With Genetics]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STAT EXPRESSION&#039;&#039;&#039;&lt;br /&gt;
: The stat layer of a gene&#039;s output. Every gene position contributes to stat expression independently of its visual expression. In arthropods, stats express only at double recessive (〇). In horses, some stats express at dominant or mixed instead. See [[Genome Foundations: Structure and Expression]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STAT GENE&#039;&#039;&#039;&lt;br /&gt;
: A gene that controls one of the 7 pet/mount stats (Ferocity, Toughness, Ruggedness, Virility/Fertility, Friendliness, Enthusiasm, Intelligence). Stat genes are scattered across all chromosomes as a separate layer from visual expressions. In arthropods, stats express at double recessive only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SWITCH&#039;&#039;&#039;&lt;br /&gt;
: A decode type where genes produce a binary on/off result. Either the trait is present or absent. Example: glow on CR 5. See [[Genome Foundations: Structure and Expression]].&lt;br /&gt;
&lt;br /&gt;
== T ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TARGET GENE&#039;&#039;&#039;&lt;br /&gt;
: The specific gene you are trying to fold into your line from an outside source. Named in the specimen naming convention with coordinate and prefix (e.g., a3H3 = adding gene at chromosome 3, group H, position 3).&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIVERSAL CHROMOSOMES&#039;&#039;&#039; &#039;&#039;(horses only)&#039;&#039;&lt;br /&gt;
: Chromosomes that are active across all horse breeds regardless of which breed switch is active. For horses, CR 1-3 and CR 5-8 are universal (CR 4 is unused and non-functional). Genes on universal chromosomes contribute to stats in every horse regardless of breed, making them the highest priority for gene hunting and fold-ins. Breed-specific chromosomes (CR 9 onward) only activate when the corresponding breed switch is dominant, so improvements there benefit only horses of that breed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UPGRADE AND REPLACE&#039;&#039;&#039;&lt;br /&gt;
: The core clarification method. After each breeding cycle, compare the offspring to the same-sex parent. If the offspring is better (fewer mixed genes in sighted clarification, more consistent stats in blind clarification), the offspring replaces that parent in the breeding pair. If the offspring is worse, discard it and try again. Over many generations, this progressively reduces the number of mixed genes in the line until full clarification is achieved.&lt;br /&gt;
&lt;br /&gt;
== V ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VISUAL EXPRESSION&#039;&#039;&#039;&lt;br /&gt;
: The visual layer of a gene&#039;s output. Every gene position contributes to visual expression via its chromosome&#039;s decode type (Switch, Series, or Graduation). Visual expression operates independently of stat expression. See [[Genome Foundations: Structure and Expression]].&lt;br /&gt;
&lt;br /&gt;
== W ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WILD / WILD-CAUGHT&#039;&#039;&#039;&lt;br /&gt;
: A specimen tamed from the wild (not bred). Wild specimens have their own set of dominant and recessive genes that differ from your clarified line. They are the source of new genetic material for fold-ins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WILD ARCHETYPE&#039;&#039;&#039;&lt;br /&gt;
: The fixed gene pattern found in wild specimens of a given species for chromosomes 1-4. All wild specimens of the same species share the same dominant/recessive pattern on these chromosomes. Chromosomes 5-10 are random in wild specimens and are the primary hunting ground for desirable genes. There are three arthropod archetypes: Fae Bees, Fae Wasps (Blinding and Turret), and Freeze Wasps.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Research and knowledge by Kaskrim. Compiled by AI Elara. Project Gorgon Genetics Research.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This article is part of the [[Project Gorgon Genetics Research By Kaskrim|Project Gorgon Genetics Research]] series by Kaskrim.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Genome_Foundations:_Structure_and_Expression&amp;diff=277225</id>
		<title>Genome Foundations: Structure and Expression</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Genome_Foundations:_Structure_and_Expression&amp;diff=277225"/>
		<updated>2026-06-07T10:35:58Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| border = blue&lt;br /&gt;
| type = This page is part of &#039;&#039;&#039;[[Project Gorgon Genetics Research By Kaskrim]]&#039;&#039;&#039;&lt;br /&gt;
| info =&lt;br /&gt;
Getting Started: [[Getting Started With Genetics]], [[Genetics Basics and Inbreeding]]&lt;br /&gt;
Core Techniques: [[The Complete Guide to Genetics Clarification]], [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
Foundational Reference: [[Genome Foundations: Structure and Expression]]&lt;br /&gt;
Genome Structure: [[Arthropod Genome Structure]], [[Horse Genome Structure]]&lt;br /&gt;
Color and Appearance: [[Color in the Arthropod Genome]]&lt;br /&gt;
Reference: [[Project Gorgon Genetics — Master Glossary]]}}[[Category:Guides]]&lt;br /&gt;
&#039;&#039;Written by Kaskrim &amp;amp;bull; Scribed by AI Elara &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This article covers the foundational concepts that apply to all breedable species in Project Gorgon. The arthropod and horse genome structure articles build on this foundation — read this first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For Mendelian genetics fundamentals (alleles, the six crosses, clarification, inbreeding), see [[Genetics Basics and Inbreeding]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Genome Grid ==&lt;br /&gt;
&lt;br /&gt;
Every specimen&#039;s genome is displayed as a grid in the genetics window. The grid is organized into chromosomes and gene groups.&lt;br /&gt;
&lt;br /&gt;
=== Chromosomes (Rows) ===&lt;br /&gt;
&lt;br /&gt;
Each row in the grid is a chromosome, numbered CR 1, CR 2, CR 3, and so on. The number of chromosomes differs by species. Arthropods have 10; horses have 48. Each chromosome controls one or more traits — color, body scale, glow, particle effects, stats, and more.&lt;br /&gt;
&lt;br /&gt;
=== Gene Groups (Columns) ===&lt;br /&gt;
&lt;br /&gt;
Each chromosome is divided into gene groups, labeled A through L (not all chromosomes use all columns). Each gene group contains up to 4 sub-positions, labeled 1 through 4. So a full gene group has positions 1, 2, 3, and 4. Not all gene groups are full — some chromosomes have shorter gene groups at the end.&lt;br /&gt;
&lt;br /&gt;
=== Gene Positions ===&lt;br /&gt;
&lt;br /&gt;
The smallest unit in the genome is a single gene position. Each position holds one gene — the three-state symbol you see in the genetics window (⬤, 〇, or ⦿). A gene position is referenced by its chromosome, gene group, and sub-position number.&lt;br /&gt;
&lt;br /&gt;
=== Coordinate System ===&lt;br /&gt;
&lt;br /&gt;
Breeders reference specific gene positions using a coordinate:&lt;br /&gt;
&lt;br /&gt;
 [Chromosome][Gene Group][Position]&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
 1A4  = Chromosome 1, Gene Group A, Position 4&lt;br /&gt;
 9E4  = Chromosome 9, Gene Group E, Position 4&lt;br /&gt;
 6C2  = Chromosome 6, Gene Group C, Position 2&lt;br /&gt;
&lt;br /&gt;
This coordinate system is used across all breeding records, naming conventions, and community documentation. When a breeder says &amp;quot;I&#039;m working on 3H3,&amp;quot; they mean chromosome 3, gene group H, position 3.&lt;br /&gt;
&lt;br /&gt;
== How to Read the Genetics Window ==&lt;br /&gt;
&lt;br /&gt;
=== The Three Symbols ===&lt;br /&gt;
&lt;br /&gt;
Each gene position in the genetics window displays as one of four symbols:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;⬤ Filled circle&#039;&#039;&#039; = Double Dominant — both alleles are dominant. This gene breeds true.&lt;br /&gt;
* &#039;&#039;&#039;〇 Open circle&#039;&#039;&#039; = Double Recessive — both alleles are recessive. This gene breeds true. For arthropods, stat bonuses express here.&lt;br /&gt;
* &#039;&#039;&#039;⦿ Circle with dot&#039;&#039;&#039; = Mixed — one dominant allele, one recessive allele. Unpredictable. This is what clarification works to eliminate.&lt;br /&gt;
* &#039;&#039;&#039;? Question mark&#039;&#039;&#039; = Unknown — your Genetics skill is too low to read this position. Level up to reveal it.&lt;br /&gt;
&lt;br /&gt;
=== Text Export ===&lt;br /&gt;
&lt;br /&gt;
The game can also export a specimen&#039;s genome as a plain text file. The text export uses a different notation from the genetics window:&lt;br /&gt;
&lt;br /&gt;
 [Overview]&lt;br /&gt;
 Format=v1.0&lt;br /&gt;
 Character=PlayerName&lt;br /&gt;
 Entity=Baby Fae Bee 2483&lt;br /&gt;
 Genome=BeeWasp&lt;br /&gt;
 &lt;br /&gt;
 [Genes]&lt;br /&gt;
 01=  RRRR RxRR RRRx RRRD ...&lt;br /&gt;
 02=  ...&lt;br /&gt;
&lt;br /&gt;
Text export uses: D = ⬤ (dominant), R = 〇 (recessive), x = ⦿ (mixed), ? = unknown&lt;br /&gt;
&lt;br /&gt;
These are two distinct formats — the genetics window and the text export use different symbols for the same information.&lt;br /&gt;
&lt;br /&gt;
== Decode Types ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The examples used throughout this section are drawn from arthropod genomes. The decode types themselves apply to all breedable species.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every gene in the genome has two jobs simultaneously: contributing to &#039;&#039;&#039;visual expression&#039;&#039;&#039; (what the specimen looks like) and contributing to &#039;&#039;&#039;stat expression&#039;&#039;&#039; (what the specimen&#039;s stats are). These two layers are independent — see [[#The Dual-Layer Concept|The Dual-Layer Concept]] below.&lt;br /&gt;
&lt;br /&gt;
For visual expression, different chromosomes (or regions within a chromosome) read their genes in different ways to produce different kinds of output. The way a chromosome reads its genes is called its &#039;&#039;&#039;decode type&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are three known decode types in Project Gorgon&#039;s genetics system.&lt;br /&gt;
&lt;br /&gt;
=== Decode Type 1: Switch ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How it works:&#039;&#039;&#039; Binary on/off. A specific pattern of alleles either activates a trait or does not. There is no spectrum or range — the trait is either present or absent.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* &#039;&#039;&#039;Glow:&#039;&#039;&#039; Certain allele combinations activate glow. Others do not.&lt;br /&gt;
* &#039;&#039;&#039;Particles:&#039;&#039;&#039; Certain patterns activate particles at specific body positions. Other patterns produce no particles.&lt;br /&gt;
* &#039;&#039;&#039;Leg deformities:&#039;&#039;&#039; Each leg can independently be normal or deformed, with each leg controlled by its own switch.&lt;br /&gt;
&lt;br /&gt;
Key characteristics:&lt;br /&gt;
* Output is discrete: ON or OFF. No middle ground.&lt;br /&gt;
* Multiple allele patterns can produce the same outcome (many different patterns can all result in &amp;quot;glow ON&amp;quot;).&lt;br /&gt;
* The specific pattern determines sub-variations within the ON state (for example, in arthropod genomes, tail particles vs wing particles are different ON states, not just &amp;quot;particles ON&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Decode Type 2: Series ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How it works:&#039;&#039;&#039; Pattern-matched output. The specific combination of alleles across the region maps to a specific output from a defined set of possibilities. Think of it as a lookup table — this exact pattern produces this exact result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Tail light color. The allele pattern across a specific gene region determines which color the tail light displays. Each unique pattern maps to one specific color from the known set (Wave Teal, Poison Green, Golden Yellow, Aqua Blue, Red Orange, Firey Pink, Normal Purple, Galaxy Purple, Sparkle Purple, White/Purp/Teal, White Frosty, White Noise, or no tail light at all).&lt;br /&gt;
&lt;br /&gt;
Key characteristics:&lt;br /&gt;
* Output is discrete but with many possible values (not just on/off).&lt;br /&gt;
* The entire pattern matters — changing one allele can change the output entirely.&lt;br /&gt;
* There is no gradient or spectrum between outputs. A specimen&#039;s tail light is one specific color, not &amp;quot;between&amp;quot; two colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reading rule for series:&#039;&#039;&#039; When reading the allele pattern for visual output, treat mixed (⦿) as dominant (⬤). Mixed behaves like dominant for determining which output is displayed. However, for BREEDING purposes, mixed is still mixed and needs clarifying.&lt;br /&gt;
&lt;br /&gt;
=== Decode Type 3: Graduation ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How it works:&#039;&#039;&#039; Spectrum/scale. The ratio of dominant (⬤) to recessive (〇) alleles across the region determines where a trait falls on a continuous range. More dominant pushes the trait one direction; more recessive pushes it the other direction.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* &#039;&#039;&#039;Body color hue:&#039;&#039;&#039; The balance of dominant vs recessive across an entire chromosome determines the body&#039;s hue on a color spectrum.&lt;br /&gt;
* &#039;&#039;&#039;Body color saturation:&#039;&#039;&#039; The dominant/recessive ratio determines saturation intensity.&lt;br /&gt;
* &#039;&#039;&#039;Body scale:&#039;&#039;&#039; The ratio determines the size of a body part on a scale.&lt;br /&gt;
&lt;br /&gt;
Key characteristics:&lt;br /&gt;
* Output is continuous, not discrete. The trait slides along a range.&lt;br /&gt;
* Individual allele positions may not matter as much as the overall &#039;&#039;&#039;ratio&#039;&#039;&#039; of dominant to recessive across the region.&lt;br /&gt;
* Changing one allele slightly shifts the trait along the spectrum rather than flipping it to a completely different output.&lt;br /&gt;
&lt;br /&gt;
=== Two Sub-Types of Graduation ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Circular:&#039;&#039;&#039; The spectrum wraps around so that all-dominant and all-recessive produce the same (or similar) output. Like a color wheel where 0 degrees and 360 degrees are both red. Circular graduation is used for hue, because hue is inherently circular in color theory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Linear:&#039;&#039;&#039; The spectrum has two distinct endpoints. All-dominant produces one extreme, all-recessive produces the other. Used for saturation, brightness, and body/part scale.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Open research question: In a graduation, do all gene positions contribute equally to the ratio, or do some positions weigh more heavily than others? This is unconfirmed and flagged for future research. If unequal weighting exists, changing certain positions would shift the trait more than changing others.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Decode Type Summary ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Decode Type !! How It Reads !! Output Type !! Example&lt;br /&gt;
|-&lt;br /&gt;
| Switch || Specific pattern || Binary (on/off) || Glow, particles&lt;br /&gt;
|-&lt;br /&gt;
| Series || Pattern lookup table || Discrete set || Tail light color&lt;br /&gt;
|-&lt;br /&gt;
| Graduation || Dominant/recessive ratio || Continuous range || Body color, scale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Circular and Linear are sub-types of Graduation, not separate decode types.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Dual-Layer Concept ==&lt;br /&gt;
&lt;br /&gt;
Every gene position in the genome contributes to two independent layers simultaneously:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Visual expression&#039;&#039;&#039; — what the specimen looks like (color, glow, scale, particles, body deformity)&lt;br /&gt;
# &#039;&#039;&#039;Stat expression&#039;&#039;&#039; — what the specimen&#039;s stats are (Ferocity, Toughness, etc. for arthropods; Temperament, Toughness, etc. for horses)&lt;br /&gt;
&lt;br /&gt;
These two layers operate independently. A gene on a color chromosome still sometimes has a stat value. A stat gene still has a visual expression value. The same physical gene position affects both layers at once, but the two effects do not interfere with each other — changing a gene&#039;s state affects both its visual output and its stat contribution simultaneously.&lt;br /&gt;
&lt;br /&gt;
=== Why This Matters for Breeding ===&lt;br /&gt;
&lt;br /&gt;
Clarifying a line for visual traits involves the same genes that contribute to stats. When a breeder optimizes for a specific color or visual appearance, they are locking genes at specific states (⬤ or 〇) to achieve that visual output. But those same locked states also determine the stat contribution of those genes.&lt;br /&gt;
&lt;br /&gt;
This means that optimizing for a specific visual expression can sometimes require accepting a slightly lower stat value at certain positions — and vice versa. A breeder who wants a specific body color may need to hold some genes at ⬤ (dominant) for the visual, even though 〇 (recessive) would give a stat bonus for arthropods.&lt;br /&gt;
&lt;br /&gt;
This is a genuine tradeoff that every serious breeder eventually faces:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pure stat optimization:&#039;&#039;&#039; breed all stat genes to 〇, accept whatever visual expression results&lt;br /&gt;
* &#039;&#039;&#039;Pure visual optimization:&#039;&#039;&#039; breed genes to the state the visual requires, accept whatever stat expression results&lt;br /&gt;
* &#039;&#039;&#039;Balanced approach:&#039;&#039;&#039; optimize stats where the visual decode allows it, and accept visual compromises where stat optimization is the priority&lt;br /&gt;
&lt;br /&gt;
There is no single correct answer. The right tradeoff depends on what the breeder is trying to achieve. Understanding the dual-layer concept is what allows a breeder to make that decision intentionally rather than by accident.&lt;br /&gt;
&lt;br /&gt;
=== Species Differences ===&lt;br /&gt;
&lt;br /&gt;
For arthropods, stats express only at double recessive (〇). This makes the tradeoff relatively straightforward — any gene held at ⬤ (dominant) or ⦿ (mixed) for visual purposes is a gene that does not contribute to stats.&lt;br /&gt;
&lt;br /&gt;
For horses, the dual-layer concept is more complex because some stat genes express at ⬤ rather than 〇, and some genes are dual-stat (expressing one stat at ⬤ and a different stat at 〇). See the [[Horse Genome Structure]] article for the full detail.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Research and knowledge by Kaskrim. Compiled by AI Elara. Project Gorgon Genetics Research.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This article is part of the [[Project Gorgon Genetics Research By Kaskrim|Project Gorgon Genetics Research]] series by Kaskrim.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=The_Complete_Guide_to_Gene_Hunting_and_Fold-Ins&amp;diff=277224</id>
		<title>The Complete Guide to Gene Hunting and Fold-Ins</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=The_Complete_Guide_to_Gene_Hunting_and_Fold-Ins&amp;diff=277224"/>
		<updated>2026-06-07T10:35:25Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| border = blue&lt;br /&gt;
| type = This page is part of &#039;&#039;&#039;[[Project Gorgon Genetics Research By Kaskrim]]&#039;&#039;&#039;&lt;br /&gt;
| info =&lt;br /&gt;
Getting Started: [[Getting Started With Genetics]], [[Genetics Basics and Inbreeding]]&lt;br /&gt;
Core Techniques: [[The Complete Guide to Genetics Clarification]], [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
Foundational Reference: [[Genome Foundations: Structure and Expression]]&lt;br /&gt;
Genome Structure: [[Arthropod Genome Structure]], [[Horse Genome Structure]]&lt;br /&gt;
Color and Appearance: [[Color in the Arthropod Genome]]&lt;br /&gt;
Reference: [[Project Gorgon Genetics — Master Glossary]]}}[[Category:Guides]]&lt;br /&gt;
&#039;&#039;Written by Kaskrim &amp;amp;bull; Scribed by AI Elara &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What Is a Fold-In? ==&lt;br /&gt;
&lt;br /&gt;
Introducing a specific gene from an outside specimen (usually wild-caught) into an established, clarified breeding line. The goal: add the new gene without losing the work already done on the line.&lt;br /&gt;
&lt;br /&gt;
=== The Challenge ===&lt;br /&gt;
&lt;br /&gt;
When you cross a wild specimen with a clarified line specimen, the offspring inherits mixed (⦿) genes at every position where the parents differed. You want ONE specific gene. The fold-in process is about keeping that target gene while breeding everything else back to the clarified line&#039;s state.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisite: Clarify First ===&lt;br /&gt;
&lt;br /&gt;
Your line must be fully clarified (no mixed genes) before folding in anything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why it matters:&#039;&#039;&#039;&lt;br /&gt;
* If your line is clarified, every mixed gene in the offspring came from the wild specimen. You can track your target gene precisely because you know exactly where the new genetic material came from. Note: a wild-caught specimen often carries multiple genes not present in your line. The target gene is the one you are actively tracking. Other new genes from the wild-caught may be lost during the fold-in process — this is acceptable unless you want them too, in which case they must be planned as separate fold-ins.&lt;br /&gt;
* Back-crossing only converges toward a clean genome if the parent IS clarified. An unclarified parent cannot anchor the offspring&#039;s genome.&lt;br /&gt;
* Mixed genes from multiple sources never resolve. You breed chaos into chaos.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Correct order:&#039;&#039;&#039;&lt;br /&gt;
# Clarify your line completely&lt;br /&gt;
# Identify the gene (or genes) you want to add from the wild-caught&lt;br /&gt;
# Find a wild specimen carrying the target gene(s) at 〇 or ⦿&lt;br /&gt;
# Fold in using the Standard Back-Cross method below — one gene at a time, or two at most simultaneously&lt;br /&gt;
# Keep the wild-caught alive and stabled until ALL desired genes from it have been folded in. This may take a long time and costs a stable slot, but releasing it before you are done means losing access to any genes you have not yet folded in.&lt;br /&gt;
# Re-clarify before starting the next fold-in&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Fold-In Method ==&lt;br /&gt;
&lt;br /&gt;
=== Standard Back-Cross ===&lt;br /&gt;
&lt;br /&gt;
Requires minimum 4 stable slots: 2 parents + 1 slot for offspring + 1 slot for offspring&#039;s offspring.&lt;br /&gt;
&lt;br /&gt;
# Cross wild specimen (target gene at 〇 or ⦿) with clarified line specimen. A mixed gene still carries the needed allele and can be worked with.&lt;br /&gt;
# Offspring will be mixed at many positions — select one carrying the target gene (verify via Genetics skill).&lt;br /&gt;
# Back-cross that offspring to the clarified parent.&lt;br /&gt;
# Each generation, select offspring that still carry the target gene.&lt;br /&gt;
# After several generations, offspring converges toward clarified line plus the new gene.&lt;br /&gt;
# At this point you will have a male and female that are identical to the original clarified parents except for mixed genes at the target gene location (or locations, if you are tracking two simultaneously). Breed these two siblings together to produce offspring that can clarify the target gene(s) to 〇. You now have a new set of clarified parents for your line that carry the folded-in gene(s), replacing the original parents. The fold-in is complete.&lt;br /&gt;
&lt;br /&gt;
=== Risk Management ===&lt;br /&gt;
&lt;br /&gt;
* Target gene has 50% chance to be lost each generation while still mixed.&lt;br /&gt;
* If lost, discard that offspring (sell or release it) and repeat the same breeding again — do not restart from step 1.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gene Hunting ==&lt;br /&gt;
&lt;br /&gt;
Before you can fold in a gene, you need to find a wild specimen that carries it at 〇 or ⦿. A mixed gene still carries the needed allele and can be worked with. The method for finding these specimens differs between horses and arthropods.&lt;br /&gt;
&lt;br /&gt;
=== Horses ===&lt;br /&gt;
&lt;br /&gt;
==== How to Analyze a Wild Horse ====&lt;br /&gt;
&lt;br /&gt;
# Have a Non-Ruminant Ungulate Genetics Analyzer in your inventory.&lt;br /&gt;
# Target the wild horse and open its menu.&lt;br /&gt;
# Select &amp;quot;Analyze Genes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This reveals the horse&#039;s genome on the spot. You can check whether it carries the gene you are looking for at 〇 or ⦿ before committing to a tame. If it does not have what you want, move on and check the next one.&lt;br /&gt;
&lt;br /&gt;
