MutationsHow do I create my creatures?There are two ways that you can acquire creatures. One is simply to buy them from the market. The other is to modify existing creatures.
How do I modify existing creatures?In many ways. Mainly by combining different animals and attaching parts to creatures.
To make a large creature (cavalry size or more, including Rat Wolves and anything bigger) one must start with a base creature. The creature that you base it is VERY important.
The beast you are creating will have the base statline of the creature you are modifying, and any special rules that go along with it (ie, Yhetees have Aura of Cold, and so a Rat-Yhetee would still have that). On top of that, one adds mutations. These can be just basic ones you can add, or specific limbs from other creatures you buy. In the Market, the different parts that creatures have are listed.
There are many mutations you can give something, and they can be found
here.
One can add as many mutations as you want. However, you MUST have the parts. fir example, things like hearts and brains will come from creatures that are in your stock. Mutations that do not require stocks are the Lightning reflexes and Lightning Fast. In the markets, you can buy creatures to use, and it is from these creatures that you can select stocks and parts.
One might also notice that an extra human arm on an ogre sized creature wouldn't do very much. Thus, one can enlarge (or shrink) arms. Enlarging arms give the new limb the strength of the creature size one higher than it (small S2, Human S3, Ogre S4, Giant S5). Shrinking something will do the opposite. Sometimes limbs that are too large compared to the creature will cause the creature to overbalance etc.
ToleranceDifferent Creatures have different tolerances of mutations and the weight of augmentations they can hold.
Small creatures cannot carry anything the size of a Jezzail or larger. They can also not sustain more than 3 Mutations (on the base body).
Man-sized creatures cannot carry Warp-lightning Cannons, and can only carry up to ONE thing greater than or equal to the size of a Jezzail. Any more and they will have trouble moving. They also cannot sustain more than 5 Mutations on the base body.
Ogre-sized creatures can carry up to 4 Things the size of a jezzail or larger, and 1 Warp-Lightning Cannons. They can sustain up to 10 Mutations on the base body.
Gigantic creatures can have as many Jezzail size or greater things as they wish, and up to 2 Warp-Lightning Cannons. They can ustain up to 16 Mutations.
WHEN I SAY ONE MUTATION I MEAN LARGE MUTATIONS. ADDING ONE RAT HEAD OR TAIL WILL NOT BE ONE MUTATION. 10 Rat-size mutations are required to make 1 mutation as described above.
Lightning Generators and most Clan Skryre upgrades are Ratling Gun sized.
All creatures already with more than this will stay as they are.
As you advance in level, you will be able to increase the tolerances a little bit.
What are potions and salves?These are ways of further modifying creatures or appendages. They can shrink or enlarge parts and can bing things togther.
Here is the lists of salves/potions:
Enlargening Potion: This enlarges things (including base creatures, but doing that uses up 10 uses) to one size higher. There are four sizes: Swarm size, Man-size, Ogre-size, Giant-size. One use raises it one higher (ie, Ogre to giant). Then the limb will count as the same size.
Shrinking potion: The exact opposite of the enlargening one.
Warpstone Salve: This is what is used to bind things together. For every binding, one uses up one use of salve.
What are these 'uses' of salve?Every salve or potion has a number next to it. This number is how many uses you have. Every time you use it, the number of uses left goes down.
Cool. Is it possible for something to go wrong?Of course. The more you experiment and add on to a creature, the greater the chance that it will go horribly wrong.
The more transplants and mutations you put on a base creature, the greater chance that it will die or be defective. There many ways that it will die/be affected, including reduced stats or rules like permanent stupidity. So don't go overboard with extra stuff!
Mutations on mutations will only have small chance of injuring the creautre as a whole, but can injure an appendage.
As you create more and more creatures and become more and more skilled, the chances of problems will decrease and you can add more things.
Note that you can mutate yourself and your Packmasters.