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Mutations

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Mutations, introduced in the Foundry Update, are passive modifiers that replace the Stat-based secondary effects from the Brutal Update. They are obtained between levels from Guillain.

Most mutations are not initially available. To unlock them, one must bring the mutations' blueprints to the Collector, then spend the required Cells.

Mechanics[edit | edit source]

The player can only have a certain number of mutations at once. Each area cleared in a run allows one more mutation, up to a total of 3. However, the player can spend gold between levels to remove all current mutations, allowing a new choice of mutations to replace the old set. The price to respec starts at 1.000 and greatly increases each time, up to 100,000.

Most mutations are associated with and scale their benefits with a specific stat. That is, mutations' base damage and/or healing magnitudes are multiplied by 1.15n-1, where n is the current level of the appropriate stat, rounded to produce the final amount.

For example, if a Brutality mutation provides an extra 90 base DPS and the player's Brutality is 2, the final extra DPS is 90 × 1.152-1 = 90 × 1.15 = 103.5 ≈ 104). Note that damage and DPS bonuses from mutations are not affected by gear-specific damage bonuses or Affixes.

Colorless mutations, have fixed benefits unaffected by Stats, except for Instinct of the Master of Arms.

List of Mutations[edit | edit source]

Brutality Mutations[edit | edit source]

Name Image Description Blueprint Acquisition Method Unlock Cost Notes
Killer Instinct
Killer Instinct.png
Reduces the cooldown of your skills by [0.4 base] seconds for each enemy killed in hand to hand combat. N/A (Always available) N/A Reduces your skill cooldowns when you kill an enemy with a "Melee" weapon. Starts at 0.4 seconds and has a cap of 3 seconds at 25+ Brutality.

Replaces Fireworks Technician as of v1.1.

Combo
Flow Mutation Icon.png
+[160 base] DPS for 8 seconds after killing an enemy. N/A (Always available) N/A Damage is added at most once every 0.33 seconds.
Vengeance
Vengeance Mutation Icon.png
+[90 base] DPS for 8 seconds and -60% damage taken for 3 seconds after taking damage. The Time Keeper (7th kill) 50 cells Damage is added at most once every 0.2 seconds.
Melee
Melee Mutation Icon.png
Melee attacks slow down enemies for 0.2-0.8s [0.2s base, 0.8s max]. They won't be able to infect you with the Malaise for 1s. The Concierge (5th kill) 50 cells The slowdown duration increase starts at 0.2s with a cap of 0.8s at 11+ Brutality.

Before v1.2, this mutation worked differently: it added DPS if you were near two or more enemies.

Open Wounds
Open Wounds Mutation Icon.png
Your close combat attacks inflict bleeding ([18 base] DPS for 1.5 seconds) Lacerator (0.4% chance) 50 cells Close combat attacks are with weapons from the "melee" category. Attacks inflict bleed at most once every 0.4 seconds. Replaces Sadism as of v1.1.
Tainted Flask
Corruption Mutation Icon.png
Using a health potion grants +[300 base] DPS for 12 sec. If the flask is empty it will automatically refill itself after you kill [12 base] "Elite" enemies... Easy. The Time Keeper (6th kill) 50 cells Damage is added at most once every 0.25 seconds.

Amount of Elites needed to kill start at 12 with a cap of 4 at 28+ Brutality.

Before v1.1, this mutation also reduced flask healing to 30% of maximum health, and before v1.2, this mutation did not refill itself after killing certain amount of Elites. Before v1.4, this mutation did not have a cap, but also had base value of 15.

Soldier Resistance
Soldier Endurance.png
Increase your health by 2-25% [2% base, 25% max]. You can only be infected by the Malaise every 1.2 sec. Guardian Knight (1.7% chance) 100 cells The health increase starts at 2% with a cap of 25% at 19+ Brutality.

Before v1.2, this mutation did not increase the cooldown time before you could get infected again.

Berserker
Berserker.png
Killing an enemy with a melee attack reduces the damage you take by 10-60% [10% base, 60% max] for 5 sec. You cannot be infected by the Malaise for 3 sec. Failed Experiment (0.4% chance) 100 cells The damage reduction increase starts at 10% with a cap of 60% at 14+ Brutality.
Adrenalin
Adrenalin.png
Your melee attacks give you back a small amount of HP depending on attack damage for 3 seconds after dodging an attack at the last moment. Rampager (1.7% chance) 100 cells The healing percentage that mutation provides starts at 0.0015% and is capped at 0.015% at 30+ Brutality.
Frenzy
Frenzy.png
Your melee attacks give you back a small amount of HP depending on attack damage as long as you have an active speed buff. Found behind Timed Door (closes after 2 minutes) in transition before Toxic Sewers 50 cells The healing percentage that mutation provides starts at 0.0012% and is capped at 0.008% at 37+ Brutality.

