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World Information

Mutations

Mutations, Ahoy!

Centuries ago, when the meteor crashed into Anomalous and created a giant crater in its wake, it carried with it a precious form of space dust that dissolved into the waters that eventually became known as Lake Vesta.  Over the years, as the dissolved space dust was ingested by the inhabitants of the world, mutations of all shapes and sizes eventually began to appear.

At first, these mutations were mistrusted and looked upon with fear and trepidation.  But when it became clear that the mutated horses were far better adapted for the strange new world that Anomalous had become, the mutants were no longer seen as something to be feared; instead, they were something to be admired.

Nowadays, the mutations - or adaptations, as the Anomali prefer to call them - are found in all corners of Anomalous.  Some adaptations are quite common while others are so rare they have become a thing of legend.  Occasionally new mutations do crop up but, in a world where mutations are king, they can only better the next generation… right?

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Types of Mutations

While some mutations can be found in near every herd, the process of natural selection has afforded certain herds - after centuries of breeding - certain traits that cannot be found anywhere else in Anomalous!  To make navigating these wonderful mutations easier, we have separated them out into categories - those available to any herd and herd specific mutations!

Mutations
written in blue indicates a rare mutation that must be purchased from the Salamander Rewards Shop and, therefore, not readily available for Free Creation!  Note that any mutations not normally found in a herd are considered Rare! Wings are considered extra rare for any herd but Saraph!  For instance, if you'd like to apply the Wings to your pure-blooded Nombeko, this will require an Extra-Rare mutation purchase from the Salamander Rewards Center!

Remember, any and all equine features are considered Free! This does apply to In-Game born foals.  For instance, if Mom/Dad do not have a horse tail but you'd like your foal to have it, you are welcome to it!

 

 Please note that this journal may be updated at any time without warning!  

Common Mutations

These mutations are so commonplace, they can be found in almost any herd!  These mutations are  available to be placed upon any new character, regardless of their lineage.

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  • Bald: Where did all your hair go!?  Characters with this mutation walk around without any hair, yikes!  The skin will still reflect any paint patterns should they be present on the character's design and hoof/eye mutations due to various genes will still be present.  Skin color on Solis designs will be a soft orange, skin color on Noctis will be a soft indigo, and skin color on either type of Dye will be grey!  Seen as a mark of weakness on a Linx since they are so vulnerable to temperatures and truly won't thrive.  Baldness among the Saraphs and Austerians, is considered an extremely ugly trait; Nombeko and Hihiri don't seem to mind it too much and the Scybilline could give a hoot since scales usually mask it anyway!  Note that Extreme Hair Growth will always be overridden by the Bald Mutation.  While an individual can have both the Extreme Hair Growth and Bald mutation, Bald will always win out and 'hide' the Extreme Hair Growth mutation from view!  When paired with the Kirin Mane or Lion's Mane mutation, it is up to the player whether or not the Bald mutation hides the Lion's Mane/Kirin Mane or not!
     

  • Cardigan: With this mutation, the mane of your Anomalous character grows in such a way that it looks almost as if they are wearing a 'jacket' made out of their mane!  Yay...?  YAY!  This mutation can give your character an appearance similar to something akin to a half-shaved afghan hound, with hair wrapping around the collarbone and ‘sleeves’ of hair extending down the forelegs.  Cardigan mane may cut off just above the shoulder or go all the way down the leg; it will not extend horizontally beyond the shoulder.  As the female counterpart to Lion's Mane, the Cardigan mutation naturally appears only on biologically female characters, although it may be carried by biologically male characters; with the use of an Actaeos's Apple, biologically male characters can present the Cardigan mutation. 

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  • Cloven Hooves (Multiple Toes): Gone are the single-toed hooves of the Old Generation!  If your character boasts this mutation, their hooves may be split into two toes (like a deer) or even three toes (like a tapir)!  This increase in digits provides higher flexibility in the foot and, therefore, better traction over all sorts of terrain.  Note that Cloven Hooves are different from Deer Hooves, which sport dewclaws!  Max amount of times a toe may be split is four.
     

  • Colored Eyes: This adaptation doesn’t appear to have any real purpose.  However, it does allow your character to have unnaturally colored eyes (ie, red, purple, bi-colored, etc.).

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  • Modified Eyes: Modified eyes, appropriate to the herd of your anomali! Examples include:

      | Saraph: Avian Eyes | Scybilline: Reptilian Eyes | Nombeko: Fox Eyes, Badger Eyes, Marsupial | Linx: Canine Eyes,            Feline eyes | Hihiri: Fish Eyes, Aquatic Mammal eyes | Auster: Deer Eyes, Porcine Eyes, etc. Note this is in no way an        exhaustive list; if you are unsure about modified eyes, ears, etc., note the group or ask in the discord! This logic              also applies to other mutations, such as paws, ears, tails.

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  • Colored Keratin:  This adaptation allows your character to have unnaturally colored hooves/horns/spines, etc! Anything Keratin) independent of coat requirements! (ie, white, pink, blue, etc.). Limit of three colors max on one character's keratin.
     

  • Colored Tongue: Most commonly found in the Linx, Nombeko, and Scybilline herds, this mutation allows the tongue/inner mouth area of a character to be colored!  Limited to up to three different colors, the tongue/mouth area may be solid colored or have patches similar to those found in canines.
     

