# 📊 Horse Attributes

# 📖 Overview

Every horse on EquestriCraft is built from multiple layered systems. A horse’s performance is not based on just one number, but on a combination of:

- Genetic stats
- Training potential
- Conformation
- Discipline progression
- Current training progress

This means two horses of the same breed can still perform very differently depending on their inheritance, development, and specialization.

When looking through your horse’s information, the two most important stat categories are:

- **Stats**
- **Indicators**

This page focuses on the **Stats** side, along with **Conformation** and **Disciplines**.

# 🧬 Horse Stats & Inheritance System

This page explains how Equestricraft's horses statistics (stats) function, what each stat controls in terms of riding and competing your horse and how these stats are inherited through breeding.

#### Overview

There are two types of statistics you can see on your horses stats page. These are labelled as "Stats" and "Indicators". This page is dedicated to the "Stats" portion of the horses stats page. "Stats" are genetic values which are inherited from the foal's parents. Each stat has a maximum value determined from birth. Foals will display a lower "Current Value" and "Base Value" when they are born, this can be trained up to the genetic "Maximum Value".

For every stat, each horse has two hidden numerical alleles. The average of these alleles determines the horses visible "Base value", and therefore the function. I.e speed, for each horse. These values are passed down genetically through breeding, and players are only able to infer the alleles of each parent by observing foals and their stats.

### **Stat Genetics &amp; Alleles**

As mentioned in the overview:

- Each stat has 2 alleles (e.g. Speed Allele A and Speed Allele B).
- Alleles are hidden and cannot be directly viewed.
- The visible "Base value" for each attribute is calculated as the average of both alleles.

**Example**

(These numerical values do not represent what values will look like in game, and are only used as an example)

If a horse has:

- Speed Allele A: 60
- Speed Allele B: 80
- The visible speed "Base Value" will be: 70. This results from the calculation (Allele A+Allele B)/2 so in this case (60+80)/2

The only way to potentially infer what alleles your horse might have is through breeding results.

#### Inheritance Mechanics

When breeding two horses:

- Each parent of the foal has a 50% chance to pass down one of their two alleles per stat.
- Per stat, the foal receives one allele from each parent.
- The foals "Base Value" for each stat is calculated from the average of those two inherited alleles.

This means:

- If you breed a mare and stallion with high stats, it does not guarantee foals with high stats
- Two horses with average stats may produce foals that have a lot higher stats.

**Example**

(These numerical values do not represent what values will look like in game, and are only used as an example)

If one mare has the following speed alleles:

- Allele A: 20
- Allele B: 90
- The average, and therefore their "Base Value" for speed will be 55

And one stallion has the following speed alleles:

- Allele A: 88
- Allele B: 40
- The average, and therefore their "Base Value" for speed will be 64

If you bred these two horses together, these are the possible stat combinations the foal could have for their "Base Value" for speed:

<table border="1" id="bkmrk-foal-%22maximum-value%22" style="border-collapse: collapse; width: 100%;"><colgroup><col style="width: 33.3333%;"></col><col style="width: 33.3333%;"></col><col style="width: 33.3333%;"></col></colgroup><tbody><tr><td>Foal "Base Value" Outcomes</td><td>Mare Allele A</td><td> Mare Allele B</td></tr><tr><td>Stallion Allele A</td><td>54</td><td>89</td></tr><tr><td>Stallion Allele B</td><td>30</td><td>65</td></tr></tbody></table>

In this case, you can see that if the foal inherits Mare Allele A x Stallion Allele A or Mare Allele A x Stallion Allele B; the result is a foal with a lower "Base Value" than either parent. However if the foal inherits Stallion Allele A x Mare Allele B or Stallion Allele B x Mare Allele B, the result is a foal with a higher "Base Value" than either parent.

There is a 25% chance of each combination of Alleles, so all results are equally as likely. So if you breed two horses together multiple times, it is possible to see foals with drastically different stats.

#### Maximum Value

A horses "Maximum Value" Can sort of be considered its training potential. It is the highest stat level a horse can reach through training, on top of its base stats. This value is genetic and set at birth. The maximum value is calculated using a hidden "Maximum Value Factor", which works just the same as the calculation for base stats. It is determined by averaging two genetic alleles. This factor cannot be seen by players.

The "Current Value" Is essentially just the current stat you have trained your horse to, out of the maximum stat. Using this you can determine how much you have left to train your horse, alongside looking at the training bar.

Training your horse up to this maximum value does **not** change a horse’s base stats or the base stat alleles it passes on. It only affects how much a stat can be improved through training. Since the "Maximum Value Factor" is genetic, some horses will be able to train higher than others, and the alleles for "Maximum Value Factor" is passed down to foals. So its theoretically possible to breed a horse that has a very high "Maximum Value" even if it is born with poor speed base stats.

