Pathogen
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Gear & Store

Five gear slots and seven rarities from Common to Prismatic. Collect boss sets and continent sets, roll unique abilities, enhance to +10, combine duplicates, and hope for a mutation.

5gear slots
7rarity tiers
13gear stat types
5class-ability bonus types
8unique abilities
17gear sets
8boss sets
9Pandemic Game Mode sets

Equipment

Five gear slots

Your virus wears five pieces of gear. Each slot is named for a real part of a virus particle and works like a classic RPG equipment slot. Every virus in your lineage shares one loadout and one bag, so gear carries over whichever virus a generation becomes, and you keep it when you die.

The Gear screen
The Gear screen

Capsid

Head

The protein shell around the genome, worn as your helmet. It leans toward survival, stealth and ability charge.

  • Can roll: Max HP, Crit, Stealth, Ult charge, Shift charge, Regen, Pickup range
  • Boss set pieces for this slot are Crowns (e.g. Histamine Crown)

Envelope

Chest

The lipid membrane a virus steals from its host, worn as body armor. It's the main defensive slot.

  • Can roll: Max HP, Armor, Regen, Lifesteal, Stealth, Damage, Ult charge
  • Boss set pieces for this slot are Mantles (e.g. Surfactant Mantle)

Matrix

Legs

The protein layer lining the envelope, worn as leg armor. It mixes movement with toughness.

  • Can roll: Move speed, Armor, Max HP, Shift charge, Pickup range, Ambush, Regen
  • Boss set pieces for this slot are Lattices

Tail Fibers

Boots

Long gripping fibers, worn as the virus's boots. It's the movement and stealth slot.

  • Can roll: Move speed, Pickup range, Stealth, Ambush, Fire rate, Shift charge, Armor
  • Boss set pieces for this slot are Talons

Spike Protein

Weapon

The receptor-grabbing spike, worn as your weapon. It's the offense slot.

  • Can roll: Damage, Fire rate, Crit, Lifesteal, Ambush, Ult charge, Shift charge
  • Boss set pieces for this slot are Lances

Loot tiers

Seven rarity tiers

Gear comes in seven tiers, from white Common to rainbow Prismatic. Higher tiers roll more stats, class-ability bonuses and unique abilities, and every roll is stronger. A tier can only drop once you've reached its organ, but combining two pieces can reach one tier beyond that.

Common

White · Organ 1

The basic tier, found from the very first organ.

  • 1 stat, no ability bonus, no unique; roll strength ×1
  • Drops from organ 1 (Nasal Passage)
  • Two Commons combine into an Uncommon from the start
  • Dismantles for 3 A, 3 T, 2 C, 1 G (item Lv 1, +0)

Uncommon

Green · Organ 2

Two stats and a little more strength per roll.

  • 2 stats; roll strength ×1.2
  • Drops from organ 2 (Lungs); combining can make it from organ 1
  • Dismantles for 6 A, 6 T, 4 C, 2 G (item Lv 1, +0)

Rare

Blue · Organ 3

The first tier with a class-ability bonus.

  • 3 stats, 1 ability bonus; roll strength ×1.45
  • Drops from organ 3 (Bloodstream); combining can make it from organ 2
  • Dismantles for 12 A, 12 T, 8 C, 4 G (item Lv 1, +0)

Epic

Purple · Organ 5

Four stats and two ability bonuses. Finding one plays a special rare-loot sound.

  • 4 stats, 2 ability bonuses; roll strength ×1.75
  • Drops from organ 5 (Gut); combining can make it from organ 3
  • Dismantles for 22 A, 22 T, 14 C, 7 G (item Lv 1, +0)

Legendary

Orange · Organ 6

The first tier with a unique ability. A pillar of light marks it on the floor.

  • 5 stats, 2 ability bonuses, 1 unique ability; roll strength ×2.1
  • Drops from organ 6 (Liver); combining can make it from organ 5
  • Dismantles for 40 A, 40 T, 26 C, 13 G (item Lv 1, +0)

Mythic

Red · Organ 7

Six stats, three ability bonuses and two unique abilities.

  • 6 stats, 3 ability bonuses, 2 unique abilities; roll strength ×2.6
  • Drops from organ 7 (Bone Marrow); combining can make it from organ 6
  • Dismantles for 70 A, 70 T, 46 C, 23 G (item Lv 1, +0)

Prismatic

Rainbow · Organ 8

The top tier: it rolls every stat its slot can carry and cycles through rainbow colours everywhere it's shown.

  • 7 stats (all of its slot's), 3 ability bonuses, 3 unique abilities; roll strength ×3.3
  • Drops from organ 8 (Brain); combining can make it from organ 7
  • Can't be combined any further
  • Dismantles for 120 A, 120 T, 80 C, 40 G (item Lv 1, +0)

Rolls

Gear stats

A piece rolls as many stats as its tier allows (1 on Common, up to all 7 of its slot's on Prismatic). Each value lands within 20% of a base, times the tier's roll strength, then grows with enhancing, item level and mutations. The same stat on several pieces adds up, then applies once. Typical values below are before enhancing.

Max HP

Capsid · Envelope · Matrix

Shown as '+N% max HP'.

Details
  • About +6% on Common, about +20% on Prismatic

Damage

Spike · Envelope

Shown as '+N% damage'.

Details
  • About +5% on Common, about +16.5% on Prismatic

Move speed

Matrix · Tail Fibers

Shown as '+N% move speed'.

Details
  • About +3% on Common, about +10% on Prismatic

Fire rate

Spike · Tail Fibers

Shown as '+N% fire rate'.

Details
  • About +4% on Common, about +13% on Prismatic

Ult charge

Spike · Capsid · Envelope

Shown as '+N% ultimate charge'.

