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So, you chose to take on the mantle of a Hideous Freak. Good for you! Hideous Freaks present a different way of playing HellMOO. You will not have the same accessibility to advanced weapons and equipment and the penalties will make you approach the entire game in a different way. As such, this guide had been created to detail the mutation and the problems it can pose to unwary players.
''Do you like hurting other people?''


==Basics==
Hideous Freak is one of HellMOO's "racial" mutations, and is one of the most game-changing mutations a player can take, with several big mechanical changes. The mutation revolves around [[Focus]] and [[Stress]].


Statwise, Hideous Freak gives the following bonuses:
== Effects ==
  * +4 to Senses
This mutation grants:
  * +1 to Endurance
    Passive: +4 [[senses]]
  * +3 to Sneak (skill)
    Passive: +1 [[endurance]]
  * +4 to Focus (skill)
    Passive: -3 [[cool]]
    Passive: +4 [[torture]]
    Passive: +3 [[focus]]
    Passive: +3 [[sneak]]
    Passive: -2 [[Persuade_(Skill)|persuade]]
    Passive: 100% resistance to vampirism
    Passive: 90% resistance to toxic exposure
    Passive: Blood is acidic
    Passive: All [[stress]] changes reversed
    Passive: [[Necropolis]] junkers, freaks, aboms, and zombies will not attack unprovoked; FCEF troops will attack on sight
    Passive: Cap on number of installed [[implants]]
    Passive: High chance of gaining single or multiple [[Mental_illness|mentals]] on reclone
    Passive: Permanent [[stars]] in several communities
    Access to freak and abom minions
    Access to the [[Freak Tunnels]] residences
    Access to [[Necropolis Gate]] with no rep requirement; barred access to [[Southern Necropolis]]
    Barred access to [[Panopticon Prison]] and [[Cube]]; will never reclone in either
    Barred access to service in many [[Shopping|shops]]; inability to live in some [[apartments]]
    {{cmd|scare}} command: inflict fear on enemies and frenzy yourself!
    Incompatible with: [[Chromemouth]], [[Chud]], [[Vampire]] and [[Zombie_(mutation)|Zombie]].


However, Hideous Freak also affects some stats negatively:
== Advantages ==
  * -3 to Cool
* '''+4 Senses.''' This is the largest single focus bonus available in a mutation, tied with [[Vampire]].
  * -2 to Persuade (skill)
* '''+1 Endurance.''' This is a modest bonus, but Endurance is a very high-value stat, so it's still a good contribution.
* '''+4 Torture.''' This equates to a substantial crit rate boost for freaks.
* '''+3 Focus.''' This is a big bonus, and can bring out the highest power levels that focus can offer.
* '''+3 Sneak.''' This is supposed to help with rushing past FCPD cams without getting caught, but Sneak is an almost useless skill, so it's mostly just a number.
* '''Stress reversal.''' Probably Freak's most important feature: all stress damage becomes stress healing, and vice versa. This allows you to spam cooldowns that cost stress (like focus abilities and {{cmd|grab}}) with zero cost, and removes the stress downsides of several mutations altogether.
* '''90% Toxic Resistance.''' This is mostly for picking up bleach from the [[Toxic Dump]] for implant reasons - see further down. It also makes some fringe situations easier, like exploring [[Diablo Seco]] and eating basilisks.
* '''Can't clone in prison.''' If you get killed by [[Police|cops]], you'll reclone safely in your regular tank.
* '''No aggro from Necro mobs.''' Junkers, fellow freaks, specters, and abominations will leave you alone, which makes the Necropolis a lot less dangerous in the early game.
* '''Use of {{cmd|scare}}.''' Scare is a situational cooldown that can be used for both combat and pre-fight buffing; see the section below for details.
* '''Easy entry to Necro.''' If entering from the east, Freaks can get past the deadbots by going west past them, and down through the tunnel.


