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Deviant fusion calculator
Pick two deviants, materials and inducers to get result odds and trait odds, as on the in-game fusion screen.
Deviant 1
Deviant 2
Material deviants
A material deviant adds +1000 weight if its species is a candidate, and its traits become candidates. Each trait-less material adds +0.1 to every candidate. Deviants with non-inheritable traits cannot be materials, so those traits are not offered.
Inducers
Results
Growshroom 100%
Result grade
1
2
3
4
5
Ability grade
1%
9%
80%
10%
–
Activation grade
–
–
90%
10%
–
Growshroom
Territory
100%
No trait candidates.
How it works
Result: each deviant weighs 1000, same-species materials +1000, species inducers weight × count → share.
Traits: each trait on the deviants/materials +0.5, each trait-less material +0.1 to all candidates, skill inducers +rate × count. Per type, a sum below 1 is used as-is (rest = no trait), otherwise normalized.
Creation/territory/combat traits keep only the result's own type, exclusive traits only for their deviant, scenario skills only for deviants that can have them (skill values are raw, not normalized, as in-game).
The trait list only offers traits this deviant can have: shared capture pools of its type, its exclusive traits, its scenario skills, mutation (animal/furniture) traits, and traits from skill inducers usable on it. Server-decided traits (skills, attributes, reversal ratings, etc.) are omitted because their per-deviant conditions are not in the data.
Result grades: ability is deviant 1 40%, deviant 2 40%, higher −1 9%, higher −2 1%, higher +1 10%. Activation is deviant 1 45%, deviant 2 45%, lower +1 5%, higher +1 5%, kept within 1–5.
Same as the in-game fusion preview. The actual roll happens on the server.