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 (unless in custom mode, where many more can be picked). 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 do this starts at 1,000 and doubles with each reset, until the cost reaches 8,000 gold, at which point it will stop increasing.

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.

As of v1.9, skills can no longer be used to activate mutations that lower their cooldowns when killing enemies, such as 'Hunter's Instinct', but will still activate ones like 'Heart of Ice' or 'Instinct of the Master of Arms', as they are not activated when killing enemies.

List of Mutations[edit | edit source]

Brutality Mutations[edit | edit source]

Icon Name Description Location Cell cost Cell Currency Icon.png Notes
Killer Instinct Mutation Icon.png
Killer Instinct Reduces the cooldown of your skills by [0.4 base, 3 max] sec for each enemy killed in hand to hand combat. N/A (Always available) N/A Only activated when an enemy dies to a melee attack. Caps out at 25+ Brutality.
Combo Mutation Icon.png
Combo +[15% base] damage for 8 seconds after killing an enemy. N/A (Always available) N/A This mutation is not restricted to melee weapons.
Vengeance Mutation Icon.png
Vengeance +[15% base] damage dealt for 8 seconds and -60% damage taken for 3 seconds after taking damage. N/A (Always available) N/A Damage is added at most once every 0.2 seconds.
Melee Mutation Icon.png
Melee Melee attacks slow down enemies for [0.26s base, 0.8s max]. The Concierge (5th kill) 50 The slow down 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.

Before v2.1, this mutation would also grant 1 second of Malaise protection against the enemy that would be slowed down.

Open Wounds Mutation Icon.png
Open Wounds Your close combat attacks inflict bleeding ([18 base] DPS for 1.5 seconds) Lacerator (0.4%) 50 Close combat attacks are with weapons from the "melee" category. Replaced Sadism in v1.1.
Tainted Flask Mutation Icon.png
Tainted Flask Using a health flask adds +[20% base] damage to your attacks for 12 sec. If your flask is empty it will refill after killing [12 base, 4 max] "Elite" enemies. The Time Keeper (6th kill) 50 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.

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.

Adrenalin Mutation Icon.png
Adrenalin 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%) 100 The healing percentage that mutation provides starts at 0.0015% per attack damage point and is capped at 0.015% at 30+ Brutality.
Frenzy Mutation Icon.png
Frenzy 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 The healing percentage that the mutation provides starts at 0.0012% per attack damage point and is capped at 0.008% at 37+ Brutality.
Scheme Mutation Icon.png
Scheme Your next melee attack after using a skill inflict +[180 base] damage. Sweeper (10%) 50 Damage buff wears off after 8 seconds of not attacking.

Before v2.1, this mutation scaled with Tactics.

Initiative Mutation Icon.png
Initiative Your first melee strike against an enemy inflicts +[100 base] damage. Royal Guard (10%) 50 Every initial hit from a melee weapon against each enemy will receive this damage boost.

Before v2.1, this mutation scaled with Tactics.

Predator Mutation Icon.png
Predator Killing an enemy with a melee strike makes you invisible for [1 base, 3.5 max] seconds. Automaton (10%) 50 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+ Survival.

Before v2.1, this mutation scaled with Tactics.

Porcupack Mutation Icon.png
Porcupack Rolling through enemies attacks them with the melee weapon in backpack for [50% base] of the usual damages. Rancid Rat (0.4%) 80 Increases by 1% with each Stat. Scaling has no cap. Has a cooldown of 3 seconds after using.

Tactics Mutations[edit | edit source]

Icon Name Description Location Cell cost Cell Currency Icon.png Notes
Hunter's Instinct Mutation Icon.png
Hunter's Instinct Decreases skill cooldowns by [0.3 base] sec for each enemy killed without using melee attacks. N/A (Always available) N/A Reduces your skill cooldowns when you kill an enemy with a weapon from the "Ranged" category. The effect starts at 0.3 sec with a cap of 2.5 seconds at 19+ Tactics.

Replaces Efficiency as of v1.1.