Hideous Freak also provides some other bonuses not covered by pure stat changes.
== Disadvantages ==
  * Stress and de-stress are reversed. For example, you will become de-stressed from killing, grabbing, and using focus abilities, with the exception of Scare. THC gives stress and so does sitting in a chill room.
* '''-3 Cool.''' Cool is a relatively low value stat for everyone who isn't [[Blades]], and it's even less of an issue for freaks, who mostly ignore Cool's stress mitigation because of their stress reversal. It is still a downside for some situations like extended climbs, however.
  * You become resistant to eating raw flesh, so you will not acquire worms.
* '''-2 Persuade.''' This is almost a non-downside; almost every single situation where persuade is useful (lawyering, scamming) is off-limits to freaks anyway. The most this will do is hurt your {{cmd|haggle}} in the few freak-friendly stores.
  * Necropolis Junkers and Spectres will not attack you without provocation. Zombies, however, still will. Necropolis basically becomes a safe haven where you can grind and do contracts (if you have them) in safety.
* '''Acidic blood.''' In theory this is occasionally advantageous; in practice it's a total pain. Acidic blood on the body inflicts acid damage every [[heartbeat]] to a random body part. This must be either soaked or removed quickly, and lingering blood can still damage worn armor even if the damage is soaked. This also adds extra micromanagement to [[Bleeder]].
  * You can enter into Necropolis without fighting the DeadBots.
* '''Doesn't reverse [[Empath]].''' Stress from Empath isn't turned into stress healing, so there's no unholy freakpath synergy. See the Empath page for more information.
  * You gain '''acid blood'''. Your blood will damage health and armor if it gets on anybody, including yourself. This means vampires cannot feed from you.
* '''Clone with mentals.''' Every time freaks leave their clone tank, they will usually gain a mental illness. Some of these are more problematic than others; some are benign because of Freak's stress reversal. Other times, a strong medic must be sought to fix the illness.
  * You also gain the '''scare''' command which will be covered in more detail.
* '''Implant limits.''' Freaks can never have more than four implants, no matter what. They also must be under the influence of bleach to accomodate more than 2, which involves extra micromanagement.
* '''Aggro from FCEF.''' FCEF troopers wander the Necropolis, often wielding guns, and sometimes equipped with the [[Jammer_(Mutation)|Jammer]] mutation. They can be very dangerous if their targets are caught off-guard.
* '''Cannot enter South Necro.''' Freaks can't get past the electric grid without getting zapped. They can technically land a plane or take the [[Necropolis El|train]] in, but this is not a good idea. South Necro's security consists of FCEF empees and sarges, who swarm fast, use guns, and generally shred any freak visitors.
* '''Permanent 20 stars in many places.''' Several civilizations in the game with [[police]] forces, most notably [[Freedom City]], will automatically deploy to kill freaks who are sighted on camera.
* '''Can't use many shops.''' Shopkeepers will outright refuse to serve freaks in many stores, though some remain accessible, and any that don't require a storekeeper to use (like the kiosks in [[Maas Neotek]]) are fair game. Players who highly value independence will be frustrated to discover that they must rely on corpmates and friends to buy things for them from shops; some important items can only be purchased in shops that are not freak-friendly, such as many weapon mods.
** Dr. Nick in Freedom City will not install implants on freaks, but Dr. Stigg and Meatwad in [[Weezer Dam|Weezer]] will. Both are more expensive than Nick.
* '''Apartment restrictions.''' Freaks can't live in [[Sweaty Palms]], the [[Innsmouth]], the [[Helliday Inn]], the [[Final Rest Home]], or [[Burbclave]]. The Helliday is the biggest loss, as it has the best security in the game.


Hideous Freak also makes you '''unable''' to trade with most people in the world of Hell. You're simply too disgusting to look at, too inhuman, or whatever. People do not want to deal with you. This extends to the police. You will be given an instant 0 stars upon sighting in Freedom City, Corpclave, Burbclave, and Halliburton Arms. While you have the 0 stars, you will have either C3s or Spiderlings that will hunt you in any of their patrolled areas. This includes C3-50s going to Gangland, Slagtown, and Shoreline while you have 0 stars. Unless you are extremely powerful you will be hunted down and put to death like the disgusting irradiated thing you are. Good riddance.
==Location==
The mutation spot can be found at the old burned out victorian ('''Vi''' on the map) at the [[Necropolis Gate]]. This area is a [[Challenge System|red zone]], and contains many dangerous mobs. The mutation spot is two tiles {{cmd|down}} from the victorian.


