Burrower is an active ability that allows the user to place up to 4 (or a specific creature limit) burrows anywhere on the map and use burrows created by other players. If a user places more entrances than the maximum allowed, the oldest burrow and exit will be replaced. A user cannot place a burrow entrance inside its own burrow or inside someone else's burrow. There is a 3 second cooldown between entering and exiting burrows, excluding entering a burrow after its initial placement.
Frost Snare is an active ability that places a tether on all creatures within 50 studs of a user, dealing 5 frostbite. Tethered creatures are trapped within Frost Snare's range and cannot leave until either 20 seconds have passed or the tether is broken. Tethers have 100 health, and any damage dealt to them is restrained to 20–25 damage per bite, requiring a minimum of 5 or 4 hits to break. Being tethered also disables Grab and Latch until freed. Frost Snare has a cooldown of 120 seconds.
Harden is an active ability which decreases movement speed by 20% in trade of a 35% increase in weight and 25% increase in health regeneration. Does not affect turning rate or turning speed.
Bleed Attack is a passive ability, where the user inflicts a specific amount of bleed status on a creature with every bite, excluding with breath/ranged abilities or reflecting abilities. A negative value means that it heals an amount of such status upon biting.
Bleed Block/Block Bleed is a percentage based passive ability that grants the user resistance to getting bleed status from melee attacks at minimum. If an attacker deals 5 bleed per hit and the receiver has 60% Block Bleed, then the receiver gets only 2 of that 5 bleed. This ability is gained gradually as the creature ages. If a creature's Block Bleed is 100%, then they are immune to Bleed inflicted by melee direct attacks once fully grown. If a creature's Block Bleed is negative, it may indicate an extra vulnerability to the status effect.
Frostbite Block/Block Frostbite is a passive ability that grants the user resistance to getting frostbite status from melee attacks at the very least, and every other source at most. It is percentage based, e.g. if an attacker deals 5 frostbite per hit and the receiver has 60% block frostbite, then the receiver gets only 2 of that 5 frostbite.
Charge is a passive ability that gradually fills an orange "Charge" bar (unique to creatures with this ability) while running. Once completely full, clicking (Lmb on PC or on Mobile or RT on Xbox) will apply special effects on a creature the user is hitting. If the bar is not full, charge effects may be reduced or non-existent. Current Charge types:
Defensive Bleed is a passive ability where the user defensively inflicts a specific amount of bleed status on their attacker upon being bitten.
Frostbite touch/Defensive Frostbite is an ability that defensively deals frostbite when bitten.
Injury touch/Defensive Injury is an ability that defensively deals injury status when bitten.
Frosty is a passive ability that causes the user to receive +25% stamina regeneration, +25% health regeneration, -25% thirst depletion, and -25% hunger depletion during Winter and Famine. Additionally, it prevents getting hypothermia from blizzards.
Wing Shredder is a passive ability that allows the user to offensively deal the Shredded Wings status to a creature they bite..