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Run modifiers

Run Modifiers

Open at level 8. Craft one-run modifiers with nucleotides and materials, then load up to 3 (one of each) before a run. Each run in any Game Mode uses up one of each loaded modifier, which stays loaded while you have more. Every modifier has an upside and a drawback.

The Modifiers screen, with three empty slots for the next run
The Modifiers screen, with three empty slots for the next run
On this page32
  1. How modifiers work
  2. Modifiers found in runs
  3. Cytokine Decoy
  4. Immune Exhaustion
  5. Capsid Reserve
  6. Primed Polymerase
  7. Nutrient Cache
  8. Inflammatory Bait
  9. Tropism Map
  10. Replication Burst
  11. Viral Snowball
  12. Adrenal Hijack
  13. Hit and Run
  14. Jackpot Genome
  15. Bloodthirst
  16. Mutagen Surge
  17. CRISPR Kit
  18. Cas9 Overdrive
  19. Oncolytic Strain
  20. Carcinogen Exposure
  21. Elemental Flux
  22. Overcharged Capsid
  23. Anti-inflammatory
  24. Antigenic Drift
  25. Perforin Block
  26. Rival Pheromone
  27. Mucin Coat
  28. Scavenger Enzyme
  29. Hot Zone
  30. Immunosuppressant
  31. Latent Reservoir
  32. Slick Envelope

Crafted modifiers go into your stock; load up to 3 different ones for the next run.

  • 5 groups: Combat, Survival, Immune System, Loot & mutations, Power-ups & tumors
  • 8 modifiers add a mechanic of their own instead of only bigger numbers
  • A modifier tied to a mechanic stays locked until that mechanic has been introduced in a run
From the Codex

Consumables crafted between runs that change the next run.

Fun fact: A loaded modifier stays loaded until you run out of it.

Run Modifiers in the Codex

Modifiers also drop during runs and go straight into your stock.

  • 3% chance per cleared fight room
  • 30% chance per boss
  • Rare-or-better elite cells: 2% per tier above Uncommon (up to 10% for Prismatic)
From the Codex

Consumables crafted between runs that change the next run.

Fun fact: A loaded modifier stays loaded until you run out of it.

Run Modifiers in the Codex

Cytokine Decoy

Immune System

Detection rises 40% slower, but you get 10% fewer nucleotides.

  • Cost: 25 C, 10 G, 6 Shards
From the Codex

Small signalling proteins immune cells release to call for help, coordinate an attack and trigger inflammation.

Fun fact: When the release spirals out of control it's called a cytokine storm, and it can harm the body more than the virus.

Cytokines in the Codex

Immune Exhaustion

Immune System

Immune cells have 20% less HP, but cells move 10% faster.

  • Cost: 20 A, 20 T, 8 Shards, 1 Chaperone
From the Codex

A "killer" T cell that hunts down infected cells and destroys them by punching holes with perforin and injecting granzymes.

Fun fact: Each killer T cell is trained to recognise one specific antigen, then multiplies into an army once it finds a match.

Cytotoxic T Cell in the Codex

+50% max HP, but 10% less move speed.

  • Cost: 35 A, 10 C, 6 Shards
From the Codex

The protein shell that encloses a virus's genome, built from repeating subunits called capsomeres. Most are icosahedral (20 triangular faces) or helical.

Fun fact: Capsids self-assemble: the proteins snap together on their own, like a puzzle that builds itself.

Capsid in the Codex

Start with your signature ability and ultimate charged, and the ultimate charges 30% faster; the dash recharges 20% slower.

  • Cost: 20 T, 12 G, 2 Chaperones
From the Codex

Your three special buttons on the right.

Fun fact: Save the ultimate for bosses and big waves.

Signature, Ultimate & Skill in the Codex

Nutrient Cache

Loot & mutations

+60% nucleotides, but cells hit 15% harder.

  • Cost: 15 A, 15 T, 15 C, 10 Shards
From 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

Inflammatory Bait

Loot & mutations

Elite cells are 2.5× as common and each elite kill heals 8 HP; cells have 10% more HP.

  • Cost: 20 G, 2 Chaperones, 1 Ribozyme
  • Needs Elite Cells & Affixes (level 4)
From the Codex

Immune cells exist in resting and activated states. Activated cells are bigger, multiply, produce more weapons and live longer; trained memory cells respond faster on a second encounter.

Fun fact: An activated T cell can divide every 4 to 6 hours, turning one cell into thousands within days.

Immune Cell Activation in the Codex

Tropism Map

Loot & mutations

Every organ's full map is revealed and mutation orbs appear 50% more often; Detection rises 20% faster.

  • Cost: 20 C, 10 T, 5 Shards
From the Codex

Each organ is a map of connected rooms, different every run.