  • Elongated Ears: This new mutation appears to have been cropping up lately!  This new mutation allow your character to have elongated ears, all the better to hear you with my darling, and will lengthen whatever form of ear is present on the character (ie, if no ear mutation is present, it will simply lengthen the natural horse ear; if feline or fox ears are present, it will lengthen those. Some species have ears that are naturally long). Overall length of the extended ears should not exceed the overall length of the character's face + ear length plus another half (ie, the length from nose tip to ear tip).  Elongated ears will not be visible on those with Reptilian ear holes!
     

  • Elongated Neck: This mutation allows the neck of a character to be up to 1/3 longer than an average horse neck!  It is considered an attractive feature on Scybilline and useful on fish-hunting Hihiri but may be viewed as strange in other herds.  
     

  • Elongated Spine: This mutation does exactly what it sounds like - lengthens the spine of a character!  Those with the Elongated Spine mutation can have a midsection up to 1/3 longer than the average length of a horse.  This mutation is considered attractive on Scybilline or Hihiri but may be viewed as strange in other herds. Elongated spine allows tails to extend to a length of a body length and a half.
     

  • Extreme Hair Growth: This mutation causes hair to grow like crazy wherever it is present on a character!  Hair type (ie, curly vs straight) is up to you but will grow in excess anywhere hair is present.  This mutation seems to be favored in the Linx, where the extra fluff is helpful in keeping them warm but undesirable in Saraph, where the extra hair only seems to get in the way!  Other herds may find it a bit odd but otherwise don't seem to mind it too much.  Note that Extreme Hair Growth will always be overridden by the Bald Mutation.  While an individual can have both the Extreme Hair Growth and Bald mutation, Bald will always win out and 'hide' the Extreme Hair Growth mutation from view.
     

  • Glowing Eyes: This mutation causes a characters eyes to emit a glow the same hue as their eye color! The glow may fade/'turn off' or 'turn on' at times, but this is involuntary, and varies between individuals; many young foals with this mutation have found their gaze glowing when they're particularly nervous (Many a linx has found their eyes suddenly glowing amidst their first hunt!); others in turn find the glowing always present... NOTE: This should appear more in line with a glowstick, not flashlights or headlights!
     

  • Horns: Single, double, or even triple horned creatures can crop up all over Anomalous.  Keep in mind that long/large horns can be quite cumbersome for those who live in tunnels, so are not highly looked upon in the Nombeko and Linx herds.  Horns may either come in pairs (such as in a ram) or in up to three separate unicorn-esque horns.  No 'tines' or 'prongs' can come off of a horn, as those characteristics are reserved for the Branching Tines mutation!
     

  • Kirin Crest: This mutation is the only mutation that allows the mane of a character to follow the full length of the spine!  Length of the kirin cresting is not regulated and may be styled as desired and hair may be patchy along the top-line.  Will extend from the forelock down the length of the entire spine, and across the tail if applicable.  Kirin can also create dragon-like whiskers and leg fluff!  All herds seem to find the Kirin Crest acceptable, especially the Scybilline and Austerians!  Note that, when paired with the Bald mutation, it is up to the player whether or not the Bald Mutation will override the Kirin Mane!
     

  • Lion's Mane: This mutation allows the luscious locks of a male lion to be applied to your character!  It can only be visible on male characters but can be carried by female characters and passed to their offspring.  Lion manes are highly sought after in Linx and it is considered a boon if a maer produces sons with manes!  Other herds don't seem to have a problem with it either!  Note that, when paired with the Bald mutation, it is up to the player whether or not the Bald Mutation will override the Lion's Mane!
     

  •  Modified Limbs (Front End or Back End): Usually only occurs in instances where some form of limb modification.  For example, if your Nombeko tom is born with rabbit-like paws on his back feet, if he were to also have the ‘Morphed Limbs’ mutation his entire back leg can shift into the anatomy of a rabbit’s back leg.  This also applies to feline or canine limbs, as well as making legs more bird-like!  Note that these modified limbs will affect the way your character moves.  Depending on the type of morph, it can either make them faster or painfully slow, so choose carefully.  This mutation is considered extra-rare and can only be applied to a character with a Salamander Reward Purchase.  This mutation will affect the feet of the character (ie, if you have Feline Front limbs, the hooves will be replaced by paws).  It does not affect both front and back ends simultaneously and must be applied individually to either the front legs or the back legs (to have both front and back limbs modified, you will need two modified limbs mutations).  In addition, please note that to completely remove the anatomy of a front or back leg (ie, remove the shoulders/legs of a front end of a character) you will need a Modified Limbs token!  

    • NOTE!  Linx are allowed to choose a single set of Modified Limbs as an Automatic Mutation for either their front legs or back legs but are limited to Feline, Canine, or Bear-like structure; the second set of Modified Limbs must be purchased for the full price. See the Linx Herd Journal for more info!
       

  • Multiples: This exclusive mutation can create duplicates of just about anything featured on your character!  Be it three pairs of wings, two pairs of eyes, or an extra set of legs, multiples is an exceptional mutation indeed!  The multiples mutation can either be a Rare mutation (up to three pairs; Wings limited to two sets) or Extra-Rare (4+; Wings may be 3+ sets) only available through a Salamander Reward purchase.

    • As of 12/20/19 the purchase of multiples (legs) when being applied to a character with the Modified Limbs mutation will allow duplicates of the modified limbs under the stipulation that it has to be the same type of leg. For example; if you purchase multiples for a character with modified front limbs, you may only duplicate the modified mutation for front legs. If you apply multiple legs to the character and apply it to their back legs (assuming they are regular horse legs) you may not make the duplicated legs into anything but horse legs without having to pay the full price of a new set of modified limbs. 

