Mutations
This content is currently in hordetesting and will change overtime.Â
Mutations the newest mechanic for The Isle! Allows users to customize and change up your gameplay. Though this system won't see its final form until the Elder system is released.
Mutations are chosen as a player progresses through the game. The juvenile stage is when you select your first mutation and then again at sub-adult and adult. The larger hexagons represent your lifecycle chosen mutations. Hexagon 4 is for the Elder System and hexagon 5-6 are unknowns at this time.
You can unlock varieties to your mutations as opposed to the standard ones gained by default. This may require special actions to be taken in-game to be able to unlock them.
The smaller hexagons are gained by inheriting mutations from your parents. Only a few of the smaller hexagons can be filled in and others are reserved for later systems.
Yellow Names = More info below on how to acquire
Environment Mutations
Passive Disposition
Chance to not disturb natural alarms
Constricted Glands
Reduced scent trail. Specifically blood/excrement
Pattern Recognition
Able to decipher human writing
Cochlear Sensitivity
Indication of sound traps from a distance
Reabsorption
Recover a small amount of water during rainy weather
Wader
Less hindered when wading through shallow water
Reniculate Kidneys
Can drink saltwater
Infrasound Communication
Make significantly less noise when talking in chat
Featherweight
Your footprints fade much faster
Status Effects [General]
Hematophagy
Restore some thirst while eating
Efficient Digestor
Your food drains more slowly
Enhanced Digestion
Decrease nutrition decay rate
Hydrodynamic
Increased swimming speed
Increased Inspiratory Capacity
Increased O2 Capacity
Heightened Ghrelin
Increased overeating capacity by a large amount.
Sustained Hydration
Your water drains more slowly
Augmented Tapetum
Increased vision at night
Submerged Optical RetentionÂ
Increased underwater vision range
Reinforced Tendons
Jumping costs less stamina
Gastronomic Regeneration (Slot 2 Only)
Eating restores a small amount of health
Social Behavior (Group Leader Only)
Increased group size.
Advanced Gestation (Female Only)
Faster egg gestation/incubation/cooldown rate
Prolific Reproduction
Your babies have increased health and stamina regen. Your babies require less food and they grow faster.
Status Effects [Combat]
Melorheostosis
Increase blunt damage towards fractures
Osteosclerosis
Resist or Reduce fracture damage
Paratrepsis
Able to fake fractures
Photosynthetic Tissue
Faster health/locked health recovery and higher move speed during the day.
Nocturnal
Faster health/locked health recover and higher move speed at night
Congenital Hypoalgesia
Reduce incoming damage when fighting larger species
Intraspecific Aggression (Removed 0.15.116)
Deal more damage to animals of your own species
Enlarged Meniscus
Increased fall distance before fall damage occurs
Multichambered Lungs
Reduce stamina regeneration threshold
Traumatic Thrombosis (Slot 2)
Prevent death from blood loss if resting
Epidermal Fibrosis
Increase bleed resistance
Remodeling Ambulation
Movement regenerates leg fractures faster than resting.
Hydro-regenerative
Recover health faster during rainy weather
Cellular Regeneration
Recovers health slightly faster
Herbivore Specific Mutations
Photosynthetic Regeneration
Regenerate stamina faster during the day
Tactile Endurance (Slot 2)
Convert incoming damage to stamina
Barometric Sensitivity
Receive an indication prior to storms or droughts
Xerocole Adaptation
Gain some water when eating plants
Truculency
Bucking drains the attackers stamina more.
Hypervigilance
Hears carnivore footsteps at extended ranges
Carnivore Specific Mutations
Hemomania
Do extra damage on bleeding target
Accelerated Prey Drive
Deal more damage to animals with low health
Osteophagic
Able to consume bones to regenerate fractures faster
Cache Propensity
Carry/Drag larger food. Carrying food and sprinting takes less stamina and can drag food faster.
Cannibalistic
For species that are not, by default, cannibals. Adds their own speciies as a preferred prey for nutrients.
Hypermetabolic Inanition (Slot 2)
The less hunger you have the more damage you deal.
Theories for Mutation Requirements
Items listed are being tested and discovered slowly. Only ones with information are currently marked yellow and have details below. If we are missing any new information please report it on EQG discord. Once these are confirmed I will note them under their respective mutation.
Enhanced Digestion
Theory: Full Food/Diet related. Unlocks on Slot 2.
Reniculate Kidneys
Unlock by drinking Saltwater until "Fluid Deficiency" goes away
Osteophagic
Unlock by eating bones. Unlocks on Slot 1.
Reinforced Tendons
Unlock by Jumping 50 times.
Heightened Ghrelin
Unlock by having a blinking full stomach for 9 minutes. Unlocks on Slot 2.
Augmented Tapetum
Unlock by killing AI/Players at night. Unlocks on Slot 2.
Cannibalistic
Unlock by eating your own species. Unlocks on Slot 2.