Pathogen
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The Immune System

Real immune cells, each with a job that becomes a fighting style. Get noticed and the host escalates: hunter squads, treatments, Killer T cells, elite cells with affixes, and an adaptive immune system that learns how you play.

26Immune cell enemy types (incl. the Killer T mini-boss)
8Elite affixes
2.5xAmbush damage

Know your enemy

The Immune Cells: First Responders

The host's white blood cells, antibodies and clotting fragments that fill every fight, from the Nasal Passage to the Brain. Each has its own way of hunting you, and any of them but the antibodies can show up as an elite.

Neutrophil

Rusher

The usual first responder: a fast swarmer that rushes straight at you, weaving side to side, and hurts on contact. Weak alone, dangerous in packs.

Details
  • Base stats: 30 health · 135 speed · 8 touch damage
  • No ranged attack; it only hurts by touching you
  • Organs: Nasal Passage, Lungs, Bloodstream, Gut, Liver, Bone Marrow
  • Also arrives in every hunter squad, in Antiviral and Interferon doses, as Mast Cell and Alveolar Macrophage reinforcements, from Hematopoietic Stem Cell summons, and 3 at a time when a Myeloblast dies
  • A Stem Cell Niche hazard releases two fresh neutrophils when you burst it

Free Antibody

Swarm

Tiny, fast and fragile Y-shaped antibodies that zig-zag straight at you and pop in one hit. A swarm joins every fight on top of the room's normal cells.

Details
  • Base stats: 6 health · 215 speed (the fastest regular cell) · 4 touch damage
  • Every combat wave adds a swarm: up to about 5 in the first wave, 1–2 in reinforcement waves, more in deeper rooms and organs
  • Part of the normal cell mix in the Lymph Node, Gut and Brain
  • Plasmablasts keep budding more, and all three treatment doses bring big swarms
  • Never rolls an elite tier and never adapts in a Cytokine Storm
  • A kill raises Detection only a quarter as much as other cells and pays about a quarter of an ordinary cell's nucleotides (often none)

Monocyte

Runner

Runs away from you, sliding along walls, and is worth chasing for its extra nucleotides. Pin it in a corner and it flashes red and turns on you.

Details
  • Base stats: 48 health · 125 speed · 13 touch damage
  • Only bolts once you're well inside your auto-attack range, so you get shots in first
  • Wedged against a wall or corner while you're close: CORNERED! It hunts you hard and fast for about 3 seconds, then flees again (2.5 s before it can be cornered again)
  • Pays about 3.5x the nucleotides of an ordinary cell
  • Organs: Nasal Passage, Lungs, Bloodstream, Lymph Node, Liver, Bone Marrow, Brain
  • Also in Interferon doses and Hematopoietic Stem Cell summons

B Cell

Ranged

Keeps its distance and fires antibody shots that slow you, sometimes three at once. Being slowed while others close in is how many runs end.

Details
  • Base stats: 45 health · 85 speed · 6 touch damage
  • Holds 160–240 points away, strafing sideways
  • Fires every 1.3–2.3 s when it can see you within 420 points: one shot, or a 3-way spread about 1 time in 3
  • Each antibody hit slows you to 60% speed for about 1.6 s
  • Organs: Nasal Passage (from 2 rooms in), Lungs, Lymph Node
  • Also in every hunter squad, Booster Shot doses, Follicular Helper T Cell summons, and grown from Lymphoid Progenitors

Macrophage

Tank

A big, tanky cell that creeps after you, then swells and charges to engulf you down a marked red line. Lots of health and very heavy contact damage.

Details
  • Base stats: 140 health · 64 speed · 18 touch damage (the toughest common cell of the early organs)
  • Every 2.4–4.2 s, when you're within 320 points and in sight: a 0.6 s wind-up (it swells and keeps creeping forward) behind a red warning line, then a straight charge that can't turn
  • Organs: Nasal Passage (from 2 rooms in), Lungs, Bloodstream, Gut, Liver
  • Joins every hunter squad from the Lungs on
  • Pays 2.5x the nucleotides of an ordinary cell
  • Captured by a Retrovirus, a macrophage becomes a bodyguard that taunts nearby cells onto itself

Plasmablast

Summoner

Hangs back at range and keeps budding fresh antibodies. Ignore it and the swarm never ends.

Details
  • Base stats: 70 health · 48 speed · 10 touch damage
  • Keeps 260–380 points away
  • Buds a batch of 2 antibodies every few seconds (faster in deeper organs), up to 10 alive at once
  • Each elite tier adds one antibody per batch, a bigger cap and faster budding
  • About 1 in 5 plasmablasts (more often on elites) is a rapid budder that pulses visibly and buds almost twice as fast
  • Budded antibodies stay when it dies, but no more come
  • Organs: Nasal Passage (from 2 rooms in), Lungs, Bloodstream, Lymph Node, Bone Marrow; also in Booster Shot doses and Follicular Helper T Cell summons

Basophil

Buffer

Weak but pushy: it chases you and pulses histamine that riles up every cell nearby and makes you swell up. When it dies, its heparin dissolves nearby clots.