    • NOTE!  Nombeko are allowed to choose Multiples (up to 2-3 pairs) as a Starter Mutation for eyes, ears, or tails.  See the Nombeko - Herd Journal for more info!
       

  • Resilient: Salamander Purchase - This mutation originated within the Hihiri Tribe: After generations of withstanding the depths of the ocean, the Hihiri have slowly developed into one of the most Resilient herds, capable of adjusting swiftly to any condition they find themselves in. Their skin and mutations are less susceptible to the elements, their muscles tougher, their bodies capable of deeper dives. Anomali with this mutation no longer have time or dryness restrictions based on their Fish based mutations, and are more resilient to heat and cold. Note: This is a Uncommon Mutation for Hihiri, and Extra Rare for all other herds. This does not change other mutations on an individual, and can be applied to both Newborns and Starters, both new and existing.

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  • Spade Tail: This mutation, when combined with any other tail mutation, can create a devilish spade at the tail's tip!  Without another tail mutation being present, this mutation will simply be carried.  Can appear on both males and females!  Spade cannot be larger than approximately the size of the character's skull! Tail length max should be the length of the body, Elongated spine can extend this to a body length and a half.
     

  • Spikes/Spines: This mutation allows bony spikes/horns to grow along the length of the spine!  Unless a Multiples mutation is used, only up to two rows of spines may be added.  Spines may be as tall as the face of the character is long but can be varying shapes/thickness (ie, don't need to be pointed, can be spade-shaped, etc).  This mutation is quite common among the Scybilline and considered an attractive trait among the herd; elsewhere, it is seen as a neutral trait - except in Auster, who find it unappealing.
     

  • Unicorn Tail: Straight from the legends of old, the tail of a traditional unicorn has come to life!  While hair can cover the entire length of the tail, a unicorn tail must - at the very least - have a tuft of hair at the end like that of a lion. Tail length max should be the length of the body, Elongated spine can extend this to a body length and a half.

Austerian Mutations

These mutations can only be found on the tree-dwelling forest deer of Anomalous!  Note that, while not listed, mutations of other cloven-toed species such as wild goat, antelope, wild sheep, etc. are allowed.
 

  • Branching Tines (Automatic): The only herd in all of Anomalous to sport such impressive headgear, Austerians are known for the intricate and elegant - yet deadly - racks that they can grow.  Laurel users shed and regrow their racks year after year, while Earth users never shed their tines and boast the largest and strongest racks.  All pure-blooded Austerians are expected to have this mutation - regardless of rank - and those that do not are considered cursed and often forced into a life of servitude or worse.  Branching tines do not count toward the three mutation Starter limit.
     

  • Magic-Based Mutations (Automatic): Unlike the rest of the clans of Anomalous, the Austerians have a unique capability to features various growths either plant-like or stone-like in fashion depending on their form of magic!  To learn more about this unique ability, read here!  Magic-based mutations do not count toward the three mutation limit on Starters.
     

  • Deer Ears: Replace equine ears with the large and slightly rounded ears of a deer.  Deer ears are sensitive to sound and elegant to behold!  Deer ears are considered quite attractive amongst the Austerians.
     

  • Deer Eyes: Deer eyes aren't all that different from horse eyes, although they do make owners of this mutation's eyes slightly larger than their equid brethren!  Deer eyes will always be brown, unless paired with a Colored Eyes mutation or if the equine's genetics allow for different coloration.
     

  • Deer Fangs: Like those that may be found on certain deer species, are possible!  However, they are seen as rather unattractive.  Royals with deer fangs are often frowned upon, as it is seen as the result of poor breeding.  Conversely, it is found rather commonly amongst the common folk.
     

  • Deer Feet: Deer feet replace the single-toed hooves of regular equines with split hooves and dewclaws!  While most often deer feet will replace all four feet, sometimes they only replace the front two feet or the two back feet. Deer feet are considered more traditional and are favored over regular hooves.
     

  • Deer Nose: Self-explanatory!  Deer noses replace the nostril structure of normal horse with the snout of a cervine!  This does also modify the lips/mouth area on the equid.
     

  • Deer Tail: Also known as a scut tail, deer tails shorten the long tail bone of an equine into the shorter structure of a deer tail.  Particularly useful in situations where a bit of sassy tail bobbing is needed.  Deer tails are seen as quite handsome on stags, although isn't always considered attractive on females unless they are light of coat.

Hihiri Mutations

The fish-like tribe of the islands, Hihiri are known for their fabulous fins and fishy appendages, mutations which are rarely - if ever - seen upon the mainland!  While we have tried to make a simple go-to list, if something isn't listed here that you think should be, feel free to note the group and we will be happy to discuss it with you and potentially add it to the mutation roster!  Please note that, while we allow birth defects/injury to remove most of the leg joints of a Hihiri, in order to avoid having to include a leg stump, you will need keep the shoulder structure with a small leg stump on the character to show the deformity.
 

  • Fins (Automatic): Found strictly among the Hihiri, fins can be fairly minimal or very extensive.  Fins can come in all range of colors and can reflect the colors of real life fish species; alternately, they can match the natural colors of their host.  The areas over which fins can cover typically follows the spine all the way down to the tail, where it may replace the tail hair as a beautiful fin perfectly suited to propel the owner through the water.  Note that having the fins mutation does not mean that the owner will have scales.  In order to have scales, the owner must also have the ‘Scales’ mutation.  Fins can have some bioluminescent features if paired with the Bioluminescence mutation!
     

