Trait Categories
Affliction
Afflictions are conditions that your grem can be affected by after their creation. Examples of currently known Afflictions are: Weregrem, Extra-Terrestrial, and Predatory. Unlike Mutations, Afflictions have a specific set of effects on the grem, and tend to come from outside causes, such as an infectious bite in the case of Weregrems, or exposure to certain materials in the cases of Extra-Terrestrial and Predatory grems.
Any grem (including hybrids, cyphers, splices, etc) can become Afflicted, but may only have ONE Affliction at any given time.
Ear Trait
Grem ears can be scarred, pierced, or knicked, but not entirely missing. While one ear can be partially damaged, full cropping of both ears is special to fighter grems only.
Neck Trait
The fluff and styling of a grem's neck fur.
Tail Trait
The shape and utility of a grem's tail.
Misc
All types of mutations and other traits for grems.
Seasonal
Description:
Seasonal traits that come into availability only within their respective season.
Information:
- While these traits can mix with other traits, there will be individual limitations to each seasonal trait. Please see individual traits for more information.
- Any grem (including hybrids, cyphers, Etc.) can use seasonal traits.
- Once a seasonal trait is applied to your grem, you will see a 🔒 beside the trait, this indicates that this trait cannot be swapped out for other traits (EG: paid mutations/seasonal traits). Removing the trait from your grem is permanent.