Aquatic Perks

## Dash

Fling yourself to the location selected, avoiding a lot of things that can damage you. Takes time depending on how much you need to move, and countered by homing/AoE duration attacks. Being fast and small helps add to the travel speed.

Genome upgrades decrease the time the perk takes to actually activate, while Allocation upgrades increase potential travel distance.

Rollback 3

## Bubble Mine

Deposit a bunch of high-pressure bubbles which explode upon any contact, similar to the mines you find near the bottom of the ocean. Can only be used in close range when on land, with 60% reduced lifetime. The power of your hybrid's respiratory system also helps (+1 bubble for Cetaceans).

Genome upgrades buff the damage output, while Allocation upgrades allow for more bubbles to be released.

Rollback: 3

## Poison

Emit a poisonous fume around you, causing damage as you get close to your opponents. Ignites in contact with fire, lingers in water, and weakens in ice. Being naturally poisonous is also a massive helping factor.

Genome upgrades increase damage and Allocation upgrades increase the range.

Rollback 2

## Scales

Generate additional scales as armor, increasing damage protection. Weakens in contact with heavy damage, but can also turn into projectiles when launched for retaliation. Typically you'll also get enhanced versions of this perk if you're neither a cephalopod nor a sea mammal.

Genome upgrades increase the scale durability while Allocation upgrades increase the scaled duration.

Rollback: 2

## Pack Call

Similar to the original game's: Summon a small pack of creatures similar to your hybrid as a distraction, though they'll also copy your perk to attack the opponent. Having the Summoner trait makes this perk more viable.

Genome upgrades increase the summoning power, while Allocation upgrades increase the number of summons available.

Rollback: 3

## Leech

Grab onto your opponent, dealing low damage while sapping their health to convert to yours. Can be interrupted with a projectile/explosive attack, and can be canceled. Having the Parasitic trait (Pretty rare in aquatic creatures) improves on this perk.

Genome upgrades increase the damage, while Allocation upgrades increase the health percentage you can regain per second (Capped at 3)

Rollback: 3

## Squid Ink

Currently almost identical to the normal Hybrid Animals version: Gradually blind your enemies with ink blots blocking their screen. Mobs will move in random directions in panic when hit. Cephalopods benefit the perk greatly. Countered by interruption and forceful removals.

Genome upgrades increase blinding duration while Allocation upgrades boost how blind you can get your opponents.

Rollback: 1

## Harpoon

Launch a fast hook at your opponent, dragging them back towards your direction. Hybrids over 1.5 times your weight will drag you along though. Can be used as a grappling hook when launched at the environment, depending on material strength.

Genome upgrades increase harpoon range (Diminishing returns) while Allocation upgrades increase reeling speed.

Rollback: 4

## Disguise

Turn yourself almost invisible in the opponents' eyes for a duration of time. Traits related to stealth such as Shapeshifting, Colorshifting, or Crafty will improve the perk (Aka octopi are going to be BUSTED). Weaker on incompatible terrain and can be disabled by getting attacked or going for multiple attacks.

Genome upgrades increase how fast you can move while cloaked (Diminishing returns) while Allocation upgrades increase how cloaked you can get.

Rollback: 3