  • Pescetarian Digestive System (Automatic): Long ago, the Hihiri developed the ability to digest seafood!  This incredibly handy ability is found in nearly every individual, although there are a few herd members that crop up who cannot digest this bountiful food supply!

  • Aquatic Eyes: Changes your anom's eyes to that of an aquatic mammal or fish!

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  • Aquatic Tail: Whether it be based off a fish, a shark, or any other water-dwelling creature, aquatic tails are one of the most prolific mutations found amongst the Hihiri - which is a good thing, because they are incredibly helpful with swimming!  Note that these tails do not come with scales.  In order to have scaled tails, this must be pair with the Scales mutation.  In addition, we do allow reptile tails in the form of seasnake tails.  Crocodile/alligator tails are not accepted. Tail length max should be the length of the body, Elongated spine can extend this to a body length and a half.
     

  • Bioluminescence: An uncommon mutation that only affects the fins or scales of the Hihiri if they are present or attaches to one other mutation!  This mutations allows an individual's fins or scales to glow in the moonlight and can be very helpful in hunting certain types of sea-dwelling prey.
     

  •  Chelae: This rare mutation adds on a set of crab-like chelae to the owner.  Sometimes just one claw is added but up to two pincers can appear, and usually ‘sprout’ from the shoulder area, as do wings.  At times, one of claws may be larger than the other but, no matter the size, a pinch from one of these claws can cause severe injury.  Note that this mutation is rare and can only be applied to your character with a Rare Mutation Salamander Reward!
     

  • Chromatophores: Allow the cells upon the skin/fins of an individual to morph into various colors.  Most often, this is used for camouflage!  Chromatophores allow your character to be able to control the color of its skin, allowing the individual the ability to change in color to show emotion, attract mates, or blend into the scenery for a nice nap! They cannot be 'on' at all times, since conscious thought is needed to keep them going!  Chromatophores do not allow your character to glow.
     

  • Gills: Gills can come in as many pairs as seven but, regardless of the number, they all allow the owner to breathe underwater.  Gills are very common amongst the Hihiri and are fair near mandatory for any Hihiri chosen to live a life as a Warrior or a Hunter.  Gatherers and shamans may find gills bothersome, as they spend much of their time on dry land.
     

  • Scales: Adorns the body of the owner with scales similar to those of a fish!  They can be as few as a single scale or as extensive as covering every inch of the owner’s body.  Scales on a Hihiri can only glow when paired with a bioluminescence mutation.
     

  • Sea-Dweller Skin: Be it dolphin, octopus, or sea cucumber, this mutation removes all the hair from a Hihiri's body and replaces it with skin cells similar to those of ocean dwelling creatures.  Without the 'chromatophores' mutation, the skin remains the color of the owner's base coat (with the exception of octopus skin, which naturally contains chromatophores!).  Those with this skin type should never be out of the water for more than an hour or two in cool/humid conditions and no more than an hour in hot conditions.

    • ​Note: Sea Dweller Skin can also include Transparent Skin from fish such as Glass Fish! The maximum an Anom can have transparent skin/muscles is 40%.

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  • Tentacles: Like their eight-armed octopi friends, Hihiri with this mutation can sport tentacles upon their body!  These tentacles are typically located in areas where hair naturally grows longer on an equine (aka, mane, tail, feathering, etc) but are not limited to these areas.  Tentacles are not limited to octopus tentas with their sucking suckers; it also encompasses other water-dwelling type tentacles, such as those found on nudibranchs or squid.

Linx Mutations

Linx have to survive one of the harshest territories in all of Anomalous.  Because of this, they have adapted over the years the unique ability to digest red meat and the feline/canine mutations to match! Wolves, Maned Wolves, Big Cats, and Bear mutations are found here!
   

  • Carnivorous Teeth/Digestive System (Automatic): Whereas the original inhabitants of Anomalous were strictly herbivorous, carnivores have emerged among the equid race.  Amongst the Linx, the ability to digest red meat is essential to their survival upon a frozen mountain devoid of greenery for the vast majority of the year.  Those who cannot digest red meat are often kicked out of the herd for their own health, as a Linx cannot hope to survive without being able to eat red meat.  The Linx have the unique capability to eat any food source in Anomalous available, whether it be an insect, small birds or reptiles, eggs, fish, or - their favorite - caribou!  This mutation does include, if desired, a nice set of sharp teeth all the better to eat you prey with!
     

  • Bear Ears: Gift your character with the adorably round ears of a bear!  No further explanation required.
     

  • Bear Nose: Switch out an equine snout for the incredibly gifted muzzle/sniffer of a bear!  Those with this mutation have a keen sense of smell and a powerful bite that you don't want to be on the receiving end of.
     

  • Bear Paws: These giant, powerful paws are possibly the most formidable set found in Anomalous.  Large with the added bonus of long, sharp claws bear paws are prized among those who value strength above all else.  Generally, characters with this mutation may move slower than their canine/feline counterparts but can land heavier blows.
     

  • Bear Tail: Add an adorable little stump of a tail to your character instead of a long, equine one!  Very cute when waggled.
     

  • Canine Ears: Usually upright but can also be somewhat flopped over if damaged.  Canine ears offer far better hearing than the normal equine ears and are exceptionally helpful when hunting. Cannot look like a domestic dog, this includes floppy ears like bloodhounds, cocker spaniels, etc.
     

  • Canine Tail: Tend to be shorter and covered in a thick layer of fur.  Best suited for wagging!  A very expressive mutation that often betrays the owner’s true emotions, as they often appear to have a mind of their own! Cannot look like a domestic dog. Tail length max should be the length of the body, Elongated spine can extend this to a body length and a half.
     