Clothing cannot disguise what you are. Whatever it is that makes up a Freak, it is quite obvious to people.
==Scare==


Hideous Freak also imposes a $1 charge on chatnet and zotnet. blurrnet is free and tradenet costs a whopping $50 per message. Freaks are also charged $1 per page, which can be avoided by simply using the MOO mail system.
Scare is a situational ability that is exclusive to freaks. Upon use, it acts a lot like [[Screech]], except that instead of shock, everyone in radius will be dosed with fear instead. This reduces their stats and may make low-Cool enemies attempt to flee battle.


Freak does '''not''' provide any inherent advantages in regards to radiation. You '''can''' still suffer from radiation poisoning. Neither does it improve your natural weapons (fists or claws) or provide any enhanced damage soaks. You do '''not''' gain any other inherent abilities other then Scare. You '''will''' also be attacked by the creatures located in Necropolis' Heart and they will make short work of you. You can still die, and you will probably die often.
As well as this, the freak will gain one dose of [[Drugs|frenzy]] for every mob on their tile, up to the frenzy cap of 4 doses. This works regardless of whether the mobs are affected by the fear. In other words, if a freak uses {{cmd|scare}} on a tile full of robots, which cannot become scared, the frenzy will still hit even if the fear doesn't. This allows scare to be used as a pre-fight buffing tool; using scare on a tile full of mobs that are immune (robots, drunk players, etc.) or insignificant can apply an instant +4 Frenzy without the health concerns of [[Bleeder]]. Max frenzy grants +4 [[Brawn]], +4 [[Senses]] and increased resistance to {{cmd|feint}}, making this useful for brawny fighters or against brainy opponents.


A Freak '''can''' still lockpick, hack, etc. There are no penalties associated with brains or the skills that depend on it. Lockpicking is, of course, made less practical because of the police forces that hunt you.
The downside to scare is that it is ''not'' affected by Freak's stress reversal, so if used by a freak with low cool, it can cause a huge spike in stress. Maximum frenzy also debuffs [[focus]] by -10, meaning that for focus-heavy users this ability can hurt more than it helps. Finally, compared to other abilities at high levels of focus, scare's cast time is relatively long.


You also cannot become a Vampire. The mutations are mutually exclusive and Hideous Freaks have as of recently been forbidden from acquiring temporary Vampirism.
==Strategy==
Hideous freak has some great strengths as well as several drawbacks, but none of them are without counterplay except for the hard implant cap.


===Scare===
=== High Focus ===


Scare is a neat Freak ability. While not terribly powerful, it can be very useful in certain situations and is invaluable in Necropolis. In most situations, it gives those who hear it a dose of fear, impairing their stats. And for every person who gets fear, you gain a dose of fren zy adding +1 to brawn and senses, up to a max of +4 each.
Hideous freaks are able to reach some of the highest focus totals in the game, if played with a focus-friendly build (usually Endurance [[Whips]]). The mutation itself provides a massive +5.5 to the focus skill in total. [[Carrie]], [[Salamander]]'s {{cmd|mend}}, [[Screech]], [[Writhing Smoke]] and even [[Chiller]] can be brought to their maximum potential with freak, with sufficient investment in the [[focus]] skill. Most freaks should have no trouble hitting the focus requirement for [[Blink]], nor with getting potent seeks using [[Medium]].


In Necropolis, Scare takes on another role. Scare summons Spectres, Zombies and any awakened Junkers to your location. This, in essence, gives Freaks a massive homeground advantage. It also allows for an easy way to make money from, say, zombie contracts. Bringing down a good dozen or so NPCs onto someone in Necropolis can really ruin their day, especially if they have no way to deal with Spectres.
=== Stress and Cooldowns ===


Most cooldowns, such as {{cmd|mend}}, cost stress to use. This is not a problem for freaks thanks to stress reversal, so freaks are free to use their buffed-up focus to spam abilities in every fight. This only has two costs: First, mild risk; using most cooldowns debuffs dodge while the cooldown is casting. Second, this can be a bad trade if you are over-using abilities that don't benefit your fight, since any time spend using abilities is time spent not hitting people with your weapon! Using cooldowns well, a freak can overwhelm opponents with {{cmd|screech}}, {{cmd|spew}} and {{cmd|burn}} or {{cmd|freeze}} in quick succession. High [[focus]] skill also decreases cooldown times for these abilities, so they can be spammed more frequently. Spamming also works with non-focus cooldowns, such as {{cmd|grab}}, though it does ''not'' work with {{cmd|scare}}, which still costs stress.


