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Revision as of 04:03, 17 May 2025

The Gene Machine allows you to edit your pet's genes to give it various abilities.

Overview

The Gene Machine is a machine that can be purchased from Nino at Tinker's Camp, and in order to use it you need to obtain "Gene", which can be obtained with a low probability when you defeat enemies.

Genes contain memories about the monster's attributes, skills, body parts, AI, etc., and you can use the Gene Machine to incorporate them into your pet.

Genetic modification requires feat points, and generally costs more than when the player learns the feat.

For now, gene synthesis is a feature limited to pets, but according to the creator, there is a possibility that gene synthesis will be possible for PCs in the future.

Mechanism

Note: The specifications for gene engineering are currently being investigated/adjusted by the developer, so there is a possibility that the information contained here is uncertain or out of date.

Gene Insertion

The maximum number of genes that can be inserted differs for each race, and the races with fewer equipment slots tend to have more.

Each character has three slots, such as [Gene Slot A], [Gene Slot B], [Gene Slot C], etc., and you can set a gene in each slot.

If you combine genes with same effects, the effects will be combined.

Rare Race feat

Characters with the Rare Race feat reduce the cost of gene slots that require a 2 or more by 1.

However, as a disadvantage, it reduces the gene slot of the feat owner by -2.

At the moment, genes with the Rare Race feat are not available. However, if it becomes possible to synthesize Rare Race genes in the future, this disadvantage will also be affected.

Deleting Genes

You can delete individual genes you have incorporated by using recessive genes.

You can then incorporate new genes into the slots that were previously occupied by the deleted genes.

The feat points you used will be returned, but the deleted genes will be destroyed and lost.

There is no limit to the number of times recessive genes can be used.

Recessive genes can be dropped by monsters in the same way as normal genes, and it is also possible to craft them using two other genes.

Acquiring Unlearned Skills

When you destroy a gene that contains an unlearned skill, if the skill level has increased by 1 or more after it was embedded, the gene will be destroyed with the increased amount only, and will not return to the unlearned state.

(Example) Inserting “Eye of mind” (skill +10) into an unlearned pet

→ If you delete the gene before the skill has grown, the skill level of the skill will return to 0 = the state of not yet being acquired.

→ Delete the gene after it has grown to Eye of mind 11: Eye of mind 1 will remain, and it will continue to grow.

Time Required for Synthesis

Gene engineering takes several hundred to several thousand hours, depending on the required feat points.

You can reduce the time required for gene engineering by using the Syringe of ether solvent that you can buy from the Strange little girl in Little Garden on your pet while it is being engineered.

How to earn feat points

Leveling up

Feat points are usually earned when your pet levels up.

If your pet's affinity is high, the amount of experience points it gains when it levels up will increase (details unknown).

Feeding babies

For details, see Ally/Baby.

Secret experience of Kumiromi

By giving your pet the secret experience of Kumiromi, which you can get from ★Statue of Harvest, they will gain 3 feat points.

Unlike player, pets and residents do not have a limit on the number of times they can use it.

DNA

DNA is an item classification and is a general term for genes and brain cells.

Genes

There are three types: dominant (yellow), normal (blue), and recessive (grey).

Dominant genes have more and rarer memories than normal. Recessive genes are used to delete memories.

Normal genes have a 33% chance to have a special (Spell, body part, feat, skill, see both tables below).

Dominant genes have 1 guaranteed feat or ability and a 33% chance for a second one.

Included Memories

  • Attributes
  • Skills
  • Feats (both innate and class)
  • Abilities and spells
  • Equipment slots

How to obtain

Genes can be obtained at a low rate (0,5%) by defeating enemies. Gene drops have a chance to be dominant (20%), normal (72%) or inferior (8%).

The genes will be randomly selected based on the abilities of the monster that dropped them.

  • Evolved monsters will always drop genes when defeated.
    • Evolved monsters have random spells and abilities, so they may have combinations that would not normally be possible. In War Requests, evolved monsters tend to appear as hostile bosses.
  • You can obtain Mani's dominant genes from the★Statue of Machine.
    • The contents are randomly selected from monsters based on the danger level at which the statue was created, and require only half the usual feat points.
    • After synthesizing with a pet, it will be displayed as (selected monster name) genes.
  • Normal genes can be changed with jelly material hammers, and dominant genes can be changed with gold material hammers.
  • The drop rate increase from cards will be reflected.
  • The drop rate increase from anatomy will not be reflected.

Feat Point Cost

The number of feat points required is determined by the various memories that the character possesses.

The higher the value of an attribute or skill, the more feat points are required.

All memories for body parts require 20 feat points.

Feats, abilities and magic are summarized in the following table.

Some feats require multiple gene slots.