  • Cat Eyes: Morphs a normal equine eye into the eyes of a cat, complete with cat-like pupils.  Can be either blue, green, copper, or gold in shade.  Those with cat eyes can see better at dawn and dusk than others, but it is quite common for them to be colorblind to varying degrees of severity.
     

  • Feline Ears: Change the normal ears of a horse to the ears of a cat.  Can be either pointed, like a house cat, or rounded, like the ears of a lion or tiger, and are very useful for hunting.
     

  • Feline Tail: The long, flexible tail that can either have short, thick fur or be quite long and luxurious!  A feline tail aids in balance, particularly when running at high speeds or scaling precarious perches!  Can also twitch to indicate severe irritation or puff out from fright! Cannot look like a domestic cat. Tail length max should be the length of the body, Elongated spine can extend this to a body length and a half.
     

  • Modified Limbs (One set Automatic, secondary set full-price): Linx have the unique capability of starting with Modified Limb structure!  For a Linx, their front legs or back legs may be modified into the structure of a feline, canine, or bear.  Each end must be mutated separately (ie, Modified Limbs - Front (Feline), Modified Limbs - Back (Feline)).  The first set of Modified Limbs is a free, Automatic mutation but a second set must be purchased for the full price.  Feel free to mix and match front/back ends (ie, Modified Limbs - Front (Bear), Modified Limbs - Back (Feline)).  See the Linx - Herd Journal for more info!
     

  • Paws: A very rare mutation in which paws replace the hooves of a character.  Includes claws (may be retractable).  While as little as one foot may be affected by this mutation, all four feet can be replaced by padded paws.  Paws are very useful to predatory equids and in battle, but be careful; with great ‘paw’er comes great responsibility!  Note that the shift from hooves to paws still occurs at the ankles.  It is only the foot that is morphed, not the entire leg.  A Linx paw is much larger than paws found upon their smaller cousins the Nombeko, resembling a more feline or wolf-like structure built for hunting and taking down large prey.
     

  • Predatory Nose: Whether canine or feline in origin, having a predatory nose is essential for those who have to track down their prey!  This mutation modifies the whole mouth/snout structure of the character, replacing a normal horse nose/mouth with that of either a canine or a feline!
     

  • Whiskers: Whiskers give their owner an extra way to sense their surroundings.  Particularly useful for those who hunt/live in the dark, tight spaces, or areas where sight might be hampered.  Also very cute.  Can be short or longer, sparsely scattered or thick enough that they almost look like a mustache.

Nombeko Mutations

Naturally the smallest herd in Anomalous, the Nombeko feature rodent-like or fox-like mutations!  In order to better survive in their territory, anything that aids in speed is considered highly advantageous!
 

  • Whiskers (Automatic): Whiskers give their owner an extra way to sense their surroundings.  Particularly useful for those who hunt/live in the dark, tight spaces, or areas where sight might be hampered.  Also very cute.  Can be short or longer, sparsely scattered or thick enough that they almost look like a mustache.
     

  • Omnivorous Digestive System (Automatic): With bugs so plentiful on the Plains, it seems only natural that the Nombeko developed the ability to grub on some grubs!  With this mutation comes a nice set of sharp teeth, all the better to snap shut onto an unsuspecting grasshopper!  Note that without a modified nose mutation, the equine jaw-structure remains!  Cannot digest red meat, although may snack on eggs, small birds and reptiles, or the occasional fish should the opportunity arise.
     

  • Paws: A very rare mutation in which paws replace the hooves of a character.  Includes claws (may be retractable).  While as little as one foot may be affected by this mutation, all four feet can be replaced by padded paws.  Paws are very useful to predatory equids and in battle, but be careful; with great ‘paw’er comes great responsibility!  Note that the shift from hooves to paws still occurs at the ankles.  It is only the foot that is morphed, not the entire leg.  A Nombekian paw is much more refined and dainty than a Linx paw, reminiscent of the rodents/foxes from which they derive the rest of their mutations from!
     

  • Fox Ears: Triangular in shape and large in comparison to the head.  Fox ears give their owner a fantastic range of hearing, capable of hearing noises from a distance.  Very useful for hunting smaller, more quiet game or listening for danger.
     

  • Fox Tail: Longer than a canine tail but shorter than a feline tail, the fox tail is a happy medium between the two!  Always dons thick, luxurious hair. Tail length max should be the length of the body, Elongated spine can extend this to a body length and a half.
     

  • Fox Nose: This mutation modifies the equine jaw structure of the Nombeko into the structure of a fox! 
     

  • Mammalian Scales: Allows for the addition of scales similar to those found on Pangolins, Armadillos and the like. Great for adding in some natural armor! Please note that this mutation does not grant a non-equine spine, so no rolling up into a ball without some additional mutations!
     

  • Multiples (One set Automatic, secondary set full-price): This mutation allows Nombekians to have up to 2-3 pairs of eyes, ears, or tails!  Each multiple counts as it's own starter mutation (ie, in order to get multiple tails and ears, you must use 2/3 Starter Mutations) and, in order to have two different types of ears/tails you must have each type plus multiples in your mutations list (ie, Multiples - Tails, Fox Tail, Mouse Tail).  See the Nombeko - Herd Journal for more information!
     

  • Rodent/Rabbit Ears: This mutation turns the normally pointed equine ears and morphs them into any ear shape that can be found on a rodent or rabbit!  For example, why not try an adorable round mouse ears or the elongated ears of a cottontail, for starters? Rabbit ears tend to be extra long, to a maximum of just a little past the length of the face!
     