Support Mutation Icon.png
Support +[10% base] damage if you're close to a deployed skill. N/A (Always available) N/A "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 Mutation Icon.png
Parting Gift Causes a bomb ([75 base] damage) to appear when you kill an enemy with a non-melee attack. Secret area in Graveyard 100 Bomb takes 0.7 seconds to detonate. It has a 6-tile explosion radius.
Tranquility Mutation Icon.png
Tranquility +[25% base] damage if there are no enemies near you. N/A (Always available) N/A 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 Mutation Icon.png
Ripper Hand to hand attacks cause 3 arrows stuck in the attacked enemy to fall out, each one dealing [95 base] damage. Secret area in Promenade of the Condemned 100 Stomping on an enemy also triggers this mutation.
Ranger's Gear Mutation Icon.png
Ranger's Gear Your next ranged attack after using a skill inflicts [180 base] damage. Dancer (10%) 50 Damage buff wears off after 8 seconds of not attacking.
Networking Mutation Icon.png
Networking Enemies with arrows stuck in them share [20% base, 75% max] of the damage they receive. Purulent Zombie (Graveyard) (10%) 50 Percentage of damage shared starts at 20% with a cap of 75% at 29+ Tactics.
Crow's Foot Mutation Icon.png
Crow's Foot 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 of a Challenge Rift 50 Each crow's foot will reset the duration of the slowing inflicted on the enemy.
Tactical Retreat Mutation Icon.png
Tactical Retreat Dodging an attack at the last moment slows down nearby enemies for [1 base, 3 max] seconds. Slammer (10%) 100 This mutation applies slow down in a 15 tile radius.

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

Before v2.1, this mutation would also grant 3 seconds of Malaise protection agains every enemy that had been slowed down.

Acrobatipack Mutation Icon.png
Acrobatipack Attacking after rolling with a ranged weapon in your backpack fires a projectile of said weapon, dealing [25% base] of the usual damages. Demolisher (10%) 120 Increases by 1% with each Stat. Scaling has no cap. Has a cooldown of 3 seconds after using, and projectiles created by it stay around for 60 seconds.

Survival Mutations[edit | edit source]

Icon Name Description Location Cell cost Cell Currency Icon.png Notes
Soldier Resistance Mutation Icon.png
Soldier Resistance Increase your health by [2% base, 25% max]. Guardian Knight (1.7%) 100 The health increase starts at 2% with a cap of 25% at 19+ Survival.

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

Before v2.1, this mutation scaled with Brutality and would grant Malaise protection every 1.2 seconds.

Berserker Mutation Icon.png
Berserker Killing an enemy with a melee attack reduces the damage you take by [10% base, 60% max] for 5 sec. Failed Experiment (0.4%) 100 The damage reduction increase starts at 10% with a cap of 60% at 14+ Survival.

Before v2.1, this mutation scaled with Brutality and would grant 3 seconds of Malaise protection for every time an enemy was killed.

Blind Faith Mutation Icon.png
Blind Faith Reduces the cooldown on your skills by [2.5 base, 5 max] 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 Mutation Icon.png
Counterattack The attack following a successful parry inflicts +[180 base] damage. N/A (Always available) N/A 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 Mutation Icon.png
What Doesn't Kill Me Recover [1% base, 3% max] HP after parrying a melee attack. Disgusting Worm (100%) 50 Healing can only occur once every so often per enemy. Starts at 1% health with a cap of 3% at 24 Survival. Cooldown is 1 minute per enemy, this does not scale with stats.

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

Necromancy Mutation Icon.png
Necromancy Recover [0.2% base, 1.7% max] HP when an enemy dies, up to 50% HP. 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). Does not work on summoned enemies.

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

Before v1.2, did not heal infection upon boss kill.

With v1.9, it can no longer heal above 50% of the player's max HP.

Extended Healing Mutation Icon.png
Extended Healing Your health flask heals 85%, its effect is spread over 15 seconds and you deal + [25% base] damage during this time. Secret area in Ossuary 100 Using it with Emergency Triage will make the effects merge: 65% healing spread over 15 seconds, scaling damage boost from Extended, elites have a chance to heal some malaise, use speed is 300% faster and it protects you for 3 seconds.

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

Before v2.1, Elites had a 30% chance of dropping a Small Cough Syrup upon being killed, which healed 1 infection upon pickup.

Gastronomy Mutation Icon.png
Gastronomy The effect of food increases by +100%. If you recycle food you deal +[10% base] damage for 300 seconds. Conjunctivius (4th kill) 50 The food-recycling damage buff stacks if multiple food items are recycled.

Damage is added at most once every 0.33 seconds. Final added DPS is always rounded up.

Does not increase the amount of Malaise removed.

Spite Mutation Icon.png
Spite Successful parries and reflected shots inflict [120 base] damage. Secret area in transition to Toxic Sewers[1] 100 Normal reflected shots deal 80 base damage, so this increases reflect damage by 50%.
Frostbite Mutation Icon.png
Frostbite Enemies suffer [40 base] DPS while they are slowed down. Buzzcutter (10%) 100 Synergizes with Melee mutation.
Heart of Ice Mutation Icon.png
Heart of Ice Attacking a frozen, stunned or rooted enemy at close range reduces skill cooldowns by [1 base, 3 max] sec. Works with both melee and ranged weapons. Pirate Captain (10%) 50 Starts at 1 second with a cap of 3 seconds at 21+ Survival. Synergizes with the Melee mutation.

Only works on melee attacks.