List of Feats (Click to expand)

Name FP Slot Effect Note
Efficient Feeder 25 1 Increase food effects by 25% No effect even after increasing the rank
Bonded With Mana 15 1 Greatly reduce the effect of mana overflow
Fast Learner 15 1 Learn feats faster
Little One 10 1 Levitation

Cannot equip items weighing more than 1s

+50 DV

Unable to advance in rank
Old Fox Lineage 70 1 Increased spell learning speed.
Fluffy Tail 10 1 Decreased speed when equipping waist gear
Undead 35 1 +5 Poison, Nerve Resistance

+10 Dark, Nether Resistance

-5 Fire Resistance per rank

Snaily 5 1 Melt in salt Unable to advance in rank
Elemental Dust 60 2 +5 Magic, Dark, Nerve, Nether, Sound, Mind, Chaos Resistance per rank Unable to advance in rank
Old Forest Dweller 20 1 Ether Resistance +20
Magic Precision 15 1 Doubles Magic Control skill when calculating friendly fire
Mead Blood 10 1 Receive various bonuses when Drunk

Walk straight when Drunk

Moonlit Kin 50 1 Learn "Dream Larva" ability.

Able to seduce sleeping creatures (see Succubus)

No status effect penalties from seduction.

Arcane Core 30 2 -5 Lightning resistance

+20 Poison resistance +20 Cut resistance Immune to Dim status

Immune to Bleeding status

Metal 5 1 Reduce all damage significantly

+1 Resistance to Fire, Lightning, Darkness, Mind, Poison, Nether, Nerve, Chaos, Magic, Cut per 40 ranks

Note that unlike the gene, default metal creatures have 999 ranks in Metal.

Crab Claw Grip 15 1 Chance to apply paralyze and gravity on physical hit.
Spiky 20 1 +20 Cut resistance

Apply bleeding to attacker when hit

Acid Body 15 1 +20 Acid resistance

Reduces target equipment rank by 1 on hit

Blessing of Shiva 15 1 +15 Cold resistance
Loyal 10 1 Teleports to the ally being attacked and receives damage in their place.
Underground Dweller 15 1 +5 Poison, Darkness Resistance per rank
Sacred Twilight 45 1 The amount of piety gained is multiplied by 1.3.

Increase all stats when faithless

Immune to divine punishment

Nirvana 15 1 Gain Euphoric when insulted
Cosmic Horror 110 2 +10 Mind resistance per rank

Immune to fear, confusion, sleep, blind

Unable to advance in rank
Heavy Eater 10 1 Nutrition from food decreased
Light Eater 10 1 Nutrition from food increased
From North 15 1 Nutrition from food decreased

Protected from item destruction by cold damage

Elder race 75 2 Penetrates the immunity of the element for 5 resistances Unable to advance in rank
Weapon Mastery 15 1 +5% damage and to-hit for melee attacks per rank
Thief's Luck 15 1 +15 Luck per rank
Magic Mastery 15 1 +1 Specialized Domain per rank
Farming Legs 15 1 Reduced stamina usage
Ranged Mastery 15 1 +5% damage and to-hit for ranged attacks per rank
Musician 15 1 Enhanced performance quality

Bonus to performance reward

Vacation Vibe 15 1 Increased store price

Increased store inventory

Devout 15 1 +15% benefit from god's favour per rank
Defensive Instinct 25 1 Lay on Hands available when worshipping Jure. No effect even after increasing the rank
Boost 65 2 Boost attributes when near death (greatly increased speed, +4 Rapid Arrow, +2 Rapid Cast) Unable to advance in rank
Reboot 45 2 Reboot when dead Unable to advance in rank
Strength of Earth 55 2 Increased carry capacitiy

Carry anything without complaint Inflict gravity upon attack

No effect even after increasing the rank
Blessing of Ehekatl 75 2 Adds 1 magic ability to already magic items (colored background). Limited to once per item. No effect even after increasing the rank
Fairy Stomach 40 2 Generate seeds in inventory after eating No effect even after increasing the rank
Miko 60 2 Increase attributes permanently from consuming cursed (not doomed) equipable items in inventory. No effect even after increasing the rank
Celestical Fox 100 3 Evolve with each tail grown Cannot be remeoved with recessive gene.
Inquisition 20 1 "Bane" negates targets faith effects
Talisman Mastery 15 1 Increased talisman effect

Increased talisman charges

Frontline Commander 50 2 Strengthen allies per enemy count on the same level Unable to advance in rank
Heart of Death 20 1 Physical critical rate increases by 2-33% as health decreases

