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Overview[ | ]
In addition to the neurons acquired by experimentation, repetition, and spending neuronal energy, there are some special neurons known as Genetic Mutations. These neurons are a golden yellow color instead of a white color. These neurons don't require being connected to the main neuronal branches to be revealed but will interconnect with the main neuronal branches.
Mechanics[ | ]
Acquiring genetic mutations is different than normal white neurons. Rather than learning these special neurons, they are only acquired at birth.
- Each time a baby is born, there is a 50% chance that it has a genetic mutation.
- If the baby has a genetic mutation, the genetic mutation neuron will be appear. Similar to the revealed normal white neurons that haven't been matured yet, genetic neurons will be dull gold color in color and have a vague description.
- When the baby grows up into an adult, there will be an onscreen pop-up similar to normal white neurons and the genetic mutation will be revealed. The small neuron circle will begin glowing bright gold. You will be able to read a more detailed description similar to other matured neurons.
- When an evolution takes place, the revealed genetic mutation neuron will grow to the larger size of a white neuron, glow bright gold, and the full description will be shown if you hover over it. The genetic mutation is now permanent for all of your hominids.
It is important to note that mutations are not hereditary and will not be transmitted to the children of your character. Genetic mutations can't be reinforced like normal neurons and the only way to conserve these mutations is by evolving (you must have already done one Evolution Feat).
It is important to note that mutations are conserved when the adults become elders, allowing you to pass one more generation before evolving to conserve the mutation.
The easiest way to understand acquiring and passing on genetic mutations is this:
- A baby is born with a genetic mutation. It isn't activated until they are an adult. (Dull gold small circle neuron)
- You pass a generation and the baby grows up. The genetic mutation is revealed but is not yet in effect, not even for the adult that "has" it. (Bright gold small circle neuron)
- You can pass one more generation and your adult grows up into an elder. Your elder hominid still "has" the mutation but it is still not active. (Bright gold small circle neuron)
- You complete an evolution and jump forward into time. As long as your Adult or Elder hominid was alive when you completed the evolution, your genetic mutation is now permanent and activated. (Bright gold large circle neuron)
- If your baby/adult/elder with a genetic mutation dies before you complete an evolution, the mutation is lost. You will have toGive Birth to a new baby to get the mutation back, pass a generation to get them to grow into an adult, and then complete an evolution to make it permanent for all future hominids.
Some normal white neurons require that a genetic mutation be acquired before you are able to mature them. The vague description when hovering over a neuron will indicate if a genetic mutation needs to be acquired. The easy rule of thumb is that if a neuron connects backwards to a genetic mutation, it will require that genetic mutation be acquired.
Meteorites and Genetic Mutations[ | ]
Meteorite sites induce random genetic mutations in babies that don't already have a mutation. There is a specific set of actions that is required to get these mutations to appear.
- Trigger meteorites to fall from the sky through in game events related to location discoveries.
- Piggyback any babies you want to acquire mutations on you or following clan members' backs.
- Travel to and inspect an undiscovered meteorite site.
- The next time you use the Drop Child action at a Sleep Spot, any babies present when you inspected the meteorite site will gain a random mutation.
It should be noted that babies can only acquire mutations once per meteorite site upon discovery. Only babies that were present upon the inspection of a meteorite site will acquire mutations and you can't go back later with additional babies having already inspected the site.
Through carefully managing when you discover meteorite sites, it is possible to induce the maximum amount of genetic mutations possible.
- Induce mutations in a full generation of six babies using a meteorite site.
- Change a generation and the babies with mutations will grow into adults with mutations.
- Induce mutations into another set of six babies.
- Change a generation and this time the adults will grow into elders with mutations and the babies will turn into adults with mutations.
- Twelve clan members (six adults, six elders) with genetic mutations is the maximum amount of genetic mutations that can be locked in via an evolutionary leap.
Due to the finite nature of meteorite sites, this process of twelve genetic mutations from meteorites can only be performed a limited amount of times per lineage.
List of Genetic Mutations[ | ]
There are 89 genetic mutations.
