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The 1 hour timer is only for the time the mutation will not offer any negative effects. Not for the time the mutation exists. I have characters that have had the same original mutations i took for thousands of hours.
Yeah, go play NMS.
Something sounds strange with this. I use "Class Ferrk" & "Starched Genes " together and never lost my mutations. If you take Rad-X it will block the mutation effects for a period if time.
As was said, by using the perk Starched Genes now in Endurance(recent change, so older guides may still say it's in Luck), this will prevent any gain or loss of mutations. This includes when using serums, so make sure to remove it if you're intentionally adding a mutation.
Or you are using another consumable that suppress them or you keep using rad away and clearing the mutation
They are forever if you put on the perk card to make them forever
I am `1500 and there are still a lot of things I don't know
Ya, you must be right. Everyone is telling you that you are wrong but it's all of us that don't understand.
If you read how things worked in your pip boy you wouldn't be here.
Absolutely no mention about any time limits whatsoever as you can see. The hour thing you are talking about is a temporary buff that disables the negative effects from mutation after you've used a serum, mutation itself is permanent until removed with radaway or decontamination arch.