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
Enhanced Parry
When parrying an enemy there is x% chance to leave it vulnerable to an Empowered Riposte even when on no Resolve.
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
Bloodsucker
Upon killing an enemy with the Heal Riposte there is x% chance your next y attacks have lifesteal ability.
The Last Drop
Upon killing an enemy with the Heal Riposte there is a x% chance to regain full health.
Harden Instincts
No Pain No Gain
When struck while hardened x% of the blocked damage up to y is converted to Resolve.
Dodge Instincts
Explosive Dodge
When Dodging, there is a x% chance to release blast that deals y damage to enemies in range.
Character Instincts
Saving Throw
Upon receiving a deadly blow there is x% chance that 1 Resolve is consumed instead, saving you from death.
Roll Instincts
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.
Last Chance Instincts
Damaging Separation
When separated from your Shell, there is a x% chance enemies in range receive y damage.
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
Kick Instincts
Ashen Kick
Kick releases a burst of flames, enemies in range are set on fire and receive x damage over 5 seconds.
Combat Instincts
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.
Hallowed Sword Weapon Instincts
Smoldering Mace Weapon Instincts
Martyr's Blade Weapon Instincts
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.
Lightbringer
Upon killing an enemy there is x% chance the Hammer is imbued with light for y seconds.
Axatana Weapon Instincts
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.
Ballistazooka Instincts
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
All Immediate Instincts
All Temple Tokens