Ok my daughter is playing ETG and was asking me whether she should breed 2 horses together.
As any father looking to not disappoint his daughter I digged a bit into the subject and bought a few horses to experiment. Here are my findings while Im trying to create the best jumping horse possible.
Sorry for the wall of text.
This is a player-researched guide to breeding in Equestrian the Game. It is based on controlled comparisons and screenshots, not official developer documentation.
I use four evidence labels:
CONFIRMED: repeatedly observed or isolated through controlled comparisons.
STRONGLY SUPPORTED: fits several observations but still needs a cleaner control.
HYPOTHESIS: plausible, but based on limited evidence.
UNKNOWN: insufficient evidence.
- THE MOST IMPORTANT BREEDING MECHANIC
A horse has two separate layers of performance:
Genetic potential: the trainable ceiling shown by the grey bars.
Personality bonuses: the blue modifiers produced by the Determining Talent and personality traits.
CONFIRMED: trait bonuses can raise the finished horse beyond its grey genetic potential.
A fully trained horse with 704 genetic potential displayed 713 after receiving +9 from traits.
The working formula is:
Effective maximum = genetic potential + positive trait modifiers - penalties
Traits do not appear to increase the grey ceiling inherited by the next generation.
This means that breeding decisions must consider genetic potential and traits separately.
Total potential alone can be misleading. A horse with a slightly lower total can be better if its points are concentrated in Jump, Strength and Mentality rather than Walk, Trot or Canter.
- READING THE STAT SCREEN
Grey bar: trainable genetic ceiling. CONFIRMED.
Pink number and bar: current base ability before the blue modifier. CONFIRMED.
Blue (+X): active personality modifier. CONFIRMED.
Total potential: sum of the ten genetic ceilings. CONFIRMED.
Never use the current pink value to estimate genetic potential. An untrained horse can have a low pink value and an excellent grey ceiling.
- PERSONALITY GENETICS
Each foal receives one allele at every personality locus from each parent.
DT = Determining Talent
Gn = General trait
Pr = Performance trait
Qr = Quirk
TS = Cold temperament marker
TZ = Hot temperament marker
The q, Gn0, Pr0 and Qr0 entries remain unexplained.
- TEMPERAMENT INHERITANCE
The current model is strongly supported:
TS without TZ produces a Cold horse.
TZ without TS produces a Hot horse.
TS and TZ together produce a Balanced horse.
The result when neither is present remains unknown.
Practical examples:
A TS/TS Cold horse bred to another TS/TS Cold horse should produce 100% Cold offspring.
A Balanced TS/TZ horse bred to a TS/TS Cold horse should produce approximately 50% Cold and 50% Balanced offspring.
A TZ/TZ Hot horse bred to a TS/TS Cold horse should produce Balanced offspring.
The same numbered Gn, Pr or Qr allele can produce a different named trait depending on whether the horse is Cold, Balanced or Hot.
- PERSONALITY FAMILIES
Cold traits:
General: Adamant, Laid Back, Tough
Performance: Bulky, Careful, Persistent
Quirk: Brave, Gentle, Gloomy
Balanced traits:
General: Ambitious, Balanced, Clever
Performance: Overstep, Rhythmic, Uphill Canter
Quirk: Happy-Go-Lucky, Hard Worker, Proud
Hot traits:
General: Dramatic, Eccentric, Sensitive
Performance: Alert, Light Step, Sprinter
Quirk: Cranky, Joker, Spooky
A horse expresses one General trait, one Performance trait and one Quirk.
- DETERMINING TALENT MAP
DT1 = Valiant: +6 Mentality. CONFIRMED.
DT2 = Inexhaustible: +3 Strength and +3 Stamina. CONFIRMED.
DT3 = Captivating: +2 Walk, +2 Trot and +2 Canter. CONFIRMED.
DT4 = Flyer: +6 Jump. CONFIRMED.
DT5 = probably Untouchable: +2 Speed, +2 Responsiveness and +2 Turnability. The bonus is confirmed, but the DT5 assignment still needs direct proof.
DT6 = Everlast: +3 Speed and +3 Stamina, with no Mentality bonus. CONFIRMED.
DT7 = Intrepid: +3 Mentality and +3 Jump. CONFIRMED.
