Mutations
Mutations are rare defects that change how one looks and functions.
Striking their front side deals twice as much damage, but they get a variety of boosts!
Primary attack projectiles are replaced with lasers; these lasers have thrice the range, pierce foes and obstacles endlessly, and instantly connect.
Incoming electric-based attacks always
Electrify
, which now also boosts health by 25%, power by 50%, and speed by 75% while active.
Movement becomes more snappy, acceleration and deceleration becoming instant and unaffected by ground effects. Wind-ups also occur twice as fast and cant be cancelled.
They can now also see the nitty-gritty of their foes, including what quirks, mutations, statuses, and held items they currently have.
Effects from any gifted or holo sources are ignored, but all stats are permanently doubled. Getting struck by star-based attacks deals triple damage.
Causes them to appear completely white with reddened eyes, making them unaffiliated to any team and affiliation, letting them attack anyone and be attacked by anyone- including familiars who wont recognize them as a parent. Grants +25% vision and range, and attacks have a 1% to
Blind
.
Grants 50% resistance to Radical-based attacks and burning ailments such as
Burn
last only a third as long, but reduces reload by 20% and range by 30% when in direct moonlight, intense moonlight making them take 1 damage every 20 seconds, with a 10% to cause
Frostbite
every time.
For every food item consumed, grants a
Dizzy
-inflicting aura whose radius is equal to 5% + heal amount of their vision, which diminishes by 1% every 3 seconds. Eating food items also has a chance equal to dizzy aura size percent to make them dizzy.
Buffs recieved by allies are amplified by 5%, but self-imposed buffs we weakened by 10%. If the horn bumps into a lower-hanging obstacle, itll deal 2 damage and 1 damage to any ally in the immediate vicinity. It also has a 2% to break off, removing the mutation and permanently altering power, health, or speed by a range of +20% to -20%.
All long-range attacks have a 33% to make whomever struck
Frozen
, while also granting a 40% resistance to
Waving
-type attacks. Puncturing the antifreeze sac causes it to explode in a large radius, causing
Psychosis
to them and anything nearby in a antifreeze puddle.
Develops in multiple stages. Each stage progresses to the next after 5-10 minutes.Stage I - A small lump, but otherwise barely noticable. Being afflicted with
Gamma
in this stage cures this mutation!
Stage II - Stat changes are boosted by 5%, and incoming attacks have a 2.5% to deal 10% more damage.
Cured with 1 minute of
Special Burn
in this stage.
Stage III - The cancerous region makes itself known with an enlarged lump and visible markings! Positive/negative stat changes are boosted by 10%/25% respectively, and incoming attacks deal 20% more damage 10% of the time, striking the lump raises the chance to 33%.
Cured with a
Fairing
or
Fouling
attack whose base damage deals damage equal to 80% of their HPs or more.
Stage IV - Cancer becomes hereditary and has a 10% to pass down onto automaton/eggs. Positive/negative stat changes are boosted by 20%/50% respectively, and incoming attacks deal 33% more damage 33% of the time, striking the lump guarantees it. They start taking damage equal to 5% of their current HPs every 10 seconds.
Cured by being mutated with
Sacred
.
Stage V - Doesnt usually occur, only by a 1% when Stage IV cancer tries to progress, but will attempt to occur until succeeding. Cancer will now always pass down onto spawns, and even has a 1% to spread to allies bumped again! Completely takes them over, inflicting
Possessed
permanently. While possesssed in this state, stats are tripled and they become ultra-aggressive to everyone, including allies. To their own dismay, they may try extremely foolhardy techniques just to kill.
Cured by being smacked with fatal damage by a
Star Tome
.
Defense versus physical attacks is raised by 50%, but turning speed is reduced by 10%. Statuses like
Burn
also last 66% longer, and incoming magical attacks deal 20% more damage.
Grants 50% resistance to Bonzer-based attacks and freezing ailments such as
Frozen
last only a third as long, but reduces vision by 20% and ballistics by 30% when in direct sunlight, intense sunlight making them take 1 damage every 20 seconds, with a 10% to
Char
every time.
Incoming damage is reduced by 99%, and statuses afflicted onto them last for a maximum of 10 seconds. Critical damage is twice as effective versus them and always
Paralyze
s them.
Grants an allergy to 2 random statuses, said statuses converting into
Allergic
as soon as theyre afflicted. While Allergic is active, incoming attacks deal 1 less damage, but every 10th incoming while allergic causes
Bleed
.
Head-on ramming attacks deal 50% more damage and have a 5% to cause the first rammed foe to
Bleed
, and causing foes to bleed also restores 2 HPs. Running into obstacles and being struck in the face deals damage relative to movement speed at the point of impact +20%, it also has a slim chance equal to 0.25% of movement speed at collision to permanently the mutation and
Paralyze
!
All long-range attacks have a 10% to make whomever struck
Frozen
, while also granting a 20% resistance to
Waving
-type attacks. Puncturing the antifreeze sac causes it to explode, causing
Psychosis
to them and anything nearby in a large antifreeze puddle.
Size and weight increased by 25% and 100%. Incoming damage is also reduced by 10%, but projectiles only move 90% as fast. Getting struck by projectiles temporarily reduces speed by 3% for 10 seconds, up to 10 times. Every 5 seconds, the speed penalty for being hit reduces by 3%.