Image | Neuron | Neuronal Branch | Connects Forward To / Reveals | Description |
---|---|---|---|---|
Ambulation Speed (BB AB 01) | Ambulation | — | Movement speed is increased. | |
Ambulation Speed (BB AB 02) | Ambulation | • Movement Endurance (AB 02) | Movement speed is increased. | |
Ambulation Speed (BB AB 03) | Ambulation | — | Movement speed is maximized. | |
Carrying Speed (BB AB 09) | Ambulation | — | Movement speed while carrying items is increased. | |
Carrying Speed (BB AB 10) | Ambulation | — | Movement speed while carrying items is increased. | |
Carrying Speed (BB AB 11) | Ambulation | • Carrying Endurance (AB 09) | Movement speed while carrying items is maximized. | |
Climb Speed (BB AB 06) | Ambulation | • Climb Endurance (AB 04) | Climbing speed is increased. | |
Climb Speed (BB AB 07) | Ambulation | — | Climbing speed is increased. | |
Climb Speed (BB AB 08) | Ambulation | — | Climbing speed is maximized. | |
Lower Body Strength (BB AB 04) | Ambulation | • Movement Endurance (AB 03) | Jump distance is increased. HOLD (button) to sprint, then RELEASE (button) to jump. | |
Lower Body Strength (BB AB 05) | Ambulation | • Climb Endurance (AB 06) | Jump distance is maximized. | |
Pain Threshold (BB AB 12) | Ambulation | • Pain Endurance (AB 11) | Movement speed while injured is increased. | |
Pain Threshold (BB AB 13) | Ambulation | • Pain Endurance (AB 12) | Movement speed while injured is increased. | |
Pain Threshold (BB AB 14) | Ambulation | — | Movement speed while injured is maximized. | |
Autotelic Personality (BB ZO 01) | Ardipithecus Ramidus | • Locus of Control (ZO 02) | The faculty of concentration requires less dopamine. PRESS (button) and (button) simultaneously to enhance concentration by slowing time down. | |
Autotelic Personality (BB ZO 02) | Ardipithecus Ramidus | • Locus of Control (ZO 03) | The faculty of concentration requires less dopamine. PRESS (button) and (button) simultaneously to enhance concentration by slowing time down. | |
Autotelic Personality (BB ZO 03) | Ardipithecus Ramidus | — | The faculty of concentration requires less dopamine. PRESS (button) and (button) simultaneously to enhance concentration by slowing time down. | |
Released Strength (BB CO 01) | Attack | — | A successful strike causes more damage. HOLD (button) to prime counterattack. MOVE (button) to turn toward aggressor. RELEASE (button) at the right time to counterattack. | |
Released Strength (BB CO 02) | Attack | • Startle Response (CO 05) | A successful strike causes more damage. HOLD (button) to prime counterattack. MOVE (button) to turn toward aggressor. RELEASE (button) at the right time to counterattack. | |
Hypothalamic Nucleus Efficiency (BB TH 03) | Australopithecus Afarensis | — | The impacts of climatic variations on the vitality are diminished. | |
Preoptic Area Efficiency (BB TH 02) | Australopithecus Afarensis | — | The impacts of climatic variations on the vitality are diminished. | |
Thermoreceptors Efficiency (BB TH 01) | Australopithecus Afarensis | — | The impacts of climatic variations on the vitality are diminished. | |
Attachment Need (BB HB 01) | Communication | • Attachment Need (HB 01) | During a generation time lapse, each adult clan member will have automatically developed bonds with a mate so couples will be formed. | |
Social Confidence (BB CM 01) | Communication | — | A call to gather all clan members now has a wider range. HOLD (button) to gather all clan members and have them follow you. | |
Willpower (BB IT 01) | Communication | • Deimatic Behavior (IT 01) | All threats induce less fear. | |
Willpower (BB IT 02) | Communication | — | All threats induce less fear. | |
Willpower (BB IT 03) | Communication | • Dominant Species (IT 06) | All threats induce less fear. | |
Manual Dexterity (BB AL 01) | Dexterity | • Controlling Strength (AL 03) • Stripping (AL 06) |
Fewer hits are required to successfully craft items using a tool. TAP (button) to switch an item from one hand to the other. HOLD (button) to take position to alter, then follow the steps proposed by the Contextual UI, with a tool in right hand. | |