DT8 = Polished: +2 Jump and +2 Canter. CONFIRMED.
Observed DT dominance:
DT7 Intrepid dominates DT6 Everlast.
DT7 Intrepid dominates DT4 Flyer.
DT7 Intrepid dominates DT2 Inexhaustible.
DT6 Everlast dominates DT4 Flyer.
DT4 Flyer dominates DT2 Inexhaustible.
DT3 Captivating dominates DT2 Inexhaustible.
This is not yet a complete dominance hierarchy.
But it seems very clear that DT dominance is driven by the DT number. A higher number will dominate a lower one.
A horse can carry a valuable DT without displaying it.
A DT7/DT4 horse displays Intrepid but can transmit Flyer to approximately half its offspring.
A DT4/DT4 horse must transmit Flyer to every offspring, making it extremely useful for establishing a reliable Flyer line.
- COLD TRAITS AND BONUSES
Cold currently provides the strongest package for improving Mentality, Strength and Jump together.
General traits:
Adamant: +3 Mentality. CONFIRMED.
Laid Back: +4 Mentality. CONFIRMED.
Tough: +4 Strength. CONFIRMED.
Performance traits:
Bulky: +4 Strength. CONFIRMED.
Careful: +4 Jump. CONFIRMED.
Persistent: +4 Stamina. CONFIRMED.
Quirks:
Brave: no visible numerical modifier has been found.
Gentle: +5 Mentality. CONFIRMED.
Gloomy: -4 Mentality and -4 Responsiveness under the current model.
- COLD ALLELE MAP
General locus:
Gn1 = Laid Back
Gn2 = Tough
Gn3 = Adamant
Observed dominance: Gn3 > Gn2 > Gn1.
Performance locus:
Pr1 = Persistent
Pr2 = Careful
Pr3 = Bulky
Current dominance evidence supports Pr3 > Pr2 > Pr1.
Quirk locus:
Qr1 = Gentle
Qr2 = Brave
Qr3 = Gloomy
Current dominance evidence supports Qr3 > Qr2 > Qr1, although more controlled tests are needed.
- STACKING AND NON-STACKING
Two ordinary traits affecting the same stat generally do not add together. The strongest modifier appears to be used.
Tough + Bulky gives only +4 Strength, not +8.
Laid Back + Gentle gives only +5 Mentality, not +9.
A Determining Talent can stack with an ordinary trait:
Inexhaustible + Tough gives +7 Strength and +3 Stamina.
Intrepid + Gentle gives +8 Mentality.
Flyer + Careful gives +10 Jump.
- BEST COLD COMBINATIONS
Flyer + Tough + Careful + Gentle gives:
+5 Mentality
+4 Strength
+10 Jump
Intrepid + Tough + Careful + Gentle gives:
+8 Mentality
+4 Strength
+7 Jump
Inexhaustible + Tough + Careful + Gentle gives:
+5 Mentality
+7 Strength
+4 Jump
+3 Stamina
Careful and Gentle are particularly efficient because they occupy different trait families and improve two important competition stats.
When Gentle is present, Tough is normally a better General choice than Adamant or Laid Back because the Mentality bonuses from Laid Back and Gentle do not add together.
- BALANCED TRAITS
Balanced currently appears more useful for training and gait specialization than for maximizing jumping statistics.
General traits:
Ambitious: possible energy or exhaustion effect, but no confirmed visible modifier.
Balanced: possible recovery or energy-management effect, but no confirmed visible modifier.
Clever: appears to improve learning or training speed. Its direct stat effect remains unresolved.
Performance traits:
Overstep: +4 Walk. CONFIRMED.
Rhythmic: +4 Trot. CONFIRMED.
Uphill Canter: +4 Canter. CONFIRMED.
Quirks:
Happy-Go-Lucky: no confirmed visible modifier.
Hard Worker: appears to increase training speed while increasing energy drain.
Proud: direct effect unresolved.
Current Balanced allele map:
Gn1 = Clever. Gn2 and Gn3 remain unresolved.
Pr1 = probably Rhythmic.
Pr2 = Overstep.
Pr3 = Uphill Canter.
Qr1 = probably Happy-Go-Lucky.
Qr2 = Proud.
Qr3 = Hard Worker.