Tactics Mutations[edit | edit source]

Name Image Description Blueprint Acquisition Method Unlock Cost Notes
Hunter's Instinct
Hunter's Instinct.png
Decreases the cooldown of your skills by [0.3 base] seconds for each enemy killed without using close-combat attacks. N/A (Always available) N/A Reduces your skill cooldowns when you kill an enemy with an item from the "Ranged", "Traps & Turrets" or "Miscellaneous Skills/Powers'" categories. The effect starts at 0.3 sec with a cap of 2.5 seconds at 19+ Tactics.

Replaces Efficiency as of v1.1.

Support
Support Mutation Icon.png
+[65 base] DPS while you're nearby a deployed skill. Inquisitor (100% chance) 50 cells "Nearby" is defined as close enough to power a deployed skill (within 9 tiles of the deployable). Proximity is checked every 0.2 seconds, and damage is added at most once every 0.33 seconds.
Parting Gift
Parting Gift Mutation Icon.png
Causes a bomb to appear that inflicts [75 base] damage when you kill an enemy with a non-melee attack. Secret area in the Graveyard 100 cells Bomb takes 0.7 seconds to detonate. It has a 6-tile explosion radius.
Tranquility
Tranquility Mutation Icon.png
+[65 base] DPS for while there are no enemies nearby. The Concierge (6th kill) 50 cells Enemies within 5 tiles count as "nearby" and stop this mutation. Proximity is checked every 0.2 seconds, and damage is added at most once every 0.33 seconds.
Ripper
Ripper Mutation Icon.png
Hand to hand attacks cause 3 arrows stuck in the attacked enemy to fall out, each one dealing [95 base] damage. Secret area in the Promenade of the Condemned 100 cells Stomping on an enemy also triggers this mutation.
Predator
Predator Mutation Icon.png
Killing an enemy with a melee strike makes you invisible for 1-3.5 seconds [1 base, 3.5 max]. Automaton (10% chance) 50 cells Triggers on kills within 0.05s of a melee hit.

Invisibility duration starts at 1 second with a cap of 3.5 seconds at 23+ Tactics.

Initiative
Initiative Mutation Icon.png
Your first melee strike against an enemy inflicts +[100 base] damage. Royal Guard (10% chance) 50 cells
Scheme
Scheme Mutation Icon.png
Your next melee attack after using a skill inflict +[180 base] damage. Sweeper (10% chance) 50 cells Damage buff wears off after 8 seconds of not attacking.
Networking
Networking Mutation Icon.png
Enemies with arrows stuck in them share [20% base, 75% max] of the damage they receive. Purulent Zombie (Graveyard) (10% chance) 50 cells Percentage of damage shared starts at 20% with a cap of 75% at 29+ Tactics.
Crow's Foot
Crow's Foot Mutation Icon.png
Rolling leaves 3 crow's feet behind you (with a maximum of 9), inflicting [50 base] damage and slowing the enemies for 1.5 seconds. Drops from the chest inside Challenge Rift. 50 cells
Strategic Retreat
Strategic Retreat Mutation Icon.png
Dodging an attack at the last moment slows down nearby enemies for [1 base, 3 max] seconds. They can no longer infect you with the Malaise while they are slowed down. Slammer (10% chance) 100 cells This mutation applies slowdown in a 15 tile radius. Whenever an enemy gets slowed down, they cannot inflict Malaise for 3 seconds.

Slowdown from last-moment dodge duration starts at 1 second with a cap of 3 seconds at 25+ Tactics.

Survival Mutations[edit | edit source]

Name Image Description Blueprint Acquisition Method Unlock Cost Notes
Blind Faith
Blind Faith Icon.png
Reduces the cooldown on your skills by [2.5 base] sec with each successful parry. N/A (Always available) N/A Starts at 2.5 seconds with a cap of 5 seconds at 25+ Survival.

Part of the overhaul of cooldown reduction mechanics in v1.1.

