Once Human Deviation: Introduction

In the world of Once Human, Deviations are essential to your survival and growth. These anomalies come in many forms—some dangerous, while others can be tamed and harnessed for your benefit. Securing a Once Human Deviation is a key aspect of the game, as they provide valuable abilities that enhance combat, resource gathering, and crafting. Once secured, Once Human Deviation can be placed in Isolated Securement Units within your territory, with the option to expand their capacity through the Memetic skill trees.
You can obtain Once Human Deviation in various ways: defeating enemies, exploring the wilderness, capturing floating Deviations, or finding them in containment units. Keep in mind, your backpack can only hold a limited number of Once Human Deviation, so surplus captures will be sent to your mail. Non-bound Deviations can be traded or sold for Astral Sand, providing additional flexibility in managing your collection.
| Aspect | Details |
|---|---|
| What is a Deviation? | A type of anomaly in the world, often dangerous but sometimes useful when secured. |
| Types of Deviations | Some are hostile and must be defeated, while others are neutral or beneficial once secured. |
| Usage of Secured Deviations | Help in combat, daily tasks, gathering resources, and unlocking crafting recipes. |
| Securing Deviations | Place secured Deviations in Isolated Securement Units within your territory. |
| Capacity of Securement Units | Can be increased through Memetic skill trees (from 5 to a maximum of 20). |
| Obtaining Deviations | Can be obtained via loot, exploration, events, or capturing floating Deviations. |
| Backpack Limit | Can hold up to 96 Deviations; surplus is sent by mail, but full backpacks prevent pickups. |
| Containment Units | Deviations can be deposited into containment units (up to 20) or sold for Astral Sand (500 each). |
| Trading Deviations | Non-bound Deviations can be discarded for others to pick up; can be sold at Eternaland Island Shop for Astral Sand. |
You can find Once Human Deviation by defeating enemies, picking them up as loot in the wilderness or containment units, or obtaining them through events (event Deviations are bound to you). If you’re new to the game, capturing Once Human Deviation is a good idea as they offer useful benefits. Your backpack can hold up to 96 Deviations; any extras can be stored in containment units (up to 20), sold for 500 Astral Sand, or donated to other players by discarding them nearby. Once Human Deviation cannot be sold to NPC vendors or traded directly with other players, except for selling to the Eternaland Island Shop for Astral Sand.
Once Human Deviation: Positive Traits

In the Once Human Deviation guide, positive traits are the hidden gems that can really tip the scales in your favor. These traits provide bonuses that either improve your Once Human Deviation’ efficiency or offer handy perks that make your life as a Meta just a little easier. From improving resource production speed to increasing the amount of resources you gather, these traits can make a world of difference in your gameplay.
For example, the “Electric Eel” trait increases the mood and power consumption rates of Deviants, while giving a nice 10% boost to the speed at which your territorial Deviants work. On the other hand, “Heartthrob” offers a chance to affect the power levels of other Deviants in your territory, enhancing teamwork. Then, there’s “Optimist,” which steadily boosts your mood, keeping your Deviants in top form for faster crafting and gathering.
| Trait | Benefit |
|---|---|
| Electric Eel | Faster mood and power consumption, +10% working speed for territorial Deviants. |
| Anti-Burnout | 20% chance for other Deviations to receive +5 Deviant Power when regaining power. |
| Beast of Burden | Syncing grants +8 Max Load, improving carrying capacity. |
| Big Cup | Increases crafting limit capacity by 20%. |
| Cheer Up (1, 2, 3) | Increases Max Mood by 30%, 40%, or 50%, boosting crafting and gathering speed. |
| Gilded Oracle | Territorial Deviations may bring back additional ores, increasing resource yield. |
| Optimist (1-5) | Increases Max Mood by 15%-40%, enhancing productivity and efficiency. |
| Power King | Syncing grants +25 Max Load but reduces movement speed by 5%. |
| Stardust Affinity | 20%-30% chance to not consume Vitality/Mood when working in a Pollution Zone. |
| Water Dormancy | Increases Vitality or Mood Recovery Speed by 30%-35% when resting by water. |
Once Human Deviation: Negative Traits