==== What to Look For ====&lt;br /&gt;
&lt;br /&gt;
Horse archetypes have not been mapped yet. Unlike arthropods where known archetypes give you targets, there is no chart of which genes appear on which breed. You need to try different breeds of horses and analyze what you find. If you find a gene you have not seen before, document it and share it with the breeding community — the horse archetype map is still being built and every data point helps.&lt;br /&gt;
&lt;br /&gt;
Before you go out:&lt;br /&gt;
* Review your own lines and gene stock (stabled horses)&lt;br /&gt;
* Identify what genes you are missing and want to add&lt;br /&gt;
* Bring that list with you — you are looking for specific targets, not browsing at random&lt;br /&gt;
&lt;br /&gt;
==== Where to Start and Why It Matters ====&lt;br /&gt;
&lt;br /&gt;
The horse genome works via breed switches. Each breed has its own set of chromosomes that activate based on dominant genes in the switch chromosome. This makes breed-specific chromosomes a later priority.&lt;br /&gt;
&lt;br /&gt;
Chromosomes 1–3 and 5–8 are universal across all horses (CR 4 is unused and non-functional). Your goal as a new horse breeder should be to maximize these universal chromosomes first. Every improvement here benefits your line regardless of which breed it becomes. Only once the universal chromosomes are strong should you branch out into breed-specific chromosome improvements.&lt;br /&gt;
&lt;br /&gt;
Analyzing horses of different breeds is necessary since archetypes are unknown. Do not limit yourself to one breed while hunting.&lt;br /&gt;
&lt;br /&gt;
Known location data (limited):&lt;br /&gt;
* Chromosome 7 genes have only been observed on horses in Vidaria.&lt;br /&gt;
&lt;br /&gt;
Location data for other chromosomes is still being researched. If you find a gene in a specific area, note the location — it contributes to the community&#039;s map of where to hunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For a full explanation of the horse genome structure, breed switches, and which chromosomes are universal vs breed-specific, see the [[Horse Genome Structure]] article.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Arthropods ===&lt;br /&gt;
&lt;br /&gt;
==== Prerequisite: Arthropod Genetics Level 50 ====&lt;br /&gt;
&lt;br /&gt;
To analyze wild arthropods, you must level the Arthropod Genetics skill to 50. At that point you unlock the &amp;quot;Analyze Arthropod Genes&amp;quot; ability, which lets you analyze the genetics of a wild living specimen.&lt;br /&gt;
&lt;br /&gt;
==== The Problem: Specimen Aggro ====&lt;br /&gt;
&lt;br /&gt;
Using the analyze ability on a wild specimen will cause it to attack you. Being hit while channeling will break the analysis. You need a way to prevent that from happening.&lt;br /&gt;
&lt;br /&gt;
Before attempting to analyze a wild specimen, you need one of the following:&lt;br /&gt;
* A freeze, stun, or mesmerize ability to lock the specimen in place&lt;br /&gt;
* Another player to tank the specimen and keep it off you while you channel&lt;br /&gt;
&lt;br /&gt;
Plan your approach before you start. A failed channel causes complex complications.&lt;br /&gt;
&lt;br /&gt;
==== Warning: Do Not Kill the Specimen ====&lt;br /&gt;
&lt;br /&gt;
Many freeze, stun, and mesmerize abilities also deal damage. If your damage output is too high, you may accidentally kill the specimen you are trying to analyze and tame. Before you go out hunting:&lt;br /&gt;
* Consider removing armor pieces to reduce your effective output&lt;br /&gt;
* Consider unequipping damage-boosting gear&lt;br /&gt;
* Use the weakest CC ability available if it deals damage&lt;br /&gt;
* If hunting with a group, make sure your tank is not using damaging CC abilities on the target specimen&lt;br /&gt;
&lt;br /&gt;
==== Where to Find Wild Specimens ====&lt;br /&gt;
&lt;br /&gt;
The following locations have tameable wild bees and wasps. No gene advantages have been documented at any specific location yet — these are simply confirmed sources of wild specimens to analyze:&lt;br /&gt;
&lt;br /&gt;
* Freeze Wasps in Sun Vale&lt;br /&gt;
* Wasps and Bees in Fae Realm&lt;br /&gt;
* Turret Wasps in The Wintertide&lt;br /&gt;
* Some solo areas in Errruka&#039;s Caves&lt;br /&gt;
* Gauntlet 1 dungeon (Turret Wasps — believed tameable, unconfirmed)&lt;br /&gt;
&lt;br /&gt;
==== Hive Poking (Recommended) ====&lt;br /&gt;
&lt;br /&gt;
The best method observed for finding rare genes is hive poking. You need a group of 3 players to poke hives. The bees and wasps that spawn from disturbed hives appear to have a slightly higher incidence of rare genes than specimens found in the open world.&lt;br /&gt;
&lt;br /&gt;
Important notes for hive poking:&lt;br /&gt;
* Spawned bees are level 80&lt;br /&gt;
* A non-tameable elite always spawns with the group and must be killed first&lt;br /&gt;
* &#039;&#039;&#039;WARNING:&#039;&#039;&#039; Do NOT use AoE abilities while killing the elite — the regular specimens must be kept alive for analysis and taming&lt;br /&gt;
* After the elite is down, someone must tank or crowd control the remaining specimens while the analyzer channels the Analyze Arthropod Genes ability&lt;br /&gt;
&lt;br /&gt;
==== Moon Phases (Unconfirmed) ====&lt;br /&gt;
&lt;br /&gt;
Certain rare genes appear to spawn at higher rates during specific moon phases. This has been observed but not formally recorded. Consider noting the moon phase when you find a rare gene — this data will help establish whether the pattern is real.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For a full explanation of the arthropod genome structure, archetypes, and known gene locations by chromosome, see the [[Arthropod Genome Structure]] article.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Don&#039;t Sit Idle While Breeding ==&lt;br /&gt;
&lt;br /&gt;
Hunting for rare genes takes a long time. While you search, your breeding line does not have to stop progressing.&lt;br /&gt;
&lt;br /&gt;
=== Fold In Archetype Genes While You Hunt (Arthropods) ===&lt;br /&gt;
&lt;br /&gt;
There are 3 arthropod archetypes: Fae Bees, Fae Wasps (Blinding and Turret), and Freeze Wasps. Each has fixed gene patterns on CR 1–4. Starting from one archetype means you are missing CR 1–4 genes from the other two — those are reliable hunt targets you can fold in while searching for rarer genes. You stay productive and your line improves in the meantime.&lt;br /&gt;
&lt;br /&gt;
=== Strengthen Universal Chromosomes While You Hunt (Horses) ===&lt;br /&gt;
&lt;br /&gt;
For horse breeders, the equivalent strategy is to focus on universal chromosomes (CR 1–3 and 5–8) while hunting for breed-specific genes. Every improvement to a universal chromosome benefits your line regardless of breed. Breed-specific chromosome improvements can wait until the universal chromosomes are strong.&lt;br /&gt;
&lt;br /&gt;
=== Build a Gene Bank Before You Need It ===&lt;br /&gt;
&lt;br /&gt;
Do not wait until your line is ready for its next fold-in before you start hunting for the gene. By then you are stalled, waiting on RNG.&lt;br /&gt;
&lt;br /&gt;
Instead, hunt ahead. When you find a specimen carrying a gene you want for a future fold-in, tame it and register it at a stable. These are your holder specimens — they sit in stable slots and wait until your line is ready for them.&lt;br /&gt;
&lt;br /&gt;
This requires dedicating stable slots to gene bank storage rather than active breeding. Plan your slot budget accordingly. Having a gene bank ready means you can begin the fold-in the moment your line is clarified and ready, rather than halting progress to go hunting.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Research and knowledge by Kaskrim. Compiled by AI Elara. Based on 4.5+ years of genetics research.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;twitch.tv/kaskrim&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This article is part of the [[Project Gorgon Genetics Research By Kaskrim|Project Gorgon Genetics Research]] series by Kaskrim.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=The_Complete_Guide_to_Genetics_Clarification&amp;diff=277223</id>
		<title>The Complete Guide to Genetics Clarification</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=The_Complete_Guide_to_Genetics_Clarification&amp;diff=277223"/>
		<updated>2026-06-07T10:34:50Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| border = blue&lt;br /&gt;
| type = This page is part of &#039;&#039;&#039;[[Project Gorgon Genetics Research By Kaskrim]]&#039;&#039;&#039;&lt;br /&gt;
| info =&lt;br /&gt;
Getting Started: [[Getting Started With Genetics]], [[Genetics Basics and Inbreeding]]&lt;br /&gt;
Core Techniques: [[The Complete Guide to Genetics Clarification]], [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
Foundational Reference: [[Genome Foundations: Structure and Expression]]&lt;br /&gt;
Genome Structure: [[Arthropod Genome Structure]], [[Horse Genome Structure]]&lt;br /&gt;
Color and Appearance: [[Color in the Arthropod Genome]]&lt;br /&gt;
Reference: [[Project Gorgon Genetics — Master Glossary]]}}[[Category:Guides]]&lt;br /&gt;
&#039;&#039;Written by Kaskrim &amp;amp;bull; Scribed by AI Elara &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Project Gorgon&#039;s breeding system uses real Mendelian genetics. Clarification is the foundation of all serious breeding — you can&#039;t engineer genetics you can&#039;t predict.&lt;br /&gt;
&lt;br /&gt;
This guide covers three connected topics:&lt;br /&gt;
# What clarification is and how to start a clarified line&lt;br /&gt;
# [[#Part 1: Blind Clarification (Without Genetics Skill)|Blind Clarification]] — how to clarify without the Genetics skill&lt;br /&gt;
# [[#Part 2: Sighted Clarification (With Genetics Skill)|Sighted Clarification]] — how to clarify with the Genetics skill&lt;br /&gt;
# [[#Part 3: Combining Blind and Sighted Methods|Combining both methods]] — the natural progression&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What Is Clarification? ==&lt;br /&gt;
&lt;br /&gt;
Every gene in a specimen&#039;s genome has two alleles. Each gene exists in one of three states:&lt;br /&gt;
&lt;br /&gt;
* ⬤ (Double Dominant) — breeds true. Two ⬤ parents always produce ⬤ offspring.&lt;br /&gt;
* 〇 (Double Recessive) — breeds true. Two 〇 parents always produce 〇 offspring.&lt;br /&gt;
* ⦿ (Mixed/Heterozygous) — the wildcard. Two mixed parents produce 25% ⬤, 50% ⦿, 25% 〇.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;clarified&amp;quot; specimen has NO mixed genes — every position is either ⬤ or 〇. This means its offspring are 100% predictable.&lt;br /&gt;
&lt;br /&gt;
=== Why Clarify? ===&lt;br /&gt;
&lt;br /&gt;
Mixed genes are coin flips. Every ⦿ in the genome means that position will randomly resolve differently in every offspring. With hundreds of gene positions per genome (238 for arthropods, 1,576 for horses), even a few mixed genes create enormous variation between siblings.&lt;br /&gt;
&lt;br /&gt;
A clarified specimen:&lt;br /&gt;
* Produces IDENTICAL offspring at every clarified position (when crossed with another clarified specimen of the same line)&lt;br /&gt;
* Lets you predict exactly what a cross will produce BEFORE breeding&lt;br /&gt;
* Makes gene fold-ins precise — you know exactly what changes when you introduce new genetics&lt;br /&gt;
&lt;br /&gt;
Clarification is the prerequisite for every advanced breeding technique.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Without clarification, you&#039;re gambling. With it, you&#039;re engineering.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Starting a Clarified Line (From Wild-Caught Parents) ==&lt;br /&gt;
&lt;br /&gt;
Before you can use any clarification method, you need a starting line. This section covers how to go from two wild-caught specimens to a clarified breeding line — the foundation everything else builds on.&lt;br /&gt;
&lt;br /&gt;
This process works the same whether you&#039;re using sighted or blind methods. The difference is only in HOW you evaluate offspring (reading genes vs watching stats). The breeding steps are identical.&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Catch Your Starting Pair ===&lt;br /&gt;
&lt;br /&gt;
Tame a male and female of the species you want to breed. These are your WILD-CAUGHT PARENTS — your genetic originals. They are irreplaceable.&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Breed Generation 1 ===&lt;br /&gt;
&lt;br /&gt;
Cross the wild-caught parents. The Gen 1 offspring will have a LOT of mixed (⦿) genes and masked genetic information. This is normal and expected — two unrelated wild specimens will differ at many positions, and every position where they differ produces mixed offspring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRITICAL: IGNORE STATS IN GENERATION 1.&#039;&#039;&#039; The Gen 1 stats are meaningless for evaluation purposes. With so many mixed genes, the stats are mostly noise. Gen 1 exists solely to create offspring you can backcross.&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Breed F1 × F1 (Sibling Cross) ===&lt;br /&gt;
&lt;br /&gt;
Breed two F1 siblings together (NOT back to the wild-caught parents — that would re-introduce maximum divergence and be counter-productive). This produces the F2 generation.&lt;br /&gt;
&lt;br /&gt;
In F2, some of the mixed genes from F1 will resolve via the Punnett square (⦿ × ⦿ = 25% ⬤, 50% ⦿, 25% 〇). F2 is where clarification begins.&lt;br /&gt;
&lt;br /&gt;
=== Step 4: Compare F2 to F1 — Upgrade and Replace ===&lt;br /&gt;
&lt;br /&gt;
Evaluate the F2 offspring against the SAME-SEX F1 PARENT:&lt;br /&gt;
* &#039;&#039;&#039;BLIND METHOD:&#039;&#039;&#039; Compare the F2 offspring&#039;s stats to the F1 parent&#039;s stats. Are the stats better on the offspring or the parent?&lt;br /&gt;
* &#039;&#039;&#039;SIGHTED METHOD:&#039;&#039;&#039; Read the F2 offspring&#039;s genome. Does it have fewer mixed genes than the F1 parent?&lt;br /&gt;
&lt;br /&gt;
If the F2 offspring is BETTER → KEEP IT. The offspring replaces that F1 parent in the breeding pair.&lt;br /&gt;
&lt;br /&gt;
If the F2 offspring is WORSE → DISCARD IT. You can cage to sell, or release this baby. Breed again and try with a new offspring.&lt;br /&gt;
&lt;br /&gt;
The new breeding pair is now: upgraded F2 offspring × the other F1 parent (opposite sex).&lt;br /&gt;
&lt;br /&gt;
=== Step 5: Repeat ===&lt;br /&gt;
&lt;br /&gt;
Continue the upgrade-and-replace cycle. Each generation:&lt;br /&gt;
* Breed the current pair&lt;br /&gt;
* Compare offspring to the same-sex parent&lt;br /&gt;
* Replace the parent if the offspring is better&lt;br /&gt;
* Discard if worse&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;BLIND clarification:&#039;&#039;&#039; you&#039;re done when offspring stats are perfectly consistent across multiple generations — no more fluctuation.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;SIGHTED clarification:&#039;&#039;&#039; you&#039;re done when the offspring&#039;s genome shows zero ⦿ genes — all genes are either ⬤ or 〇.&lt;br /&gt;
&lt;br /&gt;
=== Keep the Wild-Caught Parents (Until You&#039;re Done) ===&lt;br /&gt;
&lt;br /&gt;
During clarification, genetic information DEGRADES. When a mixed gene resolves to ⬤ or 〇, one of the two original alleles is lost. The wild-caught parents are your GENETIC BACKUP. After clarification is complete, you can FOLD IN any lost genetic information from them back into the clarified line. Without them, those lost genes are gone forever.&lt;br /&gt;
&lt;br /&gt;
* Clarification makes the line PREDICTABLE (no more mixed genes)&lt;br /&gt;
* But it may also make it WORSE (some stat genes lost to dominant)&lt;br /&gt;
* The wild-caught parents let you RECOVER what was lost&lt;br /&gt;
* Fold-in techniques are covered in [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
&lt;br /&gt;
Never release, cage, or lose your wild-caught originals until the line is fully clarified AND you&#039;ve completed any fold-ins you need.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note on structure: The steps above apply to both blind and sighted methods — the breeding process is identical. What differs is how you EVALUATE offspring at each step. Part 1 covers evaluation without the Genetics skill (using stat changes as a proxy). Part 2 covers evaluation with the Genetics skill (reading the genome directly). If you are just starting out, go to Part 1. If you already have Genetics leveled, you can skip ahead to Part 2.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 1: Blind Clarification (Without Genetics Skill) ==&lt;br /&gt;
&lt;br /&gt;
Blind Clarification is where every breeder starts. You don&#039;t need the Genetics skill — you can begin clarifying the moment you unlock Animal Husbandry. This method uses STAT CHANGES IN OFFSPRING as a proxy to infer the genetic state of the parents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ARTHROPODS:&#039;&#039;&#039; Stats express ONLY at double recessive (〇). Simple rule: recessive = stat, dominant or mixed = no stat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HORSES:&#039;&#039;&#039; More complex. Some stat genes express at 〇, but others express at ⬤ or ⦿. Some genes are dual-stat: they express one stat at double recessive and a different stat at double dominant/mixed.&lt;br /&gt;
&lt;br /&gt;
Arthropod breeders can completely blind clarify. Horse breeders can use blind clarification to make progress, but cannot fully blind clarify — they will need to transition to sighted clarification.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
&lt;br /&gt;
* Animal Handling 50 → unlock Animal Husbandry. Trainer: [[Leah Bowman]] in [[Povus]] (requires Friends favor)&lt;br /&gt;
* At least 4 stable slots (2 parents + offspring being bred back + active breeding slot)&lt;br /&gt;
* Genetics skill is not required to get started, but work on it simultaneously — you will need it for fold-ins and targeted gene work&lt;br /&gt;
&lt;br /&gt;
=== How to Evaluate: Reading Stats ===&lt;br /&gt;
&lt;br /&gt;
Breed the pair, record the offspring&#039;s stats, and compare across multiple offspring from the SAME parent pair over time:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CONSISTENT stats&#039;&#039;&#039; (same value across offspring over time) → Those stat genes are likely CLARIFIED in both parents. No mixed genes are involved.&lt;br /&gt;
* &#039;&#039;&#039;FLUCTUATING stats&#039;&#039;&#039; (different values between offspring) → At least one parent has MIXED (⦿) genes at the positions controlling that stat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You&#039;ll typically only have one offspring at a time due to stable slot limits. You&#039;re comparing from your NOTES across breeding cycles — not looking at multiple babies side-by-side. This is why recording stats matters early on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Confirming Clarification ===&lt;br /&gt;
&lt;br /&gt;
A stat gene is &amp;quot;blind-confirmed clarified&amp;quot; when:&lt;br /&gt;
* Multiple generations of crosses produce the SAME stat value consistently&lt;br /&gt;
* Backcrossing to both parents produces stable results&lt;br /&gt;
* No new stat fluctuations appear&lt;br /&gt;
&lt;br /&gt;
=== Why Backcross to Parents Specifically? ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;THE PARENT IS YOUR CONTROL.&#039;&#039;&#039; You know the parent&#039;s stats. Any variation you see comes from the offspring&#039;s unknown alleles.&lt;br /&gt;
# &#039;&#039;&#039;CONVERGENCE.&#039;&#039;&#039; Each backcross generation makes the offspring&#039;s genome more similar to the parent.&lt;br /&gt;
# &#039;&#039;&#039;FEWER VARIABLES.&#039;&#039;&#039; Sibling crosses introduce variation from BOTH sides. Backcrossing pins one side down.&lt;br /&gt;
&lt;br /&gt;
=== Tracking Stats: What to Watch ===&lt;br /&gt;
&lt;br /&gt;
Both species have 7 stats controlled by genes in the genome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The 7 arthropod (pet) stats:&#039;&#039;&#039;&lt;br /&gt;
* Ferocity (damage per attack)&lt;br /&gt;
* Toughness (maximum health)&lt;br /&gt;
* Ruggedness (maximum armor)&lt;br /&gt;
* Virility/Fertility (breeding success, same-sex offspring bias)&lt;br /&gt;
* Friendliness (bonding speed, burst evasion)&lt;br /&gt;
* Enthusiasm (critical hit chance)&lt;br /&gt;
* Intelligence (combat XP, accuracy, cross-species offspring)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The 7 horse (mount) stats:&#039;&#039;&#039;&lt;br /&gt;
* Temperament (how &amp;quot;hot&amp;quot; the mount is; affects anxiety maximum and movement speed)&lt;br /&gt;
* Toughness (resilience; increases anxiety maximum, decreases anxiety damage taken)&lt;br /&gt;
* Ruggedness (pack animal quality; increases saddlebag space, anxiety recovery rate)&lt;br /&gt;
* Enthusiasm (eagerness; increases overall speed and acceleration)&lt;br /&gt;
* Friendliness (handling ease; increases turn speed, decreases ability cooldowns and costs)&lt;br /&gt;
* Intelligence (quick learner; decreases ability cooldowns, improves water navigation; slows anxiety regeneration)&lt;br /&gt;
* Virility (breeding trait; increases acceleration and jump distance)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: These genome stats feed into the derived performance stats you see in the Mount window while riding (Top Speed, Acceleration, Turning Speed, etc.). Those displayed values are calculated from the genome stats above, plus tack equipment. What you are breeding for is the genome stats — the derived stats follow.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Practical Tips for Blind Clarification ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;MORE DATA = MORE CONFIDENCE.&#039;&#039;&#039; One offspring tells you almost nothing. After five or more breeding cycles, you can be reasonably confident which stats are stable.&lt;br /&gt;
# &#039;&#039;&#039;RECORDS ARE TRAINING WHEELS.&#039;&#039;&#039; Write down every offspring&#039;s stats when starting out. Dial back the paperwork as you gain experience.&lt;br /&gt;
# &#039;&#039;&#039;PATIENCE.&#039;&#039;&#039; Blind Clarification takes MORE generations than sighted. This is a marathon.&lt;br /&gt;
# &#039;&#039;&#039;PARTIAL GENETICS SKILL HELPS.&#039;&#039;&#039; Every visible gene is one fewer you need to infer from stats.&lt;br /&gt;
# &#039;&#039;&#039;STAT FLOORS EXIST.&#039;&#039;&#039; A stat consistently at the floor value means those genes are likely all ⬤ and already clarified.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note for horse breeders: Blind clarification is more limited for horses due to the dual-stat gene system and larger genome (1,576 positions vs 238). Always breed same breed to same breed when clarifying blind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An additional complication specific to horses: during the clarification process, it is possible for offspring to flip a breed switch, graduating to a different breed than the parent. When this happens, a new set of chromosomes becomes active, which changes which genes are expressing and will cause stats to shift in unexpected ways — not because your clarification work was lost, but because the active gene set changed. Do not be surprised if this happens.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If a breed-switched offspring occurs, try to breed a sibling from the same parent pair where the same breed switch has happened. Two horses of the same new breed can continue the clarification process together. If you cannot produce a matching sibling, the breed-switched offspring may need to be released or sold — continuing to breed it against a different-breed parent will make clarification impossible to track.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 2: Sighted Clarification (With Genetics Skill) ==&lt;br /&gt;
&lt;br /&gt;
Once your Genetics skill is fully leveled and you can read the entire genome, you switch to sighted clarification. This is faster and more precise.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
&lt;br /&gt;
* Animal Handling 50 → unlock Animal Husbandry. Trainer: [[Leah Bowman]] in [[Povus]] (requires Friends favor)&lt;br /&gt;
* Genetics unlock: Arthropod Anatomy 25 → [[Gerrux]] quest chain (Povus). Completing the chain rewards the &amp;quot;Secrets of Arthropod Genetics&amp;quot; book directly AND unlocks the analyzer barter with Gerrux. Reading the book unlocks the Arthropod Genetics skill. For horses, use the newly-unlocked barter to purchase the Non-Ruminant Ungulate Genetics book from Gerrux with Xogrite Chunks. Alternate path: hangouts with [[Pitre Ferrence]] (Vidaria) unlock both skills, but without access to analyzers.&lt;br /&gt;
* &#039;&#039;For horses: always breed same breed to same breed. Breed switches can occur during clarification, causing offspring to graduate to a different breed. See the horse breeder note in Part 1 for how to handle this.&#039;&#039;&lt;br /&gt;
* The Genetics skill levels by using an Analyzer on creature corpses in the field. The Analyzer must be in your inventory.&lt;br /&gt;