  • Rodent Nose: Characters who feature this mutation have their naturally equine jaw structure replaced by that of any rodent!  
     

  • Rodent Tail: A long, tail like that of any small mammal!  Can be quite thick or somewhat thin and have short fur covering its length or be nearly hairless! From hairless rat tails to the boofy tails of squirrels, there are nearly countless options! Tail length max should be the length of the body, Elongated spine can extend this to a body length and a half.
     

  • Scut Tail: Scuttlebutt, scuttle-scuttle-scuttlebutt!  What is a scut, you ask?  A scut is that adorably cute, little tufty puff-for-a- tail that rabbits possess!  A character blessed with this adorable adaptation can use their tail to flag their friends in times of excitement or alarm.  The rest of the time, it’s just too darn cute!

Saraph Mutations

The pegasus of Anomalous, Saraphs feature bird-like mutations that help them dominate the skies and better survive the harsh desert environment within which they live!
 

  • Wings (Automatic): Wings offer an individual an unparalleled view of the world, without which the Saraph couldn't hope to survive in their desert territory!  This mutation adds a single set of wings to the backs of an equine and can either be feathered, bat-like, or like those of insects!  However, without wind magic, Saraphs with insect-like wings cannot fly.  Heavily built characters with wings will need help getting airborne, and Wind magic definitely helps! Wings will always appear in the color of their owner's base coat (for example, a bay pegasus may have brown and black feathers) unless paired with the Feathers mutation, which allows the owner to have the often colorful plumage of real life bird species.
     

  • Omnivorous Digestive System (Automatic): With bugs an easy source of protein in the desert and edible greens lacking, it seems only natural that the Saraph developed the ability to chow on more than just greenery!  With this mutation comes a nice set of sharp teeth if so desired, all the better to snap shut onto an unsuspecting grasshopper!  Note that without a beak, the equine jaw-structure remains!  Cannot digest red meat, although may snack on eggs, small birds and reptiles (although to snack on birds publicly would be heavily frowned upon), or the occasional fish should the opportunity arise.
     

  • Beak: This mutation replaces the entire muzzle of the owner with a beak.  Beaks can sometimes house tooth-like structures and are often raptorial in appearance, but can also be pointed like a sparrow's or rounded like a macaw's.
     

  • Feathers: A common mutation found amongst the Saraph.  Feathers usually take on the coloration of the owner's base coat but may vary slightly in shade (for example, a black horse would have black feathers but may also have slightly lighter plumage).  The feather mutation can also appear in the colorful plumage of exotic bird species!  Coverage of feathers can be very minimal in appearance or cover the entire body.
     

  • Talons: Almost exclusively found amongst the bird-like Saraph, this impressive mutation changes an equine hoof into the deadly talons of a bird of prey or another bird!  Can be either raptorial (like an eagle) or have the ability to rotate one talon to the back (like an owl), or even like a parrot or perching bird!  Eagle talons provide an unparalleled ability to grip things but generally only affect two legs at a time (most commonly the front set but can affect the back feet), but all four can be talons for free!  Note that the shift from the hooves to paws still occurs at the ankles.  It is only the foot that is morphed, not the entire leg!
     

  • Wattles/Snoods:  A flap of skin that either sits on the top of the head, cheeks or dangles from below! Free with beaks, but if you don't want one, choose this mutation. Examples can be found in chickens, turkeys, pheasants, cassowaries, and various other fancy fowl!
     

  • Reticulae: Rough skin in the shape of scales found upon the legs and feet of birds. You can use this mutation to give your Anomalous character scaled legs, without having to have talons! This does NOT give your character bird legs, merely removes the hair and replaces it with thick skin! This mutation is included with Talons, but can be purchased separately here!

Scybilline Mutations

The reptilians of Anomalous, the nocturnal Scybillines have adapted to live their lives out beneath the light of the moon!
 

  • Bioluminescent Scales (Automatic): The only place in all of Anomalous you will find glowing scales is in Scybilline territory!  While in daylight they match the color of the base coat, as soon as the sunlight begins to dim - voila! - the Scybillines light up the night in all the colors of the rainbow!  While scales may glow in any color, typically individuals feature one to three colors upon their body and can control the brightness with which they shine.  This is an integral part of hunting their favorite prey - giant moths!  Scybillines are typically scaled from head to toe, although their glow can be centralized to specific areas.
     

  • Omnivorous Digestive System (Automatic): With giant moths the most obvious food choice in the Scybilline territory, these reptilian equids have developed the ability to eat more than just salad!  With this mutation comes a nice set of sharp teeth if so desired, all the better to snap shut onto an unsuspecting moth!  Note that without a modified nose mutation, the equine jaw-structure remains!  Cannot digest red meat, although may snack on eggs, small birds and reptiles (although to eat the latter would be heavily frowned upon), or the occasional fish should the opportunity arise.
     

  •  Chelae: This rare mutation adds on a set of scorpion-like pinchers to the owner.  Sometimes just one claw is added but up to two pincers can appear, and usually ‘sprout’ from the shoulder area, as do wings.  At times, one of claws may be larger than the other but, no matter the size, a pinch from one of these claws can cause severe injury.  Note that this mutation is rare and can only be applied to your character with a Rare Mutation Salamander Reward!
     

  • Frill/Hood: Add a collar-like frill (like those on a frilled lizard) or a cobra-like hood to your character!  Can be expanded when excited or simply just showing off or can be kept in a more relaxed position.
     

