Difference between revisions of "Hyperimmune"

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imported>Isadora
(Rewrote much of page, scrubbed outdated info on bleeder, organized content into sections to bring it in line with other mutation pages. Expanded on advantages and disadvantages.)
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Hyperimmune is notable for being one of the only [[mutations]] that give a bonus to [[Endurance]] that isn't completely game changing (the other being [[Bleeder]]).
The Hyperimmune mutation gives a boost to your character's general constitution, at the cost of more trouble with healing. It is mutually exclusive with [[Vampire]] and [[Zombie_(mutation)|Zombie]].


== Location ==
== Location ==
Hyperimmune is located within the [[Phage Lab]], deep within the [[Subway Tunnels]] and can be difficult to obtain. The area is swamped by stronger than average [[zombie]]s, as well as tough robots. You'll need to wear a [[gas mask]] in the [[Phage Lab]] itself, or risk becoming infected with the (quickly) fatal [[disease]]. Be prepared to [[climb]], [[scavenge]], and use your brain to solve a few simple puzzles.
Hyperimmune is located within the [[Phage Lab]], deep within the [[Subway Tunnels]]. There are tough zombies in the area, plus some angry robots. You'll need to wear a [[gas mask]] in the [[Phage Lab]] itself, or risk becoming infected with the (quickly) fatal [[disease]]. Be prepared to [[climb]], [[scavenge]], and use your brain to solve a few simple puzzles.


== Effects ==
== Effects ==


This mutation grants:
This mutation grants:
   [ Your endurance increased by 2! ]
   +2 [[Endurance]]
  [ Your nanite healing resistance increased by 60! ] - This makes nanite healers less useful.
   Immunity to most diseases.
   [ Your generic disease resistance increased by 100! ] - You will be immune to the vast majority of diseases.
   +50% resistance to ambient radiation.
   [ Your radiation sickness resistance increased by 50! ] - This gives you a 50% chance to shrug off rads that you'd receive from walking around in radioactive areas.
   +60% resistance to [[Drugs|ATP]] (from deathgear).
   [ Your alien technology psychosis resistance increased by 60! ] - You have a 60% chance to shrug off ATP doses from wearing deathgear.
  +60% resistance to nanites.


== Advantages ==
== Advantages ==
If no longer being susceptible to [[disease]]/sickness isn't good enough, you're also immune to [[Vampire|vampirism]] and [[zombie rot]]. The +2 endurance cannot be overlooked either, especially if you're a spear/focus user. Note that you are not protected from toxin exposure, such as drinking contaminated water or the [[Toxic Dump]].
* '''+2 Endurance.''' Endurance is a very good stat, and getting an extra two of it is very high value.
* '''Disease immunity.''' This is fairly low-value, because diseases are very rare outside of the early game, but it is occasionally convenient. This does ''not'' protect from non-disease illnesses, such as toxic poisoning.
* '''+50% rad resistance.''' This makes strolling around in irradiated areas safer. Much of the time, people in radioactive zones will bring radiation protection, but this mutation allows players to shirk these precautions, so long as they don't linger for too long.
* '''+60% ATP resist.''' This makes wearing deathsuits and deathsheads a lot easier. Non-Hyperimmune mutants can only wear deathgear for about five minutes at a time; Hyperimmune characters can get away with ''much'' longer periods.


== Disadvantages ==
== Disadvantages ==
Taking it does have is downsides though, you can not become a [[Vampire|Vampire]], or [[Zombie (mutation)|Zombie]], if you were planning of going that route. Also [[Nanite_healer|nanite healers]] don't work so well, which is a pretty bad thing if you don't have a decent [[medic]] skill.
* '''Incompatible with [[Vampire]] and [[Zombie_(mutation)|Zombie]].''' Neither of these mutations are outstandingly popular, but either class will have to do without hyperimmune.
 
* '''+60% nanite resistance.''' This makes nanites much, much less useful, to the point that the only way to get good mileage from them is to [[Billygoat|munch]] them. Nanites are a strong resource, spammable in combat and healing very rapidly, so this is a significant penalty, especially for characters that do not have a good healing source such as the [[medic]] skill.
Hyperimmune raises endurance, which can make it harder to get decent dosages from drugs such as speed, crank, or cocaine.  This may cause players to still receive the addiction effect without actually receiving any dosages.


== Appearance ==
== Appearance ==
None
This mutation does not affect bodily appearance.


[[Category:Mutation]]
[[Category:Mutation]]

Revision as of 10:54, 24 May 2019

The Hyperimmune mutation gives a boost to your character's general constitution, at the cost of more trouble with healing. It is mutually exclusive with Vampire and Zombie.

Location

Hyperimmune is located within the Phage Lab, deep within the Subway Tunnels. There are tough zombies in the area, plus some angry robots. You'll need to wear a gas mask in the Phage Lab itself, or risk becoming infected with the (quickly) fatal disease. Be prepared to climb, scavenge, and use your brain to solve a few simple puzzles.

Effects

This mutation grants:

  +2 Endurance
  Immunity to most diseases.
  +50% resistance to ambient radiation.
  +60% resistance to ATP (from deathgear).
  +60% resistance to nanites.

Advantages

  • +2 Endurance. Endurance is a very good stat, and getting an extra two of it is very high value.
  • Disease immunity. This is fairly low-value, because diseases are very rare outside of the early game, but it is occasionally convenient. This does not protect from non-disease illnesses, such as toxic poisoning.
  • +50% rad resistance. This makes strolling around in irradiated areas safer. Much of the time, people in radioactive zones will bring radiation protection, but this mutation allows players to shirk these precautions, so long as they don't linger for too long.
  • +60% ATP resist. This makes wearing deathsuits and deathsheads a lot easier. Non-Hyperimmune mutants can only wear deathgear for about five minutes at a time; Hyperimmune characters can get away with much longer periods.

Disadvantages

  • Incompatible with Vampire and Zombie. Neither of these mutations are outstandingly popular, but either class will have to do without hyperimmune.
  • +60% nanite resistance. This makes nanites much, much less useful, to the point that the only way to get good mileage from them is to munch them. Nanites are a strong resource, spammable in combat and healing very rapidly, so this is a significant penalty, especially for characters that do not have a good healing source such as the medic skill.

Appearance

This mutation does not affect bodily appearance.