Energy, Teeth, Flesh, and Marking Layer Guide

Here you will find some of the basic rules on the various Energy types, as well as the order for how markings are arranged and the rules for teeth, claws, horns, the mouth, and flesh.

Energy Types

Energy works differently between kijikaiaku and subtalleons. For kiji, the energy is restricted to the main body unless there are energy mutations. For tallies, the energy is restricted to the wings and tail fin unless there are energy mutations.

Kiji-specific Rules

By default, this is where energy is allowed on Kiji:

Energy Range

In order to cover flesh, mane, tail, claws, ears, horns, or wings, the Keratin Energy mutation is needed.
In order to change the eye color, and also add unique colors to the mouth and inner ears, the Energy Soul mutation is needed. This is also the only thing that will let you add a subtle halo effect around the body, which must match the energy colors.
In order to get rid of the natural glowing effect of markings, the Lackluster Energy mutation is needed.
To give the energy a trailing afterimage effect, you need Energy Trail.
Naturally, the energy in markings flows constantly in a user-defined pattern. To stop all motion, you need Static Energy.
By default, energy is symmetrical on both halves of the body. To allow for variations on either side, you need Asymmetrical Energy.
To mix the way energy flows, like blending features of static and regular, you need Split Energy.

Tally-specific Rules

By default, this is where energy must be on tallies:

Tally Energy

By default, energy on tallies is static, and does not shift and flow. To get it to do so, you need Mobile Energy.
By default, energy on tallies is symmetrical. To make it asymmetrical, you need Asymmetrical Energy.
Like with kijis, if energy is flowing, it flows in one consistent user-defined pattern throughout. To change pattern in individual regions,  you need Split Energy, however energy on the wings must still be symmetrical.
To allow for only partial coverage of wings and tail fin, leaving "holes" in the coverage, you need Cut Energy.
To allow for coverage to bleed off the wings and tail fin, you'll want Extra Energy.
Finally, to change the range to allow for coverage on the main body instead of the wings and tail fin, you need Mimic Energy.
Keratin Energy, Lackluster Energy, Energy Trail, and Energy Soul are functionally identical to a kiji's.

Energy Color Tiers

Energy may be any mix of any color in existence, be they neons, greyscale, pitch black, pure white, and more. The limit is determined by energy type. Unless the Lackluster Energy mutation is present, energy must be shown with a discernable glow. Points will be docked in art if energy is not glowing during night time scenes, but not for daytime scenes since glow effects are harder to see in sunlight.

For kijis, these are energy mutations, and for tallies these are their types.
Regular Energy is default. While not mentioned as a trait or mutation by itself, it's always assumed to exist on the spirit unless a color mutation is present. 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.

These are the types of energy for Kijis:
Minimal must cover no more than 10% maximum of the kiji.
Regular must have a total coverage of 20-25% of the kiji.
Increased must have a total coverage of 30-50% of the kiji.
Maximum must have a total coverage of 50-75% of the kiji.

Magical Energy affects the entirety of the character, or 100%, but it also has special rules, such as allowing shapes inside the color patterns.

If the kiji has Keratin Energy, the effective range is slightly increased for each type.

Marking Layering Tiers

Please note that light blue ranges in the marking guides indicate minimum required range, and dark blue indicates maximum allowed range.

Markings have a layering categorization that must be adhered to in order to pass approvals. Each marking has its order mentioned in its guide. Here is a visualization of the marking order, as well links to each marking, to assist you:

 

Tier 1
Must layer above ALL OTHER TIERS

Accents -- Modifier 
Bi-Color -- Modifier 
Dark Side of the Moon 
Darkening/Lightening -- Layers over everything except Energy 
Easter Painting -- Can be a Sheen or a modifier, may layer over or under Energy, must be over everything else 
Energy -- layers over everything else
Filter -- Modifier 
Flicker -- Modifier 
Frosted 
Glazed -- Sheen, must layer over or under Energy, must be over everything else 
Good and Bad Wolves -- Modifier 
Moonlight -- Sheen, must layer over or under energy, must be over everything else 
Ombre - Modifier 
Stained -- may optionally layer over energy, eyes, flesh, and bones, but MUST layer over everything else 
Sunny -- Sheen, may layer over or under Energy, must be over everything else 

Tier 2
must layer below t1, may go under t3

Blush
Crested

Dipped
Eye Spots
Fairy Points
Filigree
Hooded
Iridescent
Masked
Mummified
Okapi
Overlay
Patchwork
Pigeon
Pour
Shaded
Snowed
Songbird
Stickers
Tips
Toasted

Tier 3
May layer over or under t2 and t4

Appaloosa
Back Stock
Bald
Banded
Boots
Crackle
Dino
Faceting
Faded
Faun
Fizz
Front Stock
Leopard
Orca
Panda
Parrot
Peregrine
Python
Race
Roots
Striped
Tabby
Ticked
Underbelly
Veins
Ziggy

Tier 4
May layer over or under t3, must be over t5

Dusted
Fox
Giraffe
Highlight
Maned
Merle
Pinto
Shadow
Siamese
Skeletal
Skew
Spotted
Tiger

Tier 5
Must layer below everything else

Brindle
Helix
Mummified
Pour
Shimmer
Starry
Stone
Teeth, Bones, and Flesh

Bones includes the hard parts of the body such as claws, hooves, teeth, horns, and any body or back spikes. These can be colored a natural bone-like color (white or yellowed off-white), the same color as the base coat, or slightly lighter or darker than the base coat, assuming they aren't being affected by a mutation (such as Golden Bones, Silver Bones, Black Bones, Painted Claws, Glowing Bones) or Keratin Energy.

Flesh includes the paw pads, mouth, and nose, and the small triangle of flesh in the corner of the eye, but NOT the inner ears. Flesh can be any natural color such as pinks, reds, chow blue or slightly purplish, or brown. Natural blacks are fine for the nose so long as the lineart can still be discerned. Flesh can also be the same color as the base coat, or slightly lighter or darker. Any other colors desired will require Energy Soul.