
Hyperinfectious
Boon+30% damage.
- ×2: +45% · ×3: +60%
- Legacy: damage
From the Codex
Mutations that let a virus bind its receptor more tightly make each virion more likely to infect a cell.
Hyperinfectious in the Codex
Mutations
56 strains a generation can be born with: 20 boons (6 of them elite), 13 mixed, 19 curses that pay bigger rewards, and 4 virus jumps. A strain lasts for that generation's run; inheriting it again amplifies it. Values below are at ×1, ×2 and ×3.

+30% damage.
Mutations that let a virus bind its receptor more tightly make each virion more likely to infect a cell.
Hyperinfectious in the Codex
+40% max HP.
Stabilizing mutations in capsid proteins help virions survive heat, drying and stomach acid.
Robust Capsid in the Codex
+20% move speed.
Some viruses shed non-essential genes, letting them copy themselves faster and spread sooner.
Streamlined in the Codex
Fire 25% faster.
Faster polymerases and assembly let some strains release new virions hours earlier.
Rapid Assembly in the Codex
Auto-attacks heal 1.5% of their damage.
Viruses reprogram cell metabolism to siphon off nutrients and building blocks for themselves.
Vampiric Uptake in the CodexHeal 3 HP for every kill.
Infections spread faster in cells rich in the nucleotides and energy a virus needs to copy itself.
Nutrient-Rich Host in the CodexRegenerate 1 HP per second.
Persistent viruses replicate slowly and steadily without killing their host cell.
Steady Replication in the Codex
Block the first hit in every room.
Dense glycan coats on envelope proteins physically shield viruses from antibodies.
Envelope Shield in the Codex
Detection rises 40% slower.
Many viruses spread before symptoms appear, staying under the immune system's radar.
Silent Spread in the Codex
Immune cells see 35% less far.
Antigenic variation changes the parts of a virus antibodies recognize, letting it slip past immunity.
Evasive Proteins in the Codex
Cells that touch you take 15 damage.
Some viral proteins damage the membranes of immune cells that try to grab them.
Barbed Spikes in the Codex
2.5x pickup range and +20% nucleotides.
High-affinity attachment proteins help virions stick to and gather around target cells.
Magnetic Capsid in the Codex
Shots fly 35% faster and pierce +1 cell.
Some viruses spread through the air in tiny aerosols that travel much further than droplets.
Long Reach in the Codex
Ambush hits deal 60% more damage.
Some viruses infect cells silently, then strike all at once.
Ambush Predator in the Codex
+1 projectile on every shot (40% damage).
Gene duplication gives a virus a spare copy of a gene that can take on a new job.
Twin Genome in the Codex
Dying cells burst, dealing 18 damage to their neighbours.
Lytic viruses burst their host cells, releasing virions and inflammatory debris all at once.
Lysis Cascade in the Codex
Start with your ultimate charged; it charges 30% faster.
Some viral genes are ancient, conserved across lineages for millions of years because they work.
Ancient Memory in the Codex
Shift/Latency charges 60% faster and starts ready.
Strong promoters can switch a virus's genes on faster and louder than usual.
Overcharged in the Codex
RNA strands drop 3x as often.
Recombination between strains can create rare, successful new genomes.
Fortunate Strain in the Codex
Cleared rooms leave mutation orbs 2x as often.
Error-prone copying makes RNA viruses mutate fast, exploring new variants constantly.
Mutagenic in the Codex
+60% damage, −40% max HP.
Highly virulent strains often burn out fast, damaging their host before they can spread.
Glass Cannon in the Codex
Fire 40% faster, but clearing rooms doesn't heal.
Some viruses replicate so aggressively they exhaust their host cell's resources.
Berserker Strain in the Codex
+60% max HP, −20% move speed.
Large, sturdy viruses like poxviruses carry many genes but spread more slowly.
Juggernaut in the Codex
You move 25% faster and every cell moves 25% faster.
A fever speeds up both viral replication and the immune response.
Frenzy in the Codex
+2 projectiles, −30% damage, shots 15% slower.
Viruses that release huge numbers of weak virions rely on sheer numbers to succeed.
Shotgun Genome in the Codex
Dying cells burst for 18 damage: it hurts them and you.
Cytokine storms harm the virus and the host at the same time.
Chain Reaction in the Codex
Auto-attacks heal 2% of their damage, but rooms don't heal.
