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  • Metamorphosis (category Physical Mutations) (section Creatures with Metamorphosis)
    Metamorphosis is a physical mutation that allows the player to transform into a nearby creature. This mutation grants the "Metamorphosis" activated ability
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  • Ice Breath (category Physical Mutations) (section Creatures That Have Ice Breath)
    of sleetbeards. This also gives the creature mutation level * 2 cold resistance. Creatures with this mutation gain the icy vapor natural equipment in their
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  • Fire Breath (category Physical Mutations) (section Creatures That Have Fire Breath)
    flamebeards. Creatures with this mutation gain the ghostly flames natural equipment in their face slot. This also gives the creature mutation level * 2 heat
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  • Sticky Tongue (category Physical Mutations) (section Creatures That Have Sticky Tongue)
    nearest visible creature toward the user, up to a certain maximum range. Depending on the creature, this mutation can affect either all creatures (bloated pearlfrog)
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  • Wings (category Physical Mutations) (section Creatures with Wings)
    bonuses of any kind. The Wings mutation is most notable for granting creatures the capability of flight; creatures with this mutation will gain the "Fly" toggleable
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  • happens: The mutation granted must be one that the creature is eligible for in the first place, so, e.g., Chimeras cannot gain mental mutations (including
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  • Telepathy (category Mental Mutations) (section Creatures with Telepathy)
    companions Telepathy is a mental mutation that allows the player to telepathically communicate with other creatures. This mutation grants the "Telepathy" activated
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  • bolster their stats, among other things. Each mutation has a mutation level that can be raised via mutation points, increasing their power. These points
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  • unless the creature has the Regeneration mutation, which prevents this effect. Those with the Regeneration mutation or the Photosynthetic Skin mutation also
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  • when a player or creature kills another creature that is of a similar level or higher. XP drops off exponentially for killing creatures at lower levels
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  • Night Vision (category Physical Mutations) (section Related Mutations)
    Night Vision You see in the dark. Night Vision is a physical mutation that allows a creature to see in the dark for a short radius. Players with Night Vision
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  • happens: The mutation granted must be one that the creature is eligible for in the first place, so, e.g., Chimeras cannot gain mental mutations (including
    8 KB (946 words) - 14:36, 18 January 2024
  • Beguiling (category Mental Mutations) (section Creatures with Beguiling)
    Beguiling You beguile a nearby creature into serving you loyally. Mental attack versus a creature with a mind Success roll: mutation rank or Ego mod (whichever
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  • Force Bubble (category Mental Mutations) (section Creatures with Force Bubble)
    field. Force Bubble is a mental mutation that allows the user to create a personal forcefield around themselves. This mutation grants the "Force Bubble" activated
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  • Sunder Mind (category Mental Mutations) (section Creatures with Sunder Mind)
    Sunder Mind is a mental mutation that can be used on a creature to deal mental damage every round for ten rounds. This mutation grants the "Sunder Mind"
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  • player notlost Remove the lost effect mutation:<id> Add a specific mutation mutationbgone[:<id>] Remove a mutation. It is generally easiest to use this
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  • Phasing (category Physical Mutations) (section Creatures with Phasing)
    group of enemies. No creatures have this mutation by default. This information is reliable as of patch 2.0.201.73. XRL.World.Parts.Mutation.Phasing, method
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  • granted by Equipment/Mutation/Cybernetics + Floor ( AGI- 16 2 ) {\displaystyle {\text{Total DV}}=6+{\text{DV granted by Equipment/Mutation/Cybernetics}}+{\text{Floor}}({\frac
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  • Confusion (category Mental Mutations) (section Creatures with Confusion)
    rounds Cooldown: 75 Confusion is a mental mutation that allows the player to confuse nearby enemies. This mutation grants the "Confusion" activated ability
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  • Burrowing Claws (category Physical Mutations) (section Creatures with Burrowing Claws)
    Claws allows a creature to destroy a wall within four attacks that successfully penetrate. The penetration bonus is determined by mutation level and is independent
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  • Double-muscled (category Physical Mutations) (section Creatures with Double-muscled)
    rounds Double-muscled is a physical mutation that increases the player's Strength. Additionally, every melee attack a creature with Double-muscled makes that
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  • Berated. Terrified creatures who have a mental shield are immune to mental damage. Light damage comes from the Light Manipulation mental mutation and laser weapons
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  • Horns (category Physical Mutations) (section Creatures with Horns)
    Cannot wear helmets +100 reputation with antelopes and goatfolk Horns is a mutation that grants one of the following natural equipment variants on the character's
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  • Flaming Ray (category Physical Mutations) (section Creatures with Flaming Ray)
