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ColorMutation Anky.jpg
Changes in stats and colors of bred offspring
Released v252.0

Mutations are random stat boosts and color changes applied to offspring when breeding tamed dinos. For further insights see the External links section.

Probability of Mutation[edit | edit source]

For each offspring up to three Mutations can occur, each with a 2.5% chance. If multiple Mutations occur, they may affect the same or different stats.

The probability for at least one Mutation in an offspring is 7.31%, for at least two Mutations it is 0.184% and for three Mutations the probability 0.00156% (that is, 1.56 one-thousandths of a percent).[1]

Exceptions[edit | edit source]

The following dinos are exceptions to the Mutation mechanic, due to the fact that they only have wild ancestry and cannot be bred:

Mutation Mechanics[edit | edit source]

Note: This video has one minor error - the Torpor stat cannot be the target of a mutation; see Discussion page for details.

Stat mutations are determined and applied in the following steps (from the code at [1]):

  1. Initial Stat Selection from Parents(not technically part of Mutations)
  2. Select a Stat for Mutation
  3. Assign a Parent as Source of Potential Mutation
  4. Random Roll for Mutation (2.5% chance)
  5. Apply Mutation and Color Change
  6. Repeat #2-5 two more times

Many write-ups regarding Mutations will mention "mutating a stat on a parent" or similar language, which may be confusing if you are new to breeding. To be clear, only the offspring's stats are ever actually modified/mutated, after they are initially set in step #1 above. The Mutation mechanic assigns one of the parents as the source of a Mutation, but it is not actually mutating the parent dino.

When you read "parent has 20/20" or similar below, this is referring to the total Mutations on the parent - its Matrilineal+Patrilineal Mutation Counters. See the Mutation Counters section for more details and also the code at [1].

1. Initial Stat Selection from Parents[edit | edit source]

The initial stat values are selected from either the mother or the father, with a 55% chance that the stronger stat will be selected. For example if the mother has 20 wild levels in melee father has 30 levels, it is 55% likely that the offspring's melee value will initially (before Mutations) be set at +30 levels.

2. Selecting a Stat for Mutation[edit | edit source]

(This step along with the next three are repeated for three iterations.)
A single stat is selected for possible Mutation. Only stats which can be leveled up for the species will be selected.

3. Assigning a Parent as Source of Mutation[edit | edit source]

One of the parents is chosen as the source of the Mutation, again with a 55% chance that the stronger parent (in that stat) is chosen. This is a completely indpendent check from the initial stat assignment, meaning that the father might have provided the offspring's initial melee stat, but the mother is the source of a Mutation to it.

If the source of the Mutation has reached the 20 Mutation limit, then this Mutation chance is lost and a new iteration (if any are left) begins at #2. For example, if you breed a 20/20 father and a 0/20 mother and on Mutation iteration #1 (of 3) the father is chosen as the source for a Mutation, the Mutation does not happen (the 2.5% RNG roll is not even made) and the iteration is complete. This of course reduces (by approximately 50%) the already-slim chances of a Mutation actually occurring so if you want the full 7.31% chance of at least one Mutation on your baby dino, both parents must be ≤19/20. See the section below on Mutation Stacking for more information about breeding maxed-out dinos to non-maxed-out dinos.

4. Random Roll for Mutation[edit | edit source]

If the "source" parent is valid, then the RNG checks for a successful Mutation, with 2.5% chance. If this check fails, this Mutation iteration is complete and a new iteration (if any are left) begins at #2.

5. Apply Mutation and Color Change[edit | edit source]

If the Mutation check succeeds, then the offspring's stat gets +2 wild levels and the mutation counter on the side (Matrilineal/Patrilineal) of the source of the Mutation (not the source of the initial stat) is increased by 1. Additionally, a random Mutation to a color region will occur. This color mutation may not be obvious due to it resulting in a very similar color to one of the parents, or due to the algorithm choosing a color region not used by the species.

According to the code at [1], any of the 56 colors can be selected for the resulting Mutated color. However other testing from [2] appears to show a bias for the brighter Color IDs of 1-18.

6. Repeat #2-5 Twice More[edit | edit source]

Regardless of whether or not a Mutation occurred, the process is repeated twice more. The same stat may be affected twice (+4) or even three times (+6) if you are especially lucky!