Details
  • Base stats: 55 health · 68 speed · 6 touch damage
  • Histamine pulse every 3.5–4.8 s, radius 200: cells inside move 35% faster and hit 30% harder for 2.5 s
  • If you're inside the pulse you're SWOLLEN: slowed to 60% speed for 1.2 s
  • On death, heparin dissolves every platelet clot within 220 points (HEPARIN: CLOTS DISSOLVED)
  • Organs: Nasal Passage (from 2 rooms in), Bloodstream, Lymph Node

Eosinophil

Mortar

A mortar cell that keeps its distance and lobs three toxic granules at where you're heading. They land on warning circles and leave acid pools that burn anything inside, other cells included.

Details
  • Base stats: 65 health · 70 speed · 8 touch damage
  • Keeps 200–300 points away; fires every 2.6–3.8 s when you're within 480
  • Leads its aim: one granule lands where you're going, two scatter around it
  • Each granule lands after 0.8 s on a warning circle and leaves an acid pool for 3 s
  • Acid burns you while you stand in it, and burns immune cells too (10 damage per second): lure them in
  • Organs: Lungs, Gut, Bone Marrow

Platelets

Swarm

Small, fast clotting fragments that clump together and swarm you. Every one that dies leaves a sticky fibrin clot on the floor.

Details
  • Base stats: 12 health · 150 speed · 4 touch damage
  • Steer toward you and toward each other, arriving in clumps
  • On death they leave a sticky clot for 7 s that slows you to 20% speed (the strongest slow in the game)
  • The Plasminogen Activator gene stops clots slowing you; a dying Basophil dissolves them
  • Organs: Bloodstream (very common), Bone Marrow
  • Also: 3 per hunter squad from the Bloodstream on, Plasma Cell swarms (7, or 10 enraged), Megakaryocyte broods, and Hematopoietic Stem Cell summons (8)

Natural Killer Cell

Bruiser

Stalks you, then swells up and blasts perforin in a wide ring around itself for heavy damage. Back off or dash away when it swells.

Details
  • Base stats: 80 health · 100 speed · 12 touch damage
  • Within 120 points it winds up for 0.65 s (swelling, with a red warning circle)
  • Perforin burst: radius 115, 20 base damage, then a 2.6 s cooldown
  • Organs: Bloodstream, Lymph Node, Brain
  • Also in hunter squads from the Bloodstream on, Interferon doses (the core of the dose), Plasma Cell reinforcements, Hematopoietic Stem Cell summons, and grown from Lymphoid Progenitors

Dendritic Cell

Alarm

Never attacks: it keeps its distance and studies you, glowing brighter. Let it watch you for 2.5 seconds and it presents your antigen to the whole immune system.

Details
  • Base stats: 60 health · 85 speed · no touch damage
  • Backs away inside 260 points, otherwise circles you
  • Counts while it can see you within 420 points; breaking line of sight pauses the count
  • ANTIGEN PRESENTED: Detection jumps by 18 and every unaware cell in the room is alerted
  • It can do it again after another 2.5 s of watching
  • Organs: Bloodstream, Lymph Node

Complement System

Turret

A stationary protein cluster that fires slow homing orbs whenever it can see you.

Details
  • Base stats: 70 health · never moves · 6 touch damage
  • Fires every 2.4 s when you're within 420 points and in sight
  • Orbs deal 9 damage, fly slowly and curve after you for up to 5 s
  • Never gives up the hunt once alerted
  • Can't roll the Swift, Enraged or Splitting affixes
  • Organs: Bloodstream, Gut, Liver

Memory B Cell

Ranged

Remembers you: the moment it spots you it fires a fast aimed burst, then steady aimed volleys. It also remembers the last shot type that hit it.

Details
  • Base stats: 80 health · 75 speed · 7 touch damage
  • REMEMBERS YOU: on first spotting you (within 460 points), a rapid 6-shot stream aimed where you're going
  • Then a 3-shot aimed spread every 2.2–3.2 s while it can see you
  • Takes half damage from the last shot type that hit it until a different type lands (REMEMBERED)
  • Keeps 240–340 points away
  • Organs: Bloodstream, Lymph Node, Brain

Deeper in the host

Specialist Cells of the Deep Organs

From the Lymph Node down, each organ fields its own specialists: buffers, stealth hunters, factories that spawn more cells, and cells that rewrite the floor under you.