The calculation for the horses "Maximum Value" is as follows. (You do not need to worry about this part at all if you don't understand, you cannot ever see the Maximum Factor Value so it is not important to understand, I have just included it for those that are interested about the calculations behind the scenes)

1. Add **1** to the Maximum Value Factor
2. Multiply the result by the horse’s base stat

**Example:**  
If a horse has a Speed stat of 0.9 and a "Maximum Value Factor" of 0.3:

0.3+1=1.3 1.3x0.9=1.17

This means the horse’s Speed can be trained up to 1.17.

#### Mutations

After a foal’s genetics are calculated, there is a small chance for mutations to occur. These mutations are rare and unpredictable, representing natural genetic variation rather than inherited traits from the parents. Mutations may result in subtle changes to the foals stats, but never anything extreme.

# 📈 Stat Breakdown

Below are the main current stats and what they affect.

### `Speed`

Controls:

- Collected Canter
- Canter
- Extended Canter
- Gallop
- Fast Gallop

Speed affects how fast a horse can move at higher gaits. Horses with stronger speed usually perform better in fast-paced or race-focused disciplines.

### `Stamina`

Controls:

- All gaits

Stamina determines how long a horse can maintain effort before tiring or slowing down.

### `Acceleration`

Controls:

- How quickly the horse reaches speed after a gait change

A horse with high acceleration builds speed faster after transitioning between gaits.

### `Control`

Controls:

- How often you must maintain a gait input

Higher control means the horse is easier to keep going smoothly and requires less constant input.

### `Steering`

Controls:

- Turn speed

Steering affects how quickly and sharply a horse can turn while moving.

### `Jump`

Controls:

- Jump height

Higher jump allows a horse to clear larger obstacles.

### `Intelligence`

Intelligence affects how the horse makes decisions, navigates, finds other horses, and responds to its environment. It also plays a role in social and breeding behavior.

### `Memory`

Memory affects how well a horse remembers interactions, other horses, food locations, and previous experiences. Better memory can influence social behavior, frustration, aggression, and breeding familiarity.

# 🦴 Conformation

<p class="callout warning">As this is a new system, it may be subject to player feedback and balance adjustments. As a result, values such as the maximum 30% stat increase may change in future updates, aslong side other aspects of conformation.  
  
Additionally, you may notice that horses from the Sales Barn and your current horses have generally lower conformation. This is intentional, designed to create a progression system where players work towards breeding higher conformation horses rather than starting out with high conformation and therefore stat bonuses.  
</p>

#### Overview

Conformation describes a horse’s physical build and proportions, and is determined entirely through genetics. Each of the 14 recorded body parts is controlled by **two hidden alleles**, which are averaged to produce a final value. This value is then converted into a **visible rating label** (e.g. Poor, Good), rather than showing raw numbers.

A horse’s **overall conformation score** is calculated by averaging all body part values. Once this overall average reaches **60 (Ok) or higher**, the horse begins receiving a **stat bonus**. This bonus increases **exponentially** as conformation improves, meaning higher conformation and base stat horses gain significantly greater benefits, up to a maximum increase of around **30% of their base stat limits.**

### **Conformation**

Conformation represents the physical structure and proportions of a horse. It is determined genetically and influences overall performance through stat bonuses.

Each horse has **14 recorded body parts** visible on their stats page:

- Head
- Neck
- Body Length
- Body Total Length
- Body Height
- Front Legs Length
- Front Legs Angle
- Hind Legs Length
- Hind Legs Angle
- Shoulders
- Chest Width
- Back
- Hindquarters
- Hooves

Each body part is controlled by **two hidden alleles**, functioning identically to stat genetics:

- Each body part has **2 alleles (hidden)**
- The **average of these alleles** determines the final conformation value
- These numerical values are **not shown to the player**
- Instead, values are converted into **descriptive labels**

This means you will see **ratings**, not raw numbers, and must rely on breeding to understand underlying genetics.

#### RNG

When breeding, there is a small element of randomness applied to conformation outcomes.

After a foal inherits one allele from each parent and the average is calculated for a body part, a **random variation between -5 and +5** may be applied to that final value.

- This variation is applied **per body part**
- It affects the **final averaged value**, not the individual alleles
- The underlying inherited alleles remain unchanged
- This can slightly increase or decrease the resulting **conformation rating**

This system introduces variability into breeding, meaning outcomes are not always perfectly predictable, even with strong genetics.