Details
  • About +8% on Common, about +26% on Prismatic

Shift charge

Spike · Capsid · Matrix · Tail Fibers

Charges your signature ability faster. Shown as '+N% Shift charge', or 'Latency charge' for Retrovirus.

Details
  • About +8% on Common, about +26% on Prismatic
  • The only stat four slots can roll

Armor

Envelope · Matrix · Tail Fibers

Shown as '−N% damage taken'.

Details
  • About −3% on Common, about −10% on Prismatic

Lifesteal

Spike · Envelope

Shown as 'Auto-attacks heal N% of their damage'.

Details
  • About 0.25% on Common, about 0.8% on Prismatic
  • Heals from auto-attacks only, once per shot, capped at 3% of the damage

Regen

Capsid · Envelope · Matrix

Shown as 'Regenerate N HP/s'.

Details
  • About 0.3 HP/s on Common, about 1 HP/s on Prismatic

Pickup range

Capsid · Matrix · Tail Fibers

Shown as '+N% pickup range'.

Details
  • About +25% on Common, about +83% on Prismatic

Ambush

Spike · Matrix · Tail Fibers

Extra damage on hits against cells that haven't noticed you yet. Shown as '+N% ambush damage'.

Details
  • About +15% on Common, about +50% on Prismatic

Stealth

Capsid · Envelope · Tail Fibers

Shown as 'Detection rises N% slower'.

Details
  • About 7% on Common, about 23% on Prismatic
  • Stealth from all your gear can slow Detection by at most 80%

Crit

Spike · Capsid

Shown as 'N% chance to deal double damage'.

Details
  • About 3% on Common, about 10% on Prismatic
  • A critical hit deals 2× damage and shows CRIT

Class synergy

Class-ability bonuses

From Rare up, gear rolls bonuses to your class's abilities: 1 on Rare, 2 on Epic and Legendary, 3 on Mythic and Prismatic. Any piece also gains one when enhanced to +5. The same roll does something different for each virus, so a piece adapts to whichever virus wears it. The examples are typical values for an average Rare roll and an average Prismatic roll, before enhancing.

Signature bonus

Rare+

Sharpens your class's signature trick.

  • Influenza A: Antigenic Drift rotates shot types about 0.4s faster (Rare) to 1s faster (Prismatic), never quicker than every 1.2s
  • Retrovirus: store +1 more cell for Integration Surge
  • Filovirus: +5% bleed chance (Rare) to about +13% (Prismatic); bleed chance tops out at 80%
  • Halovirus: strong rolls fire the spike volley one shot sooner (never more often than every 2nd shot)

Special bonus

Rare+

Boosts your Shift-style special ability.

  • Influenza A: Antigenic Shift fires +3 bolts (Rare) to +7 (Prismatic)
  • Retrovirus: Latency lasts about +0.9s (Rare) to +2s (Prismatic)
  • Filovirus: bleeds hit about +11% (Rare) to +26% (Prismatic) harder
  • Halovirus: Variant Surge lasts about +0.7s (Rare) to +1.6s (Prismatic)

Ultimate power bonus

Rare+

Makes your ultimate hit harder.

  • Influenza A: Pandemic's infection burns +3/s (Rare) to +7/s (Prismatic)
  • Retrovirus: Integration Surge deals about +21% (Rare) to +49% (Prismatic) boss damage
  • Halovirus: Superspreader Event infection burns +3/s (Rare) to +7/s (Prismatic)

Ultimate radius bonus

Rare+

Widens your ultimate for every virus.

  • Radius about +11% (Rare) to +26% (Prismatic)
  • Applies to Pandemic, Integration Surge, Viral Hemorrhage and Superspreader Event

Lingering bonus

Rare+

Makes your infections, allies or bleeds last or hurt more.

  • Influenza A and Halovirus: infection lasts about +1.4s (Rare) to +3.3s (Prismatic)
  • Retrovirus: allies fight about +4s (Rare) to +10s (Prismatic) longer
  • Filovirus: bleeds hit about +7% (Rare) to +16% (Prismatic) harder

Signature effects

Unique abilities

Eight signature effects. They roll on Legendary (1), Mythic (2) and Prismatic (3) gear, and a Bonus ability mutation can add one to a piece of any tier. Uniques show in orange on the piece.

Volatile Payload

Unique

Dying cells burst and hurt their neighbours.

  • Bosses don't burst

Barbed Coat

Unique

Cells that touch you take 20 damage.

  • Stacks: two pieces with it deal 40

Twin Genome

Unique

+1 projectile on every shot.

  • Stacks with other pieces that have it

Guardian Membrane

Unique

Block the first hit in every room.

Primed Replicase

Unique

Start each run with Shift (Latency for Retrovirus) and your ultimate charged.

Parasitic Uptake

Unique

Auto-attacks heal 1% of their damage.

  • Adds to lifesteal from stats; total lifesteal is capped at 3% of damage

Phantom Antigens

Unique

Immune cells see 40% less far.

Overdrive Polymerase

Unique

Fire 20% faster.

  • Stacks with other pieces that have it

Named loot

Boss sets

Every organ boss always drops one named piece of its own five-piece set. Set bonuses unlock at 3, 4 and 5 pieces worn and stack, so a full set has all three. A boss piece is the organ's best tier 40% of the time, one tier below 45% of the time and two below 15% of the time. Set pieces wear an outline and dot in their set's colour, and the Loadout shows how many of each set you wear.

Hemagglutinin Array

Organ 1 · Nasal Passage

The Mast Cell's set, built for raw firepower.

