Basic Code - the Jenaith Code

XgwD XgwD RR BB is not a code I created. It is explained more in full, as well as the theory behind it, at Jenaith's Weyr. I'm going to try to simplify it. XD

G/g represents the gold pigment in the hide. g is for the gold, while G is the absence of gold. Golds must be Gg and bronzes must have g.

R/r determines the rank of the dragon, which divides them into ranks. Rr is for high ranking, gold and bronze, but only if the Gg or g is present. RR, Rr, and rr on any other combination results in green, blue, or brown.

B/b is a brown layer. A bronze cannot have BB, but can have Bb or bb. The only way a brown is hatched is if it has BB, which will suppress the other genes even if it was suppose to be a bronze.

W/w and D/d are the determing factors in sport sized dragons. Now the site gives a different explaination however for the Falas Universe wd simply results in a white sport-sized dragon. Rolling a d10 determines if the dragon is white or a traditional color. So, 1-6 is for a white sport while 7-10 is for whatever the rest of the code says. Only the Color Code can cancel out both of those. G typically has Wd [GWd\ while g has wD [gwD].

There is a mutation to the w gene that I've added for dragons like Flynnth and others who are sport but retain the color of the rest of the code. This is the w+ gene and is a rare mutation with only a 10% chance of occuring. It is, however like the f gene - once it has mutated it is breedable to the dragons' offspring. Wild-w can also be a reverse-mutation back to w. d also has a mutation which allows for the sport-size to be harder to be passed on. This is d+ and has simular 'rules' as w+.

Queens
* must have Gg and Rr to be gold
XG Xg Rr BB
XG Xg Rr Bb
XG Xg Rr bb

Bronze
*must have Rr and cannot have BB to be broznze
Xg Y Rr Bb
Xg Y Rr bb

Brown
*must have BB to be brown
XG Y RR BB
XG Y Rr BB
XG Y rr BB
Xg Y RR BB
Xg Y Rr BB
Xg Y rr BB

Blue
XG Y RR Bb
XG Y rr Bb
XG Y RR bb
XG Y Rr bb
XG Y Rr Bb
XG Y rr bb
Xg Y RR bb
Xg Y rr bb
Xg Y RR Bb
Xg Y rr Bb

Green
XG Xg RR BB
XG Xg RR Bb
XG Xg RR bb
XG XG RR BB
XG XG RR Bb
XG XG RR bb
XG Xg rr BB
XG Xg rr Bb
XG Xg rr bb
XG XG rr BB
XG XG rr Bb
XG XG rr bb
XG XG Rr BB
XG XG Rr Bb
XG XG Rr bb
Xg Xg RR BB
Xg Xg RR Bb
Xg Xg RR bb
Xg Xg Rr BB
Xg Xg Rr Bb
Xg Xg Rr bb
Xg Xg rr BB
Xg Xg rr Bb

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H/h - Shade

The lightness or darkness of a color can vary. All colors can come in a different shade except for white and black which can only be one. H is dominate and is 'average shade' while h is recessive so you can only get a pale or dark dragon with hh. Which shade it results from hh is determined with the roll of a dice, in truth. Often, I use even for pale and odd for dark.

Here is a blue fire-lizard in the three differeant shades. Notice that the change isn't drastic but you can see the difference.

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L/l - Ryslen's Lights & Nights

L is dominate. L results in a normal dragon. l is for a light or night dragon. You can only get a light or night if the code is ll. Like the shade, which one it is is determined by a roll of a dice - even(light) or odd(night).

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U/u - Clouded

U is for not-clouded and is dominate. u is for clouded and is recessive. The only way you can have a clouded dragon is if you have uu.

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C - The Color Code

C is dominate for 'no change in color'. This is also written as C1. The higher the number the lower its dominace.

C (C1) - remains the color the Jenaith Code depicts
C2 - can be silver, copper, cream, black, or white
C3 - can be brass, rust, gray, indigo, teal
C4 - can be red, orange, yellow, purple, sky blue
C5 - can be earth, fire, water, sky, forest, stone, sand, storm or snow
C6 - can be sunset, sunrise, twilight, dawn, evening, day or night

The Genetic Alteration Codes are C0 and C10. I use these codes to 'sum' up all the other colors. Unless this code is wild (+) it is actually unable to be passed on to the offspring. If it is C10+ and the dragon is a gemstone, then it can be used but the resulting color can only be whatever the parent is. The C0+ or C10+ has a 2 in 10 chance of mutating and becoming the dominate gene or being ignored as if it was C10 or C0.