Fun fact: Bigger rooms hold more cells, spread around the whole room, and always fight in several waves.

Rooms & Waves in the Codex

Viral Snowball

Combat · Mechanic

Every room cleared without getting hit adds +5% damage for the run (up to +50%); every hit taken loses a stack.

  • Cost: 30 A, 20 G, 3 Chaperones, 1 Ribozyme
From the Codex

Consumables crafted between runs that change the next run.

Fun fact: A loaded modifier stays loaded until you run out of it.

Run Modifiers in the Codex

Adrenal Hijack

Combat · Mechanic

Below 35% HP you deal +50% damage and move 25% faster; clearing rooms heals half as much.

  • Cost: 25 T, 20 C, 10 Shards, 2 Chaperones
From the Codex

Consumables crafted between runs that change the next run.

Fun fact: A loaded modifier stays loaded until you run out of it.

Run Modifiers in the Codex

Hit and Run

Combat · Mechanic

For 1.2s after every dash your shots deal double damage; you fire 10% slower.

  • Cost: 25 A, 25 T, 12 Shards, 1 Chaperone
From the Codex

A quick burst of movement.

Fun fact: Dash through attacks rather than away from them. Watch out for thymocytes, which copy your dash.

Dash in the Codex

Jackpot Genome

Loot & mutations · Mechanic

1 in 5 nucleotide drops is a jackpot worth 4×, but elite cells are twice as common.

  • Cost: 30 C, 10 G, 2 Chaperones, 1 Ribozyme
From 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

Bloodthirst

Survival · Mechanic

Every kill heals 3 HP, but you lose 1 HP per second while cells are hunting you (never below 1).

  • Cost: 40 A, 10 Shards, 2 Chaperones
From the Codex

Some viruses grow by consuming host resources, at the cost of host recovery.

Bloodlust in the Codex

Mutagen Surge

Loot & mutations

Mutation orbs roll much rarer traits; cells have 15% more HP.

  • Cost: 25 G, 3 Chaperones, 2 Ribozymes
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

CRISPR Kit

Power-ups & tumors · Mechanic

Every organ starts with a CRISPR power-up beside you, and they appear 50% more often; CRISPR lasts 3s shorter.

  • Cost: 30 A, 20 G, 3 Chaperones, 1 Ribozyme
  • Needs Power-ups (level 2)
From the Codex

A bacterial immune system that remembers viruses and cuts their DNA with the Cas9 enzyme; scientists adapted it into a precise gene-editing tool.

Fun fact: Its discoverers, Jennifer Doudna and Emmanuelle Charpentier, won the 2020 Nobel Prize in Chemistry.

CRISPR-Cas9 in the Codex

Cas9 Overdrive

Power-ups & tumors

CRISPR lasts 5s longer, but CRISPR power-ups appear 30% less often.

  • Cost: 30 T, 20 C, 10 Shards, 1 Ribozyme
  • Needs Power-ups (level 2)
From the Codex

A bacterial immune system that remembers viruses and cuts their DNA with the Cas9 enzyme; scientists adapted it into a precise gene-editing tool.

Fun fact: Its discoverers, Jennifer Doudna and Emmanuelle Charpentier, won the 2020 Nobel Prize in Chemistry.

CRISPR-Cas9 in the Codex

Oncolytic Strain

Power-ups & tumors

Tumors take double damage and pay out double, but every organ grows a tumor.

  • Cost: 25 A, 25 T, 12 Shards, 2 Chaperones
  • Needs Tumors & Metastasis (level 7)
From the Codex

Oncolytic viruses infect and burst cancer cells; some are approved cancer treatments.

Oncolytic Payload in the Codex

Carcinogen Exposure

Power-ups & tumors

Tumors pay out triple, but grow twice as fast and start a stage bigger.

  • Cost: 30 C, 15 G, 3 Chaperones
  • Needs Tumors & Metastasis (level 7)
From the Codex

A mass of the body's own cells dividing out of control. Some viruses, like Epstein-Barr (linked to nasopharyngeal carcinoma) and HPV, can help trigger cancers.

Fun fact: Oncolytic viruses are engineered to infect and burst cancer cells; one (T-VEC, a modified herpes virus) is approved to treat melanoma.

Tumor in the Codex

Elemental Flux

Power-ups & tumors · Mechanic

Every organ starts with a random elemental power-up beside you, and they appear twice as often; they wear off 30% sooner.

  • Cost: 25 A, 25 C, 12 Shards, 2 Chaperones
  • Needs Power-ups (level 2)
From the Codex

Short bursts of elemental power, and the rare CRISPR.

Fun fact: Different power-ups run at the same time, and they follow you into the next room.

