[b]Mutations (Game Guide)[/b]

[i]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.[/i]



[b]How do pets get mutations?[/b]

--[u]Adoption[/u]: Newly adopted pets roll a random [b]0–3[/b] mutations from the global pool. Cosmetic-only traits are usually excluded from this roll.
--[u]Breeding[/u]: 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.
--[u]Story/Events[/u]: Some events, items, or bosses can grant (or cure) a mutation.


[b]Dominant vs. Recessive[/b]

--[b]Dominant[/b]: Shows up even if the pet only carries one copy. Tends to have a stronger, clearer effect.
--[b]Recessive[/b]: 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 baby will almost always show it. Two recessives together greatly raise the chance the baby shows it.
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[b]Types of mutations[/b]
[i]Every mutation belongs to one or more categories. Not all mutations change gameplay—cosmetic ones are just there[/i]

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


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

[u]Healing Den[/u]

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


[u]Sleeping Den[/u]

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


[u]Nursery & Caretaking[/u]

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


[u]Training Grounds[/u]

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


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



[b]Stacks, duplicates & conflicts[/b]

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


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[b]Where can I see my pet’s mutations?[/b]

--On the pet’s profile under [b]Mutations[/b]. 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).



[b]Rarity & sources[/b]

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



[b]FAQ[/b]

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


[b]Example mutation entries[/b] [link=https://feralrise.atrocity-pets.com/wiki_view.php?slug=mutationslist]Full list here[/link]

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




[b]Behind the scenes (for curious players & staff)[/b]

--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.