Battle moves

How do you change a creature's battle moves? With gene edits. A creature holds five moves, one in each slot. Once its three stats all reach level 10, each gene edit can mutate one ability: the slot rolls again from its own list, and the roll never gives back the move it held.

Gene edits

Battles in the Holo-Arena fill a creature's Mutation Progress, and each full bar is one gene edit. A creature first spends its edits on its stats, Combat, Agility, and Health, one level per edit, up to level 10 in each. That makes 30 edits, and the game calls the result maximum genetic potential. Until then Mutate Ability stays shut, with the line "Cannot edit until creature has reached max potential".

Edits keep coming after that. The bar grows longer with each edit a creature has earned, from 350 progress for the first to 1250 from edit 29 on, and it stays there. An edit earned early waits unspent, so a creature can come to its full potential with edits in hand for its moves.

Gene editMutation progress
1 to 2350
3400
4450
5 to 11500
12 to 18650
19 to 25800
26 to 28950
29 and on1250
Each edit counts every edit earned before it, spent or not.

What a level of a stat adds is on creature stats.

Retroviral Pellets

Retroviral Pellet

A Retroviral Pellet is one gene edit in a pill. Feed it to a companion and it adds one unspent edit, the same as a full Mutation Progress bar, so after full potential it pays for one mutation of a move. It does not pick a move by itself: the mutation rolls as any other.

A won battle can drop one, most often the daily challenge of Iteration: Oceanus, 75% of the time, and a system champion, 60%. The Arena League section below lists every battle.

The Arena League

Pet battles are fought at Holo-Arenas, and the Arena League runs them. A player meets it in this order.

  1. Iteration: Oceanus. A collector at the Holo-Arena aboard the Space Anomaly. They teach the first battle and hand over a Retroviral Pellet, then a Holo-Arena Invitation.
  2. Challengers. A Challenger's Invitation marks a Holo-Arena on a nearby planet. Beat the challenger and the next invitation comes on its own.
  3. The champion. After every 3 challenger wins, the next invitation is a Champion's Invitation instead: the system champion, who fights with creatures from the planets of that system. Beat them and a new Challenger's Invitation starts the round again, so it is 3 challengers, then a champion, for as long as you play.
  4. Oceanus again. On request Oceanus gives a training battle, which pays little but always hands out a Challenger's Invitation. Each day they also hold a hard daily challenge with the same team for every Traveller; it pays the most Nanites and the best pellet chance.
BattleRetroviral PelletNanitesInvitation
Against another playernonenone—
Iteration: Oceanus, training battlenone5 to 10Challenger's Invitation
Settlementnone5 to 10—
Challenger, from a Challenger's Invitation, or a trading post3%12 to 20—
Planetary archive3%10 to 20—
Pirate station3%10 to 20—
Space station8%15 to 30—
Deep-Space Outpost8%15 to 30—
System champion, from a Champion's Invitation60%30 to 50Challenger's Invitation
Iteration: Oceanus, daily challenge75%175 to 250—
What a won battle gives besides its mutation progress.

The other tables of the list need no invitation: each stands in a building of its own. A space station or a Deep-Space Outpost gives a pellet 8% of the time, a trading post the same 3% as a challenger, and a settlement none.

Medals and their eggs

Wins count toward five medals in the Catalogue, each with ten ranks and a title per rank. At the top rank of each, Oceanus's Arena League Rewards give one egg for free. Each hatches with all three grades at S and one of the fixed kits below. 30 daily challenges won bring the Wandering Shrimp Tank, 60 champions beaten the Aeron Crab, and 220 battles won the Geno-Prawn.

MedalCountsFor the eggTop rankEgg
Apex CompanionsCreatures at full potential20MorphogeneticistBoundary Horror
Iteration: OceanusDaily challenges won30GrandmasterWandering Shrimp Tank
Hatch EggsEggs hatched30Egg ExpertCorrupted Quadruped
Champions DefeatedSystem champions beaten60Galactic ChampionAeron Crab
Holo-Arena VictoriesBattles won220Gold CrestGeno-Prawn
The Arena League Rewards Iteration: Oceanus hands out, each free at the top rank of its medal.

Eggs of your companions

A companion can lay an egg, a Companion Egg, and the egg carries its parent's battle grades. What the game asks of the parent:

  • Fed and petted. Hunger and loneliness both at 10% or less; the card names what is missing ("Feeling hungry", "Feeling sad", "Requires additional nutrition"). Trust is not among the reasons the card gives.
  • In its native climate, and grown at least 3.5 days if it hatched from an egg itself.
  • One egg at a time. 24 hours between two eggs, no other egg of yours lying nearby, and a free egg slot.