    located on. Hitting a creature with a flaming ray deals Heat damage and forces a Temperature change dependent on the mutation level. Creatures with Flaming Ray
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  • Burgeoning (category Mental Mutations) (section Creatures with Burgeoning)
    determined by mutation level. The formula is: ⌈ Mutation Level 2 ⌉ + Range ( − 1 , 2 ) {\displaystyle {\bigg \lceil }{\frac {\text{Mutation Level}}{2}}{\bigg
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  • Mental Mirror (category Mental Mutations) (section Creatures with Mental Mirror)
    50 Mental Mirror is a mental mutation that allows a creature to reflect mental attacks back at their source. This mutation grants the "Mental Mirror" passive
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  • Bilge Sphincter (category Physical Mutations) (section Creatures with Bilge Sphincter)
    targets down: Strength/Agility save vs. character level Bilge Sphincter is a mutation that can only be granted to the player character by consuming the Cloaca
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  • Multiple Arms (category Physical Mutations) (section Creatures with Multiple Arms)
    doesn't affect eligibility for these mutations; having one still disallows gaining the other. Note that this mutation does not grant any missile weapon slots
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  • Domination (category Mental Mutations) (section Creatures with Domination)
    Domination is a mental mutation that allows the player to take control of another creature's body. Domination grants the "Dominate Creature" ability, which,
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  • Sleep Gas Generation (category Physical Mutations) (section Creatures with Sleep Gas Generation)
    Generation is a physical mutation that generates sleep gas, which can cause other creatures to fall asleep. Creatures that have this mutation are also themselves
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  • Space-Time Vortex (category Mental Mutations) (section Creatures with Space-Time Vortex)
    page describes the Space-Time Vortex mental mutation. For information about the entity created by this mutation (or by other sources), refer to Space-time
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  • skill's description is a direct consequence of the first, because when a creature becomes hungry, they lose any cooking effects. Fasting Way stacks multiplicatively
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  • Pyrokinesis (category Mental Mutations) (section Creatures with Pyrokinesis)
    (level based)d6 divided by 2 Cooldown: 50 rounds Pyrokinesis is a mental mutation that allows the player to heat nearby areas with their mind, dealing damage
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  • to wishing for mutations. You should now prefix wishes for mutations with "mutation:", e.g. "mutation:beak". You can wish for a mutation variant by adding
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  • Cryokinesis (category Mental Mutations) (section Creatures with Cryokinesis)
    Any creature that ends their turn within the frozen mist will suffer cold damage and a significant temperature decrease as determined by mutation level
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  • Electrical Generation (category Physical Mutations) (section Creatures with Electrical Generation)
    Generation is a physical mutation that allows the player to generate and discharge stored electricity for a variety of applications. Creatures with Electrical Generation
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  • Freezing Ray (category Physical Mutations) (section Creatures with Freezing Ray)
    on. Hitting a creature with a freezing ray deals Cold damage and forces a Temperature change dependent on the mutation level. Creatures with Freezing Ray
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  • deep underground due to their high creature tier value - they are tier 8 creatures. For more information about how creature tier influences random generation
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  • Two-headed (category Physical Mutations) (section Creatures with Two-headed)
    are severed, the creature will instantly die just like any other decapitated creature. Creatures that start with the Two-headed mutation have a chance to
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  • Whenever a creature is flying, that creature also gains access to a Swoop ability. Swoop will attempt to attack an adjacent non-flying creature, with the
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  • Kindle (category Mental Mutations) (section Creatures with Kindle)
    on the user's willpower (WI) attribute: No creatures have this mutation by default. XRL.World.Parts.Mutation.Kindle XRL.World.Parts.TorchProperties
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  • Heightened Hearing (category Physical Mutations) (section Creatures with Heightened Hearing)
    looking at the creature to see it's name and description. The player has a mutation level-based chance every turn to identify a particular creature within range
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  • Teleport Other (category Mental Mutations) (section Creatures with Teleport Other)
    adjacent creature to a random nearby location. Cooldown: (level based) Teleport Other is a mental mutation that allows the player to teleport a creature to a
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  • ability, respectively. If a creature gets these effects without the mutation (e.g. from canned Have-It-All), it will be considered that they have level
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  • Multiple Legs (category Physical Mutations) (section Creatures with Multiple Legs)
    boots. It also increases movement speed by a mutation level based amount and carry capacity by a mutation level based percentage. The extra feet slot doesn't
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  • Mass Mind (category Mental Mutations) (section Creatures with Mass Mind)
    and numerous No creatures have this mutation by default. This information is reliable as of patch 2.0.201.64. XRL.World.Parts.Mutation.MassMind, method
