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Pet mutations

Last edited: 2025-09-13 15:32:09 by Ittermat
Mutations (Game Guide)

Mutations are special traits your pets can be born with or inherit. Some are purely cosmetic, others change how your pet heals, rests, trains, or cares for kits.



How do pets get mutations?

--Adoption: Newly adopted pets roll a random 0–3 mutations from the global pool. Cosmetic-only traits are usually excluded from this roll.
--Breeding: Each mutation on a parent has a chance to pass down (dominant mutations are more likely than recessive). If both parents carry the same mutation, the pup/kit is very likely to inherit it.
--Story/Events: Some events, items, or bosses can grant (or cure) a mutation.


Dominant vs. Recessive

--Dominant: Shows up even if the pet only carries one copy. Tends to have a stronger, clearer effect.
--Recessive: Usually needs two copies (or a special trigger) to show its full effect. A single copy may be “silent” or have a milder bonus/penalty.
--If both parents carry the same dominant mutation, the pup will almost always show it. Two recessives together greatly raise the chance the pup shows it.
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Types of mutations
Every mutation belongs to one or more categories. Not all mutations change gameplay—cosmetic ones are just there

--Physical – things you can “see” (thick fur, odd eyes, bioluminescence).
--Physiology – changes to health, stamina, or recovery (regeneration, fragile bones).
--Behavioral – mood/energy quirks (deep sleeper, anxious).
--Elemental – themed auras or resistances (damp pelt, heat hardy).
--Cosmetic – /visual/ flair only (sparkle sheen, freckled nose). No gameplay impact.
--Mythic/Rare – extremely uncommon; may combine a small bonus with a distinctive look.


What do mutations actually do?
Effects are small but noticeable. Examples below use plain language; tooltips in-game show the exact wording for your world.

Healing Den

--Regenerative – heals a little more per herb than usual.
--Fragile – heals a little less per herb; may take longer to fully recover.
--Thick Hide (physical) – reduces chance of “Low Health” sickness sticking after partial heals.


Sleeping Den

--Deep Sleeper – needs longer naps but restores extra Energy/Mood.
--Light Sleeper – wakes sooner; restores slightly less per hour.
--Night-Glower (cosmetic/bioluminescent) – glows in the den (visual only).


Nursery & Caretaking

--Nurturing Aura – counts as a tiny boost to caretaker capacity when awake.
--Milk-Rich – nursing penalty reductions for that parent’s litter (lore-friendly, small).
--Anxious – mood drops a bit faster if separated from kits (balanced by other strengths).


Training Grounds

--Keen Mind – a small chance to gain +1 extra Intellect on a training day.
--Sure-Footed – tiny chance to gain +1 extra Agility.
--Brawny – tiny chance to gain +1 extra Strength.


Cosmetic mutations never change numbers—they’re for looks, lore, and bragging rights.



Stacks, duplicates & conflicts

--Pets won’t receive the exact same mutation twice.
--Some pairs conflict (e.g., Deep Sleeper vs. Light Sleeper); the game will prevent illegal combos.
--If a pup would roll two conflicting mutations, one is discarded and rerolled.


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Where can I see my pet’s mutations?

--On the pet’s profile under Mutations. Dominant traits are labeled; recessive carriers may show as “(carrier)”.
--Hover or tap a mutation name to see its quick description and category (e.g., Physiology, Cosmetic).



Rarity & sources

--Common: frequently seen; small flavor or tiny buffs/quirks.
--Uncommon: noticeable, still balanced.
--Rare/Mythic: very low chance from breeding or special events; may be cosmetic-forward with a subtle perk.



FAQ

--Q: Can I remove a mutation?
A: no
--Q: Do mutations make pets unhealable?
A: No. A few mutations make healing slightly slower or faster, but every pet remains playable.
--Q: Do cosmetics affect stats?
A: Nope—purely visual.


Example mutation entries Full list here

--Regenerative (Physiology, Dominant) — Heals a bit more per action; shrugs off “Low Health” sooner.
-Fragile (Physiology, Recessive) — Heals slightly less per action; needs a touch more care.
-Deep Sleeper (Behavioral) — Sleeps longer but restores extra Energy/Mood.
-Light Sleeper (Behavioral) — Wakes earlier; restores slightly less per hour.
-Bioluminescent (Cosmetic) — Subtle glow in dark scenes; no gameplay effect.
--Keen Mind (Training) — Small chance of extra Intellect on training days.




Behind the scenes (for curious players & staff)

--Mutations live in a global list and are attached to pets when adopted/bred.
--Adoptions roll from the non-cosmetic pool by default; events may grant cosmetic or rare traits.
--Some features read mutation flags to tweak numbers slightly in healing/sleep/caretaking/training.

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