  • Pieces: Histamine Crown, Histamine Mantle, Histamine Lattice, Histamine Talons, Histamine Lance
  • (3) +15% damage
  • (4) +1 projectile on every shot
  • (5) Shots pierce 2 more cells, +20% damage
  • Drops at Common (the Nasal Passage's top tier)

Lipid Bilayer

Organ 2 · Lungs

The Alveolar Macrophage's set, built for toughness.

  • Pieces: Surfactant Crown, Surfactant Mantle, Surfactant Lattice, Surfactant Talons, Surfactant Lance
  • (3) +20% max HP
  • (4) Block the first hit in every room
  • (5) −10% damage taken, regenerate 1.5 HP/s
  • Drops at Uncommon or Common

Replicase Complex

Organ 3 · Bloodstream

The Plasma Cell's set, built around your ultimate.

  • Pieces: Plasma Crown, Plasma Mantle, Plasma Lattice, Plasma Talons, Plasma Lance
  • (3) Ultimate charges 25% faster
  • (4) Start each run with your ultimate charged
  • (5) Ultimate radius +40%, Shift/Latency charges 50% faster
  • Drops at Rare, Uncommon or Common

Glycan Shield

Organ 4 · Lymph Node

The Follicular Helper T Cell's set, built for stealth and ambushes.

  • Pieces: Germinal Crown, Germinal Mantle, Germinal Lattice, Germinal Talons, Germinal Lance
  • (3) Detection rises 30% slower
  • (4) Immune cells see 30% less far
  • (5) Ambush hits deal +100% damage
  • Drops at Rare, Uncommon or Common

Capsomere Lattice

Organ 5 · Gut

The Paneth Cell's set, built to tank and punish contact.

  • Pieces: Mucosal Crown, Mucosal Mantle, Mucosal Lattice, Mucosal Talons, Mucosal Lance
  • (3) Take 10% less damage
  • (4) Cells that touch you take 25 damage
  • (5) Regenerate 2 HP/s, take 10% less damage
  • Drops at Epic, Rare or Uncommon

Polymerase Engine

Organ 6 · Liver

The Kupffer Cell's set, built for rate of fire.

  • Pieces: Kupffer Crown, Kupffer Mantle, Kupffer Lattice, Kupffer Talons, Kupffer Lance
  • (3) Fire 15% faster
  • (4) Shots fly 25% faster
  • (5) +1 projectile on every shot, fire 15% faster
  • Drops at Legendary, Epic or Rare

Integrase Core

Organ 7 · Bone Marrow

The Hematopoietic Stem Cell's set, built for sustain.

  • Pieces: Marrow Crown, Marrow Mantle, Marrow Lattice, Marrow Talons, Marrow Lance
  • (3) +1% lifesteal on auto-attacks
  • (4) Each kill heals 2 HP
  • (5) +25% max HP, +15% damage
  • Drops at Mythic, Legendary or Epic

Neurotropic Crown

Organ 8 · Brain

The Microglia's set, built for critical hits and burst damage.

  • Pieces: Microglial Crown, Microglial Mantle, Microglial Lattice, Microglial Talons, Microglial Lance
  • (3) +10% critical hit chance
  • (4) +10% crit chance, ambush hits +50%
  • (5) +30% damage
  • Drops at Prismatic, Mythic or Legendary

Pandemic Game Mode exclusives

Continent sets and the Pandemic Crown

Nine sets you can't get anywhere else. Infect every city on a continent in Pandemic Game Mode and that continent's full five-piece set arrives at Legendary, along with 8 RNA strands. Its item level is 20 plus 6 for each continent you've infected. Infect the whole world for the Prismatic Pandemic Crown set and 25 RNA strands.

Liberty Strain

North America

North America's set: more loot, more shots, more damage.

  • Pieces: Liberty Crown, Mantle, Lattice, Talons and Lance (full Legendary set)
  • (3) +15% nucleotides
  • (4) +1 projectile on every shot
  • (5) +25% damage
  • Continent requirement: Level 2

Old World Plague

Europe

Europe's set: stealthy and deadly.

  • Pieces: Old World Crown, Mantle, Lattice, Talons and Lance (full Legendary set)
  • (3) Detection rises 25% slower
  • (4) +10% critical hit chance
  • (5) +30% damage
  • Continent requirement: Level 4 · Gen 3

Silk Road Vector

Asia

Asia's set: fast, far-flying shots.

  • Pieces: Silk Road Crown, Mantle, Lattice, Talons and Lance (full Legendary set)
  • (3) Fire 15% faster
  • (4) Shots fly 30% faster
  • (5) +1 projectile on every shot, +15% damage
  • Continent requirement: Level 6 · Gen 6

Incense Caravan

Middle East

The Middle East's set: reach and mobility.

  • Pieces: Caravan Crown, Mantle, Lattice, Talons and Lance (full Legendary set)
  • (3) Pick up drops from twice as far
  • (4) Dashes recharge 30% faster
  • (5) +20% damage, dashes go 25% farther
  • Continent requirement: Level 7 · Gen 8

Rainforest Canopy

South America

South America's set: health, regeneration, then firepower.

  • Pieces: Canopy Crown, Mantle, Lattice, Talons and Lance (full Legendary set)
  • (3) +20% max HP
  • (4) Regenerate 1.5 HP/s
  • (5) Fire 15% faster, +15% damage
  • Continent requirement: Level 8 · Gen 10

Cradle Genome

Africa

Africa's set: speed and healing on kills.

  • Pieces: Cradle Crown, Mantle, Lattice, Talons and Lance (full Legendary set)
  • (3) +15% move speed
  • (4) Each kill heals 2 HP
  • (5) +30% max HP, +10% damage
  • Continent requirement: Level 10 · Gen 14

Reef Bloom

Oceania

Oceania's set: armor, thorns and lifesteal.