C0 - genetic code; changes the color to a traditional color while it remains the size and gender is should have been.
C10 - genetic code; Sometimes seen as C10g (gemstone), C10s (seasonal), and C10m (metals). C10 is often for a color I don't use but resulted from a different location.

C1g is a mutation gene from a different dimention of Pern where all the colors were swapped out for gemstone colors rather then the traditional colors. This mutation is (for me) not dominate, though. What the gemstone color of the dragon is depends on the Jenaith Code color. So a gold becomes diamond, a bronze becomes ruby, brown to topaz, blue to sapphire, and green to emerald.

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T - Two-tones

T is dominate for 'no change in color'. It is also written as T1. The higher the number the lower its dominace. It follows the same rules as C but the numbers a bit differant.

T (T1) - this dragon's wings are the same as the body color
T2 - wings can be gold, bronze, brown, blue, or green
T3 - can be silver, copper, cream, black, or white
T4 - can be brass, rust, gray, indigo, teal
T5 - can be red, orange, yellow, purple, sky blue
T6 - can be earth, fire, water, sky, forest, stone, sand, storm or snow
T7 - can be sunset, sunrise, twilight, dawn, evening, day or night

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Genetic Mutation of the C & T Alleles
One thing I noticed when figuring out codes for my previous clutches was that their was no way to get a normal green from a cream and black's clutch. So, for C2-C6 and T2-T5, there is a 50% chance of a mutation back to C1 or T1 - it can also mutate back to the cadigory one lower then it (about 25% of the time if it mutates).

Ss - Speckle Density

S and s are co-dominate. SS will result in a high density and ss will result in a low density. Ss results in a medium or average density.

Oo - Speckle Opacity

O - no speckles
o1 – light opacity (10%-30%)
o2 – medium opacity (40%-60%)
o3 – dark opacity (70%-90%)
o4 – full opacity (100%)

The fire-lizards below are a green w/ white (except the first one). For o1 I used a 30% opacity of the white speckles. It's hard to tell on dragons like this if they are speckled or not. All of the exsamples are at the highest opacity for that gene so o3 is 90%, which is pretty close to o4. The level is determined by whatever looks best for the color combination.

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N - Speckle Color

N (N1) - can be speckled in gold, bronze, brown, blue or green
N2 - can be speckled in silver, copper, cream, black or white
N3 - can be speckled in brass, rust, gray, indigo, teal
N4 - can be speckled in red, orange, yellow, purple, sky blue
N5 - can be speckled in earth, fire, water, sky, forest, stone, sand, storm or snow
N6 - can be speckled in sunset, sunrise, twilight, dawn, evening, day or night

Double speckled dragons, like Nysheth, is the result of a glitch in the speckle color gene. As in with Nysheth, her speckles' color code is N2N2*. The astrick indicates that this color is also present. That glitch is carried on with the second gene as N2*. If the N2* is the first number (as with a Nysheth-Ainnth pairing that can result in N2*N3), the N2* is cancelled out but is carried. It can only show if it is the secondary gene.

Random Color Generator
There are other colors available in these lists.
I didn't list them all. The fire-lizard incubators gives a more complete listing of available colors.
# C1, T2, N1 C2, T3, N2 C3, T4, N3 C4, T5, N4 C5, T6, N5 C6, N6
1 gold silver indigo red storm golden sunset
2 bronze copper indigo red snow sunset
3 brown cream teal orange forest sunrise
4 brown cream teal orange sand dawn
5 blue black rust yellow stone twilight
6 blue black rust yellow sky evening
7 blue black rust sky blue air day
8 green white gray sky blue water night
9 green white gray purple fire storm
10 green white gray purple earth storm cloud

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M - Twins, Triplets, and Quartets

M (sometimes listed as M1) is dominate. Only one dragon hatches per egg if M is present.

M1 - single dragon in the egg
M2 - twins
M3 - triplets
M4 - quartets

Twins, triplets and quartets do not reach their full size and are slightly stunted at birth.

Twins - 90% original size
Triplets - 80% original size
Quartets - 75% original size

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Ff - Fertility and Firestone

F means a female dragon will become infertle once she chews firestone. f means she can chew firestone and clutch. F and f are co-dominate to an extent. Once a Ff or ff dragon has chewed firestone she can clutch but her clutches are smaller and stunted in size though the hatchlings will be normal and healthy.

FF - infertile once she has chewed firestone
Ff - 25% of her flights will yeild a small clutch
ff - 50% of her flights will yeild a small clutch

This code is ignored for queens!