Counterattack
Counterattack Mutation Icon.png
Your first attack after a successful parry inflicts +[180 base] damage. Conjunctivius (4th kill) 50 cells Damage only added to the first attack within 8 seconds after a parry. Final added damage is always rounded up.
What Doesn't Kill Me
Absorption Mutation Icon.png
Recover 1-3% HP [1% base, 3% max] after parrying a melee attack. Disgusting Worm (100% chance) 50 cells Healing can only occur once per enemy. Starts at 1% health with a cap of 3% at 24 Survival.

Before v1.1, healed a set number instead of a percentage.

Necromancy
Necromancy Mutation Icon.png
Recover 0.2-1.7% HP [0.2% base, 1.7% max] when an enemy dies. Reduces your infection level when you kill a boss. N/A (Always available) N/A Final healing is always rounded up. Starts at 0.2% health with a cap of 1.7% at 33+ Survival. Reduces your infection by 4 on boss kill (not affected by Dead Inside mutation).

Before v1.1, healed a set number instead of a percentage, and before v1.2, did not heal infection upon boss kill.

Extended Healing
Prolonged Healing Mutation Icon.png
Your health potion heals 85%, its effect is spread over 15 sec and you deal +[160 base] DPS during this time. Killing an Elite will occasionally heal some infection. Secret area in Ossuary 100 cells Damage is added at most once every 0.33 seconds. Elites have a 30% chance of dropping a Small Cough Syrup upon kill, which heals 1 infection upon pickup.

Before v1.2, this mutation did not change how much flask heals you.

Gastronomy
Gastronomy Mutation Icon.png
The efficiency of food is increased by +100%. If you recycle, you receive +[60 base] DPS over 300 sec. Conjunctivius (5th kill) 50 cells Damage is added at most once every 0.33 seconds. Final added DPS is always rounded up.
Spite
Spiteful.png
Successful parries and reflected shots inflict [120 base] damage. Secret area in transition to Toxic Sewers[1]. 100 cells Normal reflected shots deal 80 base damage, so this increases reflect damage by 50%.

Colorless Mutations[edit | edit source]

Name Image Description Blueprint Acquisition Method Unlock Cost Notes
Instinct of the Master of Arms
Master of Arms.png
Reduces the cooldown on your skills by [0.8 base] sec with each critical hit. Lancer (0.4% chance) 100 cells Skill cooldowns are reduced at most once every 0.45 seconds. Starts at 0.8 seconds and increases by 0.04 with each Stat until a cap of 1 sec at 24+ Stats.

Added as part of the overhaul of cooldown reduction mechanics in v1.1.

Ammunition
Ammunition Mutation Icon.png
x2 ammunition on your ranged weapons. N/A (Always available) N/A Does not affect ammo from the Extra Ammo Affix. Some weapons that have limited ammo are not affected by this mutation.
Ygdar Orus Li Ox
Ygdar Orus Li Ox! Mutation Icon.png
Saves you ONE TIME if you die prematurely. Cannot be dropped once picked up. N/A (Always available, but only obtainable after exiting the Prisoners' Quarters and before entering either second stage. It can be re-obtained immediately after resetting mutations.) N/A Upon taking lethal damage which does not trigger sudden death prevention, freezes nearby enemies, returns you to 25% of maximum health, and destroys itself. Once used, you cannot take another mutation in its place, locking this mutation slot for the rest of the run. Does not protect against death by curse. If the heart icon is red, the mutation is active; a rotten heart icon means it was used.
Recovery
Recovery Mutation Icon.png
The time available to recover your health after taking damage is multiplied by 2. Conjunctivius (6th kill) 50 cells Rally health now drains 0.16 seconds (usually 0.08) after taking damage, at a rate of 15% of maximum health per second (usually 30% maximum health/s).
Emergency Triage
Emergency Triage Mutation Icon.png
Flasks only heal 45% of maximum health, but their usage is accelerated by 300% and they fully protect you for 3 seconds after use. The Time Keeper (8th kill) 100 cells Before the Baguette Update, did not reduce the amount flasks healed.
Velocity
Velocity Mutation Icon.png
The speed bonus from killing multiple enemies quickly lasts 3x longer. The Time Keeper (5th kill) 50 cells Base duration of the speed bonus is 10 seconds.
Dead Inside
Dead Inside.png
+50% HP. Food no longer heals you. Your infection counter is increased by +6. N/A (Always available) N/A Increased infection counter makes most of things that reduce infection by percentage heal different amount of infection than before:
  • Flask charges heal 8 infection (was 5);
  • Cough Syrups heal 4 (was 3);
  • Food and Small Cough Syrups still heal 1 infection (was 1).

