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Overcome with Infestation, this bow's arrows now spread poisonous contagion to any surface they hit.

The Mutalist Cernos is an Infestation w.svg Infested Cernos.png Cernos, possessing a lower critical chance in exchange for a significant increase in status chance. The bow also releases DmgToxinSmall64.png Toxin spores that follow arrow impacts, producing lingering damage clouds.

This weapon can be sold for Credits64.png 8,500. It is also a requisite ingredient for ProboscisCernos.png Proboscis Cernos.


  • This weapon deals primarily DmgImpactSmall64.png Impact damage. Spore clouds have innate DmgToxinSmall64.png Toxin damage
  • Arrow impacts spawns a small DmgToxinSmall64.png Toxin cloud that deals damage over 2.5 meters and has a chance to apply a DmgToxinSmall64.png Toxin proc every second for 10 seconds.
    • Spore cloud does not inflict self-stagger.
    • Initial hit and spore cloud apply status separately.
    • Spore clouds will alert enemies, despite the weapon being silent.
    • Spore clouds appear as a second projectile 0.25 second after the arrow impact, slightly delaying its presence.
    • Spore clouds will follow arrow impacts even on ragdolled corpses.
    • Can benefit from Mod TT 20px.png Firestorm (Mod TT 20px.png Primed).
    • Spore cloud range cannot be increased with Mod TT 20px.png Amalgam Furax Body Count.
  • Can use the bow-exclusive Mod TT 20px.png Thunderbolt mod.
  • Fire rate mods apply double their bonuses.
  • On kill, bodies will follow the arrow that killed them, damaging enemies in their path and pinning the corpse to walls.
  • Innate Naramon Pol.svg polarity.


  • Highest status chance of all bows.
  • Pinpoint accuracy when aiming (RMB ).
  • Silent.
  • Uncharged Shot
    • High damage
    • Very high reload speed
    • Very high status chance
    • Above average disposition
  • Charged Shot
    • Above average damage
    • Very high reload speed
    • Very high status chance
    • High disposition


  • Arrows have travel time with slight arcing.
  • Second lowest critical chance of all bows, after ProboscisCernos.png Proboscis Cernos.
  • Draws from the rare sniper ammo pool.
  • Uncharged Shot
    • Below average crit chance
    • Very low magazine
    • Very low effective fire rate
    • Very low max ammo
  • Charged Shot
    • Low crit chance
    • Very low magazine
    • Very low effective fire rate
    • Low max ammo


The Mutalist Cernos's blueprint can be purchased from the Market.

Manufacturing Requirements
Time: 12 hrs
Rush: Platinum64.png 45
MarketIcon.png Market Price: Platinum64.png 250 Blueprint2.svg Blueprints Price:Credits64.png20,000