In the Once Human Deviation guide, negative traits can be just as impactful as their positive counterparts, but in the wrong direction. These traits often cause disruptions in efficiency or hinder your Deviants in various ways, from affecting their power to slowing down their work. Understanding how these traits work is crucial, as they can significantly affect your gameplay strategy.
Take “Clumsy,” for example, where crafting outputs can be reduced by a chance of -1, potentially ruining your resource production. Or consider “Sedentary,” which decreases your sync load while exploring settlements, making movement a bit sluggish. Even seemingly minor traits like “No Such Thing As a Small Cup” lower storage capacity by 10%, and while this might not sound devastating, it can quickly add up if you’re managing multiple Deviants. In a game where efficiency is key, knowing how to deal with these negative traits can save you a lot of trouble.
| Trait | Negative Impact |
|---|---|
| Baffling Behavior | 10% chance for other Territorial Deviations to lose Deviant Power when its power decreases. |
| Clumsy | 10% chance that crafting output is reduced by 1. |
| Feeling Blue (1, 2, 3) | Decreases Max Activity Score by 5%, 10%, or 15%. |
| Holding the Team Back | 10% chance that other Deviations lose Mood when its Mood decreases. |
| Lazy | Crafting speed reduced by 10%. |
| Lazy Bones | Working speed for Territorial Deviants is reduced by 5%. |
| No Such Thing As a Small Cup | Max storage capacity decreased by 10%. |
| Panovision | Working speed for Territorial Deviants reduced by 10%. |
| Slacking Off | Mood and Deviant Power consumption speed increased by 5% for working Territorial Deviants. |
| Worn-Out (1, 2, 3) | Decreases Max Deviant Power by 5%, 10%, or 15%. |
Once Human Deviation: Types of Deviations

The Once Human Deviation guide will walk you through the three main types of Deviations: Combat, Territory, and Crafting. Each type serves a unique purpose and can be invaluable when used correctly. Combat Deviations are powerful allies in battle, despite their aggressive nature. Once captured, Meta-Humans can control them and put them to use, whether it’s for offense, defense, or support. Some Combat Deviants specialize in attacking, while others heal or fortify players, making them versatile assets in different scenarios.

