Mutations List: Tiny, Every Multiplier & How to Get Them
Updated 2026-09-02 · Roblox Storage Hunters: Open World
What does the Tiny mutation do? Tiny makes an item substantially smaller than normal and multiplies its sell price by 2x. On a storage box, Tiny cuts item capacity by 50% (it holds half as many items). Huge is the mirror image: also 2x, but a Huge box holds 50% more. That is the whole "tiny boost": a 2x value multiplier, the same as Silver.
Every mutation is a value multiplier: 15 standard (0.8x Dirty up to 100x Rainbow), 3 washing, 13 event, 4 Time Capsule, 1 passive-only, plus 2 Museum marks that boost Luck instead. Multiple mutations on one item multiply together. Numbers come from the Fandom MutationData module as of 29 August 2026.
Standard mutations (ranked by multiplier)
Read this table as the mutation tier list: higher multiplier means rarer and better.
| Mutation | Multiplier | Notes |
|---|---|---|
| Dirty | 0.8x | The only negative mutation. Wash it off at the Shopping Mall Wash Shop |
| Mint | 1x + a tip from customer | No value boost, but guarantees a Diamond tip on sale, outside the 65 diamond/hour tip cap |
| Silver | 2x | Metallic silver coating |
| Huge | 2x | Item is much larger; +50% capacity on storage boxes |
| Tiny | 2x | Item is much smaller; -50% capacity on storage boxes |
| Gold | 4x | |
| Corrupted | 6x | Dark neon-green material with floating green symbols |
| Diamond | 8x | |
| Gem | 10x | Flashing four-point stars around the item; does not recolor it |
| Chrome | 12x | |
| Hologram | 15x | |
| Void | 35x | Shifts black to violet to pink; black skull particles |
| Secret | 50x | Intense red coating with red electrical arcs |
| Rainbow | 100x | Highest standard multiplier in the game |
| Black | Unobtainable | Exists in game files only; multiplier unknown |
Gem and Diamond are different mutations: Gem is 10x, Diamond is 8x. Neither has anything to do with Diamond Safes or the diamonds they pay out; see safes for that.
Black is not in the loot pool. A 20-25x multiplier, guessed from its position between Hologram and Void in the game files, is community-reported, unconfirmed.
Washing mutations
Washing happens at the Wash Shop in the Shopping Mall. A Dirty item can be washed once: Dirty is removed and the item may gain Pure or Spotless, or nothing. A Mint item can also be washed, with a Luck-based chance to become Perfect.
| Mutation | Multiplier | How to get |
|---|---|---|
| Pure | 1.5x | Wash a Dirty item |
| Spotless | 2.5x | Wash a Dirty item |
| Perfect | 7.5x | Wash a Mint item; higher Luck improves the odds |
Exact odds of Pure, Spotless or Perfect versus nothing are not documented yet. The Perfect page lists Pure as 1.875x and Spotless as 3.125x; the MutationData module and Mutations page say 1.5x and 2.5x, so this page uses the module values.
Event mutations
Event mutations only roll while their weather or world event is active. Luck Drinks from the Energy Cafe raise event mutation chances.
Moonlit Event (4 minutes)
| Mutation | Multiplier | Chance |
|---|---|---|
| Moonlit | 1.5x | 4% |
| Firefly | 5x | 0.1% |
Rain Event (8 minutes)
| Mutation | Multiplier | Chance |
|---|---|---|
| Wet | 1.4x | 4.5% |
| Shocked | 6x | 0.29% |
Acid Rain Event
Acid Rain uses the same Wet and Shocked pool as normal Rain at identical chances, plus two exclusives. Scientist shoppers pay more for Acid and Caustic items than Rich shoppers do.
| Mutation | Multiplier | Chance |
|---|---|---|
| Wet | 1.4x | 4.5% |
| Shocked | 6x | 0.29% |
| Acid | 5x | 10% |
| Caustic | 30x | 0.5% |
Sandstorm Event
| Mutation | Multiplier | Chance |
|---|---|---|
| Sandy | 2.25x | 3.5% |
| Dune | 12.5x | 0.2% |
Alien Invasion Event
Lasts until the invasion ends. See areas for the Alien Invasion zone.
| Mutation | Multiplier | Chance |
|---|---|---|
| Probed | 4x | 4.5% |
| Abducted | 10x | 1% |
| Extraterrestrial | 25x | 0.25% |
Police Event
Two mutations were added with the Police Event. Which items or containers they roll on and their odds are not documented yet.
