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Fallout 76 Event Guide: Mutation Invasion

Updated: Jul 1, 2023


With thanks to the Brilliant Coffee888 and the Marvelous Miffy.


**Subject to change when porting to live servers**



Daily Ops


New Locations

Charleston Capitol Building


Garrahan Mining Headquarters


Morgantown High School


New Enemies

Zetan Alien Invaders


New Mutations

Reflective Skin


Enemies will glow white for 5 seconds at a time. If you attack them while they are glowing white, you will receive 25% of your damage back...and it hurts.


Explosive attacks such as an Auto Grenade Launcher (AGL) ignore the reflective skin mutation and you can attack them without repercussion.


Note that Vampires will not proc and heal you while the enemies are glowing white.


Look into perk cards and stats that reduce incoming damage and damage reduction such as Dodgy, Ricochet, Overeaters etc. Some damage and energy-resist food buffs wouldn't go a miss here either.


New Changes

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


New Rewards


Rare

Initiate - 0.05% chance

Paladin - 0.11% chance

Elder - 1.09% chance


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

Image credit: SugarBombs.RADS



Uncommon

Initiate - 0.12% chance

Paladin - 0.24% chance

Elder - 2.38% chance


Plan: Floater Tubes - Non-Tradeable

Image credit: SugarBombs.RADS


Plan: Hot Rod Handmade Skin - Non-Tradeable

Image credit: SugarBombs.RADS


Plan: Flatwoods Monster Tube - Non-Tradeable

Image credit: SugarBombs.RADS


CUT - Plan: Intergalactic Handmade Skin - Non-Tradeable

 

New Random Encounter


The Smiling Man


The Smiling Man, also known by the name Indrid Cold, is an Appalachian urban legend associated with the Mothman. Cold himself is sometimes described as a cryptid.


Link to Youtube video going more in detail about this creepy character.


The Smiling Man bandana at rank 25 on the Season 12 scoreboard is a nod to this urban legend.


There is a 2% chance for him to spawn at any Scene random encounter location and as of the time of publication, he is only coded to spawn during Season 12. This may change in the future.


Link to Map of Scene spawn locations (marked in yellow).


**Spoilers**

Smiling Man full dialogue

 

Epic Challenges


Don't like one of your daily or weekly challenges? Use the re-roll feature and have a chance to turn it into a new challenge.


Players are given one free re-roll a day (Fallout First members receive 2 rolls). These are not accumulative. If you do not use them then you will lose them.


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.


The re-rolls that you claim from the scoreboard or purchased from the atom shop will not show until you have used the 1 or 2 free re-rolls that you are given each day.


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)


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: Gold Paint (FOF Exclusive)

Note: 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 Defence perk card to build and place this turret in your camp or workshop.


 

New Scoreboard Ally


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 armour 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 two 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.


List of 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 - when the creatures explode, the explosion can damage the jukebox.


Swarm of Suitors

Swift-Footed

Toxic Blood


Test Your Metal

Group Regeneration

Toxic Blood


Uranium Fever

Volatile - when the creatures explode, the explosion can damage the extractors.

Group Regeneration

Reflective Skin



Tips on how to survive each mutation:


Here are some tips, in general, to help survive daily ops and the invaded public events. I've also included some more detailed tips under each mutation.


Weapon stats

  • Vampires


Armour stats

  • Overeaters

  • Life-Saving

  • Auto Stim

  • Troubleshooters (against robots)

  • Mutant Slayers (against Super Mutants)


Perk Cards

  • Ricochet

  • Serendipity

  • Born Survivor (run diluted stimpaks when using this card as you will end up going through a lot of stimpaks in a short period of time)

  • Life Giver OR Iron Clad (note Iron Clad only provides Damage Resis and Energy Resis vs Life Giver giving up to +45 HP on your health bar for any damage received)


Food Buffs

Any foods that buff the following will help greatly. Here are some herbivore and carnivore options.

  • Damage Resistance

  • Energy Resistance

  • Poison Resistance

  • Max HP

  • HP Regen


Volatile: Enemies explode upon death.

Survival Tip: Use ranged where possible to stay out of the volatile radius. The Dense armour mod can help to reduce the damage from the explosions.


Active Camouflage: Enemies are cloaked when not attacking.