Kill Rhythm Mutation Icon.png
Kill Rhythm Alternate weapons to increase your attack speed by [15% base] in 2 seconds. Oven Knight (0.4%) 150 Increases by 1% with each Stat. Scaling has no cap. The mutation's duration and attack speed do not stack when switching weapon back and forth.
Armadillopack Mutation Icon.png
Armadillopack Rolling also parries attack and projectiles with the shield in your backpack, for [10% base] of the usual damages. Thorny (1.7%) 100 Increases by 1.5% with each Stat. Scaling has no cap. Has a range of 3 tiles directly in front of the player, and a cooldown of 3 seconds after using.

Colorless Mutations[edit | edit source]

Icon Name Description Location Cell cost Cell Currency Icon.png Notes
Instinct of the Master of Arms Mutation Icon.png
Instinct of the Master of Arms Reduces the cooldown on your skills by [0.08 base] sec with each critical hit. N/A (Always available) N/A Skill cooldowns are reduced at most once every 0.45 seconds. Starts at 0.08 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.

Ammo Mutation Icon.png
Ammo Ammo for your weapons x 2. The Concierge (6th kill) 50 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 Mutation Double Icon.png
Ygdar Orus

Li Ox

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, cleanses accumulated malaise 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 Mutation Icon.png
Recovery Time available to recover your health after a hit is multiplied by 2. Conjunctivius (5th kill) 50 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 Mutation Icon.png
Emergency Triage Health potions only restore 45% HP but their use speed is increased by 300% and it completely protects you for 3 sec. The Time Keeper (8th kill) 100 Before the Baguette Update, did not reduce the amount flasks healed.

Using it with Extended Healing will make the effects merge: 65% healing spread over 15 seconds, scaling damage boost from Extended, elites have a chance to heal some malaise, use speed is 300% faster and it protects you for 3 seconds.

Velocity Mutation Icon.png
Velocity Running speed duration bonus (for kill combo) multiplied by 3. The Time Keeper (5th kill) 50 Base duration of the speed bonus is 10 seconds.
Dead Inside Mutation Icon.png
Dead Inside HP is increased by 50%, but the efficiency of all sources of healing (food, mutations or health potions) is cut in half. Lancer (1.7%) 100 Before v1.1, it increased HP by 30% but allowed food to heal.

Before v1.2, it did not increase the infection counter.

Before v1.9, this mutation was unlocked from the beginning of the game. Any save file that was started before this version will have the mutation already and thus will not require getting its blueprint from Lancers on 4+ BSC.

Before v2.1, this mutation increased the Malaise bar by 6 points and prevented all food from healing HP.

Alienation Mutation Icon.png
Alienation Reducing a curse restores 5% HP but increases the number of enemies required to lift the curse by 50%. The Concierge (7th kill) 50 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 enemy defeated.

If combined with Acceptance, the latter scales on the modified curse value, rounded up.

Before v2.1, this mutation would decrease the Malaise every time a curse was reduced 5 times.

Acceptance Mutation Icon.png
Acceptance Removing a curse requires killing 50% less enemies. Consuming food curses you. Requires 3+ BSC. First, gather all 3 Gardener's Keys in 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 Consuming food gives you 5 curse. Before v1.1, only reduced the amount of kills to remove curses.

If combined with Alienation, the latter scales on the modified curse value, rounded up.

Masochist Mutation Icon.png
Masochist Trap damage is capped at 10% of your max HP. When hit by a trap your movement speed increases by 20% for 20 sec. Deep pit in 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 Independent of the usual speed buff. Before v1.1, only reduced damage by 80%.
Disengagement Mutation Icon.png
Disengagement If your HP falls below 20%, a force field protects you for 5 sec. Can only be used every 120 sec. Chamber in the start of Prisoners' Quarters which can only be accessed with the Homunculus Rune. 200 Triggers with Darkness and Poison damage, but does not protect against them.

Does not seem to prevent death in cases where a single hit does enough damage to directly take the player all the way below 0% HP in one fell swoop; for example, if the player is at 25% HP and then takes a massive individual hit for ~30% damage.[a]

Will actually heal the player up to 20% if the player is below 20% HP, has allowed the cooldown time to pass, and then takes damage with the mutation active once again.[b]

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].
  • Heart of Ice starts at 1 second and caps at 3 seconds CDR with 21+ 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
Heart of Ice (Survival) 1s 1.105s 1.21s 1.315s 1.42s 1.525s 1.63s 1.735s 1.84s 1.945s 2.05 2.155s 2.26s 2.365s 2.47s 2.575s 2.68s 2.785s 2.89s 2.995s 3s
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's Resistance increases your health by a % of your total HP, starting at 2% and capping at 25% with 19+ Survival.
  • Adrenalin heals a % of your total HP based on percentage multiplied by base 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 the base 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 percentage of your total HP after a parry, starting at 1% and capping at 3% 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 Resistance'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+
Adrenalin (Brutality) 0.0015% per damage point 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% per damage point 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%
Soldier's Resistance (Survival) 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%
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%

Damage mutations[edit | edit source]

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

For example, the Open Wounds mutation's base DPS is 18 and scales with Brutality. If you have 4 Brutality, the Open Wounds mutation will deal 18 × 1.15(4-1) = 27 DPS with each bleed effect it inflicts.