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Shimmers

Shimmers have a small code on the C-allele (+) that gives the hide a shimmery, high gloss look. When a dragon is altered to be shimmer it is placed on the first C-allele. A homozygous dragon is never created but it can happen naturally. In order to have a shimmer occure naturally, the C that the shimmer gene is connected to must be the dominate allele. Thus a dragon with C2C3+ is not a shimmer. A dragon with C2+C3 is a shimmer.

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Mixed-up Genders

A dragon who has a gender switch, meaning a female blue or a male green that are within the size range of their color. This gene is simply indicated as a astrick next to the gender gene that was "confused". So, male green Raevyth has this code: XGwDF Y*gWDf rr Bb. Females have it more tricky. When a female is altered the first part of the missing code is repeated. Because it's after the astrick it dosn't change the dragon's color and size.Thus female night blue Braradeth has this code: XGwDf X*GwDf rr bb.

Male dragons get everything after the astrick ignored. Females have to use what's after the astrick. This gene isn't very easy to breed. Roll d10 for the offspring of these dragons. If you roll a 10 then the * will take effect. I tend to bold anything that is genetically altered. If it was a natural change I leave it alone. Thus a green hatched with XG Xg rr bb will become XG Y*g rr bb (vs. XG Y*g rr bb) and a bronze hatched with Xg Y Rr Bb would be Xg X*g Rr Bb. The astrick indicates a geneder change which means you go by the first allele set - the other one is just there. XD Hope that made sense.

It is possible to carry this trait but not show it however it is not displayed in the code so it's one of those discression type things.

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All-Earch Special Colors

Browned bronze, golden green, greened blue are all originated from the All-Earth Clutches at the FGPC. This coloration combines the base color with a secondary color in both an overlay and speckles. The speckles give the pattern a dappled effect in addition to a change of shade. Below is a bronzed brown. A bit of the metalic sheen is still seen because of the bronze. This was actually how I invisioned this color during the first AEC. I tried a different method in the second however the preview below is correct.

The 'molten blend' as it is often called, is reflected on the C-allele and the one-letter code for the blended color. So a golden green would have C1dC1 and a bronzed green would be C1zC1. Note that the molten blend color is only on the dominate gene. This is a dominate gene sorting, too, as is listed below.

r - rusted
s - steeled
e - greened
u - blued
w - browned
z - bronzed
d - golden

If, through breeding the AEC dragons, one gets C1s and C1d, it would be written as C1sC1d and the dragon would be steeled, not golden.

With the molten blend gene comes speckles that are not reflected on the speckle genes (kind of like how the clouded look is present in skyscape colors but the dragons don't have uu in their code).

The AEC coloration is genetically possible in truth. It is carried on the o gene as ^ (so o1^ or o2^). The color it uses will be whatever the speckle color is.

Anouther version of the blended colors (where two colors are blended together like a light or night would be) has the code on the C-allele. That code is also ^. The colors used in the blending are whatever those colors are. A draogn with C1C2^ is not blended. A dragon with C1^C2 is blended; C1^C2^ is also blended. In this case the normal color (lets say green), is blended with anouther color (lets say copper) where copper is on the tail. Because of this, it is possible to get a light or night even if it not ll. You can also get the reverse of the light and nights (where the head is white or black instead).

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Colors in the Code

Dark Red - this is a magical alteration that cannot be passed on to offspring
Red - this is a genetical alteration that cannot be passed to offspring
Dark Green - this is a magical alaterion that can be passed on to offspring
Green - this is a genetical alteration that can be passed on to offspring
Blue - this is a mutation in the code

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GID - Genetic ID

The Genetic ID is used to look up a dragon's DNA at the FGPC Genetic Database. I do not have this online yet as I still need to get the info together as well as learn/figure out PHP. The GID is also used to organize and list the dragons in my super huge clutch database which is also not online yet because I can't get PHP figured out.

The GID is a three-part number system with each part having three digits. For exsample, a dragon with 001-002-003

  • 001: ID of the location the dragon was hatched. If the dragon is cannon from a cannon location (like Fort, Benden, ect), 000 is used.
  • 002: Clutch number the dragon was hatched in. If the dragon is cannon or the starting generation, it is listed as 000 of that location.
  • 003: Often listed by size then color, this number is the personal number for the dragon in the chart listing.
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    This code has been created for use at Falas and the FGPC. Dray's is seperate from this, save the beginning.
    Thanks to Dray and others at the Nexus who helped hash this code out!