  • Pieces: Reef Crown, Mantle, Lattice, Talons and Lance (full Legendary set)
  • (3) Take 10% less damage
  • (4) Cells that touch you take 30 damage
  • (5) +2% lifesteal, regenerate 2 HP/s
  • Continent requirement: Level 12 · Gen 18

Permafrost Relic

Antarctica

Antarctica's set: slowed enemies and a faster ultimate.

  • Pieces: Permafrost Crown, Mantle, Lattice, Talons and Lance (full Legendary set)
  • (3) Cells move 10% slower
  • (4) Ultimate charges 30% faster
  • (5) +25% damage, +25% max HP
  • Continent requirement: Level 15 · Gen 24

Pandemic Crown

Whole world · Prismatic

The reward for infecting the entire world: a full Prismatic set with the strongest bonuses in the game.

  • Pieces: Pandemic Crown, Pandemic Mantle, Pandemic Lattice, Pandemic Talons, Pandemic Lance
  • All five arrive at Prismatic, item level 80
  • (3) +25% damage, +25% max HP
  • (4) +1 projectile, fire 20% faster, Detection rises 30% slower
  • (5) Shots pierce 2 more cells, regenerate 3 HP/s, take 15% less damage, +30% damage

Loot sources

Where gear comes from

Gear drops from cells, Killer T cells, chests, bosses and more. Walk over a drop to pick it up: it floats with a 'GEAR LV' tag in its rarity colour, and anything you leave behind is still there when you come back to the room. Pieces go straight into your bag, so you keep them even if the run ends in death. Rarity odds below are before the organ cap.

Ordinary cells

Rare drop

Any immune cell you kill has a small chance to drop a piece.

  • Rarity odds: Common 85%, Uncommon 12%, Rare 2.7%, Epic 0.3%

Elite cells

Better loot

Tiered elite cells drop gear far more often. Orange elites usually drop a piece and red elites always do.

  • An elite never drops lower than two tiers below its own (a purple elite drops green or better)
  • Item level bonus equal to the elite's tier
  • Higher elites also drop Shards, Chaperones and, in Endless Game Mode, Ribozyme Cores

Killer T cells

Mini-boss

About 1 in 5 Killer T cells drops a piece, at much better odds.

  • Rarity odds: Common 25%, Uncommon 50%, Rare 21%, Epic 4%
  • +3 item levels
  • Also 2–3 Chaperones
  • Split copies drop nothing extra

Vesicle chests

Chest

Walk into a vesicle chest to burst it open. 40% of them hold a gear piece.

  • Rarity odds: Common 65%, Uncommon 28%, Rare 6%, Epic 1%
  • Always 3–6 Polymerase Shards and nucleotides; half the time a Chaperone
  • Left behind by some cleared rooms and solved puzzles

Bosses

Guaranteed

Every organ boss drops one named piece of its set, every time.

  • Organ's best tier 40%, one below 45%, two below 15%
  • +5 item levels
  • Also 3–5 Chaperones and 1–2 Ribozyme Cores (outside Endless Game Mode the Ribozymes become Chaperones)
  • Legendary and better drops are marked by a pillar of light

Key Guardians

35% chance

The guardians that hold each organ's gene have a 35% chance to drop a piece.

  • Chest rarity odds, +2 item levels
  • Always Polymerase Shards and Chaperones, more at later stages

Rival viruses

Guaranteed

Eliminating a rival virus always drops gear. The rival's tier and how many generations it has survived decide how good the piece is.

  • Tier = the rival's tier, plus one per generation beyond its first (still capped by the organ)
  • Rivals at generation 3 or later drop a second piece
  • +2 item levels per rival generation
  • Also Shards, Chaperones and, from epic tier or generation 3, Ribozyme Cores

Endless Game Mode sets

Every set

Clearing an Endless set always pays a gear piece, with more on every third set and on boss sets.

  • Chest odds, or Killer T odds from set 6
  • Every 3rd set adds a second piece at Killer T odds
  • Boss sets add another Killer T-odds piece
  • Item level bonus equal to the set number
  • Gear is capped by the organ you chose ('Gear drops up to …')

Challenges

Hard and up

Hard, Elite and Legendary challenges each pay a random gear piece for the virus you're playing.

  • Hard: Rare · Elite: Epic · Legendary: Legendary
  • Never above the best tier you can find yet
  • Item level 5, plus 10 for each organ beyond the Nasal Passage you've reached

Pandemic Game Mode rewards

Story rewards

Taking cities, continents and the world pays gear you can't get anywhere else.

  • Each person infected (a won run): +1 RNA strand, +4 Polymerase Shards
  • Each city taken: an Epic piece (item level 10 + 4 per city taken), +3 RNA, +3 Chaperones, +1 Ribozyme Core
  • Each continent: its full Legendary five-piece set and +8 RNA
  • The whole world: the full Prismatic Pandemic Crown set and +25 RNA

Organ tier caps

Progression

Nothing drops above the best tier the current organ allows. A piece that would is rerolled at the cap.

  • Organ 1 Nasal Passage: Common
  • Organ 2 Lungs: Uncommon
  • Organs 3–4 Bloodstream and Lymph Node: Rare
  • Organ 5 Gut: Epic
3 more
  • Organ 6 Liver: Legendary
  • Organ 7 Bone Marrow: Mythic
  • Organ 8 Brain: Prismatic

Item level

Lv

Every piece has an item level (shown as Lv). It's higher the deeper and more dangerous the place it dropped.