* Analyzers from Gerrux in Old Town, Povus — cost 4 Xogrite Chunks each, 5% chance to break per use&lt;br /&gt;
&lt;br /&gt;
=== Reading the Genome ===&lt;br /&gt;
&lt;br /&gt;
The in-game genetics window displays each gene as a circle:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Symbol !! Name !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ || Dominant || Double dominant. Breeds true.&lt;br /&gt;
|-&lt;br /&gt;
| 〇 || Recessive || Double recessive. Breeds true.&lt;br /&gt;
|-&lt;br /&gt;
| ⦿ || Mixed || One dominant, one recessive. Does not breed true.&lt;br /&gt;
|-&lt;br /&gt;
| ? || Unknown || Genetics skill too low to read this position.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The genome can also be exported as plain text: D (dominant), R (recessive), x (mixed). The genetics window and the text export use different symbols for the same information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your goal: eliminate every ⦿. Turn every mixed gene into ⬤ or 〇.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== The Method: Upgrade and Replace (By Genome) ===&lt;br /&gt;
&lt;br /&gt;
==== Step 1: Read Both Parents&#039; Genomes ====&lt;br /&gt;
&lt;br /&gt;
Identify every position that shows ⦿ (mixed) in either parent. These are your targets. Export the genomes to text and put them side-by-side to create your &amp;quot;work list.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Step 2: Assess the Scope ====&lt;br /&gt;
&lt;br /&gt;
* 1–5 mixed genes: Quick cleanup. A few generations should do it.&lt;br /&gt;
* 5–15 mixed genes: Moderate project. Plan for several rounds of breeding.&lt;br /&gt;
* 15+ mixed genes: Major undertaking. Consider whether a different starting pair would be more efficient.&lt;br /&gt;
&lt;br /&gt;
==== Step 3: Cross the Parents ====&lt;br /&gt;
&lt;br /&gt;
Breed Parent A × Parent B. Read the offspring&#039;s genome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parent A !! Parent B !! Offspring Possibilities&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ || ⬤ || 100% ⬤ — already clarified&lt;br /&gt;
|-&lt;br /&gt;
| 〇 || 〇 || 100% 〇 — already clarified&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ || 〇 || 100% ⦿ — WORSE (newly mixed)&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ || ⦿ || 50% ⬤, 50% ⦿&lt;br /&gt;
|-&lt;br /&gt;
| 〇 || ⦿ || 50% 〇, 50% ⦿&lt;br /&gt;
|-&lt;br /&gt;
| ⦿ || ⦿ || 25% ⬤, 50% ⦿, 25% 〇&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Key insight: Crossing two parents that are BOTH clarified but at OPPOSITE states (⬤ × 〇) creates a FULLY MIXED offspring at that position. When choosing a starting pair, try to pick specimens that match at as many positions as possible.&lt;br /&gt;
&lt;br /&gt;
==== Step 4: Compare Offspring to Parents ====&lt;br /&gt;
&lt;br /&gt;
* Parent was ⦿, offspring is ⬤ or 〇 → that gene CLARIFIED (improvement)&lt;br /&gt;
* Parent was ⦿, offspring is still ⦿ → no change (try again next generation)&lt;br /&gt;
* Parent was ⬤ or 〇, offspring matches → already stable (no action needed)&lt;br /&gt;
&lt;br /&gt;
==== Step 5: Replace the Worse Parent ====&lt;br /&gt;
&lt;br /&gt;
If the offspring has FEWER mixed genes than one of the parents, replace the worse parent with the better child.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* Parent A has 12 mixed genes, Parent B has 8, Offspring has 6&lt;br /&gt;
* Offspring is better than BOTH parents → replace the worst one (Parent A)&lt;br /&gt;
* New breeding pair: Offspring × Parent B&lt;br /&gt;
&lt;br /&gt;
==== Step 6: Repeat Until Clear ====&lt;br /&gt;
&lt;br /&gt;
Continue the upgrade-and-replace cycle until the offspring&#039;s genome shows ZERO ⦿ positions. Every gene is ⬤ or 〇. The specimen breeds true.&lt;br /&gt;
&lt;br /&gt;
=== Practical Notes for Sighted Clarification ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;PRIORITIZE STAT GENES.&#039;&#039;&#039; Clarify stat genes first — specimen stats for arthropods, mount stats for horses. Appearance genes (color, particles) can wait. See [[The Complete Guide to Gene Hunting and Fold-Ins]] for targeted gene work.&lt;br /&gt;
# &#039;&#039;&#039;GENE POSITIONS MATTER.&#039;&#039;&#039; Stat genes are scattered across all chromosomes. A single chromosome might contain genes for multiple stats.&lt;br /&gt;
# &#039;&#039;&#039;STAT EXPRESSION VARIES BY SPECIES.&#039;&#039;&#039; For arthropods, stat genes must be 〇 to contribute. For horses, most express at 〇, but some express at ⬤ or ⦿ (see Part 1).&lt;br /&gt;
# &#039;&#039;&#039;KEEP THE ORIGINAL PARENTS.&#039;&#039;&#039; Never release your starting pair until the line is fully clarified.&lt;br /&gt;
# &#039;&#039;&#039;TRACK WHEN LEARNING.&#039;&#039;&#039; A spreadsheet or text file saves time while you&#039;re learning.&lt;br /&gt;
# &#039;&#039;&#039;WILD SPECIMENS ARE MOSTLY PRE-CLARIFIED.&#039;&#039;&#039; Your &amp;quot;work list&amp;quot; is usually shorter than you&#039;d expect.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 3: Combining Blind and Sighted Methods ==&lt;br /&gt;
&lt;br /&gt;
Most breeders will progress through both methods naturally. The ideal workflow:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;START BLIND IMMEDIATELY.&#039;&#039;&#039; You only need AH 50 and Animal Husbandry to begin. Don&#039;t wait for Genetics.&lt;br /&gt;
# &#039;&#039;&#039;UNLOCK GENETICS WHEN READY.&#039;&#039;&#039; Arthropod Anatomy 25 → Gerrux quest chain. The chain rewards the Arthropod Genetics book AND unlocks the analyzer barter. Level by using Analyzers on corpses.&lt;br /&gt;
# &#039;&#039;&#039;USE PARTIAL VISION.&#039;&#039;&#039; As Genetics reveals more genes, use visible genes to CONFIRM your blind work.&lt;br /&gt;
# &#039;&#039;&#039;FOCUS BLIND EFFORTS ON THE GAPS.&#039;&#039;&#039; Concentrate stat-tracking on positions still showing &amp;quot;?&amp;quot; in your genome window.&lt;br /&gt;
# &#039;&#039;&#039;SWITCH TO FULLY SIGHTED.&#039;&#039;&#039; Eventually your Genetics skill (plus analyzers) reveals the full genome.&lt;br /&gt;
&lt;br /&gt;
This progression means you&#039;re NEVER idle. Breeding progress continues even while the skill that lets you see that progress is still being leveled.&lt;br /&gt;
&lt;br /&gt;
=== Blind vs Sighted: Comparison ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Aspect !! Blind !! Sighted&lt;br /&gt;
|-&lt;br /&gt;
| Requires Genetics? || No || Yes (fully leveled + analyzers)&lt;br /&gt;
|-&lt;br /&gt;
| Speed || Slower (needs many generations) || Faster (read genes directly)&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Statistical inference || Exact knowledge&lt;br /&gt;
|-&lt;br /&gt;
| Starting point || Anyone with AH 50+ || Species-specific unlock&lt;br /&gt;
|-&lt;br /&gt;
| Cost || Time + stable slots || Xogrite + analyzers + time&lt;br /&gt;
|-&lt;br /&gt;
| Can fully clarify? || Arthropods: yes. Horses: no || Yes, with certainty&lt;br /&gt;
|-&lt;br /&gt;
| Best for || Early progress, no prereqs || Targeted, efficient breeding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What&#039;s Next? ==&lt;br /&gt;
&lt;br /&gt;
With a clarified line, you&#039;re ready for the next stage of the process: gene hunting and fold-ins. See [[The Complete Guide to Gene Hunting and Fold-Ins]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Research and knowledge by Kaskrim. Compiled by AI Elara. Based on 4.5+ years of genetics research.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;twitch.tv/kaskrim&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This article is part of the [[Project Gorgon Genetics Research By Kaskrim|Project Gorgon Genetics Research]] series by Kaskrim.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Genetics_Basics_and_Inbreeding&amp;diff=277222</id>
		<title>Genetics Basics and Inbreeding</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Genetics_Basics_and_Inbreeding&amp;diff=277222"/>
		<updated>2026-06-07T10:34:14Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| border = blue&lt;br /&gt;
| type = This page is part of &#039;&#039;&#039;[[Project Gorgon Genetics Research By Kaskrim]]&#039;&#039;&#039;&lt;br /&gt;
| info =&lt;br /&gt;
Getting Started: [[Getting Started With Genetics]], [[Genetics Basics and Inbreeding]]&lt;br /&gt;
Core Techniques: [[The Complete Guide to Genetics Clarification]], [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
Foundational Reference: [[Genome Foundations: Structure and Expression]]&lt;br /&gt;
Genome Structure: [[Arthropod Genome Structure]], [[Horse Genome Structure]]&lt;br /&gt;
Color and Appearance: [[Color in the Arthropod Genome]]&lt;br /&gt;
Reference: [[Project Gorgon Genetics — Master Glossary]]}}[[Category:Guides]]&lt;br /&gt;
&#039;&#039;Written by Kaskrim &amp;amp;bull; Scribed by AI Elara &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Project Gorgon&#039;s breeding system uses real Mendelian genetics. Understanding this system is the foundation for everything else — clarification, fold-ins, stat optimization, and visual trait breeding all depend on these rules. It also explains one of the most counterintuitive facts new breeders encounter: in Project Gorgon, inbreeding is not just acceptable — it is the recommended method.&lt;br /&gt;
&lt;br /&gt;
Start with the basics. Everything else follows from them.&lt;br /&gt;
&lt;br /&gt;
This article covers three connected topics:&lt;br /&gt;
# How genes work (Mendelian fundamentals)&lt;br /&gt;
# Why first-generation offspring have bad stats — a direct consequence of the above&lt;br /&gt;
# Why inbreeding is OK in PG — and why it is the recommended fix&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A quick reference glossary is included at the end of this article (full glossary available in the [[Project Gorgon Genetics — Master Glossary]] article).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Notation Guide ==&lt;br /&gt;
&lt;br /&gt;
This article uses the standard visual symbols throughout.&lt;br /&gt;
&lt;br /&gt;
=== In-Game Visual (what you see in the genetics window) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Symbol !! Name !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ || Dominant || Both alleles are dominant&lt;br /&gt;
|-&lt;br /&gt;
| 〇 || Recessive || Both alleles are recessive&lt;br /&gt;
|-&lt;br /&gt;
| ⦿ || Mixed || One dominant allele, one recessive allele&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Text Export Format ===&lt;br /&gt;
&lt;br /&gt;
The game can also export a specimen&#039;s genome as a plain text file. The text export uses a different notation from the genetics window:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Overview]&lt;br /&gt;
Format=v1.0&lt;br /&gt;
Character=PlayerName&lt;br /&gt;
Entity=Baby Fae Bee 2483&lt;br /&gt;
Genome=BeeWasp&lt;br /&gt;
&lt;br /&gt;
[Genes]&lt;br /&gt;
01=  RRRR RxRR RRRx RRRD ...&lt;br /&gt;
02=  ...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Text export uses: &#039;&#039;&#039;D&#039;&#039;&#039; = ⬤ (dominant), &#039;&#039;&#039;R&#039;&#039;&#039; = 〇 (recessive), &#039;&#039;&#039;x&#039;&#039;&#039; = ⦿ (mixed), &#039;&#039;&#039;?&#039;&#039;&#039; = unknown&lt;br /&gt;
&lt;br /&gt;
These are two distinct formats — the genetics window and the text export use different symbols for the same information.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 1: How Genes Work ==&lt;br /&gt;
&lt;br /&gt;
=== Every Gene Has Two Parts (Alleles) ===&lt;br /&gt;
&lt;br /&gt;
Each gene position in the genome carries TWO copies of the gene, called alleles. You can think of each gene as having a LEFT side and a RIGHT side. One allele is inherited from the mother, and one from the father.&lt;br /&gt;
&lt;br /&gt;
Each allele can be either DOMINANT or RECESSIVE. The combination of those two alleles determines the gene&#039;s state, which is what you see as a single symbol:&lt;br /&gt;
&lt;br /&gt;
* ⬤ (dominant) — both alleles are dominant. Text export: D.&lt;br /&gt;
* 〇 (recessive) — both alleles are recessive. Text export: R.&lt;br /&gt;
* ⦿ (mixed) — one dominant, one recessive. Text export: x.&lt;br /&gt;
&lt;br /&gt;
=== How Traits Are Masked ===&lt;br /&gt;
&lt;br /&gt;
This two-part structure is what makes genetics interesting — and tricky. A mixed gene (⦿) LOOKS like a dominant gene for most decode purposes, but it CARRIES a hidden recessive allele that can be passed to offspring.&lt;br /&gt;
&lt;br /&gt;
For arthropod stats specifically, only recessive (〇) expresses the stat bonus. This means:&lt;br /&gt;
&lt;br /&gt;
* ⬤ = stat is OFF. Both alleles are dominant. No bonus.&lt;br /&gt;
* ⦿ = stat is OFF. One dominant allele MASKS the recessive one. The recessive allele is there, hidden, but the dominant allele prevents the stat from expressing. The trait is &amp;quot;carried&amp;quot; but not visible.&lt;br /&gt;
* 〇 = stat is ON. Both alleles are recessive. Nothing to mask it.&lt;br /&gt;
&lt;br /&gt;
This is why a specimen can CARRY a good gene without SHOWING it. A ⦿ gene holds the recessive allele silently — it can be passed to offspring, but it does not activate the stat bonus in the carrier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This example specifically covers arthropod stat expression. Horses have some differences. See the [[Horse Genome Structure]] article for how horses differ.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== How Inheritance Works ===&lt;br /&gt;
&lt;br /&gt;
When two specimens breed, each parent donates ONE of their two alleles to the offspring (chosen randomly, 50/50). The offspring then has two alleles: one from mom, one from dad. Each gene rolls &#039;&#039;&#039;independently&#039;&#039;&#039; — the result at one gene position has no effect on any other position.&lt;br /&gt;
&lt;br /&gt;
This is why it is called &amp;quot;Mendelian&amp;quot; genetics — Gregor Mendel discovered these rules in the 1860s using pea plants. Project Gorgon implements them faithfully.&lt;br /&gt;
&lt;br /&gt;
=== The Six Possible Crosses ===&lt;br /&gt;
&lt;br /&gt;
Here is every possible combination of parents and what their offspring will be. These percentages apply to EACH GENE INDEPENDENTLY.&lt;br /&gt;
&lt;br /&gt;
==== Cross 1: ⬤ × ⬤ (dominant × dominant) ====&lt;br /&gt;
&lt;br /&gt;
* Parent 1 donates: dominant allele (100% of the time)&lt;br /&gt;
* Parent 2 donates: dominant allele (100% of the time)&lt;br /&gt;
* Offspring: ⬤&lt;br /&gt;
&lt;br /&gt;
Both parents can only give dominant alleles. Every offspring is ⬤. This gene is LOCKED dominant. It will never change without introducing new genetics from outside.&lt;br /&gt;
&lt;br /&gt;
==== Cross 2: ⬤ × 〇 (dominant × recessive) ====&lt;br /&gt;
&lt;br /&gt;
* Parent 1 donates: dominant allele (100% of the time)&lt;br /&gt;
* Parent 2 donates: recessive allele (100% of the time)&lt;br /&gt;
* Offspring: ⦿ (mixed)&lt;br /&gt;
&lt;br /&gt;
One parent always gives dominant, the other always gives recessive. Every single offspring will be ⦿ at this position. No exceptions. The stat is NOT expressed in any offspring (⦿ does not trigger stat bonuses). But every offspring CARRIES the recessive allele.&lt;br /&gt;
&lt;br /&gt;
==== Cross 3: ⬤ × ⦿ (dominant × mixed) ====&lt;br /&gt;
&lt;br /&gt;
* Parent 1 donates: dominant allele (100% of the time)&lt;br /&gt;
* Parent 2 donates: dominant allele (50%) or recessive allele (50%)&lt;br /&gt;
* Offspring: 50% ⬤, 50% ⦿&lt;br /&gt;
&lt;br /&gt;
The dominant parent always gives dominant. The mixed parent flips a coin. Half the offspring will be ⬤ (locked dominant), half will be ⦿ (still carrying the recessive). No offspring will be 〇. This cross can NEVER produce a recessive.&lt;br /&gt;
&lt;br /&gt;
==== Cross 4: ⦿ × ⦿ (mixed × mixed) ====&lt;br /&gt;
&lt;br /&gt;
* Parent 1 donates: dominant (50%) or recessive (50%)&lt;br /&gt;
* Parent 2 donates: dominant (50%) or recessive (50%)&lt;br /&gt;
* Offspring: 25% ⬤, 50% ⦿, 25% 〇&lt;br /&gt;
&lt;br /&gt;
Both parents flip a coin. Four equally likely outcomes:&lt;br /&gt;
* dominant from mom + dominant from dad = ⬤ (25%)&lt;br /&gt;
* dominant from mom + recessive from dad = ⦿ (25%)&lt;br /&gt;
* recessive from mom + dominant from dad = ⦿ (25%)&lt;br /&gt;
* recessive from mom + recessive from dad = 〇 (25%)&lt;br /&gt;
&lt;br /&gt;
This is the ONLY cross involving a dominant allele that can produce 〇. It is also unpredictable — you get a random mix every time. This cross is used in the SIBLING CROSS method to lock a target gene at 〇 with a 25% chance per offspring.&lt;br /&gt;
&lt;br /&gt;
==== Cross 5: ⦿ × 〇 (mixed × recessive) ====&lt;br /&gt;
&lt;br /&gt;
* Parent 1 donates: dominant (50%) or recessive (50%)&lt;br /&gt;
* Parent 2 donates: recessive allele (100% of the time)&lt;br /&gt;
* Offspring: 50% ⦿, 50% 〇&lt;br /&gt;
&lt;br /&gt;
The recessive parent always gives recessive. The mixed parent flips a coin. Half the offspring will be ⦿ (still carrying the dominant allele), half will be 〇 (gene locked). This is the key cross during back-crossing: the clarified parent is 〇, the offspring being cleaned up is ⦿. Each generation, there is a 50% chance the gene flips to 〇 (locked) or stays ⦿ (still needs work).&lt;br /&gt;
&lt;br /&gt;
==== Cross 6: 〇 × 〇 (recessive × recessive) ====&lt;br /&gt;
&lt;br /&gt;
* Parent 1 donates: recessive allele (100% of the time)&lt;br /&gt;
* Parent 2 donates: recessive allele (100% of the time)&lt;br /&gt;
* Offspring: 〇&lt;br /&gt;
&lt;br /&gt;
Both parents can only give recessive alleles. Every offspring is 〇. This gene is LOCKED recessive. The stat bonus will express in every offspring, every time, forever. This is the goal for stat genes in arthropods.&lt;br /&gt;
&lt;br /&gt;
=== Summary Table ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cross !! ⬤% !! ⦿% !! 〇% !! Can produce 〇?&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ × ⬤ || 100 || 0 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ × 〇 || 0 || 100 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ × ⦿ || 50 || 50 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| ⦿ × ⦿ || 25 || 50 || 25 || Yes (25%)&lt;br /&gt;
|-&lt;br /&gt;
| ⦿ × 〇 || 0 || 50 || 50 || Yes (50%)&lt;br /&gt;
|-&lt;br /&gt;
| 〇 × 〇 || 0 || 0 || 100 || Yes (100%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Key Takeaways ===&lt;br /&gt;
&lt;br /&gt;
* Each gene has 2 alleles. Each parent donates 1 randomly.&lt;br /&gt;
* Each gene rolls &#039;&#039;&#039;independently&#039;&#039;&#039; — results at one gene do not affect others.&lt;br /&gt;
* A dominant allele MASKS a recessive allele in ⦿ genes. The recessive is carried but does not express.&lt;br /&gt;
* Only 3 crosses can produce 〇: ⦿ × ⦿ (25%), ⦿ × 〇 (50%), 〇 × 〇 (100%).&lt;br /&gt;
* ⬤ × 〇 always produces ⦿ offspring. This is why first-gen wild crosses have bad stats.&lt;br /&gt;
* Clarification means breeding until every gene is ⬤ or 〇 — eliminating all mixed genes so that breeding results are 100% predictable.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What &amp;quot;Mixed&amp;quot; Really Means ==&lt;br /&gt;
&lt;br /&gt;
Mixed genes (⦿) are the core challenge of breeding. Understanding them is understanding the whole system.&lt;br /&gt;
&lt;br /&gt;
A ⦿ gene has one dominant allele and one recessive allele. For decode purposes it behaves like dominant. The specimen decode looks the same as if it were ⬤ at that position.&lt;br /&gt;
&lt;br /&gt;
But genetically, ⦿ is completely different from ⬤. A ⬤ parent can only pass dominant alleles. A ⦿ parent passes dominant half the time and recessive half the time. This invisible difference is what makes breeding possible — and what makes it take so long.&lt;br /&gt;
&lt;br /&gt;
=== The Trap for New Breeders ===&lt;br /&gt;
&lt;br /&gt;
Two specimens can have identical visible traits but completely different genetic potential. One might be ⬤ at every stat gene (no room for improvement), while the other is ⦿ at several (each one a candidate for breeding to 〇). You cannot tell them apart without the Genetics skill or careful record-keeping.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats tell you what a specimen IS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Genetics tells you what a specimen CAN BECOME.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What Is Clarification? ==&lt;br /&gt;
&lt;br /&gt;
A clarified specimen has NO mixed genes anywhere in its genome. Every single position is either ⬤ or 〇.&lt;br /&gt;
&lt;br /&gt;
Why does this matter? ⦿ genes are coin flips. Every ⦿ position in a parent means the offspring at that position is unpredictable. With 238 gene positions (for arthropods — horses have significantly more), even a few mixed genes create significant variation between siblings.&lt;br /&gt;
&lt;br /&gt;
A clarified specimen crossed with another clarified specimen of the same line produces IDENTICAL offspring every time (at the clarified positions). No randomness. No surprises. You know exactly what the offspring will be before they are born.&lt;br /&gt;
&lt;br /&gt;
Clarification is the foundation of all serious breeding. You cannot engineer specific stat combinations, fold in new genes precisely, or plan breeding lines without it. Everything else in advanced breeding assumes your base line is clarified.&lt;br /&gt;
&lt;br /&gt;
=== How to Clarify ===&lt;br /&gt;
&lt;br /&gt;
# Start with a wild-caught pair. Breed them together.&lt;br /&gt;
# First generation (F1) will have many ⦿ genes. This is normal. Ignore the stats.&lt;br /&gt;
# Cross F1 siblings. Each ⦿ gene has a 25% chance of resolving to ⬤ or 〇 per generation (Cross 4: ⦿ × ⦿).&lt;br /&gt;
# Select offspring with fewer ⦿ genes (if you can see the genome) or more consistent stats (if breeding blind).&lt;br /&gt;
# Repeat. Each generation, more mixed genes resolve. Eventually every position is locked.&lt;br /&gt;
&lt;br /&gt;
This takes many generations. There is no shortcut. But each generation is measurable progress toward a specimen that breeds true.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Clarification is a deep topic. This section covers the basics. For a full treatment of both blind and sighted clarification methods, see the dedicated [[The Complete Guide to Genetics Clarification]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 2: Why First-Generation Offspring Have Bad Stats ==&lt;br /&gt;
&lt;br /&gt;
When you tame a wild specimen and breed it with your established line, the first generation of offspring will almost always have worse stats than either parent. This is not bad luck — it is a predictable consequence of the Mendelian rules above.&lt;br /&gt;
&lt;br /&gt;
=== What Happens When You Cross Wild × Clarified ===&lt;br /&gt;
&lt;br /&gt;
A clarified line specimen has every gene locked at either ⬤ or 〇 — no ⦿ genes. The stat genes are at 〇, which is why the specimen has good stats.&lt;br /&gt;
&lt;br /&gt;
A wild specimen has its own set of ⬤ and 〇 genes, but they are in DIFFERENT positions than your clarified line. Some of the wild specimen&#039;s genes will be ⬤ where your line has 〇, and vice versa.&lt;br /&gt;
&lt;br /&gt;
When you cross them (this is Cross 2: ⬤ × 〇 = 100% ⦿):&lt;br /&gt;
* Where both parents are 〇: offspring is 〇. Stat expresses. Good.&lt;br /&gt;
* Where both parents are ⬤: offspring is ⬤. No stat. Neutral.&lt;br /&gt;
* Where one parent is 〇 and the other is ⬤: offspring is ⦿ (mixed). The stat does NOT express because ⦿ is not recessive.&lt;br /&gt;
&lt;br /&gt;
That last case is the problem. Every gene where the wild specimen differs from your line becomes ⦿ in the offspring — and ⦿ genes do not express their stat bonus. The first generation inherits a genome full of mixed genes, and each ⦿ is a stat bonus that has been temporarily turned OFF.&lt;br /&gt;
&lt;br /&gt;
=== The Result ===&lt;br /&gt;
&lt;br /&gt;
The offspring has fewer active stat genes than either parent. Stats drop. The specimen looks worse on paper. This is EXPECTED and TEMPORARY.&lt;br /&gt;
&lt;br /&gt;
=== Why It Gets Better ===&lt;br /&gt;
&lt;br /&gt;
Those ⦿ genes can be bred back to recessive through subsequent generations. When you back-cross the offspring to the clarified parent (Cross 5: ⦿ × 〇), each ⦿ gene has a 50% chance per generation to return to 〇. Over several generations, you converge back toward the clarified line&#039;s genome — but now carrying the new gene you wanted from the wild specimen.&lt;br /&gt;
&lt;br /&gt;
The stat dip in generation 1 is the cost of introducing new genetic material. It always recovers if you follow through with the breeding program.&lt;br /&gt;
&lt;br /&gt;
=== Key Takeaway ===&lt;br /&gt;
&lt;br /&gt;
If your first-generation cross has bad stats, do not panic and do not release it. The stats WILL recover as you breed the ⦿ genes back to 〇. This is normal. This is how genetics works.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 3: Why Inbreeding Is OK in Project Gorgon ==&lt;br /&gt;
&lt;br /&gt;
The recovery method described above — back-crossing offspring to the clarified parent — IS inbreeding. And here is why that is not a problem.&lt;br /&gt;
&lt;br /&gt;