Every food item grants a 1% to make the next food item to deal damage instead of heal if it were to heal, permanently! Food heals 50% more and effects by food last twice as long.
Incoming attacks have a 3% to reudce defense by 1 for 30 seconds or deal 1 extra damage if their defense is 0, and sharp attacks to have a 33% to cause
Bleed
. Bleeding lasts twice as long, but enables them to create creep as they move; which has a variety of effects depending on their type and the color of said creep.
Size and weight increased by 50% and 200%. Incoming damage is also reduced by 20%, but projectiles only move 80% as fast. Getting struck by projectiles temporarily reduces speed by 6% for 10 seconds, up to 10 times. Every 5 seconds, the speed penalty for being hit reduces by 6%.
Swaps their lefts and rights, and inverts movement. Primaries and secondaries have a 10% to active each other whenever the other is used.
Buffs recieved by allies are amplified by 20%, but self-imposed buffs we weakened by 33%. If the horn bumps into a low-hanging obstacle, itll deal 4 damage and 2 damage to any ally in the immediate vicinity. It also has a 1% to break off, removing the mutation and permanently altering power, health, or speed by a range of +40% to -40%.
Every attack has a 5% to inflict
Chemical Burn
on both whomever struck and themselves. Reduces turn speed and movement speed by 10%, but boosts range by 5% and luck by 1%.
Reduces size by 10% and incoming melee attacks take 2 payback damage, but reduces speed by 2 and health by 10%. Getting struck from behind causes
Shudder
and said attack to deal 10% more damage.
Grants immunity to
Sleep
, but causes them to have a 33% to be afflicted by
Psychosis
instead whenever they would be put to sleep. Healing items grant a speed boost equal to half of their healing amount for 1 * healing amount minutes, up to a maximum of +5 speed.
Size and weight are reduced by 25% and 33%. Hitbox is also deceptively shrunken, by 33% instead of 25% like size, but damage is reduced by 10%. Getting struck by projectiles also deals 20% higher knockback and inherently has a 2% to
Flatten
.
Size and weight are reduced by 50% and 66%. Hitbox is also deceptively shrunken, by 66% instead of 50% like size, but damage is reduced by 20%. Getting struck by projectiles also deals 40% higher knockback and inherently has a 4% to
Flatten
.
Every second, they have a 1% to explode violently. This explosion deals damage equal to 400% their HPs and has range equal to twice their vision. This explosion leaves a crater thats impassable to everyone. Overall explosive power is scaled with size.
All defense is negative, and reduces regeneration by 50%. Being struck by an attack also has a 50% to cause
Acute Damage
. Being struck by any attack activates primary abilities instantly, and reload is reduced by 25%.
Grants 25% resistance to Radical-based attacks and burning ailments such as
Burn
last only half as long, but reduces reload by 10% and range by 15% when in direct moonlight, intense moonlight making them take 1 damage every 40 seconds, with a 5% to cause
Frostbite
every time.
All projectile attacks home in onto nearby foes, slowing down to take turns and accelerating back up to speed when met with a clear shot. Projectile attacks are 33% slower and weaker.
Attacks deal double damage versus
Wicked
and 50% more damage versus
Fouling
. Dying has a 50% + karma amount to bring them back to life, along with granting
Invincible
and doubling all stats for 1 minute! Each successive death reduces resurrection chance by 50% multiplicatively. If they die and dont come back to life,
Sacred Heart
is granted to a random ally.
Grants 25% resistance to Bonzer-based attacks and freezing ailments such as
Frozen
last only half as long, but reduces vision by 10% and ballistics by 15% when in direct sunlight, intense sunlight making them take 1 damage every 40 seconds, with a 5% to
Char
every time.
Defense versus physical attacks is raised by 25%, but turning speed is reduced by 5%. Statuses like
Burn
also last 33% longer, and incoming magical attacks deal 10% more damage.
All short-range attacks have a 50% to
Poison
whomever struck, while also granting a 20% resistance to
Draining
-type attacks. Puncturing the venom sac causes it to explode, badly poisoning them and anything nearby in a toxin puddle while reducing speed by 50% at the same time.
Head-on ramming attacks deal 200% more damage and have a 15% to cause the first rammed foe to
Bleed
, and causing foes to bleed also restores 6 HPs. Running into obstacles and being struck in the face deals damage relative to movement speed at the point of impact +60%, it also has a slim chance equal to 0.5% of movement speed at collision to permanently the mutation and
Paralyze
!
All short-range attacks have a 80% to
Poison
whomever struck, while also granting a 40% resistance to
Draining
-type attacks. Puncturing the venom sac causes it to explode, badly poisoning them and anything nearby in a large toxin puddle while reducing speed by 80% at the same time.
Attacks deal double damage versus
Sacred
and 50% more damage versus
Fairing
. Dying has a 80% - karma amount to bring them back to life, along with having a 75%/each to activate
Abbadon Meteor
,
Firestorm Plus
, or
Gunner Plus
(at least one will activate)! Each successive death reduces resurrection chance by 80% multiplicatively. If they die and dont come back to life,
Brimstone
is granted to a random foe.