Every DNA strand in Wild Isle is composed of 22 genes, which can be manipulated by mixing. Each gene affects a specific DNA stat, as seen under the gene pool (FPA, FPD, HP, etc...) Therefore, genes can be divided in their appropriate categories, as shown below. It can be noted that some genes can enhance more than one DNA statistic.
Genes that affect a creature's attack modify that creature's overall ability to inflict damage upon defending creatures, and cannot go over 1437. They are:
- Aggression (This is the main stat that contributes to FPA)
- Stamina (Stamina helps determine how much energy an army will lose after traveling a certain distance, but does not lower your creatures' HP or FPA. Creatures lose stamina by traveling long distances - grazing can remedy to this)
Symmetrizing FPA, a creature's FPD determines its ability to inflict damage against attackers, and cannot go over 1437. It is affected by:
- Territorial (This is the main stat that contributes to FPD)
A creature's hit points are enhanced by only three genes, and maxes at 9024.
- Scaliness (This is the main stat that contributes to HP)
Evasion allows creatures to escape when falling under attack, as to decrease total defense losses. Evasion cannot go over 99.
Hunting genes are needed to improve scouting success. This statistic - which maxes at 99 - is determined by:
Infiltration & Detection (%I)Edit
These genes enhance a creature's ability to infiltrate another player's base (tied in with scouting) and to detect infiltrators in their own base, increasing the chances that others will have a failed scout. This stat maxes at 99.
Webbing allows arachnids to capture attacking creatures while defending. However, webbing has no effect against Dinosaurs, Large Mammals, and is less efficient against DNAs with a high %AW. Webbing does not go over 99.
This statistic represents a creature's ability to successfully destroy a designated building, and cannot go over 99. It also counters webbing.
The following genes do not affect an overall stat and are therefore not part of a larger category.
- Appetite - the appetite determines the amount of available crop a creature will consume. Creatures with high appetites will have more consumption. Appetite cannot be lowered under 1. Note that Size also adds to how much a creature consumes.
- Obedience - this affects the probability that a creature will obey a requested action. In the event of a disobedience, the creature is permanently lost. Animal trainers do not need to worry about Obedience. The formula for calculating the chances a creature will obey is Obedience/2+50. Obedience reaches 99 max.
- Speed - determines how fast a creature will arrive to its destination. Speed reaches 99 max.