There are three different subgroups for mutations: Color, Coverage, and Modifier. Energy Mutations are now limited to 1 color, 3 areas, and 2 modifiers per geno by default.
Color dictates the number of colors that can be used in the Energy, as well as how those colors interact. The following energy mutations are Color Types:
Regular Energy is default, and will not show in the geno traits or description. Regular energy is 1-2 colors.
Extra Energy allows for 3-4 unique colors.
Bloated Energy allows for 5-6 unique colors.
Maximum Energy allows for 7-10 unique colors.
Static Energy means the colors of the energy are locked in place and don't flow. Doesn't affect single color energy, obviously.
Split Energy means that colors may flow within 'locked' regions; for example you could have blue and black energy on the feet that acts like normal, and red and yellow energy on the tail, which also acts like normal, but these color ranges will never meet. Split Energy will act like Static if there are only 2 colors, but if there are 3 or more each region must have 2 or more colors with only 1 region allowed to have one color.
What is a region?
A region is a section of energy that is all connected ether literally or visually. Examples of this is a cluster of spots is a rebion, or a single continuous line, or perhaps a large patch, which are each their own region. If there's a design of energy on the face, and a bit on the tail, these would also be considered two regions.
What are unique colors?
When we say "unique colors," we mean visually distinct. So, while you can have two shades of similar yellow colored energy (A shade closer to white, and a shade closer to lemon) they can't be too close to each other that it's hard to distinguish one from the other. If the admin cannot see the differences they might reject it, so if the glow effect you're using is causing the colors to appear too similar we recommend sharing an image without the glow in the comments upon approval submission.
Coverage changes the shape and coverage of the Energy. For kijis, these are:
Asymmetrical Energy, which means the energy does not have to match on either side of the kiji.
Energy Soul allows you to change the eye color to match your Energy colors, and also optionally add Energy to the mouth and inner ears. This mutation is also the only way to add a subtle halo effect around the body, which must also match. The halo, eyes, and other parts affected by Energy Soul does not count towards percentage coverage.
Keratin Energy makes the effective range increase to full body essentially, since this allows for Energy to touch the mane, tail fur, body mutations, claws, inner ears, horns and other bone mutations, whiskers, or wings. Keratin Energy is not required to be shown in the design, however, meaning you can have the energy still restricted to the regular areas energy is allowed.
Thick Energy requires Energy to appear more concentrated, appearing in large, thick patches with little room for intricacy.
Thin Energy requires Energy to appear more detailed, appearing in small, thin patches with lots of blank space between lines.
Clipped Energy partially ignores the range required and clips the energy to a single marking. For Kiji, this marking must be a smaller marking if they have minimal energy or a larger marking if they have maximum energy, if possible. This does not cover the marking, but adds wisps of the energy to the marking itself. The marking must still be visible under the energy.
Modifiers change the property of Energy. These are:
Lackluster Energy, which removes Energy's ability to glow, however it means the energy must be that much more obvious in color or design.
Energy Trail, which allows Energy to leave faint motion-blurred trails or misty, smoke-like effects behind.