#### Conformation Ratings

Each body part is assigned a rating based on its averaged value:

- **0–39** → Very Poor
- **40–59** → Poor
- **60–69** → Ok
- **70–84** → Good
- **85–100** → Very Good

A horse’s overall conformation is calculated by averaging the numerical values of all 14 body part values. This overall value determines whether the horse receives a **stat bonus**.

#### Stat Bonuses

If a horse’s overall conformation reaches:

- Ok (60) or higher

The horse will receive a **bonus to all stats**.

- The bonus scales **exponentially**, not linearly
- Higher conformation results in **significantly larger increases**
- Bonuses are applied as a **percentage increase to the horses base stats**
- Maximum bonus is currently capped at approximately **30%**

**Example**

For instance, a horse with a base Speed stat of 1.5 that gains a 20% bonus from conformation will reach a maximum Speed of 1.8 from conformation alone.   
  
NOTE: Players are not shown the exact percentage increase, if conformation is increasing your horses stats it will only display a message saying that conformation is boosting the horse’s stats, and other factors may also contribute to the final maximum stats of your horse.

#### Conformation Breeding Example

The following example shows how one body part (e.g. **Shoulders**) is inherited.

**Parents Alleles:**

Mare (Shoulders):

- Allele A: 40
- Allele B: 80

Stallion (Shoulders):

- Allele A: 70
- Allele B: 90

**Possible Outcomes**

Each foal inherits **one allele from each parent**, and the average determines the final conformation value for that body part.

<table id="bkmrk-%C2%A0-mare-allele-a-%2840%29" style="height: 101px; width: 59.1667%;"><thead><tr><th style="width: 33.3857%;"> </th><th style="width: 33.3857%;">Mare Allele A (40)</th><th style="width: 33.3857%;">Mare Allele B (80)</th></tr></thead><tbody><tr><td style="width: 33.3857%;">**Stallion Allele A (70)**</td><td style="width: 33.3857%;">(40 + 70) ÷ 2 = **55**</td><td style="width: 33.3857%;">(80 + 70) ÷ 2 = **75**</td></tr><tr><td style="width: 33.3857%;">**Stallion Allele B (90)**</td><td style="width: 33.3857%;">(40 + 90) ÷ 2 = **65**</td><td style="width: 33.3857%;">(80 + 90) ÷ 2 = **85**</td></tr></tbody></table>

Resulting possible ratings:

- **55 → Poor**
- **65 → Ok**
- **75 → Good**
- **85 → Very Good**

**This is not including RNG. So each body part may vary from -5 to +5.**

**Key information**

- Each body part is inherited **independently** using the same system
- Final values, and therefore the rating label, are based on **averaging two inherited alleles**
- Players only see the **rating label**, not the numbers
- Breeding higher conformation horses increases the chance of producing **better-rated offspring**
- Strong conformation across multiple body parts is required to raise the **overall conformation score** and receive a stat bonus.
- There is an RNG element applied to each body part.

# 🏇 Disciplines and Training

Horse disciplines allow players to specialize horses for specific styles of riding and competition. Disciplines influence stat development and create a clearer role for each horse over time.

#### Discipline Registration

A horse’s discipline is registered at the **Discipline Registry** in **Ventura (Arynvahl).**

Once assigned, a discipline can be changed, but changing it has a **72-hour cooldown**.

#### Discipline Progression

Each discipline contains **15** levels.

Every level requires **1000 XP**

As a horse gains discipline levels, its stats are adjusted to better fit that specialty. In practice, this means a horse may gain stronger performance in key areas for that discipline while becoming less optimized in unrelated areas.

For example, a racing horse may gain improvements to speed and stamina while becoming weaker in jump-related performance.

#### Training Races

Training races are an important part of horse progression. These races are located around Ventura and nearby regions.

Players can locate them by:

1\. Opening `/quest`  
2\. Selecting `Races`  
3\. Choosing a race  
4\. Pressing `Set Compass Point`

The compass marker will then guide the player to the correct location.

#### Special Gaits

Only some disciplines currently include custom gaits or special movement behavior. At present, the main disciplines with special movement support are:

\- Dressage  
\- Western Pleasure  
\- Saddleseat (partial)  
\- Hunter Jumpers (partial)

#### Riding XP

Mounted progression is tied directly to activity.

While riding, players receive:

\- 5 player XP per minute  
\- 15 horse XP per minute

#### Leaderboard Rewards

Race leaderboards reward long-term competitive performance. If a player holds a top-three leaderboard position for `28 days`, they receive the following:

\- 1st place: $10,000 and 250 XP  
\- 2nd place: $7,500 and 175 XP  
\- 3rd place: $5,000 and 100 XP

#### Performance and Welfare

Horse speed and responsiveness are also affected by welfare and nutrition. A horse that is underfed or poorly maintained may appear unusually slow even if its base stats are strong.