  • +10 per organ deeper, +2 per room deeper into the map, and a little more as the Immune Alert rises
  • Bonus levels: elites + their tier, Killer T +3, Key Guardians +2, bosses +5
  • Each item level above 1 makes every stat and ability bonus 1.5% stronger
  • Higher item levels also raise enhancing and combining costs (+3% per level) and dismantle value (+8% per level)

Upgrading

Enhancing

Spend enhancement materials to raise a piece from +0 to +10. Each level makes all of its stats and ability bonuses 8% stronger. +3 and +5 add extra rolls, and every enhance has a chance to mutate the piece. There's no level requirement, only the materials.

Enhance

+1 to +10

Each level adds 8% power to everything on the piece, up to +80% at +10.

  • Shown as '+N% power' and a +N badge, orange at MAX +10
  • 8% chance to mutate per enhance, halved for every mutation the piece already carries
  • Costs rise with rarity and item level
  • Combining resets: the fused piece starts at +0

+3 bonus stat

+3 milestone

Reaching +3 adds a bonus stat: one its slot can carry that the piece doesn't have yet.

  • Rolled at full strength for the piece's tier
  • Shown with a star in orange
  • If the piece already has every stat its slot allows, it gets another of its own

+5 bonus ability

+5 milestone

Reaching +5 adds a class-ability bonus the piece doesn't have yet, even on Common and Uncommon pieces that can't normally roll one.

  • Strength equals the tier's roll strength
  • If it already has all five types, it gets another Ultimate radius bonus

Enhancement costs

Common · item Lv 1

Base material costs for each level, for a Common piece at item level 1.

  • +1: 15 Shards, 1 Chaperone
  • +2: 30 Shards, 4 Chaperones
  • +3: 50 Shards, 9 Chaperones, 1 Ribozyme Core
  • +4: 80 Shards, 16 Chaperones, 3 Ribozyme Cores
7 more
  • +5: 120 Shards, 25 Chaperones, 6 Ribozyme Cores
  • +6: 170 Shards, 36 Chaperones, 9 Ribozyme Cores
  • +7: 230 Shards, 50 Chaperones, 13 Ribozyme Cores
  • +8: 300 Shards, 66 Chaperones, 18 Ribozyme Cores
  • +9: 380 Shards, 85 Chaperones, 24 Ribozyme Cores
  • +10: 470 Shards, 110 Chaperones, 32 Ribozyme Cores
  • Total +0 to +10: 1,845 Shards, 402 Chaperones, 106 Ribozyme Cores

Cost multipliers

Rarity × item level

Rarer and higher-level pieces cost more to push further.

  • Common ×1, Uncommon ×1.3, Rare ×1.7, Epic ×2.3, Legendary ×3, Mythic ×4, Prismatic ×5
  • +3% per item level above 1 (rounded up)
  • Example: a Prismatic piece at item level 1 costs 9,225 Shards, 2,010 Chaperones and 530 Ribozyme Cores from +0 to +10

Fusion

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.

Combine

Two into one

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 starts at +0: enhancement levels and their +3/+5 bonus rolls don't carry over
  • Costs nucleotides; Prismatic is the top tier and can't be combined

Choosing what passes on

Your pick

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 lost
2 more
  • Unique abilities only come from the parents
  • Merged stats come pre-ticked, then the strongest of the rest

Sets and named pieces

Set pieces

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

Mutations when combining

18% chance

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!'

Combining costs

Nucleotides

Costs at item level 1, rising 3% per average item level above 1.

  • Common → Uncommon: 40 A, 40 T, 26 C, 13 G
  • Uncommon → Rare: 110 A, 110 T, 73 C, 36 G
  • Rare → Epic: 280 A, 280 T, 185 C, 92 G
  • Epic → Legendary: 650 A, 650 T, 429 C, 215 G
2 more
  • Legendary → Mythic: 1,500 A, 1,500 T, 990 C, 495 G
  • Mythic → Prismatic: 3,500 A, 3,500 T, 2,310 C, 1,155 G

When each tier can be combined

Organ unlocks

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)
3 more
  • → Mythic: organ 6 (Liver)
  • → Prismatic: organ 7 (Bone Marrow)
  • Locked combines say 'Unlocks at organ N'

Happy accidents

Gear mutations

Combining (18%) and enhancing (8%) can mutate a piece. Each mutation a piece already carries halves the chance of another. A mutation is either Amplified (bigger numbers) or a Bonus ability (an extra unique), 50/50. Mutated pieces carry a pink atom badge, with ×N when they have several.

Amplified ×1.25

Amplified

Every stat and ability bonus on the piece becomes 25% stronger.

  • Multiplies with other Amplified mutations on the same piece

Amplified ×1.35

Amplified

Every stat and ability bonus on the piece becomes 35% stronger.

  • Multiplies with other Amplified mutations on the same piece

Amplified ×1.5

Amplified

Every stat and ability bonus on the piece becomes 50% stronger.

  • Multiplies with other Amplified mutations on the same piece

Amplified ×1.75

Amplified

Every stat and ability bonus on the piece becomes 75% stronger.

  • The strongest Amplified roll

Bonus ability

Bonus ability

Adds one of the 8 unique abilities the piece doesn't already have, even to a Common.

  • Can be Volatile Payload, Barbed Coat, Twin Genome, Guardian Membrane, Primed Replicase, Parasitic Uptake, Phantom Antigens or Overdrive Polymerase
  • A piece that already has all eight gets Amplified instead

Mutation odds

18% / 8%

The chance halves for every mutation a piece already carries.

  • Combining: 18%, or 9% if you carry one over
  • Enhancing: 8% per level, then 4%, 2%…
  • Enhancing can stack several mutations on one piece; combining keeps at most one plus any new roll

Managing loot

The Gear screen, dismantling and the bag

The Gear screen opens from the main menu once you've finished a run. The Loadout is on the left, the bag (grouped by slot, best first) in the middle, and the inspected piece with Equip, Enhance, Combine and Dismantle on the right. Spare gear breaks down into nucleotides.