Manual Dexterity (BB AL 01-2) | Dexterity | • Fine Motor Skill (AL 07) | Fewer hits are required to successfully craft items using a tool. TAP (button) to switch an item from one hand to the other. HOLD (button) to take position to alter, then follow the steps proposed by the Contextual UI, with a tool in right hand. | |
Manual Dexterity (BB AL 01-3) | Dexterity | — | Fewer hits are required to successfully craft items using a tool. TAP (button) to switch an item from one hand to the other. HOLD (button) to take position to alter, then follow the steps proposed by the Contextual UI, with a tool in right hand. | |
Manual Dexterity (BB AL 01-4) | Dexterity | — | Fewer hits are required to successfully craft items using a tool. TAP (button) to switch an item from one hand to the other. HOLD (button) to take position to alter, then follow the steps proposed by the Contextual UI, with a tool in right hand. | |
Proprioceptor Efficiency (BB WH 01) | Dexterity | • Kinesthetic Sense (WH 01) | The probabilities of inflicting a lethal blow are increased. HOLD (button) to prime counterattack. MOVE (button) to face the aggressor. RELEASE (button) at the right time to counterattack. | |
Proprioceptor Efficiency (BB WH 01-2) | Dexterity | — | The probabilities of inflicting a lethal blow are increased. HOLD (button) to prime counterattack. MOVE (button) to face the aggressor. RELEASE (button) at the right time to counterattack. | |
Proprioceptor Efficiency (BB WH 01-3) | Dexterity | — | The probabilities of inflicting a lethal blow are increased. HOLD (button) to prime counterattack. MOVE (button) to face the aggressor. RELEASE (button) at the right time to counterattack. | |
Proprioceptor Efficiency (BB WH 01-4) | Dexterity | — | The probabilities of inflicting a lethal blow are increased. HOLD (button) to prime counterattack. MOVE (button) to face the aggressor. RELEASE (button) at the right time to counterattack. | |
Proprioceptor Efficiency (BB WH 01-5) | Dexterity | — | The probabilities of inflicting a lethal blow are increased. HOLD (button) to prime counterattack. MOVE (button) to face the aggressor. RELEASE (button) at the right time to counterattack. | |
Infundibular Pathway (BB DO 01) | Dodge | — | A dose of dopamine is secreted following the success of dodging or counterattacking. HOLD (button) to prime dodging or counterattack. MOVE (button) to choose direction. RELEASE (button) at the right time to dodge or counterattack. | |
Infundibular Pathway (BB DO 02) | Dodge | — | A dose of dopamine is secreted following the success of dodging or counterattacking. HOLD (button) to prime dodging or counterattack. MOVE (button) to choose direction. RELEASE (button) at the right time to dodge or counterattack. | |
Infundibular Pathway (BB DO 03-2) | Dodge | — | A dose of dopamine is secreted following the success of dodging or counterattacking. HOLD (button) to prime dodging or counterattack. MOVE (button) to choose direction. RELEASE (button) at the right time to dodge or counterattack. | |
Long Term Memory (BB IN 01) | Intelligence | — | It is possible to remember the position of one more specific location. TAP (button) to use your enhanced intelligence. Then follow the steps proposed by the Contextual Actions UI. | |
Long Term Memory (BB IN 01-2) | Intelligence | — | It is possible to remember the position of one more specific location. TAP (button) to use your enhanced intelligence. Then follow the steps proposed by the Contextual Actions UI. | |
Orientation (BB IN 05) | Intelligence | • Spatial Perception (AN 03) | It is possible to remember the position of one more specific location. TAP (button) to use your enhanced intelligence. Then follow the steps proposed by the Contextual Actions UI. | |
Orientation (BB IN 05-2) | Intelligence | — | It is possible to remember the position of one more specific location. TAP (button) to use your enhanced intelligence. Then follow the steps proposed by the Contextual Actions UI. | |
