Fallout: The Traveler/Mutation

This page lists all mutations in Fallout: The Traveler.

Mutation
Based on the system from Fallout 76. Mutations are acquired by the Human and Ghoul travelers when exposed to radiation. They provide both positive and negative effects. Mutations are semi-permanent effects that provide both positive and negative effects. Acquiring mutations are depending, For example a Human Traveler takes radiation damage, they have a chance to gain a mutation, depending what the human Traveler suffers a level of Radiation Poisoning (i.e 25% chance if the Traveler suffers a Advanced Radiation Poisoning) while a Ghoul Traveler can get a mutation by gathering in any irradiated zone with a chance of how high the radiation levels are (i.e 15% chance by 25 rads/second). This can occur from being struck by excessive background radiation from a source such as zones devastated by nuke explosion, irradiated creatures, radioactive waste, etc.

Some factions and NPCs don't like the Traveler mutations in their body, while others (i.e Hancock or Charon) like that. Only Human and Ghoul travelers can have mutations, while Super Mutant or Synth Travelers does not.

Removal and prevention
Every time the player uses RadAway, RadAway: diluted or a decontamination shower, there is a chance that a randomly selected mutation will be removed. They can keep using RadAway for more attempts to remove a mutation. Nuka-Grape, brahmin milk, or the perks Healing Hands, Rad Sponge and What Rads? can also be used to remove rads without risk of curing mutations.

Serum
By consuming a mutation serum, the corresponding mutation will be applied to the player and its negative effects will be nullified for 1 hour. If the player already has that mutation, then the negative effects of the mutation will be suppressed.

Trivia

 * Mutations does not stack when applied with Cybernetic implants