Instincts are a gameplay mechanic in Mortal Shell. Instincts are exclusive to the Roguelike Virtuous Cycle Game Mode, providing the player with various upgrades and bonuses with which to tackle the new mode. There are a large selection of Instincts, each providing a unique bonus and their distribution is randomized, ensuring that each cycle provides a different experience. This page covers information on all available Instincts in the game, including their mechanics and effects.
Instincts Overview
When playing through The Virtuous Cycle, you do not retain any upgrades or abilities you've collected from the Main Game. Instead, you begin each Cycle with a blank template consisting of your chosen Shell, Weapon and Riposte type. In order to build up your character during a given run, you will need to collect Instincts, which are buffs that improve or modify the various capabilities of your chosen Shell, Weapon and Riposte.
Instincts are primarily obtained by interacting with the Pillars spread across Fallgrim and beyond. Pillars are sometimes guarded by enemies and will glow orange until all enemies in the area are defeated. Some Pillars glow yellow and require a Tar offering to unlock an Instinct while some are free to use. Upon interacting with a Pillar, you will be granted a choice between 3 Instincts which modify a certain aspect of your character for the current run. Some Instincts can also be acquired when you begin a run, defeat a Boss or open certain containers. Instincts are generated randomly but usually pertain to one or two categories and types. There is a small chance to obtain a Bonus Instinct which is activated along with your chosen one.
There are three categories of Instincts: Regular Instincts, Mortal Instincts and Immediate Instincts.
Regular Instincts
Regular Instincts fall into several types pertaining to direct modifications to your character's effectiveness in combat. Furthermore, Regular Instincts can drop in one of five rarities: Common, Uncommon, Rare, Epic and Legendary. Rarity provides a major boost to an Instinct's value and potency. The higher the rarity, the more potent the Instinct. An Instinct has a chance of being of a higher tier when first encountered, or upgraded in tier when encountered again if you already possess it. The chance for this occurring can be improved by investing in Runic Gate upgrades.
Regular Instincts also have a Rank which always starts at 1 and can be upgraded to the next Rank when the same Instinct is acquired again after the first time in a Cycle. Upgrading an Instinct to the next Rank will provide a minor boost to its value.
Mortal Instincts
Mortal Instincts provide flat bonuses such as base damage, resistance to specific damage types or an increase to the health gained when you receive a new Instinct. While the bonuses are small, there are plenty of Mortal Instincts you can obtain in a cycle and stacking several of the same types can quickly raise your total bonuses. Mortal Instincts can be obtained in a variety of ways including from Pillars, Bosses and Mini Bosses or by inspecting World Objects which are shiny nodes on the ground. You can have a maximum of 10 types of Mortal Instincts per Cycle but each type stacks with each other.
When acquiring Instincts, there is a chance to obtain a Bonus Instinct which can either be a Mortal or Immediate Instinct.
Immediate Instincts
Immediate Instincts are one-off bonuses that provide a good amount of resources and utilities such as Glimpses or recharging your Last Chance ability (if you've previously been separated from your Shell). Immediate Instincts' effects are provided immediately and are not kept as is the case with Regular and Mortal Instincts.
When acquiring Instincts, there is a chance to obtain a Bonus Instinct which can either be a Mortal or Immediate Instinct.
Temples & Tokens
While not providing upgrades or bonuses, Temple Tokens can be acquired at random from Pillars in much the same way as Instincts. There are three Tokens in the game, each corresponding to the three Temples. When encountered in a Pillar, you will be given a choice between the three Tokens, allowing you some freedom with which Temple to tackle first.
All Regular Instincts
Parry Instincts
Blessed Parry
A parried enemy deals x% less damage to you.
Enhanced Parry
When parrying an enemy there is x% chance to leave it vulnerable to an Empowered Riposte even when on no Resolve.
Pilfering Parry
A parried enemy drops x% more Tar upon death.
Lucky Parry
A parried enemy has a x% increased chance to drop an item on death.
Counter
When Parrying, there is a x% chance to immediately deal y damage to the parried enemy.
Explosive Parry
When Parrying, there is a x% chance to release a blast that deals y damage to all other enemies in range.
Riposte Instincts
Heal Riposte DMG +
Heal Riposte damage is increased by x%.
Heal Riposte Life +
Healing effect of the Heal Riposte increased by x%.
Bloodsucker
Upon killing an enemy with the Heal Riposte there is x% chance your next y attacks have lifesteal ability.