The egg hatches 24 hours later. Before that the Egg Sequencer on the Space Anomaly can re-sequence it with ingredients: size, temperament, colour, and accessories can shift, and the body can change, but the battle grades and moves stay out of its reach.

The battle grades come from the species, and the egg copies them, so a hatchling has its parent's letters: an all-S creature lays all-S eggs, and a medal egg's creature, the Wandering Shrimp Tank among them, keeps its three S in its eggs. Its five moves are drawn again on hatching, from the same species roll, so a hatchling starts with the moves its parent first had, not the ones mutated since.

Every egg you hatch counts toward the Hatch Eggs medal: 30 hatched bring the Corrupted Quadruped.

The five slots

Every creature draws from the same lists, whatever its affinity; only its moves of its own affinity take that affinity. There are 57 moves across the five slots, and each slot has a job of its own.

A new creature draws each slot by the weights of its list: that is Chance. A mutation draws again from the same list but skips the move the slot holds, so a heavy move held makes the others likelier, and On a mutation shows the least and the most a move can get. To land one move, keep mutating that slot; a light move takes many tries.

Slot 1: plain hits

The hit of the creature's own affinity comes up 74% of the time, and it is the one to keep. A hit of another affinity is worth it only against the creatures it is strong against, and the physical hit is never strong against anything.

MoveWhat it doesChanceOn a mutationCooldown
HitOne hit of the creature's own affinity.74%76% to 83%0
Physical hitOne physical hit, strong and weak against nothing.11%11% to 42%0
Frost hitOne Frost hit, whatever the creature's own affinity.2.1%2.2% to 8.3%0
Fire hitOne Fire hit, whatever the creature's own affinity.2.1%2.2% to 8.3%0
Desert hitOne Desert hit, whatever the creature's own affinity.2.1%2.2% to 8.3%0
Tropical hitOne Tropical hit, whatever the creature's own affinity.2.1%2.2% to 8.3%0
Anomalous hitOne Anomalous hit, whatever the creature's own affinity.2.1%2.2% to 8.3%0
Radioactive hitOne Radioactive hit, whatever the creature's own affinity.2.1%2.2% to 8.3%0
Toxic hitOne Toxic hit, whatever the creature's own affinity.2.1%2.2% to 8.3%0
Chance is the draw of a new creature. A mutation skips the move the slot holds, so its chance depends on that move. Cooldown in turns.

Slot 2: heavier attacks

The two wild moves are near useless: physical, with an extra half chance to miss. Barrage lands three hits in one turn; hit-and-wound and the multi-turn hit spread their damage over later turns, which a fight can end before.

MoveWhat it doesChanceOn a mutationCooldown
BarrageThree hits of its own affinity in one turn, each heavier than the last.23%23% to 29%1 to 2
Hit and woundA hit of its own affinity, then more damage of it at the start of the next turns.19%20% to 25%1 to 2
Multi-turn hitHits of its own affinity on three turns in a row, heavier each turn.14%15% to 19%3 to 5
Ramping hitA hit of its own affinity that grows each time it is used.13%14% to 17%0 to 1
Wild chargeA physical hit with an extra half chance to miss, as the wild hit.13%13% to 16%1 to 2
Hit on their agilityA hit of its own affinity that grows with the enemy's agility.5.8%5.9% to 7.5%1 to 2
Hit on its agilityA hit of its own affinity that grows with its own agility.5.8%5.9% to 7.5%1 to 2
Physical hit and woundA physical hit, then more physical damage at the start of the next turns.3.8%3.9% to 5%1 to 2
Wild hitA physical hit with an extra half chance to miss.1.9%2% to 2.5%1 to 2
Chance is the draw of a new creature. A mutation skips the move the slot holds, so its chance depends on that move. Cooldown in turns.

Slot 3: attacks with a catch

Every move here weighs the same, so each has the same chance. Avoid the reckless hit that heals the enemy, and mind the two that hurt your own creature. Players count buff removal, which Purge does, among the strongest picks.