==Dealing with Weaknesses==
=== Low Cool ===
[[Cool]] is widely considered to be the least important of the six key stats by a large margin, and since most stress gains are reversed for freaks anyway, it becomes even less significant for them. It is also an easy stat to buff; +4 cool is granted by four gold ruby rings, which are easily available in the player economy.


===Reduction in Cool===
The innate cool disadvantage does make a Freak [[Blades]] build less attractive; there are much better racial mutation options for bladers. Every other weapon class is fair game, however, including the guns classes, oweing to all guns' ability to nullify [[dodge]] in their targets. This means that inaccuracy will only become a problem if facing an opponent who uses [[focus]] to deliberately debuff accuracy.


Cool can be ground up, although it will probably be a long and slow process. This makes it hard to become proficient at blades and guns. However, non-cool-based weapon classes are perfectly reasonable to utilize, such as spears, whips, fists, and clubs. Bling can also be worn to give you up to +4 cool.
=== Police and Shopping ===


===Hunting by Law Enforcement===
The easiest way to deal with police is by not going to Freedom City. Since none of the shops there sell to freaks anyway, visiting is mostly a waste of time outside of participating in robberies and other illegal pursuits. Most of FC's important shopping options have an alternative elsewhere anyway; everything from furniture to ghostbusting gear can be bought in [[Weezer_Dam|Weezer]] for instance. There are some things that can only be bought in non-freak shops however, such as [[Pilot|plane modules]] on [[Kakuri Island]], camelbacks from FC's survival shop, and some weapon mods from [[Ammu-Nation]]. In these situations, the only option as a freak is to have a friend buy stuff for you - or, perhaps, find someone who has it already and kill them for it!


The easiest way to deal with this problem is by not going to Freedom City, Corpclave, Burbclave, or Halliburton Arms. C3-50s will undoubtedly have a good time pounding your skull in with their shock batons, and so will Spiderlings, with their debilitating stingers. If you're quick enough you can make quick runs into Freedom City, and for Freaks, that's usually just to install implants.
The [[Galleria]], where all the player-stocked shops are, is notable for being 100% freak-friendly and also a safe zone for freaks fleeing the FCPD; Freedom City's finest will not path into the Galleria, so freaks are free to linger there. [[Southern Necropolis]], on the other hand, is probably the most dangerous location in the game for freaks, with an incredibly powerful and fast police force that only reacts to freak presence. This makes [[Camp Benjamin]] an outright death-trap, which means it's impossible for freaks to buy elemental [[Rifles|rifle]] ammo. Freaks will have to rely on corpmates to source this instead.


Hideous Freaks can benefit from grinding their Sneak skill. If your Sneak is high enough, you can avoid being seen by the cameras, and thus avoid the 0 stars that mean hunting you. In fact, if you aren't seen by a camera, you can even chill with the law enforcement in the same square as you.
=== Mental Illness ===


It should be noted that, although the cops will always be happy to kill you on sight, you will not spend a second in jail as a Freak. This goes for Panopticon and the dreaded Cube as well.
When you clone, you're likely to wind up with at least one kind of [[mental_illness|mental problem]]. The effects of these are many, varied, and occasionally annoying. You can counter this problem by partnering up with someone brainy, who can {{cmd|analyze}} you to potentially cure your mental. This has a cooldown of ten minutes, regardless of the psychoanalyst. Note that the strength of mentals builds up over time. If you're analyzed shortly after cloning, you'll probably be cured of your schizophrenia easily; if you wait ten hours, it will be much harder.


Every now and again your cloning location, no matter where you set it, will reset to the clone tank in the Necropolis, usually after you've run out or acquired police stars.
=== Implants ===


===Buying/Selling===
Hideous Freaks can only wear up to two [[implants]] before they start degenerating. This is a very obvious and quick process complete with some very freaky messages; every [[heartbeat]] where you are over two implants, the game will pick one implant randomly and degrade its condition, until you only have two left. The game doesn't pick one implant and stick to it, which means that you can even get all your implants degraded to 2/10 condition until one finally breaks, leaving you with a head full of busted tech. Damaged implants are very problematic; see the [[implants|implants page]] for more information.