Helper T Cell

Buffer

Hangs back and pulses cytokines that make every nearby cell faster and harder-hitting. Several helpers keep a whole room buffed.

  • Base stats: 40 health · 95 speed · 6 touch damage
  • Keeps 220–320 points away
  • Cytokine pulse every 4.5 s, radius 220: cells inside move 35% faster and hit 30% harder for 4 s
  • Organs: Lymph Node, Gut, Bone Marrow
  • Also the Follicular Helper T Cell boss's reinforcements, and grown from Lymphoid Progenitors

Thymocyte

Pack

Small, fragile young T cells that drift around you in packs. Every time you dash, every thymocyte nearby dashes straight at you too.

  • Base stats: 28 health · 85 speed · 7 touch damage (the smallest lymphocyte)
  • Circles 150–230 points from you
  • Copies your dash: every thymocyte within 520 points lunges at you
  • About a third fail negative selection and die on their own after 6–14 s (FAILED SELECTION)
  • Organs: Lymph Node (very common), Brain

Lymphoid Progenitor

Grows up

Slow, weak and harmless at first, with a ring that fills over 6 seconds. When it fills, it becomes a full lymphocyte.

  • Base stats: 45 health · 45 speed · 5 touch damage
  • Keeps 260–420 points away while its ring fills
  • After 6 s: DIFFERENTIATED! It becomes a B cell, NK cell or helper T cell, already hunting you
  • 1 time in 10 it becomes a weakened Killer T clone instead
  • Organs: Lymph Node, Bone Marrow

Follicular Dendritic Cell

Turret

Doesn't move. It sits in a web that slows you and fires rotating rings of slowing shots.

  • Base stats: 90 health · never moves · 8 touch damage
  • Its web (radius 150) slows you to 40% speed while you're inside
  • Every 3 s within 420 points: a ring of 6 slowing shots (7 damage each)
  • Can't roll the Swift, Enraged or Splitting affixes
  • Organs: Lymph Node, Brain

Goblet Cell

Lobber

Lobs blobs of mucus at where you're standing: a warning circle, then a sticky puddle that slows you.

  • Base stats: 70 health · 50 speed · 8 touch damage
  • Only walks toward you when you're more than 260 points away
  • Every 3.5 s within 480 points: a 0.8 s warning circle, then the glob lands for 8 damage if you're inside
  • Leaves a sticky patch for 7 s that slows you to 20% speed
  • Organs: Gut; also the Paneth Cell boss's reinforcements

IgA Plasma Cell

Ranged

Keeps its range and fires spreads of sticky, slowing antibodies.

  • Base stats: 60 health · 70 speed · 6 touch damage
  • Keeps 260–360 points away
  • Every 2.4 s while it can see you within 460 points: a 3-shot spread (7 damage each) that slows you
  • Organs: Gut, Liver

Stellate Cell

Area denial

Weaves toward you, leaving patches of scar tissue behind it. The floor gets harder to move on the longer it lives.

  • Base stats: 75 health · 70 speed · 12 touch damage
  • Drops a patch of scar tissue (fibrosis) every 2.2 s
  • Scar tissue lasts 7 s and slows you to 20% speed
  • Organs: Liver; also the Kupffer Cell boss's reinforcements

NKT Cell

Stealth

Almost invisible while it stalks you. It appears with a '!' right next to you and lunges for heavy damage, then fades again.

  • Base stats: 70 health · 120 speed · 14 touch damage
  • Body is only about 12% visible while stalking
  • Within 160 points: decloaks with a '!', winds up for 0.4 s, then lunges at high speed
  • 2.2 s between strikes
  • Organs: Liver, Bone Marrow, Brain

Megakaryocyte

Factory

Huge and tough, it keeps shedding platelet swarms and bursts a ring of fragments when you get close. Kill it to stop the platelets.

  • Base stats: 180 health (the toughest regular cell) · 48 speed · 14 touch damage
  • Buds 3 platelets every 5 s, up to 9 alive at once
  • Within 190 points, every 2.2–3.4 s: it swells, then 0.4 s later bursts a ring of 10 fragments (7 damage each), so hugging it doesn't work
  • Organs: Bone Marrow; also Hematopoietic Stem Cell summons

Myeloblast

Rusher

Fast and fragile, it rushes straight at you, and when it dies it bursts into three neutrophils.

  • Base stats: 55 health · 105 speed · 9 touch damage
  • On death: three half-health neutrophils burst out, already hunting
  • Killing it point-blank is risky; kill it from range
  • Organs: Bone Marrow; also the Hematopoietic Stem Cell boss's reinforcements and summons

Astrocyte

Support

Hangs back and wraps up to three nearby cells in protective shields, refreshing them as they break.

