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Mutations

Each run you draft mutations one card at a time. Here are the 36 you can find from the start. 2 more are hidden, and 28 synergies appear only when the right pair meets. Those you will have to discover yourself.

Body

Iron Shellcommon

Mineral plates grow through your membrane. Drawback: Heavier body moves slower.

Mk II: Denser plates that weigh less.

Regenerative Gelcommon

Your cytoplasm knits itself back together.

Mk II: Regeneration nearly doubles.

Giant Coreuncommon

A second nucleus lets you grow far beyond normal limits. Drawback: Slower, and predators notice you from farther away.

Mk II: An even bigger, tougher body.

Glass Bodyrare

Razor-edged crystal lattice. Everything you touch bleeds. Drawback: Shatters easily: +35% damage taken.

Mk II: Sharper lattice: +30% contact damage.

Mirror Membranerare

A silvered skin. Incoming spines and spit can glance off and fly back at whoever threw them.

Mk II: Reflects more often, and reflections hit twice as hard.

Offense

Acid Spitcommon

Spit corrosive bile at the cursor. Burns over time.

Mk II: +50% damage, stronger burn, faster spit.

Bone Spikescommon

Calcified spines punish anything that touches you.

Mk II: Longer spines: +14 thorn damage.

Leech Mouthuncommon

A ring of hooked teeth drinks from everything you hurt.

Mk II: Deeper bite: +12% life steal.

Tendril Whipuncommon

Tendrils automatically lash the nearest enemy within reach.

Mk II: Longer, faster, harder lashes.

Explosive Sacrare

Detonate volatile sacs to blast everything nearby. Also erupts when you die. Drawback: Each detonation tears 12% of your max health.

Mk II: Bigger blast that tears you half as much.

Mimic Jawrare

Swallowing a creature copies its trait for 20s: crawler spikes, hunter speed, crystal or shell hardness, bug regeneration, spore clouds, lurker ambush.

Mk II: Copied traits last twice as long.

Frost Glanduncommon

Exhale a freezing burst: nearby creatures are frozen solid for a moment, then sluggish.

Mk II: Bigger burst and a longer freeze.

Eel Organrare

Discharge a bolt that leaps from creature to creature, stunning each one it touches.

Mk II: Two more jumps and more damage per jump.

Movement

Propulsion Saccommon

Vent pressurised gas to burst forward.

Mk II: Recharges much faster and goes further.

Slime Trailuncommon

Leave sticky slime that slows and burns pursuers. Slightly faster.

Mk II: Thicker trail: double burn, stronger slow.

Burrowing Gelrare

Sink into the floor: untouchable, unseen by hunters and faster. Bursting out jolts everything nearby.

Mk II: Longer dives, double eruption, faster recharge.

Wall Adhesionuncommon

Suckers grip stone: next to rock you move 35% faster and take 25% less damage.

Mk II: Grip from further away and move even faster.

Sensory

Predator Eyescommon

See farther, track rare prey, and strike harder at creatures that have not noticed you.

Mk II: Sharper eyes: more vision and ambush damage.

Mimetic Skinuncommon

Stay still to blend in: hunters only notice you at point-blank range.

Mk II: Blend in almost instantly and more deeply.

Echo Pulseuncommon

Emit a pulse that reveals hidden creatures for 6s, tracks rare prey and stuns small creatures.

Mk II: Wider, longer pulse that recharges faster.

Heat Sensecommon

See body heat: hidden lurkers glow, and you deal +15% damage to poisoned or slowed prey.

Mk II: Double bonus damage against weakened prey.

Lure Photophoresuncommon

A glowing lure on a stalk. Small prey drift toward you instead of away. Drawback: Hunters spot you from further away.

Mk II: A brighter lure with no extra attention.

Swarm

Buddinguncommon

Periodically pinch off short-lived offspring that hunt beside you.

Mk II: +2 offspring, born faster, tougher and fiercer.

Hive Mindrare

Offspring near you hit 40% harder and take 30% less damage. +1 offspring.

Mk II: A stronger link and +1 offspring.

Sacrificial Cloneuncommon

Pinch off a decoy copy of yourself. Hunters chase it; it bursts when destroyed or after 6s.

Mk II: Sturdier decoy with a much bigger blast.

Queen Coreepic

A queen nucleus: +3 offspring, born much faster.

Mk II: +2 more offspring.

Guardian Brooduncommon

Some offspring become shield-bearers: tougher, they orbit close and block projectiles.

Mk II: Shield-bearers are far tougher.

Forager Broodcommon

Some offspring become foragers that fetch nutrients and DNA for you.

Mk II: Foragers search much further.

Aberrant Biology

Fungal Crownrare

A crown of fungus exhales clouds of spores that sicken and slow enemies. Drawback: The crown is heavy: -5% speed.

Mk II: Bigger, more frequent, more toxic spores.

Quantum Membraneepic

Your membrane is only probably here. When struck, 45% chance to phase out of reality for 0.7s. Drawback: Recharges for 3s after each phase.

Mk II: Phases more often and recharges faster.

Time Larvaepic

A larva that feeds on seconds. Release it to slow everything around you.

Mk II: Wider, longer stasis.

Soul Leechepic

Killing anything sturdy tears out its soul: +6% damage per soul (up to 8) for 25s, and each soul heals you.

Mk II: Hold more souls, each one stronger.

Magnet Ciliacommon

A fringe of beating hairs draws nutrients and DNA to you from much further away.

Mk II: Reach half again as far.

Gravity Wellrare

Collapse a dense core for a moment: everything nearby is dragged toward you, the smaller the harder.

Mk II: A wider, longer, stronger pull.

Adrenal Sacuncommon

When you are badly hurt, a flood of hormones makes you faster, harder-hitting and quick to heal.

Mk II: Kicks in sooner and hits harder.

Rarity: common, uncommon, rare, epic, aberrant. Rarer mutations appear less often in drafts.

Play and start mutating