Dismantle

Nucleotides

Break a spare piece down for nucleotides and some materials back. It can't be undone.

  • Equipped gear must be unequipped first
  • Base yield of A and T: Common 3, Uncommon 6, Rare 12, Epic 22, Legendary 40, Mythic 70, Prismatic 120, plus about two-thirds as much C and a third as much G
  • +8% per item level above 1 and +25% per enhancement level
  • Also returns Polymerase Shards (1 for Common up to 18 for Prismatic) plus half the materials spent enhancing it

Select and dismantle

Multi-select

Tap Select, tick pieces (or All), then dismantle them all at once.

  • The confirmation shows the total nucleotides

Dismantle by tier

Bulk

'Dismantle…' breaks down every unequipped piece of a tier and below: Common, Uncommon, Rare or Epic.

  • Equipped gear is never touched
  • Shows how many pieces and how many nucleotides before you confirm

Gear Found review

After each run

After a run, everything you found is laid out to inspect, compare with what you wear, equip or dismantle.

  • Shows how many pieces you found and the best one's level and tier
  • Each piece says whether it's stronger or weaker than the one you wear
  • Pick all and Dismantle buttons

The bag

150 pieces

One bag holds up to 150 pieces, shared by every virus in your lineage.

  • When the bag is full, a new drop replaces the weakest unequipped piece of a lower tier, which is dismantled automatically
  • If nothing lower is spare, the new piece is dismantled instead and you still get its nucleotides and materials
  • The counter turns red at 150/150

Gear screen badges

At a glance

Each icon shows the piece's state at a glance.

  • Lv tag: item level
  • E: equipped
  • +N: enhancement level (orange at +10)
  • Pink atom: mutated (×N for several)
3 more
  • Set-coloured outline and dot: set piece
  • NEW: not inspected yet; the main menu's Gear tile counts new pieces
  • The Loadout lists set progress (e.g. Lipid Bilayer 3/5) and each piece shows what it would replace

Crafting

Enhancement materials and nucleotides

Three enhancement materials, each named for a real enzyme a virus depends on, plus the four nucleotides (A, T, C, G) that combining costs and dismantling returns. Tap any resource counter in game to see where it comes from. The same materials also craft run modifiers.

Polymerase Shard

Common material

The everyday enhancement material, a fragment of the viral polymerase. Every enhancement level needs some.

  • Drops from ordinary kills (1–2 at a time), elites, vesicle chests (3–6), Key Guardians, rival viruses, Endless sets and challenges
  • Challenge rewards: 6 / 15 / 36 / 72 / 150 from Easy to Legendary
  • Winning a Pandemic Game Mode run pays +4
  • Needed for every level: 15 for +1 up to 470 for +10 on a Common
  • Used by 19 of the 30 run modifiers

Chaperone Protein

Uncommon material

Helper proteins that fold other proteins, used at every enhancement level.

  • Drops from Killer T cells (2–3), bosses (3–5), purple-and-up elites, vesicle chests (half the time), puzzles, tumors, Key Guardians, rival viruses and Endless sets
  • Challenge rewards: 2 / 7 / 14 / 29 from Normal to Legendary
  • Each Pandemic city taken pays +3
  • Needed for every level: 1 for +1 up to 110 for +10 on a Common
  • Used by 23 of the 30 run modifiers

Ribozyme Core

Endless Game Mode

The rare material for enhancing from +3 to +10. It only drops in Endless Game Mode.

  • Every Endless set pays at least one (more as sets climb), boss sets pay extra, and bosses, Killer T cells, orange-and-up elites and rivals drop them too
  • In Infect and Pandemic Game Modes those drops condense into 2 Chaperones each
  • Each Pandemic city taken also pays 1
  • Needed from +3 (1 on a Common) to +10 (32 on a Common)
  • Used by 9 of the 30 run modifiers

Nucleotides

A · T · C · G

The game's currency. Combining costs them and dismantling returns them.

  • G is the scarcest base
  • Combining costs equal A and T, about two-thirds as much C and a third as much G
  • Dismantling returns them in the same proportions

Run modifier crafting

Level 8

Run modifiers are crafted from nucleotides plus these materials, then up to 3 are loaded into a run.

  • 30 modifiers: 19 use Shards, 23 use Chaperones, 9 use Ribozyme Cores
  • Cheapest example: Tropism Map costs 20 C, 10 T and 5 Shards
  • Priciest example: Latent Reservoir costs 40 A, 25 G, 3 Chaperones and 2 Ribozyme Cores

Flavor

Hand-named gear

Every regular drop gets a hand-written name for its slot and tier: 95 drawn from influenza's history and biology and 95 from the retrovirus's. Influenza A finds the first pool, Retrovirus the second, and Filovirus and Halovirus pieces draw from both. Boss and Pandemic set pieces carry their set's own names.

Influenza A capsids

Influenza pool · Capsid

Helmets named for the flu's segmented core and the great pandemics.

  • Common: Flimsy Nucleoprotein Cap, Seasonal Shell, Cracked Capsomere
  • Uncommon: Nucleoprotein Helm, Ribonucleoprotein Crown, Coiled RNP Hood
  • Rare: Segmented Core Helm, Polymerase Diadem, PB2 Cap-Snatcher
  • Epic: Hong Kong '68 Helm, Asian '57 Visor, Reassortant Crown
3 more
  • Legendary: Crown of the 1918 Pandemic, Avian Strain Halo, Spanish Flu Veil
  • Mythic: Crown of the First Pandemic, Eight-Segment Godhelm
  • Prismatic: Prismatic Crown of Every Strain, Spectrum Helm of the Flu Season

Influenza A envelopes

Influenza pool · Envelope

Body armor from lipid wraps to the Aegis of Antigenic Shift.