Now that you understand how genes work, you can understand why one of the most counterintuitive things about PG breeding is actually true: inbreeding is not just safe — it is the recommended method.&lt;br /&gt;
&lt;br /&gt;
In real life, inbreeding is avoided because it causes &amp;quot;inbreeding depression&amp;quot; — a buildup of harmful recessive genes that leads to genetic defects, reduced fertility, weakened immune systems, and other health problems. This happens because most organisms carry hidden harmful recessives that only cause problems when both parents pass on the same one.&lt;br /&gt;
&lt;br /&gt;
=== Project Gorgon Does Not Model This ===&lt;br /&gt;
&lt;br /&gt;
* There are NO harmful recessive genes.&lt;br /&gt;
* There is NO inbreeding depression.&lt;br /&gt;
* There are NO genetic defects from breeding related specimens.&lt;br /&gt;
* There is NO reduced fertility from inbreeding.&lt;br /&gt;
* There is NO penalty of any kind for breeding parent to child, sibling to sibling, or any other combination of related specimens.&lt;br /&gt;
&lt;br /&gt;
Every gene in PG is independent. A gene is ⬤, 〇, or ⦿. That is all it does. There is no hidden &amp;quot;harmful&amp;quot; flag. A 〇 gene does not become more dangerous when doubled up — it simply expresses its stat bonus (for arthropods) or its visual trait.&lt;br /&gt;
&lt;br /&gt;
=== Why Inbreeding Is Actually Recommended ===&lt;br /&gt;
&lt;br /&gt;
Back-crossing (breeding offspring back to a parent) is the STANDARD and MOST PRACTICAL method for:&lt;br /&gt;
* Clarifying genes (eliminating ⦿ positions)&lt;br /&gt;
* Folding in new genes from wild specimens&lt;br /&gt;
* Converging offspring toward a desired genome&lt;br /&gt;
&lt;br /&gt;
Gene clarification relies heavily on back-crossing to the clarified parent. This IS inbreeding. It is the fastest and most efficient way to breed in PG.&lt;br /&gt;
&lt;br /&gt;
=== The Key Difference from Real Life ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Real life:&#039;&#039;&#039; Genes can carry harmful effects that only appear when doubled up. Inbreeding increases the chance of doubling up harmful recessives. Avoiding inbreeding keeps the population genetically diverse, which hides these harmful recessives behind healthy dominant copies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Project Gorgon:&#039;&#039;&#039; No gene carries a harmful effect. Doubling up recessives (〇) is the GOAL — it activates stat bonuses for arthropods. There is nothing to hide and nothing to avoid. Inbreeding is not just safe — it is optimal.&lt;br /&gt;
&lt;br /&gt;
Do not hesitate to breed related specimens. The game was designed this way.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Probability and Patience ==&lt;br /&gt;
&lt;br /&gt;
Here is the math that governs your breeding timeline.&lt;br /&gt;
&lt;br /&gt;
=== For a Single ⦿ Gene to Resolve to 〇 ===&lt;br /&gt;
&lt;br /&gt;
* ⦿ × ⦿ (sibling cross): 25% chance per offspring&lt;br /&gt;
* ⦿ × 〇 (back-cross): 50% chance per offspring&lt;br /&gt;
&lt;br /&gt;
=== For Multiple ⦿ Genes to All Resolve in One Offspring ===&lt;br /&gt;
&lt;br /&gt;
Probabilities multiply. If you have 5 ⦿ genes and you are back-crossing (50% each):&lt;br /&gt;
* Chance all 5 resolve to 〇 in one offspring: 0.5⁵ = 3.125%&lt;br /&gt;
* You would need roughly 32 offspring to expect one success&lt;br /&gt;
&lt;br /&gt;
This is why breeders work on one gene at a time rather than trying to fix everything at once. Lock one gene, then move to the next. Each locked 〇 gene is permanent progress that never regresses.&lt;br /&gt;
&lt;br /&gt;
Gestation in PG is 3 days (2 with incubator for bees, blankets for horses). At one breeding pair producing one offspring every 2–3 days, clarifying a full genome takes months to years of real time. This is the true bottleneck of breeding — not knowledge, but patience.&lt;br /&gt;
&lt;br /&gt;
The breeders who have achieved perfect 100-stat specimens (Deldaron and Azizah, so far) invested years of daily breeding to get there. Understanding genetics does not eliminate the time, but it eliminates wasted generations.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Practical Breeding Decisions ==&lt;br /&gt;
&lt;br /&gt;
=== Before You Can See the Genome (Blind Breeding) ===&lt;br /&gt;
&lt;br /&gt;
* Compare sibling stats. If siblings have very different stats, the parents have many ⦿ genes. If siblings are consistent, the parents are mostly clarified.&lt;br /&gt;
* Higher stats are not always better for breeding. A lower-stat offspring might have more genes locked at 〇 (which will breed true), while a higher-stat sibling got lucky with ⦿ genes that will not reliably pass on.&lt;br /&gt;
* Consistency across multiple offspring is more valuable than one high-stat outlier.&lt;br /&gt;
&lt;br /&gt;
=== After You Unlock Genetics ===&lt;br /&gt;
&lt;br /&gt;
* Prioritize removing ⦿ genes over chasing specific stats. A clarified specimen with moderate stats is a better breeding foundation than a ⦿-heavy specimen with high stats.&lt;br /&gt;
* Count the ⦿ genes in potential breeding pairs. Fewer ⦿ = faster clarification.&lt;br /&gt;
* Identify which ⦿ genes are at stat positions. Those are the ones worth targeting first.&lt;br /&gt;
&lt;br /&gt;
=== General Principles ===&lt;br /&gt;
&lt;br /&gt;
* Keep your original wild-caught pair alive. You may need to start over or back-cross to them.&lt;br /&gt;
* Inbreeding has zero penalty in PG. Back-crossing is the standard and recommended method. See Part 3.&lt;br /&gt;
* Caging neuters permanently. Never cage a specimen you might want to breed later. Once caged for trading, it can never breed again.&lt;br /&gt;
* Registered breeders cannot be caged. The only way to remove them from your stable slot is to release (permanently delete) them.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Quick Reference Glossary ==&lt;br /&gt;
&lt;br /&gt;
The terms below are defined here for quick reference. For the full genetics glossary covering all terms used across the article series, see the [[Project Gorgon Genetics — Master Glossary]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Allele&#039;&#039;&#039; || One copy of a gene. Every gene has two alleles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dominant&#039;&#039;&#039; || An allele type. In arthropods, dominant alleles suppress stat expression. Text export: D.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recessive&#039;&#039;&#039; || An allele type. In arthropods, stat bonuses only activate when both alleles are recessive. Text export: R.&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ || Both alleles dominant. No stat bonus. Breeds true.&lt;br /&gt;
|-&lt;br /&gt;
| 〇 || Both alleles recessive. Stat bonus active (arthropods). Breeds true. This is the goal for stat genes.&lt;br /&gt;
|-&lt;br /&gt;
| ⦿ || Mixed. One dominant, one recessive. No stat bonus. Does NOT breed true. Text export: x.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clarified&#039;&#039;&#039; || A specimen with no ⦿ genes. Every position is ⬤ or 〇. Breeds 100% predictably.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Back-cross&#039;&#039;&#039; || Breeding offspring back to a parent. ⦿ × 〇 gives 50% chance of 〇 per gene. The workhorse of clarification.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fold-in&#039;&#039;&#039; || Introducing a specific gene from an outside specimen into a clarified line.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Genome&#039;&#039;&#039; || The complete set of all genes in a specimen. Arthropods: 238 positions, 10 chromosomes. Horses: 1,576 positions, 48 chromosomes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chromosome&#039;&#039;&#039; || A group of genes. Arthropods have 10 (CR 1 through CR 10).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Floor&#039;&#039;&#039; || The minimum stat value all specimens of a species share, determined by genes locked across all wild archetypes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stat gene&#039;&#039;&#039; || A gene position that adds points to one of the 7 stats when expressed (〇 in arthropods).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cosmetic gene&#039;&#039;&#039; || A gene position that affects appearance but not stats.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Locked gene&#039;&#039;&#039; || A gene that is the same state across all wild specimens of a species. Cannot be changed except through mutation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Research and knowledge by Kaskrim. Compiled by AI Elara. Based on 4.5+ years of genetics research.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;twitch.tv/kaskrim&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This article is part of the [[Project Gorgon Genetics Research By Kaskrim|Project Gorgon Genetics Research]] series by Kaskrim.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Getting_Started_With_Genetics&amp;diff=277221</id>
		<title>Getting Started With Genetics</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Getting_Started_With_Genetics&amp;diff=277221"/>
		<updated>2026-06-07T10:33:25Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| border = blue&lt;br /&gt;
| type = This page is part of &#039;&#039;&#039;[[Project Gorgon Genetics Research By Kaskrim]]&#039;&#039;&#039;&lt;br /&gt;
| info =&lt;br /&gt;
Getting Started: [[Getting Started With Genetics]], [[Genetics Basics and Inbreeding]]&lt;br /&gt;
Core Techniques: [[The Complete Guide to Genetics Clarification]], [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
Foundational Reference: [[Genome Foundations: Structure and Expression]]&lt;br /&gt;
Genome Structure: [[Arthropod Genome Structure]], [[Horse Genome Structure]]&lt;br /&gt;
Color and Appearance: [[Color in the Arthropod Genome]]&lt;br /&gt;
Reference: [[Project Gorgon Genetics — Master Glossary]]}}[[Category:Guides]]&lt;br /&gt;
&#039;&#039;Written by Kaskrim &amp;amp;bull; Scribed by AI Elara &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This article covers the practical side of getting into Project Gorgon&#039;s breeding system: what to expect, how to unlock what you need, how the genetics window works, how genes are identified, how to manage your limited stable slots, and how to keep track of your specimens.&lt;br /&gt;
&lt;br /&gt;
This article covers seven topics:&lt;br /&gt;
# [[#Part 1: Timelines and Expectations|Timelines and Expectations]] &#039;&#039;(read this first)&#039;&#039;&lt;br /&gt;
# [[#Part 2: Getting Started — The Unlock Path|Getting Started — the unlock path]]&lt;br /&gt;
# [[#Part 3: The Genetics Skill — How to See the Genome|The Genetics Skill — how to see the genome]]&lt;br /&gt;
# [[#Part 4: How to Read the Genetics Window|How to Read the Genetics Window]]&lt;br /&gt;
# [[#Part 5: How Genes Are Named|How Genes Are Named]]&lt;br /&gt;
# [[#Part 6: Stable Slot Management|Stable Slot Management]]&lt;br /&gt;
# [[#Part 7: Specimen Naming — A Suggested Approach|Specimen Naming: A Suggested Approach]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 1: Timelines and Expectations ==&lt;br /&gt;
&lt;br /&gt;
Breeding in Project Gorgon is a long game. Read this section before anything else so you know what you are signing up for.&lt;br /&gt;
&lt;br /&gt;
=== How Long Does Each Generation Take? ===&lt;br /&gt;
&lt;br /&gt;
* Mating stage: 2.5 to 6 hours, depending on the fertility/virility of the pair, your Animal Husbandry skill level, and moon phase&lt;br /&gt;
* Gestation period: approximately 2–3 days (lower-level specimens are faster)&lt;br /&gt;
* One generation: roughly 3 days base, reducible to approximately 2 days with an incubator (bees), or blankets (horses)&lt;br /&gt;
* &#039;&#039;&#039;Husbandry Buff:&#039;&#039;&#039; occasionally (roughly once per year of game time) a Husbandry Buff is active that cuts gestation time in half. This is rare and not something to plan around, but worth knowing about.&lt;br /&gt;
&lt;br /&gt;
This means roughly 2–3 generations per week at best.&lt;br /&gt;
&lt;br /&gt;
=== How Long Does Clarification Take? ===&lt;br /&gt;
&lt;br /&gt;
Starting from two wild-caught parents with many mixed genes:&lt;br /&gt;
* Full clarification can take 10–20+ generations depending on how many mixed positions exist and how lucky your rolls are&lt;br /&gt;
* At 2–3 generations per week, that is roughly 4–10 weeks per clarification&lt;br /&gt;
&lt;br /&gt;
=== How Long Does a Fold-In Take? ===&lt;br /&gt;
&lt;br /&gt;
Once clarified, introducing a single new gene takes:&lt;br /&gt;
Back-crossing method: 5–15 generations depending on luck&lt;br /&gt;
&lt;br /&gt;
A single fold-in can take 3–8 weeks.&lt;br /&gt;
&lt;br /&gt;
=== How Long for Maximum Stats? ===&lt;br /&gt;
&lt;br /&gt;
The top breeders (Deldaron was first, Azizah was second to achieve a perfect bee) spent 2.5–3 &#039;&#039;&#039;years&#039;&#039;&#039; reaching all stats at 100. This involved full clarification, dozens of individual fold-ins (one gene at a time), thousands of generations, and dedicated daily breeding across years.&lt;br /&gt;
&lt;br /&gt;
Knowledge can shave roughly 3 months off that timeline. But there is no shortcut around the generation timer. You cannot speed-run breeding.&lt;br /&gt;
&lt;br /&gt;
=== Realistic Goals for New Breeders ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Timeline !! Goal&lt;br /&gt;
|-&lt;br /&gt;
| Weeks 1–2 || Tame your first pair, start breeding, learn the interface&lt;br /&gt;
|-&lt;br /&gt;
| Weeks 2–10 || Level the Genetics skill — do this alongside breeding, not before it. Start clarifying while you level.&lt;br /&gt;
|-&lt;br /&gt;
| Weeks 1–6 || Working on clarification of your first line&lt;br /&gt;
|-&lt;br /&gt;
| Months 2–3 || First clarified line complete, start first fold-in&lt;br /&gt;
|-&lt;br /&gt;
| Months 3–6 || Several fold-ins complete, stats noticeably improving&lt;br /&gt;
|-&lt;br /&gt;
| Month 6+ || Building toward specialized goals (visual traits, max stats)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Do Not Compare Yourself to Veterans ===&lt;br /&gt;
&lt;br /&gt;
Kaskrim has been doing genetics research since September 2021 — over 4.5 years as of this writing. Azizah wrote analysis tools and spreadsheets. Deldaron bred the first perfect 100-stat bee after years of dedicated work. These people are at the end of a very long road.&lt;br /&gt;
&lt;br /&gt;
You are at the beginning. Every generation is progress. Every clarified gene is permanent. The work compounds over time.&lt;br /&gt;
&lt;br /&gt;
=== What You Can Control ===&lt;br /&gt;
&lt;br /&gt;
* Breed every day. Do not let slots sit empty.&lt;br /&gt;
* Make informed decisions about which offspring to keep.&lt;br /&gt;
* Plan your fold-ins. Know which gene you want &#039;&#039;&#039;before&#039;&#039;&#039; you start.&lt;br /&gt;
* Keep records. Know what your clarified line looks like.&lt;br /&gt;
&lt;br /&gt;
The genetics system is probabilistic — every cross is a series of coin flips — but there is no permanent block, no pay wall, and no point of no return. Given enough generations, you &#039;&#039;&#039;will&#039;&#039;&#039; converge on your goal. The only question is how long it takes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 2: Getting Started — The Unlock Path ==&lt;br /&gt;
&lt;br /&gt;
Breeding is gated behind skill progression. Here is the path from zero to your first breeding pair.&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Level Animal Handling to 50 ===&lt;br /&gt;
&lt;br /&gt;
[[Animal Handling]] is a combat skill — you tame creatures and fight alongside them. You need AH 50 before you can learn the breeding skill.&lt;br /&gt;
&lt;br /&gt;
* Tame a pet (bee, wasp, bear, cat, rat, etc.) and fight with it&lt;br /&gt;
* Your pet earns you AH XP when it participates in combat&lt;br /&gt;
* Higher-level content gives more XP&lt;br /&gt;
* Kaskrim recommends starting with a [[Freeze Wasp]] — it will be useful later when you reach the gene hunting stage of breeding&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Learn Animal Husbandry ===&lt;br /&gt;
&lt;br /&gt;
[[Animal Husbandry]] is the breeding skill. It is separate from Animal Handling.&lt;br /&gt;
&lt;br /&gt;
* Trainer: [[Leah Bowman]] in [[Povus]] (requires Friends favor)&lt;br /&gt;
* Build favor with Leah through hangouts and gifts&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Get Your First Breeding Pair ===&lt;br /&gt;
&lt;br /&gt;
You need a male and female of the same species (bee + bee, wasp + wasp, horse + horse).&lt;br /&gt;
&lt;br /&gt;
For bees and wasps, cross-species breeding is possible — a bee and a wasp can produce offspring that is one species or the other. For horses, same breed is required. Horse genetics uses a breed switch system where different gene sets activate or deactivate depending on breed; cross-breed offspring have unpredictable gene expression, making clarification impossible. See the [[Horse Genome Structure]] article for a full explanation.&lt;br /&gt;
&lt;br /&gt;
Tame your pair via Animal Handling and register them at a stable.&lt;br /&gt;
&lt;br /&gt;
* Standard breeding stables are located at the [[Red Wing Casino]] and [[Povus]]&lt;br /&gt;
* A third breeding NPC exists in [[Vidaria]], but this is specialized for mutation breeding and not standard breeding&lt;br /&gt;
&lt;br /&gt;
=== Step 4: Start Breeding ===&lt;br /&gt;
&lt;br /&gt;
Register your pair at the stable.&lt;br /&gt;
* Mating stage: 2.5 to 6 hours (varies by pair fertility/virility and your Animal Husbandry skill level)&lt;br /&gt;
* Gestation stage: approximately 2–3 days&lt;br /&gt;
* Cost: 500 to 5,000 councils per attempt (same factors as above)&lt;br /&gt;
&lt;br /&gt;
Your first generations will be messy — ⦿ genes everywhere, mediocre stats. This is normal and expected. See the companion article on genetics basics (why first-gen stats drop and how clarification works).&lt;br /&gt;
&lt;br /&gt;
=== Step 5: Unlock Genetics ===&lt;br /&gt;
&lt;br /&gt;
The Genetics skill lets you see the genome. Without it you are breeding blind.&lt;br /&gt;
&lt;br /&gt;
Skipping Genetics is only reasonable if your goal is modest — mildly improving stats over a few generations, or producing more of what you already caught. If you want to do serious breeding (targeted stat improvement, fold-ins, clarification work), Genetics is not optional. See Part 3 of this article for the full unlock path.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
&lt;br /&gt;
# Animal Handling 50&lt;br /&gt;
# Friends favor with [[Leah Bowman]] ([[Povus]])&lt;br /&gt;
# Learn Animal Husbandry&lt;br /&gt;
# Tame a male + female of the same species&lt;br /&gt;
# Register at a breeding stable (Casino or Povus)&lt;br /&gt;
# Start breeding, start clarifying&lt;br /&gt;
# Unlock Genetics skill when ready&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 3: The Genetics Skill — How to See the Genome ==&lt;br /&gt;
&lt;br /&gt;
The Genetics skill allows you to view the actual gene states (⬤, 〇, ⦿) in your specimen&#039;s genome. Without it, you cannot see what genes your bee has — you can only infer from stats and visible traits.&lt;br /&gt;
&lt;br /&gt;
At the time of this writing, there are two separate Genetics skills:&lt;br /&gt;
* [[Arthropod Genetics]] — for bees and wasps&lt;br /&gt;
* [[Non-Ruminant Ungulate Genetics]] — for horses&lt;br /&gt;
&lt;br /&gt;
Feline, Bear, and Rat Genetics are planned but not yet implemented. Both current skills are unlocked through the same NPC ([[Gerrux]]) but require separate books.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
&lt;br /&gt;
* Arthropod Anatomy 25 (for Arthropod Genetics)&lt;br /&gt;
* Non-Ruminant Ungulate Anatomy 25 (for Non-Ruminant Ungulate Genetics)&lt;br /&gt;
&lt;br /&gt;
=== Unlock Quest Chain ===&lt;br /&gt;
&lt;br /&gt;
# Kill [[Tumak the Betrayer]] in Povus (spawns 9am–10am in-game time). He drops a Ghostly Letter.&lt;br /&gt;
# Visit [[Kimeta]]&#039;s ghost at night (after 8pm, before 1:15am in-game) in the Sprawl district of Povus. The light outside her house must be &#039;&#039;&#039;OFF&#039;&#039;&#039;. If it is on, she will not appear. Trade the Ghostly Letter for a Ghostly Key.&lt;br /&gt;
# Give the Ghostly Key to [[Gerrux]] in Old Town (Povus). This starts a quest chain: find [[Errruka the Benefactor]], wait one in-game day, trade 25 Frogs or 1 Black Pearl for Kimeta&#039;s Key, return to Gerrux.&lt;br /&gt;
# Completing the chain gives you &amp;quot;Secrets of Arthropod Genetics&amp;quot; and unlocks the analyzer barter with Gerrux. Reading the book unlocks the Arthropod Genetics skill at level 1.&lt;br /&gt;
&lt;br /&gt;
For horses: the Non-Ruminant Ungulate Genetics book is bartered from Gerrux after completing the same quest chain. The chain must be done first — the barter is not available otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Unlock ===&lt;br /&gt;
&lt;br /&gt;
Both Arthropod Genetics and Non-Ruminant Ungulate Genetics can also be unlocked through hangouts with [[Pitre Ferrence]] without completing the quest chain. However, this does &#039;&#039;&#039;not&#039;&#039;&#039; unlock the analyzer barter with Gerrux. If you want access to analyzers, do the quest chain.&lt;br /&gt;
&lt;br /&gt;
=== How the Skill Levels ===&lt;br /&gt;
&lt;br /&gt;
Reading the book unlocks the skill at level 1 — you can see some genes immediately. Others show as &#039;&#039;&#039;?&#039;&#039;&#039; until your skill is high enough to read them.&lt;br /&gt;
&lt;br /&gt;
The skill is leveled by using an Analyzer on creature corpses in the field. When you right-click a corpse, the Analyze option appears alongside skinning, butchering, or skull extraction. The Analyzer must be in your inventory. Each successful analysis grants Genetics skill experience.&lt;br /&gt;
&lt;br /&gt;
At level 50, you unlock the &amp;quot;Analyze Arthropod Genes&amp;quot; ability, which allows you to analyze a living creature rather than a corpse. This is the ability used for gene hunting.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Analyzers ===&lt;br /&gt;
&lt;br /&gt;
There are four analyzer types, all bartered from [[Gerrux]] (requires quest chain):&lt;br /&gt;
* Arthropod Genetics Analyzer&lt;br /&gt;
* Beginner&#039;s Arthropod Genetics Analyzer&lt;br /&gt;
* Non-Ruminant Ungulate Genetics Analyzer&lt;br /&gt;
* Beginner&#039;s Non-Ruminant Ungulate Genetics Analyzer&lt;br /&gt;
&lt;br /&gt;
All analyzers cost Xogrite Chunks. The Beginner&#039;s versions cost more Xogrite but add +25 effective Genetics skill for the purpose of analyzing higher-level creatures, allowing you to gain more experience from tougher mobs. Note: this does &#039;&#039;&#039;not&#039;&#039;&#039; reveal gene positions you cannot yet read — the only way to uncover hidden genes is to level the Genetics skill itself.&lt;br /&gt;
&lt;br /&gt;
All analyzers have a 5% chance to break per use.&lt;br /&gt;
&lt;br /&gt;
The quest &amp;quot;Kimeta&#039;s Key&amp;quot; rewards 10 free Arthropod analyzers (one-time).&lt;br /&gt;
&lt;br /&gt;
Xogrite sources: Povus repeatable quests, nightly invasion, Egg Runs in Aktaari Cave, bartering with [[Stephie Blackhammer]].&lt;br /&gt;
&lt;br /&gt;
=== Key Point ===&lt;br /&gt;
&lt;br /&gt;
You can breed successfully without the Genetics skill and blind breeding works, but only to a point — where further improvement can no longer happen. The Genetics skill opens the full range of stat and cosmetic options to the breeder.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 4: How to Read the Genetics Window ==&lt;br /&gt;
&lt;br /&gt;
Once you have the Genetics skill, opening a specimen&#039;s genetics window shows a grid of circles. Each circle is one gene position.&lt;br /&gt;
&lt;br /&gt;
=== The Four Symbols ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Symbol !! Name !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| ⬤ || Dominant || Both alleles are dominant. Breeds true.&lt;br /&gt;
|-&lt;br /&gt;
| 〇 || Recessive || Both alleles are recessive. Breeds true. For arthropods, this is where stat bonuses express.&lt;br /&gt;
|-&lt;br /&gt;
| ⦿ || Mixed || One dominant, one recessive. Unpredictable — ⦿ × ⦿ = 25% ⬤, 50% ⦿, 25% 〇. This is what you want to eliminate through clarification.&lt;br /&gt;
|-&lt;br /&gt;
| ? || Unknown || Your Genetics skill is too low to read this position. Level up to reveal it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Grid Layout ===&lt;br /&gt;
&lt;br /&gt;
The genome is displayed as a grid. Each row is a chromosome (labeled CR 1, CR 2, etc.). Each chromosome is divided into gene groups, labeled A through J (or further for larger genomes). Each gene group contains a fixed number of individual positions (typically 4), and each position is one circle.&lt;br /&gt;
&lt;br /&gt;
So when you look at the window, you are reading left to right across a chromosome, group by group, position by position within each group.&lt;br /&gt;
&lt;br /&gt;
Not all chromosomes are the same length — some have more gene groups than others, and some groups at the end of a chromosome may have fewer than 4 positions. The specific layout for each species is covered in the genome structure articles.&lt;br /&gt;