MoveWhat it doesChanceOn a mutationCooldown
WoundDamage of its own affinity at the start of each turn for a few turns.9.1%10%1 to 3
Delayed blastDamage of its own affinity that lands three turns later.9.1%10%3 to 4
Reckless hit, critA hit that seldom misses, but the enemy's critical hit chance rises.9.1%10%2
Reckless hit, damageA hit that seldom misses, but the enemy's damage rises.9.1%10%2
Reckless hit, healA hit that seldom misses, but the enemy heals over the next turns.9.1%10%2
Self-wounding hitA hit that seldom misses, and damage over time on itself.9.1%10%3 to 5
Hit bothHits the enemy and itself.9.1%10%3 to 5
Ticking woundDamage of its own affinity that bursts four turns later.9.1%10%3 to 4
PurgeRemoves the enemy's good effects.9.1%10%2 to 3
Charged hitLowers its own damage reduction for a turn, then hits twice as hard.9.1%10%3 to 5
Powered hitRaises its own damage over two turns, then hits twice as hard.9.1%10%2 to 4
Chance is the draw of a new creature. A mutation skips the move the slot holds, so its chance depends on that move. Cooldown in turns.

Slot 4: heals and shields

The plain Heal lands on the turn you use it; heal over time and the delayed heal pay later, and Absorb heals only while the enemy hits. How much each heals in the end is not on this page yet.

MoveWhat it doesChanceOn a mutationCooldown
Delayed healHeals itself three turns later.18%19% to 22%1 to 3
HealHeals itself at once.18%19% to 22%1 to 3
Heal over timeHeals itself at the end of each turn for a few turns.18%19% to 22%1 to 4
CleanseRemoves its own bad effects.12%12% to 14%1 to 2
AbsorbFor a few turns part of the damage it takes heals it.5.9%6.2% to 7.1%2 to 5
ReflectFor a few turns part of the damage it takes goes back to the enemy.5.9%6.2% to 7.1%2 to 5
ShieldFor a few turns part of the damage it takes is blocked.5.9%6.2% to 7.1%2 to 5
Absorbing barrierA barrier that turns all damage into health until it breaks.5.9%6.2% to 7.1%2 to 5
BarrierA barrier that blocks all damage until it breaks.5.9%6.2% to 7.1%2 to 5
Mirror barrierA barrier that sends all damage back until it breaks.5.9%6.2% to 7.1%2 to 5
Chance is the draw of a new creature. A mutation skips the move the slot holds, so its chance depends on that move. Cooldown in turns.

Slot 5: tricks

Players rate Stun, which costs the enemy a turn, and Change affinity, which turns the enemy into the affinity your creature hits hardest, above the rest. Revive is no revive: it acts as the sacrifice for defence.

MoveWhat it doesChanceOn a mutationCooldown
TrapLowers the enemy's damage, and bursts if the enemy removes it.14%14% to 16%3 to 4
Change affinityTurns the enemy into the affinity its own is strong against, for a few turns.14%14% to 16%5
ResetClears all its cooldowns.14%14% to 16%3
BurrowA certain dodge for one turn.6.8%6.9% to 7.9%2 to 3
StunThe enemy loses a turn.6.8%6.9% to 7.9%2
Sacrifice for damageA heavy hit on itself, and the team's damage rises.6.8%6.9% to 7.9%4
Sacrifice for defenceA heavy hit on itself, and the team's damage reduction rises.6.8%6.9% to 7.9%4
Burst of speedA large rise in agility for one turn.3.4%3.4% to 3.9%1
Raise critRaises its critical hit chance for a few turns.3.4%3.4% to 3.9%2 to 5
Raise damageRaises its damage for a few turns.3.4%3.4% to 3.9%2 to 5
Lower accuracyLowers the enemy's accuracy for a few turns.3.4%3.4% to 3.9%2 to 5
Lower defenceLowers the enemy's damage reduction for a few turns.3.4%3.4% to 3.9%2 to 5
Lower damage and accuracyLowers the enemy's damage and accuracy for a few turns.3.4%3.4% to 3.9%2 to 5
Lower damageLowers the enemy's damage for a few turns.3.4%3.4% to 3.9%2 to 5
ReviveNamed a revive, it acts as the sacrifice for defence: a heavy hit on itself, and the team's damage reduction rises.2.7%2.8% to 3.1%6
Raise accuracyRaises its accuracy for a few turns.2%2.1% to 2.4%2 to 5
Raise agilityRaises its agility for a few turns.2%2.1% to 2.4%2 to 5
Raise dodgeRaises its dodge chance for a few turns.1.4%1.4% to 1.6%2 to 5
Chance is the draw of a new creature. A mutation skips the move the slot holds, so its chance depends on that move. Cooldown in turns.

