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Mutations master list

Last edited: 2025-09-13 15:42:24 by Ittermat
Mutations β€” Master List

Format: Name (CODE, category, dominance, rarity) β€” short effect. β€œcosmetic” and β€œnegative” flags are noted at the end.

Cosmetic

Bioluminescence (BIOLUMIN, cosmetic, neutral, legendary) β€” Bioluminescent glow; alerts predators at night (flavor). β€” cosmetic

Curly Fur (CURLY_FUR, cosmetic, neutral, uncommon) β€” Cute curls; may overheat (flavor). β€” cosmetic

Glowing Eyes (GLOWING_EYES, cosmetic, neutral, rare) β€” Glows in dim light; can spook prey (flavor). β€” cosmetic

Heterochromia (HETEROCHROMIA, cosmetic, neutral, uncommon) β€” Two eye colors; minor perception flavor. β€” cosmetic

Mismatched Fangs (MISMATCH_FANGS, cosmetic, neutral, uncommon) β€” Intimidating look; tiny flavor for fights. β€” cosmetic

No Whiskers (NO_WHISKERS, cosmetic, neutral, uncommon) β€” Reduced spatial sense (flavor); mostly cosmetic. β€” cosmetic

Unusual Coat Pattern (UNUSUAL_PATTERN, cosmetic, neutral, uncommon) β€” Cosmetic pattern; no gameplay effect. β€” cosmetic

Environmental

Big Ears (BIG_EARS, environmental, dominant, uncommon) β€” Great hearing (predator warning); frostbite risk.

Cold-Blooded (COLD_BLOODED, environmental, dominant, uncommon) β€” Needs warmth to act; great in deserts, weak in snow.

Color Morph (Camouflage) (CAMO_MORPH, environmental, dominant, uncommon) β€” Improved stealth in forest/jungle; neutral elsewhere.

Long Tail (LONG_TAIL, environmental, neutral, common) β€” Agile balance for climbing; slightly higher energy burn.

Melanism (MELANISM, environmental, dominant, uncommon) β€” Stealth bonus at night; weaker in open plains.

Short Tail (SHORT_TAIL, environmental, neutral, common) β€” Reduced balance; small penalty to climbing/scouting. β€” negative

Small Ears (SMALL_EARS, environmental, dominant, common) β€” No frostbite risk; lower awareness.

Snow Paws (SNOW_PAWS, environmental, dominant, uncommon) β€” Frostbite-resistant; clumsy on rock/woodland.

Thick Fur (THICK_FUR, environmental, dominant, common) β€” Cold-adapted; boosts winter/ice survival; overheats in deserts (extra energy loss).

Thin Fur (THIN_FUR, environmental, dominant, common) β€” Heat-adapted; resists deserts; vulnerable to cold; higher sickness in snow.

Waterproof Coat (WATERPROOF_COAT, environmental, dominant, uncommon) β€” Thrives in rain/swamp; can overheat.

Webbed Paws (WEBBED_PAWS, environmental, dominant, uncommon) β€” Better in swamps/rivers; worse traction on rocky terrain.

Health

Albino (ALBINISM, health, recessive, rare) β€” Poor camouflage; sunburn risk; fragile health. β€” negative

Blindness (Full) (BLINDNESS_FULL, health, recessive, rare) β€” Cannot scout/hunt; may boost colony morale if protected. β€” negative

Chronic Illness (CHRONIC_ILL, health, recessive, rare) β€” Daily health drain; higher herb usage. β€” negative

Cleft Nose (CLEFT_NOSE, health, recessive, rare) β€” Weaker smell; hunting/scouting penalty. β€” negative

Club Foot (CLUB_FOOT, health, recessive, rare) β€” Poor running/scouting; okay at gathering. β€” negative

Crooked Spine (CROOKED_SPINE, health, recessive, rare) β€” Mobility issues; higher energy drain. β€” negative

Dust Allergy (DUST_ALLERGY, health, recessive, uncommon) β€” Higher sickness in arid/desert biomes. β€” negative

Dwarfism (DWARFISM, health, recessive, rare) β€” Smaller/needs less food; more fragile overall.

Fragile Bones (FRAGILE_BONES, health, recessive, rare) β€” Injury chance increased; poorer fighting outcomes. β€” negative

Gigantism (GIGANTISM, health, recessive, rare) β€” Large/intimidating; much higher food/water needs.

Hemophilia (HEMOPHILIA, health, recessive, rare) β€” Bleeding injuries are deadly; high death risk on wounds. β€” negative

One Ear Deafness (ONE_EAR_DEAF, health, recessive, uncommon) β€” Reduced awareness; more ambush risk. β€” negative

Partial Blindness (PARTIAL_BLIND, health, recessive, uncommon) β€” Hunting/scouting penalty; foraging slightly better via smell. β€” negative

Polydactyl (Extra Toes) (POLYDACTYL, health, dominant, uncommon) β€” Better climbing grip; slightly higher paw injury risk.

Resistant Hide (RESISTANT_HIDE, health, dominant, uncommon) β€” Reduced wound chance; overheats more easily.