  • Common: Thin Lipid Wrap, Seasonal Envelope, Leaky Bilayer
  • Uncommon: M2 Ion-Channel Vest, Budded Membrane Coat, Raft Lipid Mantle
  • Rare: Hemagglutinin Hauberk, Glycoprotein Cuirass, Sialic Breastplate
  • Epic: Swine Flu Carapace, H5N1 Plumage, Antigenic Mosaic Plate
3 more
  • Legendary: Pandemic Shroud of 2009, Plumage of the Wild Waterfowl, Envelope of Endless Drift
  • Mythic: Mantle of the Great Influenza, Aegis of Antigenic Shift
  • Prismatic: Aurora Mantle of All Hosts, Prism Envelope of Antigenic Shift

Influenza A matrices

Influenza pool · Matrix

Leg armor named for the M1 matrix and reassortment.

  • Common: Loose M1 Lattice, Frayed Matrix Leggings, Basic Scaffold
  • Uncommon: M1 Matrix Greaves, Layered Scaffold Pants, Assembly Leggings
  • Rare: Nuclear Export Greaves, NEP Shuttle Legguards, Budding-Site Tassets
  • Epic: Matrix of Reassortment, Filamentous Legplates, Crossbred Greaves
3 more
  • Legendary: Greaves of the Avian Flyway, Mixing-Vessel Legplates, Legguards of the Swine Host
  • Mythic: Greaves of the Eternal Flu Season, Legplates of the Great Shift
  • Prismatic: Spectral Greaves of Reassortment, Prismatic Legplates of the Flyway

Influenza A tail fibers

Influenza pool · Tail Fibers

Boots that ride sneezes, aerosols and bird migrations.

  • Common: Drifting Sneeze Treads, Droplet Steps, Seasonal Sandals
  • Uncommon: Aerosol Striders, Cough-Propelled Boots, Mist Walkers
  • Rare: Airborne Treads, Ciliary Skates, Neuraminidase Cleats
  • Epic: Migratory Wingboots, Flyway Striders, Jet-Stream Boots
3 more
  • Legendary: Boots of the Global Season, Wings of the Wild Duck, Hemisphere-Hopping Striders
  • Mythic: Boots of the Endless Migration, Treads of Every Winter
  • Prismatic: Prism Wings of Every Migration, Aurora Treads of the Global Season

Influenza A spikes

Influenza pool · Spike Protein

Weapons forged from hemagglutinin and neuraminidase.

  • Common: Blunt HA Spike, Bent Glycoprotein, Weak Receptor Nub
  • Uncommon: Hemagglutinin Spear, Sialic Hook, Neuraminidase Dagger
  • Rare: H3 Lance, Cleaved HA2 Blade, Fusion Pike
  • Epic: H5 Avian Talon, Polybasic Cleaver, Tamiflu-Resistant Edge
3 more
  • Legendary: Spear of H1N1, Talon of the Bird Flu, Lance of the 1957 Pandemic
  • Mythic: Hemagglutinin of the First Pandemic, The Antigenic Shift
  • Prismatic: The Spectrum Hemagglutinin, Prism Lance of All Pandemics

Retrovirus capsids

Retrovirus pool · Capsid

Helmets named for the cone-shaped p24 capsid.

  • Common: Thin p24 Cone, Lopsided Capsid, Immature Gag Shell
  • Uncommon: Conical Capsid Helm, p24 Hood, Hexamer Cap
  • Rare: Cyclophilin-Bound Crown, Pentamer Visor, Nuclear-Pore Helm
  • Epic: Clade C Cowl, Uncoating Diadem, Capsid of the Quiet Cone
3 more
  • Legendary: Crown of Group M, Lenacapavir-Proof Helm, Cone of the Kinshasa Origin
  • Mythic: Crown of the Silent Pandemic, Helm of Endless Latency
  • Prismatic: Prismatic Cone of Group M, Spectrum Helm of the Reservoir

Retrovirus envelopes

Retrovirus pool · Envelope

Body armor built from stolen membranes and glycan shields.

  • Common: Sparse Spike Coat, Thin Host Membrane, Shedding Envelope
  • Uncommon: gp41 Vest, Lipid-Raft Mantle, Host-Stolen Coat
  • Rare: gp120 Trimer Plate, Glycan Shield Cuirass, CCR5 Cloak
  • Epic: Variable Loop Armor, V3 Shifting Coat, CXCR4 Carapace
3 more
  • Legendary: Glycan Fortress, Cloak of the Reservoir, Armor of Escape Mutants
  • Mythic: Mantle of Total Evasion, Envelope of the Unseen
  • Prismatic: Aurora Glycan Shield, Prism Envelope of the Unseen

Retrovirus matrices

Retrovirus pool · Matrix

Leg armor named for the retrovirus's accessory proteins and the provirus.

  • Common: p17 Leggings, Myristoyl Wraps, Loose Matrix Pants
  • Uncommon: Matrix Greaves, Gag Lattice Legguards, Assembly Tassets
  • Rare: Nef Greaves, Vpu Legplates, Tetherin-Cutter Leggings
  • Epic: Vif Legguards, Rev Export Greaves, Tat Transactivator Plates
3 more
  • Legendary: Greaves of the Long Terminal Repeat, Legplates of the Provirus, Integrated Greaves
  • Mythic: Greaves of the Eternal Genome, Legplates of Lifelong Latency
  • Prismatic: Spectral Greaves of the Provirus, Prismatic Legplates of Latency

Retrovirus tail fibers

Retrovirus pool · Tail Fibers

Boots for cell-to-cell spread and silent travel.