  • Base stats: 85 health · 60 speed · 6 touch damage
  • Keeps 240–340 points away
  • Every 5 s: shields up to 3 unshielded cells within 260 points, each shield worth 35% of that cell's health
  • Never shields bosses
  • Organs: Brain; also the Microglia boss's reinforcements and summons

Resident Memory T Cell

Teleporter

Teleports right next to you every few seconds and fires a five-shot burst, with little warning.

  • Base stats: 60 health · 90 speed · 10 touch damage (it walks at half speed between blinks)
  • Every 3.2 s within 600 points: blinks to a spot about 110 points from you
  • 0.35 s later: a 5-shot fan (8 damage each) aimed at you
  • Organs: Brain; also Microglia summons

Mini-boss

Killer T Cells

When Detection fills to 100, the immune system dispatches Killer T cells: elite hunters that follow you from room to room until you destroy them. Every generation you kill trains a stronger one. Unlocks at skill-tree level 6.

Killer T Cell

Mini-boss

A red, spinning cytotoxic T cell that stalks you, winds up and lunges at high speed. Its pack's health shows in the top bar as KILLER T CELL · GEN N.

  • Dispatched when Detection reaches 100, from the Lungs on; in the Nasal Passage only for its introduction
  • The organ that introduces it sends the first pack after two cleared fights
  • Base stats: 260 health (+4% per Immune Alert step) · 105 speed · 16 touch damage
  • Lunge: within 280 points it swells for 0.45 s, then lunges for 0.32 s
4 more
  • Each generation: +60% health, +25% touch damage, +6% speed, slightly bigger, and one more notched ring around it (up to 5)
  • Never gives up the hunt and never adapts in a Cytokine Storm; it can roll elite tiers but never the Splitting affix
  • Retrovirus deals 50% extra damage to Killer T cells and bosses
  • Loot from each original: a guaranteed Ribozyme Core, 2–3 Chaperone Proteins, 30% chance of another Ribozyme Core, 20% chance of gear, 3% chance of a Dormant Virion (extra life); outside Endless Game Mode each Ribozyme Core comes as 2 Chaperone Proteins

Generation 1

Gen 1

A single Killer T cell with one skill: the lunge.

  • Pack size: 1
  • Lunges every 2.4 s when close

Generation 2

Gen 2

Its lunges now end in a perforin ring.

  • Pack size: 1
  • Every lunge ends with a ring of 10 perforin shots fired in all directions
  • Lunges come slightly more often

Generation 3

Gen 3

Adds homing granzyme shots, and they now hunt in pairs.

  • Pack size: 2
  • Fires 2 homing granzyme shots every few seconds while it can see you
  • Perforin ring grows to 12 shots

Generation 4

Gen 4

Clonal expansion: at half health each one splits off a smaller clone of itself.

  • Pack size: 2
  • Once per cell, at 50% health: CLONAL EXPANSION spawns a clone with 45% of a full cell's health
  • Clones die when the rest of the pack falls
  • Perforin ring grows to 14 shots

Generation 5+

Gen 5+

Packs of three with wider granzyme volleys, and every later generation keeps getting tougher and faster.

  • Pack size: 3
  • Granzyme volleys widen to 3 homing shots
  • Perforin ring reaches its maximum of 16 shots
  • Lunges speed up each generation, down to one every 1.4 s
  • Shot damage grows 15% per generation

The Hunt

Follows you

A Killer T pack follows you through every door, keeping its wounds, until it's destroyed.

  • Toast on dispatch: KILLER T CELL DISPATCHED (or N KILLER T CELLS DISPATCHED) with the generation's skill list
  • Arrives almost at once through the door or corner farthest from you
  • Leave the room and the surviving cells come through after you about 2.5 s later, with the same health and size
  • The trail is lost only when you move to the next organ or fall down a drop shaft
2 more
  • A Refuge hides you from ordinary hunters, but not from Killer T cells
  • When a pack arrives, Detection is pulled down to 55; while a pack is out, Detection can't send another

Split Copies

On death

Killing a Killer T cell doesn't end it: two smaller, faster copies burst out and keep hunting, and those split once more.

  • IT SPLITS! Each split copy has 40% of the health, is 28% smaller, 15% faster and hits 25% softer
  • Copies split one more time, so one original can become four tiny hunters
  • Only originals drop loot
  • The pack only counts as destroyed when every copy is dead

Pack Destroyed

Reward

Wipe out the whole pack and the immune system has to train a stronger generation.

  • Toast: KILLER T CELLS DESTROYED
  • Detection drops to 20 and is frozen for 10 seconds
  • The Immune System Level rises by 1
  • The next generation comes the moment Detection maxes out again

The host fights back

Treatments, Medicine and Vaccines

When Detection stays high, the host feels sick and takes medicine. A warning pulses, then a dose floods the room with drug capsules or vaccine vials and the immune cells they rally. Unlocks at skill-tree level 10.