Names

The game names a move by its kind and the creature's affinity, so one move shows a different name on a Fire creature than on a Frost one. A kind can have more than one name, and which one a creature shows is fixed for that creature: it keeps its names for good, and two creatures of one affinity can show different ones.

KindTropicalFrostFireToxicDesertRadioactiveAnomalousMechanicalPhysical
HitLash, Razorleaf, PesterFreeze, Frostburn, Icy BlastBurn, Scorch, SearSting, SpitLandslideAlpha Strike, Ion StreamPhase Beam, Graviton BeamLaser Cannon, Plasma Beam, Laser-EyesSwipe, Lunge, Bite
Barrage, hit on agilityThunderstorm, BarrageFlurry, BlizzardFirestorm, Lava Surge, IncinerateCorrosive Jet, Poison FlurryMudslide, SandblastIrradiate, Megaton BeamSupernovaArcstorm—
Hit and woundBarbed Lash, Spawn Pests, Grasping TendrilsSnowfall, MarrowfreezeImmolate, Instant IgnitionToxic Spit, Burrowing Worms, Diseased BiteRockfallHalf-Life, Deep WoundVoid EggBiological SuppressionSerrated Claws, Mangle, Flurry
Wild hit or chargeApex PredatorFrostshock, ShardspearWildfireAcid Spray, Slime SprayPoundGamma Burst, Blast WaveStarfall, Meteor ShowerShockbolt, ShockwaveWild Charge, Roar, Wild Swing
Multi-turn or ramping hitRampage, Pack HunterHowling Wind, Shrieking GalePillar of Flame, ConflagrationEnvenomRelentlessChain Reaction, HellfireLeviathan Beam, Resonance FrequencyElectron-Storm—
WoundThrow Spores, Spore Cloud, ThornsFrostbite, NeedleIgnite, Flame Spit, Spit FireNecrosis, Rot, InfestationWither, Creeping DustSlow Decay, Beta DecayCrumbleDelta Wave Corruption, Nagging Pain, Rust—
Delayed blastBug BombFractal PainMagma BombInject Larvae, Parasitic LarvaeBoulderNuclear Blast, Poisoned WaterBoundary Failure, Spacetime CorruptionDetonate, Core Detonation—
Reckless hitEnraging Blow, Thunderstruck, Primal RageVoidfrostFlashpoint, InfernoInfect, Release SporesSulphurous TouchFalloutCrimson RageDissonance—
Self-wounding hitPlague, BacklashCold SnapEruption, Scorched Earth, Self ImmolationParasitic Growth, Novel PathogenCurse of BonesContaminate, Splash DamageDark Energy, Plasmic AccidentDereference Reality—
Hit bothCyclone, Boiling Rain, ChaosHailstorm, DrownThermal Runaway, Volcano, PyroclasmFetid Cloud, Swamp GasUndermine, TremorFree Radical, MeltdownGravity OverloadEMP Pulse, Haywire—
Ticking woundSolar RayDeep FreezeWhite HotFester, BonerotCactus FleshSupercriticalTick Tock, DoomNeutron Bomb, Countdown—
PurgePurge, SunbleachedSleetPurged by Fire, MeltAcid WashDesert WindGenetic CollapseMindwipeData Harvest—
Charged or powered hitBubbling RageAbsolute ZeroSolar FlareOutbreakSandstormContainment BreachResonateAeron Protocol—
Delayed healLifeblood, Emeril Dream, Paradise WaitsGlacial EnergyAwait the DawnProduce LarvaeNightfallCellular FusionTap LeylineMatter Transfer—
HealRestoration, DownpourTransfusionCauterise, Warm BloodedWallow, AntivenomOasisKnit FleshFractal GrowthRepair, Reconstruction—
Heal over timeRegrowth, Photosynthesis, OvergrowthIcy VeinsInner FireRegenerate BloodFresh BreezeTransfuse, RejuvenateHarmonise, Reinforce BoundaryLiving Metal, Self-Assembly—
CleansePurify, CleanseFresh SnowCleansing FireSteriliseBleached BonesTransmuteAnomaly WardDebugging Agent—
Absorb, absorbing barrierSiphon, Leech ShieldSupercooledThermal Transfer, ShadowburnMucal FieldConsuming Echo, LithosphereAbsorb Energy, ExtremophileAtlas TouchedDynamo, Failsafe—
Reflect, mirror barrierSpiny Carapace, Reflective BubblePrismatic ShieldMirrorlightCaustic Skin, Caustic BloodMirageForcefieldSkin of Glass, TerrorsphereMagnetosphere, Encrypt Self—