Mutation Counters[edit | edit source]

The Ancestry screen for each dinosaur shows a Mutation counter on both the Matrilineal (mother's) and Patrilineal (father's) side. These numbers do not show the actual Mutations on the dino. Rather, they are a combination of the parents' Mutation counters plus any actual Mutations expressed when the baby was hatched. Without knowing details of the ancestry of a particular dinosaur, it is impossible to tell how many actual Mutations have been a) carried forward from a parent or b) expressed at birth (though with some reverse-engineering it is possible to make some guesses). The reason the numbers are given as X/20 is explained below.

Wild dinos begin with zero mutations on both sides. Baby tame dinos (from breeding, not from stolen eggs e.g. Wyvern) inherit a base Mutation counter value from each parent. This base value is equal to the parent's own matrilineal + patrilineal counters.

  • Mother's Matrilineal + Patrilineal ==> baby's Matrilineal counter
  • Father's Matrilineal + Patrilineal ==> baby's Patrilineal counter

Additionally, if Step 4 above results in a Mutation on a baby's stat, the Mutation counter for the source of the Mutation is increased. If mother was the source of the Mutation (not necessarily the source of the initial stat), the Matrilineal counter gets +1. If the father was the source of the Mutation, then baby's Patrilineal counter gets +1.

When considering dinosaurs as potential parents, if the dino's combined Mutation counters (Matrilineal + Patrilineal) is greater than 20, then any potential Mutations which have that parent as the source (Step 3 above) will automatically fail.

Note - previous writeup said that only Patrilinial number matterd for fathers, and only Matrilineal number mattered for mothers, but this is contradicted by the code. See calc for RandomMutationCount and RandomMutationCountMate at [1].

Here is an example showing some possible Mutation counter results for Mutated and non-Mutated babies:

Matrilineal/20 Patrilineal/20 New Mutations Description
Mother 1 4 N/A N/A
Father 10 5 N/A N/A
Baby 1 5 15 0 No successful Mutations; baby inherits M+P counters from each side
Baby 2 5 16 1 (+2 levels to a stat) Father was the source of the Mutation; +1 to P counter
Baby 3 6 15 1 (+2 levels to a stat) Mother was the source of the Mutation; +1 to M counter
Baby 4 6 16 2 (+2 levels to 2 stats/+4 to one stat) Both parents were the source of a Mutation; +1 to both M & P counters

How to Breed Super Dinos[edit | edit source]

Selective mutation breeding / mutation stacking

1)      Breed a dinosaur that has the best stats that you can find. – the dinosaur has to have 0-19/20 mutation in his respective category, e.g. male 0-19/20 mutations on patrilineal side, female 0-19/20 mutations on matrilineal side,

2)      Get a level 1 dinosaur and breed the 0 points in movement speed to the baby. Every “wild” point in movement speed is a lost point so you don’t need them and can substitute them for points in another stat. Remember we are going for the level cap (level 450) so every level is important (e.g. getting 60 levels in oxygen on a dinosaur for boss fights is not very useful).

3)      Get a breeding pair 1 male and as many females as you can (the more the faster the whole process gets). – the dinos has to have 0-19/20 mutation in his respective category, e.g. male 0-19/20 mutations on patrilineal side, female 0-19/20 mutations on matrilineal side,

4)      Breed…a lot.

5)      A) Get a mutation in the stat you are looking for (e.g. HP)

         B) Get a mutation in the stat you are looking for (e.g. HP) on a baby that got the higher stat from parents.

6)      Breed your new mutation to a MALE dino.

7)      Swap your original male with the new mutated (e.g. HP) male dino.

8)      Repeat point 5B-7.

9)      Stop if your dino reaches lvl 378 – dino lvl cap is lvl 450 (included), 449-71=378, any dino that gets to lvl 450 (included) will be deleted by the game (official servers), you get more stats if you add levels manually because you get a % on the lvl up of tamed dinos rather the a flat value like in a mutation (99% sure)

10)   Stop if you reach 184 lvl in specific stat. – stat values are capped at 255 levels, 255-71=184, after that the stat resets - you get more stats if you add the level manually because you get a % on the level up of tamed dinos rather the a flat value like in a mutation (99% sure)

For this process it’s not important that after some time your male will have more then 20/20 mutations. As long as yours female has 0-19/20 on the matrilineal side you can always get a mutation. The female dino provides a possible mutation and the male dino better stats.