Medical Treatment

Detection 75+

Once Detection is 75 or higher, the host may take a treatment. Survive the dose for a reward, or walk out of the room to escape it.

  • A 30% chance every 10 seconds while Detection is 75+; never in a boss room
  • Warning: INCOMING: <dose> with a coloured tint pulsing over the room for about 2 s
  • Dose size grows with the Immune System Level plus one for every dose already given this run; later doses' cells also get 15% more health per earlier dose
  • After a dose: at least 2 minutes before the next, 40 s longer after each dose
4 more
  • When the dose arrives Detection eases by 5
  • Survive it (TREATMENT WORE OFF): nucleotides, Polymerase Shards, a 25% chance of a Chaperone Protein and a 4% chance of a Dormant Virion
  • Leave the room and you escape the dose, but lose the reward
  • The organ that introduces treatments doses you in its second fight (or sooner once Detection passes 50)

Antiviral Dose

Dose

Drug capsules flood in with antibodies and neutrophils, and the drug in the blood slows your replication.

  • Called ANTIRETROVIRAL DOSE for Retrovirus
  • Blurb by virus: Tamiflu (Influenza A), tenofovir (Retrovirus), an Inmazeb antibody infusion (Filovirus), Paxlovid (Halovirus)
  • Swarm: 1–3 drug capsules, 8 + 2 per level antibodies, 2 + 1 per level neutrophils
  • While it lasts you fire 20% slower everywhere

Booster Shot / PrEP

Dose

Trained antibodies and B cells rush in, shielded by the vaccine. Every cell gets tougher while the dose lasts.

  • Called PrEP for Retrovirus
  • Swarm: 1–2 vaccine vials (PrEP capsules for Retrovirus), 12 + 3 per level antibodies, B cells and plasmablasts
  • While it lasts every immune cell takes 20% less damage

Interferon Shot

Dose

Interferon puts the host on alert: NK cells and antibodies swarm you, and every hit lands harder.

  • Swarm: NK cells (3 + 1 per 2 levels), 10 + 3 per level antibodies, neutrophils and monocytes
  • While it lasts every hit you take does 25% more damage

Radiation Therapy

Cancer

When cancer has spread into a new organ, there's an even chance the host gets radiation: the tumor shrinks a stage, but it scorches you too.

  • 50% chance a few seconds after a metastasis arrives in a new organ
  • The tumor drops one growth stage
  • You lose 20% of your max health (it can't kill you)
  • Radiation sickness for 30 s: 20% less damage and 10% slower movement

Oseltamivir (Tamiflu) Capsule

Medicine

An antiviral capsule that hides behind the nearest crowd of immune cells inside a wide cloud. It heals the cells in its cloud and slows your fire.

  • The drug capsule in every run except Retrovirus
  • Base stats: 45 health · 85 speed · 7 touch damage
  • Cloud radius 240: inside it you fire half as fast as Influenza A (about 40% slower as Filovirus or Halovirus) and move at 75% speed
  • HEAL: every 2.5 s it restores 10% health to every immune cell in its cloud
2 more
  • Organs: Lungs, Bloodstream, Gut, Liver, Brain; also Antiviral doses
  • At most one capsule per wave

Tenofovir Capsule

Medicine

Retrovirus's antiretroviral capsule. Inside its cloud you fire and move slower, and it boosts the immune cells around it.

  • Replaces the Tamiflu capsule in Retrovirus runs
  • Cloud radius 240: inside it you fire about 40% slower and move at 75% speed
  • BOOST: immune cells in its cloud move 40% faster

Influenza Vaccine Vial

Prevention

A vaccine vial that follows the crowd from behind and projects a large protective ring. Cells inside take only about a third of your damage.

  • The vaccine vial in every run except Retrovirus
  • Base stats: 70 health · 70 speed · no touch damage
  • PROTECT: immune cells inside its 300-point ring take only 35% of your damage
  • Organs: Lungs, Bloodstream, Lymph Node, Liver, Bone Marrow, Brain; also Booster Shot doses
  • At most one vial per wave

PrEP Capsule

Prevention

Retrovirus's protective capsule. Every few seconds it wraps the immune cells in its ring in shields.

  • Replaces the vaccine vial in Retrovirus runs
  • SHIELD: every 5 s, cells inside its 300-point ring get a shield worth 25% of their health

Hiding Behind the Crowd

Medicine AI

Drug capsules and vaccine vials work from the back line: the more immune cells around them, the tougher they get, and alone they're very frail.

