Downfall Instinct FR Play now

Field guide

The mutation field guide

Start at the bone mask and follow a branch down to its final form. You can also open another family on the same creature. The creature keeps the spells it has already learned.

21 illustrated forms · 3 passives · 44 spells

A lean, four-legged creature with a hooked ivory mask and a row of dorsal spines.

Starting form

Ancestral creature

The common ancestor enters the duel with two actions. Focus builds energy. Strike spends it on a single opponent.

  • Strike
    2 energy

    1 enemy

    • Damage 3
  • Focus
    0 energy

    Self

    • Energy gained 2

Open a form to read its field notes and spells.

Mutation paths

Brute

IBrutePummel · Brace

Open to the ancestral creature

+1 initiative

Its weight shifts onto two immense forepaws. One can hammer a rival. A roar from the same deep chest hardens an ally’s defences.

  • Pummel
    1 energy 75% Precision crit chance

    1 enemy

    • Damage 2
  • Brace
    1 energy

    1 ally

    • Defence gained 1 (3 rounds)
    • Defence gained 1 (2 rounds)
IIFrenziedFury · Wild Swing

Requires · Brute

+3 initiative

Heat shines through splits in the muscle. A swipe can tear its own flesh as readily as the opponent’s.

  • Fury
    3 energy 80% Precision crit chance

    1 enemy

    • Damage 6
  • Wild Swing
    2 energy 50% Precision crit chance

    1 enemy

    • Damage 6
    On the caster
    • Damage 2
IIIRavagerWhirlwind · Deranged Charge

Requires · Frenzied

+3 initiative

The forelimbs have outgrown the rest of the body. Slam both down and the shock reaches several enemies. Charge headlong and the flanks stay exposed.

  • Whirlwind
    3 energy 40% Precision crit chance

    Up to 3 enemies

    • Damage 8
  • Deranged Charge
    3 energy 50% Precision crit chance

    1 enemy

    • Damage 10
    On the caster
    • Defence lost 2 (1 round)
IIIronhideCarapace · Body Slam

Requires · Brute

+1 initiative

Curved plates overlap across its back. It can lock them together to take a hit, or drive an armoured shoulder into a rival.

  • Carapace
    1 energy

    Self

    • Defence gained 7 (2 rounds)
  • Body Slam
    3 energy 35% Precision crit chance

    1 enemy

    • Damage 5
    On the caster
    • Defence gained 2 (3 rounds)
IIIColossusVital Surge · Crushing Stomp

Requires · Ironhide

+1 initiative

Pillar-thick legs can stun a creature underfoot. Beneath the heavy shell, living tissue sends a pulse of healing to an ally.

  • Vital Surge
    1 energy 50% Precision crit chance

    1 ally

    • Healing 10
  • Crushing Stomp
    4 energy 75% Precision crit chance

    1 enemy

    • Damage 7
    • Stun (2 rounds)
IIOppressorCrash · Claim

Requires · Brute

+2 initiative

Bone grows forward over the brow. A headlong collision stuns its target, and a bite wrests energy from it.

  • Crash
    3 energy 30% Precision crit chance

    1 enemy

    • Damage 5
    • Stun (1 round)
  • Claim
    2 energy 30% Precision crit chance

    1 enemy

    • Damage 4
    • Energy lost 1
    On the caster
    • Energy gained 1
IIITyrantDominate · Alpha Roar

Requires · Oppressor

+2 initiative

A crown of bone rises over the skull. It can batter two rivals with its forepaws, or lend an ally strength and protection with a roar.

  • Dominate
    3 energy 50% Precision crit chance

    Up to 2 enemies

    • Damage 7
  • Alpha Roar
    2 energy

    1 ally

    • Defence gained 4 (2 rounds)
    • Damage bonus 2 (2 rounds)
IVTitanPassive

Opens after any one of · Ravager · Colossus · Tyrant

Its blows power through armour.

Each direct hit bypasses up to 10 defence.

Mutation paths

Predator

IPredatorVenom Claw · Quill

Open to the ancestral creature

+3 initiative

A second pair of forelimbs unfolds from the dorsal ridge. Venom works into a claw wound. The quills further back can be shed at two targets.

  • Venom Claw
    2 energy

    1 enemy

    • Damage 3
    • Bleeding 3 per round (1 round)
  • Quill
    2 energy

    Up to 2 enemies

    • Damage 3
IIDeathmarkedPursuit · Ambush

Requires · Predator

+3 initiative

Its legs lengthen and draw tight beneath its body. It can spring after prey or spend that burst of speed on an ambush that leaves it slower afterwards.

  • Pursuit
    0 energy

    1 enemy

    • Damage 3
    On the caster
    • Energy gained 2
  • Ambush
    3 energy 35% Precision crit chance

    1 enemy

    • Damage 10
    On the caster
    • Initiative lost 5 (1 round)
IIIDeathstalkerBlood Hunt · Eviscerate

Requires · Deathmarked

+5 initiative

Long hooked talons hold a wound open. The hunter can bleed one victim or spring between two and drain their energy.

  • Blood Hunt
    3 energy

    Up to 2 enemies

    • Damage 4
    • Energy lost 3
  • Eviscerate
    3 energy 45% Precision crit chance

    1 enemy

    • Damage 5
    • Bleeding 4 per round (2 rounds)
IIParasiteBite · Latch

Requires · Predator

+1 initiative

The jaw opens wide enough to stay fastened as the prey struggles. Feeding through a bite or a sustained grip repairs the hunter’s tissue.

