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.
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 Detection rises 40% slower, but you get 10% fewer nucleotides.
Cost: 25 C, 10 G, 6 ShardsFrom 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 cells have 20% less HP, but cells move 10% faster.
Cost: 20 A, 20 T, 8 Shards, 1 ChaperoneFrom 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 ShardsFrom 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 ChaperonesFrom the Codex +60% nucleotides, but cells hit 15% harder.
Cost: 15 A, 15 T, 15 C, 10 ShardsFrom 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 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 RibozymeNeeds 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 Every organ's full map is revealed and mutation orbs appear 50% more often; Detection rises 20% faster.
Cost: 20 C, 10 T, 5 ShardsFrom 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 +25% damage and +15% fire rate, but 20% less max HP.
Cost: 30 T, 15 G, 8 Shards, 2 ChaperonesFrom the Codex 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 RibozymeFrom 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 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 ChaperonesFrom 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 For 1.2s after every dash your shots deal double damage; you fire 10% slower.
Cost: 25 A, 25 T, 12 Shards, 1 ChaperoneFrom 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 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 RibozymeFrom 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 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 ChaperonesFrom the Codex Mutation orbs roll much rarer traits; cells have 15% more HP.
Cost: 25 G, 3 Chaperones, 2 RibozymesFrom 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 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 RibozymeNeeds 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 CRISPR lasts 5s longer, but CRISPR power-ups appear 30% less often.
Cost: 30 T, 20 C, 10 Shards, 1 RibozymeNeeds 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 Tumors take double damage and pay out double, but every organ grows a tumor.
Cost: 25 A, 25 T, 12 Shards, 2 ChaperonesNeeds Tumors & Metastasis (level 7) From the Codex Tumors pay out triple, but grow twice as fast and start a stage bigger.
Cost: 30 C, 15 G, 3 ChaperonesNeeds 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 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 ChaperonesNeeds 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 Elemental power-ups last 50% longer; 10% less max HP.
Cost: 25 T, 15 G, 2 Chaperones, 1 RibozymeNeeds 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 The Cytokine Storm meter fills 40% slower; Detection rises 15% faster.
Cost: 30 C, 15 G, 10 Shards, 2 ChaperonesThe 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 The immune system resists your favourite shot half as much; cells move 8% faster.
Cost: 25 A, 15 G, 8 Shards, 2 ChaperonesNeeds 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 Killer T cells have 30% less HP; Detection rises 20% faster.
Cost: 30 T, 15 G, 3 ChaperonesNeeds 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 viruses show up twice as often (rich loot); cells hit 10% harder.
Cost: 30 A, 20 C, 10 Shards, 1 ChaperoneNeeds 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 Ground hazards slow you 60% less; 8% less damage.
Cost: 25 A, 15 C, 8 ShardsNeeds 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 Gear drops 60% more often from elite cells; cells hit 10% harder.
Cost: 25 T, 25 C, 12 Shards, 2 ChaperonesNeeds 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 Rooms roll a tier higher, with more boons and more drawbacks; cells have 5% more HP.
Cost: 25 G, 2 Chaperones, 1 RibozymeNeeds 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 The host takes medicine 60% less often; 10% fewer nucleotides.
Cost: 25 C, 15 T, 10 Shards, 1 ChaperoneNeeds 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 Start the run with 1 extra life; 15% less max HP.
Cost: 40 A, 25 G, 3 Chaperones, 2 RibozymesNeeds 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 ShardsFrom 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