A Cake is 5 Flour, 8 Red Berries, 7 Milk, 8 Egg and 2 Honey at 2,000 work, and one sits in the Breeding Farm chest for every egg your pair lays. Get the five-Pal supply chain running once and breeding stops being a bottleneck for the rest of the save.
Ranch: Mozzarina (Milk), Chikipi (Egg), Beegarde (Honey). Plantations: Wheat → Mill → Flour, plus Red Berries. Cooking Pot makes the Cake. Breeding Farm holds 20 eggs. Extravagant Vegetable Cake for mutations.
Verified on patch 1.0.3 (12 August 2026).
The Cake
| Property | Value |
|---|---|
| Recipe | 5 Flour, 8 Red Berries, 7 Milk, 8 Egg, 2 Honey |
| Work amount | 2,000 |
| Cooked at | Cooking Pot, Electric Kitchen, Large-Scale Stone Oven, Ancient Kitchen |
| Nutrition | 656 |
| SAN restored | 82 |
| In-game use | "Put it in the chest at a Breeding Farm to make Pals lay a particularly healthy egg." |
The five-Pal cake chain
Milk and Egg are the tight ingredients at 7 and 8 per cake, so stock several Mozzarina and Chikipi rather than one of each. Honey at 2 per cake needs the fewest Beegarde.
The Lavish Hospitality passive is "Drop Items obtained from this Pal +100%", and Service-Minded is +50%. On a Mozzarina or Chikipi that is a straight doubling of your cake ceiling — see the passive skills guide. Ranch Master adds +2 Farming suitability on top.
Extravagant Vegetable Cake
| Property | Value |
|---|---|
| Recipe | 12 Flour, 8 Cotton Candy, 10 Potato, 6 Onion, 8 Carrot |
| Work amount | 5,000 |
| Cooked at | Large-Scale Stone Oven or Ancient Kitchen only |
| Nutrition | 717 |
| SAN restored | 90 |
| Effect | "Mutations are more likely to occur, and talents will grow more easily" |
Cotton Candy comes from a Woolipop on a Ranch; Potato, Onion and Carrot each need their own plantation. It is a much heavier chain than the plain Cake, which is why most players run standard Cake by default and switch to the Extravagant version only for targeted mutation attempts.
What each cake actually does
Four cakes carry a breeding effect. These rows are generated directly from DA_BreedingItemEffectData in the game files on every build, so they are exactly what the game stores — no more and no less:
| Cake | What the game data says it does |
|---|---|
| Mushroom Cake | Talent bonus +1 to +5 |
| Vegetable Cake | 2 eggs per cake |
| Extravagant Vegetable Cake | Talent bonus +1 to +5; Mutation rate +2 points |
| Special Cake | Inherits all active skills; Passive count forced to 4 |
Three of those effects are worth acting on immediately, and are almost never mentioned in cake guides:
- Vegetable Cake yields 2 eggs per cake. It is the only cake with a
BreedCountabove 1, which straightforwardly halves the cake cost of any high-volume breeding project. - Special Cake forces the passive count to 4 via
PassiveInheritCountOverride, and setsbInheritAllActiveSkills. It is the only way in the data to take the passive-count roll out of the equation entirely. - Mushroom Cake and Extravagant Vegetable Cake both add a Talent bonus of +1 to +5, so they help with Potentials, not just mutation.
Extravagant Vegetable Cake's MutationRateBonusPercent is 2, so it adds 2 percentage points to the mutation chance. That part is real and extractable. The base rate is not: Combi_MutationRate and five Combi_Mutation* coefficients exist as property names in the shipped server binary, but none carries a serialized value in the Blueprint defaults.
This page used to say "~1%, rising to ~3%", as most guides do. We could not source the base figure, so we removed it. A +2-point bonus on an unknown base is not a rate. See how we verify things.
The Breeding Farm
| Property | Value |
|---|---|
| Technology tier | 19 |
| Technology points | 2 |
| Materials | 10 Wooden Board, 20 Stone, 50 Fiber (as published) |
| Build workload | 15,000 |
| Pals assigned | One male and one female |
| Worker slots | 2 |
| SAN impact | 0.00 |
| Egg capacity | 20 (5x4 grid); progress stops at 100% when full |
Zero SAN impact is the detail people miss: a breeding pair never needs a Hot Spring, so a dedicated breeding base can skip comfort structures entirely and spend the space on farms.
