All of my work, as with every breakthrough scientific experiment, is susceptible to an element of chance. Every substance I make is brand new, and every mutant has different capabilities. Thus, you need to control this randomness. But that's what science is for. Thanks to my ingenious computer system, I can track the abilities of my creations - and nourish them with substances that will further evolve them!
Mutant Statistics
Thanks to the vast Creatureopedia, which saves all the data on my new creation nearly instantly, I can take a look at unique qualities, which I categorized for my convenience. They immediately tell me what the mutant is capable of and what its weak point is.

The two most important statistics are Vitality and Efficiency. They are affected by the missions, so I have to be aware of them for each mutant to assign them to the task accordingly. Vitality is showing the life spark in the creature and zeroing this stat means its (second) death. Vitality is lost primarily in combat. Efficiency is indicating how well the creature is doing its tasks during missions. You can think of it as a mutant's stamina. Each mission takes a percentage of the state and when it reaches zero, you cannot send the creature to the city.
Both Vitality and Efficiency can be regained only by nourishing the creature with new mutagens. Alternatively, I can always dispose of it...

But that's not the end. Among the statistics I've categorized are secondary statistics, which are an important indicator of a specific mutant's capabilities. The key to successfully performing missions is to use the strengths the creature has to its advantage.
Substance Acquisition - the talent of bringing me so much-needed substances stolen in the city.
Body Acquisition - the mutant needs to have some skill in stealing the bodies... and bringing them back relatively intact.
Terror - this measures how scary is the creature to the public and how fast its sudden appearance on the streets will raise panic.
Stealth - combat situations are usually not optimal, so the ability to lurk around avoiding detection is crucial to my endeavors.
Anti-Light Attacks - the ability to counter the attacks of infantry.
Armor Piercing Attacks - the ability to handle tanks and other heavy military equipment.
Vitality Boost - the bonus to Vitality from the mutagens used on the creature
Efficiency Boost - the bonus to Efficiency from the mutagens used on the creature

Of course, a genius like me has a method of raising the creature's statistics. One is just "feeding" them new mutagens, which can unleash the additional potential in them. I can also develop new limbs from mutant DNA. Those are especially needed to raise the combat potential of the monster.
Additionally, I devised a genius method to grow new internal organs in my lab. By replacing the lungs, the stomach, or the liver of a creature, one can discover valuable boosts, which elevate its usefulness. Those boosts often need a certain substance to be activated properly,
This was our tenth regular “Scientist Log”. The statistics of the mutants allow you to plan your missions. The Creatureopedia is a great way to keep each of your creations on track. We hope you have a clear idea of how statistics will work in the game now. Remember that you can also talk with us directly via Discord:

https://store.steampowered.com/app/1309990/Creature_Lab/