Territory Deviations are essential for managing your domain. These are placed in Isolated Securement Units, where they recharge their powers and can be activated to perform various tasks. They excel at logging, mining, gathering, or defending your territory. Once their powers are replenished, Territory Deviants can work autonomously to improve your area and provide you with the resources needed for success in the game.
Crafting Deviations streamline your crafting efforts, often speeding up production or allowing you to create specific items. These Deviations are ideal for players focused on crafting, helping to reduce the time and effort needed to create useful items. Whether you’re gathering resources or making new gear, Crafting Deviants are a valuable part of your team, ensuring you stay well-equipped for whatever challenges lie ahead.
⚔️ Combat/Control Deviations
| Image | Name | Utility | Description | Mood Boosters | Source |
|---|---|---|---|---|---|
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Butterfly’s Emissary | Attacker | Fatal Flaw, Auto Attack (Weakspot amp) | Green light, Flowers | Obtained as part of the Tutorial, Spawns on the bottom floor inside the empty Monolith at (165, -3708), Possible drop from the secondary boss in Securement Silo: Alpha, Chance to spawn in Rosetta facilities in the open world |
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Festering Gel | Defender | Flawless Fortification, Build Fortification (heal + sanity regain) | Red light, Electricity (2W) | Capturable after defeating Foul Shadowhunter |
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Mr. Wish (PVP) | Attacker | Shoots and marks targets with Bull’s eye | Red light, Electricity (10W), Music, Toys, Flowers | Possible drop from the keycard room in Silo Sigma (PVP) |
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Lonewolf’s Whisper | Attacker | Designated Target, Auto Attack, Pulls enemy aggro, spawns a clone of itself when its target dies, and increases Weapon DMG received by its target | Red Light, Low Temperature, Electricity (5W) | Capturable after defeating Shadow Hound in the Monolith of Thirst |
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Pyro Dino | Attacker | Breathes fire on enemies | Green Light, Proximity to Toys, High Temperature | Possible drop from Silo Phi seepage zone |
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Polar Jelly | Attacker | Frostlash (throw to knockback), Auto Attack (Area frost dmg, slows, pulls enemies, Frost dmg amp) | Blue light, Low Temperature, Electricity (3W) | Possible drop while being “the host” during a Cargo Scramble public crisis event |
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Enchanting Void (PVE) | Attacker | Midnight Maul, Combat Assist | Electricity (5W), Red Light, Flowers, Low temperature | Silo Theta (PVE) |
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Dr. Teddy (PVP) | Defender | Remote Healing (throw for instant 50% heal, revive, continues with “intime Healing” below) | Intime Healing (8% max hp heal per sec, revives allies) | Green light, Toys, Silo Theta (PVP) |
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Grumpy Bulb | Attacker | Garlicify: Throw the Grumpy Bulb to deal AoE status damage upon landing and disrupt the aggro of enemies within the attack for ten seconds | Autonomous Attack: Throw the Grumpy Bulb at enemies, causing them to be confused and attack each other. This also causes ‘Status DMG’ over time | Crops, Flowers, High Temperature, Can be obtained by harvesting a Deviated Onion |
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By-The-Wind (PVE) | Attacker | Gravity Lift (Takes effect after player takes the throw, creating a floating area on the ground) | Combat Assist (Generates a floating zone beneath the player, allowing them to freely float in the air at a fixed height) | Blue Light, Red Light, Flowers, Electricity |
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Mini Feaster | Attacker | Designated target, Touch of the Abyss (summons tentacles 5s cd, player bounce effects creates tentacles 1.5s cd) | Red Light, Music, Toy | Guaranteed drop from world events (Red orbs / Mist areas) |
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Zeno-Purifier | Attacker | Designated target, Auto attack (allows player to teleport to target with melee attack) | Red Light, Music | Season 1 Phase 1 reward for defeating 200 enemies with a melee weapon |
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Shattered Maiden | Attacker | Designated target, Auto attack | Blue Light, Red Light, Flowers | Capturable during the Farmside Fright quest given by Lowe at Tall Grass Inn |
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Voodoo Doll | Defender | Designated target (reflect dmg), Doppelgänger (absorbs dmg) | Blue light, Red light, Music, Toy | Capturable after interacting with a floating gun at the Junkyard and defeating the clown in Carnival of Doom quest |
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Mini Wonder | Defender | Designated Target, Bullet Absorption | Blue Light, Red Light | Capturable during a quest given by Lowe at Blackfell |
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Snapshot | Attacker | Designated Target (Locks onto enemies when you are in OTS or ADS mode), Auto Attack | Blue Light, Low Temperature | Defeat the Secret Servitor at the Tundra Monolith in Onyx Tundra |
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Invincible Sun | Attacker | AOE DMG (Blaze DMG to nearby targets) | Red Light, High Temperature, Toy | Clear the Securement Silo – Delta in Onyx Tundra |
| Snowsprite | Attacker | Designated Target (Increase the Frost DMG taken by the target), Auto/Designated Attack (Ice Crystal is generated near the enemy) | Green Light, Low Temperature, Blue Light | Clear the Securement Silo – Taurus in Onyx Tundra |
🏠 Territory Deviations
| Image | Name | Utility | Description | Mood Boosters | Source |
|---|---|---|---|---|---|
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Buzzy Bee (PVE) | Farmer | Increases plant mutation chance | Music, Crops, Flowers | Found at farms; Morphic Crates |
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The Digby Boy | Miner | Produces ores (up to silver); higher-tier needs platform | Red Light, Music, 5W Electricity | Chance to drop from mining tin/silver ores |
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Logging Beaver | Logger | Produces Logs; may find furniture | Music, Crops, 3W Electricity | Farm near docks (Meyer’s Market / Chalk Peak) |
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Nutcracker | Defense | Mobile Turret | Green Light, Toy, 5W Electricity | Capturable after defeating Mensdevoran |
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Chefosaurus Rex | Cooking | Cooks faster, boosts dish effects | Red Light, Toy, High Temp | Lowe quest (Greywater Camp); Silo Phi drop |
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H37 | Explorer | Scavenges Materials | Music Toy 10W Electricity |
Capturable after completing H37’s quest at Greywater Camp Chance to spawn after defeating the Seepage Zone boss in Silo Alpha |