Survival Tip: Berry Mentats sometimes work but the spray and pray method works best here. Look into running a Heavy Guns Power Armour build for this mutation.


Resilient: Enemies can only be slain with a melee attack.

Survival Tip: Use ranged weapons to knock their health down and then you can gun butt them, switch to a melee weapon, use the perk card Pain Train or throwing weapons to take the last of their health. You can use the minigun shredder to kill these enemies but it's not a reliable method.


If you are lucky enough to have a melee player on your team, knock the health down to the minimum on each enemy and move on to the next. The Melee player will run behind you and finish them off.


Note you can only kill resilient enemies when they glow orange.


Freezing Touch: Slow targets down upon attack.

Survival Tip: Unless you are lucky enough to roll the +25 Cryo-resistant armour stat, there isn't much you can do with this mutation apart from equipping a vampire's weapon and ricochet and hope for the best. Another option is to equip rank 1 of Born Survivor if you are a Bloodied player or rank 3 if you are a full health player or run an Auto-Stim armour piece as it will automatically stim you without the animation.


Toxic Blood: Enemies leave behind small poisonous hazard upon death.

Survival Tip: Equip Legendary perk card Funky Duds to survive this one. Rank 1 makes a noticeable difference but max rank is better. Alternatively, a few pieces with +25 Poison Resistance can help or look into farming for some poison resist food buffs. These poison resist food buffs do stack on each other but they can be difficult to farm for as they can only be purchased from Yasmine or the Whitesprings Restaurant or drops from the Communist collectron.


Group regeneration: Enemies heal each other when within radius.

Survival Tip: Try and separate the enemies from each other if you struggle to kill them. When the end boss spawns, kill the enemies around the boss first as they won't respawn, making it easier to kill the boss at the end.


Swift Footed: Increased movement speed.

Survival Tip: There is nothing extra you can do with this mutation. Just grin and bear it.


Reflective Skin: Enemies periodically enter a Reflective state that reflects back some of the damage done to them.

Survival Tip: Use explosive weapons such as Auto Grenade Launchers (AGLs), Broadsiders, Nuka Launcher AGL, Fat Man, Grand Finale Broadsider, and the M79 Grenade Launcher.


 

Mutated Events Rewards


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


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 1.25% chance for individual

  • Stimpak: Super - 100% chance

  • Stimpaks - 100% chance

  • Screws - 100% chance

  • Components - 100% chance

  • Contextual Ammo - 100% chance

  • Serum x1 - 5% chance

  • Murmrgh's Mystery Pick x1 - 100% chance

  • Chase Item x1 - 25% chance and then 16.67% for rare plans and 8.33% for ultra-rare plans


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 2.50% chance for individual

  • Stimpak: Super - 100% chance

  • Stimpak - 100% chance

  • Screws - 100% chance

  • Components - 100% chance

  • Contextual Ammo - 100% chance

  • Serum x1 - 10% chance

  • Murmrgh's Mystery Pick x1 - 100% chance

  • Chase Item x1 - 50% chance and then 33.3% for rare plans and 16.67% for ultra-rare plans

 

Rewards Lists


Components

100% chance to drop all 5 on the list

  • Screws

  • Concrete

  • Lead

  • Gunpowder

  • Aluminum


Chase Item - Rare Plans

All plans will stop dropping once learned, increasing the odds on the remaining plans. However, once a character has learned all the plans available, duplicates will start dropping again at the base odds listed below.

Currently, this logic is bugged on the live version of the game, but it is fixed in the current PTS and is expected to be fixed in live at the release of Patch 43.