Use other players to buy things for you, or just take them from other players who cannot defend themselves. If you're in a corporation then this can be easily rectified by getting corp mates to buy/sell for you. There are certain NPCs, such as Furst in Lurleen and those in Camp Benjamin near Necropolis that will still deal with you. However, unless you utilize caution you will find yourself running out of weapons and armor. Focusing on Dodge and Fists (with the Ripper mutation) can offset this weakness.
This cap can be bypassed by drinking bleach, which raises the number of allowed implants to four (the logic is that this makes freak blood less acidic, or something). Bleach applies a light damage-over-time effect to freaks, which is easy enough to {{cmd|mend}} away. There are no warnings when the bleach is about to wear off, so freaks must be sure to stay topped up; taking a sip every three minutes or so seems to keep up well enough. Bleach can be sourced from two key places. The [[Toxic Dump]] has a leaky chemical pipe to the far south, which spawns a very small amount of bleach. Some bars, such as those in Weezer and the Necropolis, also sell bleach boys, which contain two doses and can be spam-bought to fill a jerrycan, which is a much more practical choice.


In Slagtown alone, Freaks can buy freely from Sargo at his discount warehouse of random crap. Freaks wishing to sip on some sweet delicious bugshit can stop by Round Corner and hit up my main man Rayray.  Those who prefer more pedestrian cocktails can get them from Heath at the Wide Stance. Freaks can also purchase goods from the player-run Slagtown Galleria. Camp Benjamin in Necropolis also sells to Freaks.
No matter what, freaks can never have more than four implants.


===Mental Problems===
==Appearance==
Freak adds "On top of all that, %N is a hideous mutated freak." to one's appearance, after all other mut appearance modifiers.


When you clone, you're likely to wind up with some kind of mental problem. The effects of these are many, varied, and occasionally annoying. You can counter this problem by partnering up with someone brainy, who can ''analyze'' you, to potentially cure your mental problem.
{{MutationsListbox}}


==Abomination==
[[Category:Mutation]]
 
Abomination is a different kind of Hideous Freak. Compared to the typical freak, they have many new quirks. To become an Abomination, you must have the mutations Hideous Freak, Ripper, and Fuck Machine.
 
You gain the following natural resistances:
  * 4-10 beat
  * 6-9 slash
  * 4-10 stab
  * 8-10 bullet
  * 1-4 acid
 
The following modifiers are also given:
  * -2 brains
  * -2 cool
  * +1 endurance
  * +1 brawn
  * +3 fish
  * -1 pistols
  * -1 rifles
  * -6 persuade
  * -4 focus
 
As can be expected from the decent soaks, you acquire an inability to wear thick armor. Your thickness limit is 3. However, you can stack these articles up to the usual 15 thickness. Leather armors, Robes of the Lamb, and deathsheads are among the choice armor for Abominations, if they are going to wear any.
 
You acquire the ability ''devour'', which allows you to eat a human corpse, healing you.
 
You also acquire the ''burrow'' command, allowing you to safely log out in outdoor type rooms.
 
Your semen also becomes acidic like your blood, allowing you to wank on players or NPCs to weaken them. If you facefuck someone, they will get a chestburster, which will burrow out of the stomach, doing massive damage.
 
Anyone in the same room with you will be irradiated. You cannot get irradiated, and so you cannot get radiation mutations.
 
You can breathe underwater, but you still cannot breathe in acidic environments such as the Toxic Dump or in parts of the sewers. The only protective equipment is too thick for an Abomination to wear.
 
Drugs do not give you addiction, enabling you to push them to the limit of your endurance, which, if you're an Abomination, should be very high. Coke and crank both give addiction, so as an abomination you can safely be on the max dose of each at all times with no complications.
 
Nanite healers are only 40% as effective, and food will only fill you 20% as much as it did. Most Abominations go Hyperimmune, which would then render nanite healers completely useless. Healing must be done by devouring humans, or by using trauma kits, which is hard enough with the medic and brains penalties of Ripper and Abomination.
 
If you die, your corpse will explode shortly after, causing damage to anyone in the room, as well as covering them in acid blood. Any implants you were wearing will be gone unless you have someone to cut them out immediately on the scene. You cannot be defibbed even if someone is right by you when you die.
 
