Traits
Skeletal Aberration (✦ Special)
Applicable to Disfigured/Deformed amalgams only. Gives the amalgam a noticeably distored spine and/or altered bone structure elsewhere that results in an anomalous appearance.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Elemental Growth (✦ Special)
[ID TRAIT] Applicable to Elemental amalgams only. Growths must be small nodules that grow on the body. Growth size cannot surpass 1/4th the length of the body. Eligible elements (must pick only ONE): water, ice, fire, lightning, wood/plant/fruit, metal, gem.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Elemental Limbs (✦ Special)
Applicable to Elemental amalgams only. Replaces the limb(s) with the element of choice. Eligible elements (must pick only ONE): water, ice, fire, lightning, wood/plant/fruit, metal, gem.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Elemental Sparks (✦ Special)
Applicable to Elemental amalgams only. Sparks are nodules no larger than the size of the character's hand that float around their body. Eligible elements (must pick only ONE): water, ice, fire, lightning, wood/plant/fruit, metal, gem.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Elemental Control (✦ Special)
Applicable to Elemental amalgams only. The amalgam is able to control nearby sources of the chosen element, i.e., waterbending. They cannot spawn new sources of the element. Eligible elements (must pick only ONE): water, ice, fire, lightning, wood/plant/fruit, metal, gem.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Elemental Resistance (✦ Special)
Applicable to Elemental amalgams only. The amalgam is able to resist effects from the element of choice. This trait will have future implications in combat, but is largely for story development reasons currently. Eligible elements (must pick only ONE): water, ice, fire, lightning, wood/plant/fruit, metal, gem.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Undefined Trait (✦ Special)
[ID TRAIT] Applicable to Miscellaneous amalgams only. An undefined trait is any unique trait that does not already exist in the catalog. Before designing a Miscellaneous subclass amalgam, you must contact the design staff team to ensure your trait is permissible. Please send a report with the subject title "Misc. Amalgam Request" on site that clearly states and/or illustrates your idea. Undefined traits are NOT unique to one amalgam, meaning other players may take inspiration from established undefined traits, though we ask that they be altered to not be direct copies of the original. Undefined traits CANNOT be hybrids (mermaids, nagas, or any kind of "taur"), were-creatures, or robots.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Substance Body Parts (✦ Special)
[ID TRAIT] Applicable to Substance amalgams only. Cannot be the head or eyes. Chest codepods must still be present.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Substance Generation (✦ Special)
Applicable to Substance amalgams only. The amalgam is able to summon small slime-like creatures made up of the same substance.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Substance Manipulation (✦ Special)
Applicable to Substance amalgams only. The amalgam is able to alter the shape of substance body parts into different forms (e.g., a sword arm or flowing cape). Cannot form horns, wings, or other traits without the applicable traits present. I.e., for a patch of slime to form imp wings, the amalgam must also have the imp wings trait, which is applied using a mutation gene chip.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Dead Nanocules (✦ Special)
[ID TRAIT] Applicable to Zombie amalgams only. The amalgam's nanocules (and optionally eyes) are solid black.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Visible Flesh (✦ Special)
Applicable to Zombie amalgams only. The amalgam has exposed flesh and tissue. Must appear fresh, but can be ripped or torn.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Visible Bone (✦ Special)
Applicable to Zombie amalgams only. The amalgam has exposed bone and ligaments.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Visible Organs (✦ Special)
Applicable to Zombie amalgams only. The amalgam has exposed organs.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Torn Mouth (✦ Special)
Applicable to Zombie amalgams only. The amalgam's lips appear ripped, torn, or stringy.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Rotting Appearance (✦ Special)
Applicable to Zombie amalgams only. The amalgam's body is in some state of decay: necroticism, mold, drying, or discolored.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Body Spikes (✦ Mutation)
Ever wanted to be a cactus?
Trait Effects
This trait can be affected by overgrowth. Overgrown mosaic body spikes can be longer than the length of the finger, up to 1/3rd the length of the body.
Body Scales (✦ Mutation)
Not to be confused with Dragon Plating—Body Scales are clusters of small scales. Scales can be any size up to the character's palm in length and width. Scales can cover up to one half of the entire body.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.
Cloak Growth (✦ Mutation)
A fleshy shawl that can reach up to 1/2th of the character's height. You'll never be cold again!
Trait Effects
This trait can be affected by overgrowth. Overgrown cloak growths can be up to the full length of the body. There is no mega mutated variation.
Untethered Codepods (✦ Mutation)
Codepods that do not appear to have connectors to another codepod or the backport.
Trait Effects
This trait cannot be affected by overgrowth, nor does it have a mega mutated variation.