  • Common: Shuffling Virion Steps, Cell-Free Treads, Plasma Drifters
  • Uncommon: Synapse Striders, Lymph Walkers, Bloodstream Boots
  • Rare: Virological Synapse Treads, Dendritic Shuttle Boots, Cell-to-Cell Striders
  • Epic: Lymph Node Sprinters, Trojan Horse Treads, Hitchhiker's Boots
3 more
  • Legendary: Boots of the Global Spread, Striders of the Hidden Reservoir, Treads of the Long Incubation
  • Mythic: Boots of the Silent Decade, Striders of the Unstoppable Spread
  • Prismatic: Prism Striders of the Silent Spread, Aurora Treads of Every Synapse

Retrovirus spikes

Retrovirus pool · Spike Protein

Weapons named for gp120, the CD4 receptor and the retroviral enzymes.

  • Common: Dull gp120 Knob, Weak CD4 Hook, Bent Spike
  • Uncommon: gp120 Knob Mace, CD4 Grapple, Fusion Harpoon
  • Rare: gp41 Six-Helix Lance, Coreceptor Blade, V-Loop Whip
  • Epic: Reverse Transcriptase Scythe, Integrase Cleaver, Protease Shears
3 more
  • Legendary: Lance of the Turncoat, Integrase of the Ancients, Scythe of Immune Collapse
  • Mythic: The CD4 Severance, Spear of the Final Stage
  • Prismatic: The Spectrum gp120, Prism Scythe of Immune Collapse

Cosmetics

The Store: six skin slots

Skins change how your virus and its effects look, and nothing else. They come only from the Store, never dropped or earned in play. The Store opens on the main menu at Level 3 and has seven categories: Theme sets, Virus, Trail, Shots, Kill Burst, Dash and Aura. Each slot offers 14 looks: the free Original (None for Aura), 12 themes and Prismatic. Skins work on every virus class and show up in your next run.

The Store
The Store

Virus

Body skin

Replaces your virus's body with the theme's own shape: a styled core, a ring of spikes and a prow that faces where you move.

  • A glowing halo in the theme's colour sits behind the body
  • Small theme particles come off the body
  • 14 options: Original (free), 12 themes, Prismatic

Trail

Movement

Your movement trail sheds the theme's own particle shapes in its palette.

  • Prismatic trails cycle through the rainbow
  • 14 options: Original (free), 12 themes, Prismatic

Shots

Projectiles

A themed projectile shape replaces the plain bolt your virus fires.

  • 14 options: Original (free), 12 themes, Prismatic

Kill Burst

On kill

Kills burst into the theme's spinning ring and a spray of its particles, in its colours.

  • 14 options: Original (free), 12 themes, Prismatic

Dash

Movement

Every dash leaves a themed speed streak and two fading afterimages of your body.

  • 14 options: Original (free), 12 themes, Prismatic

Aura

Around you

A glow around your virus, theme particles drifting off it, three theme shapes orbiting and quick twinkles.

  • Default is None
  • Prismatic auras cycle through the rainbow
  • 14 options: None (free), 12 themes, Prismatic

Theme sets

Bundle

All six pieces of a theme (virus, trail, shots, kill burst, dash and aura, with their particles) together as one set.

  • 13 skins per slot, 78 in all; the 6 originals are free
  • A set you fully own can be equipped in one tap

Cosmetics

Skin themes

Thirteen themes, each available in all six slots so a full set reads as one look. Every theme has its own body design, colour palette and particle shape.

Tectonic

Uncommon

Bronze and amber stone: a faceted hexagonal core ringed in crystal spikes and needles, led by a battering-ram prow.

Details
  • Particles: rock shards that tumble downward

Tidal Surge

Uncommon

Ocean blue: a teardrop core with ripple rings, seven wave-shaped spikes and a fan prow, glowing blue.

Details
  • Particles: droplets that float upward

Cyclone

Uncommon

Pale storm-white: a round core with a three-arm swirl, six blade spikes and a lance prow.

Details
  • Particles: wisps whirling out in every direction

Bioluminescent

Rare

Deep-sea teal: an octagonal core dotted with lights, bulb-tipped spikes and a fan prow, glowing aqua.

Details
  • Particles: glowing bubbles

Venomspore

Rare

Toxic green: a five-point star core, ten bulb spikes and a horned prow.

Details
  • Particles: spores drifting upward

Inferno

Rare

Orange-red fire: a triangular swirling core, fin spikes and an arrow prow.

Details
  • Particles: rising flames

Glacial

Rare

Ice blue: a hexagonal core with spokes, a double ring of crystal spikes and a lance prow.

Details
  • Particles: snowflakes drifting down

Hemorrhage

Epic

Blood red: a round ringed core, prong spikes with bulbs between them and a horned prow.

Details
  • Particles: blood droplets falling

Bloodmoon

Epic

Dark crimson: an octagonal core of nested rings bristling with 16 needles, led by a ram prow.

Details
  • Particles: falling crescents

Stormcell

Epic

Indigo and lightning yellow: a six-point star core with twelve spokes, prong spikes and an arrow prow.

Details
  • Particles: fast-crackling sparks

Eclipse

Legendary

Near-black with violet light: a swirling round core bristling with 20 needles and a lance prow.

Details
  • Particles: dark rings that slowly swell

Radiance

Legendary

Gold and white: an eight-point star core with rings, twelve triangle spikes and a fan prow.

Details
  • Particles: radiating stars

Prismatic

Prismatic

Rainbow facets on a hexagonal crystal core with crystal spikes and an arrow prow. Every piece cycles through the rainbow in game.

Details
  • Particles: rainbow gems

Next up

Game Modes

Infect, Pandemic and Endless Game Modes, plus the Codex and controls.