Remember if both dinos have 20+/20 mutation in their respective side (male on patrilineal and female on matrilineal side) you can’t get a new mutation. So it’s pointless to try get a new mutation this way.


I was going to breed a god rex.

1)      Starting rex stats breed from all best rexes I had at the time.

Starting stats
Rex start lvl family tree.jpg

2)      Getting a lvl 1 rex. (Tamed lvl 1 rex, very low taming efficiency)

3)      Breeding a rex that has no lost points in movement speed

4)      Selective mutations breeding – for a very long time

I was breeding for hp and melee so I took every hp or melee mutation.

5)      Final stats

Rex final lvl stats.jpg
Rex final lvl family tree.jpg

6)      Breeding for color – such op dino needs to look nice too

Rex color mutations.jpg

I was keeping every new color mutation that I got in the process, so I ended up having like 200+ rexes of every color imaginable on every region.

Yes, the rex in the example was bred a little different, I got rid of all the levels in movement speed in the end.

FAQ[edit | edit source]

  • Why did my baby dino get +2 levels in a stat, but the colors seem to be the same?
The color mutation can target any of the six color regions, however not all creatures use all regions, so it is possible that the color mutation is invisible. For example, if color regions 1, 2, or 3 are targeted for mutation on a Sabertooth, you will not see any visible color change.
Another reason for not seeing a color mutation is that the mutated color is the same or very similar to the original color.
  • Why did my baby dino get a color mutation, but no visible stat mutation?
Either a) the stat mutation targeted Movement Speed, which will not result in a visible increase in the stat value or b) the source of the base stat was the weaker parent, who was exactly two wild levels below its mate and so, after mutation, the baby ends up with exactly the same stat levels as the stronger parent. It looks to you like the baby just inherited from the stronger parent when it actually has [weaker parent +2].
Note that a stat mutation is always detectable through a higher Torpor value and higher total level. That is, if you see that Torpor & total level are higher than expected, it is certain that a stat mutation occurred even if it is not obvious.
  • Why did total level go up, but there is no visible stat increase and no color change?
This can happen as a combination of the first two cases. The only thing that visibly changes is the Torpor and the total level.
  • Can the mutated color be the same as the original color?
Yes, the mutation color is chosen randomly.
  • Can a creature mutate twice at the same time?
Yes, up to three mutations can happen for an offspring, with +2 wild levels on a stat one color change for each mutation. Multiple mutations can target the same stat, so you could see +4 or +6 wild levels on a single stat.
  • Can creatures be bred infinitely to increase their stats?
No, there is a level cap of 450 on official servers, any dino that reaches level 450 is deleted by the game (official servers). Note that selective mutation breeding is a very long process and it’s going to take months of real time, until that limit is hit.
  • Could a low level creature with 3 mutation in a stat used to transfer these mutations on a high level creature to increase its stat-values?
No, mutations cannot be transferred to other dinos. Only offspring can get new mutations. As well, the game does not record which stats on a dino are mutated or by how much. Once the mutation algorithm is finished and the baby is hatched/born, the only data recorded is the current levels in each stat and the total Matrilineal and Patrilineal mutation counters. The game does not record whether the current stat levels are naturally inherited or mutated.
  • Can the offspring of parents with total mutations (Matrilineal + Patrilineal) of greater than 20 have mutations?
No, at least one parent with a total mutation counter of less than 20 is needed to have an offspring with a mutation. If only one parent meets this requirement, the chance for a mutation is approximately halved..
  • Can the offspring of a parent with more than 20 total mutations have inherit a stat of this parent and have a mutation on this stat?
Yes, if the other parent has a mutation counter of less than 20.[3] This method is used in selective mutation breeding. See the detailed mechanics above regarding the source of the initial stat vs. the source of the Mutation. Either parent can be the source of the initial stat, but only a <20 parent can be the source of a Mutation.
  • Does a high mutation counter imply a good creature?
No. The mutation counter doesn't reflect the stats of the creature and is independent of them, so a creature with 0 mutations can have very high levels and a creature with a high mutation-counter can have 0 levels in each stat. For more information watch one of tagbacktv’s videos on mutations.

Gallery[edit | edit source]

External links[edit | edit source]

References[edit | edit source]