Mutation Invasion

Mutation Invasion is the 15th major update for Fallout 76, following Nuka-World on Tour. It was released on February 28, 2023 alongside Season 12 Rip Daring and the Cryptid Hunt.

Locations
Charleston Capitol Building Garrahan Mining Headquarters Morgantown High School

Enemies
Zetan Alien Invaders

Mutations
Reflective Skin: Enemies will glow white for 5 seconds at a time. If attacked while they are glowing white, players will receive 25% of their damage back.

Explosive attacks such as an Auto Grenade Launcher (AGL) ignore the reflective skin mutation and they can be attacked without player damage. Vampires will not proc and heal players while the enemies are glowing white.

Resilient Mutation enemies can now be killed with Pain Train perk card and throwing weapons including Meat Cleaver, Sheepsquatch Shard, Throwing Knife, and Tomahawk.

Rare

 * Initiate - 0.05% chance
 * Paladin - 0.11% chance
 * Elder - 1.09% chance


 * List
 * Plan: Deep-space Alien Power Armour Legs Paint - Non-Tradeable
 * Plan: Deep-space Alien Power Armour Jetpack Paint - Non-Tradeable
 * Plan: Deep-space Alien Power Armour Arms Paint - Non-Tradeable
 * Plan: Deep-space Alien Power Armour Torso Paint - Non-Tradeable
 * Plan: Deep-space Alien Power Armour Helmet Paint - Non-Tradeable

Uncommon

 * Initiate - 0.12% chance
 * Paladin - 0.24% chance
 * Elder - 2.38% chance


 * List
 * Plan: Floater Tubes - Non-Tradeable
 * Plan: Hot Rod Handmade Skin - Non-Tradeable
 * Plan: Flatwoods Monster Tube - Non-Tradeable
 * Plan: Intergalactic Handmade Skin (CUT)

Event Rewards
There are two types of rewards that can drop from the event if the event is completed successfully.

Mutated Package

 * Mutated Package: Awarded for completing a mutated event with less than 3+ Fallout 1st Members.
 * Base XP: 500
 * Base Caps, Legendary Scrip x35, Treasury Notes x1


 * Mutated Package contents:
 * Mutated Events Weapons - 5% chance and then 25% chance for individual
 * Stimpak: Super - 100% chance
 * Stimpaks - 100% chance
 * Screws - 100% chance
 * Components - 100% chance
 * Contextual Ammo - 100% chance
 * Serum x1 - 5% chance and then 5.26% chance for individual
 * Murmrgh's Mystery Pick x1 - 100% chance
 * Chase Item x1 - 25% chance and then 66.6% for rare plans and 33.3% for ultra-rare plans

Mutated Party Pack

 * Mutated Party Pack: Granted for successfully completing a Mutated Event with 3+ Fallout 1st Members. If the event is successful and there are 3+ Fallout 1st members in the event, then everyone that attended the event will receive a Mutated Party Pack instead of a Mutated Pack.
 * Base XP: 500
 * Base Caps, Legendary Scrip x35, Treasury Notes x1


 * Mutated Party Pack contents:
 * Mutated Events Weapons - 10% chance and then 25% chance for individual
 * Stimpak: Super - 100% chance
 * Stimpak - 100% chance
 * Screws - 100% chance
 * Components - 100% chance
 * Contextual Ammo - 100% chance
 * Serum x1 - 10% chance and then 5.26% chance for individual
 * Murmrgh's Mystery Pick x1 - 100% chance
 * Chase Item x1 - 50% chance and then 66.6% for rare plans and 33.3% for ultra-rare plans

Components
100% chance to drop all 5: Screws, Concrete, Lead, Gunpowder, Aluminum

Chase Item: Rare Plans
Rare plans are tradeable and will not drop if you already know the plan. They will stop dropping once you have learned the plan. You have 2/3 chances (66.6%) for a rare plan to drop when you open the mutated pack/party pack and then a 2.08% chance for an individual plan.

Chase Item: Ultra Rare Plans
Ultra-Rare plans are tradeable and will not drop if you already know the plan. They will stop dropping once you have learned the plan. You have a 1/3 chance (33.3%) for an ultra-rare plan to drop when you open the mutated pack/party pack and then a 12.5% chance for an individual plan and then a 2.08% chance for a healing salve recipe.

Weapons
5% to 25% chance to drop when you open the mutated pack/party pack and then a 25% chance for the individual weapon.


 * Overkill (Fatman): Two Shot, +25% damage while aiming, 90% reduced weight
 * Longshot (Sniper Rifle): Instigating, +25% damage while aiming, Hits have a chance to generate a stealth field
 * The Peacemaker (Auto Grenade Launcher): Juggernaut's, 25% faster fire rate, 90% reduced weight
 * Boomstick: Two shot, +25% damage while aiming, 90% reduced weight

Random Encounter: Smiling Man
The Smiling Man, also known by the name Indrid Cold, is an Appalachian urban legend associated with the Mothman. The Smiling Man bandana at rank 25 on the Season 12 scoreboard is a referebce to this urban legend. There is a 2% chance for him to spawn at any Scene Random Encounter location as of Season 12.

