Mutations
Mutations are rare defects that change how one looks and functions.
Effects from any gifted or holo sources are ignored, but all stats are permanently doubled. Getting struck by star-based attacks deals triple damage.
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.
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.
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.
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%.
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%.
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%.
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
.
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.