Blood Communion
Upon executing the Heal Riposte there is a x% chance to release blood projectiles.
The Last Drop
Upon killing an enemy with the Heal Riposte there is a x% chance to regain full health.
Explosive Heal
The Heal Riposte also deals x damage to all enemies in range.
Harden Instincts
Harder Longer
Harden lasts for x% as long upon being broken.
Harden Cooldown -
Harden cooldown is reduced by x%.
Adrenaline Rush
When Harden is in cooldown, stamina refills x% more rapidly.
Barbed Shell
x% of the blocked damage taken while hardened is dealt back to the attacker.
Staggering Shell
Getting struck while hardened has x% chance to stagger the attacking enemy.
Super Hard
After recharging the Harden ability, there is x% chance to gain Enhanced Harden.
No Pain No Gain
When struck while hardened x% of the blocked damage up to y is converted to Resolve.
Dodge Instincts
Quick Dodge
Dodge speed, while not locked-on, is increased by x%.
Quick Evade
Dodge speed, while locked-on, is increased by x%.
Extended Dodge
Your Dodge covers x% longer distance.
Effortless Dodge
Dodge stamina cost, while not locked-on, is decreased by x%.
Effortless Evade
Dodge stamina cost, while locked-on, is decreased by x%.
Fiery Dodge
When Dodging, there is a x% chance to release an AOE that sets enemies on fire.
Freezing Dodge
When Dodging, there is a x% chance to release an AOE that freezes enemies.
Poisonous Dodge
When Dodging, there is a x% chance to release an AOE that poisons enemies.
Explosive Dodge
When Dodging, there is a x% chance to release blast that deals y damage to enemies in range.
Character Instincts
Max Health +
Maximum health is increased by x%.
Max Stamina +
Maximum stamina is increased by x%.
Max Resolve +
Upon defeating a Boss there is x% chance Max Resolve is increased by 1.
Stamina Refill +
Stamina refill rate is increased by x%.
Regeneration
Health slowly refills over time til x% of your max health.
Resolve Drain -
Resolve drain over time is decreased by x%.
Close Call
There is x% chance that up to y damage taken is drained from stamina instead of health.
Saving Throw
Upon receiving a deadly blow there is x% chance that 1 Resolve is consumed instead, saving you from death.
Sprint Cost -
Sprinting costs x% less stamina.
Resolve Gain +
Resolve gain is increased by x%.
Roll Instincts
Effortless Roll
Roll stamina cost, while not locked-on, is decreased by x%.
Effortless Reflex
Roll stamina cost, while locked-on, is decreased by x%.
Quick Roll
Roll speed, while not locked-on, is increased by x%.
Extended Roll
Your Roll covers x% longer distance.
Dagger Roll
When Rolling, there is a x% chance to throw daggers at the nearest enemies that deal y damage.
Lava Roll
When Rolling, there is a x% chance to release molten projectiles that deal y damage on impact.
Hardening Roll
When Rolling, there is a x% chance to Stone Stun enemies in range.
Last Chance Instincts
Damaging Separation
When separated from your Shell, there is a x% chance enemies in range receive y damage.
Harder Separation
When separated from your Shell, the petrification AOE range is increased by x%.
Healing Separation
When regaining your Last Chance, there is x% chance to be fully healed.
Long Separation
When separated from your Shell, all enemies in range remain petrified x% longer.
Near Death Experience
There is a x% chance you are not separated from your Shell when losing all health.
Withering Separation
When separated from your Shell, all enemies in range are weakened and deal x% less damage to you.
Stone Stomp Instincts
Big Impact
Stone Stomp blast radius upon landing is increased by x%.
Enhanced Stomp
Stone Stomp blast damage upon landing is increased by x%.
Kick Instincts
Ashen Kick
Kick releases a burst of flames, enemies in range are set on fire and receive x damage over 5 seconds.
Critical Kick
There is a x% chance to leave a kicked enemy vulnerable to an Empowered Riposte.
Damaging Kick
Kick deals x damage to enemies.
Debilitating Kick
A kicked enemy has x% less poise and is more vulnerable to getting staggered.
Combat Instincts
Light Attack Stamina Cost -
Light Attack stamina cost decreased by x%.
Light Attack Damage +
Light Attack damage increased by x%.
Heavy Attack Stamina Cost -
Heavy Attack stamina cost decreased by x%.
Heavy Attack Damage +
Heavy Attack damage increased by x%.