&lt;br /&gt;
This grid structure — chromosome, group, position — is also the basis for how individual genes are named. See Part 5.&lt;br /&gt;
&lt;br /&gt;
=== The Genetics Window and Text Export ===&lt;br /&gt;
&lt;br /&gt;
The game has two ways to view genome information. The genetics window displays genes as visual symbols: ⬤ (dominant), 〇 (recessive), ⦿ (mixed), ? (unknown).&lt;br /&gt;
&lt;br /&gt;
Separately, the game can export a specimen&#039;s genome as plain text. The text export uses a different notation: &#039;&#039;&#039;D&#039;&#039;&#039; (dominant), &#039;&#039;&#039;R&#039;&#039;&#039; (recessive), &#039;&#039;&#039;x&#039;&#039;&#039; (mixed), &#039;&#039;&#039;?&#039;&#039;&#039; (unknown). These are two distinct formats — the window and the export use different symbols for the same information.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 5: How Genes Are Named ==&lt;br /&gt;
&lt;br /&gt;
Breeders need to reference specific gene positions precisely — &amp;quot;the gene that controls the tail light&amp;quot; is not useful when you are trying to track it across hundreds of specimens. Project Gorgon has a standard coordinate system for this, which is now built into the game itself.&lt;br /&gt;
&lt;br /&gt;
=== The Coordinate System ===&lt;br /&gt;
&lt;br /&gt;
Every gene position is identified by three pieces of information:&lt;br /&gt;
&lt;br /&gt;
 [Chromosome Number] [Gene Group Letter] [Position Within Group]&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coordinate !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1A4&amp;lt;/code&amp;gt; || Chromosome 1, Gene Group A, Position 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9E4&amp;lt;/code&amp;gt; || Chromosome 9, Gene Group E, Position 4 (last position on CR 9)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;6C2&amp;lt;/code&amp;gt; || Chromosome 6, Gene Group C, Position 2 (last position on CR 6)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7D3&amp;lt;/code&amp;gt; || Chromosome 7, Gene Group D, Position 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These labels are visible in the game itself — when you hover over an individual gene in the genetics window, the tooltip shows the coordinate for that position. You do not need to count manually.&lt;br /&gt;
&lt;br /&gt;
This lets any breeder reference any gene position unambiguously. When someone says &amp;quot;I&#039;m working on 3H3,&amp;quot; every breeder who knows this system knows exactly which position they mean.&lt;br /&gt;
&lt;br /&gt;
=== Origin of the System ===&lt;br /&gt;
&lt;br /&gt;
This coordinate system was created by Deldaron — the first breeder to achieve a perfect 100-stat bee. The breeding community adopted it as the standard. Later, developer Nikodemus built it directly into the game&#039;s UI. What started as a community tool is now the official in-game notation.&lt;br /&gt;
&lt;br /&gt;
The gene naming system is not optional or one person&#039;s preference — it is how genes are identified in the game. Learn it and use it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 6: Stable Slot Management ==&lt;br /&gt;
&lt;br /&gt;
Stable slots are your most precious resource. To free a slot, you can either cage the specimen (to sell or trade) if it has not yet been registered to breed, or release it (permanently deleted) if it has. Every slot decision matters.&lt;br /&gt;
&lt;br /&gt;
=== Breeding Attempts vs. Stable Slots ===&lt;br /&gt;
&lt;br /&gt;
These are two separate resources and it is important to understand the difference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breeding Attempts&#039;&#039;&#039; are per account. They represent how many active breeding pairs can be working simultaneously across your entire account. You start with a limited number and unlock more as Animal Husbandry is leveled, up to a maximum of 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stable Slots&#039;&#039;&#039; are per character. They represent how many registered breeding specimens a single character can hold. Stable slots can be increased in several ways: purchasing additional slots, leveling Racing skill, leveling Animal Husbandry, and leveling Cartography. There may be other methods as well.&lt;br /&gt;
&lt;br /&gt;
=== Critical Rules ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Caging neuters permanently.&#039;&#039;&#039; Any specimen removed from the stable into a cage can &#039;&#039;&#039;never&#039;&#039;&#039; breed again. This means you &#039;&#039;&#039;cannot&#039;&#039;&#039; import breeding stock from other players. All breeding stock must be self-caught or self-bred.&lt;br /&gt;
# &#039;&#039;&#039;Registered breeders cannot be caged.&#039;&#039;&#039; Once registered, the only way to remove a specimen is to release it (permanent deletion). There is no undo. Think carefully before registering.&lt;br /&gt;
&lt;br /&gt;
=== Stable Slot Allocation Strategy ===&lt;br /&gt;
&lt;br /&gt;
* Keep your clarified line parents. These are your foundation. They took generations to build. Never release a clarified parent unless you have a strictly better replacement.&lt;br /&gt;
* Keep one specimen from each active fold-in. If you are working to introduce a new gene, do not release the offspring carrying that gene until the fold-in is complete and the gene is locked.&lt;br /&gt;
* Wild specimens are expendable once their genes are in your line — but not before. If you are still in the clarification process, keep the original wild-caught pair until clarification is finished and their unique genes are fully folded in. Releasing them too early means losing access to genes you may not have secured yet.&lt;br /&gt;
* Do not hoard. If a specimen has no active breeding purpose, release it. Idle slots are wasted slots.&lt;br /&gt;
&lt;br /&gt;
=== Slot Implications ===&lt;br /&gt;
&lt;br /&gt;
Back-crossing (the standard method) requires a minimum of 4 slots: both parents, the offspring being bred back, and the slot for the active breeding attempt itself.&lt;br /&gt;
&lt;br /&gt;
Slot management separates good breeders from frustrated ones.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Part 7: Specimen Naming — A Suggested Approach ==&lt;br /&gt;
&lt;br /&gt;
When you have dozens of specimens across multiple generations, you need a naming system. Without one, you will quickly lose track of who is who, which line they belong to, and what genes they are carrying.&lt;br /&gt;
&lt;br /&gt;
The following is Kaskrim&#039;s suggested naming convention. It is not a hard rule or the only valid approach — use it, adapt it, or build your own. The goal is consistency within your own records.&lt;br /&gt;
&lt;br /&gt;
=== The Format ===&lt;br /&gt;
&lt;br /&gt;
 [Line][ID][Sex] [Target Gene 1] [Target Gene 2] ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; &amp;lt;code&amp;gt;BLH 2461 F ua1H3 3E4&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Part !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;BLH&amp;lt;/code&amp;gt; || Breeding line name (2–4 letters chosen by the breeder)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2461&amp;lt;/code&amp;gt; || Lifetime hatch count (the 2,461st specimen ever hatched)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt; || Female (M for male)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ua1H3&amp;lt;/code&amp;gt; || Target gene at position 1H3 (unique + being folded in)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3E4&amp;lt;/code&amp;gt; || Target gene at position 3E4 (actively breeding toward recessive)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Target Gene Prefixes ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Prefix !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;(none)&#039;&#039; || Established target. Breeding toward recessive (〇).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;d&amp;lt;/code&amp;gt; || Breeding toward dominant (⬤) instead.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;a&amp;lt;/code&amp;gt; || Adding / folding in. A new gene being introduced from outside.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;u&amp;lt;/code&amp;gt; || Unique. A rare or unusual gene worth tracking, not necessarily a breeding target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prefixes stack: &amp;lt;code&amp;gt;ua1H3&amp;lt;/code&amp;gt; = unique + adding (a rare gene being folded in).&lt;br /&gt;
&lt;br /&gt;
=== Why a Hatch Count? ===&lt;br /&gt;
&lt;br /&gt;
Using a running lifetime total (rather than per-line numbering) gives every specimen a unique ID across your entire breeding career. You will never have two specimens with the same name.&lt;br /&gt;
&lt;br /&gt;
=== Why This Helps ===&lt;br /&gt;
&lt;br /&gt;
With this system, a name like &amp;lt;code&amp;gt;BLH 2461 F ua1H3 3E4&amp;lt;/code&amp;gt; tells you at a glance: BLH line, specimen #2461, female, folding in a unique gene at 1H3, also working on 3E4 toward recessive. No need to open the genetics window to remember what you were doing with this specimen. The name carries the context.&lt;br /&gt;
&lt;br /&gt;
Again: this is one approach. Adapt it to fit your own workflow.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Research and knowledge by Kaskrim. Compiled by AI Elara. Based on 4.5+ years of genetics research.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;twitch.tv/kaskrim&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This article is part of the [[Project Gorgon Genetics Research By Kaskrim|Project Gorgon Genetics Research]] series by Kaskrim.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Color_in_the_Arthropod_Genome&amp;diff=277220</id>
		<title>Color in the Arthropod Genome</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Color_in_the_Arthropod_Genome&amp;diff=277220"/>
		<updated>2026-06-07T10:32:59Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| border = blue&lt;br /&gt;
| type = This page is part of &#039;&#039;&#039;[[Project Gorgon Genetics Research By Kaskrim]]&#039;&#039;&#039;&lt;br /&gt;
| info =&lt;br /&gt;
Getting Started: [[Getting Started With Genetics]], [[Genetics Basics and Inbreeding]]&lt;br /&gt;
Core Techniques: [[The Complete Guide to Genetics Clarification]], [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
Foundational Reference: [[Genome Foundations: Structure and Expression]]&lt;br /&gt;
Genome Structure: [[Arthropod Genome Structure]], [[Horse Genome Structure]]&lt;br /&gt;
Color and Appearance: [[Color in the Arthropod Genome]]&lt;br /&gt;
Reference: [[Project Gorgon Genetics — Master Glossary]]}}[[Category:Guides]]&lt;br /&gt;
&#039;&#039;Written by Kaskrim with contributing theory and knowledge by Azizah &amp;amp;bull; Scribed by AI Lumière &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every bee and wasp has a color. Body color and wing color. Each has a hue — the color itself — and a saturation and brightness. Color is not cosmetic accident. It is determined by genes on the same chromosomes that control stats, read by the same dominant and recessive logic that governs everything else in the genome.&lt;br /&gt;
&lt;br /&gt;
Understanding color does not require learning a new system. It requires understanding one part of the system that is already familiar.&lt;br /&gt;
&lt;br /&gt;
This article covers body and wing hue: what controls them, how they work, and what it means practically.&lt;br /&gt;
&lt;br /&gt;
== What Controls Hue ==&lt;br /&gt;
&lt;br /&gt;
Hue — the color itself, red, blue, green, orange, purple — is controlled by two chromosomes: CR 1 for body color and CR 3 for wing color.&lt;br /&gt;
&lt;br /&gt;
Both chromosomes are 40 positions and use the same decode type: circular graduation. They use the same framework and similar numbers. This is also species independent — bees and wasps with identical CR 1 and/or CR 3 genomes have the same colors.&lt;br /&gt;
&lt;br /&gt;
== The Color Wheel ==&lt;br /&gt;
&lt;br /&gt;
The chromosome is read as a whole, but in two layers — F-J sets the broad position on the wheel, and A-E fine-tunes within that zone.&lt;br /&gt;
&lt;br /&gt;
It is circular because the wheel wraps around. There are no hard endpoints. Push far enough in one direction and you come back around to where you started.&lt;br /&gt;
&lt;br /&gt;
Now imagine a clock face to describe color locations on the wheel. Red sits at 12. Going clockwise: orange at 1–2, yellow at 3, yellow-green at 4, green at 5–6, teal at 7–8, blue at 9–10, violet at 11, back to red at 12. The color moves clockwise as F-J dominant or mixed positions increase. It moves counterclockwise as they decrease.&lt;br /&gt;
&lt;br /&gt;
== The Two Axes ==&lt;br /&gt;
&lt;br /&gt;
Hue is not controlled by a single number. It is controlled by two.&lt;br /&gt;
&lt;br /&gt;
=== The Primary Axis: Groups F-J Dominant or Mixed ===&lt;br /&gt;
&lt;br /&gt;
Gene groups F through J (positions 21–40) carry most of the hue weight. The count of dominant or mixed positions in those 20 genes — F-J dominant or mixed — is the strongest single predictor of color.&lt;br /&gt;
&lt;br /&gt;
More F-J dominant or mixed moves the color clockwise. Less F-J dominant or mixed moves it counterclockwise.&lt;br /&gt;
&lt;br /&gt;
The numbers below represent how many of the 20 F-J positions are held at dominant or mixed. The approximate ladder, which holds for both body and wing hue:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! F-J dominant or mixed !! Color zone&lt;br /&gt;
|-&lt;br /&gt;
| 17–19 || Violet, purple&lt;br /&gt;
|-&lt;br /&gt;
| 15–16 || Blue, blue-grey&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Turquoise, green&lt;br /&gt;
|-&lt;br /&gt;
| 12–13 || Yellow, green, or orange (secondary axis determines which)&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Orange&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Red&lt;br /&gt;
|-&lt;br /&gt;
| 7–9 || Red (body only — CR 3 reaches red at 10)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Secondary Axis: Groups A-E Dominant or Mixed ===&lt;br /&gt;
&lt;br /&gt;
Gene groups A through E (positions 1–20) contribute to hue as well, but with less weight. Their effect is measured as a count of dominant or mixed positions across those groups — A-E dominant or mixed.&lt;br /&gt;
&lt;br /&gt;
Within a given F-J zone, A-E dominant or mixed fine-tunes the position on the wheel:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Low A-E dominant or mixed:&#039;&#039;&#039; pushes clockwise within that zone&lt;br /&gt;
* &#039;&#039;&#039;High A-E dominant or mixed:&#039;&#039;&#039; pushes counterclockwise within that zone&lt;br /&gt;
&lt;br /&gt;
A direct example: three bees, all with F-J dominant or mixed = 12. One has A-E dominant or mixed = 1 and is turquoise. One has A-E dominant or mixed = 3 and is green. One has A-E dominant or mixed = 6 and is yellow. Same F-J dominant or mixed, different A-E dominant or mixed, different color.&lt;br /&gt;
&lt;br /&gt;
Think of it like focusing a camera. F-J is the macro focus — it places the color in the right neighborhood on the wheel. A-E is the micro focus — it sharpens exactly where within that neighborhood the color lands.&lt;br /&gt;
&lt;br /&gt;
== Mixed Genes Count as Dominant ==&lt;br /&gt;
&lt;br /&gt;
Mixed genes count as dominant or mixed for hue. A position either contributes to the dominant or mixed count or it does not. A bee does not need to be clarified to have a predictable color.&lt;br /&gt;
&lt;br /&gt;
== Color and Stats: The Conflict ==&lt;br /&gt;
&lt;br /&gt;
Here is why a purple-bodied bee has been elusive:&lt;br /&gt;
&lt;br /&gt;
Stat bonuses in arthropods express at double recessive. Every position that contributes a stat bonus is a recessive position. This means a high-stat bee has most of its genome recessive — including positions on CR 1 that also control body hue.&lt;br /&gt;
&lt;br /&gt;
A perfect-stat bee has F-J dominant or mixed around 7. Those 13 recessive positions in F-J are stat genes — Toughness, Intelligence, Ruggedness, Ferocity, Virility, Enthusiasm, and Friendliness.&lt;br /&gt;
&lt;br /&gt;
Most of the community was optimizing for maximum stats from October 2021 onward. Every generation that improved stats was pushing F-J dominant or mixed lower — further counterclockwise, away from purple. The drive to increase the stats was reducing the possibility for purple to show up and fly around.&lt;br /&gt;
&lt;br /&gt;
Wing color is a different story. All three wild archetypes start with wing colors associated with a higher number of dominant or mixed genes — CR 3 F-J dominant or mixed sits at 18 in Fae Bees and 15 in both Fae Wasp and Freeze Wasp variants. This is why early breeders frequently saw orange bodies with blue or purple wings — body hue was pushed counterclockwise by stat breeding while wing hue, starting from a more clockwise archetype base, held on longer. The two chromosomes were moving at different rates.&lt;br /&gt;
&lt;br /&gt;
== What Is Achievable ==&lt;br /&gt;
&lt;br /&gt;
=== Body Color (CR 1) ===&lt;br /&gt;
&lt;br /&gt;
Starting from a perfect-stat bee, here is what each body color costs. F-J dominant or mixed starts at 7. The three free cosmetic positions (1G4, 1I3, 1J4) can be flipped to dominant at no stat cost, raising F-J dominant or mixed to 10.&lt;br /&gt;
&lt;br /&gt;
; Red&lt;br /&gt;
: No changes needed. Default for a perfect-stat bee.&lt;br /&gt;
&lt;br /&gt;
; Yellow&lt;br /&gt;
: No stat cost. Flip 1G4, 1I3, 1J4 to dominant. Also flip 1A1 and 1A4 to recessive to lower A-E dominant or mixed and clean the yellow. F-J dominant or mixed = 10.&lt;br /&gt;
&lt;br /&gt;
; Green&lt;br /&gt;
: Costs −2 Virility. Flip cosmetics + 1F3 to dominant. F-J dominant or mixed = 11.&lt;br /&gt;
&lt;br /&gt;
; Blue&lt;br /&gt;
: Costs −15 stat points: −3 Ferocity, −7 Intelligence, −3 Ruggedness, −2 Virility. Five stat genes go dominant. F-J dominant or mixed must reach 15.&lt;br /&gt;
&lt;br /&gt;
; Blue-violet&lt;br /&gt;
: Costs −25 stat points: −5 Enthusiasm, −3 Ferocity, −7 Intelligence, −8 Ruggedness, −2 Virility. Seven stat genes go dominant. F-J dominant or mixed must reach 17.&lt;br /&gt;
&lt;br /&gt;
; Purple&lt;br /&gt;
: Costs −30 stat points: −5 Enthusiasm, −3 Ferocity, −5 Friendliness, −7 Intelligence, −8 Ruggedness, −2 Virility. Eight stat genes go dominant. F-J dominant or mixed must reach 18.&lt;br /&gt;
&lt;br /&gt;
=== Wing Color (CR 3) ===&lt;br /&gt;
&lt;br /&gt;
Starting from a perfect-stat bee, here is what each wing color costs. F-J dominant or mixed starts at 6. The seven free cosmetic positions (3F1, 3F4, 3H1, 3H4, 3I1, 3J2, 3J3) can be flipped to dominant at no stat cost, raising F-J dominant or mixed to 13.&lt;br /&gt;
&lt;br /&gt;
; Red, orange, or yellow wings&lt;br /&gt;
: No changes needed. Default for a perfect-stat bee. A-E dominant or mixed determines which of the three you get.&lt;br /&gt;
&lt;br /&gt;
; Green wings&lt;br /&gt;
: No stat cost. Flip all 7 cosmetic positions to dominant. F-J dominant or mixed = 12–13.&lt;br /&gt;
&lt;br /&gt;
; Blue wings&lt;br /&gt;
: Costs −5 stat points: −2 Ferocity, −3 Friendliness. Two stat genes go dominant after cosmetics are used.&lt;br /&gt;
&lt;br /&gt;
; Blue-violet wings&lt;br /&gt;
: Costs −12 stat points: −5 Ferocity, −3 Friendliness, −4 Virility. Four stat genes go dominant.&lt;br /&gt;
&lt;br /&gt;
; Purple wings&lt;br /&gt;
: Costs −16 stat points: −5 Ferocity, −7 Friendliness, −4 Virility. Five stat genes go dominant.&lt;br /&gt;
&lt;br /&gt;
Wing color reaches clockwise positions more cheaply than body color. The 7 free cosmetic positions in CR 3 F-J (vs 3 on CR 1) give significantly more room before stat genes must be touched.&lt;br /&gt;
&lt;br /&gt;
For other visual traits, see the [[Arthropod Genome Structure]] article.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Written by Kaskrim with contributing theory and knowledge by Azizah. Compiled by AI Lumière. Based on research of genomes contributed by the community and posted via Kaskrim&#039;s Discord 2021–2026.&#039;&#039;&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Color_in_the_Arthropod_Genome&amp;diff=277219</id>
		<title>Color in the Arthropod Genome</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Color_in_the_Arthropod_Genome&amp;diff=277219"/>
		<updated>2026-06-07T10:29:05Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: Created page with &amp;quot;&amp;#039;&amp;#039;Written by Kaskrim with contributing theory and knowledge by Azizah &amp;amp;bull; Scribed by AI Lumière &amp;amp;bull; Project Gorgon Genetics Research&amp;#039;&amp;#039;  Every bee and wasp has a color....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Written by Kaskrim with contributing theory and knowledge by Azizah &amp;amp;bull; Scribed by AI Lumière &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every bee and wasp has a color. Body color and wing color. Each has a hue — the color itself — and a saturation and brightness. Color is not cosmetic accident. It is determined by genes on the same chromosomes that control stats, read by the same dominant and recessive logic that governs everything else in the genome.&lt;br /&gt;
&lt;br /&gt;
Understanding color does not require learning a new system. It requires understanding one part of the system that is already familiar.&lt;br /&gt;
&lt;br /&gt;
This article covers body and wing hue: what controls them, how they work, and what it means practically.&lt;br /&gt;
&lt;br /&gt;
== What Controls Hue ==&lt;br /&gt;
&lt;br /&gt;
Hue — the color itself, red, blue, green, orange, purple — is controlled by two chromosomes: CR 1 for body color and CR 3 for wing color.&lt;br /&gt;
&lt;br /&gt;
Both chromosomes are 40 positions and use the same decode type: circular graduation. They use the same framework and similar numbers. This is also species independent — bees and wasps with identical CR 1 and/or CR 3 genomes have the same colors.&lt;br /&gt;
&lt;br /&gt;
== The Color Wheel ==&lt;br /&gt;
&lt;br /&gt;
The chromosome is read as a whole, but in two layers — F-J sets the broad position on the wheel, and A-E fine-tunes within that zone.&lt;br /&gt;
&lt;br /&gt;
It is circular because the wheel wraps around. There are no hard endpoints. Push far enough in one direction and you come back around to where you started.&lt;br /&gt;
&lt;br /&gt;
Now imagine a clock face to describe color locations on the wheel. Red sits at 12. Going clockwise: orange at 1–2, yellow at 3, yellow-green at 4, green at 5–6, teal at 7–8, blue at 9–10, violet at 11, back to red at 12. The color moves clockwise as F-J dominant or mixed positions increase. It moves counterclockwise as they decrease.&lt;br /&gt;
&lt;br /&gt;
== The Two Axes ==&lt;br /&gt;
&lt;br /&gt;
Hue is not controlled by a single number. It is controlled by two.&lt;br /&gt;
&lt;br /&gt;
=== The Primary Axis: Groups F-J Dominant or Mixed ===&lt;br /&gt;
&lt;br /&gt;
Gene groups F through J (positions 21–40) carry most of the hue weight. The count of dominant or mixed positions in those 20 genes — F-J dominant or mixed — is the strongest single predictor of color.&lt;br /&gt;
&lt;br /&gt;
More F-J dominant or mixed moves the color clockwise. Less F-J dominant or mixed moves it counterclockwise.&lt;br /&gt;
&lt;br /&gt;
The numbers below represent how many of the 20 F-J positions are held at dominant or mixed. The approximate ladder, which holds for both body and wing hue:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! F-J dominant or mixed !! Color zone&lt;br /&gt;
|-&lt;br /&gt;
| 17–19 || Violet, purple&lt;br /&gt;
|-&lt;br /&gt;
| 15–16 || Blue, blue-grey&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Turquoise, green&lt;br /&gt;
|-&lt;br /&gt;
| 12–13 || Yellow, green, or orange (secondary axis determines which)&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Orange&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Red&lt;br /&gt;
|-&lt;br /&gt;
| 7–9 || Red (body only — CR 3 reaches red at 10)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Secondary Axis: Groups A-E Dominant or Mixed ===&lt;br /&gt;
&lt;br /&gt;
Gene groups A through E (positions 1–20) contribute to hue as well, but with less weight. Their effect is measured as a count of dominant or mixed positions across those groups — A-E dominant or mixed.&lt;br /&gt;
&lt;br /&gt;
Within a given F-J zone, A-E dominant or mixed fine-tunes the position on the wheel:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Low A-E dominant or mixed:&#039;&#039;&#039; pushes clockwise within that zone&lt;br /&gt;
* &#039;&#039;&#039;High A-E dominant or mixed:&#039;&#039;&#039; pushes counterclockwise within that zone&lt;br /&gt;
&lt;br /&gt;
A direct example: three bees, all with F-J dominant or mixed = 12. One has A-E dominant or mixed = 1 and is turquoise. One has A-E dominant or mixed = 3 and is green. One has A-E dominant or mixed = 6 and is yellow. Same F-J dominant or mixed, different A-E dominant or mixed, different color.&lt;br /&gt;
&lt;br /&gt;
Think of it like focusing a camera. F-J is the macro focus — it places the color in the right neighborhood on the wheel. A-E is the micro focus — it sharpens exactly where within that neighborhood the color lands.&lt;br /&gt;
