[u][b]Mutations — Master List[/b][/u]

[i]Format: [b]Name[/b] (CODE, category, dominance, rarity) — short effect. “cosmetic” and “negative” flags are noted at the end.[/i]

[u][b]Cosmetic[/b][/u]

[b]Bioluminescence[/b] (BIOLUMIN, cosmetic, neutral, legendary) — Bioluminescent glow; alerts predators at night (flavor). — cosmetic

[b]Curly Fur[/b] (CURLY_FUR, cosmetic, neutral, uncommon) — Cute curls; may overheat (flavor). — cosmetic

[b]Glowing Eyes[/b] (GLOWING_EYES, cosmetic, neutral, rare) — Glows in dim light; can spook prey (flavor). — cosmetic

[b]Heterochromia[/b] (HETEROCHROMIA, cosmetic, neutral, uncommon) — Two eye colors; minor perception flavor. — cosmetic

[b]Mismatched Fangs[/b] (MISMATCH_FANGS, cosmetic, neutral, uncommon) — Intimidating look; tiny flavor for fights. — cosmetic

[b]No Whiskers[/b] (NO_WHISKERS, cosmetic, neutral, uncommon) — Reduced spatial sense (flavor); mostly cosmetic. — cosmetic

[b]Unusual Coat Pattern[/b] (UNUSUAL_PATTERN, cosmetic, neutral, uncommon) — Cosmetic pattern; no gameplay effect. — cosmetic

[u][b]Environmental[/b][/u]

[b]Big Ears[/b] (BIG_EARS, environmental, dominant, uncommon) — Great hearing (predator warning); frostbite risk.

[b]Cold-Blooded[/b] (COLD_BLOODED, environmental, dominant, uncommon) — Needs warmth to act; great in deserts, weak in snow.

[b]Color Morph (Camouflage)[/b] (CAMO_MORPH, environmental, dominant, uncommon) — Improved stealth in forest/jungle; neutral elsewhere.

[b]Long Tail[/b] (LONG_TAIL, environmental, neutral, common) — Agile balance for climbing; slightly higher energy burn.

[b]Melanism[/b] (MELANISM, environmental, dominant, uncommon) — Stealth bonus at night; weaker in open plains.

[b]Short Tail[/b] (SHORT_TAIL, environmental, neutral, common) — Reduced balance; small penalty to climbing/scouting. — negative

[b]Small Ears[/b] (SMALL_EARS, environmental, dominant, common) — No frostbite risk; lower awareness.

[b]Snow Paws[/b] (SNOW_PAWS, environmental, dominant, uncommon) — Frostbite-resistant; clumsy on rock/woodland.

[b]Thick Fur[/b] (THICK_FUR, environmental, dominant, common) — Cold-adapted; boosts winter/ice survival; overheats in deserts (extra energy loss).

[b]Thin Fur[/b] (THIN_FUR, environmental, dominant, common) — Heat-adapted; resists deserts; vulnerable to cold; higher sickness in snow.

[b]Waterproof Coat[/b] (WATERPROOF_COAT, environmental, dominant, uncommon) — Thrives in rain/swamp; can overheat.

[b]Webbed Paws[/b] (WEBBED_PAWS, environmental, dominant, uncommon) — Better in swamps/rivers; worse traction on rocky terrain.

[u][b]Health[/b][/u]

[b]Albino[/b] (ALBINISM, health, recessive, rare) — Poor camouflage; sunburn risk; fragile health. — negative

[b]Blindness (Full)[/b] (BLINDNESS_FULL, health, recessive, rare) — Cannot scout/hunt; may boost colony morale if protected. — negative

[b]Chronic Illness[/b] (CHRONIC_ILL, health, recessive, rare) — Daily health drain; higher herb usage. — negative

[b]Cleft Nose[/b] (CLEFT_NOSE, health, recessive, rare) — Weaker smell; hunting/scouting penalty. — negative

[b]Club Foot[/b] (CLUB_FOOT, health, recessive, rare) — Poor running/scouting; okay at gathering. — negative

[b]Crooked Spine[/b] (CROOKED_SPINE, health, recessive, rare) — Mobility issues; higher energy drain. — negative

[b]Dust Allergy[/b] (DUST_ALLERGY, health, recessive, uncommon) — Higher sickness in arid/desert biomes. — negative

[b]Dwarfism[/b] (DWARFISM, health, recessive, rare) — Smaller/needs less food; more fragile overall.

[b]Fragile Bones[/b] (FRAGILE_BONES, health, recessive, rare) — Injury chance increased; poorer fighting outcomes. — negative

[b]Gigantism[/b] (GIGANTISM, health, recessive, rare) — Large/intimidating; much higher food/water needs.

[b]Hemophilia[/b] (HEMOPHILIA, health, recessive, rare) — Bleeding injuries are deadly; high death risk on wounds. — negative

[b]One Ear Deafness[/b] (ONE_EAR_DEAF, health, recessive, uncommon) — Reduced awareness; more ambush risk. — negative

[b]Partial Blindness[/b] (PARTIAL_BLIND, health, recessive, uncommon) — Hunting/scouting penalty; foraging slightly better via smell. — negative

[b]Polydactyl (Extra Toes)[/b] (POLYDACTYL, health, dominant, uncommon) — Better climbing grip; slightly higher paw injury risk.

[b]Resistant Hide[/b] (RESISTANT_HIDE, health, dominant, uncommon) — Reduced wound chance; overheats more easily.