| Mutation | Multiplier | Chance |
|---|---|---|
| Redacted | 1.25x | Not documented yet |
| Seized | 15x | Not documented yet |
Time Capsule mutations
The Time Capsule sits behind the Shopping Mall and needs $100,000 net worth. Placing an item costs 5 to 250 diamonds depending on rarity and existing mutations. It rolls every 5 minutes until one of its four mutations lands, so an item always gets exactly one. Total chance per roll is 3.125%; final chance is each mutation's share of that total.
| Mutation | Multiplier | Chance per roll | Final chance |
|---|---|---|---|
| Cobwebbed | 1.2x | 2.5% | 80% |
| Antique | 2x | 0.5% | 16% |
| Ancient | 5x | 0.1% | 3.2% |
| Timeless | 12x | 0.025% | 0.8% |
- A Time Capsule mutation only raises sale value. It does not change trophy accessory stats or the Luck and tier of loot inside a safe, except Diamond Safes, where mutations and grades increase the diamond payout since version 0.4.1 (6 July 2026).
- An item that already has a Time Capsule mutation cannot go back in. A Mutator Extractor Potion (3.4% roll at the Alien Market for 25 Alien Coins) removes one mutation of your choice and frees the item for a re-roll.
- Displayed Gavel Trophies with a matching mutation improve the chance of rolling that same mutation.
Limited Passive mutation
| Mutation | Multiplier | How to get |
|---|---|---|
| Fossil | 5x | Only while wearing an accessory with a mutation-chance passive stat (for example the Dino Shell Bracelet with Fossil Finder). Drop chance varies with the accessory's stats |
Museum mutations
These are not value multipliers. The Museum in the Shopping Mall applies them through its visitor gift system, and both marks are permanent even after the item is withdrawn or sold, but the Luck bonus only applies while the item is on display.
| Mutation | Effect | How to get |
|---|---|---|
| Showcased | +50% Luck while displayed | Rare chance from a visitor gift on a displayed item |
| Artifact | +100% Luck while displayed | A Showcased item left on display long enough may be taken into the permanent collection |
How mutations stack
Each mutation has its own multiplier. If an item has several, they multiply into one final mutation multiplier. Silver (2x) plus Gold (4x) gives 8x. Three or more follow the same rule: M1 x M2 x M3 and so on. A Dirty item with Gold is 0.8 x 4 = 3.2x, so wash Dirty off before selling.
Best mutations
By raw multiplier: Rainbow (100x), Secret (50x), Void (35x), Caustic (30x), Extraterrestrial (25x), Hologram (15x), Seized (15x), Dune (12.5x), Chrome (12x), Timeless (12x). Mint is worth keeping for its guaranteed diamond tip; Perfect (7.5x) is the best result you can create yourself at the Wash Shop.
How the value calculator works
The game's formula, per the Item Value Calculation page. Mutations enter at step 1.
- Mutated Base = Base Value x Markup x Mutation Multiplier. Markup is a cheap-item bonus: 25.0 at or below $1.00, 1.0 above $100.00, and for $1 to $100 it scales as 25 / BaseValue^(1 - log10(2)). Trophies always use 1.0.
- Floor = 0.25 + (0.00035 x Mutated Base) when Mutated Base is under 1,000; a flat 0.6 at 1,000 or more. This is the lowest value multiplier at 0% condition.
- Condition Multiplier = Floor + (1 - Floor) x (Condition % / 100).
- Final Value = Base Value x round(Markup x Mutation Multiplier x Condition Multiplier x Grade Multiplier, 4).
Grade multipliers from the Grading Store: Replica 85%, 1 Star 105%, 2 Star 135%, 3 Star 200%. The wiki's worked example is a $400 item, no mutation, 70% condition, 2 Star: Floor 0.39, Condition Multiplier 0.817, Final Value $441.18.
Mutations are applied before the floor is computed, so a big multiplier pushes a cheap item over the 1,000 threshold where the 0.6 floor applies, and mutated items lose less value from bad condition. Base values are on the items list; grading and repair are under the shop.
Related pages
- Safes: Diamond Safe payouts and how mutations affect them
- Certificates: the other value modifier on items
- Upgrades: Tip Jar and Celebrity Customer upgrades that raise regular tip chances