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 15% 16% 17% 18% 19% 20% 21% 22% 23% 24% 25% 26% 27% 28% 29% 30% 31% 32% 33% 34% 35% 36% 37% 38% 39% // 49%
Tainted Flask 20% 23% 25% 28% 31% 33% 35% 38% 40% 43% 45% 48% 50% 53% 56% 58% 61% 63% 65% 68% 70% 73% 75% 78% 80% // 105%
Vengeance 15% 16% 17% 18% 19% 20% 21% 22% 23% 24% 25% 26% 27% 28% 29% 30% 31% 32% 33% 34% 35% 36% 37% 38% 39% // 49%
Open Wounds 18 DPS 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
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
Tactics mutations
Support 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% // 44%
Tranquility 25% 26% 27% 28% 29% 30% 31% 32% 33% 34% 35% 36% 37% 38% 39% 40% 41% 42% 43% 44% 45% 46% 47% 48% 49% // 59%
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
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
Networking 20% 21% 22% 23% 24% 26% 27% 28% 30% 31% 32% 34% 36% 38% 40% 42% 44% 46% 48% 51% 53% 56% 59% 61% 65% // 75%
Ranger's Gear 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
Extended Healing 25% 26% 27% 28% 29% 30% 31% 32% 33% 34% 35% 36% 37% 38% 39% 40% 41% 43% 43% 44% 45% 46% 47% 48% 49% // 59%
Gastronomy 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% // 44%
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
Frostbite 40 DPS 46 53 61 70 80 93 106 122 141 162 186 214 246 283 325 374 430 495 569 655 753 866 996 1145 // 5237

Other mutations[edit | edit source]

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

  • 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+ Survival.
  • 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 a melee strike. The invisibility duration starts at 1 second and caps at 3.5 seconds with 23+ Brutality.
  • Tactical Retreat slows down enemies within a 15 tile radius of the player upon dodging an attack at the last moment. The slowdown initially lasts for 1 second and caps at 3 seconds with 25+ Tactics.

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

For Tainted Flask, Predator, and Tactical Retreat, the formula is instead [base value] × 0.96(Stats - 1), [base value] × 1.06(Stats - 1), and [base value] × 1.048(Stats-1) (rounded), 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 // 35
Melee (Brutality) 0.2s 0.23s 0.26s 0.3s 0.35s 0.40s 0.46s 0.53s 0.61s 0.7s 0.8s //
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 (Brutality) 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 //
Berserker (Survival) 10% 12% 13% 15% 17% 20% 23% 27% 31% 35% 40% 47% 54% 60% //
Tactical Retreat (Tactics) 1s 1s 1.1s 1.2s 1.2s 1.3s 1.3s 1.4s 1.5s 1.5s 1.6s 1.7s 1.8s 1.8s 1.9s 2s 2.1s 2.2s 2.3s 2.4s 2.6s 2.7s 2.8s 2.9s 3s //

Removed Mutations[edit | edit source]

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

Icon Name Description Location Cell cost Cell Currency Icon.png Notes
Sadism Mutation Icon.png
Sadism +[75 base] DPS if a nearby enemy is taking poison, bleed or burn damage. Impaler (100%) 50 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.
Artificer.png
Fireworks Technician -[30% base] cool down delay when using your Grenades. N/A (always available) N/A Only Grenades benefit from this mutation.
Efficiency Mutation Icon.png
Efficiency -[30% base] cool down delay when using your skills (except for grenades). N/A (always available) N/A Only Powers and Deployables 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%

Notes[edit | edit source]

  1. This is based on in-game experience, and might only apply to cases in which the player is already below 20% HP when the damage is taken (see the other note for more information about Disengagement's quirky behavior at <20% health). Further testing is needed to confirm whether this can happen at any HP level, or only at low HP levels.
  2. Disengagement seems to be coded so that when it activates, aside from creating the force field effect, it sets the player's HP to exactly 20% (rather than strictly preventing it from dropping below 20%, as one might intuitively expect). So, when starting above 20% HP and taking damage, this logic effectively "prevents" the damage from dropping the player any further below 20% than it otherwise would; but when starting below 20% HP and taking damage, its result is instead to boost the player back up to the 20% level. This is very likely an unintentional effect.

References[edit | edit source]

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