  • They tuck in behind the nearest crowd of up to 6 immune cells, on the far side from you
  • They back off whenever you get within 140 points
  • With no immune cell in their zone they take 4x damage
  • Each cell inside makes them tougher, down to a third of the damage with 8 or more
  • Tip: pick off the crowd, or catch them in the open

Immune cell activation

Elite Tiers

Any regular cell can roll a tier, coloured like gear: white, green, blue, purple, orange, red or prismatic. Higher tiers are bigger, tougher, hit harder and drop far better loot. Elites unlock at skill-tree level 4.

How Elites Roll

Overview

Every regular cell rolls a tier when it spawns. Deeper organs and a higher Immune Alert make elites far more common.

  • Elite odds are halved in the Nasal Passage and climb with every organ, up to 3.5x in the Brain
  • The first two rooms of the Nasal Passage never field blue-or-better elites
  • From the Lymph Node on almost every cell is at least green; from the Gut on, nearly every regular cell is Rare (blue) or better
  • Every 10 Immune Alert steps count like most of an extra organ for elite odds (up to the equivalent of 2.5 organs)
4 more
  • The organ that introduces elites shows a Rare one straight away
  • Antibodies, host cells and tumors never roll tiers
  • Bosses roll tiers too, with smaller health boosts, at most 2 affixes and never Splitting
  • Rare and up wear a name tag with their affixes (two names shown, +N for the rest)

Common

White

An ordinary cell with no bonuses and no affixes.

  • 1x health, damage, speed and size
  • No affixes
  • 1x loot

Uncommon

Green

A slightly tougher cell with a green ring.

  • 1.3x health · 1.05x damage · 1.05x size
  • No affixes
  • 1.5x nucleotides
  • About 2% chance of gear

Rare

Blue

The first true elite: a blue ring, a name tag and one affix.

  • 1.6x health · 1.12x damage · 1.08x speed · 1.1x size
  • 1 affix
  • 2x nucleotides, Polymerase Shards, about 9% chance of gear
  • Small chance to drop a run modifier

Epic

Purple

A glowing purple elite with two affixes.

  • 2.1x health · 1.25x damage · 1.12x speed · 1.18x size
  • 2 affixes; thicker glowing ring
  • 3x nucleotides, shards and a Chaperone Protein, about 22% chance of gear
  • 0.5% chance of a Dormant Virion

Legendary

Orange

An orange elite with a rotating dashed halo and a coloured glow.

  • 3x health · 1.4x damage · 1.15x speed · 1.28x size
  • 2 affixes
  • 4x nucleotides, shards, 2 Chaperone Proteins, 50% chance of a Ribozyme Core (2 Chaperone Proteins outside Endless Game Mode), about 63% chance of gear
  • 3% chance of a Dormant Virion

Mythic

Red

A red elite with three affixes that always drops gear.

  • 4.2x health · 1.6x damage · 1.2x speed · 1.4x size
  • 3 affixes
  • 6x nucleotides, shards, 3 Chaperone Proteins, 50% chance of a Ribozyme Core (2 Chaperone Proteins outside Endless Game Mode), guaranteed gear
  • 3% chance of a Dormant Virion

Prismatic

Rainbow

The rarest tier: a rainbow-ringed cell with four affixes and the richest loot in the game for a regular cell.

  • 6x health · 1.85x damage · 1.25x speed · 1.5x size
  • 4 affixes; rainbow ring, cycling rainbow glow, white name with a rainbow bar
  • 10x nucleotides, shards, 4 Chaperone Proteins, 50% chance of a Ribozyme Core (2 Chaperone Proteins outside Endless Game Mode), guaranteed gear
  • Its gear is always Epic, or the best tier the organ allows if that is lower

Named over their heads

Elite Affixes

From blue (Rare) up, elites roll affixes: 1 at Rare, 2 at Epic and Legendary, 3 at Mythic and 4 at Prismatic.

Swift

Affix

Moves much faster than a normal cell of its kind.

  • +35% move speed, on top of the tier's own speed bonus
  • Never rolled by cells that can't move

Armored

Affix

Carries a grey armor bar that must be broken before its health.

  • Armor worth 60% of its max health
  • Armor only takes 65% of each hit, so it soaks a lot
  • Explosive shots crack armor 60% faster

Shielded

Affix

Wrapped in a cyan shield bubble that soaks damage first.

  • Shield worth 40% of its max health
  • Breaks before armor and health (SHIELD BROKEN)
  • Electric damage (M2 Ion Channel and other electric effects) tears through shields faster

Regenerating

Affix

Heals itself whenever it's left alone.

  • After 2 s without being hit it regains 1% of its max health per second
  • It can't out-heal steady damage, only recover from neglect

Vampiric

Affix

Heals every time its touch hurts you.