Before v1.1, increased HP by 30% but allowed food to heal, and before v1.2, did not increase the infection counter.

Alienation
Alienation Mutation Icon.png
Reducing a curse restores 5% HP but increases the number of enemies required to lift the curse by 50%.

Reducing a curse 5 times removes 2 Malaise.

The Concierge (7th kill) 50 cells Each instance of healing occurs over 2 seconds.

Before v1.5, did not grant Malaise reduction for 5 kills while cursed, and before v1.1, did not require more kills to remove a curse and granted 10% HP for each.

Acceptance
Acceptance.png
Removing a curse requires killing 50% fewer enemies. Consuming food curses you. Requires 3+ Boss Cells. First, gather all 3 Gardener's Keys in the Promenade of the Condemned, then go through the Ramparts, the Graveyard, and the Forgotten Sepulcher for the Moonflower Keys. They are hidden in secret areas and locked behind doors which each require Gardener's Keys.

In High Peak Castle, there is a secret area containing the blueprint in exchange for the Moonflower Keys.

200 cells Consuming food gives you 5 curse. Before v1.1, only reduced the amount of kills to remove curses.
Masochist
Tough Nut.png
Traps damage are capped to 10% of your max HP. Increase your movement speed by 20% during 20 sec. Deep pit in the Slumbering Sanctuary, with spikes on the bottom and very thin platform at the middle of the pit. After you fall down, climb up walls until you see a secret passage with blueprint. 100 cells Independent of the usual speed buff. Before v1.1, only reduced damage by 80%.
Disengagement
Disengagement.png
If your health falls under 20% of maximum, you become fully protected for 5 seconds. Can only occur once every 120 seconds. Chamber in the start of the Prisoners' Quarters which can only be accessed with the Homunculus rune. To get that rune, you need to beat the game once. Then, you need to use it to reach the blueprint. (Use button again to bring it back.) 200 cells Triggers with Darkness and Poison damage, but does not protect against them.

Effect scaling of mutations[edit | edit source]

Cooldown reduction mutations[edit | edit source]

In this table, you will find the effect value (in seconds) of the cooldown reduction mutations based on your Stats.

  • Killer Instinct starts at 0.4 second and caps at 3 seconds CDR with 25+ Brutality. The formula is [base value] + [(stats - 1) x 0,11].
  • Hunter's Instinct starts at 0.3 second and caps at 2.5 seconds with 19+ Tactics. The formula is [base value] + [(stats - 1) x 0,12].
  • Blind Faith starts at 2.5 seconds and caps at 5 seconds CDR with 25+ Survival. The formula is [base value] + [(stats - 1) x 0,105].
  • Instinct of the Master of Arms starts at 0.08 second and caps at 1 second CDR with 24 stats of any color. The formula [base value] + [(stats - 1) x 0,04].
Number of stats 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25+
Killer Instinct (Brutality) 0.4s 0.51s 0.62s 0.73s 0.84s 0.95s 1.1s 1.2s 1.3s 1.4s 1.5s 1.6s 1.7s 1.8s 1.9s 2.1s 2.2s 2.3s 2.4s 2.5s 2.6s 2.7s 2.8s 2.9s 3s
Hunter's Instinct (Tactics) 0.3s 0.42s 0.54s 0.66s 0.78s 0.9s 1s 1.1s 1.3s 1.4s 1.5s 1.6s 1.7s 1.9s 2s 2.1s 2.2s 2.3s 2.5s
Blind Faith (Survival) 2.5s 2.6s 2.7s 2.8s 2.9s 3s 3.1s 3.2s 3.3s 3.4s 3.6s 3.7s 3.8s 3.9s 4s 4.1s 4.2s 4.3s 4.4s 4.5s 4.6s 4.7s 4.8s 4.9s 5s
Instinct of the Master of Arms (Colorless) 0.08s 0.12s 0.16s 0.20s 0.24s 0.28s 0.32s 0.36s 0.40s 0.44s 0.48s 0.52s 0.56s 0.60s 0.64s 0.68s 0.72s 0.76s 0.80s 0.84s 0.88s 0.92s 0.96s 1s

Health mutations[edit | edit source]

In this table, you will find the heal value (in % of total HP) of the health mutations based on your Stats.