Epic Challenges
The re-roll feature has a chance to turn each challenge into a new one. Players are given one free re-roll a day (Fallout 1st members receive 2 rolls). To use the re-roll function, go to the daily or weekly challenges tab, highlight the challenge that you don't like and press A. Consumable re-rolls have been added to the Season 12 Scoreboard and can be claimed and used at any time.


 * When a daily or weekly challenge is re-rolled, a new challenge will replace it. There is a 25% chance that the new challenge will pull from the Epic Challenges list.
 * Some of the Epic challenges can be a little tricky to complete but if you are successful, then you will be rewarded with 400 score (if you re-roll a daily challenge) or 1500 score (if you re-roll a weekly challenge)
 * A full list of the new and Epic Challenges can here found here, along with some tips and tricks to help you complete them.


 * Challenges that can not be re-rolled:
 * Challenges that have already been completed can not be re-rolled
 * Challenges the player does not have access to cannot be re-rolled (for example, if a player is not a FO1st member they will be unable to re-roll FO1st challenges)

Challenge Items
Some of the challenges require 2 items that are only available from the Season 12 Scoreboard "Rip Daring and the Cryptid Hunt":


 * Plan: Cold Shoulder


 * Unlocks at Rank 5 on the Season 12 scoreboard.
 * You will require 2x Legendary Modules and Rank 2 Gunsmith perk card to craft this weapon.
 * Quad
 * Cryo (Target freezes causing reduced movement speed for 4 seconds. Adds Cryo damage)
 * Paranormal (+50% damage to cryptids)
 * Double Barrel Shotgun

Additional skins for the Cold Shoulder include Gold Paint (FO1st Exclusive). You do not have to have the Gold Paint unlocked in order to use the Cold Shoulder for challenges.


 * Daring Heavy Cryo turret


 * Unlocks at Rank 65 on the Season 12 scoreboard.
 * You will require Rank 2 Home Defense perk card to build and place this turret in your camp or workshop.

Scoreboard Ally: Steven Scarberry
Steven Scarberry unlocks at Rank 35 on the Season 12 scoreboard. Will be available for purchase from Samuel or Mortimer for Gold Bullion at a later date. Mods are for leather armor only.

Mutation Invasion Events
Creatures and enemies with similar mutations to those from Daily Ops will be invading public events. These invasions will happen on the hour, every hour for the first three weeks, when they first drop on the 28th of Feb 2023. After that, they will become a seasonal week thing like Mothman Equinox or Invaders from Beyond.


 * All possible Public Events and Mutations:
 * Eviction Notice:
 * Volatile - when the creatures explode, the explosion can damage the generator
 * Freezing Touch


 * Guided Meditation
 * Swift-Footed
 * Reflective Skin
 * Active Camouflage


 * Heart of the Swamp
 * Active Camouflage
 * Resilient


 * Line in the Sand
 * Resilient
 * Swift-Footed


 * Lode Baring
 * Active Camouflage
 * Freezing Touch
 * Group Regeneration


 * Moonshine Jamboree
 * Resilient
 * Freezing Touch
 * Reflective Skin


 * One Violent Night
 * Toxic Blood
 * Volatile


 * Swarm of Suitors
 * Swift-Footed
 * Toxic Blood


 * Test Your Metal
 * Group Regeneration
 * Toxic Blood


 * Uranium Fever
 * Volatile
 * Group Regeneration
 * Reflective Skin

Introducing: Mutated Public Events
Mutations you’ve grown to know and love from Daily Ops’ missions are now spilling over into Public Events!


 * At the top of the hour, every hour a Mutated Public Event will appear. These events are marked with a special icon to indicate they are Mutated.
 * Public Events for the remainder of the hour are normal events with no Mutations, which is also how this feature will function in the Live game.

As a reminder, mutations can be:
 * Volatile: Enemies explode upon death.
 * Active Camouflage: Enemies are clocked when not attacking.
 * Resilient: Enemies can only be slain with a melee attack.
 * Freezing Touch: Slow targets down upon attack.
 * Toxic Blood: Enemies leave behind small poisonous hazard upon death.
 * Group regeneration: Enemies heal each other when within radius.
 * Swift Footed: Increased movement speed.

New Rewards and Challenges!
Completing a Mutated Public Event will net you Legendary Items, Treasury Notes, and other rewards you see in a typical Public Event. In addition to these rewards, you’ll also earn a new crafting component called Infusion Reagents.

Infusions
Infusion Reagents can be combined at your Chemistry Workbench to create a new consumable item: Infusions!


 * Infusions have powerful effects that last for a short amount of time.
 * Each Infusion has multiple tiers that increase the magnitude and/or duration of their effects.
 * Unlock higher Infusion Tiers by completing new Lifetime Challenges for Mutated Public Events. The more Mutated Events you complete, the more tiers you unlock!
 * Steel Skin Infusion: Gain the effects of wearing Power Armor for several minutes.
 * Healing Cloud Infusion: Emit a Healing Cloud that heals you and other friendly nearby players for several minutes.

Mutated Package
Similar to Treasure Pails and Holiday Gifts, Mutated Packages contain a host of rewards, from contextual ammo, Infusion Reagents, and a chance for rare plans, serums and Legendary Weapons.