Some viruses grow by consuming host resources, at the cost of host recovery.
Bloodlust in the Codex
+35% damage, detection rises 100% faster.
Highly symptomatic infections spread readily but also trigger strong immune responses.
Loud and Proud in the Codex
Cells see 50% less far, but −30% max HP.
Viruses that hide well often carry fewer genes and are more fragile.
Ghost Strain in the Codex
2 fewer rooms per organ, 30% more cells in each.
In small, dense tissues infections are shorter but more intense.
Cramped Host in the Codex
+100% nucleotides, cells hit 50% harder.
High-risk strategies like extremely fast replication can pay off or backfire.
Gambler's Genome in the Codex
Ultimate charges 100% faster, Shift/Latency 50% slower.
Prioritizing some genes over others lets a virus excel at one task at the expense of another.
Overclocked Ultimate in the Codex
+30% speed and fire 20% faster, −25% max HP.
Small genomes copy faster but offer less protection.
Lean Genome in the Codex
−40% max HP · +60% nucleotides.
Destabilizing mutations make a virion fall apart easily outside the cell.
Fragile Envelope in the Codex
−20% move speed · +40% nucleotides.
Defective polymerases slow a virus's replication, a trick used to make live-attenuated vaccines.
Sluggish in the Codex
Cells have +40% HP · +50% nucleotides, 1.5x RNA.
A host with strong prior immunity (from vaccination or past infection) fights the virus off faster.
Hyperimmune Host in the Codex
+40% more cells per room · +50% nucleotides.
Inflammation recruits waves of immune cells to the site of infection.
Swarming Response in the Codex
Cells move 25% faster · +40% nucleotides.
Activated immune cells move faster, following chemical trails to the infection.
Agile Defenders in the Codex
Cells hit 35% harder · +50% nucleotides.
Affinity maturation sharpens antibodies over an infection so they bind ever more tightly.
Sharpened Antibodies in the Codex
Detection rises 60% faster and starts at 30 · +40% nucleotides.
Some people's innate immunity reacts strongly and early, catching infections fast.
Paranoid Host in the Codex
You can only see a small circle · +50% nucleotides, 2x RNA.
Low-oxygen tissue changes how cells behave and can slow both virus and immune response.
Hypoxic Tissue in the Codex
A Killer T cell is hunting you from the start · +60% nucleotides, 2x RNA.
Memory T cells from a past infection can hunt a returning virus from day one.
Hunted in the Codex
Clearing rooms no longer heals · +40% nucleotides.
Some infections damage tissue faster than the body can repair it.
No Respite in the Codex
Dying cells burst and can hurt you · +40% nucleotides.
Infected cells can die explosively, releasing debris that harms nearby tissue.
Volatile Hosts in the Codex
Wounded cells slowly regenerate · +40% nucleotides.
Inflammation speeds tissue repair, helping the host recover from damage.
Inflamed in the CodexEnemy shots fly 40% faster · +35% nucleotides.
Late in an infection, antibodies are produced in huge numbers and act fast.
High-Affinity Antibodies in the Codex
2.6x as many pits · +40% nucleotides.
Severe infections can destroy tissue, leaving damaged, unstable areas.
Unstable Tissue in the Codex
Every cell is already alert · +50% nucleotides.
Interferons put nearby cells on high alert before the virus even reaches them.
Vigilant Cells in the Codex
+3 rooms in every organ · +30% nucleotides.
Some infections spread further through the body before they peak.
Long Infection in the Codex
Bosses have +60% HP · +40% nucleotides, 2x RNA.
Some immune cells grow larger and more active when strongly stimulated.
Titan Guardians in the Codex
Dash takes 2x as long to recharge · +35% nucleotides.
Stiffer viral membranes can make entering cells slower.
Stiff Envelope in the Codex
−25% damage · +50% nucleotides.
Defective genomes can interfere with a virus's own replication.
Weak Replication in the Codex
Becomes Influenza A. +10% damage.
A change in the virus's genome passed down to its offspring.
Segment Reassortment in the Codex
Becomes Retrovirus. +12% max HP.
A change in the virus's genome passed down to its offspring.
Reverse Transcriptase Capture in the Codex
Becomes Halovirus. +8% move speed.
A change in the virus's genome passed down to its offspring.
Spike Recombination in the Codex
Becomes Filovirus. +15% max HP.
A change in the virus's genome passed down to its offspring.
Filovirus Spillover in the Codex