An abomination is best outfitted to be a fists user, as it upgrades the claws bestowed by Ripper, giving them irradiation damage and even higher damage overall. This doesn't mean an abomination can't use other weapons. An abomination is well suited to be a powerful clubber or spear user, but accessibility to these weapons will be less ready than the standard claws.
 
The weaknesses with an abomination are mostly that of the cool penalty and that of the focus penalty. If you went abomination, it is pretty much a given that you want to be a melee powerhouse. The cool penalty means you would need even higher sneak to be able to walk around Freedom City without a ruckus. With the focus penalty, you will have less effective focus abilities and higher cooldowns.
 
Money for an abomination is mostly spent on recloning. They aren't going to need to spend money on armor like a typical Hideous Freak. Money not spent on recloning could be spent towards buying contracts or armor that is abomination accessible, as well as weapons, if you do not specialize in fists. Of course, you still cannot buy things generally.
 
A lesser known quirk about Abomination is that you cannot be medically treated by anyone besides other Hideous Freaks. The Salmaander mutation will help a lot with broken bones. Hyperimmune helps with most else. The only times you'd actually need a player to treat you is brain damage, mental illness, and the occasional trauma kit.

Latest revision as of 17:07, 17 July 2019

Do you like hurting other people?

Hideous Freak is one of HellMOO's "racial" mutations, and is one of the most game-changing mutations a player can take, with several big mechanical changes. The mutation revolves around Focus and Stress.

Effects

This mutation grants:

   Passive: +4 senses
   Passive: +1 endurance
   Passive: -3 cool
   Passive: +4 torture
   Passive: +3 focus
   Passive: +3 sneak
   Passive: -2 persuade
   Passive: 100% resistance to vampirism
   Passive: 90% resistance to toxic exposure
   Passive: Blood is acidic
   Passive: All stress changes reversed
   Passive: Necropolis junkers, freaks, aboms, and zombies will not attack unprovoked; FCEF troops will attack on sight
   Passive: Cap on number of installed implants
   Passive: High chance of gaining single or multiple mentals on reclone
   Passive: Permanent stars in several communities
   Access to freak and abom minions
   Access to the Freak Tunnels residences
   Access to Necropolis Gate with no rep requirement; barred access to Southern Necropolis
   Barred access to Panopticon Prison and Cube; will never reclone in either
   Barred access to service in many shops; inability to live in some apartments
   scare command: inflict fear on enemies and frenzy yourself!
   Incompatible with: Chromemouth, Chud, Vampire and Zombie.

Advantages

  • +4 Senses. This is the largest single focus bonus available in a mutation, tied with Vampire.
  • +1 Endurance. This is a modest bonus, but Endurance is a very high-value stat, so it's still a good contribution.
  • +4 Torture. This equates to a substantial crit rate boost for freaks.
  • +3 Focus. This is a big bonus, and can bring out the highest power levels that focus can offer.
  • +3 Sneak. This is supposed to help with rushing past FCPD cams without getting caught, but Sneak is an almost useless skill, so it's mostly just a number.
  • Stress reversal. Probably Freak's most important feature: all stress damage becomes stress healing, and vice versa. This allows you to spam cooldowns that cost stress (like focus abilities and grab) with zero cost, and removes the stress downsides of several mutations altogether.
  • 90% Toxic Resistance. This is mostly for picking up bleach from the Toxic Dump for implant reasons - see further down. It also makes some fringe situations easier, like exploring Diablo Seco and eating basilisks.
  • Can't clone in prison. If you get killed by cops, you'll reclone safely in your regular tank.
  • No aggro from Necro mobs. Junkers, fellow freaks, specters, and abominations will leave you alone, which makes the Necropolis a lot less dangerous in the early game.
  • Use of scare. Scare is a situational cooldown that can be used for both combat and pre-fight buffing; see the section below for details.
  • Easy entry to Necro. If entering from the east, Freaks can get past the deadbots by going west past them, and down through the tunnel.