  • Each damaging touch heals it 8% of its max health
  • Bosses with this affix heal only 2% per touch

Volatile

Affix

Bursts in an explosion when it dies.

  • Death blast radius 95 points, 16 base damage to you if you're inside
  • Death card: CAUGHT IN AN EXPLOSION

Splitting

Affix

Splits into two smaller copies when it dies.

  • Two copies, each 80% size with 30% of the original's max health, already hunting
  • Never rolled by bosses, Killer T cells or cells that can't move

Enraged

Affix

Turns red and fiercer once it drops below half health.

  • Below 50% health: +30% speed and +40% touch damage (ENRAGED)
  • Never rolled by cells that can't move

Stealth and alarm

Detection, Awareness and the Immune Response

Cells start each fight unaware of you. Get spotted, fight loudly and rack up kills, and the immune system's Detection meter climbs, calling in hunter squads, treatments and finally Killer T cells.

An immune response summons a hunter squad
An immune response summons a hunter squad

Awareness & Stealth

Stealth

A fight's first wave waits around the room unaware, wandering near where it started and sweeping a visible sight cone. Stay out of sight to pick your fights.

  • Unaware cells show a tinted sight cone and a dim glow
  • They see about 250 points inside a roughly 100° cone, and only with a clear line of sight
  • They hear you all around within 85 points
  • SPOTTED: a '!' appears and every unaware cell within 200 points is alerted in a chain
2 more
  • A hunting cell that loses sight of you for 8 s gives up ('?') and wanders again; bosses, Killer T cells, summoned cells and Complement never give up
  • The first wave is spread in clusters across the room, never right next to you; reinforcement waves arrive already hunting

Ambush

2.5x damage

Catch a cell unaware and your shot hits much harder.

  • Your auto-attack targets unaware cells only from 210 points (380 for hunting cells), so you sneak in close
  • A hit on an unaware cell deals 2.5x damage and shows AMBUSH
  • The hit alerts it, and it starts hunting you
  • Killing an unaware cell raises Detection only half as much

Detection

Eye meter

The eye meter at the top right tracks how aware the immune system is of you, from calm green through yellow to pulsing red.

  • Base points: a cell spotting you +3; each neighbour it alerts +0.5; every kill +1.2, plus 0.03 more for every kill this run (up to +3 more); getting hit +1; using your signature Shift ability +8 (Influenza A and Filovirus); a wrong step in a receptor puzzle +6; a Dendritic Cell's antigen presentation +18
  • Every cell currently hunting you adds a little each second, plus a slow passive creep
  • Fills 40% slower in the Nasal Passage and 20% slower in the Lungs than deeper in
  • Colour: green below 50, yellow 50–74, red and pulsing from 75
  • Cools off once nothing has raised it for 5 s and nothing is hunting you, then drains about 1.2 points a second

Detection Thresholds

Escalation

Each section of the meter brings a bigger immune response.

  • 35: first hunter squad
  • 60: second hunter squad, bigger
  • 75: the host may take a treatment (30% chance every 10 s)
  • 80: third hunter squad, bigger still
2 more
  • 100: Killer T cells are dispatched (from the Lungs on)
  • A squad threshold re-arms only once Detection drops 20 below it

Hunter Squads

Reinforcements

Cytokines call in a squad of cells that already know where you are, through the door or corner farthest from you.

  • Toast: IMMUNE RESPONSE · Cytokines have summoned a hunter squad
  • Mostly neutrophils (4 + 1 per organ deep + 1 per squad already sent this run, sometimes one more) plus a B cell
  • From the Lungs on: + a Macrophage
  • From the Bloodstream on: + an NK cell and a clump of 3 platelets
  • Every squad this run is bigger than the last, and gets tougher with Immune Alert

Cooling Down

Lower Detection

Ways to bring Detection back down and shake hunters off your trail.

  • Refuge room: heals half your health, drops Detection by 30 and makes every hunting cell lose you (not bosses or Killer T cells)
  • Solving a receptor puzzle: Detection -10
  • Retrovirus's Latency: Detection -30 and hunters lose your trail
  • Coming back from a Dormant Virion (extra life): Detection -25
  • Destroying a Killer T pack: Detection drops to 20 and freezes for 10 s

Immune Alert

Run timer

A fever that rises one step every 20 seconds of the run (the flame number in the HUD), making the whole immune system tougher the longer you take.

  • Each step: newly spawned cells get 6% more health and every hit on you is 4% stronger
  • Boss base health +3% per step, Killer T base health +4% per step
  • Raises elite odds (up to the equivalent of 2.5 extra organs at Alert 20)
  • At Alert 3 the immune system starts learning your shot types

Fights in Waves

Waves

Fights come in waves: a big placed wave that starts unaware, then smaller reinforcement waves that pour in already hunting.