  • Bite
    2 energy 45% Precision crit chance

    1 enemy

    • Damage 6
    On the caster
    • Healing 4
  • Latch
    1 energy

    1 enemy

    • Bleeding 2 per round (3 rounds)
    • Damage 1
    On the caster
    • Regeneration 1 per round (3 rounds)
IIISoulreaverBlood Price · Soul Feast

Requires · Parasite

+3 initiative

The feeding jaw takes up much of its head. It can close at the cost of its own flesh, or drain energy from prey while its wounds knit shut.

  • Blood Price
    3 energy 50% Precision crit chance

    1 enemy

    • Damage 11
    On the caster
    • Damage 3
  • Soul Feast
    3 energy

    1 enemy

    • Damage 7
    • Energy lost 3
    On the caster
    • Healing 4
IIBlightedToxic Mend · Overdrive

Requires · Predator

+3 initiative

Swollen glands run along the back. One secretion heals allies but leaves them easier to hurt. Another gives them energy and a harder hit.

  • Toxic Mend
    2 energy 35% Precision crit chance

    Up to 3 allies

    • Healing 6
    • Defence lost 3 (1 round)
  • Overdrive
    1 energy

    Up to 3 allies

    • Energy gained 4
    • Damage bonus 1 (1 round)
IIIBlightweaverParalyzing Barb · Contagion

Requires · Blighted

+4 initiative

Toxin reservoirs feed the barbed quills. One dart can stun a target and leave it bleeding. A burst of spores eats away at the enemy’s defences.

  • Paralyzing Barb
    2 energy

    1 enemy

    • Damage 2
    • Stun (1 round)
    • Bleeding 1 per round (2 rounds)
  • Contagion
    1 energy

    Up to 3 enemies

    • Defence lost 3 (permanent)
    • Damage 2
IVApexPassive

Opens after any one of · Blightweaver · Deathstalker · Soulreaver

Every direct hit lands harder.

Every direct hit deals 5 additional damage.

Mutation paths

Warped

IWarpedShock · Revitalize

Open to the ancestral creature

+2 initiative

The gaps in its bone mask glow orange. It can send a jolt from its skull into an enemy or direct a healing pulse towards an ally.

  • Shock
    2 energy 50% Precision crit chance

    1 enemy

    • Damage 4
  • Revitalize
    2 energy 20% Precision crit chance

    1 ally

    • Healing 6
IIStormbornEmberstorm · Ice Grip

Requires · Warped

+3 initiative

Heat and frost gather on the same frame. One gesture scatters embers across the enemy team. Another wraps a single rival in slowing cold.

  • Emberstorm
    3 energy 35% Precision crit chance

    Up to 3 enemies

    • Damage 3
    • Bleeding 2 per round (1 round)
  • Ice Grip
    1 energy 45% Precision crit chance

    1 enemy

    • Damage 3
    • Initiative lost 3 (2 rounds)
IIICataclysmIncinerate · Deep Freeze

Requires · Stormborn

+3 initiative

The plates carry both flame and ice. The creature can concentrate that heat until a target burns, or bring the frost down hard enough to stun it.

  • Incinerate
    3 energy 35% Precision crit chance

    1 enemy

    • Damage 10
  • Deep Freeze
    2 energy 50% Precision crit chance

    1 enemy

    • Damage 4
    • Stun (1 round)
IINecroticInfestation · Bonewall

Requires · Warped

+1 initiative

There is a pale green glow behind the exposed ribs. Raising a wall of bone makes the caster bleed. Calling spirits to attack leaves the caster wounded and the enemies bleeding.

  • Infestation
    3 energy

    Up to 3 enemies

    • Bleeding 2 per round (3 rounds)
    On the caster
    • Damage 2
  • Bonewall
    1 energy

    1 ally

    • Defence gained 6 (2 rounds)
    On the caster
    • Bleeding 1 per round (1 round)
IIIRevenantWraithguard · Death Wail

Requires · Necrotic

+2 initiative

The spirits in its rib cage can guard several allies at once. Their wail makes enemies bleed. The Revenant loses blood when it casts either spell.

  • Wraithguard
    3 energy

    Up to 3 allies

    • Defence gained 3 (permanent)
    • Defence gained 5 (2 rounds)
    On the caster
    • Bleeding 4 per round (1 round)
  • Death Wail
    3 energy

    Up to 3 enemies

    • Damage 4
    • Bleeding 4 per round (2 rounds)
    On the caster
    • Bleeding 4 per round (1 round)
IIEtherealVital Echo · Whisper

Requires · Warped

+2 initiative

Light passes through its thin membranes. An echo of its pulse heals a companion over time. A whisper carries regeneration to several allies.

  • Vital Echo
    2 energy 55% Precision crit chance

    1 ally

    • Healing 2
    • Regeneration 4 per round (2 rounds)
  • Whisper
    1 energy

    Up to 3 allies

    • Regeneration 3 per round (2 rounds)
IIITranscendentVoid Pulse · Renewal Burst

Requires · Ethereal

+2 initiative

Its pale outline trails away like vapour. It releases the void through that thinning body to wound several foes, or gathers vitality and energy for a single ally.

  • Void Pulse
    3 energy 35% Precision crit chance

    Up to 3 enemies

    • Damage 4
    • Bleeding 3 per round (2 rounds)
  • Renewal Burst
    3 energy

    1 ally

    • Healing 14
    • Energy gained 3
IVArchmagePassive

Opens after any one of · Cataclysm · Revenant · Transcendent

Its current of energy reaches the whole team.

Each allied creature gains 1 extra energy at each upkeep.