&lt;br /&gt;
== Mixed Genes Count as Dominant ==&lt;br /&gt;
&lt;br /&gt;
Mixed genes count as dominant or mixed for hue. A position either contributes to the dominant or mixed count or it does not. A bee does not need to be clarified to have a predictable color.&lt;br /&gt;
&lt;br /&gt;
== Color and Stats: The Conflict ==&lt;br /&gt;
&lt;br /&gt;
Here is why a purple-bodied bee has been elusive:&lt;br /&gt;
&lt;br /&gt;
Stat bonuses in arthropods express at double recessive. Every position that contributes a stat bonus is a recessive position. This means a high-stat bee has most of its genome recessive — including positions on CR 1 that also control body hue.&lt;br /&gt;
&lt;br /&gt;
A perfect-stat bee has F-J dominant or mixed around 7. Those 13 recessive positions in F-J are stat genes — Toughness, Intelligence, Ruggedness, Ferocity, Virility, Enthusiasm, and Friendliness.&lt;br /&gt;
&lt;br /&gt;
Most of the community was optimizing for maximum stats from October 2021 onward. Every generation that improved stats was pushing F-J dominant or mixed lower — further counterclockwise, away from purple. The drive to increase the stats was reducing the possibility for purple to show up and fly around.&lt;br /&gt;
&lt;br /&gt;
Wing color is a different story. All three wild archetypes start with wing colors associated with a higher number of dominant or mixed genes — CR 3 F-J dominant or mixed sits at 18 in Fae Bees and 15 in both Fae Wasp and Freeze Wasp variants. This is why early breeders frequently saw orange bodies with blue or purple wings — body hue was pushed counterclockwise by stat breeding while wing hue, starting from a more clockwise archetype base, held on longer. The two chromosomes were moving at different rates.&lt;br /&gt;
&lt;br /&gt;
== What Is Achievable ==&lt;br /&gt;
&lt;br /&gt;
=== Body Color (CR 1) ===&lt;br /&gt;
&lt;br /&gt;
Starting from a perfect-stat bee, here is what each body color costs. F-J dominant or mixed starts at 7. The three free cosmetic positions (1G4, 1I3, 1J4) can be flipped to dominant at no stat cost, raising F-J dominant or mixed to 10.&lt;br /&gt;
&lt;br /&gt;
; Red&lt;br /&gt;
: No changes needed. Default for a perfect-stat bee.&lt;br /&gt;
&lt;br /&gt;
; Yellow&lt;br /&gt;
: No stat cost. Flip 1G4, 1I3, 1J4 to dominant. Also flip 1A1 and 1A4 to recessive to lower A-E dominant or mixed and clean the yellow. F-J dominant or mixed = 10.&lt;br /&gt;
&lt;br /&gt;
; Green&lt;br /&gt;
: Costs −2 Virility. Flip cosmetics + 1F3 to dominant. F-J dominant or mixed = 11.&lt;br /&gt;
&lt;br /&gt;
; Blue&lt;br /&gt;
: Costs −15 stat points: −3 Ferocity, −7 Intelligence, −3 Ruggedness, −2 Virility. Five stat genes go dominant. F-J dominant or mixed must reach 15.&lt;br /&gt;
&lt;br /&gt;
; Blue-violet&lt;br /&gt;
: Costs −25 stat points: −5 Enthusiasm, −3 Ferocity, −7 Intelligence, −8 Ruggedness, −2 Virility. Seven stat genes go dominant. F-J dominant or mixed must reach 17.&lt;br /&gt;
&lt;br /&gt;
; Purple&lt;br /&gt;
: Costs −30 stat points: −5 Enthusiasm, −3 Ferocity, −5 Friendliness, −7 Intelligence, −8 Ruggedness, −2 Virility. Eight stat genes go dominant. F-J dominant or mixed must reach 18.&lt;br /&gt;
&lt;br /&gt;
=== Wing Color (CR 3) ===&lt;br /&gt;
&lt;br /&gt;
Starting from a perfect-stat bee, here is what each wing color costs. F-J dominant or mixed starts at 6. The seven free cosmetic positions (3F1, 3F4, 3H1, 3H4, 3I1, 3J2, 3J3) can be flipped to dominant at no stat cost, raising F-J dominant or mixed to 13.&lt;br /&gt;
&lt;br /&gt;
; Red, orange, or yellow wings&lt;br /&gt;
: No changes needed. Default for a perfect-stat bee. A-E dominant or mixed determines which of the three you get.&lt;br /&gt;
&lt;br /&gt;
; Green wings&lt;br /&gt;
: No stat cost. Flip all 7 cosmetic positions to dominant. F-J dominant or mixed = 12–13.&lt;br /&gt;
&lt;br /&gt;
; Blue wings&lt;br /&gt;
: Costs −5 stat points: −2 Ferocity, −3 Friendliness. Two stat genes go dominant after cosmetics are used.&lt;br /&gt;
&lt;br /&gt;
; Blue-violet wings&lt;br /&gt;
: Costs −12 stat points: −5 Ferocity, −3 Friendliness, −4 Virility. Four stat genes go dominant.&lt;br /&gt;
&lt;br /&gt;
; Purple wings&lt;br /&gt;
: Costs −16 stat points: −5 Ferocity, −7 Friendliness, −4 Virility. Five stat genes go dominant.&lt;br /&gt;
&lt;br /&gt;
Wing color reaches clockwise positions more cheaply than body color. The 7 free cosmetic positions in CR 3 F-J (vs 3 on CR 1) give significantly more room before stat genes must be touched.&lt;br /&gt;
&lt;br /&gt;
For other visual traits, see the [[Arthropod Genome Structure]] article.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Written by Kaskrim with contributing theory and knowledge by Azizah. Compiled by AI Lumière. Based on research of genomes contributed by the community and posted via Kaskrim&#039;s Discord 2021–2026.&#039;&#039;&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Project_Gorgon_Genetics_Research_By_Kaskrim&amp;diff=277218</id>
		<title>Project Gorgon Genetics Research By Kaskrim</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Project_Gorgon_Genetics_Research_By_Kaskrim&amp;diff=277218"/>
		<updated>2026-06-07T10:27:53Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
| border = blue&lt;br /&gt;
| type = This page is part of &#039;&#039;&#039;[[Project Gorgon Genetics Research By Kaskrim]]&#039;&#039;&#039;&lt;br /&gt;
| info =&lt;br /&gt;
Getting Started: [[Getting Started With Genetics]], [[Genetics Basics and Inbreeding]]&lt;br /&gt;
Core Techniques: [[The Complete Guide to Genetics Clarification]], [[The Complete Guide to Gene Hunting and Fold-Ins]]&lt;br /&gt;
Foundational Reference: [[Genome Foundations: Structure and Expression]]&lt;br /&gt;
Genome Structure: [[Arthropod Genome Structure]], [[Horse Genome Structure]]&lt;br /&gt;
Color and Appearance: [[Color in the Arthropod Genome]]&lt;br /&gt;
Reference: [[Project Gorgon Genetics — Master Glossary]]}}[[Category:Guides]]&lt;br /&gt;
&#039;&#039;Written by Kaskrim &amp;amp;bull; Scribed by AI Lumière &amp;amp;bull; Project Gorgon Genetics Research&#039;&#039;&lt;br /&gt;
This page is an index of the Project Gorgon genetics article series written by Kaskrim, based on 4.5+ years of independent genetics research. Articles are listed in recommended reading order.&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&#039;&#039;&#039;[[Getting Started With Genetics]]&#039;&#039;&#039;&lt;br /&gt;
: The practical side of entering Project Gorgon&#039;s breeding system. Covers timelines and expectations, the unlock path, the Genetics skill, how to read the genetics window, the coordinate system, stable slot management, and specimen naming conventions. Start here if you are new to breeding.&lt;br /&gt;
&#039;&#039;&#039;[[Genetics Basics and Inbreeding]]&#039;&#039;&#039;&lt;br /&gt;
: How Mendelian genetics work in Project Gorgon. Covers alleles, the six possible crosses, why first-generation offspring have worse stats, and why inbreeding is not just acceptable but the recommended method. Read this before attempting clarification.&lt;br /&gt;
== Core Techniques ==&lt;br /&gt;
&#039;&#039;&#039;[[The Complete Guide to Genetics Clarification]]&#039;&#039;&#039;&lt;br /&gt;
: The full treatment of clarification — both blind (without Genetics skill) and sighted (with Genetics skill) methods. Covers starting a line from wild-caught parents, the upgrade-and-replace cycle, and how to confirm clarification. Prerequisite reading before fold-ins.&lt;br /&gt;
&#039;&#039;&#039;[[The Complete Guide to Gene Hunting and Fold-Ins]]&#039;&#039;&#039;&lt;br /&gt;
: How to find specific genes in wild specimens and introduce them into a clarified breeding line without losing the work already done. Covers the standard back-cross method, risk management, gene hunting locations, and hive poking.&lt;br /&gt;
== Foundational Reference ==&lt;br /&gt;
&#039;&#039;&#039;[[Genome Foundations: Structure and Expression]]&#039;&#039;&#039;&lt;br /&gt;
: Core concepts that apply to all breedable species. Covers the genome grid, the coordinate system, how to read the genetics window, the three decode types (Switch, Series, Graduation), and the dual-layer concept (visual and stat expression are independent). Read this before the genome structure articles.&lt;br /&gt;
== Genome Structure Articles ==&lt;br /&gt;
&#039;&#039;&#039;[[Arthropod Genome Structure]]&#039;&#039;&#039; &#039;&#039;(in progress)&#039;&#039;&lt;br /&gt;
: A chromosome-by-chromosome reference for bee and wasp breeders. Covers what each chromosome controls, decode types, wild archetype patterns for CR 1-4, the full stat gene map, confirmed stat floors, and open research questions.&lt;br /&gt;
&#039;&#039;&#039;[[Horse Genome Structure]]&#039;&#039;&#039; &#039;&#039;(not yet written)&#039;&#039;&lt;br /&gt;
: A chromosome-by-chromosome reference for horse breeders. Will cover the 48-chromosome genome, breed switches, universal vs breed-specific chromosomes, dual-stat genes, and the horse stat gene map.&lt;br /&gt;
== Color and Appearance ==&lt;br /&gt;
&#039;&#039;&#039;[[Color in the Arthropod Genome]]&#039;&#039;&#039;&lt;br /&gt;
: How body and wing hue work in bees and wasps. Covers the two-axis color wheel model, the clock face reference for color locations, how F-J dominant or mixed sets broad hue position, how A-E dominant or mixed fine-tunes within a zone, why mixed genes count as dominant for color, and why high-stat bees are structurally constrained to red and yellow. Includes a full stat cost table for reaching each color from a perfect-stat bee on both body (CR 1) and wings (CR 3). Written by Kaskrim with contributing theory and research by Azizah.&lt;br /&gt;
== Reference ==&lt;br /&gt;
&#039;&#039;&#039;[[Project Gorgon Genetics — Master Glossary]]&#039;&#039;&#039;&lt;br /&gt;
: Definitions of all key terms used throughout the genetics article series and in breeder conversation. Organized alphabetically.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Research and knowledge by Kaskrim. Compiled by AI Lumière. Project Gorgon Genetics Research. twitch.tv/kaskrim&#039;&#039;&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Blinding_Wasp&amp;diff=277119</id>
		<title>Blinding Wasp</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Blinding_Wasp&amp;diff=277119"/>
		<updated>2026-05-30T10:06:28Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Blinding Wasp&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1403&lt;br /&gt;
| effective = Crushing, Fire, Cold&lt;br /&gt;
| ineffective = Psychic, Nature&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Blinding Wasp]]s are mostly found in the Fae Realm. As pets they do Piercing Damage and have a Burst Attack&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Fae Realm&lt;br /&gt;
| location = Found near trees throughout the map.&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1403&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;High Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:BlindingWasp}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Item|Robust Insect Meat}}&lt;br /&gt;
|{{Item|Brain}} (Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
=== General Loot ===&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Wasp Stinger}}&lt;br /&gt;
|{{Loot|Fae Honeycomb}}&lt;br /&gt;
|{{Loot|Swampweed}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Red Rose Seeds}}&lt;br /&gt;
|{{Loot|Desert Rose Seeds}}&lt;br /&gt;
|{{Loot|Pear}}&lt;br /&gt;
|{{Loot|Vanilla}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Almonds}}&lt;br /&gt;
|{{Loot|Nice Phlogiston}} (x6)&lt;br /&gt;
|{{Loot|Quality Phlogiston}} (x7)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level 75)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Ring of Snow}}&lt;br /&gt;
|{{Loot|Ring of Snakelike Behavior}}&lt;br /&gt;
|{{Loot|Ring of Toxin Archery}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Augments (Level 70)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Glove Augment}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Blinding Wasp&lt;br /&gt;
| level to tame= 73&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max level = 80&lt;br /&gt;
| max bond level = 80&lt;br /&gt;
| max happiness = 100&lt;br /&gt;
| max enthusiasm = &lt;br /&gt;
| bonus = 27% Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold&lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile =AIP:BlindingWasp Pet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= 75&lt;br /&gt;
| health = TODO&lt;br /&gt;
| armor = TODO&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;br /&gt;
&#039;&#039;Can be bred using Animal Husbandry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Fae_Bee&amp;diff=277118</id>
		<title>Fae Bee</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Fae_Bee&amp;diff=277118"/>
		<updated>2026-05-30T10:05:54Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Fae Bee&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1388&lt;br /&gt;
| effective = Crushing, Fire, Cold&lt;br /&gt;
| ineffective = Psychic, Nature&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Fae Bee]]s are Arthropods who are native to the Fae Realm. As pets they do Poison Damage and have Damage Over Time.&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Fae Realm&lt;br /&gt;
| location = Found near trees throughout the map.&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1388&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;High Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:Bee}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Item|Robust Insect Meat}}&lt;br /&gt;
|{{Item|Femur}} (Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
=== General Loot ===&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Fae Honeycomb}}&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Bee Stinger}}&lt;br /&gt;
|{{Loot|Juniper Berries}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Dandelion Seeds}}&lt;br /&gt;
|{{Loot|Elven Lily Seeds}}&lt;br /&gt;
|{{Loot|Desert Rose Seeds}}&lt;br /&gt;
|{{Loot|Red Rose Seeds}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Winterhue Seeds}}&lt;br /&gt;
|{{Loot|Dill}}&lt;br /&gt;
|{{Loot|Seaweed}}&lt;br /&gt;
|{{Loot|Lemon}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Pear}}&lt;br /&gt;
|{{Loot|Maple Wood}}&lt;br /&gt;
|{{Loot|Pea Seedling}}&lt;br /&gt;
|{{Loot|Quality Phlogiston}} (x6)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level )|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Ring of Toxin Archery}}&lt;br /&gt;
|{{Loot|&#039;Treatment of The Poor&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Fae Bee&lt;br /&gt;
| level to tame= 70&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max level = &lt;br /&gt;
| max bond level = &lt;br /&gt;
| max happiness = &lt;br /&gt;
| max enthusiasm = &lt;br /&gt;
| bonus = Evasion, Burst Evasion, Projectile Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold &lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile =AIP:Bee Pet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= 75&lt;br /&gt;
| health = &lt;br /&gt;
| armor = &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;br /&gt;
&#039;&#039;Can be bred using Animal Husbandry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Turret_Wasp&amp;diff=277117</id>
		<title>Turret Wasp</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Turret_Wasp&amp;diff=277117"/>
		<updated>2026-05-30T10:05:11Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Turret Wasp&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 1449&lt;br /&gt;
| armor     = 786&lt;br /&gt;
| rage      = 1417&lt;br /&gt;
| effective = Crushing, Fire, Cold&lt;br /&gt;
| ineffective = Psychic, Nature&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Turret Wasp]]s are Arthropods who mostly live in the Fae Realm. As pets they do ranged Piercing attacks have a Slowing Debuff&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Fae Realm&lt;br /&gt;
| location = Found near trees throughout the map.&lt;br /&gt;
| health    = 1449&lt;br /&gt;
| armor     = 786&lt;br /&gt;
| rage      = 1417&lt;br /&gt;
}}&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = The Wintertide&lt;br /&gt;
| location = Engineering Deck&lt;br /&gt;
| health    = 2360&lt;br /&gt;
| armor     = 789&lt;br /&gt;
| rage      = 1627&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;High Evasion, Projectile Evasion, Burst Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:TurretWasp}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Item|Robust Insect Meat}}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
=== General Loot ===&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Wasp Stinger}}&lt;br /&gt;
|{{Loot|Pear}}&lt;br /&gt;
|{{Loot|Lemon}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Dill}}&lt;br /&gt;
|{{Loot|Corn Seeds}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level 75)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Ring of Toxin Archery}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Augments (Level 70)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Necklace Augment}}&lt;br /&gt;
|{{Loot|Main-Hand Augment}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Turret Wasp&lt;br /&gt;
| level to tame= 75&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max bond level = 80&lt;br /&gt;
| max happiness = 100&lt;br /&gt;
| max enthusiasm = &lt;br /&gt;
| bonus = 27% Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold&lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile =AIP:TurretWasp Pet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= 80&lt;br /&gt;
| health = TODO&lt;br /&gt;
| armor = TODO&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= Max (Lv80/Bond80)&lt;br /&gt;
| health = 750&lt;br /&gt;
| armor = 294&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;br /&gt;
&#039;&#039;Can be bred using Animal Husbandry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Freeze_Wasp&amp;diff=277116</id>
		<title>Freeze Wasp</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Freeze_Wasp&amp;diff=277116"/>
		<updated>2026-05-30T10:04:33Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Freeze Wasp&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 445&lt;br /&gt;
| armor     = 108&lt;br /&gt;
| rage      = 484&lt;br /&gt;
| effective = Crushing, Fire, Nature&lt;br /&gt;
| ineffective = Cold&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Freeze Wasp]]s are Arthropods who are mostly found in Sun Vale. As pets they do Cold Damage, have a Slowdown Debuff, and a Stun Attack&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Sun Vale&lt;br /&gt;
| location = Main Island, south-west side&lt;br /&gt;
| health    = 445&lt;br /&gt;
| armor     = 108&lt;br /&gt;
| rage      = 484&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;Evasion, Projectile Evasion, Burst Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:FreezeWasp}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Loot|Stringy Insect Meat}} (+1 bonus) {{Loot|Lumpy Animal Fat}} (bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Wasp Stinger}}&lt;br /&gt;
|{{Loot|Mint}}&lt;br /&gt;
|{{Loot|Dahlia Seeds}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level 35)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Amulet of Crushing Mitigation 4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Augments (Level 35)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|Add loot here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Freeze Wasp&lt;br /&gt;
| level to tame= 35&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max bond level = 80&lt;br /&gt;
| max happiness = 100&lt;br /&gt;
| max enthusiasm = 10&lt;br /&gt;
| bonus = 23% Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold&lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile = AIP:FreezeWaspPet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= Tamed (35)&lt;br /&gt;
| health = TODO&lt;br /&gt;
| armor = TODO&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;br /&gt;
&#039;&#039;Can be bred using Animal Husbandry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Freeze_Wasp&amp;diff=277115</id>
		<title>Freeze Wasp</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Freeze_Wasp&amp;diff=277115"/>
		<updated>2026-05-30T10:03:58Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Freeze Wasp&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 445&lt;br /&gt;
| armor     = 108&lt;br /&gt;
| rage      = 484&lt;br /&gt;
| effective = Crushing, Fire, Nature&lt;br /&gt;
| ineffective = Cold&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Freeze Wasp]]s are Arthropods who mostly live in Sun Vale. As pets they do Cold Damage, have a Slowdown Debuff, and a Stun Attack&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Sun Vale&lt;br /&gt;
| location = Main Island, south-west side&lt;br /&gt;
| health    = 445&lt;br /&gt;
| armor     = 108&lt;br /&gt;
| rage      = 484&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;Evasion, Projectile Evasion, Burst Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:FreezeWasp}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Loot|Stringy Insect Meat}} (+1 bonus) {{Loot|Lumpy Animal Fat}} (bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Wasp Stinger}}&lt;br /&gt;
|{{Loot|Mint}}&lt;br /&gt;
|{{Loot|Dahlia Seeds}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level 35)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Amulet of Crushing Mitigation 4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Augments (Level 35)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|Add loot here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Freeze Wasp&lt;br /&gt;
| level to tame= 35&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max bond level = 80&lt;br /&gt;
| max happiness = 100&lt;br /&gt;
| max enthusiasm = 10&lt;br /&gt;
| bonus = 23% Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold&lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile = AIP:FreezeWaspPet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= Tamed (35)&lt;br /&gt;
| health = TODO&lt;br /&gt;
| armor = TODO&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;br /&gt;
&#039;&#039;Can be bred using Animal Husbandry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Blinding_Wasp&amp;diff=277114</id>
		<title>Blinding Wasp</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Blinding_Wasp&amp;diff=277114"/>
		<updated>2026-05-30T10:02:51Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Blinding Wasp&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1403&lt;br /&gt;
| effective = Crushing, Fire, Cold&lt;br /&gt;
| ineffective = Psychic, Nature&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Blinding Wasp]]s as pets do Piercing Damage and have a Burst Attack&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Fae Realm&lt;br /&gt;
| location = Found near trees throughout the map.&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1403&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;High Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:BlindingWasp}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Item|Robust Insect Meat}}&lt;br /&gt;
|{{Item|Brain}} (Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
=== General Loot ===&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Wasp Stinger}}&lt;br /&gt;
|{{Loot|Fae Honeycomb}}&lt;br /&gt;
|{{Loot|Swampweed}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Red Rose Seeds}}&lt;br /&gt;
|{{Loot|Desert Rose Seeds}}&lt;br /&gt;
|{{Loot|Pear}}&lt;br /&gt;
|{{Loot|Vanilla}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Almonds}}&lt;br /&gt;
|{{Loot|Nice Phlogiston}} (x6)&lt;br /&gt;
|{{Loot|Quality Phlogiston}} (x7)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level 75)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Ring of Snow}}&lt;br /&gt;
|{{Loot|Ring of Snakelike Behavior}}&lt;br /&gt;
|{{Loot|Ring of Toxin Archery}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Augments (Level 70)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Glove Augment}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Blinding Wasp&lt;br /&gt;
| level to tame= 73&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max level = 80&lt;br /&gt;
| max bond level = 80&lt;br /&gt;
| max happiness = 100&lt;br /&gt;
| max enthusiasm = &lt;br /&gt;
| bonus = 27% Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold&lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile =AIP:BlindingWasp Pet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= 75&lt;br /&gt;
| health = TODO&lt;br /&gt;
| armor = TODO&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;br /&gt;
&#039;&#039;Can be bred using Animal Husbandry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Fae_Bee&amp;diff=277113</id>
		<title>Fae Bee</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Fae_Bee&amp;diff=277113"/>
		<updated>2026-05-30T10:02:18Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Fae Bee&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1388&lt;br /&gt;
| effective = Crushing, Fire, Cold&lt;br /&gt;