Disadvantages

  • -3 Cool. Cool is a relatively low value stat for everyone who isn't Blades, and it's even less of an issue for freaks, who mostly ignore Cool's stress mitigation because of their stress reversal. It is still a downside for some situations like extended climbs, however.
  • -2 Persuade. This is almost a non-downside; almost every single situation where persuade is useful (lawyering, scamming) is off-limits to freaks anyway. The most this will do is hurt your haggle in the few freak-friendly stores.
  • Acidic blood. In theory this is occasionally advantageous; in practice it's a total pain. Acidic blood on the body inflicts acid damage every heartbeat to a random body part. This must be either soaked or removed quickly, and lingering blood can still damage worn armor even if the damage is soaked. This also adds extra micromanagement to Bleeder.
  • Doesn't reverse Empath. Stress from Empath isn't turned into stress healing, so there's no unholy freakpath synergy. See the Empath page for more information.
  • Clone with mentals. Every time freaks leave their clone tank, they will usually gain a mental illness. Some of these are more problematic than others; some are benign because of Freak's stress reversal. Other times, a strong medic must be sought to fix the illness.
  • Implant limits. Freaks can never have more than four implants, no matter what. They also must be under the influence of bleach to accomodate more than 2, which involves extra micromanagement.
  • Aggro from FCEF. FCEF troopers wander the Necropolis, often wielding guns, and sometimes equipped with the Jammer mutation. They can be very dangerous if their targets are caught off-guard.
  • Cannot enter South Necro. Freaks can't get past the electric grid without getting zapped. They can technically land a plane or take the train in, but this is not a good idea. South Necro's security consists of FCEF empees and sarges, who swarm fast, use guns, and generally shred any freak visitors.
  • Permanent 20 stars in many places. Several civilizations in the game with police forces, most notably Freedom City, will automatically deploy to kill freaks who are sighted on camera.
  • Can't use many shops. Shopkeepers will outright refuse to serve freaks in many stores, though some remain accessible, and any that don't require a storekeeper to use (like the kiosks in Maas Neotek) are fair game. Players who highly value independence will be frustrated to discover that they must rely on corpmates and friends to buy things for them from shops; some important items can only be purchased in shops that are not freak-friendly, such as many weapon mods.
    • Dr. Nick in Freedom City will not install implants on freaks, but Dr. Stigg and Meatwad in Weezer will. Both are more expensive than Nick.
  • Apartment restrictions. Freaks can't live in Sweaty Palms, the Innsmouth, the Helliday Inn, the Final Rest Home, or Burbclave. The Helliday is the biggest loss, as it has the best security in the game.

Location

The mutation spot can be found at the old burned out victorian (Vi on the map) at the Necropolis Gate. This area is a red zone, and contains many dangerous mobs. The mutation spot is two tiles down from the victorian.

Scare

Scare is a situational ability that is exclusive to freaks. Upon use, it acts a lot like Screech, except that instead of shock, everyone in radius will be dosed with fear instead. This reduces their stats and may make low-Cool enemies attempt to flee battle.

As well as this, the freak will gain one dose of frenzy for every mob on their tile, up to the frenzy cap of 4 doses. This works regardless of whether the mobs are affected by the fear. In other words, if a freak uses scare on a tile full of robots, which cannot become scared, the frenzy will still hit even if the fear doesn't. This allows scare to be used as a pre-fight buffing tool; using scare on a tile full of mobs that are immune (robots, drunk players, etc.) or insignificant can apply an instant +4 Frenzy without the health concerns of Bleeder. Max frenzy grants +4 Brawn, +4 Senses and increased resistance to feint, making this useful for brawny fighters or against brainy opponents.

The downside to scare is that it is not affected by Freak's stress reversal, so if used by a freak with low cool, it can cause a huge spike in stress. Maximum frenzy also debuffs focus by -10, meaning that for focus-heavy users this ability can hurt more than it helps. Finally, compared to other abilities at high levels of focus, scare's cast time is relatively long.

Strategy

Hideous freak has some great strengths as well as several drawbacks, but none of them are without counterplay except for the hard implant cap.

High Focus

Hideous freaks are able to reach some of the highest focus totals in the game, if played with a focus-friendly build (usually Endurance Whips). The mutation itself provides a massive +5.5 to the focus skill in total. Carrie, Salamander's mend, Screech, Writhing Smoke and even Chiller can be brought to their maximum potential with freak, with sufficient investment in the focus skill. Most freaks should have no trouble hitting the focus requirement for Blink, nor with getting potent seeks using Medium.

