Mutations master list
Mutations β Master List
Format: Name (CODE, category, dominance, rarity) β short effect. βcosmeticβ and βnegativeβ 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.
Format: Name (CODE, category, dominance, rarity) β short effect. βcosmeticβ and βnegativeβ 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.