Anthony/Mutations

Here it's possible to see in more detail Anthony's mutable organs, their mutations and effects. Some names have been deduced and are not present in the story, while others remain unnamed because it isn't possible to guess their name.

Eyes
Compound eyes composed of hundreds of individual eyes that are always watching the same area but cannot move. After upgrades give a near 360º vision.


 * Focused Eyes +5 - each of the eyes gains a small section of compound eyes with the ability to focus further away, giving a small field of vision that can see a long distance.
 * Omni Focused Eyes +10 - enhances key lenses to improve the long-range focus of the compound eyes in all directions, instead of only forward. Although it’s possible to have a long vision in several directions (above, front, sides and behind) there’s still some areas of poor eyesight in between those areas of focused vision.
 * Perimeter Eyes +15 - combines the 2 previous mutations.
 * Heightened Perimeter Eyes +20 - improves the clarity. Each of the thousands of lenses is almost as good as a normal human eye.
 * Sharpened Perimeter Eyes + 25 - enhances the focused eyes mutation.

Antennae
Have the ability to smell the air and detect air currents.


 * Infrared Antennae +5 - allows the antennae to develop heat sensitivity, giving something like thermal vision but for the sense of smell.
 * Precognitive Infrared Antennae +10 - able to sense a moment into the future.
 * Future Sight Infrared Antennae +15 - emphasises the precognitive mutation.
 * Oracle Antennae +20 - enhances the previous mutation.
 * Far-sight Oracle Antennae +25 - enhances the previous mutation.

 * Reset antennae - New material is Twilight Filament: a material with extreme sensitivity to vibrations and reacts to sensory input of all kinds. It's possibly 4th strata material.


 * Unnamed +5 - able to sense a moment into the future
 * Unnamed +10 - enhances the previous mutation.
 * Unnamed +15 - emphasises the mutation.
 * Unnamed +20 - able to sense gravitational waves.
 * Unnamed +25 - enhances the previous mutation.
 * Future Wave Sight Antennae +30 - combines the 2 previous mutations.

Carapace
Is the exoskeleton that protects the body.


 * Diamond Carapace +5 - significantly hardens the outer carapace, increasing its resistance to physical harm. It doesn't increase magical defence nor the resistance to status effects. Adds a diamond coating to the carapace that covers a small area.
 * Hardened Diamond Carapace +10 - enhances the previous mutation.
 * True Diamond Carapace +15 - emphasises the mutation.
 * Hardened True Diamond carapace +20 - enhances the previous mutation.
 * Complete Diamond Carapace +25 - enhances the previous mutation. At this stage the diamond coating covers the entire of the exoskeleton.
 * Thickened Complete Diamond Carapace +30 - enhances the previous mutation.

Inner Carapace Plating
Designed to support an exoskeleton from within, this additional set of bone plating will increase the flexibility and thickness of a carapace.


 * Regenerative Inner Carapace plating +5 - helps to regenerate damage done to the carapace in addition to improving its defensive properties
 * Dispersive Regenerative Inner Carapace Plating +10 - forms an absorbent layer against the outer skeleton that assist in absorbing and dispersing the kinetic energy from hard strikes.
 * Supportive Inner Carapace Plating +15 - combines the 2 previous mutations.
 * Supportive Healing Inner Carapace Plating +20 - enhances the regenerative inner carapace plating mutation.
 * Braced Healing Inner Carapace Plating +25 - enhances the dispersive inner carapace plating mutation.
 * Fortified Healing Inner Carapace Plating +30 - emphasises the dispersive inner carapace plating mutation.

Legs
The 6 members that allow the body to move.


 * Absorption Legs +5 - connects the core to the feet, allowing the monster to drawn in mana from the surface it is standing on.
 * Rapid Absorption Legs +10 - increases running speed and lateral movement potential of the legs.
 * Rapid Absorption Legs +15 - emphasises the absorption legs mutation.
 * Tough Rapid Absorption Legs +20 - improves the ability to absorb damage.
 * Hardened Rapid Absorption Legs +25 - enhances the previous mutation.

Mandibles
The mandibles can serve as digging tools and weapons through biting.


 * Infused Mandibles +5 - allows mana to be channelled through, increasing the damage of every bite.
 * Savage Infused Mandibles +10 - increases the size and density of the mandibles to directly increase penetrating power and compression force.
 * Empowered Mandibles +15 - combines the 2 previous mutations.
 * Bright Empowered Mandibles +20 - enhances the infused mandibles mutation.
 * Mana Flooded Mandibles +25 - enhances the previous mutation.
 * Mana Drenched Mandibles +30 - emphasises the infused mandibles mutation.

Regeneration Gland
This gland can release a burst of healing fluid that will result in rapid regeneration for a small period of time.