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Electric Eel | Power | Increases power output of Generators | Blue Light Music High Temperature |
Can be caught while Fishing |
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Rebecca | Helper | Summons Mitsuko’s avatar to play the Upright Piano, boosting Deviation Energy gain | Green Light Toy Flowers |
Chance to spawn after LEA Research Lab raid |
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Fetch-A-Lot Bunny | Gatherer | Harvests shrubs | Crops Toy Flowers |
Drops from massive trees like Dracaena or Bald Cypress |
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Strange Door | Crafting | Produces Shattered Strange Door, used to craft teleportation portals | Blue Light Red Light Flowers |
Main story capture (Chalk Peak); also at Doors events (6609,-3678 / 6509,-5230) |
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Extradimensional Cat | Healing | Provides Cat Snooze buff in territory beds for extra healing | Toy | Spawns near Lowe at Tall Grass Inn in safe-zone towns |
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Flame Essence | Production | Increases furnace production efficiency | Red Light Toy 10W Electricity |
Found above conveyor belt in Sutherland Chemical Plant (4975, -6194) |
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Paper Doll | Helper | Repairs base structures; chance to collect Deviant drops during Purification | Red Light Toy Flowers |
Quest from Lowe (Greywater Camp); can drop from picking Chemical Agents |
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Growshroom | Farmer | Plants and harvests crops; boosts growth speed | Green Light High Temperature 5W Electricity |
Found in mushroom caves (e.g., above Sunbury MS, 5125, -6838); drops from harvesting Mushrooms |
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Lethal Rabbit | Hunter | Collects animal resources | Red Light Low Temperature 5W Electricity |
Drops from skinning rabbits; also found in Silo Sigma keycard room |
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Rain Man | Watering | Automatically adjusts plant irrigation to perfect levels | Blue Light Low Temperature |
Rare drop from Rainfall Reapers |
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Wish Box | Transformer | Transforms items into new items in your territory | Green Light Flowers |
Found in Morphic Crates or bought from Severin VII-S2401 |
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Tar Pudding | Cooking | Specialty dish, boosts food storage and healing for certain factions | Red Light High Temperature |
Drop from Tarbeast (Mooktown / Bumper!) |
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Hydronaut Fish | Explorer | Increases aquatic exploration efficiency | Blue Light Music |
Catchable during aquatic exploration |
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Gazocchio | Helper | Assists with base repairs; improves efficiency of construction projects | Green Light Flowers Low Temp |
Can be found near forests and construction sites |
🛠️ Crafting Deviations
| Image | Name | Utility | Description | Mood Boosters | Source |
|---|---|---|---|---|---|
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Harveseed | Crafting | Produces Heart Vine, used to craft Chloro-armor | Crops, Flowers, High Temperature | Capturable after defeating Treant |
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Dreamcatcher | Crafting | Produces Thread of Dreams, used to craft The Weaver | Blue Light, Music, Flowers | Capturable after defeating Arachsiam |
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Atomic Lighter | Crafting | Produces Split-Core Cotton (used to craft Fusion Lighter) | Red Light, Music, Electricity | Chance to spawn after defeating the boss in Securement Silo – EX1 |
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Pup Buddy | Crafting | Produces Small Balloons (used to craft Featherweight) | Green light, Music, Toy | Drops from melee attacking floating zombie by the road near Blackfell Oil Fields, and from the balloon elite monster “Ede”. |
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Disco Ball | Crafting | Produces Inspiration Fragment, used to craft Utter Delight | Green Light, Blue Light, Red Light | Found in the Nomad’s Gear Crate during the “Strange Empty House” quest given by Jeremiah at the Tall Grass Inn, Spawns randomly southwest just outside of Greywater Camp |
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Gingerbread House | Crafting | Produces Cracker Crumbs, used to craft Transformation Cookie | Red Light, Crops, High Temperature | Spawns randomly southwest just outside of Greywater Camp, Can be found in Morphic Crates |
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Hug-In-A-Bowl | Crafting | Produces Homestyle Noodles, used to craft Hug-In-A-Bowl | Crops, Flowers | Rare spawn: On a road in Iron River (map coordinates 4937, -3907), Under a bridge in Broken Delta (map coordinates 5771, -6056), Cook the Hug-in-a-Bowl recipe using a Deviated Peppercorn instead of a regular Peppercorn. |
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Space Turner | Crafting | Produces Spatial Keystone, used to craft Space Twister | Blue Light, Toy | Dayton Hospital quest, match calendar date to September 15th (9/15) |
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Frog the Leaper | Crafting | Produces Silver Spring (used to craft Spring Legs) and Universal Bait for Fishing | Toy, Electricity (2W) | Spawns around Lily jumping puzzles (4758, -6328) |
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Masonic Pyramid (PVP) | Crafting | Produces Wolflame and Mind Matrix, used to create Predator (invisibility) and Parapsychology (notification when aimed at) | Blue Light, Music, High Temperature, Electricity (10W) | Reward for Warband wars (at least frontiers) |
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Orb Lightning | Crafting | Produces Plasma, used to craft Lightning Bottle | Electricity (10W) | Spawns around White Cliffs next to the man on the wheelchair before the final boss encounter |
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Snow Globe (PVE) | Crafting | Produces Snowdust, used to create Snowball | Blue Light, Low Temperature | Securement Silo – PSI |
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Upper World Spawn (PVP) | Crafting | Produces Upper World Feather, used to create Upper World Protection | Red Light, Toy, Low Temperature, Electricity (10W) | Securement Silo – PSI |
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Atomic Snail (PVE) | Crafting | Produces Atomic Shells, used to craft Shell Shield | Yellow Light, Low Temperature, Electricity (8W) | Securement Silo PVE Map: Bottom Left Corner gate before moving |
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Ice Pot | Crafting | Generates Sticky Ice Crystals. | Blue Light, Low Temperature | Clear the Securement Silo – PSI in Vena Fjord. After proceeding with the Main Task to Whalebone, complete Lowe’s task to obtain one. |
Once Human Deviation: Deviation Stats and Needs

