Abilities or stats are traits of creatures determined by their genes. The abilities are Strength, Speed, Gathering, Digging, Crushing, Fishing, Swimming, Underwater Breathing, Underwater Gathering, Venomous, Poisonous, Spikyness, Sight, Hearing, Smelling, Fertility, Cold Resistance and Heat Resistance.


The Strength ability determines how much damage a creature will do. If a creature doesn't have strength, it cannot attack other creatures.

Strength is given by the genes Big Body (+2), Normal Body (+1), Spiky Body (+2), Ram (+1), Antlers (+1), Hammer Tail (+1), Claw (+2), Megaloceros Horns (+2), Saber Tooth Fangs (+2), Bearyena Snout (+2), Bearyena Claw (+3) and Bearyena Hind Legs (+1).

The maximum amount of strength is 14 (Big Body/Spiky Body, Megaloceros Horns, Saber Tooth Fangs, Hammer Tail, 2 Bearyena Claws and Bearyena Hind Leg).


Creature Movement Range

Creature movement range

The Speed ability determines how many tiles a creature can move. It is not possible to have 0 speed because all hind leg genes give at least +1 Speed
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Two movement icons

Speed is given by the genes Lean Body (+2), Medium Body (+1), Runner Leg (+1), Hind Leg (+2), Webbed Hind Leg (+1) and Bearyena hind leg (+1). The maximum amount of speed is 6 (Lean Body, 2 Runner Legs and Hind Legs).


Makes creatures less noticeable in their associated environments, especially in tiles without collect grass.

Fur colors and patterns affect this gene. Stripes help in the grass, and dots help in the jungle.


The Collecting ability determines how many berries per turn a creature harvests. If a creature has no collecting ability, it can't pick berries from bushes, but it can collect meat from meat piles or acorns from the trees.

Collecting is given by the genes Nimble Fingers (+2), Runner Leg (+1) and Velvet Paw (+1). The maximum amount of Collecting is 4 (2 Nimble Fingers).


The Cracking ability allows creatures to harvest acorns and clams.

Cracking is given by the Cracker Jaw (+2) and Nimble Fingers (+1). The Maximum amount of cracking is 4 (Cracker Jaw, 2 Nimble Fingers).


The Defense stat reduces the amount of damage dealt to a creature, and any attacker with a lower attack stat than your creature's defense will be harmless.

Defense is given by the gene Armored Body (+3).


The Digging ability allows creatures to dig up an empty tile for 1 food.

Digging is given by the Digging Paw (+1) and digging trunk (+3). The highest amount is 5. (Digging will always give 1 food, even if your creatures have 2 Digging Paws).

Distasteful Appearance

Makes predators less likely to attack your creatures.

Distasteful Appearance is given by the genes Toxic Body (+1) and Warning Dots (+1), the highest amount is 2.

Distasteful Scent

Makes predators less likely to attack your creatures.

Distasteful Scent is given by the Stinky Tail (+1).


The Fishing ability allows creatures to "Harvest" fish for food. Some fish, such as the Razorahna, can only be harvested with a higher fishing ability.

Fishing is given by the Claw (+2), Bearyena Claws (+1) and Fishing Tail (+2). The maximum amount of Fishing is 6 (Fishing Tail, 2 Claws).


The Hearing ability helps to find animals within range.

Hearing is given by the genes Medium Ears (+3), Big Ears (+4) and Blind Eyes (+2). The maximum amount of Hearing is 6 (Big Ears and Blind Eyes).

Odor Disguise (Scentless)

Makes creatures harder to be smelled by other creatures and/or predators. It can also be gained by rolling in mud (=3).

Given by the genes Normal Body (+3), Lean Body (+4), Water Body (+1) and Spiky Body (+1). The maximum amount of Odor Disguise is 4.


The Poisonous ability poisons the attacker when the creature is bitten. The poison deals 1 damage to a attacker each day for 3 days.

Poisonous is given by the gene Toxic Body (+2).


The Spikyness ability causes damage to the attacker when bitten, it also hurts a packmate if one licks their wounds.

Spikyness is given by the Spiky Body (+1).


Creatures make less noise when moving.

Stealth is given by Normal Body (+1), Runner Leg (+1), Lean Body (+2), Velvet Paw (+3). The highest amount of Stealth you can get is 8 (Lean Body, 2 Velvet Paws).


The Sight ability allows a creature to see. For each point of sight tiles around the creatures are lit (for example 1 sight means all adjacent tiles are lit (6) and 2 sight is adjacent tiles of the adjacent tiles (12 tiles).

Sight is determined by the gene for Normal Eyes (+2), Short-Sighted Eyes (+1) or Blind Eyes (0). A creature with Blind Eyes is unable to see any of the tiles surrounding it, and cannot interact with these tiles unless the creature is near other creatures with either Normal Eyes or Short-Sighted Eyes.


The Smelling ability allows creatures to see places to dig, unexplored berry bushes and prey.

Smelling is given by the genes Big Nose (+3), Digging Trunk (+3), Blind Eyes (+2), Poison Fangs (+1), Spit Snout (+2), Normal Snout (+2), Cracker Jaw (+2) and Sabertooth Fangs (+2).


The Swimming ability determines how many water tiles a creatures can move. It is not possible to have 0 swimming as all hind legs have atleast 1 swimming.

Swimming is given by Webbed Paw (+1), Water Body (+2), Webbed Hind Legs (+2), Hind Legs (+1), Bearyena Hind Legs (+1) and Swimming Tail (+1).

The highest amount of Swimming is 7 (2 Webbed Paws, Water Body, Webbed Hind Legs and Swimming Tail).

Underwater Breathing

Underwater Breathing ability determines whether a creature takes damage underwater. Having +1 or +2 means a creature can move without getting damage and can sleep (end turn) underwater without taking damage.

Underwater Breathing is given by the Gills (+2) and Water Body (+2). The highest amount of underwater Breathing is 4 (Gills and Water Body.)

Underwater Gathering

The Underwater Gathering ability allows creatures to dig up underwater tiles for 1 food.

Underwater Gathering is given by the Beak (+1).


The Venomous ability poisons the victim when the creature attacks it. The poison deals 1 damage to a victim each day for 3 days. However, some predators will be immune to venom.

Venomous is given by the gene Poison Fang (+2).

Cold Resistance

The Cold Resistance ability determines how much cold a creature can stand; if it's too cold, the creature will lose an action point.

Cold Resistance is determined by the genes Big Ears (-5), Big Body (+5), Lean Body (-5) and Fluffy Tail (+1). The maximum amount of Cold Resistance is 6 (Big Body and Fluffy Tail).

Heat Resistance

The Heat Resistance ability determines how much heat a creature can stand; if it's too hot, the creature will lose an action point.

Heat Resistance is determined by the genes Big Ears (+5), Big Body (-5) and Lean Body (+5). The maximum amount of Heat Resistance is 10 (Big Ears and Lean Body).


The Fertility ability determines if the creature can reproduce, or if it can have twins. It is a gene slot; both genes are active to add up to a total of 0 to 6.

The Fertility gene slot tells how high the creature's fertility is, determined by the genes High Fertility (+3), Medium Fertility (+2), Low Fertility (+1), and No Fertility (+0). The highest amount of Fertility that a creature can have is 6 (2 High Fertility).

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