Power-ups in the Codex

Overcharged Capsid

Power-ups & tumors

Elemental power-ups last 50% longer; 10% less max HP.

  • Cost: 25 T, 15 G, 2 Chaperones, 1 Ribozyme
  • Needs Power-ups (level 2)
From the Codex

Short bursts of elemental power, and the rare CRISPR.

Fun fact: Different power-ups run at the same time, and they follow you into the next room.

Power-ups in the Codex

Anti-inflammatory

Immune System

The Cytokine Storm meter fills 40% slower; Detection rises 15% faster.

  • Cost: 30 C, 15 G, 10 Shards, 2 Chaperones
  • The Cytokine Storm starts at the fourth organ (Lymph Node), at any level
From the Codex

The immune system's answer to a runaway build: when you kill ordinary cells too easily, or barely get scratched, it starts sending cells built to resist you.

Fun fact: Kill the crimson ones first: they're the ones keeping the fight fair.

Cytokine Storm in the Codex

Antigenic Drift

Immune System

The immune system resists your favourite shot half as much; cells move 8% faster.

  • Cost: 25 A, 15 G, 8 Shards, 2 Chaperones
  • Needs The Immune System Learns (level 13)
From the Codex

The slower, targeted immune response that learns the specific features of a pathogen and remembers them.

Fun fact: Vaccines work by training this system without the real disease.

Adaptive Immunity in the Codex

Perforin Block

Immune System

Killer T cells have 30% less HP; Detection rises 20% faster.

  • Cost: 30 T, 15 G, 3 Chaperones
  • Needs Killer T Cells (level 6)
From the Codex

A "killer" T cell that hunts down infected cells and destroys them by punching holes with perforin and injecting granzymes.

Fun fact: Each killer T cell is trained to recognise one specific antigen, then multiplies into an army once it finds a match.

Cytotoxic T Cell in the Codex

Rival Pheromone

Loot & mutations

Rival viruses show up twice as often (rich loot); cells hit 10% harder.

  • Cost: 30 A, 20 C, 10 Shards, 1 Chaperone
  • Needs Rival Viruses (level 9)
From the Codex

Other viruses competing for the same host.

Fun fact: Rivals don't lock the doors, so running is always an option.

Rival Viruses in the Codex

Mucin Coat

Survival

Ground hazards slow you 60% less; 8% less damage.

  • Cost: 25 A, 15 C, 8 Shards
  • Needs Hazards (level 8)
From the Codex

Large, sugar-coated proteins that give mucus its sticky, gel-like texture.

Fun fact: Influenza's neuraminidase cuts through mucins' sugar chains to reach the cells beneath.

Mucins in the Codex

Scavenger Enzyme

Loot & mutations

Gear drops 60% more often from elite cells; cells hit 10% harder.

  • Cost: 25 T, 25 C, 12 Shards, 2 Chaperones
  • Needs Elite Cells & Affixes (level 4)
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

Hot Zone

Loot & mutations

Rooms roll a tier higher, with more boons and more drawbacks; cells have 5% more HP.

  • Cost: 25 G, 2 Chaperones, 1 Ribozyme
  • Needs Room Tiers (level 11)
From the Codex

Every room rolls a tier, from common to prismatic, with boons and drawbacks.

Fun fact: Check a room's border colour on the minimap before you walk in.

Room Tiers in the Codex

Immunosuppressant

Immune System

The host takes medicine 60% less often; 10% fewer nucleotides.

  • Cost: 25 C, 15 T, 10 Shards, 1 Chaperone
  • Needs Treatments (level 10)
From the Codex

The host feeling sick and taking medicine when Detection is 75 or more.

Fun fact: Walking out of the room escapes a dose; surviving it pays out.

Treatments in the Codex

Latent Reservoir

Survival · Mechanic

Start the run with 1 extra life; 15% less max HP.

  • Cost: 40 A, 25 G, 3 Chaperones, 2 Ribozymes
  • Needs Extra Lives (level 5)
From the Codex

The time between catching a virus and feeling sick. The virus is multiplying, but the body hasn't noticed yet, so there are no symptoms.

Fun fact: Flu incubates for about 1–4 days, measles about 10–12, and rabies can take months; HIV's silent clinical latency can last 10 years.

Incubation (Extra Life) in the Codex

Key guardian hooks miss twice as often; the dash recharges 10% slower.

  • Cost: 20 A, 20 T, 8 Shards
From the Codex

An outer lipid membrane some viruses steal from the host cell as they bud out of it, studded with the virus's own glycoproteins.

Fun fact: Enveloped viruses like flu and HIV are fragile outside the body: soap dissolves their envelope.

Viral Envelope in the Codex

See also