  • Nasal Passage fights have 1 wave (2 deep in the organ); later organs 2 (3 deep in the organ); big rooms add one more and huge rooms another, up to 4
  • Reinforcement waves are about 60% the size of the first and spawn away from you
  • Every wave adds an antibody swarm on top
  • A WAVE N / M pill shows progress

It learns

The Adaptive Immune System

The host doesn't just send more cells: it studies you. It matures with every organ, resists the shot you lean on, remembers you, and if your build snowballs it answers with a Cytokine Storm of crimson adapted cells.

Immune System Level

L number

The host's defences mature over a run, shown as an L number by the Detection eye. It sets how big treatment doses get.

  • Starts at 1, +1 for every organ you reach, +1 for every Killer T generation you destroy
  • Each new level is announced: IMMUNE SYSTEM LEVEL N
  • Colour: green at L1, yellow at L2–3, orange at L4–5, red from L6
  • Shown once The Immune System Learns is unlocked (skill-tree level 13)

The Immune System Learns

Level 13 unlock

Lean on one shot type and the immune system starts resisting it until you mix things up.

  • From Immune Alert 3, it watches your last 20 hits (at least 10 needed)
  • If 60% or more were one shot type (Standard, Piercing, Splitting or Explosive), that type deals 30% less damage
  • HUD warning: Immune system adapting: <type> resisted
  • Influenza A's Antigenic Drift and Shift are natural counters
  • Doesn't run in Endless Game Mode

Immunological Memory

Memory

Several cells remember what you did to them and come back better prepared.

  • Memory B cells take half damage from the last shot type that hit them
  • Dendritic cells that watch you for 2.5 s present your antigen: Detection +18 and the whole room is alerted
  • Every Killer T generation you destroy returns stronger, with a new skill

Cytokine Storm

Level 12 unlock

The thin hurricane meter under Detection shows how far ahead of the curve your build is. Past its tick mark, the immune system answers with adapted crimson cells.

  • Measures whichever is higher: how fast ordinary cells die once you start hitting them (your last 24 kills: it starts filling under about 1.4 s and is full at about 0.35 s), or how little the fighting hurts you (full when you lose under about 6% of your max health per minute of combat; fair is about 35%)
  • Only reaches full strength once you have 6 traits, so it never kicks in on a fresh run
  • CYTOKINE STORM BUILDING warning at 5%; the bar is orange until its tick mark at 30%, then red and pulsing
  • A full storm stays full for at least 20 s
  • The Lymph Node runs a stricter storm: it counts more lost health as too easy and surges twice as often

Adapted Crimson Cells

Storm response

Past the storm's mark, some newly spawned cells come ADAPTED, marked by a pulsing crimson halo: tougher, faster, harder-hitting and built to beat your defences.

  • Up to 45% of new cells adapt at a full storm
  • At full strength: 3x health, take 35% less damage, 60% less damage over time (burning, poison, bleeding), move 80% faster, hit 60% harder
  • Their hits pierce your defences (PIERCED): shields soak only 30% of them, armor works at reduced strength, and room shield charges don't block them
  • Bosses, Killer T cells, antibodies, host cells and tumors never adapt
  • First time: CYTOKINE STORM · The immune system responds: crimson cells now resist your build and move faster

Storm Surge

No cap

If the storm stays full, every 20 seconds of fighting it surges a level higher, with no limit.

  • Toast: STORM SURGE N · You're still too strong: crimson cells grow tougher and more common
  • Each level: more cells adapt (+20% of the base chance, up to 90% of cells), adapted cells get +40% health and hit 25% harder
  • Falling back under the storm's tick mark ends the surge

Cytokine Buffs

Buff

Helper T cells and Basophils pulse signals that rile up every cell around them. Buffed cells glow blue.

  • Buffed cells move 35% faster and hit 30% harder
  • Helper T pulse: radius 220, lasts 4 s, every 4.5 s
  • Basophil histamine pulse: radius 200, lasts 2.5 s, every 3.5–4.8 s, and swells you up too
  • A new pulse refreshes the buff instead of stacking it

Deeper Organs, Tougher Defences

Escalation

Every organ's immune cells have more health, hit harder and move faster than the last, and the Brain hides behind the blood-brain barrier.

  • Cell speed climbs every organ, up to +36% in the Brain
  • The Nasal Passage's cells hit softer so new players can learn
  • Blood-brain barrier: every cell in the Brain shrugs off 38% of your damage
  • In Infect Game Mode, a run that pushes past the organ it started in meets cells with 40% more health and damage per organ beyond it
  • Hits on you also grow 4% per Immune Alert step

Next up

Cancer

Tumors that grow on a timer, spread, send assassins and follow you deeper.