Plan: Bear Arm

Plan: Bear Arm Heavy Mod

Plan: Bear Arm Puncturing Mod

Plan: Civil War Era Dress

Plan: Civil War Era Suit

Plan: Civil War Era Top Hat

Plan: Confederate Hat

Plan: Costume Witch Hat

Plan: Cutting Fluid

Plan: Deathclaw Gauntlet

Plan: Halloween Skull Mask

Plan: Heavy Metal Arms

Plan: Heavy Metal Legs

Plan: Heavy Metal Torso

Plan: Heavy Raider Arms

Plan: Heavy Raider Legs

Plan: Heavy Raider Torso

Plan: Heavy Robot Legs

Plan: Heavy Robot Right Arms

Plan: Heavy Robot Torso

Plan: Light Metal Arms

Plan: Light Metal Legs

Plan: Light Metal Torso

Plan: Light Raider Arms

Plan: Light Raider Legs

Plan: Light Raider Torso

Plan: Light Robot Arms

Plan: Light Robot Legs

Plan: Light Robot Torso

Plan: Protective Lining Marine Underarmor

Plan: Radioactive barrel

Plan: Shielded Lining Marine Underarmor

Plan: Skeleton Costume

Plan: Ski Sword Skate Blade

Plan: Skiing Outfit

Plan: Stimpak Diffuser

Plan: Sturdy Metal Arms

Plan: Sturdy Metal Legs

Plan: Sturdy Metal Torso

Plan: Sturdy Raider Arms

Plan: Sturdy Raider Legs

Plan: Sturdy Raider Torso

Plan: Sturdy Robot Legs

Plan: Sturdy Robot Right Arms

Plan: Sturdy Robot Torso

Plan: The Fixer

Plan: Witch Costume

Recipe: Disease Cure (Ash Heap)


Chase Item - Ultra Rare Plans

All plans will stop dropping once learned, increasing the odds on the remaining plans. However, once a character has learned all the plans available, duplicates will start dropping again at the base odds listed below.

Currently, this logic is bugged on the live version of the game, but it is fixed in the current PTS and is expected to be fixed in live at the release of Patch 43.


Plan: Assault rifle

Plan: Barbed Walking Cane

Plan: Hatchet Electro Fusion

Plan: Pitchfork Flamer

Plan: Protective Lining Raider Underarmor

Plan: Shielded Lining Raider Underarmor

Plan: Spiked Walking Cane

Recipe: Healing Salve (Ash Heap)

Recipe: Healing Salve (Cranberry Bog)

Recipe: Healing Salve (Forest)

Recipe: Healing Salve (Mire)

Recipe: Healing Salve (Savage Divide)

Recipe: Healing Salve (Toxic Valley)


Link to the downloadable checklist.


Mutation Invasion Drop Rates

Link to the downloadable checklist.



 

Mutated Events Weapons


Overkill

  • Two Shot

  • +25% damage while aiming

  • 90% reduced weight

  • Fatman


Longshot

  • Instigating

  • +25% damage while aiming

  • Hits have a chance to generate a stealth field

  • Sniper Rifle


The Peacemaker

  • Juggernaut's

  • 25% faster fire rate

  • 90% reduced weight

  • Auto Grenade Launcher


Boomstick

  • Two shot

  • +25% damage while aiming

  • 90% reduced weight

  • Missile Launcher


 

Hi, I'm Kat or Duchess

I'm an Australian data miner who writes farming, event and food buff guides for Fallout 76.

I believe that all knowledge and information should be free which is why my guides will never be locked behind a paywall. However, running a website and photo and video editing software does not come cheaply.

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So, If you found my guides useful, please consider buy me a ko-fi (coffee) using the link below.

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All monies go towards the tools for writing my guides and maybe for an actual cup of coffee or 3 ;)

Alternatively, share my guides with your fellow vault dwellers and help them to survive the wasteland.

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Belickade
Belickade
Mar 03, 2023

Noticed a couple mistakes.


You forgot Plan: Sturdy Metal Arms on the list. I can confirm they drop from Packs as I just got one.


Also, you have the following listed as Right Arms when they should be listed as Heavy Robot Arms and Sturdy Robot Arms:


Plan: Heavy Robot Right Arms

Plan: Sturdy Robot Right Arms


Also, I'm curious, what does the game consider a "Chase Item" in regards to drops?


EDIT: Also noticed Plan: Heavy Metal Arms is also missing (just got this one).

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Belickade
Belickade
Mar 02, 2023

"Rare plans are tradeable and will not drop if you already know the plan. They will stop dropping once you have learned the plan."

It looks like a plan can drop again once it has been learned as I got the Halloween Skull Mask yesterday from a Mutated Party Pack and another one just now out of another Pack.

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Allan Hare
Allan Hare
Mar 07, 2023
Replying to

I had this too. Got two bear arm mods in a row as I had not learnt it yet

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