 * Limb Regeneration Gland +5 - rather than increasing the HP that is restored, this upgrade greatly enhances the regeneration gland's capacity to restore missing or damaged limbs.
 * Rapid Limb Regeneration Gland +10 - allows the regeneration gland to refill more quickly, meaning it can be used frequently to heal damage and restore HP.
 * Regrowth Regeneration Gland +15 - combines the 2 previous mutations.
 * Potent Regeneration Gland +20 - enhances the rapid regeneration gland mutation.
 * Frequent Potent Regeneration Gland +25 - enhances the previous mutation.
 * Hastened Potent Regeneration Gland +30 - emphasises the rapid regeneration mutation.

Pheromone Gland
The pheromone gland gives the ability to lay trails of pheromones.


 * Pheromone Language Gland +5 - vastly increases the variety of pheromones produced and increases the sophistication of the pheromone release system, creating a more robust way of communicating using pheromones.
 * Persuasive Pheromone Language Gland +10 - makes the pheromones more persuasive when being used to communicate with others. This causes others to prioritize these pheromones instead of other 3rd party pheromones.
 * Loquacious Pheromone Gland +15 - combines the 2 previous mutations.
 * Convincing Pheromone Gland +20 - enhances the persuasive pheromone gland mutation.
 * Loud Convincing Pheromone Gland +25 - pheromones can travel further making it possible to "yell" harder.

Stomach
The organ that allows the digestion of biomass.


 * Discerning Stomach +5 - reduces the penalty for consuming Biomass of a lower-tier monster.
 * Bottomless Discerning Stomach +10 - increases the capacity of the stomach.
 * Gluttonous Stomach +15 - combines the 2 previous mutations.
 * Hungering Stomach +20 - enhances the discerning stomach mutation.
 * Vast Hungering Stomach + 25 - enhances the bottomless stomach mutation.

Musculature
The musculature has the function of producing force and motion to the body.


 * Twitch Musculature +5 - increases the instant release of power for rapid but short movements. It doesn't help with sustained biting but it helps give more explosiveness to the bites and also gives an effect on movement, allowing for a faster dash.
 * Instant Twitch Musculature +10 - enhances the previous mutation.
 * Blink Musculature +15 - emphasises the mutation.
 * Hyper Twitch Musculature +20 - enhances the previous mutation.
 * Lock Hyper-Twitch Musculature +25 - allows the muscles to be 'set' in a certain position, poised to fire almost like a bowstring. When the tension is released it can occur with a tremendous amount of power.

Sub-Neural Network
This is an extension to the main nervous system that reduces response times by allowing automatic reaction processing in the extremities.


 * Gated Sub Neural Network +5 - forms mana spatial gates that send signals directly to receptors in the brain, shortening the travel time of signals from extremities. Maintaining the gates costs mana.
 * Wide Gated Sub-Neural network +10 - enhances the previous mutation.
 * Transmission Sub-Neural Network +15 - emphasises the mutation.
 * Instant Transmission sub-neural network +20 - enhances the previous mutation.
 * Coordinating Instant Transmission Sub-Neural Network + 25 - creates nerve bundles at certain points in the body that help manage coordination better. It's like how an octopus has a separate set of nerves for each tentacle, helping to coordinate the movement of each limb so they can work together. When the hyper-fast signals are transmitted to these new bundles, they can make legs move without my main brain even having to be contacted.

Acid Gland
This gland is responsible for the production of acid.


 * Restrictive Acid Gland +5 - will cause acid to become sticky and solidify after being fired. This effect will make the acid adhere to the target and restrict their movement.
 * Mana Eating Restrictive Acid Gland +10 - acid becomes able to dissolve the magic it comes into contact with, including barriers and constructs.
 * Mana Binding Acid Gland +15 - combines the 2 previous mutations.
 * Mana-Feasting Bind Acid Gland +20 - enhances the mana eating acid gland mutation.
 * Propagating Mana-Feasting Bind Acid Gland +25 - after being shoot, the acid reproduces itself. This replication continues until the acid runs out of stuff to eat.

Acid Nozzle
An attachment organ that allows for more flexible and precise aiming from acid glands.


 * Pressurised Acid Nozzle +5 - improves the range and reduces the spread of the acid fired, meaning an increase in precision and firing distance.
 * Hyper Pressurised Acid Nozzle +10 - enhances the previous mutation.
 * Unnamed +15 - emphasises the mutation.
 * Hyper Pressurised Scattershot Acid Nozzle +20- allows the acid to cover a wider area (scattershot mutation).
 * Guided Hyper Pressurised Scattershot Acid Nozzle + 25 - adds a bundle of nerves to the nozzle that assists in making unconscious aiming corrections.

Acid Concentration Gland
Attached to an acid-producing organ, this gland will secrete a concentration that will cause the acid produced to condense and purify, improving its qualities.


 * Potent Acid Concentration Gland +5 - improves the ability of the concentration gland to perform its role, making the various effects of the acid gland more powerful, without doing much for the damage caused by the acid.
 * Thickened Potent Acid Concentration Gland +10 - enhances the previous mutation.
 * Unnamed +15 - emphasises the mutation.
 * Thickened Weakening Acid concentration gland +20 - reduces the defence of whatever the acid hits to the melting effect.
 * Thickened Draining Acid concentration gland +25 - enhances the previous mutation.