Momentum Attack +
Plunging and Running Attack damage increased by x%.
Momentum Atk Stamina -
Running Attack stamina cost decreased by x%.
Finishing Blow
The Heavy Attack combo finisher has a x% chance to leave a basic enemy vulnerable to an Empowered Riposte.
Staggering Finisher
The Light Attack combo finisher has a x% chance to immediately stagger a basic enemy.
Enemy Weakness +
Damage dealt to basic enemies is further increased by x%.
Boss Weakness +
Damage dealt to Bosses is further increased by x%.
Hallowed Sword Weapon Instincts
Mechanical Spike DMG +
Mechanical Spike damage is increased by x%.
Molten Spike Burn Duration +
Molten Spike burning damage lasts for x% longer.
Molten Spike DMG +
Molten Spike damage is increased by x%.
Smoldering Mace Weapon Instincts
Burning Foundry Stone
Foundry Stone's ability burning effect deals x% more damage.
Enhanced Awakened Stone
Awakened Stone ability damage is increased by x%.
Masterwork Foundry Stone
Foundry Stone ability effect lasts for x% longer.
Martyr's Blade Weapon Instincts
Frostbite
Radiant Winterglass frost spike damage is increased by x%.
Long Winter
Radiant Winterglass freeze effect lasts for x% longer.
Lucky Winterglass
There is x% chance to not consume a Petrified Winterglass charge on a successful attack.
Hammer and Chisel Weapon Instincts
Foul Blast
When you throw the Chisel there is x% chance it releases acid projectiles that deal y damage.
Leeching Chisel
x% of the damage dealt by the Chisel, up to y, is converted to health.
Lightbringer
Upon killing an enemy there is x% chance the Hammer is imbued with light for y seconds.
Plague Lord
Foul Censer poison lasts for x% longer.
Potent Perfume
Perfumed Censer single-target damage is increased by x%.
Rotten Censer
Foul Censer single-target damage is increased by x%.
Suffocating Censer
Perfumed Censer AOE damage is increased by x%.
Axatana Weapon Instincts
Axe Boost
Damage of the Axe weapon ability is increased by x%.
Dual Wielder
Damage of the Katanas' weapon ability is increased by x%.
Firetana
There is a x% chance your Axatana sets enemies ablaze.
Heavy Metal
There is a x% chance the axe's Heavy Attack will deal 200% damage and 200% poise damage.
Secret Technique
Transforming the Axatana triggers an explosion dealing x damage to all nearby enemies.
Sliced and Diced
There is a x% chance an enemy starts bleeding when damaged by the dual katanas.
Ballistazooka Instincts
Reinforced Bolts
Large Bolts damage increased by x%.
Ballistazooka Reload +
Ballistazooka has a x% quicker reload time.
Deep Pockets
x% chance for ranged enemies to drop Large Bolts.
Blasting Bolts
There is a x% chance Large Bolts explode on impact dealing y damage to all enemies in range.
Explosive Bolts
There is a x% chance Large Bolts explode on impact setting on fire all enemies in range for y seconds.
Freezing Bolts
There is a x% chance Large Bolts explode on impact freezing all enemies in range for y seconds.
Poisonous Bolts
There is a x% chance Large Bolts explode on impact poisoning all enemies in range for y seconds.
All Mortal Instincts
Damage +
Base damage +1.
Movement Speed +
Movement speed +5.
Runic Syphon
Acquiring a new Instinct restores +5 additional health.
Tar Drop +
Enemies drop +5 Tar.
Fall Damage Resist +
Fall damage resistance +5.
Fire Damage Resist +
Fire damage resistance +5.
Freeze Damage Resist +
Frozen damage resistance +5.
Knockdown Resist +
Knockdown resistance +5.
Poison Damage Resist +
Poison damage resistance +5.
Unparryable Attack Resist +
Unparryable attacks resistance +5.
All Immediate Instincts
Endless Unborn
Immediately restores your ability to reclaim your shell upon death.
Grisha Hunter
Immediately adds 20 Glimpses.
Vampire Hunter
Immediately adds 15 Glimpses.
We Were Never Friends
Immediately adds 15 Glimpses.
Grisha Liberator
Immediately adds 30 Glimpses.
All Temple Tokens
Token of Ash
A token for those who are called to the Shrine of Ash.
Token of Martyrs
A token for those who are called to the Crypt of Martyrs.
Token of Infinity
A token for those who are called to the Seat of Infinity.