Wiki Gear & Store Combining Fuse two pieces of the same slot and tier into one piece of the next tier up. You choose exactly what the new piece keeps. Combining can make a tier one above anything that drops yet, so it's the only way to get gear ahead of your furthest organ. The Viral Genome can't be combined.
On this page 6 Combine Choosing what passes on Sets and named pieces Mutations when combining Combining costs When each tier can be combined Two pieces of the same slot (Capsid with Capsid, and so on) and the same tier become one piece of the next tier.
Equipped pieces can be partners; if either was worn, the result is worn The result's item level is the average of the two, rounded The result keeps the higher enhancement level of the two, with its +3/+5 bonus rolls, at the new tier's strength The combine window shows the enhancement it keeps, and what enhancing that piece cost carries over, so dismantling the result still refunds half of it Costs nucleotides; Prismatic is the top tier and can't be combined From the Codex Equipment for 6 slots: capsid, envelope, matrix, tail fibers, spike and the Viral Genome.
Fun fact: Combining is the only way to get gear a tier above what drops in your furthest organ.
Gear in the Codex The combine sheet lists every stat, ability bonus and unique the two pieces could pass on, already scaled to the new tier. You tick the ones to keep.
Stats both pieces share are merged and their values add together (marked 'merged') Stats only one piece has are scaled up to the new tier's strength Keep up to the new tier's limits (for a Rare: 3 stats, 1 ability bonus) Nothing is rolled: slots you leave empty stay empty, and unticked rolls are lostUnique abilities only come from the parents Merged stats come pre-ticked, then the strongest of the rest If one piece belongs to a set, the result keeps it. If the two belong to different sets, you pick one, or no set.
A boss piece keeps its name and boss when its set carries over Otherwise the result gets a fresh name from the gear name pools You can carry one mutation from either parent onto the result, and every combine can roll a new one.
18% chance of a new mutation, or 9% if you carry one over Only one existing mutation can carry over A mutated result announces 'It mutated!' From the Codex A change in a genome's sequence. Most are harmless or harmful, and a few help the organism survive.
Fun fact: Flu's RNA polymerase doesn't proofread, so it makes errors constantly.
Mutation in the Codex Costs at item level 1, rising 3% per average item level above 1 (rounded down). Each step up the tiers costs about 3 to 3.6 times the one before.
Common → Uncommon: 400 A, 400 T, 264 C, 132 GUncommon → Rare: 1,430 A, 1,430 T, 944 C, 472 GRare → Epic: 4,732 A, 4,732 T, 3,123 C, 1,562 GEpic → Legendary: 14,281 A, 14,281 T, 9,425 C, 4,713 GLegendary → Mythic: 42,842 A, 42,842 T, 28,275 C, 14,138 GMythic → Prismatic: 129,953 A, 129,953 T, 85,769 C, 42,884 GFrom the Codex The building block of DNA and RNA: a sugar, a phosphate and a base (A, T, C, G in DNA; A, U, C, G in RNA).
Fun fact: Influenza stores its genes as RNA, so it uses U in place of T.
Nucleotide in the Codex Combining to a tier opens at the organ where the tier below it starts dropping.
→ Uncommon: from organ 1 (Nasal Passage) → Rare: organ 2 (Lungs) → Epic: organ 3 (Bloodstream) → Legendary: organ 5 (Gut) → Mythic: organ 6 (Liver) → Prismatic: organ 7 (Bone Marrow) Locked combines say 'Unlocks at organ N'