Storage Hunters WikiPlay on Roblox

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.

MutationMultiplierNotes
Dirty0.8xThe only negative mutation. Wash it off at the Shopping Mall Wash Shop
Mint1x + a tip from customerNo value boost, but guarantees a Diamond tip on sale, outside the 65 diamond/hour tip cap
Silver2xMetallic silver coating
Huge2xItem is much larger; +50% capacity on storage boxes
Tiny2xItem is much smaller; -50% capacity on storage boxes
Gold4x
Corrupted6xDark neon-green material with floating green symbols
Diamond8x
Gem10xFlashing four-point stars around the item; does not recolor it
Chrome12x
Hologram15x
Void35xShifts black to violet to pink; black skull particles
Secret50xIntense red coating with red electrical arcs
Rainbow100xHighest standard multiplier in the game
BlackUnobtainableExists 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.

MutationMultiplierHow to get
Pure1.5xWash a Dirty item
Spotless2.5xWash a Dirty item
Perfect7.5xWash 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)

MutationMultiplierChance
Moonlit1.5x4%
Firefly5x0.1%

Rain Event (8 minutes)

MutationMultiplierChance
Wet1.4x4.5%
Shocked6x0.29%

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.

MutationMultiplierChance
Wet1.4x4.5%
Shocked6x0.29%
Acid5x10%
Caustic30x0.5%

Sandstorm Event

MutationMultiplierChance
Sandy2.25x3.5%
Dune12.5x0.2%

Alien Invasion Event

Lasts until the invasion ends. See areas for the Alien Invasion zone.

MutationMultiplierChance
Probed4x4.5%
Abducted10x1%
Extraterrestrial25x0.25%

Police Event

Two mutations were added with the Police Event. Which items or containers they roll on and their odds are not documented yet.

MutationMultiplierChance
Redacted1.25xNot documented yet
Seized15xNot 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.

MutationMultiplierChance per rollFinal chance
Cobwebbed1.2x2.5%80%
Antique2x0.5%16%
Ancient5x0.1%3.2%
Timeless12x0.025%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

MutationMultiplierHow to get
Fossil5xOnly 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.

MutationEffectHow to get
Showcased+50% Luck while displayedRare chance from a visitor gift on a displayed item
Artifact+100% Luck while displayedA 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.

  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.
  2. 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.
  3. Condition Multiplier = Floor + (1 - Floor) x (Condition % / 100).
  4. 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

Sources