The Mutalist Cernos is an Infested Cernos, possessing a lower critical chance in exchange for a significant increase in status chance. The bow also releases Toxin spores that follow arrow impacts, producing lingering damage clouds.
This weapon can be sold for 8,500. It is also a requisite ingredient for Proboscis Cernos.
Characteristics[]
- This weapon deals primarily Impact damage. Spore clouds have innate Toxin damage
- On contact with surfaces, arrows spawn a small Toxin cloud that deals damage over 2.5 meters and has a chance to apply a 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 Firestorm ( Primed).
- Can use the bow-exclusive 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 polarity.
Advantages over other Primary weapons (excluding modular weapons):
- Highest status chance of all bows.
- Pinpoint accuracy when aiming (RMB ).
- Silent.
- Uncharged Shot (wiki attack index 1)
- Very high reload speed (0.60 s)
- High total damage (205)
- Very high status chance (49.00%)
- High disposition (●●●●● (1.35x))
- Charged Shot (wiki attack index 2)
- Very high reload speed (0.60 s)
- High total damage (410)
- Very high status chance (49.00%)
- High disposition (●●●●● (1.35x))
- Toxin Cloud (wiki attack index 3)
- High reload speed (0.60 s)
- High status chance (49.00%)
- Above average disposition (●●●●● (1.35x))
Disadvantages over other Primary weapons (excluding modular weapons):
- Arrows have travel time with slight arcing.
- Second lowest critical chance of all bows, after Proboscis Cernos.
- Uncharged Shot (wiki attack index 1)
- Below average crit chance (15.00%)
- Very low magazine (1)
- Low ammo max (72)
- Very low fire rate (1.00 attacks/sec)
- Charged Shot (wiki attack index 2)
- Low crit chance (15.00%)
- Very low magazine (1)
- Low ammo max (72)
- Very low fire rate (1.00 attacks/sec)
- Below average crit multiplier (2.00x)
- Toxin Cloud (wiki attack index 3)
- Very low active falloff slope (-infm/%)
- Low crit chance (15.00%)
- Very low maximum falloff distance (2.5 m)
- Very low magazine (1)
- Very low total damage (5)
- Very low fire rate (1.00 attacks/sec)
- Low ammo max (72)
- Low crit multiplier (2.00x)
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Acquisition[]
The Mutalist Cernos's blueprint can be purchased from the Market.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
15,000 |
Cernos 1 |
Plastids 1,400 |
Cryotic 1,200 |
Nano Spores 2,300 |
Time: 12 Hour(s) |
Rush: 45 | |||||
Market Price: 250 | Blueprints Price:20,000 |
Notes[]
- In regards to Riven Mods, the Mutalist Cernos is considered separate from the rest of the 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 Toxin cloud that deals damage every second to any enemy within its radius. This cloud lasts for 10 seconds.
- The spore cloud deals 5 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 Toxin damage combining with them last, similarly to other pure elemental weapons.
- Each tick from the cloud has a chance to proc Toxin as well as any modded elemental status effect, with each stack displayed separately to the cloud's larger primary damage ticks.
- The forced Toxin proc damage over time is calculated as normal; 50% of the spore's base damage adjusted by base damage mods, plus the Toxin damage bonus from mods. Unmodified this is 2.5 Toxin damage per second stacks (displayed rounded down) in addition to the cloud's primary damage ticks. Since Toxin procs last 8 seconds, and the proc is refreshed every second of the 10 second cloud duration, the 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 Continuous Misery, but the cloud's procs of Toxin, Heat or Gas of course are.
- While the cloud effect is similar to the 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 Terminal Velocity, Jet Stream and possible Riven Mods' stats.
Known Bugs[]
- Galvanized Aptitude is multiplicative to base damage sources on direct hits from uncharged shot and its cloud.
- The cloud from uncharged shot benefits from the multiplicative effect only on the attached target.
Tips[]
- 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 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.
- 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'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 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.
Bugs[]
- 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 lightning rings.
- Similar to a bug previously present on the Torid, the clouds that stick to enemies after getting shot with an arrow will sometimes do no damage to that enemy.
- Relevant cloud spores toxic dmg/procs noncovalent
Media[]
Mutalist Cernos Skins
Patch History[]
Hotfix 32.0.7 (2022-09-28)
- Fixed the Mutalist Cernos being unable to deal damage with their radial attack. As reported here: https://forums.warframe.com/topic/1322604-torid-mutalist-cernos-and-pox-lost-their-radial-attacks-investigating
Update 32.0 (2022-09-07)
- Ammo Changes
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Primary Weapon Ammo Pick Up Overrides
15 Ammo per Pick Up:
- Mutalist Cernos
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[]
- Cernos, the normal counterpart.
- Rakta Cernos, the Red Veil custom counterpart.
- Cernos Prime, the primed counterpart.
- Proboscis Cernos, another Infested Cernos that uses Mutalist Cernos as a requisite ingredient.