Speeding it up
| Lever | Effect |
|---|---|
| Braloha partner skill | Egg production speed of Pals assigned to a Breeding Farm +20–50% |
| Philanthropist passive | Breeding speed +100% — the largest single lever there is, and it rolls on ordinary Pals |
| Babysitter passive | Egg hatching speed +30% and breeding speed +30% in base camp — but see the caveat below |
| Other breeding-related partner skills | Grintale, Broncherry, Broncherry Aqua and Dynamoff are also listed; exact values not reproduced here |
| Multiple farms | Nothing limits you to one — parallel pairs scale linearly |
Most guides tell you to put Babysitter on your farm Pals without mentioning that you cannot roll it on an ordinary one. In the game's passive table Babysitter is flagged to the Mutation Pal pool and explicitly not to the normal Pal pool, so it originates on Pals hatched from mutated eggs — an uncommon event, and one whose exact rate the game files do not state. Philanthropist is in the ordinary pool, is a rank lower, and gives +100% breeding speed against Babysitter's +30%. It is the passive to actually chase.
Both effect sets are read directly from the game's passive table. Whether a Babysitter you already own can be passed to offspring is a separate question about inheritance, which we have not verified — the pool flags govern which passives get rolled onto a new Pal, not what a parent can hand down.
Hatching: the Egg Incubator
| Property | Value |
|---|---|
| Technology level | 10 |
| Materials | 10 Paldium Fragment, 5 Cloth, 30 Stone, 2 Ancient Civilization Parts |
| Build workload | 5,000 |
Build several. Incubators are cheap next to the 20-egg farm capacity, and a single incubator is the reason most breeding bases sit idle with a full grid.
What the child actually inherits
| Trait | Rule |
|---|---|
| Species | Same species breeds true; otherwise the unique combo table, then the CombiRank average. Fully deterministic |
| Passives | One of 1, 2, 3, 4 drawn from the parents' combined pool (Combi_PassiveInheritNum). The per-count weights are not in the game data |
| Potentials | One of 1, 2, 3 carried over from the parents (Combi_TalentInheritNum); the rest roll fresh. Per-count weights again absent |
| Mutation | Extravagant Vegetable Cake adds +2 points. The base rate has no serialized value, so no total can be stated |
Only the first row of that table is certain. The honest summary of the other three is that the game tells us what quantities it rolls but not how it weights them — so treat any site quoting exact passive or Potential percentages as repeating an assumption. Our calculator shows a range instead of a false point estimate, and explains why.
Egg size and hatching speed by rarity
Rarer Pals lay bigger eggs that take dramatically longer to hatch. PalEggRankInfoArray stores an egg scale and a hatch divisor per rarity band — the divisor divides the base hatch time, so a bigger divisor means a faster hatch:
| Pal rarity | Egg size | Hatch divisor | Relative hatch speed |
|---|---|---|---|
| 1–2 | 0.7 | 12 | 12x faster |
| 3–4 | 0.9 | 12 | 12x faster |
| 5–6 | 1.1 | 2 | 2x faster |
| 7 | 1.5 | 2 | 2x faster |
| 8 and above | 2 | 1 | 1x faster |
The practical consequence is a 12× spread between the fastest and slowest bands: a common egg hatches 12 times faster than a legendary one. If you are running a passive-carrier line, build it out of low-rarity Pals — you will cycle eggs several times faster than the equivalent line on rare species, entirely separately from any breeding-speed passive.
Potentials carry over as a count — one of 1, 2, 3 of them — rather than as an independent per-stat lottery, so there is no meaningful "chance of inheriting all three" to quote. Use the breeding calculator for species and the potentials guide for the stat side.
Kinship Peach: a Trust item, not a breeding item
| Property | Value |
|---|---|
| Description | "A rarely seen magical fruit. It is said that a Pal who eats it will open its heart to humans." |
| Trust granted | 20,000 |
| To max Trust (rank 10) | 10 peaches |
| Nutrition / SAN | 10 / 100 |
| Sources | Bounty Shop, hard expeditions (Grass, Forest, Desert, Volcano, Snow, Sakurajima, Feybreak, Sunreach), enemy camps, mission rewards, wild spawns on four islands (~10% per in-game day), treasure chests on Small Island 01 |
| Craftable? | No |
It has no effect on eggs, mutations or breeding speed. Its ~10% per-day spawn rate makes it worth a routine circuit once you know the growth points.
A breeding base that runs itself
- Ranch with Mozzarina, Chikipi, Beegarde — and Woolipop if you want Extravagant cakes.
- Wheat Plantation plus Mill for Flour; Berry Plantation for Red Berries.
- Planting, Watering and Gathering Pals — all three, or the fields never harvest.
- Cooking Pot with a Kindling Pal, and a Transporting Pal to keep the chests fed.
- Several Breeding Farms and more Egg Incubators than you think you need.
What to do next
- Plan the pairings with the breeding calculator and the breeding guide.
- Pick ranch Pals by output in the ranch drops guide.
- Put Lavish Hospitality on your ranch Pals and Philanthropist on the breeding pair — see passive skills.