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  • Force Wall (category Mental Mutations) (section Creatures with Force Wall)
    missile weapons and ranged mutations through the forcefields, while the player is able to. The forcefields will persist for a mutation level based number of
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  • Upon striking a creature or surface, the projectile will create a small arc of electricity comparable to the Electrical Generation mutation or the electrified
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  • Precognition (category Mental Mutations) (section Creatures with Precognition)
    used by a creature other than the player; when Precognition is activated, and the creature is killed before it's duration runs out, the creature will be
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  • Regeneration (category Physical Mutations) (section Creatures with Regeneration)
    diseases at mutation level 5 Provides immunity to decapitation at mutation level 10 Provides essentially full immunity to fungal infections at mutation level
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  • Upon striking a creature or surface, the projectile will create a powerful arc of electricity comparable to the Electrical Generation mutation or the electrified
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  • Stunning Force (category Mental Mutations) (section Creatures with Stunning Force)
    The shockwave itself deals mutation level based concussion damage to anything caught within its radius, save for the creature that cast it. This damage
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  • unoccupied square within range 2. You cannot jump over a square occupied by a creature.
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  • of Kyakukya. They are notable for being the only creature in the game to have Metamorphosis, a mutation only selectable by the player if they have Prerelease
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  • be confused with the stat Mental Armor or the mutation Mental Mirror) is a property that makes creatures immune to mental damage and most mental effects
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  • Slime Glands (category Physical Mutations) (section Creatures with Slime Glands)
    as water or cloning draught, with slime No creatures have this mutation by default. XRL.World.Parts.Mutation.SlimeGlands
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  • against a more solid wall, in which case the creature or object will enter the same tile as the forcefield. Creatures in this scenario are capable of attacking
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  • Interdiction instead of dealing damage. Interdiction is a mental mutation that selects a hostile creature within the user's line of sight and within 10 tiles and
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  • from hostile creatures. If a hostile creature is directly adjacent to a cave spider, the spider will stop trying to flee until the creature moves away again
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  • the following table: If the affected creature is a Chimera and the result would otherwise give them a mental mutation or a defect, they receive the message
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  • expanding it. stuck stuck Can't move. The stuck effect indicates that a creature cannot move due to being stuck, entangled, or otherwise unable to move
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  • grants a free shield slam attack when charging. Players or creatures with the Horns mutation, or who are wearing a fork-horned helm, will always get a free
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  • fleeing from hostile creatures. If a hostile creature is directly adjacent to a voider, the voider will stop trying to flee until the creature moves away again
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  • Syphon Vim (category Mental Mutations) (section Creatures that have Syphon Vim)
    adjacent creature, will inflict syphoned and begin dealing damage and healing the player by an amount determined by mutation level. The creature will attempt
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  • encounters a new object to mimic. Horned chameleons possess the Horns mutation at mutation level 1, with grants them a horn on their head that deals 2d32-6
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  • Being urshiib, they possess the Albino (D) mutation, the Quills mutation at level 6, and the Triple-jointed mutation at level 3. Quills provides a Barathrumite
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  • Ray mutation, which they possess at mutation level 4 and which is emitted from their face. Dawngliders also possess the Wings mutation at mutation level
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  • Glimmer (section Mutations)
    will be focused around one mental mutation. Hunters from this cult will always have this mutation with the mutation level at their level/4. Each cult has
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  • effect that causes a creature to take damage over time. This damage per turn depends on the source of the bleeding. Every turn, the creature must take a Toughness
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  • seem to be related to alternate dimensions. While there is only one unique creature in the faction, there are multiple sources that create them: Evil Twin
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  • 10+({\text{drams of slime}}\times 5)} . If this fails, the creature will slip. The Slime Glands mutation allows the player to spit slime at will. giant amoebas
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  • have the name "stone statue of <creature name>". This information is reliable as of patch 2.0.201.49. XRL.World.Parts.Mutation.StoneGaze
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  • impossible for the coated creature or object to naturally return to ambient temperature for the duration of the effect. This can make a creature or object extremely
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  • Sense Psychic (category Mental Mutations) (section Creatures with Sense Psychic)
