Difference between revisions of "Enigma"

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(Streamlined information in advantages/disadvantages section, expanded both with more info. Formatting.)
imported>Isadora
(Slimmed down dis/advantages section, listed effects in full, added a tagline from Carmen Sandiego.)
 
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[[Category:mutation]]
''Where in the world is Carmen Sandiego?''
The Enigma [[mutations|mutation]] is notable for being the only "normal" mutation that raises your [[cool]].
 
Enigma is a mutation that trades +2 [[Cool]] for -1 [[Senses]] and heavy penalties to received support.


== Location ==
== Location ==
Enigma is conveniently located in the Heaven bar within [[Gangland]].
Enigma is in the Heaven bar within [[Gangland]].


== Effects ==
== Effects ==


This mutation grants:
This mutation grants:
     +2 to [[cool]]
     Passive: +2 to [[cool]]
     -1 to [[senses]]
     Passive: -1 to [[senses]]
     immunity to {{cmd|diagnose}}
     Passive: Immunity to {{cmd|diagnose}}
     immunity to {{cmd|appraise}}
     Passive: Immunity to {{cmd|appraise}}
    Passive: Immunity to {{cmd|analyze}}
    Passive: Visual description is more vague.
    Passive: Age cannot be determined on {{cmd|@age}} or {{cmd|look}}.


== Advantages ==
== Advantages ==


* '''Easy to reach.''' Really. It's right there in Gangland.
* '''+2 cool.''' This lends a small amount of stun resistance, and is a useful bonus to weapon skill for [[Blades]] users.
* '''You're incognito.''' Enigma covers up a bunch of vaguely interesting details about your character. Nobody will be able to see how old you are with @age or appraise you. Enigma also hides most of your mutations when people look at you, so people won't be able to tell if you've got [[Billygoat]] or not and so on.
* '''Immunity to {{cmd|appraise}}.''' Appraise is so unreliable that only extremely new players use it to gauge strength, so this is entirely useless.
* '''+2 cool.''' This is a straightforward buff. Great for bladers (and gunners to a slightly lesser extent), reduces stress gain, all that jazz.
* '''Most mutations are hidden.''' An Enigma's mutation choices cannot be discerned by {{cmd|look}}ing at them. This is almost useless, since context and weapon choice reveal most builds very quickly.
* '''Can buy alcohol''' no matter your age; barkeeps won't be able to tell how old you are. Yay!
* '''No age visibility.''' Other players cannot discern an Enigma's age normally, but age is rarely important, and the oldest players are revealed on a scoreboard anyway. This does also mean that Enigma mutants can purchase alcohol from age-conscious NPCs, but alcohol pumps are unrestricted, so this is also useless.
* '''Cosmetic value.''' Some players appreciate the cosmetic aspect of Enigma, and like having their mutations hidden.


== Disadvantages ==
== Disadvantages ==


* '''Can't be diagnosed.''' This is the most obvious downside. You need to be confident in understanding your {{cmd|st}} readouts and knowing the symptoms of the various illnesses so you can get the right treatment, because no doctor will be able to check the symptoms for you. Know your stuff, don't be a dumbnigma. The doctor in Slagtown also won't be able to fix you up if you're running to him in the early game.
* '''Immunity to diagnose.''' Enigmas need to be confident in understanding their {{cmd|st}} readouts and knowing the symptoms of various afflictions so that they can seek the correct treatment, because no doctor will be able to diagnose them. This makes Enigma a very poor choice for newer players. The doctor in [[Slagtown]]'s hospital also cannot heal Enigma mutants. This also makes precise [[Drugs|drugging]] really awkward.
* '''Can't be analyzed.''' If you get a mental illness, you're stuck with it unless you run into an [[Empath]], and nobody takes Empath so you're pretty much on your own. Fortunately, most builds don't run into mental illnesses that often, but be wary if you're running bad implants or are a [[Vampire]].
* '''Can't be analyzed.''' Enigma mutants cannot be cleansed of [[Mental_illness|mentals]] by psychoanalysis; the only option is an [[Empath]], and Empath mutants are rare. Fortunately, mentals are also very rare for non-[[vampire]]s and non-[[Hideous freak|freaks]].
* '''It's a noob trap.''' Enigma is good for minmaxers who can make use of the cool and know how to handle the downsides. It's not good for new players who don't understand their debuff messages and will whine in corpnet every time they get hit with something they've never seen before. Yes, the cosmetic mystique is cool, but steer clear until you understand the game a little bit.
* '''Can't use {{cmd|@buffs}}.''' The buffs readout is very useful for fine buff control and checks. Enigmas cannot use this utility.
* '''Radiation becomes problematic,''' because it's really hard to tell how many rads you have. If you start feeling "sick to your stomach" and taking damage, then obviously run to a medic for a detox pronto. Otherwise, try to stay rad-free, take the right precautions and hope you don't accidentally sprout a third arm because you weren't paying attention. Just like real life, you can and should also regularly {{cmd|fondle me}}, which will give you a special message if you feel a cancerous lump.
* '''Noob trap.''' Enigma is notorious for creating players who take Enigma for the cosmetic aspect, but don't understand their {{cmd|st}} readout, and fill corpnet with confused complaint when they get hurt.
* '''Makes precise drugging awkward.''' Most builds that take Enigma won't have tons of Endurance for drugs anyway, but if you want to be precise about your dosages then Enigma gets in the way of that a lot because you can't be diagnosed for dosages.
* '''Radiation problems.''' It's impossible to know precisely how many rads an Enigma has until they start taking damage (20+). This can cause unexpected [[radiation mutations|radmuts]] or cancer if left untreated.
* '''Can't use @buffs.''' This is another noob-shredder. @buffs is great for experimenting with drugs and figuring out how all your numbers work. If you're taking Enigma, you're going to have to do without.
* '''-1 senses.''' Senses is an easy stat to buff, but -1 [[senses]] can still hold back [[dodge]] totals and other skills.
* '''-1 senses.''' This is hardly the end of the world because senses is an easy stat to buff with mutations and temporary increases, but a debuff is still a debuff. Needless to say, you probably shouldn't take Enigma if you're going whips or something.
* '''[[Cool]] isn't considered a very good stat.''' Out of all the six stats, it's got the lowest utility. Enigma's cost is also very high for a mere +2 bonus, especially since cool can be buffed by +4 for cheap with bling.
* '''[[Cool]] isn't considered a very good stat.''' Out of all the six stats, it's got the lowest apparent utility (although it does apparently do more things behind the scenes), and you're making a lot of payments for a +2 bonus here. Good for pistols/blades/rifles users for the +1 weapon skill it gives though, and it might help you hit that 20 cool requirement for [[Chromemouth]]'s {{cmd|zero}}, which is very strong.


