Mutations and Breeding

Updated 3 weeks ago

A mutated creature shows the mutation in its name ("Mad Greydwarf") and its stars in the mutation's colour. Bosses never mutate (see Boss Aspects).

The nineteen

Settings are under mutation power: in creature_rules.yml. E marks those that large star power boosts on creatures with five or more stars.

Mutation Colour What it does Settings (defaults)
Mad Red #E23030 Much faster, with half health; never on bats. move 1.6 E, attack speed 1.5 E, health 0.5
Bloated Brown #8B5A2B Double health; explodes 1.5 s after death, dealing blunt damage times (1 + stars). health 2 E, delay 1.5, damage 40 E, radius 4 m E
Cloaked Blue #4AA6FF Invisible until you are within 10 m (15 m for trolls, lox and the Rime Giant); never on drakes, bats or deathsquitos. reveal distance 10 E, fade time 0.5 s, fade margin 1 m
Splintering White #FFFFFF Deals less damage and splits into two weaker copies on death. damage 0.6, max generations 0, max descendants 0 (0 = no limit)
Leeching Green #33CC33 Heals from damage it deals, and regenerates after 5 s unhit. lifesteal 10% E, regen 0.5%/s, regen cap 20/s, combat cooldown 5 s
Warding Navy #101C50 Reflects part of each hit back at you (at most 7.5% of your max health per second) and knocks you back. reflect 30% E, max reflect 7.5, knockback 4 E
Plated Yellow #F2C40C Tough at full health, hits harder as it is hurt. armour 40% E, max reduction 55%, damage +60% E
Miasmic Dark green #1E6B2E Leaves poison clouds that hurt players, never creatures. cloud life 6 s, cloud damage 5 E, clouds per second 1 E, cloud radius 4 m
Devouring Dark red #7A0F0F Eats weaker creatures to grow, then hunts players. see below
Thieving Violet #A64BE0 Each melee hit steals one unequipped item (never the Wishbone); kill it to get everything back. max items 1 E (at least one per star, at most 8)
Gilded Pale gold #FFE066 Never attacks, runs from players; pays 3x loot plus coins. The rarest. loot 3 E, bonus item Coins, bonus amount 20 per star+1 E (max 100), flee distance 30 m
Blinking Cyan #29E0E0 Every 30 s of a fight, teleports behind its target after a flash and chime; less health. health 0.75, every 30 s (0 = off), distance 4 m, tell time 0.5 s
Relentless Orange #FF7F24 Chases you up to 150 m, seen or not; never faster than normal. chase distance 150 m (0 = off)
Juggernaut Grey #6E6E6E Never staggers or gets knocked back. none
Screecher Pink #FF5CC8 A heavy hit makes it shriek, deafening nearby players and blocking Elemental and Blood Magic. threshold 15% of its health, radius 20 m E, mute time 4 s E, cooldown 15 s
Frostbound Pale ice #BFEFFF Players within 6 m regain stamina half as fast ("Chilled"). Leaves slick ice where it walks: on it you slide and move 15% slower. Frost heals it instead of hurting it, and never slows it. aura radius 6 m E, stamina regen 50% less E, frost heal 100% E, trail life 10 s (0 = no trail), patch radius 1.5 m, patch spacing 1.5 m, grip 5% (100 = no slide), slow 15% E
Mudbound Mud #5E4A1E Leaves thick mud where it walks: 40% slower in it ("Deep mud") and for a second after. trail life 10 s (0 = no trail), patch radius 1.5 m, patch spacing 1.5 m, slow 40% E
Corrodent Rust #B7410E Your armour wears three times as fast under its hits, melee or ranged; a line names the piece and what is left. Shields wear as usual. durability 3 E (1 = normal, 0 = no wear)
Cloning Lavender #B4A8FF Once in its life, fighting you within 12 m, it leaves a harmless decoy in its place and fights on unseen. Its first blow that lands (a block counts, a dodge does not) shows it and the decoy vanishes; killing the decoy, or 20 s, shows it too. times 1 E (0 = off), range 12 m, decoy life 20 s (0 = no limit), cooldown 30 s (between tricks)

Ice and mud patches slow players only, never creatures, and always show whatever your effect density.

Effect and sound settings (blast effect, cloud effect, tell sound, trail effect and the like) name game prefabs; elite effects <text> lists them.

Devouring. Ignores players while feeding (unless hit) and kills other creatures in one bite, keeping part of their health and damage. It eats only creatures with no more health than itself, never bosses or large creatures, one per star (at least one), then acts normally. Once its gained damage passes a third of a player's health, it hunts players. Its meals show on its nameplate. Settings: absorb health 50% E, absorb damage 25% E, slow per 100 health 2%, move 1, player threshold 0.333, devour cooldown 60 s, max prey health 100% (0 = no limit), min meals 1.

Where they appear

Any biome can roll any mutation, but biomes lean: Black Forest Thieving; Swamp Miasmic, Leeching; Mountain Plated; Plains Mad, Thieving, Devouring; Mistlands Cloaked, Thieving, Devouring; Ashlands Bloated, Splintering; Deep North Plated.

Large creatures (trolls, bears, lox, golems, Fuling berserkers, Seeker soldiers and the like) never get Gilded or Relentless and are never eaten.

Tamed creatures

Tamed creatures keep their stars and mutation. Differences once tamed:

Mutation Tamed
Thieving Never steals
Gilded Does not flee; normal loot
Blinking Blinks behind enemies only, never while ridden
Relentless Hunts enemies up to 150 m; cannot be recalled mid-hunt
Splintering Splits into tamed copies that follow you
Screecher Deafens no one
Frostbound Chills no one and lays no ice; frost still heals it
Mudbound Lays no mud
Cloning Never hides behind a decoy

Miasmic poison and Bloated blasts still hurt players.

Breeding

  • A newborn gets 0 stars up to the stronger parent's, all equally likely.
  • If either parent has a mutation, the newborn gets one of the parents' mutations.
  • Two plain parents always have plain young.
  • Eggs show what they will hatch, and young keep their traits when grown.
  • With GrindstoneSkills, Husbandry's "better offspring" can add one star above the stronger parent.
breeding:
  enabled: true        # false: newborns roll like wild creatures
  mutation chance: 100 # % chance to inherit a parent's mutation

Settings

  • mutations enabled: - set a mutation to false to turn it off everywhere.
  • mutation chance / mutation chances - how often each rolls (see Settings and Commands).
  • large star power (in defaults:, 1) - multiplier for the E settings on five-star-plus creatures.

Each player can change the star colours in their own settings.