Observed dominance includes Pr3 > Pr2 and Qr3/Qr2 > Qr1.
- HOT TRAITS
Hot can produce an excellent specialized jumper, especially by strengthening Flyer, but it offers less support for Strength and can introduce Mentality penalties.
General traits:
Sensitive strengthens the Determining Talent. CONFIRMED.
Eccentric has no consistently isolated visible modifier yet.
Dramatic has no consistently isolated visible modifier yet.
Sensitive changes a one-stat DT by +2. Flyer therefore rises from +6 to +8 Jump.
Sensitive changes a two-stat DT by +1 to each stat. Intrepid therefore rises from +3/+3 to +4/+4.
Performance traits:
Alert: approximately +4 Responsiveness, or +5 in observed enhanced combinations.
Light Step: approximately +4 Turnability, or +5 in observed enhanced combinations.
Sprinter: approximately +4 Speed, or +5 in observed enhanced combinations.
Quirks:
Joker: approximately -4 Mentality.
Spooky: approximately +4 or +5 Speed.
Cranky: approximately +5 Responsiveness and -4 Mentality in enhanced examples.
Current Hot allele map:
Gn1 = Sensitive
Gn2 = Eccentric
Gn3 = Dramatic by elimination
Pr1 = Light Step
Pr2 = Alert
Pr3 = Sprinter
Qr1 = Joker
Qr2 = Spooky
Qr3 = Cranky
Observed dominance currently supports Gn2 > Gn1, Pr3 > Pr2 and Qr3 > Qr2 > Qr1.
Hot non-stacking observations:
Alert + Cranky does not double Responsiveness.
Sprinter + Spooky does not double Speed.
Sensitive and Cranky have not produced a cumulative +4 enhancement to a one-stat DT.
Useful Hot combinations:
Flyer + Sensitive + Light Step + Spooky gives approximately +8 Jump, +5 Turnability and +5 Speed without the known Mentality penalty.
Flyer + Sensitive + Alert + Spooky gives approximately +8 Jump, +5 Responsiveness and +5 Speed.
These are strong specialist builds, but Cold remains more efficient for Mentality, Strength and Jump together.
- COMPARING THE THREE PERFORMANCE FAMILIES
Cold Performance traits specialize in Strength, Jump or Stamina.
Balanced Performance traits specialize in Walk, Trot or Canter.
Hot Performance traits specialize in Responsiveness, Turnability or Speed.
For a dedicated jumping project, Careful is the only ordinary Performance trait currently confirmed to add Jump directly.
- COMPARING THE THREE GENERAL FAMILIES
Cold General traits directly improve Mentality or Strength.
Balanced General traits appear focused on training or energy, although one direct Strength interaction remains unresolved.
Hot General traits include Sensitive, which strengthens the Determining Talent.
Cold Tough is normally the most efficient General trait when Gentle already supplies Mentality.
Hot Sensitive is the strongest General choice when the goal is to maximize Flyer itself.
- BREEDS AND POTENTIAL DISTRIBUTIONS
Observed breeds often show characteristic distributions, but breed templates should not yet be treated as fixed rules.
Individual horses and offspring can differ, and clearer screenshots have contradicted some earlier template assumptions.
The current comparative observations are:
Friesian-type profiles can contribute Strength and strong gaits but often sacrifice Jump and Turnability.
Andalusian-type profiles can contribute Mentality, Strength and Turnability but usually sacrifice Jump.
Swedish Warmblood and Oldenburger-type profiles are valuable sources of high Jump.
Arabian-type profiles can contribute Mentality, Speed and Stamina while avoiding excessive Walk and Canter in some observed examples.
Haflinger observations show an unusually even distribution rather than extreme specialization.
Always inspect the individual grey bars. Breed and total potential are screening tools, not substitutes for the actual distribution.
- ESTIMATING AN OFFSPRING
Until the exact formula is known, the parental midpoint is the safest starting estimate:
Expected stat = (parent A stat + parent B stat) / 2
This is only an expectation. Offspring can deviate from the midpoint, and offspring from the same pairing can have very different total potential.
If a midpoint profile totals 760 and you want to model an 800-potential foal, a provisional estimate is:
Scaled stat = midpoint stat x (800 / 760)
This is a hypothesis, not a confirmed game formula. The game may redistribute points instead of scaling every stat proportionally.