  • Soldier Endurance increases your health by a % of your total HP, starting at 2% and capping at 25% with 19+ Brutality.
  • Adrenalin heals a % of your total HP based on percentage multiplied by total damage of a single hit after dodging at the last second. Percentage provided by mutation starts at 0.0015% and is capped at 0.015% with 30+ Brutality.
  • Frenzy heals a % of total HP based on percentage multiplied by total damage of a single hit if you are currently under speed buff. Percentage provided by mutation starts at 0.0012% and is capped at 0.008% with 37+ Brutality.
  • What Doesn't Kill Me heals a % of your total HP after a parry, starting at % and capping at 5% with 24+ Survival.
  • Necromancy heals a % of your total HP after killing an enemy, starting at 0.2% and capping at 1.7% with 33+ Survival.

Soldier Endurance's scaling follows the classic formula used for calculation of DPS (see DPS mutations), which is base value × 1.15(Stats-1). On the other hand, Adrenalin, Frenzy, What Doesn't Kill Me and Necromancy scale based on slightly different formulas, which are base value × 1.085(Stats-1), base value × 1.055(Stats-1), base value × 1.05(Stats-1) and base value × 1.07(Stats-1), respectively.

Number of stats 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37+
Soldier Endurance (Brutality) 2% 2.3% 2.6% 3% 3.5% 4% 4.6% 5.3% 6.1% 7% 8.1% 9.3% 11% 12% 14% 16% 19% 22% 25%
Adrenalin (Brutality) 0.0015% 0.0016% 0.0017% 0.0019% 0.002% 0.0022% 0.0024% 0.0026% 0.0028% 0.0031% 0.0033% 0.0036% 0.0039% 0.0043% 0.0047% 0.005% 0.0055% 0.006% 0.0065% 0.007% 0.0076% 0.0083% 0.009% 0.0097% 0.01% 0.011% 0.012% 0.013% 0.014% 0.015%
Frenzy (Brutality) 0.0012% 0.00126% 0.0013% 0.0014% 0.00148% 0.0015% 0.0016% 0.0017% 0.0018% 0.0019% 0.002% 0.0021% 0.0022% 0.0024% 0.0025% 0.0026% 0.0028% 0.0029% 0.0031% 0.0033% 0.0035% 0.0036% 0.0038% 0.0041% 0.0043% 0.0045% 0.0048% 0.005% 0.0053% 0.0056% 0.0059% 0.0063% 0.0066% 0.007% 0.0074% 0.0078% 0.008%
Necromancy (Survival) 0,2% 0.21% 0.22% 0.24% 0.26% 0.28% 0.3% 0.32% 0.34% 0.36% 0.39% 0.42% 0.45% 0.48% 0.51% 0.55% 0.59% 0.63% 0.67% 0.72% 0.77% 0.82% 0.88% 0.94% 1.01% 1.08% 1.16% 1.24% 1.32% 1.42% 1.52% 1.62% 1.7%
What Doesn't Kill Me (Survival) 1% 1.05% 1.1% 1.15% 1,21% 1.27% 1.34% 1.4% 1.47% 1.55% 1.62% 1.71% 1.79% 1.88% 1.97% 2.07% 2.18% 2.29% 2.4% 2.52% 2.65% 2.78% 2.92% 3%

DPS mutations[edit | edit source]

In this table, you will find the added DPS of mutations that add damage in certain conditions. All of these mutations scale with the formula [Base DPS] × 1.15(Stats - 1)

For example, the Vengeance mutation's base DPS bonus is 90 and scales with Brutality. If you have 4 Brutality, the Vengeance mutation will add 90 × 1.15(4-1) = 137 DPS to your attacks.