  • In regards to Riven Mods, the Mutalist Cernos is considered separate from the rest of the Cernos.png Cernos family and cannot use Cernos Rivens; they must be specifically for the Mutalist Cernos.
  • Upon hitting an enemy or an object, the Mutalist Cernos's spore will create a small DmgToxinSmall64.png Toxin cloud that deals damage every second to any enemy within its radius. This cloud lasts for 10 seconds.
    • The spore cloud deals 5 DmgToxinSmall64.png Toxin damage per second modified by any base damage and elemental damage mods installed on the weapon.
    • The cloud's primary damage is of the same damage type(s) as the elements installed on the weapon, with the innate DmgToxinSmall64.png Toxin damage combining with them last, similarly to other pure elemental weapons.
    • Each tick from the cloud has a chance to proc DmgToxinSmall64.png Toxin as well as any modded elemental status effect, with each stack displayed separately to the cloud's larger primary damage ticks.
    • The forced DmgToxinSmall64.png Toxin proc damage over time is calculated as normal; 50% of the spore's base damage adjusted by base damage mods, plus the DmgToxinSmall64.png Toxin damage bonus from mods. Unmodified this is 2.5 DmgToxinSmall64.png Toxin damage per second stacks (displayed rounded down) in addition to the cloud's primary damage ticks. Since DmgToxinSmall64.png Toxin procs last 8 seconds, and the proc is refreshed every second of the 10 second cloud duration, the DmgToxinSmall64.png Toxin proc duration will last a maximum of 18 seconds from the initial spore cloud damage tick.
    • The cloud itself is not affected by status duration mods like Mod TT 20px.png Continuous Misery, but the cloud's procs of DmgToxinSmall64.png Toxin, DmgFireSmall64.png Heat or DmgGasSmall64.png Gas of course are.
  • While the cloud effect is similar to the Torid.png Torid, the clouds are smaller and can sometimes spread between enemies.
  • The user interface will not display elemental damage mods after combining with the toxin due to the calculation only displaying base damage initially and modded arrow damage (effectively treating the cloud as if it were the modded damage, thus reducing arrow elements from the UI), resulting in elemental damage displayed after first to be inaccurate.
  • The number of spore clouds are affected by Multishot.
  • For charged shots, the spore's critical chance and critical multiplier will be boosted, keep the same as the arrow's values. However, the spore's base damage is unaffected by charging.
  • Altering the Projectile Speed will affect both the arrow and the spore, including Mod TT 20px.png Terminal Velocity, Mod TT 20px.png Jet Stream and possible Riven Mods' stats.


  • The Mutalist Cernos is ill suited for stealth missions, as enemies that are damaged by lingering toxin clouds will be immediately alerted to the Tenno's presence.
  • Multiple spore clouds can be a hindrance as they may obscure the player's vision.
  • The continuous damage dealt by spore clouds is quite effective at in taking down Nullifier and Arctic Eximus shields faster compared to other bows, on top of dealing direct damage to the shielded enemy's health.
  • Any arrow that procs Mod TT 20px.png Thunderbolt's explosion will not result in a spore being fired, making its usage ill-advised.
    • Likewise, arrows landed on an ally or any containers (including resource deposits) will not have a spore followed, a significant difference from Torid.png Torid.
  • Mods that add sufficient punch through will often result in the spore landing well behind a targeted enemy. While this may allow the Mutalist Cernos to deal with cameras, turrets, and other stationary destructibles or objects from behind obstructions, it is suggested that such mods be avoided, as the downsides far outweigh the benefits.
  • Unlike the Torid.png Torid's projectile, the spores will attach to a Nullifier bubble (or Arctic Eximus Globe) at the point of impact, continuously applying damage and shrinking the bubble. This makes the bow an efficient means of combating Nullifiers in Bow-only Corpus Sorties.
  • Can utilize Mod TT 20px.png Split Flights effectively, as damage from the clouds will refresh the duration of the multishot bonus, and cause the weapon to fire a large spread of arrows for excessive amounts of procs.


  • Mutalist cloud from the second arrow may have a base status chance of around 15~23% or is not affected by status chance mods like the Ferrox.png Ferrox lightning rings.
  • Similar to a bug previously present on the Torid.png Torid, the clouds that stick to enemies after getting shot with an arrow will sometimes do no damage to that enemy.


Mutalist Cernos Skins Edit

Patch History[]

Update 27.4 (2020-05-01)

  • Fixed the Mutalist Cernos Damage over Time applying self-damage.

Update 25.7 (2019-08-29)

  • Normalized quick shots to have the same critical chance/damage and status chance as charged shots.
  • While reviewing Bow stats the team has also refreshed all their FX (including the Lenz)!
  • Quick Shot increased from 120 to 205
  • Charged Shot increased from 225 to 410
  • Aim Zoom decreased from 2.23x to 2x

Update 22.12 (2018-02-09)

  • Mastery Rank increased from 5 to 7.
  • Charge speed increased from 1s to 0.5s.
  • Status chance increased from 45% to 49%.
  • Status chance per tick now uses weapon's own status chance. (Undocumented)
  • Slightly faster tick rate. (Undocumented)

Update 18.5 (2016-03-04)

  • Introduced.

See also[]