| ineffective = Psychic, Nature&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Fae Bee]]s as pets do Poison Damage and have Damage Over Time.&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Fae Realm&lt;br /&gt;
| location = Found near trees throughout the map.&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1388&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;High Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:Bee}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Item|Robust Insect Meat}}&lt;br /&gt;
|{{Item|Femur}} (Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
=== General Loot ===&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Fae Honeycomb}}&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Bee Stinger}}&lt;br /&gt;
|{{Loot|Juniper Berries}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Dandelion Seeds}}&lt;br /&gt;
|{{Loot|Elven Lily Seeds}}&lt;br /&gt;
|{{Loot|Desert Rose Seeds}}&lt;br /&gt;
|{{Loot|Red Rose Seeds}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Winterhue Seeds}}&lt;br /&gt;
|{{Loot|Dill}}&lt;br /&gt;
|{{Loot|Seaweed}}&lt;br /&gt;
|{{Loot|Lemon}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Pear}}&lt;br /&gt;
|{{Loot|Maple Wood}}&lt;br /&gt;
|{{Loot|Pea Seedling}}&lt;br /&gt;
|{{Loot|Quality Phlogiston}} (x6)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level )|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Ring of Toxin Archery}}&lt;br /&gt;
|{{Loot|&#039;Treatment of The Poor&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Fae Bee&lt;br /&gt;
| level to tame= 70&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max level = &lt;br /&gt;
| max bond level = &lt;br /&gt;
| max happiness = &lt;br /&gt;
| max enthusiasm = &lt;br /&gt;
| bonus = Evasion, Burst Evasion, Projectile Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold &lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile =AIP:Bee Pet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= 75&lt;br /&gt;
| health = &lt;br /&gt;
| armor = &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;br /&gt;
&#039;&#039;Can be bred using Animal Husbandry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Turret_Wasp&amp;diff=277112</id>
		<title>Turret Wasp</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Turret_Wasp&amp;diff=277112"/>
		<updated>2026-05-30T10:01:41Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Turret Wasp&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 1449&lt;br /&gt;
| armor     = 786&lt;br /&gt;
| rage      = 1417&lt;br /&gt;
| effective = Crushing, Fire, Cold&lt;br /&gt;
| ineffective = Psychic, Nature&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Turret Wasp]]s as pets do ranged Piercing attacks have a Slowing Debuff&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Fae Realm&lt;br /&gt;
| location = Found near trees throughout the map.&lt;br /&gt;
| health    = 1449&lt;br /&gt;
| armor     = 786&lt;br /&gt;
| rage      = 1417&lt;br /&gt;
}}&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = The Wintertide&lt;br /&gt;
| location = Engineering Deck&lt;br /&gt;
| health    = 2360&lt;br /&gt;
| armor     = 789&lt;br /&gt;
| rage      = 1627&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;High Evasion, Projectile Evasion, Burst Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:TurretWasp}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Item|Robust Insect Meat}}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
=== General Loot ===&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Wasp Stinger}}&lt;br /&gt;
|{{Loot|Pear}}&lt;br /&gt;
|{{Loot|Lemon}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Dill}}&lt;br /&gt;
|{{Loot|Corn Seeds}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level 75)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Ring of Toxin Archery}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Augments (Level 70)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Necklace Augment}}&lt;br /&gt;
|{{Loot|Main-Hand Augment}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Turret Wasp&lt;br /&gt;
| level to tame= 75&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max bond level = 80&lt;br /&gt;
| max happiness = 100&lt;br /&gt;
| max enthusiasm = &lt;br /&gt;
| bonus = 27% Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold&lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile =AIP:TurretWasp Pet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= 80&lt;br /&gt;
| health = TODO&lt;br /&gt;
| armor = TODO&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= Max (Lv80/Bond80)&lt;br /&gt;
| health = 750&lt;br /&gt;
| armor = 294&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;br /&gt;
&#039;&#039;Can be bred using Animal Husbandry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Turret_Wasp&amp;diff=277111</id>
		<title>Turret Wasp</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Turret_Wasp&amp;diff=277111"/>
		<updated>2026-05-30T10:00:43Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Turret Wasp&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 1449&lt;br /&gt;
| armor     = 786&lt;br /&gt;
| rage      = 1417&lt;br /&gt;
| effective = Crushing, Fire, Cold&lt;br /&gt;
| ineffective = Psychic, Nature&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Turret Wasp]]s as pets do ranged attacks. They do Piercing Damage and have a Slowing Debuff&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Fae Realm&lt;br /&gt;
| location = Found near trees throughout the map.&lt;br /&gt;
| health    = 1449&lt;br /&gt;
| armor     = 786&lt;br /&gt;
| rage      = 1417&lt;br /&gt;
}}&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = The Wintertide&lt;br /&gt;
| location = Engineering Deck&lt;br /&gt;
| health    = 2360&lt;br /&gt;
| armor     = 789&lt;br /&gt;
| rage      = 1627&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;High Evasion, Projectile Evasion, Burst Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:TurretWasp}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Item|Robust Insect Meat}}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
=== General Loot ===&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Wasp Stinger}}&lt;br /&gt;
|{{Loot|Pear}}&lt;br /&gt;
|{{Loot|Lemon}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Dill}}&lt;br /&gt;
|{{Loot|Corn Seeds}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level 75)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Ring of Toxin Archery}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Augments (Level 70)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Necklace Augment}}&lt;br /&gt;
|{{Loot|Main-Hand Augment}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Turret Wasp&lt;br /&gt;
| level to tame= 75&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max bond level = 80&lt;br /&gt;
| max happiness = 100&lt;br /&gt;
| max enthusiasm = &lt;br /&gt;
| bonus = 27% Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold&lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile =AIP:TurretWasp Pet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= 80&lt;br /&gt;
| health = TODO&lt;br /&gt;
| armor = TODO&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= Max (Lv80/Bond80)&lt;br /&gt;
| health = 750&lt;br /&gt;
| armor = 294&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;br /&gt;
&#039;&#039;Can be bred using Animal Husbandry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Freeze_Wasp&amp;diff=277110</id>
		<title>Freeze Wasp</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Freeze_Wasp&amp;diff=277110"/>
		<updated>2026-05-30T09:59:58Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Freeze Wasp&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 445&lt;br /&gt;
| armor     = 108&lt;br /&gt;
| rage      = 484&lt;br /&gt;
| effective = Crushing, Fire, Nature&lt;br /&gt;
| ineffective = Cold&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Freeze Wasp]]s as pets do Cold Damage, have a Slowdown Debuff, and a Stun Attack&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Sun Vale&lt;br /&gt;
| location = Main Island, south-west side&lt;br /&gt;
| health    = 445&lt;br /&gt;
| armor     = 108&lt;br /&gt;
| rage      = 484&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;Evasion, Projectile Evasion, Burst Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:FreezeWasp}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Loot|Stringy Insect Meat}} (+1 bonus) {{Loot|Lumpy Animal Fat}} (bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Wasp Stinger}}&lt;br /&gt;
|{{Loot|Mint}}&lt;br /&gt;
|{{Loot|Dahlia Seeds}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level 35)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Amulet of Crushing Mitigation 4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Augments (Level 35)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|Add loot here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Freeze Wasp&lt;br /&gt;
| level to tame= 35&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max bond level = 80&lt;br /&gt;
| max happiness = 100&lt;br /&gt;
| max enthusiasm = 10&lt;br /&gt;
| bonus = 23% Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold&lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile = AIP:FreezeWaspPet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= Tamed (35)&lt;br /&gt;
| health = TODO&lt;br /&gt;
| armor = TODO&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;br /&gt;
&#039;&#039;Can be bred using Animal Husbandry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Freeze_Wasp&amp;diff=277109</id>
		<title>Freeze Wasp</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Freeze_Wasp&amp;diff=277109"/>
		<updated>2026-05-30T09:59:11Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Freeze Wasp&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 445&lt;br /&gt;
| armor     = 108&lt;br /&gt;
| rage      = 484&lt;br /&gt;
| effective = Crushing, Fire, Nature&lt;br /&gt;
| ineffective = Cold&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Freeze Wasp]]s do Cold Damage, have a Slowdown Debuff, and a Stun Attack&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Sun Vale&lt;br /&gt;
| location = Main Island, south-west side&lt;br /&gt;
| health    = 445&lt;br /&gt;
| armor     = 108&lt;br /&gt;
| rage      = 484&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;Evasion, Projectile Evasion, Burst Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:FreezeWasp}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Loot|Stringy Insect Meat}} (+1 bonus) {{Loot|Lumpy Animal Fat}} (bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Wasp Stinger}}&lt;br /&gt;
|{{Loot|Mint}}&lt;br /&gt;
|{{Loot|Dahlia Seeds}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level 35)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Amulet of Crushing Mitigation 4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Augments (Level 35)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|Add loot here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Freeze Wasp&lt;br /&gt;
| level to tame= 35&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max bond level = 80&lt;br /&gt;
| max happiness = 100&lt;br /&gt;
| max enthusiasm = 10&lt;br /&gt;
| bonus = 23% Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold&lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile = AIP:FreezeWaspPet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= Tamed (35)&lt;br /&gt;
| health = TODO&lt;br /&gt;
| armor = TODO&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;br /&gt;
&#039;&#039;Can be bred using Animal Husbandry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Turret_Wasp&amp;diff=277108</id>
		<title>Turret Wasp</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Turret_Wasp&amp;diff=277108"/>
		<updated>2026-05-30T09:57:41Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Turret Wasp&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 1449&lt;br /&gt;
| armor     = 786&lt;br /&gt;
| rage      = 1417&lt;br /&gt;
| effective = Crushing, Fire, Cold&lt;br /&gt;
| ineffective = Psychic, Nature&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Turret Wasp]]s are slow moving wasps with high evasion and ranged attacks. They do Piercing Damage and have a Slowing Debuff&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Fae Realm&lt;br /&gt;
| location = Found near trees throughout the map.&lt;br /&gt;
| health    = 1449&lt;br /&gt;
| armor     = 786&lt;br /&gt;
| rage      = 1417&lt;br /&gt;
}}&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = The Wintertide&lt;br /&gt;
| location = Engineering Deck&lt;br /&gt;
| health    = 2360&lt;br /&gt;
| armor     = 789&lt;br /&gt;
| rage      = 1627&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;High Evasion, Projectile Evasion, Burst Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:TurretWasp}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Item|Robust Insect Meat}}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
=== General Loot ===&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Wasp Stinger}}&lt;br /&gt;
|{{Loot|Pear}}&lt;br /&gt;
|{{Loot|Lemon}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Dill}}&lt;br /&gt;
|{{Loot|Corn Seeds}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level 75)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Ring of Toxin Archery}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Augments (Level 70)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Necklace Augment}}&lt;br /&gt;
|{{Loot|Main-Hand Augment}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Turret Wasp&lt;br /&gt;
| level to tame= 75&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max bond level = 80&lt;br /&gt;
| max happiness = 100&lt;br /&gt;
| max enthusiasm = &lt;br /&gt;
| bonus = 27% Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold&lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile =AIP:TurretWasp Pet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= 80&lt;br /&gt;
| health = TODO&lt;br /&gt;
| armor = TODO&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= Max (Lv80/Bond80)&lt;br /&gt;
| health = 750&lt;br /&gt;
| armor = 294&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;br /&gt;
&#039;&#039;Can be bred using Animal Husbandry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Fae_Bee&amp;diff=277107</id>
		<title>Fae Bee</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Fae_Bee&amp;diff=277107"/>
		<updated>2026-05-30T09:56:20Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Fae Bee&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1388&lt;br /&gt;
| effective = Crushing, Fire, Cold&lt;br /&gt;
| ineffective = Psychic, Nature&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Fae Bee]]s are Arthropods native to the Fae Realm. They do Poison Damage and have Damage Over Time.&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Fae Realm&lt;br /&gt;
| location = Found near trees throughout the map.&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1388&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;High Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:Bee}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Item|Robust Insect Meat}}&lt;br /&gt;
|{{Item|Femur}} (Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
=== General Loot ===&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Fae Honeycomb}}&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Bee Stinger}}&lt;br /&gt;
|{{Loot|Juniper Berries}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Dandelion Seeds}}&lt;br /&gt;
|{{Loot|Elven Lily Seeds}}&lt;br /&gt;
|{{Loot|Desert Rose Seeds}}&lt;br /&gt;
|{{Loot|Red Rose Seeds}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Winterhue Seeds}}&lt;br /&gt;
|{{Loot|Dill}}&lt;br /&gt;
|{{Loot|Seaweed}}&lt;br /&gt;
|{{Loot|Lemon}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Pear}}&lt;br /&gt;
|{{Loot|Maple Wood}}&lt;br /&gt;
|{{Loot|Pea Seedling}}&lt;br /&gt;
|{{Loot|Quality Phlogiston}} (x6)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level )|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Ring of Toxin Archery}}&lt;br /&gt;
|{{Loot|&#039;Treatment of The Poor&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Fae Bee&lt;br /&gt;
| level to tame= 70&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max level = &lt;br /&gt;
| max bond level = &lt;br /&gt;
| max happiness = &lt;br /&gt;
| max enthusiasm = &lt;br /&gt;
| bonus = Evasion, Burst Evasion, Projectile Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold &lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile =AIP:Bee Pet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= 75&lt;br /&gt;
| health = &lt;br /&gt;
| armor = &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;br /&gt;
&#039;&#039;Can be bred using Animal Husbandry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Blinding_Wasp&amp;diff=277106</id>
		<title>Blinding Wasp</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Blinding_Wasp&amp;diff=277106"/>
		<updated>2026-05-30T09:55:25Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Blinding Wasp&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1403&lt;br /&gt;
| effective = Crushing, Fire, Cold&lt;br /&gt;
| ineffective = Psychic, Nature&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Blinding Wasp]]s are wasps with &#039;&#039;&#039;High Evasion.&#039;&#039;&#039; They do Piercing Damage and have a Burst Attack&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Fae Realm&lt;br /&gt;
| location = Found near trees throughout the map.&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1403&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;High Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:BlindingWasp}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Item|Robust Insect Meat}}&lt;br /&gt;
|{{Item|Brain}} (Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
=== General Loot ===&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Wasp Stinger}}&lt;br /&gt;
|{{Loot|Fae Honeycomb}}&lt;br /&gt;
|{{Loot|Swampweed}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Red Rose Seeds}}&lt;br /&gt;
|{{Loot|Desert Rose Seeds}}&lt;br /&gt;
|{{Loot|Pear}}&lt;br /&gt;
|{{Loot|Vanilla}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Almonds}}&lt;br /&gt;
|{{Loot|Nice Phlogiston}} (x6)&lt;br /&gt;
|{{Loot|Quality Phlogiston}} (x7)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level 75)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Ring of Snow}}&lt;br /&gt;
|{{Loot|Ring of Snakelike Behavior}}&lt;br /&gt;
|{{Loot|Ring of Toxin Archery}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Augments (Level 70)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Glove Augment}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Blinding Wasp&lt;br /&gt;
| level to tame= 73&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max level = 80&lt;br /&gt;
| max bond level = 80&lt;br /&gt;
| max happiness = 100&lt;br /&gt;
| max enthusiasm = &lt;br /&gt;
| bonus = 27% Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold&lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile =AIP:BlindingWasp Pet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= 75&lt;br /&gt;
| health = TODO&lt;br /&gt;
| armor = TODO&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;br /&gt;
&#039;&#039;Can be bred using Animal Husbandry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Blinding_Wasp&amp;diff=277105</id>
		<title>Blinding Wasp</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Blinding_Wasp&amp;diff=277105"/>
		<updated>2026-05-30T09:51:26Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: /* Animal Handling Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Blinding Wasp&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1403&lt;br /&gt;
| effective = Crushing, Fire, Cold&lt;br /&gt;
| ineffective = Psychic, Nature&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Blinding Wasp]]s are wasps with &#039;&#039;&#039;High Evasion.&#039;&#039;&#039;&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Fae Realm&lt;br /&gt;
| location = Found near trees throughout the map.&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1403&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;High Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:BlindingWasp}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Item|Robust Insect Meat}}&lt;br /&gt;
|{{Item|Brain}} (Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
=== General Loot ===&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Wasp Stinger}}&lt;br /&gt;
|{{Loot|Fae Honeycomb}}&lt;br /&gt;
|{{Loot|Swampweed}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Red Rose Seeds}}&lt;br /&gt;
|{{Loot|Desert Rose Seeds}}&lt;br /&gt;
|{{Loot|Pear}}&lt;br /&gt;
|{{Loot|Vanilla}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Almonds}}&lt;br /&gt;
|{{Loot|Nice Phlogiston}} (x6)&lt;br /&gt;
|{{Loot|Quality Phlogiston}} (x7)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level 75)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Ring of Snow}}&lt;br /&gt;
|{{Loot|Ring of Snakelike Behavior}}&lt;br /&gt;
|{{Loot|Ring of Toxin Archery}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Augments (Level 70)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Glove Augment}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Blinding Wasp&lt;br /&gt;
| level to tame= 73&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max level = 80&lt;br /&gt;
| max bond level = 80&lt;br /&gt;
| max happiness = 100&lt;br /&gt;
| max enthusiasm = &lt;br /&gt;
| bonus = 27% Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold&lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile =AIP:BlindingWasp Pet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= 75&lt;br /&gt;
| health = TODO&lt;br /&gt;
| armor = TODO&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;br /&gt;
&#039;&#039;Can be bred using Animal Husbandry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Fae_Bee&amp;diff=277104</id>
		<title>Fae Bee</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Fae_Bee&amp;diff=277104"/>
		<updated>2026-05-30T09:51:04Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: /* Animal Handling Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Fae Bee&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1388&lt;br /&gt;
| effective = Crushing, Fire, Cold&lt;br /&gt;
| ineffective = Psychic, Nature&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Fae Bee]]s are Arthropods native to the Fae Realm.&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Fae Realm&lt;br /&gt;
| location = Found near trees throughout the map.&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1388&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;High Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:Bee}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Item|Robust Insect Meat}}&lt;br /&gt;
|{{Item|Femur}} (Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
=== General Loot ===&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Fae Honeycomb}}&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Bee Stinger}}&lt;br /&gt;
|{{Loot|Juniper Berries}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Dandelion Seeds}}&lt;br /&gt;
|{{Loot|Elven Lily Seeds}}&lt;br /&gt;
|{{Loot|Desert Rose Seeds}}&lt;br /&gt;
|{{Loot|Red Rose Seeds}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Winterhue Seeds}}&lt;br /&gt;
|{{Loot|Dill}}&lt;br /&gt;
|{{Loot|Seaweed}}&lt;br /&gt;
|{{Loot|Lemon}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Pear}}&lt;br /&gt;
|{{Loot|Maple Wood}}&lt;br /&gt;
|{{Loot|Pea Seedling}}&lt;br /&gt;
|{{Loot|Quality Phlogiston}} (x6)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level )|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Ring of Toxin Archery}}&lt;br /&gt;
|{{Loot|&#039;Treatment of The Poor&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Fae Bee&lt;br /&gt;
| level to tame= 70&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max level = &lt;br /&gt;
| max bond level = &lt;br /&gt;
| max happiness = &lt;br /&gt;
| max enthusiasm = &lt;br /&gt;
| bonus = Evasion, Burst Evasion, Projectile Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold &lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile =AIP:Bee Pet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= 75&lt;br /&gt;
| health = &lt;br /&gt;
| armor = &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;br /&gt;
&#039;&#039;Can be bred using Animal Husbandry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Turret_Wasp&amp;diff=277103</id>
		<title>Turret Wasp</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Turret_Wasp&amp;diff=277103"/>
		<updated>2026-05-30T09:50:40Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: /* Animal Handling Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Turret Wasp&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 1449&lt;br /&gt;
| armor     = 786&lt;br /&gt;
| rage      = 1417&lt;br /&gt;
| effective = Crushing, Fire, Cold&lt;br /&gt;