Strong Heart (STRONG_HEART, health, dominant, uncommon) β€” Resilient to exertion; may increase food/water needs.

Strong Immune System (STRONG_IMMUNE, health, dominant, uncommon) β€” Rarely sick; small extra energy cost when resisting.

Strong Jaws (STRONG_JAWS, health, dominant, uncommon) β€” Better in fights/hunting; tires faster.

Weak Heart (WEAK_HEART, health, recessive, uncommon) β€” Higher death chance on long trips; reduced stamina. β€” negative

Weak Immune System (WEAK_IMMUNE, health, recessive, uncommon) β€” Sick more often; shorter lifespan. β€” negative

Weak Lungs (Asthma) (WEAK_LUNGS, health, recessive, uncommon) β€” Struggles in forests/mountains; extra energy drain. β€” negative

Metabolic

Carnivore Leaning (CARNI_LEAN, metabolic, dominant, uncommon) β€” Better hunting/meat return; poor at plants/herbs.

Day Hunter (DAY_HUNTER, metabolic, dominant, uncommon) β€” Daytime hunting bonus; night penalties.

Efficient Hydration (EFF_HYDR, metabolic, dominant, uncommon) β€” Needs less water; slightly weaker immune responses.

Fast Metabolism (FAST_META, metabolic, dominant, common) β€” Eats/drinks more; regains energy faster.

Forager Leaning (FORAGER_LEAN, metabolic, dominant, uncommon) β€” Great with herbs/berries; reduced meat return.

Hibernator (HIBERNATOR, metabolic, dominant, uncommon) β€” Sleeps more in winter; skips tasks but cold-survivor.

Hyperactive (HYPERACTIVE, metabolic, dominant, uncommon) β€” More actions; heavy energy drain. β€” negative

Insomnia (INSOMNIA, metabolic, dominant, uncommon) β€” More actions but higher sickness risk. β€” negative

Lazy Gene (LAZY_GENE, metabolic, dominant, uncommon) β€” Fewer actions; preserves health/energy.

Night Owl (NIGHT_OWL, metabolic, dominant, uncommon) β€” Night scouting bonus; daytime penalties.

Obsessive Groomer (OBSESSIVE_GROOM, metabolic, dominant, uncommon) β€” Lower sickness from cleanliness; loses time daily.

Sleepy Mutation (SLEEPY_MUT, metabolic, dominant, uncommon) β€” Sleeps longer; may skip tasks more often. β€” negative

Slow Metabolism (SLOW_META, metabolic, dominant, common) β€” Needs less food/water; slower energy regen.

Water Dependency (WATER_DEP, metabolic, dominant, uncommon) β€” Higher water need; dehydration risk in deserts. β€” negative

Rare

Conjoined Twin (CONJOINED_TWIN, rare, recessive, legendary) β€” Higher food/water drain; unique appearance. β€” negative

Glass Skin (GLASS_SKIN, rare, recessive, legendary) β€” Extremely fragile; very high injury death risk. β€” negative

Hemochromatosis (HEMOCHROMATOSIS, rare, recessive, rare) β€” Iron overload; slow health drain; small fight bonus. β€” negative

Rabid Carrier (RABID_CARRIER, rare, recessive, rare) β€” Hidden until triggered; chance to spread sickness. β€” negative

Silent Step (SILENT_STEP, rare, dominant, rare) β€” High stealth/scavenge; low social/charisma.

Reproductive

Birthing Complications (BIRTH_COMPL, reproductive, recessive, rare) β€” Chance of maternal death or kit loss at birth. β€” negative

Genetic Carrier (GEN_CARRIER, reproductive, neutral, common) β€” Hidden carrier of a recessive defect; no symptoms.

High Fertility (HIGH_FERT, reproductive, dominant, uncommon) β€” Larger litters; slightly higher defect chance.

Hybrid Gene (HYBRID_GENE, reproductive, dominant, rare) β€” Cross-biome parents yield random biome traits in kits.

Inbreeding Defect (INBREED_DEFECT, reproductive, neutral, uncommon) β€” If close-bred: lower fertility/health. β€” negative

Low Fertility (LOW_FERT, reproductive, dominant, uncommon) β€” Smaller litters; safer births. β€” negative

Milk Deficiency (MILK_DEF, reproductive, recessive, rare) β€” Mothers feed poorly; higher kit death chance. β€” negative

Rapid Growth Gene (RAPID_GROWTH, reproductive, dominant, uncommon) β€” Kits mature faster; lower max stats.

Slow Growth Gene (SLOW_GROWTH, reproductive, dominant, uncommon) β€” Kits mature slower; higher max stats.

Stillbirth Risk (STILLBIRTH_RISK, reproductive, recessive, rare) β€” Higher kit mortality at birth. β€” negative

Surrogate Instinct (SURROGATE_INST, reproductive, dominant, rare) β€” Will adopt abandoned kits; caretaker bonus.

Twin Gene (TWIN_GENE, reproductive, dominant, uncommon) β€” Increased chance of twins; higher birth risk.

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