Mutations

Mutations are one aspect of character creation in. They provide the bulk of character customization for players playing as mutated humans due to their variety and number, and can be considered roughly analogous to the cybernetics available to True Kin.

Mutations are attributes of a character that grant them new abilities, alter their anatomy, or bolster their stats, among other things. Each mutation has a mutation level that can be raised via mutation points, increasing their power. These points are most commonly obtained from increasing one's character level, which will grant mutants 1 point every level. Other potential sources of mutation points include and.

Some mutations give the player the opportunity to them during character creation, which can alter their location on the player's body or simply provide flavor.

There are over 70 mutations available. They can be split into a few main categories:
 * Morphotypes: Limit what mutations can be selected and obtained. In the case of Unstable Genome, randomly mutates into another mutation after some time.
 * Physical Mutations: Positive mutations that physically alter the player internally or externally.
 * Mental Mutations: Positive mutations that are related to controlling things with mental energy.
 * Defects: Can be of both physical and mental nature and seek to hinder the player in exchange for granting them extra points to spend during character creation

It should be noted that, because the mutation system is used to handle any special abilities, many creatures have "mutations" which can be thought of as much closer to natural traits or abilities than actual genetic mutations, such as the Heightened Smell and Night Vision common to all Snapjaws. These mutations are not available to be selected during character creation (though in some cases, they can be obtained during gameplay through cooking effects or other means). For a list of these, see innate mutations.

Character Creation
On character creation, mutants start with 12 mutation points to select starting mutations. These do not carry over to the main game, so any left over points will be lost. To gain more available points, defects can be taken which penalize the player in various ways.

Buying Mutations
Once in the game, each level up will net the player character one mutation point. This can be spent on leveling a mutation they already have, given that the new level is less than or equal to Player Level/2 (or, more precisely, floor(Player Level/2)+1). If four points are amassed, the player can choose to buy a new mutation by pressing  on the character sheet screen. They will be given a choice of three random mutations; these are deterministic based on world seed and cannot be rerolled through save/loading or Precognition except for certain methods that will be touched on in a later section. What mutations can be gotten depends on morphotype or lack of.

Randomizing Mutation Buys
Normally, simply using Precognition will not allow you to change the set of offered mutations whenever you buy a new one; you will be offered the same three each time. However, there are certain conditions under which they can be rerandomized:


 * Gaining a permanent (not meal- or relic-based) mutation that could have been rolled, regardless of whether it was one of the next three choices.
 * For example, if a character who can learn mental mutations permanently gains a positive mental mutation using, the choices will change, but not if it was a negative one.
 * Injecting an.
 * Cooking with a (the drop of nectar need not succeed in granting the boost).
 * Cooking with a, and getting the drop of nectar cooking effect. (The same considerations apply; this is also relatively rare.)
 * Halfway through the duration of the mutating effect from a . (This is in addition to the fact that it may grant a permanent mutation and thus change the offerings for that reason.)
 * Gaining a chimeric limb.

Physical Mutations
Physical mutations are mutations that grant the player various physical attributes and abilities. Players with the Chimera morphotype will only manifest physical mutations.

Rapid Advancement
Physical mutations possess a unique mechanic known as rapid advancement. Starting at player level 5, and every 10 levels after that, the player's genome will enter an excited state, and they will be given the option to rapidly advance one of their physical mutations, causing it to gain 3 permanent levels. Levels gained in this way can bypass the usual 10 level limit set on mutations, but will not bypass the level limit imposed by the a character's level. If the player has at least 4 mutation points, they will be given the chance to buy a new mutation before rapidly mutating. If the player has no physical mutations upon reaching the appropriate level, this prompt will be skipped.

Mental Mutations
Mental mutations are mutations that grant the player various mind-based abilities. Players with the Esper morphotype will only manifest mental mutations.

Ego Bonus
Mental mutations possess a unique mechanic whereby their effective level is increased in proportion to the player's ego bonus. Levels gained from Ego bonus can bypass the usual 10 level limit set on mutations. These levels are not permanent and will decrease if the player's Ego bonus decreases for any reason. Additionally, the level of mental mutations will be decreased in proportion to a negative Ego bonus.

Glimmer
Glimmer is a mechanic unique to mental mutations. A player's Glimmer score is proportional to the combined total of all of their mental mutations' levels, including levels granted by their Ego bonus but excluding mental mutations which can't be leveled (1 point mutations). The more Glimmer one has, the more desirable they are to esper hunters.

Gaining temporary mutations
Mutations can be temporarily gained using other methods besides mutation. This is often the only way for True Kin to gain mutations:
 * Equipping a relic
 * Eating a recipe
 * Injecting specific injectors