Wayfinding (BB IN 03) | Intelligence | • Spatial Perception (AN 04) | It is possible to remember the position of one more specific location. TAP (button) to use your enhanced intelligence. Then follow the steps proposed by the Contextual Actions UI. | |
Wayfinding (BB IN 03-2) | Intelligence | — | It is possible to remember the position of one more specific location. TAP (button) to use your enhanced intelligence. Then follow the steps proposed by the Contextual Actions UI. | |
Nutrient Absorption (BB ME 01) | Metabolism | • Analeptic Ability (ME 02) • Eumycota Food Acclimatization (OM 01) • Mammal Food Acclimatization (OM 07) • Oviparous Food Acclimatization (OM 05) • Prophylactic Ability (ME 01) • Zygote Food Acclimatization (OM 03) |
More energy is gained per food portion. | |
Nutrient Absorption (BB ME 02) | Metabolism | — | More energy is gained per food portion. | |
Anabolism (BB WA 01) | Motricity | — | Less energy is consumed when performing actions. | |
Anabolism-Water (BB WA 05) | Motricity | — | Walking in shallow water requires less energy. | |
Anabolism-Water (BB WA 09) | Motricity | — | Walking in shallow water requires less energy. | |
Lower Body Strength (BB WA 04) | Motricity | • Bipedalism (BI 01) | The jump distance is increased. HOLD (button) to sprint, then RELEASE (button) to jump. | |
Orientation (BB WA 03) | Motricity | — | It is possible to remember the position of one more specific location. TAP (button) to use your Intelligence. Then follow the steps proposed by the Contextual Actions UI. | |
Speed (BB WA 02) | Motricity | • Vestibular System (WA 05) | The movement speed is increased. | |
Stability Control (BB WA 06) | Motricity | — | The ability to maintain balance when walking in shallow water is increased. | |
Stability Control (BB WA 07) | Motricity | — | The ability to maintain balance when walking in shallow water is increased. | |
Upper Body Strength (BB WA 08) | Motricity | • Postural Balance (WA 12) | A greater distance is traveled when swinging from branch to branch. MOVE (button) to Swing when hanging in foliage. HOLD (button) to Prime Jump. RELEASE (button) to Jump. | |
Xenobiotic Metabolism (BB OM 01) | Omnivore | • Oviparous Food Acclimatization (OM 05) | The elements used to eliminate food poisoning are more effective. | |
Xenobiotic Metabolism (BB OM 02) | Omnivore | • Mammal Food Acclimatization (OM 08) | The elements used to fight food poisonings are more effective. | |
Endorphins Efficiency (BB SI 01) | Preventive Medication | • Trauma Prevention (SI 03) • Trauma Resistance (SI 06) |
Having a full protection against injuries requires fewer items with mending properties. | |
Endorphins Efficiency (BB SI 02) | Preventive Medication | • Trauma Prevention (SI 04) • Trauma Resistance (SI 06) |
Having a full protection against injuries requires fewer items with mending properties. | |
Vitamin K Efficiency (BB SB 01) | Preventive Medication | • Bleeding Resistance (SB 05) • External Clotting Efficiency (SB 02) |
Getting a full protection against hemorrhages requires fewer items with clotting properties. | |
Vitamin K Efficiency (BB SB 02) | Preventive Medication | • Bleeding Resistance (SB 05) • External Clotting Efficiency (SB 03) |
Getting a full protection against hemorrhages requires fewer items with clotting properties. | |
Xenobiotic Metabolism (BB ST 03) | Preventive Medication | • Venom Resistance (ST 06) • Venom Tolerance (ST 04) |
Getting a full protection against venom poisonnings required fewer items with curative properties. | |
Xenobiotic Metabolism (BB ST 04) | Preventive Medication | • Food Poisoning Resistance (ST 11) • Food Poisoning Tolerance (ST 09) |
Getting a full protection against food poisoning requires fewer items with curative properties. | |
Xenobiotic Resistance (BB ST 01) | Preventive Medication | • Venom Tolerance (ST 03) • Venom Resistance (ST 06) |
Getting a full protection against venom poisonnings required fewer items with curative properties. | |
Xenobiotic Resistance (BB ST 02) | Preventive Medication | • Food Poisoning Resistance (ST 11) • Food Poisoning Tolerance (ST 08) |