    everything this mutation does and more, detecting all creatures, and can be leveled No creatures have this mutation by default. XRL.World.Parts.Mutation.SensePsychic
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  • get much higher than 100 with the Sleep Gas Generation mutation. With that mutation, a creature releases 800 density units of gas into the open cells around
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  • damage. Glowcrows, being birds, possess the Wings mutation at mutation level 10 and the Beak mutation. Wings will allow a glowcrow to fly while on the surface
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  • They will also attack at range with their Stunning Force mutation, which they possess at mutation level 10. To supplement their fists, glittermensch luminaries
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  • player character then gives the other creature a dram of fresh water (or another liquid that the creature or the creature's faction prefers). Upon this, the
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  • Asphodelyte (category Creatures)
    their digging roots. Perfect An asphodelyte is a sapient mutated plant creature belonging to the Consortium of Phyta and flowers factions. 12 asphodelytes
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  • Toughness save caused by contact with fungal spores from a broodpuff or a creature infected with fickle gill. This effect develops into a fungal infection
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  • Spinnerets mutation, which they possess at level 7, to weave phase webs. These webs can cause creatures who walk into them to become stuck. The creature will
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  • Snakelite! Perfect Snakelite is a metal worm with the Light Manipulation mutation, two different Cudgel natural weapons, and a curious degree of machine
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  • damage. Cyclopean gibbons possess Teleportation at mutation level 1 and Temporal Fugue at mutation level 13. A gibbon will use Teleportation in an attempt
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  • Spinnerets (category Physical Mutations) (section Creatures with Spinnerets)
    Having Spinnerets also makes a creature immune to getting stuck in other creatures' webs. Furthermore, it makes a creature immune to getting stuck in any
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  • Being urshiib, they possess the Albino (D) mutation, the Quills mutation at level 6, and the Triple-jointed mutation at level 3. Quills provides a Barathrumite
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  • will occasionally spin webs with their Spider Webs mutation, which they possess at level 8. This mutation grants a greater voider the "Spin Webs" activated
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  • Time Dilation (category Mental Mutations) (section Creatures with Time Dilation)
    Dilation is a mental mutation that allows the user to distort time within a small radius, slowing other creatures caught within. This mutation grants the "Time
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  • There is also a 0.5% chance for a random creature to emerge from the vortex each turn. This can be any creature that is eligible to appear during dynamic
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  • will always spawn with one random physical mutation and one random mental mutation, each with a base mutation level of 1d61-6 (Avg: 3.5). Crazed goatfolk
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  • Spindle legs, and it crackles as it crawls. Perfect An electrofuge is a creature belonging to the arachnids faction. Electrofuges can be found underground
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  • dreamy corridors of their own chimeric world. Perfect An astral tabby is a creature belonging to the cats faction. Astral tabbies can be found deep underground
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  • ingredients that can either be eaten raw by a character with the Carnivorous (D) mutation, or preserved into cooking ingredients that can be used by characters with
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  • Spider Webs (category Physical Mutations) (section Creatures with Spider Webs)
    NPC-only physical mutation that many arachnids possess. This mutation grants the "Spin Webs" activated ability, which allows a creature to spin webs, creating
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  • default. Sprint cannot be used if the creature is frozen solid or on the world map. While sprinting, a creature suffers a -5 penalty to DV, unless they
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  • Behind, its stinger coils in harmonic virtue. Perfect A scorpiock is a creature belonging to the arachnids faction. Scorpiocks attack in melee with their
    3 KB (225 words) - 00:35, 19 January 2024
  • Heightened Smell (category Innate mutations) (section Creatures with the Mutation Heightened Smell)
    chance for identifying a creature by their smell. If this percentage is greater than a random roll between 1 and 100, the creature is identified as their
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  • Multiple Arms mutation. He does gain use of the Flurry ability, however. Oboroqoru possesses a special version of the Multiple Arms mutation at mutation level
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  • cocked, though whether that's owed to an insatiable curiosity or forehead mutation is unknown. Perfect Argyve is a unique NPC and quest giver found in Joppa
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  • Corrosive Breath (category Physical Mutations) (section Creatures with Corrosive Breath)
    has a gas density of 80. Additionally, this mutation grants +2 acid resistance per mutation level. This mutation can also be acquired temporarily by cooking
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  • demeanor, meaning they will be hostile to a creature even if that creature has neutral reputation with crabs. Creatures must be at least favored by crabs for
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