====== Genes ====== Everyone born has genes. They come from your two parents and you cannot change them. ===== How you get them ===== You carry two copies of everything, one from each parent. Each parent passes on one of their two, at random. * A dominant trait shows if you have one copy. * A recessive trait shows only if you have two. So you carry recessives you cannot see, and so does everyone else. Two carriers can have a child who shows it. ===== Seeing yours ===== Use an Analysis scroll. It writes you a book listing what you show and what you carry. Nothing else tells you. You cannot tell by looking at someone. ===== Inbreeding ===== Two related parents are more likely to match up the same recessive, so bad traits surface. It also costs the child hearts. Unrelated parents give 23. Full siblings give 17. ===== Mutations ===== Births can throw a new trait that neither parent had. It is uncommon. Inbreeding makes it much more likely. That is the one thing inbreeding is good for. ===== Traits that show ===== ''calm_aura'', ''dragongaze'', ''elderlung'', ''green_thumb'', ''moonblessed'', ''skullboundsinew'', ''sleeplessgait'', ''wardenmarrow'' ===== Traits that hide ===== ''barren_blood'', ''brittle'', ''food_allergy'', ''picky_palate'', ''sterile_strain'', ''the_shakes'', ''unease'' ===== Traits that blend ===== Size, speed and hunger do not switch on or off. You land somewhere between your parents. Size runs from about 1.5 blocks to about 2.5 blocks. A tall enough player will not fit through a 2-block gap. ===== Founder perks ===== Three traits only founders start with: ''calm_aura'', ''green_thumb'', ''moonblessed''. They are inherited normally after that, and they are never rolled as mutations. ===== Mob genes ===== Capturing a mob's soul can put its blood into your line. See [[souls|Souls]].