Shield, barrierIronbark, Hardened Shell, Thick PlatingCrystal Barrier, Ice WallFirewall, Fire ShieldImpenetrable SlimeStonewall, Heart of Stone, Ferrite SkinPlasma ShieldCocoon, Boundary WallBarricade, Bulwark, Heavy Armour—
Burst of speedZephyr, UncoilAntifreeze Blood, ThawBoiling PointHormone SacsBlistering SpeedFeedback LoopFrameshiftApply Oil, Lubricate, Self-Greasing—
TrapNagging Itch, Swarm of Flies, Warning GrowlPermafrostParchGelatinous Mass, Suspicious FluidBurning LungsGenemelt<IMG>PR_10<>Overload—
BurrowBurrow, CamouflageHibernate, BurrowEvaporateLimb DropFissureShelterWormhole, Reality TearPhase Shift, Decoy—
StunSnaring Roots, Rootbound, EntangleIcy Chains, Entomb, CrystaliseHeatstroke, Thermal ShockParalyse, Sticky WebPetrify, FossilizeStun, TerrifyBanish, Somnal DustContainment Field, Signal Jammer—
Change affinityCall of the WildDeep Blue VoidCalled by the SunSwamp ThingDessicateMutate<IMG>PR_0<><IMG>PR_5<>Clockwork Heart—
Raise accuracyHawkeyeSharpened VisionFire EaterPrecision DeliveryViper's FangsDeadeyeQuicksilverOverclock, Amplitude—
Raise dodge or agilityButterfly Wings, MistwalkerWell InsulatedShimmer, Hot FeetScuttleShifting SandsTwisted HelixPolyrhythmDislocation, Servo-Boost—
Raise critPrecision, Piercing Claws, Sharpened TalonsIndium HeartConsume Phosphorus, Stoke UpLimb BreakerCold-BloodedTemporary EyesAeron's BlessingSpring-Loaded, High-Voltage—
Raise damageGrowth Hormone, Dominance, Heavy HitterFrostbloomFlameclawBiological HorrorSwell UpGene Cleaver, Grow LimbsDrink the WaterSupercharge—
Lower accuracyThrow Dust, Mistveil, Sticky SapSnowblindHeatblind, Blinding LightSticky Ooze, Carrion FliesQuicksand, DustbowlLose FocusHaunt, [ REDACTED ]Anomaly Suppression, Oil Spill—
Lower defence, or damage and accuracyLeafmold, Snaring Vines, RotCold Feet, Numb Heart, Frozen BonesDehydrateEnslimeBlind, SandtrapCatastropheBewilderX-Ray Blast—
Lower damageDeclawFreezing FogBakedMorass, LockjawHaunting Wail, Whispering EchoesCorrupting TouchConsume SentienceSafety Valve—
ResetRecharge, Wild GrowthRefreshPhoenix FeatherSelf-ConsumptionShed SkinHydra, ImmortalityIteration ResetProtocol Override—
Sacrifice, reviveSacrificeStorm-bornPhoenix Kiss, From AshesRecycle FleshTo DustNext GenerationRebirthSelf-Destruct, Killswitch—
The names a move shows by the creature's affinity. Physical names belong to the physical moves.

Fixed kits

The five medal eggs always hold the same five moves, one in each slot, with no list to draw from. A mutation of one of their slots swaps the kit move for the plain hit of the creature's own affinity, and the next mutation of that slot brings the kit move back, so a slot of theirs only ever swaps between the two. Where the kit move already is that plain hit, as in the first slot of the Aeron Crab and the Corrupted Quadruped, a mutation spends the edit and leaves the move as it was.

CreatureSlot 1Slot 2Slot 3Slot 4Slot 5
Geno-PrawnHit and woundLower accuracyLower damageHealTrap
Wandering Shrimp TankHit bothSelf-wounding hitPurgeSacrifice for defenceAbsorbing barrier
Corrupted QuadrupedHitResetRaise dodgeStunRamping hit
Boundary HorrorHit on its agilityRaise agilityShieldBarrageBurst of speed
Aeron CrabHitMulti-turn hitCleanseChange affinityShield
Species that always hold the same five moves.

That is the end of the trail of the guides, from the galaxy down to the creature. How it works walks it again, down to the short list on a system page.