Evolution planner
Pick a species and the form you want: the cheapest route from its base form, step by step, with the running cost in evolution points and the perks each step gains.
How this works: every form's cost, rarity and what it unlocks comes from the game's own evolution data (build 24321921). A form is reachable only through the forms that unlock it, so the planner walks those edges and adds up each step's cost; when two routes reach a form, the cheaper one wins.
Kwipeck → Obsidian 20 evolution points
- 0 Kwipeck Common
- 1 Desert Rare+1
- 4 Volcano Superior+3
- 10 Hardened Exotic+6
- 20 Obsidian Mutated+10gains Volcanic Glass Skin
The ladder every species climbs
All 9 species share the same cost ladder, computed from their 31 reachable forms each: Common 0 · Rare 1 · Superior 4 · Exotic 10 · Mutated 20 — a Rare form costs 1 point on top of the base form, a Superior 4, an Exotic 10, and each of the16 Mutated forms per species tops out at 20. Unlocking every reachable form of one species costs 222 evolution points; all 9 species together cost 1998.
Evolving also changes the rarity bonus: the game's rarity table gives Common +5, Rare +10, Superior +15, Exotic +25 and Mutated +60 bonus attribute points (Spliced's value is not in the data). Two forms sit where routes meet — Crystalized (RF01) and Refined (RF01) — each unlockable from three parents, so the planner takes the cheapest and lists the others.
15 unique forms sit outside the ladder altogether: no form unlocks them — the game grants them another way the data does not describe — and they carry 15 perk genes of their own. Planning the parents first? The breeding planner works out each attribute's exact odds, and every species' full tree is on its page, from Kwipeck to Morfang.