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Physical Mutations focus on increasing your survivability, damage, and versatility in combat. For more in depth details about a mutation, just click on it!

Some of these mutations will grant the player Natural Armor.

[4] Adrenal Control

  • Active Skill: + Quickness for the duration of the skill
  • Higher chance of being exhausted and losing stacks per stack activated

[3] Burrowing Claws

  • Can dig through walls
  • Cannot wear gloves
  • Small AV bonus

[4] Carapace

  • Increases base AV, Heat and Cold Resistances in exchange for reduced DV
  • Active Skill: Doubles Carapace AV bonus
  • Cannot wear armor

[4] Corrosive Gas Generation

  • Active Skill: Release corrosive gas around yourself for 1 turn
  • Acid Immunity (Equipment is still affected)

[4] Double-muscled

  • + Strength
  • - Move Speed
  • Chance to daze opponent on melee attack

[4] Electrical Generation

  • Generate electrical charges
  • Active Skill: Release stored electricity to damage enemies and arcs to adjacent targets

[3] Electromagnetic Pulse

  • Active Skill: Release an electromagnetic pulse that disables artifacts and machines in a 5x5 area for the duration of the skill

[5] Flaming Hands

  • Active Skill: Emit a cone of fire from your hands
  • Cannot wear gloves
  • Melee attacks raise the temperature of struck opponents

[5] Freezing Hands

  • Active Skill: Emit a cone of cold from your hands
  • Cannot wear gloves
  • Melee attacks lower the temperature of struck opponents

[2] Heightened Hearing

  • Detect unseen enemies in a radius of 5 around you
  • Chance to identify nearby detected enemies

[4] Heightened Speed

  • + Quickness
  • - Toughness

[3] Horns

  • 20% chance on melee attack to trigger additional damage
  • Cannot wear helmets

[4] Metamorphosis

  • Transform into target creature
  • Maximum level of transformation increases with levels (bugged)

[4] Multiple Arms

  • A small chance for an additional melee attack with equipped weapon(s)
  • Allows wielding two-handed melee weapons in one primary and one secondary hand

[5] Multiple Legs

  • + Move Speed
  • + Carry Capacity

[1] Night Vision

  • Enables you to see a moderate distance in the dark

[5] Phasing

  • Active Skill: Move through solid objects for the duration of the skill

[2] Photosynthetic Skin

  • You require sunlight instead of food
  • Increased hit point regeneration outside (at daytime)
  • Active Skill: Bask in the sunlight to regain hit points

[4] Quills

  • Active Skill: Expel quills in a burst around yourself. Damaging enemies
  • Regenerate quills periodically
  • + AV as long as you have half of your quills (1 AV otherwise)
  • Enemies attacking you in melee combat may damage themselves on your quills
  • Cannot wear armor

[5] Regeneration

  • Increased hit point regeneration
  • Severed limbs grow back

[2] Sleep Gas Generation

  • Active Skill: Release sleep gas around yourself for 1 turn

[1] Slime Glands

  • Active Skill: Spit slime at your enemies

[3] Spinnerets

  • Active Skill: Leave webs in your wake as you move for the duration of the skill

[3] Stinger (Confusing Venom)

  • 20% chance on melee attack to sting your opponent
  • Stinger venom confuses your opponent into acting randomly
  • Active Skill: Attempt to Sting a target at +4 to hit and +2 penetration
  • Cannot wear equipment on back

[3] Stinger (Paralyzing Venom)

  • 20% chance on melee attack to sting your opponent
  • Stinger venom completely paralyzes your opponent for a short time
  • Active Skill: Attempt to Sting a target at +4 to hit and +2 penetration
  • Cannot wear equipment on back

[3] Stinger (Poisoning Venom)

  • 20% chance on melee attack to sting your opponent
  • Stinger venom poisons your opponent to inflict damage over time
  • Active Skill: Attempt to Sting a target at +4 to hit and +2 penetration
  • Cannot wear equipment on back

[1] Thick Fur

  • + Heat resistance
  • + Cold resistance
  • + 100 reputation with Apes

[4] Triple-jointed

  • + Agility
  • - Strength
  • Small chance to dodge a physical melee or ranged attack

[2] Two-headed

  • Mental actions costs less energy
  • Small chance to shake off negative mental status effects

[4] Two-hearted

  • + Toughness
  • - Speed
  • Small chance when badly wounded to regain some hit points

[3] Wings

  • Travel over land at increased speed
  • Reduced chance of becoming lost
  • When outside, Active Skill: You can fly and can not be targeted my melee opponents
  • When Flying, there is a small chance of falling to the ground
  • Cannot wear equipment on back

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