Number of stats 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 // 35
Brutality mutations
Combo 160 184 212 243 280 322 370 426 489 563 647 744 856 984 1132 1302 1497 1722 1980 2277 2619 3011 3463 3983 4580 // 18529
Tainted Flask 300 345 397 456 525 603 694 798 918 1055 1214 1396 1605 1846 2123 2441 2807 3228 3713 4270 4910 5646 6493 7467 8588 // 34741
Vengeance 90 104 119 137 157 181 208 239 275 317 364 419 482 554 637 732 842 969 1114 1281 1473 1694 1948 2240 2576 // 10422
Open Wounds 18 21 24 27 31 36 42 48 55 63 73 84 96 111 127 146 168 194 223 256 295 339 390 448 515 // 2084
Tactics mutations
Support 65 75 86 99 114 131 150 173 199 229 263 302 348 400 460 529 608 699 804 925 1064 1223 1407 1618 1861 // 7527
Parting Gift 75 86 99 114 131 150 173 199 229 263 303 348 401 461 530 610 701 807 928 1067 1227 1411 1623 1866 2146 // 8685
Tranquility 65 75 86 99 114 131 150 173 199 229 263 302 348 400 460 529 608 699 804 925 1064 1223 1407 1618 1861 // 7527
Ripper 95 109 125 144 166 191 219 252 290 334 384 441 508 584 672 773 888 1022 1175 1352 1554 1788 2056 2364 2719 // 11001
Initiative 100 115 132 152 174 201 231 266 305 351 404 465 535 615 707 813 935 1076 1237 1423 1636 1882 2164 2489 2862 // 11580
Scheme 180 207 238 273 314 362 416 478 550 633 728 837 963 1107 1273 1464 1684 1937 2227 2561 2945 3387 3896 4480 5152 // 20844
Survival mutations
Counterattack 180 207 238 274 315 362 416 479 551 633 728 837 963 1108 1274 1465 1684 1937 2228 2562 2946 3388 3896 4480 5153 // 20845
Spite 120 138 159 183 210 241 278 319 367 422 485 558 642 738 849 976 1123 1291 1485 1708 1964 2259 2597 2987 3435 // 13897
Extended Healing 160 184 212 243 280 322 370 426 489 563 647 744 856 984 1132 1302 1497 1722 1980 2277 2619 3011 3463 3983 4580 // 18529
Gastronomy 60 69 79 91 105 121 139 160 184 211 243 279 321 369 425 488 561 646 743 854 982 1129 1299 1493 1718 // 6948

Other mutations[edit | edit source]

In this table, you will find the scaling of Melee, Berserker, Tainted Flask and Predator.

  • Melee applies a slow-down to enemies, which initially lasts for 0.2 second and caps at 0.8 second with 11+ Brutality.
  • Berserker grants a % of damage reduction following a melee kill, which starts at 10% and caps at 60% with 14+ Brutality.
  • Tainted Flask, on top of its DPS scaling, can grant a flask recharge if the player's potion is empty. This is triggered upon killing a certain number of Elites which decreases proportionally with the number of Brutality stats, starting at 12 Elites and capping at 4 Elites with 28+ Brutality.
  • Predator grants short invisibility after killing an enemy with melee strike. The invisibility duration starts at 1 second and caps at 3.5 seconds with 23+ Tactics.

For Melee and Berserker, the scaling formula is the same as for DPS mutations, that is [Base value] × 1.15(Stats - 1).

For Tainted Flask and Predator, the formula is instead [base value] × 0.96(Stats - 1) and [base value] × 1.06(Stats - 1), respectively.

Number of stats 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
Melee (Brutality) 0.2s 0.23s 0.26s 0.3s 0.35s 0.40s 0.46s 0.53s 0.61s 0.7s 0.8s
Berserker (Brutality) 10% 12% 13% 15% 17% 20% 23% 27% 31% 35% 40% 47% 54% 60%
Tainted Flask (Brutality) 12 Elites 12 12 11 11 10 10 10 9 9 8 8 8 8 7 7 7 6 6 6 6 6 5 5 5 5 5 4
Predator (Tactics) 1s 1.06s 1.12s 1.19s 1.26s 1.33s 1.41s 1.5s 1.59s 1.68s 1.79s 1.89s 2.01s 2.13s 2.26s 2.39s 2.54s 2.69s 2.85s 3.02s 3.2s 3.39s 3.5s

Removed Mutations[edit | edit source]

Removed from the game in v1.1 (December 2018/January 2019).

Name Image Description Scaling Blueprint Acquisition Method Unlock Cost Notes
Fireworks Technician
Artificer.png
-[30% base] cool down delay when using your Grenades. Brutality N/A (always available) N/A Only Skills with the word "Grenade" in their name benefit.
Sadism
Sadism Mutation Icon.png
+[75 base] DPS if a nearby enemy is taking Poison, Bleed or Burn damage. Brutality Spiker (100% chance) 50 Cells Enemies within 8 tiles count as "nearby". Proximity is checked once every o.2 seconds, and damage is added at most once every 0.33 seconds.
Efficiency
Efficiency Mutation Icon.png
-[30% base] cool down delay when using your skills (except for grenades). Tactics N/A (always available) N/A Skills with the word "Grenade" in their name do not benefit from this mutation.

Fireworks Technician/Efficiency's scaling with Brutality/Tactics are given in the following table:

Tactics/Brutality Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20+
Cooldown Reduction 30% 37% 43% 47% 51% 54% 57% 59% 61% 64% 66% 68% 69% 71% 73% 74% 76% 77% 79% 80%

References[edit | edit source]


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