  • Reptilian Eyes: The whole shebang!  Slit pupils, a nictitating membrane included, which is particularly useful for those who dive for a living.  Known for seeing better at night than others.  Generally gray, green, gold, or brown in color.
     

  • Reptilian Ears Holes: Not a fan of ears?  Why not replace them with ear holes?  Reptilian ears remove the normal equine ears and replace them with the ear canals of a reptile.  They can still hear, of course, but they won’t hear as well as everyone else.
     

  • Reptilian Tail:  Can be long and flexible like a snake or thick and heavy like that of a crocodile, a reptilian tail is always nearly fully scaled.  A reptilian tail can often bestow its owner with a better ability to swim through water but, due to its lack of fur, doesn’t do well when exposed to frigid temperatures.  Sometimes, these tails can be regenerated if cut off but it can take years to regrow (depending on type) and will grow back grey-brown in color.  For the Scybilline, this mutation may pull from any reptilian you can think of! Tail length max should be the length of the body, Elongated spine can extend this to a body length and a half.
     

  • Reptilian Mouth: Give your Scybilline the jaw structure of a snake, crocodile, or just about any other reptile you can think of!  Snake mouths generally can be venomous or non-venomous in structure (think rattler versus boa) but will only be poisonous if the character has Poison magic.
     

  • Scorpion Tail: This mutation morphs the normal equine tail into the deadly and sometimes poisonous barb-tipped tail of a scorpion.  Not all scorpion tails are poisonous (owner of the tail must have Poison magic!) but, regardless, a poke from the sharp barb on its tip won't feel very nice.

Saevarg Mutations

​A combination of Hihiri and Linx Mutaitons – Saevargs are the resident Sea Boofers!
 

  • ​Carnivorous Teeth/Digestive System (Automatic): Whereas the original inhabitants of Anomalous were strictly herbivorous, carnivores have emerged among the equid race.  Amongst the Linx, the ability to digest red meat is essential to their survival upon a frozen mountain devoid of greenery for the vast majority of the year.  Those who cannot digest red meat are often kicked out of the herd for their own health, as a Linx cannot hope to survive without being able to eat red meat.  The Linx have the unique capability to eat any food source in Anomalous available, whether it be an insect, small birds or reptiles, eggs, fish, or - their favorite - caribou!  This mutation does include, if desired, a nice set of sharp teeth all the better to eat you prey with!
     

  • Blubber (Automatic)
     

  • Legendary Hippocampus (Automatic)
     

  • Fins: Fins can be fairly minimal or very extensive.  Fins can come in all range of colors and can reflect the colors of real life fish species; alternately, they can match the natural colors of their host.  The areas over which fins can cover typically follows the spine all the way down to the tail, where it may replace the tail hair as a beautiful fin perfectly suited to propel the owner through the water.  Note that having the fins mutation does not mean that the owner will have scales.  In order to have scales, the owner must also have the ‘Scales’ mutation.  Fins can have some bioluminescent features if paired with the Bioluminescence mutation!
     

  • Aquatic Tail: Whether it be based off a fish, a shark, or any other water-dwelling creature, aquatic tails are one of the most prolific mutations found amongst the Hihiri - which is a good thing, because they are incredibly helpful with swimming!  Note that these tails do not come with scales.  In order to have scaled tails, this must be pair with the Scales mutation.  In addition, we do allow reptile tails in the form of seasnake tails.  Crocodile/alligator tails are not accepted. Tail length max should be the length of the body, Elongated spine can extend this to a body length and a half.
     

  • Bioluminescence: An uncommon mutation that only affects the fins and scales of the Hihiri if they are present!  This mutations allows an individual's fins and scales to glow in the moonlight and can be very helpful in hunting certain types of sea-dwelling prey.
     

  •  Chelae: This rare mutation adds on a set of crab-like chelae to the owner.  Sometimes just one claw is added but up to two pincers can appear, and usually ‘sprout’ from the shoulder area, as do wings.  At times, one of claws may be larger than the other but, no matter the size, a pinch from one of these claws can cause severe injury.  Note that this mutation is rare and can only be applied to your character with a Rare Mutation Salamander Reward!
     

  • Chromatophores: Allow the cells upon the skin/fins of an individual to morph into various colors.  Most often, this is used for camouflage!  Chromatophores allow your character to be able to control the color of its skin, allowing the individual the ability to change in color to show emotion, attract mates, or blend into the scenery for a nice nap! They cannot be 'on' at all times, since conscious thought is needed to keep them going!  Chromatophores do not allow your character to glow.
     

  • Gills: Gills can come in as many pairs as seven but, regardless of the number, they all allow the owner to breathe underwater.  Gills are very common amongst the Hihiri and are fair near mandatory for any Hihiri chosen to live a life as a Warrior or a Hunter.  Gatherers and shamans may find gills bothersome, as they spend much of their time on dry land.
     

  • Scales: Adorns the body of the owner with scales similar to those of a fish!  They can be as few as a single scale or as extensive as covering every inch of the owner’s body.  Scales on a Hihiri can only glow when paired with a bioluminescence mutation.
     

  • Sea-Dweller Skin: Be it dolphin, octopus, or sea cucumber, this mutation removes all the hair from a Hihiri's body and replaces it with skin cells similar to those of ocean dwelling creatures.  Without the 'chromatophores' mutation, the skin remains the color of the owner's base coat (with the exception of octopus skin, which naturally contains chromatophores!).  Those with this skin type should never be out of the water for more than an hour or two in cool/humid conditions and no more than an hour in hot conditions.
     

