Mutations

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
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 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.

Cooldown reduction mutations
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].

Health mutations
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 1% 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 &times; 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 &times; 1.085(Stats-1), base value &times; 1.055(Stats-1), base value &times; 1.05(Stats-1) and base value &times; 1.07(Stats-1), respectively.

DPS mutations
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] &times; 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 &times; 1.15(4-1) = 137 DPS to your attacks.

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


 * 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.
 * Frostbite makes slow down also deal damage over time, with 32 base DPS.

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

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

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

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