Acid Stimulation Gland
Improves the speed of acid production in the attached gland.


 * Fatiguing Acid Stimulation Gland +5 - drains stamina to increase replenishment.
 * Rapid Fatiguing Acid Stimulation Gland +10 - enhances the previous mutation.
 * Unnamed +15 - emphasises the mutation.
 * Unnamed +20 - drains stamina to increase the thickness of the acid, increasing its effects, making it more potent.
 * Exhausting Thickener Acid Stimulation Gland +25 - enhances the previous mutation.

Coordination Cortex
An organ designed to control and coordinate the efforts of multiple sub brains, increasing their efficiency when handling tasks separately or working together.


 * Divergent Coordination Cortex +5 - improves efficiency when the cortex is coordinating multiple brains to work on individual tasks.
 * Combined Divergent Coordination Cortex +10 - increases the efficiency of attached sub brains when working together to accomplish a sophisticated task.
 * Adaptable Coordination Cortex +15 - combines the 2 previous mutations.
 * Indomitable Coordination Cortex +20 - helps spread the mental strain across several minds to prolong the ability to work for an extended time under stress.
 * Unyielding Coordination Cortex +25 - enhances the previous mutation.
 * Indomitable Coordination Cortex +30 - emphasises the indomitable coordination cortex mutation.

Main Brain
The original and Anthony's most powerful brain.


 * Unnamed +5 - the brain becomes much more adept at handling gravity mana, as well as using the gravity mana construct.
 * Unnamed +10 - the brain becomes much more adept at condensing mana.
 * Unnamed +15 - combines the 2 previous mutations.

Sub-Brains
In Anthony's case, it's composed of 1 strong sub-brain and 2 equally weaker sub-brains. All 3 sub-brains count as separate organs and not as a set of organs like the 6 legs.


 * Unnamed +5 - the brains become much more adept at handling mind mana, as well as using the mind mana construct.
 * Unnamed +10 - enhances the previous mutation.
 * Unnamed +15 - emphasises the mutation.

Gravity Magic Gland
This body part will be attached to the core and drain magic power from it, converting that magic power into gravitational energy to be used by the owner. When the organ is filled to capacity, the drain on the core will cease. This gland has the purpose of making gravity magic much easier for the monster to use since the monster won't require the magic construct to produce gravity mana. Gravitational energy allows for the creation and exertion of push and pulls forces beyond natural limits.


 * Deep Gravity Magic Gland +5 - greatly increases the capacity of the gland, immediately doubling the capacity and further increasing the capacity with further mutation
 * Expanded Deep Gravity Magic Gland +10 - enhances the previous mutation.
 * Bottomless Gravity Magic Gland +15 - emphasises the mutation.
 * Unending Gravity Mana Gland +20 - enhances the previous mutation.
 * Compressing Unending Gravity Mana Gland +25 - compresses the mana inside the gland making its effects more powerful.
 * Forceful Unending Gravity Mana Gland +30 - emphasises the compressing gravity mana gland mutation.

Collective Will Vestibule
This organ collects mental energy generated by the faith and goodwill of the specified species and transforms it into regeneration. This regeneration includes HP, stamina, mental stress and gland rearmament.


 * Vast Collective Will Vestibule +5 - allows the vestibule to be effective further away from the source of the 'Will'. The range of effect becomes superior to 1 km.
 * Unnamed +10 - enhances the previous mutation.
 * Unnamed +15 - emphasises the mutation.
 * Unnamed +20 - enhances the previous mutation.
 * Endless Collective Will Vestibule +25 - enhances the previous mutation.

 * Reset vestibule - New material is Soul Crystal. This is an exceptionally rare material of pure condensed souls. Soul Crystal is the perfect medium through which to move spiritual energy. It's believed this is 5th strata material.


 * Unnamed +5 - converts the energy from restorative to strengthening for a limited period of time. While the effect is active, there is a boost to the effective Might stat. Improving the mutation will increase the size of the gain, as well as the duration, which is fairly short.
 * Unnamed +10 - enhances the previous mutation.
 * Empowering Collective Will Vestibule +15 -  emphasises the mutation.
 * Unnamed +20 - enhances the previous mutation.
 * Unnamed +25 - enhances the previous mutation.
 * Might Infusing Collective Will Vestibule +30 - enhances the previous mutation.

Communal Spirit Nave
The Communal Spirit Nave acts as a channel for the energy of the Vestibule, directing and focusing it, concentrating it into a more dense and powerful energy.


 * Unnamed +5 - upgrade its original function (can further refine the energy out of the Vestibule).
 * Unnamed +10 - enhances the previous mutation.
 * Purifying Communal Spirit Nave +15 - emphasises the mutation.
 * Unnamed +20 - enhances the previous mutation.
 * Unnamed +25 - enhances the previous mutation.
 * High Purifying Communal Spirit Nave +30 - enhances the previous mutation.