== Appearance ==
== Appearance ==


Your appearance when diagnosing or appraising essentially disappears, along with visible mutation effects disappearing from the looking and examining.
Your appearance when diagnosing or appraising essentially disappears, along with visible mutation effects disappearing from the looking and examining.
{{MutationsListbox}}
[[Category:Mutations]]

Latest revision as of 04:19, 17 June 2019

Where in the world is Carmen Sandiego?

Enigma is a mutation that trades +2 Cool for -1 Senses and heavy penalties to received support.

Location

Enigma is in the Heaven bar within Gangland.

Effects

This mutation grants:

    Passive: +2 to cool
    Passive: -1 to senses
    Passive: Immunity to diagnose
    Passive: Immunity to appraise
    Passive: Immunity to analyze
    Passive: Visual description is more vague.
    Passive: Age cannot be determined on @age or look.

Advantages

  • +2 cool. This lends a small amount of stun resistance, and is a useful bonus to weapon skill for Blades users.
  • Immunity to appraise. Appraise is so unreliable that only extremely new players use it to gauge strength, so this is entirely useless.
  • Most mutations are hidden. An Enigma's mutation choices cannot be discerned by looking at them. This is almost useless, since context and weapon choice reveal most builds very quickly.
  • No age visibility. Other players cannot discern an Enigma's age normally, but age is rarely important, and the oldest players are revealed on a scoreboard anyway. This does also mean that Enigma mutants can purchase alcohol from age-conscious NPCs, but alcohol pumps are unrestricted, so this is also useless.
  • Cosmetic value. Some players appreciate the cosmetic aspect of Enigma, and like having their mutations hidden.

Disadvantages

  • Immunity to diagnose. Enigmas need to be confident in understanding their st readouts and knowing the symptoms of various afflictions so that they can seek the correct treatment, because no doctor will be able to diagnose them. This makes Enigma a very poor choice for newer players. The doctor in Slagtown's hospital also cannot heal Enigma mutants. This also makes precise drugging really awkward.
  • Can't be analyzed. Enigma mutants cannot be cleansed of mentals by psychoanalysis; the only option is an Empath, and Empath mutants are rare. Fortunately, mentals are also very rare for non-vampires and non-freaks.
  • Can't use @buffs. The buffs readout is very useful for fine buff control and checks. Enigmas cannot use this utility.
  • Noob trap. Enigma is notorious for creating players who take Enigma for the cosmetic aspect, but don't understand their st readout, and fill corpnet with confused complaint when they get hurt.
  • Radiation problems. It's impossible to know precisely how many rads an Enigma has until they start taking damage (20+). This can cause unexpected radmuts or cancer if left untreated.
  • -1 senses. Senses is an easy stat to buff, but -1 senses can still hold back dodge totals and other skills.
  • Cool isn't considered a very good stat. Out of all the six stats, it's got the lowest utility. Enigma's cost is also very high for a mere +2 bonus, especially since cool can be buffed by +4 for cheap with bling.

Appearance

Your appearance when diagnosing or appraising essentially disappears, along with visible mutation effects disappearing from the looking and examining.


Mutations
Racial Mutations AbominationChromemouthChudEmpathGenetic PurityHideous FreakVampireZombie
Focus Mutations CarrieChillerFuck MachineSalamanderScreechWrithing Smoke
Movement Mutations LeapfrogPhaserClairvoyance
FlightBlinkMedium
Soak Mutations High DensityFirewalkerRubberskinSnakeskinYeti Skin
LithodermisSolar SpongeSilicone SkinEelskinYeti Fur
Miscellaneous Mutations BillygoatBleederBloodhoundBrainslugBrute StrengthCamelfatEnigmaFibrocartilageHooliganHyperimmuneIron LiverJunkratMuleNimble FingersPlant WhispererRipperStenchTwitchy NervesSuperclotXray Vision
Joke Mutations Cat Ears • Caucasian • Third Nipple
Defunct Mutations Jammer