[b]Strong Heart[/b] (STRONG_HEART, health, dominant, uncommon) — Resilient to exertion; may increase food/water needs.

[b]Strong Immune System[/b] (STRONG_IMMUNE, health, dominant, uncommon) — Rarely sick; small extra energy cost when resisting.

[b]Strong Jaws[/b] (STRONG_JAWS, health, dominant, uncommon) — Better in fights/hunting; tires faster.

[b]Weak Heart[/b] (WEAK_HEART, health, recessive, uncommon) — Higher death chance on long trips; reduced stamina. — negative

[b]Weak Immune System[/b] (WEAK_IMMUNE, health, recessive, uncommon) — Sick more often; shorter lifespan. — negative

[b]Weak Lungs (Asthma)[/b] (WEAK_LUNGS, health, recessive, uncommon) — Struggles in forests/mountains; extra energy drain. — negative
[u]
[b]Metabolic[/b]
[/u]
[b]Carnivore Leaning[/b] (CARNI_LEAN, metabolic, dominant, uncommon) — Better hunting/meat return; poor at plants/herbs.

[b]Day Hunter[/b] (DAY_HUNTER, metabolic, dominant, uncommon) — Daytime hunting bonus; night penalties.

[b]Efficient Hydration[/b] (EFF_HYDR, metabolic, dominant, uncommon) — Needs less water; slightly weaker immune responses.

[b]Fast Metabolism[/b] (FAST_META, metabolic, dominant, common) — Eats/drinks more; regains energy faster.

[b]Forager Leaning[/b] (FORAGER_LEAN, metabolic, dominant, uncommon) — Great with herbs/berries; reduced meat return.

[b]Hibernator[/b] (HIBERNATOR, metabolic, dominant, uncommon) — Sleeps more in winter; skips tasks but cold-survivor.

[b]Hyperactive[/b] (HYPERACTIVE, metabolic, dominant, uncommon) — More actions; heavy energy drain. — negative

[b]Insomnia[/b] (INSOMNIA, metabolic, dominant, uncommon) — More actions but higher sickness risk. — negative

[b]Lazy Gene[/b] (LAZY_GENE, metabolic, dominant, uncommon) — Fewer actions; preserves health/energy.

[b]Night Owl[/b] (NIGHT_OWL, metabolic, dominant, uncommon) — Night scouting bonus; daytime penalties.

[b]Obsessive Groomer[/b] (OBSESSIVE_GROOM, metabolic, dominant, uncommon) — Lower sickness from cleanliness; loses time daily.

[b]Sleepy Mutation[/b] (SLEEPY_MUT, metabolic, dominant, uncommon) — Sleeps longer; may skip tasks more often. — negative

[b]Slow Metabolism[/b] (SLOW_META, metabolic, dominant, common) — Needs less food/water; slower energy regen.

[b]Water Dependency[/b] (WATER_DEP, metabolic, dominant, uncommon) — Higher water need; dehydration risk in deserts. — negative

[u][b]Rare[/b][/u]

[b]Conjoined Twin[/b] (CONJOINED_TWIN, rare, recessive, legendary) — Higher food/water drain; unique appearance. — negative

[b]Glass Skin[/b] (GLASS_SKIN, rare, recessive, legendary) — Extremely fragile; very high injury death risk. — negative

[b]Hemochromatosis[/b] (HEMOCHROMATOSIS, rare, recessive, rare) — Iron overload; slow health drain; small fight bonus. — negative

[b]Rabid Carrier[/b] (RABID_CARRIER, rare, recessive, rare) — Hidden until triggered; chance to spread sickness. — negative

[b]Silent Step[/b] (SILENT_STEP, rare, dominant, rare) — High stealth/scavenge; low social/charisma.

[u][b]Reproductive[/b]
[/u]
[b]Birthing Complications[/b] (BIRTH_COMPL, reproductive, recessive, rare) — Chance of maternal death or kit loss at birth. — negative

[b]Genetic Carrier[/b] (GEN_CARRIER, reproductive, neutral, common) — Hidden carrier of a recessive defect; no symptoms.

[b]High Fertility[/b] (HIGH_FERT, reproductive, dominant, uncommon) — Larger litters; slightly higher defect chance.

[b]Hybrid Gene[/b] (HYBRID_GENE, reproductive, dominant, rare) — Cross-biome parents yield random biome traits in kits.

[b]Inbreeding Defect[/b] (INBREED_DEFECT, reproductive, neutral, uncommon) — If close-bred: lower fertility/health. — negative

[b]Low Fertility[/b] (LOW_FERT, reproductive, dominant, uncommon) — Smaller litters; safer births. — negative

[b]Milk Deficiency[/b] (MILK_DEF, reproductive, recessive, rare) — Mothers feed poorly; higher kit death chance. — negative

[b]Rapid Growth Gene[/b] (RAPID_GROWTH, reproductive, dominant, uncommon) — Kits mature faster; lower max stats.

[b]Slow Growth Gene[/b] (SLOW_GROWTH, reproductive, dominant, uncommon) — Kits mature slower; higher max stats.

[b]Stillbirth Risk[/b] (STILLBIRTH_RISK, reproductive, recessive, rare) — Higher kit mortality at birth. — negative

[b]Surrogate Instinct[/b] (SURROGATE_INST, reproductive, dominant, rare) — Will adopt abandoned kits; caretaker bonus.

[b]Twin Gene[/b] (TWIN_GENE, reproductive, dominant, uncommon) — Increased chance of twins; higher birth risk.