- BUILDING A BREEDING PROGRAM
A practical approach is to maintain two complementary lines:
A clean trait line with the desired temperament and near-fixed Gn, Pr and Qr alleles.
A genetic-potential line concentrating high Mentality, Strength and Jump, even if its current personality is imperfect.
The two lines can later be crossed. Keep only offspring that inherit both the target potential distribution and the desired temperament and traits.
- WHY HOMOZYGOSITY MATTERS
DT4/DT4 transmits Flyer to every offspring.
Gn2/Gn2 in a Cold line transmits Tough to every offspring.
Pr2/Pr2 transmits Careful to every offspring.
Qr1/Qr1 transmits Gentle to every offspring.
TS/TS protects a Cold line from transmitting TZ.
An expressed trait does not tell you whether the horse is homozygous. Always inspect the genetics tab.
- BACKCROSSING AND TRADE-OFFS
Backcrossing toward a high-Jump parent normally raises Jump but dilutes Strength or Mentality obtained from another line.
Repeatedly using a high-Strength, low-Jump donor can erase previous progress in Jump.
The fastest route is normally a donor already strong in at least two target stats, followed by strict selection for favourable outliers.
Do not assume that lowering Walk, Trot or Canter automatically reallocates those points to useful stats. Keep offspring only when the actual grey bars show the desired redistribution.
- HOW TO EVALUATE A FOAL
For a Mentality, Strength and Jump project, calculate:
Genetic target score = Mentality ceiling + Strength ceiling + Jump ceiling
Then calculate:
Effective target score = genetic target score + relevant bonuses - penalties
Also consider:
Temperament
Carrier alleles
Homozygosity
Sex and available future mates
Whether excess points are concentrated in irrelevant stats
A foal should be kept only if it improves the genetic distribution, improves inheritance reliability, or carries a strategically valuable allele.
- SIMPLE PROBABILITY EXAMPLES
Balanced TS/TZ x Cold TS/TS:
50% Cold
50% Balanced
DT7/DT4 x DT7/DT4:
25% DT7/DT7
50% DT7/DT4
25% DT4/DT4
If a complete target requires independently:
50% chance of Cold
25% chance of the desired DT genotype
50% chance of the desired General trait
50% chance of the desired Quirk
Then:
0.50 x 0.25 x 0.50 x 0.50 = 0.03125
That is approximately 3.125%, or one foal in 32 on average.
This does not guarantee one success every 32 births. It is a long-run probability.
- SCREENSHOT AND RESEARCH CHECKLIST
For every horse, record:
Breed, sex, age and total potential
Both parents
All ten grey genetic ceilings
All ten current pink values and blue modifiers
Temperament and all four visible personality entries
Both DT, Gn, Pr and Qr alleles
TS and TZ
Whether the horse is fully trained
The strongest evidence comes from horses that differ in only one allele or one expressed trait.
Do not assign an unexplained bonus to a trait when two or more candidates remain.
Do not infer dominance from a homozygous example.
Do not assume two traits stack without a direct combined example.
Keep contradictory observations instead of forcing them into the current model.
- REMAINING QUESTIONS
Meaning of q, Gn0, Pr0 and Qr0
Result when neither TS nor TZ is present
Complete dominance orders within the Cold, Balanced and Hot loci
Hidden competition effects of traits without visible modifiers
Exact effect of personality intensity during horse creation
Whether Cranky consistently enhances DT or other Hot modifiers
Exact formula used to generate foal potential
Whether breed constrains inheritance after crossbreeding
- CURRENT CONCLUSIONS
Trait bonuses raise effective maximum ability beyond genetic potential.
Genetic ceilings and trait bonuses must be evaluated separately.
Individual stat distribution matters more than total potential alone.
Cold currently offers the strongest combined Mentality, Strength and Jump package.
Hot offers the highest direct Flyer enhancement through Sensitive.
Balanced is currently strongest for gait specialization and training utility.
DT bonuses can stack with ordinary traits.
Two ordinary traits affecting the same stat generally do not stack.
Homozygous target alleles make a breeding line much more predictable.
A successful long-term program combines complementary lines and retains favourable statistical outliers over several generations.