Stress and Cooldowns

Most cooldowns, such as mend, cost stress to use. This is not a problem for freaks thanks to stress reversal, so freaks are free to use their buffed-up focus to spam abilities in every fight. This only has two costs: First, mild risk; using most cooldowns debuffs dodge while the cooldown is casting. Second, this can be a bad trade if you are over-using abilities that don't benefit your fight, since any time spend using abilities is time spent not hitting people with your weapon! Using cooldowns well, a freak can overwhelm opponents with screech, spew and burn or freeze in quick succession. High focus skill also decreases cooldown times for these abilities, so they can be spammed more frequently. Spamming also works with non-focus cooldowns, such as grab, though it does not work with scare, which still costs stress.

Low Cool

Cool is widely considered to be the least important of the six key stats by a large margin, and since most stress gains are reversed for freaks anyway, it becomes even less significant for them. It is also an easy stat to buff; +4 cool is granted by four gold ruby rings, which are easily available in the player economy.

The innate cool disadvantage does make a Freak Blades build less attractive; there are much better racial mutation options for bladers. Every other weapon class is fair game, however, including the guns classes, oweing to all guns' ability to nullify dodge in their targets. This means that inaccuracy will only become a problem if facing an opponent who uses focus to deliberately debuff accuracy.

Police and Shopping

The easiest way to deal with police is by not going to Freedom City. Since none of the shops there sell to freaks anyway, visiting is mostly a waste of time outside of participating in robberies and other illegal pursuits. Most of FC's important shopping options have an alternative elsewhere anyway; everything from furniture to ghostbusting gear can be bought in Weezer for instance. There are some things that can only be bought in non-freak shops however, such as plane modules on Kakuri Island, camelbacks from FC's survival shop, and some weapon mods from Ammu-Nation. In these situations, the only option as a freak is to have a friend buy stuff for you - or, perhaps, find someone who has it already and kill them for it!

The Galleria, where all the player-stocked shops are, is notable for being 100% freak-friendly and also a safe zone for freaks fleeing the FCPD; Freedom City's finest will not path into the Galleria, so freaks are free to linger there. Southern Necropolis, on the other hand, is probably the most dangerous location in the game for freaks, with an incredibly powerful and fast police force that only reacts to freak presence. This makes Camp Benjamin an outright death-trap, which means it's impossible for freaks to buy elemental rifle ammo. Freaks will have to rely on corpmates to source this instead.

Mental Illness

When you clone, you're likely to wind up with at least one kind of mental problem. The effects of these are many, varied, and occasionally annoying. You can counter this problem by partnering up with someone brainy, who can analyze you to potentially cure your mental. This has a cooldown of ten minutes, regardless of the psychoanalyst. Note that the strength of mentals builds up over time. If you're analyzed shortly after cloning, you'll probably be cured of your schizophrenia easily; if you wait ten hours, it will be much harder.

Implants

Hideous Freaks can only wear up to two implants before they start degenerating. This is a very obvious and quick process complete with some very freaky messages; every heartbeat where you are over two implants, the game will pick one implant randomly and degrade its condition, until you only have two left. The game doesn't pick one implant and stick to it, which means that you can even get all your implants degraded to 2/10 condition until one finally breaks, leaving you with a head full of busted tech. Damaged implants are very problematic; see the implants page for more information.

This cap can be bypassed by drinking bleach, which raises the number of allowed implants to four (the logic is that this makes freak blood less acidic, or something). Bleach applies a light damage-over-time effect to freaks, which is easy enough to mend away. There are no warnings when the bleach is about to wear off, so freaks must be sure to stay topped up; taking a sip every three minutes or so seems to keep up well enough. Bleach can be sourced from two key places. The Toxic Dump has a leaky chemical pipe to the far south, which spawns a very small amount of bleach. Some bars, such as those in Weezer and the Necropolis, also sell bleach boys, which contain two doses and can be spam-bought to fill a jerrycan, which is a much more practical choice.

No matter what, freaks can never have more than four implants.

Appearance

Freak adds "On top of all that, %N is a hideous mutated freak." to one's appearance, after all other mut appearance modifiers.


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