  • Tentacles: Like their eight-armed octopi friends, Hihiri with this mutation can sport tentacles upon their body!  These tentacles are typically located in areas where hair naturally grows longer on an equine (aka, mane, tail, feathering, etc) but are not limited to these areas.  Tentacles are not limited to octopus tentas with their sucking suckers; it also encompasses other water-dwelling type tentacles, such as those found on nudibranchs or squid.
     

  • Bear Ears: Gift your character with the adorably round ears of a bear!  No further explanation required.
     

  • Bear Nose: Switch out an equine snout for the incredibly gifted muzzle/sniffer of a bear!  Those with this mutation have a keen sense of smell and a powerful bite that you don't want to be on the receiving end of.
     

  • Bear Paws: These giant, powerful paws are possibly the most formidable set found in Anomalous.  Large with the added bonus of long, sharp claws bear paws are prized among those who value strength above all else.  Generally, characters with this mutation may move slower than their canine/feline counterparts but can land heavier blows.
     

  • Bear Tail: Add an adorable little stump of a tail to your character instead of a long, equine one!  Very cute when waggled.
     

  • Canine Ears: Usually upright but can also be somewhat flopped over if damaged.  Canine ears offer far better hearing than the normal equine ears and are exceptionally helpful when hunting. Cannot look like a domestic dog, this includes floppy ears like bloodhounds, cocker spaniels, etc.
     

  • Canine Tail: Tend to be shorter and covered in a thick layer of fur.  Best suited for wagging!  A very expressive mutation that often betrays the owner’s true emotions, as they often appear to have a mind of their own! Cannot look like a domestic dog. Tail length max should be the length of the body, Elongated spine can extend this to a body length and a half.
     

  • Cat Eyes: Morphs a normal equine eye into the eyes of a cat, complete with cat-like pupils.  Can be either blue, green, copper, or gold in shade.  Those with cat eyes can see better at dawn and dusk than others, but it is quite common for them to be colorblind to varying degrees of severity.
     

  • Feline Ears: Change the normal ears of a horse to the ears of a cat.  Can be either pointed, like a house cat, or rounded, like the ears of a lion or tiger, and are very useful for hunting.
     

  • Feline Tail: The long, flexible tail that can either have short, thick fur or be quite long and luxurious!  A feline tail aids in balance, particularly when running at high speeds or scaling precarious perches!  Can also twitch to indicate severe irritation or puff out from fright! Cannot look like a domestic cat. Tail length max should be the length of the body, Elongated spine can extend this to a body length and a half.
     

  • Paws: A very rare mutation in which paws replace the hooves of a character.  Includes claws (may be retractable).  While as little as one foot may be affected by this mutation, all four feet can be replaced by padded paws.  Paws are very useful to predatory equids and in battle, but be careful; with great ‘paw’er comes great responsibility!  Note that the shift from hooves to paws still occurs at the ankles.  It is only the foot that is morphed, not the entire leg.  A Linx paw is much larger than paws found upon their smaller cousins the Nombeko, resembling a more feline or wolf-like structure built for hunting and taking down large prey.
     

  • Predatory Nose: Whether canine or feline in origin, having a predatory nose is essential for those who have to track down their prey!  This mutation modifies the whole mouth/snout structure of the character, replacing a normal horse nose/mouth with that of either a canine or a feline!
     

  • Whiskers: Whiskers give their owner an extra way to sense their surroundings.  Particularly useful for those who hunt/live in the dark, tight spaces, or areas where sight might be hampered.  Also very cute.  Can be short or longer, sparsely scattered or thick enough that they almost look like a mustache.

Legendary Mutations

Wings, tails, and hooves might be things of common knowledge, but there are legends of a rare few who boast fantastic mutations that can only be sent from the divine beings of the stars.  From the legendary hippocampus to avian equids, there are legends of equines that are so morphed from their ancestral equine form that they arguably belong to another species entirely...  These equids have legendary adaptations that set them apart from all others in the realm but being unique comes at a cost - some might admire you, and others might fear you!
 

All Mutations below this point are listed as available to all herds, but cost a Legendary Mander/Token to Purchase!

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  • Wyvern: When paired with an already present Wings mutation - can morph a character's legs/wings into a combo deal!  The Wyvern mutation reconstructs your character's skeletal/musculature to allow for wing limbs strong enough to support their body weight both on foot and aloft (aka, wings that can be used for walking as well as flight).  As stated, a Wings mutation MUST be paired with this reward in order for characters to show the Wyvern mutation.  This mutation can, therefore, be carried by a character and may be passed along to offspring even if the parent does not show the mutation themselves.  If using the Wyvern mutation, the front or back limbs will be removed completely and replaced with wyvern type wing limbs.  Unless a 'Feathers' mutation is already present, wing-limbs will be bat-like in appearance!
     

  • Multiples (Heads): With this mutation, you may give your character - you guessed it - two heads!  Heads must be connected at the neck if completely separated; conversely, you may also go for a 'split face' appearance.  Cannot have multiple personalities without a DB/DC!
     

  • Pegasus: This mutation similarly to the Legendary Hippocampus mutation, but for those with their eyes on the skies. This mutation allows a character to magically sprout a pair of wings! It's not a quick process, taking about half an hour to develop a whole new set of limbs, or for them to go away again!A character with this mutation will always feature feathers somewhere on their body, usually around their topline. Unless they possess the 'feathers' mutation, their feather colour will resemble their pelt! This mutation can be added to existing characters.

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