Mutator System
What Is It?
At the start of every run, the system draws a handful of mutators from a pool of 28 and applies them immediately for the entire run. How many is fixed, set by mutatorCount in the config — 3 by default (adjustable 1-10); what gets drawn is the random part. Mutators can buff enemies, buff the player, or change environment rules.
Zombie Mode is excluded: it has its own independent in-run buff system and does not use this mechanic.
Applicable Modes
| Mode | Rolls mutators? |
|---|---|
| Standard BossRush | ✅ |
| Infinite Hell | ✅ |
| From Scratch (Mode D) | ✅ |
| Faction War (Mode E) | ✅ |
| Blood Hunt (Mode F) | ✅ |
| Fate Echo (Mode G) | ❌ (the nine-wave counter schedule is fixed) |
| Black Market Duck Cup (Mode H) | ❌ (what the odds sheet says is what you get) |
| Zombie Mode | ❌ (separate system) |
How to See Active Mutators
- An ACTIVE MUTATORS list appears on the left edge after the run starts and shows the total count
- Every row is labeled Enemy / Boon / Rule, with category colors for quick scanning
- Hover a row to open the full descriptions on the right; the row you are reading is highlighted
- The detail panel scrolls when the list is long, and remains open while moving the pointer from the compact list into the details
Configuration
- Toggle:
enableMutators(default:true) - Count:
mutatorCount, range 1–10, default 3 per run - Adjustable via ModConfig UI or config file
Mutator Pool (28 Total)
⚔ Enemy Buffs (9)
| Mutator | Effect |
|---|---|
| Swift Storm | All enemies movement speed +30% |
| Iron Fortress | All enemies max HP +50% (existing enemies gain HP immediately) |
| Bullet Rain | All enemies fire rate +25% |
| Giants | All enemies size ×1.4, HP +40% |
| Ratswarm | All enemies size ×0.6, speed +45% (smaller and faster) |
| Bloodhounds | All enemies have infinite aggro range — permanently lock onto you |
| Vicious | All enemies deal +30% gun and melee damage |
| Enemy Marksman | All enemies gun scatter −25% (shots are tighter) |
| Frenzy | All enemies movement speed and fire rate +20% |
★ Player Boons (11)
| Mutator | Effect |
|---|---|
| Fleet Footed | Player walk/run speed +35% |
| Sharpshooter | Player gun crit rate +30% |
| Trigger Discipline | Player fire rate +25% |
| Steady Aim | Player gun scatter −30% |
| Fast Hands | Player reload speed +40% |
| Lethal Strike | Player gun crit damage +50% |
| Long Shot | Player gun range +30% |
| Melee Master | Player melee damage +40% |
| Tank | Player max HP +30% |
| Field Medic | Player healing effectiveness +50% |
| Lucky Star | Player gun and melee crit rate +20% |
☠ Environment Rules (8)
| Mutator | Effect | Note |
|---|---|---|
| Hemorrhage | Bleed damage speed ×1.5 | Blood Hunt (Mode F) only |
| Festering Wounds | All healing effectiveness −40% | |
| Undying | Bosses regenerate 5% HP every 10 seconds | |
| Glass Cannon | Player damage +50%, but armor is zeroed | Applies to gun and melee |
| Blitz | Player move speed +40%, but max HP −20% | Current HP is clamped to the new cap |
| Lifesteal | Killing an enemy restores 8% max HP | |
| Blood Pact | Direct player kills restore 16% max HP, but healing −30% | Direct player kill credit only |
| Volatile Remains | Enemies explode on death (3m radius, 40 fire damage) | Can injure you — watch spacing |
FAQ
Q: Are player boon mutators equally likely?
All 28 entries are in the same pool with equal weight. You might roll both "Giants" and "Glass Cannon" in the same run.
Q: Can I reroll or choose mutators?
No. The draw is random and non-configurable mid-run.
Q: Do mutators carry over between runs?
No. All mutators are cleanly removed on any run-end (clear, death, or manual exit).
Q: Does Volatile Remains chain-explode?
No. Only the kill you land yourself sets off an explosion; kills caused by that explosion do not set off more. There is no infinite chain.