Aberration's glowing variants. They carry +4% base health and melee damage over the plain species, and they are immune to radiation, so they can work the Element Region without a hazard suit.
They will not mate with the non-aberrant version of the same species — an aberrant line has to be bred aberrant.
Genesis: Part 1 biome variants. Each one only spawns in the biome it is themed for (bog, snow, ocean, volcanic, lunar), and it keeps the bonus wherever you take it.
X-creatures are tougher than their base species and hit harder for the same level, and they carry an extra damage bonus against Corrupted creatures.
Genesis: Part 2 variants, native to the Rockwell's Garden and Eden biomes on the ship. Same skeleton and stat layout as the base species with a different colour palette and a small edge on health and damage.
They breed with each other, not with the base species.
Wild Tek creatures spawn on a different level ladder: up to level 180 on default settings, in steps of 6, so a wild Tek is worth checking before you knock anything else out.
They are also a resource: harvesting a dead Tek creature yields Element Dust and Electronics instead of the usual meat and hide.
Fear Evolved skeletal variants. Cosmetic re-skins of the base species — the stats are the same — but they cannot be bred, and they drop bone rather than meat.
They only spawn while the event is running, though a tamed one is kept after the event ends.
Seasonal event spawns (Eggcellent Adventure, Fear Evolved, Winter Wonderland). They exist to drop event currency and cosmetics, and most of them cannot be bred.
They only appear while the event is live on the server.
No tips here yet — be the first survivor to leave one.
Leaving tips is for survivors on the rewards list — reserve your rewards with your e-mail once and the form unlocks everywhere.