The Once Human Deviation guide takes a closer look at the crucial stats and needs that will determine the performance and recovery of your Deviations. Every Deviation has specific needs that, when met, boost both their Deviant Power and Mood recovery speeds while they’re dormant. Think of it like feeding a pet; keep them happy, and they’ll be ready to work harder when you need them most. Satisfying these needs is essential for maximizing your Deviation’s efficiency.
Power is the key stat that governs whether a Deviation is active or not. With values typically ranging from 30 to 100, once a Deviation’s Power crosses a certain dormancy threshold, it becomes active. This stat is particularly important for Combat Deviations, as Deviant Power is consumed when they use their abilities. Managing Power wisely ensures that your Deviants remain ready for battle when needed.

Mood, another critical stat, affects gathering, crafting speed, and combat performance. Keeping Mood high is always a good idea, as it boosts efficiency across the board. If your Deviation’s Mood dips, it can be traded for Deviant Power in a pinch, but be cautious—it makes them less effective until their Mood recovers. The Skill and Activity Ratings, which range from 1 to 5, further influence how efficiently your Deviations perform. Higher ratings mean faster recovery of Deviant Power and Mood, as well as better performance in all areas, from combat to crafting.
Once Human Deviation: Difference of Deviation and Deviants

In the Once Human Deviation guide, it’s important to distinguish between Deviants and Once Human Deviation. Deviants are the creatures or entities you encounter throughout the game world. Some are hostile and must be defeated, while others can be captured and used. You’ll find these Deviants in various locations, and an NPC named Lowe will assign you quests to secure specific ones. Once captured, these Deviants are placed into isolated securement units, where they can be controlled.
Once a Deviant is secured, it becomes a Once Human Deviation. This means it’s now under your control and can be used for different tasks within your territory or in combat. Deviations are essentially the controlled versions of Deviants that players can deploy. They can be found as loot, earned through events, or donated. These Deviations come with specific stats like Power and Mood, along with special traits that enhance your gameplay, such as faster production speeds or improved combat abilities. They can also be used in structures like the Deviation Energy Generator.

In essence, a Deviant is the creature you find, and a Once Human Deviation is that same creature once secured for your use. While players sometimes use the terms interchangeably, the key distinction is that Deviants are creatures in the world, and Deviations are those creatures once you’ve captured them and can now utilize them in your gameplay. This distinction is crucial for understanding how Once Human Deviants and Once Human Deviations fit into the game’s mechanics. New to Once Human? No worries—our Beginner Guide has your back! Jump in, smack some Deviants, and snag those wild Deviations like a pro!
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Frequently Asked Questions (FAQ)
❓What is Deviation in Once Human?
🟢Deviation refers to a companion enhancement system where you “mutate” companions using special resources. This alters their abilities, boosts stats, or changes their utility, often making them more effective in combat or farming roles.
❓How do I deviate a companion?
🟢To deviate a companion, access a Deviation Terminal or the appropriate crafting station. You’ll need a compatible companion, Deviation Crystals, and other materials like Morphic Cells. Once selected, you can choose a mutation path based on your desired outcome.
❓Are all companions eligible for deviation?
🟢No, only specific companions can be deviated. Typically, higher-tier or special companions (such as those found in Morphic Crates or world events) have deviation paths. Check each companion’s profile to see if they support deviation.
❓Are “Deviation” and “Deviants” the same thing?
🟢No. Deviation is a gameplay system that lets you upgrade your companions. Deviants are mutated enemies that you fight in the world. They sound similar but serve completely different roles.
❓Do both relate to Stardust? (Deviation & Deviants)
🟢Yes. Deviants are the result of Stardust corruption, while Deviation is a controlled use of Stardust technology to mutate companions safely.
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