Critical rate increases with per rank

Mana Body 30 1 Mana will be used as health, when health drops to 0

Immune to Neck Hunt

Healing Instinct 20 1 Upgrade the Healing spell used to the next tier
Apprentice Ascetic 5 1 +4 Life (Health) per rank
Magical Gene 5 1 +4 Mana per rank
Short Distance Runner 5 1 +4 Vigor (Stamina) per rank
Arm Wrestler 5 1 +2 Strength, +10% STR Potential. R2: +4 STR, +20% STR Pot, R3: +5 STR, +30% STR Pot
Flexible Fingers 5 1 R1: +2 Dexterity, +10% DEX Potential. R2: +4 DEX, +20% DEX Pot, R3: +5 DEX, +30% DEX Pot
Tough 5 1 R1: +2 Endurance, +10% END Potential. R2: +4 END, +20% END Pot, R3: +5 END, +30% END Pot
Watch's Eye 5 1 R1: +2 Perception, +10% PER Potential. R2: +4 PER, +20% PER Pot, R3: +5 PER, +30% PER Pot
Curious 5 1 R1: +2 Learning, +10% LER Potential. R2: +4 LER, +20% LER Pot, R3: +5 LER, +30% LER Pot
Spiritual 5 1 R1: +2 Magic, +10% MAG Potential. R2: +4 MAG, +20% MAG Pot, R3: +5 MAG, +30% MAG Pot
Strong Will 5 1 R1: +2 Will, +10% WIL Potential. R2: +4 WIL, +20% WIL Pot, R3: +5 WIL, +30% WIL Pot
Sexy 5 1 R1: +2 Charisma, +10% CHA Potential. R2: +4 CHA, +20% CHA Pot, R3: +5 CHA, +30% CHA Pot
Lucky 5 1 +2 Luck per rank
Agile 10 1 +5 Speed per rank
Stone Defense 5 1 R1: +2 PV. R2: +5 PV. R3: +10 PV
Dodge 5 1 R1: +2 DV. R2: +5 DV. R3: +10 DV
Evade 5 1 +2 Evasion per rank
Spotter 5 1 +3 Spot Hidden per Rank. R3: +1 Search Range
Negotiator 5 1 +4 Negotiation per rank
Martial Artist 5 1 +3 Martial Arts per rank
Believer 5 1 +4 Faith per rank
Animal Lover 5 1 +2 Charisma
Exorcist 5 1 Chance to uncurse items in inventory each turn
Easy Sleeper 5 1 Increased stamina recovery when sleeping
Party Animal 5 1 Only concerns Player
Rapid Cast 25 1 +1 Spell Projectile per rank, this applies to touch, arrow, bolt, ball, sword, and breath
Defender 5 1 Learn Taunt ability, +1 Taunt range per rank
Gourmet 5 1 R1&2 no effect. R3: -10% nutrition, 5% more food effect.
Magic Manners 5 1 Only concerns Player
Rapid Arrow 25 1 +1 Ranged Projectile per rank, Faster Reload
Basic Heavy Cast 5 1 Decreases casting success penalty while wearing a total of 40s+ of equipment


List of Abilities and Magic (Click to expand)

Name FP
Rush 8
Bubble Breath 8
Curse 8
Entangle 8
Draw 8
Mischief 10
Touch Of Weakness 8
Touch Of Fear 8
Touch Of Sleep 8
Touch Of Drown 8
Eye Of Dimness 8
Eye Of Insanity 8
Eye Of Mutation 12
Drain Blood 8
Insult 8
Scream 12
Steal 10
Steal Food 8
Steal Money 10
Drop Mine 12
Throw Potion 8
Swarm 10
Bladestorm 10
Taunt 8
Headpat 8
Teleport 10
Short Teleport 8
Mass Teleport 12
Levitate 10
Cure Minor Wound 8
Cure Major Wound 10
Cure Critical Wound 10
Healing 12
Resurrection 26
Nature's Embrace 10
Holy Light 8
Vanquish Hex 14
Holy Veil 12
Cat's Eye 8
Holy Shield 8
Divine Wisdom 10
Hero 10
Elemental Shield 10
Speed 12
Brightness of Life 14
Silence 10
Weakness 10
Elemental Scar 10
Nightmare 12
Bane 8
Gravity 10
Slow 10
Invisibility 12
Mist of Darkness 10
Web 8
Summon Animal 14
Summon Undead Younger Sisters 14
Summon Fire 14
Summon Tentacle 8
Summon Monster 12
Summon Pawn 14
Summon Yeek 10
Summon Orc 10
Summon Fish 10
Summon Octopus 12
Summon Offspring 12
Summon Shadow 12
Meteor 16
Earthquake 14
Ball 10
(Elemental) Breath 8
(Elemental) Bolt 8
(Elemental) Hand 8
(Elemental) Arrow 8
(Elemental) Bit 12
(Elemental) Miasma 10
(Elemental) Sword 10
(Elemental) Intonation 10

Brain Cells

Brain cells, like genes, are DNA that can be used for Gene Engineering.

In addition to the combat type of the warrior or archer etc., the frequency of movement and the appropriate distance of the owner of the brain cells are also reflected.

Brain cells require 4 feat points and do not consume a gene slot.

Included Memories

  • Combat AI (movement frequency, proper distance, combat style, spellcasting, etc.)

How to obtain

Sold by a Strange little girl in Little Garden. Brain cells can only be obtained by her.

Influence is used as currency, therefore you must rescue the Little Sisters and release them at Little Garden.

  • She does not sell the brain cells of Apostles or unique NPCs.
  • By using an amethyst material hammer to alter the genes, you can obtain the brain cells of the original monster.