Getting a full protection against food poisoning requires fewer items with curative properties. | |
Determination (BB FR 01) | Self-Control | — | Less Dopamine is needed when responding to a threat. | |
Determination (BB FR 02) | Self-Control | — | Less Dopamine is needed when responding to a threat. | |
Determination (BB FR 03) | Self-Control | — | Less Dopamine is needed when responding to a threat. | |
Determination (BB FR 04) | Self-Control | — | Less Dopamine is needed when responding to a threat. | |
Echoic Memory (BB SS 01) | Senses | — | It is possible to remember the position of one more item or living being. TAP (button) to use your senses and choose the Sense of Hearing. Then follow the steps proposed by the Contextual Actions UI. | |
Echoic Memory (BB SS 01-2) | Senses | • Interaural Time Difference (SS 04) • Sound Detection (SS 08) |
It is possible to remember the position of one more item or living being. TAP (button) to use your senses and choose the Sense of Hearing. Then follow the steps proposed by the Contextual Actions UI. | |
Iconic Memory (BB SX 01-2) | Senses | • Odorant Identification (SO 07) | It is possible to remember the position of one more item or living being. TAP (button) to use your senses. Then follow the steps proposed by the Contextual Actions UI. | |
Iconic Memory (BB SX 01-4) | Senses | • Threat Localization (SO 04) | It is possible to remember the position of one more item or living being. TAP (button) to use your senses. Then follow the steps proposed by the Contextual Actions UI. | |
Olfactory Memory (BB SX 01) | Senses | • Sensory Memory (SX 02) | It is possible to remember the position of one more item or living being. TAP (button) to use your senses and choose the Sense of Smell. Then follow the steps proposed by the Contextual Actions UI. | |
Olfactory Memory (BB SX 01-3) | Senses | • Sensory Memory (SX 03) | It is possible to remember the position of one more item or living being. TAP (button) to use your senses and choose the Sense of Smell. Then follow the steps proposed by the Contextual Actions UI. | |
Sleep - Healing Efficiency (BB NE 01) | Settlement | • Deep Sleep (NE 06) | The healing virtues of sleeping in a sleep spot are increased. TAP (button) to lie down when close to a sleep spot, then HOLD (button) to sleep. | |
Sleep - Healing Efficiency (BB NE 01-2) | Settlement | • Deep Sleep (NE 07) | The healing virtues of sleeping in a sleep spot are increased. TAP (button) to lie down when close to a sleep spot, then HOLD (button) to sleep. | |
Sleep - Healing Efficiency (BB NE 01-3) | Settlement | • Sleep Recovery (NE 08) | The healing virtues of sleeping are maximized. | |
Stroke Force (BB SW 01) | Swim | • Hydro-Dynamics (SW 03) | The swimming speed is maximized. | |
Stroke Force (BB SW 01-2) | Swim | — | The swimming speed is increased. | |
Hydration-Detoxification Efficiency (BB CT 01) | Therapeutic Medication | — | Water consumption reduces the duration of intoxication more effectively. | |
Hydration-Detoxification Efficiency (BB CT 02) | Therapeutic Medication | — | Water consumption reduces the duration of intoxication more effectively. | |
Hydration-Detoxification Efficiency (BB CT 03) | Therapeutic Medication | — | Water consumption reduces the duration of intoxication more effectively. | |
Nociceptors Tolerance (BB CI 01) | Therapeutic Medication | — | The elements used to fight the effects of an injury are more effective. | |
Nociceptors Tolerance (BB CI 02) | Therapeutic Medication | • Trauma Relief (CI 03) | The elements used to fight the effects of an injury are more effective. | |
Nociceptors Tolerance (BB CI 03) | Therapeutic Medication | • Trauma Relief Efficiency (CI 05) | The elements used to fight the effects of an injury are more effective. | |
Xenobiotic Metabolism (BB CT 04) | Therapeutic Medication | • Venom Elimination (CT 03) | The elements used to fight venom poisonings are more effective. | |
Xenobiotic Metabolism (BB CT 05) | Therapeutic Medication | • Food Poison Elimination (CT 07) | The elements used to fight food poisonings are more effective. |