| ineffective = Psychic, Nature&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Turret Wasp]]s are slow moving wasps with high evasion and ranged attacks.&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Fae Realm&lt;br /&gt;
| location = Found near trees throughout the map.&lt;br /&gt;
| health    = 1449&lt;br /&gt;
| armor     = 786&lt;br /&gt;
| rage      = 1417&lt;br /&gt;
}}&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = The Wintertide&lt;br /&gt;
| location = Engineering Deck&lt;br /&gt;
| health    = 2360&lt;br /&gt;
| armor     = 789&lt;br /&gt;
| rage      = 1627&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;High Evasion, Projectile Evasion, Burst Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:TurretWasp}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Item|Robust Insect Meat}}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
=== General Loot ===&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Wasp Stinger}}&lt;br /&gt;
|{{Loot|Pear}}&lt;br /&gt;
|{{Loot|Lemon}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Dill}}&lt;br /&gt;
|{{Loot|Corn Seeds}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level 75)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Ring of Toxin Archery}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Augments (Level 70)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Necklace Augment}}&lt;br /&gt;
|{{Loot|Main-Hand Augment}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Turret Wasp&lt;br /&gt;
| level to tame= 75&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max bond level = 80&lt;br /&gt;
| max happiness = 100&lt;br /&gt;
| max enthusiasm = &lt;br /&gt;
| bonus = 27% Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold&lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile =AIP:TurretWasp Pet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= 80&lt;br /&gt;
| health = TODO&lt;br /&gt;
| armor = TODO&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= Max (Lv80/Bond80)&lt;br /&gt;
| health = 750&lt;br /&gt;
| armor = 294&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;br /&gt;
&#039;&#039;Can be bred using Animal Husbandry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Freeze_Wasp&amp;diff=277102</id>
		<title>Freeze Wasp</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Freeze_Wasp&amp;diff=277102"/>
		<updated>2026-05-30T09:49:39Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: /* Animal Handling Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Freeze Wasp&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 445&lt;br /&gt;
| armor     = 108&lt;br /&gt;
| rage      = 484&lt;br /&gt;
| effective = Crushing, Fire, Nature&lt;br /&gt;
| ineffective = Cold&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Freeze Wasp]]s are slow moving wasps.&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Sun Vale&lt;br /&gt;
| location = Main Island, south-west side&lt;br /&gt;
| health    = 445&lt;br /&gt;
| armor     = 108&lt;br /&gt;
| rage      = 484&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;Evasion, Projectile Evasion, Burst Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:FreezeWasp}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Loot|Stringy Insect Meat}} (+1 bonus) {{Loot|Lumpy Animal Fat}} (bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Wasp Stinger}}&lt;br /&gt;
|{{Loot|Mint}}&lt;br /&gt;
|{{Loot|Dahlia Seeds}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level 35)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Amulet of Crushing Mitigation 4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Augments (Level 35)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|Add loot here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Freeze Wasp&lt;br /&gt;
| level to tame= 35&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max bond level = 80&lt;br /&gt;
| max happiness = 100&lt;br /&gt;
| max enthusiasm = 10&lt;br /&gt;
| bonus = 23% Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold&lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile = AIP:FreezeWaspPet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= Tamed (35)&lt;br /&gt;
| health = TODO&lt;br /&gt;
| armor = TODO&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;br /&gt;
&#039;&#039;Can be bred using Animal Husbandry&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Blinding_Wasp&amp;diff=277101</id>
		<title>Blinding Wasp</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Blinding_Wasp&amp;diff=277101"/>
		<updated>2026-05-30T09:44:05Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: /* Animal Handling Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Blinding Wasp&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1403&lt;br /&gt;
| effective = Crushing, Fire, Cold&lt;br /&gt;
| ineffective = Psychic, Nature&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Blinding Wasp]]s are wasps with &#039;&#039;&#039;High Evasion.&#039;&#039;&#039;&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Fae Realm&lt;br /&gt;
| location = Found near trees throughout the map.&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1403&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;High Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:BlindingWasp}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Item|Robust Insect Meat}}&lt;br /&gt;
|{{Item|Brain}} (Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
=== General Loot ===&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Wasp Stinger}}&lt;br /&gt;
|{{Loot|Fae Honeycomb}}&lt;br /&gt;
|{{Loot|Swampweed}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Red Rose Seeds}}&lt;br /&gt;
|{{Loot|Desert Rose Seeds}}&lt;br /&gt;
|{{Loot|Pear}}&lt;br /&gt;
|{{Loot|Vanilla}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Almonds}}&lt;br /&gt;
|{{Loot|Nice Phlogiston}} (x6)&lt;br /&gt;
|{{Loot|Quality Phlogiston}} (x7)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level 75)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Ring of Snow}}&lt;br /&gt;
|{{Loot|Ring of Snakelike Behavior}}&lt;br /&gt;
|{{Loot|Ring of Toxin Archery}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Augments (Level 70)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Glove Augment}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Blinding Wasp&lt;br /&gt;
| level to tame= 73&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max level = 80&lt;br /&gt;
| max bond level = 80&lt;br /&gt;
| max happiness = 100&lt;br /&gt;
| max enthusiasm = &lt;br /&gt;
| bonus = 27% Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold&lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile =AIP:BlindingWasp Pet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= 75&lt;br /&gt;
| health = TODO&lt;br /&gt;
| armor = TODO&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Fae_Bee&amp;diff=277100</id>
		<title>Fae Bee</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Fae_Bee&amp;diff=277100"/>
		<updated>2026-05-30T09:43:53Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: /* Animal Handling Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Fae Bee&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1388&lt;br /&gt;
| effective = Crushing, Fire, Cold&lt;br /&gt;
| ineffective = Psychic, Nature&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Fae Bee]]s are Arthropods native to the Fae Realm.&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Fae Realm&lt;br /&gt;
| location = Found near trees throughout the map.&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1388&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;High Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:Bee}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Item|Robust Insect Meat}}&lt;br /&gt;
|{{Item|Femur}} (Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
=== General Loot ===&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Fae Honeycomb}}&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Bee Stinger}}&lt;br /&gt;
|{{Loot|Juniper Berries}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Dandelion Seeds}}&lt;br /&gt;
|{{Loot|Elven Lily Seeds}}&lt;br /&gt;
|{{Loot|Desert Rose Seeds}}&lt;br /&gt;
|{{Loot|Red Rose Seeds}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Winterhue Seeds}}&lt;br /&gt;
|{{Loot|Dill}}&lt;br /&gt;
|{{Loot|Seaweed}}&lt;br /&gt;
|{{Loot|Lemon}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Pear}}&lt;br /&gt;
|{{Loot|Maple Wood}}&lt;br /&gt;
|{{Loot|Pea Seedling}}&lt;br /&gt;
|{{Loot|Quality Phlogiston}} (x6)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level )|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Ring of Toxin Archery}}&lt;br /&gt;
|{{Loot|&#039;Treatment of The Poor&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Fae Bee&lt;br /&gt;
| level to tame= 70&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max level = &lt;br /&gt;
| max bond level = &lt;br /&gt;
| max happiness = &lt;br /&gt;
| max enthusiasm = &lt;br /&gt;
| bonus = Evasion, Burst Evasion, Projectile Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold &lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile =AIP:Bee Pet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= 75&lt;br /&gt;
| health = &lt;br /&gt;
| armor = &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Turret_Wasp&amp;diff=277099</id>
		<title>Turret Wasp</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Turret_Wasp&amp;diff=277099"/>
		<updated>2026-05-30T09:43:31Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: /* Animal Handling Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Turret Wasp&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 1449&lt;br /&gt;
| armor     = 786&lt;br /&gt;
| rage      = 1417&lt;br /&gt;
| effective = Crushing, Fire, Cold&lt;br /&gt;
| ineffective = Psychic, Nature&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Turret Wasp]]s are slow moving wasps with high evasion and ranged attacks.&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Fae Realm&lt;br /&gt;
| location = Found near trees throughout the map.&lt;br /&gt;
| health    = 1449&lt;br /&gt;
| armor     = 786&lt;br /&gt;
| rage      = 1417&lt;br /&gt;
}}&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = The Wintertide&lt;br /&gt;
| location = Engineering Deck&lt;br /&gt;
| health    = 2360&lt;br /&gt;
| armor     = 789&lt;br /&gt;
| rage      = 1627&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;High Evasion, Projectile Evasion, Burst Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:TurretWasp}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Item|Robust Insect Meat}}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
=== General Loot ===&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Wasp Stinger}}&lt;br /&gt;
|{{Loot|Pear}}&lt;br /&gt;
|{{Loot|Lemon}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Dill}}&lt;br /&gt;
|{{Loot|Corn Seeds}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level 75)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Ring of Toxin Archery}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Augments (Level 70)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Necklace Augment}}&lt;br /&gt;
|{{Loot|Main-Hand Augment}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Turret Wasp&lt;br /&gt;
| level to tame= 75&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max bond level = 80&lt;br /&gt;
| max happiness = 100&lt;br /&gt;
| max enthusiasm = &lt;br /&gt;
| bonus = 27% Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold&lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile =AIP:TurretWasp Pet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= 80&lt;br /&gt;
| health = TODO&lt;br /&gt;
| armor = TODO&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= Max (Lv80/Bond80)&lt;br /&gt;
| health = 750&lt;br /&gt;
| armor = 294&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Freeze_Wasp&amp;diff=277098</id>
		<title>Freeze Wasp</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Freeze_Wasp&amp;diff=277098"/>
		<updated>2026-05-30T09:43:05Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: /* Animal Handling Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Freeze Wasp&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 445&lt;br /&gt;
| armor     = 108&lt;br /&gt;
| rage      = 484&lt;br /&gt;
| effective = Crushing, Fire, Nature&lt;br /&gt;
| ineffective = Cold&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Freeze Wasp]]s are slow moving wasps.&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Sun Vale&lt;br /&gt;
| location = Main Island, south-west side&lt;br /&gt;
| health    = 445&lt;br /&gt;
| armor     = 108&lt;br /&gt;
| rage      = 484&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;Evasion, Projectile Evasion, Burst Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:FreezeWasp}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Loot|Stringy Insect Meat}} (+1 bonus) {{Loot|Lumpy Animal Fat}} (bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Wasp Stinger}}&lt;br /&gt;
|{{Loot|Mint}}&lt;br /&gt;
|{{Loot|Dahlia Seeds}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level 35)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Amulet of Crushing Mitigation 4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Augments (Level 35)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|Add loot here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Freeze Wasp&lt;br /&gt;
| level to tame= 35&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max bond level = 80&lt;br /&gt;
| max happiness = 100&lt;br /&gt;
| max enthusiasm = 10&lt;br /&gt;
| bonus = 23% Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold&lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile = AIP:FreezeWaspPet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= Tamed (35)&lt;br /&gt;
| health = TODO&lt;br /&gt;
| armor = TODO&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder and used at level 1 in Animal Handling.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Blinding_Wasp&amp;diff=277097</id>
		<title>Blinding Wasp</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Blinding_Wasp&amp;diff=277097"/>
		<updated>2026-05-30T09:42:24Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: /* Animal Handling Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Blinding Wasp&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1403&lt;br /&gt;
| effective = Crushing, Fire, Cold&lt;br /&gt;
| ineffective = Psychic, Nature&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Blinding Wasp]]s are wasps with &#039;&#039;&#039;High Evasion.&#039;&#039;&#039;&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Fae Realm&lt;br /&gt;
| location = Found near trees throughout the map.&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1403&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;High Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:BlindingWasp}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Item|Robust Insect Meat}}&lt;br /&gt;
|{{Item|Brain}} (Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
=== General Loot ===&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Wasp Stinger}}&lt;br /&gt;
|{{Loot|Fae Honeycomb}}&lt;br /&gt;
|{{Loot|Swampweed}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Red Rose Seeds}}&lt;br /&gt;
|{{Loot|Desert Rose Seeds}}&lt;br /&gt;
|{{Loot|Pear}}&lt;br /&gt;
|{{Loot|Vanilla}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Almonds}}&lt;br /&gt;
|{{Loot|Nice Phlogiston}} (x6)&lt;br /&gt;
|{{Loot|Quality Phlogiston}} (x7)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level 75)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Ring of Snow}}&lt;br /&gt;
|{{Loot|Ring of Snakelike Behavior}}&lt;br /&gt;
|{{Loot|Ring of Toxin Archery}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Augments (Level 70)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Glove Augment}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Blinding Wasp&lt;br /&gt;
| level to tame= 73&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max level = 80&lt;br /&gt;
| max bond level = 80&lt;br /&gt;
| max happiness = 100&lt;br /&gt;
| max enthusiasm = &lt;br /&gt;
| bonus = 27% Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold&lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile =AIP:BlindingWasp Pet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= 75&lt;br /&gt;
| health = TODO&lt;br /&gt;
| armor = TODO&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder at level 1 in Animal Handling.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Fae_Bee&amp;diff=277096</id>
		<title>Fae Bee</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Fae_Bee&amp;diff=277096"/>
		<updated>2026-05-30T09:42:06Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: /* Animal Handling Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Fae Bee&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1388&lt;br /&gt;
| effective = Crushing, Fire, Cold&lt;br /&gt;
| ineffective = Psychic, Nature&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Fae Bee]]s are Arthropods native to the Fae Realm.&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Fae Realm&lt;br /&gt;
| location = Found near trees throughout the map.&lt;br /&gt;
| health    = 1680&lt;br /&gt;
| armor     = 443&lt;br /&gt;
| rage      = 1388&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;High Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:Bee}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Item|Robust Insect Meat}}&lt;br /&gt;
|{{Item|Femur}} (Bonus)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
=== General Loot ===&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Fae Honeycomb}}&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Bee Stinger}}&lt;br /&gt;
|{{Loot|Juniper Berries}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Dandelion Seeds}}&lt;br /&gt;
|{{Loot|Elven Lily Seeds}}&lt;br /&gt;
|{{Loot|Desert Rose Seeds}}&lt;br /&gt;
|{{Loot|Red Rose Seeds}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Winterhue Seeds}}&lt;br /&gt;
|{{Loot|Dill}}&lt;br /&gt;
|{{Loot|Seaweed}}&lt;br /&gt;
|{{Loot|Lemon}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Pear}}&lt;br /&gt;
|{{Loot|Maple Wood}}&lt;br /&gt;
|{{Loot|Pea Seedling}}&lt;br /&gt;
|{{Loot|Quality Phlogiston}} (x6)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level )|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Ring of Toxin Archery}}&lt;br /&gt;
|{{Loot|&#039;Treatment of The Poor&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Fae Bee&lt;br /&gt;
| level to tame= 70&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max level = &lt;br /&gt;
| max bond level = &lt;br /&gt;
| max happiness = &lt;br /&gt;
| max enthusiasm = &lt;br /&gt;
| bonus = Evasion, Burst Evasion, Projectile Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold &lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile =AIP:Bee Pet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= 75&lt;br /&gt;
| health = &lt;br /&gt;
| armor = &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder at level 1 in Animal Handling.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Turret_Wasp&amp;diff=277095</id>
		<title>Turret Wasp</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Turret_Wasp&amp;diff=277095"/>
		<updated>2026-05-30T09:41:37Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: /* Animal Handling Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Turret Wasp&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 1449&lt;br /&gt;
| armor     = 786&lt;br /&gt;
| rage      = 1417&lt;br /&gt;
| effective = Crushing, Fire, Cold&lt;br /&gt;
| ineffective = Psychic, Nature&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Turret Wasp]]s are slow moving wasps with high evasion and ranged attacks.&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Fae Realm&lt;br /&gt;
| location = Found near trees throughout the map.&lt;br /&gt;
| health    = 1449&lt;br /&gt;
| armor     = 786&lt;br /&gt;
| rage      = 1417&lt;br /&gt;
}}&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = The Wintertide&lt;br /&gt;
| location = Engineering Deck&lt;br /&gt;
| health    = 2360&lt;br /&gt;
| armor     = 789&lt;br /&gt;
| rage      = 1627&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;High Evasion, Projectile Evasion, Burst Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:TurretWasp}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Item|Robust Insect Meat}}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
=== General Loot ===&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Wasp Stinger}}&lt;br /&gt;
|{{Loot|Pear}}&lt;br /&gt;
|{{Loot|Lemon}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Dill}}&lt;br /&gt;
|{{Loot|Corn Seeds}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level 75)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Ring of Toxin Archery}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Augments (Level 70)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Necklace Augment}}&lt;br /&gt;
|{{Loot|Main-Hand Augment}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Turret Wasp&lt;br /&gt;
| level to tame= 75&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max bond level = 80&lt;br /&gt;
| max happiness = 100&lt;br /&gt;
| max enthusiasm = &lt;br /&gt;
| bonus = 27% Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold&lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile =AIP:TurretWasp Pet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= 80&lt;br /&gt;
| health = TODO&lt;br /&gt;
| armor = TODO&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= Max (Lv80/Bond80)&lt;br /&gt;
| health = 750&lt;br /&gt;
| armor = 294&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder at level 1 in Animal Handling.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
	<entry>
		<id>https://wiki.projectgorgon.com/index.php?title=Turret_Wasp&amp;diff=277094</id>
		<title>Turret Wasp</title>
		<link rel="alternate" type="text/html" href="https://wiki.projectgorgon.com/index.php?title=Turret_Wasp&amp;diff=277094"/>
		<updated>2026-05-30T09:41:00Z</updated>

		<summary type="html">&lt;p&gt;RimDragonfly: /* Animal Handling Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MOB infobox&lt;br /&gt;
| title = Turret Wasp&lt;br /&gt;
| type      = Arthropod&lt;br /&gt;
| health    = 1449&lt;br /&gt;
| armor     = 786&lt;br /&gt;
| rage      = 1417&lt;br /&gt;
| effective = Crushing, Fire, Cold&lt;br /&gt;
| ineffective = Psychic, Nature&lt;br /&gt;
| immune = Poison &lt;br /&gt;
}}&lt;br /&gt;
[[Turret Wasp]]s are slow moving wasps with high evasion and ranged attacks.&lt;br /&gt;
== Locations ==&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = Fae Realm&lt;br /&gt;
| location = Found near trees throughout the map.&lt;br /&gt;
| health    = 1449&lt;br /&gt;
| armor     = 786&lt;br /&gt;
| rage      = 1417&lt;br /&gt;
}}&lt;br /&gt;
{{MOB Location&lt;br /&gt;
| area = The Wintertide&lt;br /&gt;
| location = Engineering Deck&lt;br /&gt;
| health    = 2360&lt;br /&gt;
| armor     = 789&lt;br /&gt;
| rage      = 1627&lt;br /&gt;
}}&lt;br /&gt;
== Combat Abilities ==&lt;br /&gt;
&#039;&#039;&#039;High Evasion, Projectile Evasion, Burst Evasion&#039;&#039;&#039;&lt;br /&gt;
{{:AIP:TurretWasp}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Skin&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meat&#039;&#039;&#039;:&lt;br /&gt;
|{{Item|Robust Insect Meat}}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skull&#039;&#039;&#039;:&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
== Reported Loot ==&lt;br /&gt;
=== General Loot ===&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Miscellaneous|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Giant Insect Wing}}&lt;br /&gt;
|{{Loot|Fae Wasp Stinger}}&lt;br /&gt;
|{{Loot|Pear}}&lt;br /&gt;
|{{Loot|Lemon}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Dill}}&lt;br /&gt;
|{{Loot|Corn Seeds}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Equipment (Level 75)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Ring of Toxin Archery}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Header|Augments (Level 70)|4}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Loot|Necklace Augment}}&lt;br /&gt;
|{{Loot|Main-Hand Augment}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Animal Handling Stats ==&lt;br /&gt;
{{MOB AH&lt;br /&gt;
| name = Turret Wasp&lt;br /&gt;
| level to tame= 75&lt;br /&gt;
| tame type = Bee&lt;br /&gt;
| max bond level = 80&lt;br /&gt;
| max happiness = 100&lt;br /&gt;
| max enthusiasm = &lt;br /&gt;
| bonus = 27% Evasion&lt;br /&gt;
| weaknesses = Crushing, Fire, Cold&lt;br /&gt;
| resists = Psychic, Nature, Poison (Immune)&lt;br /&gt;
| profile =AIP:TurretWasp Pet&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= 80&lt;br /&gt;
| health = TODO&lt;br /&gt;
| armor = TODO&lt;br /&gt;
}}&lt;br /&gt;
{{MOB AHVital&lt;br /&gt;
| vital level= Max (Lv80/Bond80)&lt;br /&gt;
| health = 750&lt;br /&gt;
| armor = 294&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Can be obtained from a breeder at level 1.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RimDragonfly</name></author>
	</entry>
</feed>