Difference between revisions of "Mutations"

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| Clairvoyance || Ability || Gives you the ability to leave your body and travel around HellMOO without actually traveling, and gives you +3 total focus. You also gain the commands 'scan' and 'pulse', to detect other clairvoyants and deal damage to them. With a high enough focus roll, you can detect ghosts and observe what people in the room are doing and saying. However, staying in a room causes psi emissions to build up, which deal damage at a certain point. (Clairvoyants can detect the presence of these emissions however.) The more clairvoyants in the same room, the faster the psi-emissions reach dangerous levels.
| Clairvoyance || Ability || Gives you the ability to leave your body and travel around HellMOO without actually traveling, and gives you +3 total focus. You also gain the commands 'scan' and 'pulse', to detect other clairvoyants and deal damage to them. With a high enough focus roll, you can detect ghosts and observe what people in the room are doing and saying. However, staying in a room causes psi emissions to build up, which deal damage at a certain point. (Clairvoyants can detect the presence of these emissions however.) The more clairvoyants in the same room, the faster the psi-emissions reach dangerous levels.
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| Fibrocartilage || Stat || Adds +4 to HP, gives +100 anti-aging resistance (makes you immune to .
| Fibrocartilage || Stat || Adds +4 to HP, gives +100 anti-aging resistance (makes you immune to rejuvex).
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| Firewalker || Soak || Gives you 5-8 burn, 1-4 radiation resistance and 1-4 acid resistance. You also wont take damage from being on fire.
| Firewalker || Soak || Gives you 5-8 burn, 1-4 radiation resistance and 1-4 acid resistance. You also wont take damage from being on fire.

Revision as of 20:31, 27 February 2009

In the wonderful world of HellMOO, there are powers that allow you to have unnatural abilities. These powers are called mutations. There are many mutations available in the game. Their locations are documented in Injection Junction in Freedom City, also marked IJ on your map. The mutations can be aquired in specific locations that are hidden or a little difficult to reach. When you find a mutation, something similar to this will appear:

 You realize you could mutate here.
 Type 'mutate' to develop the 'snakeskin' mutation.

Will you mutate?

If no, then just continue with what you are doing. If you don't type the exact word mutate, you will not gain this mutation. If yes, then something will happen, very similar to this next example.

 [ Your slashing resistance increased by 2 - 4! ]
 [ Your stabbing resistance increased by 1 - 3! ]
 Creature's body twists and shudders, and something writhes under his skin, crawling through the tissues and subtly altering them.
 [ You've developed the 'snakeskin' mutation! ]

Before you mutate, think it over. Currently there are no ways to remove mutations. So, make each choice wisely. There are mutations that are obviously better than others in terms of their gameplay benefits, those will not be singled out here. Your mutations are a part of what makes your character unique. It is up to you to decide which mutations make the most sense for your character.

Mutation Slots

When you first start out, you have one free mutation slot. For every 3,500 XP you earn, either from combat or quests, you will get another mutation slot, until you have gained five mutation slots. After your sixth slot opens, you'll get mutation slots every 7,000 XP until your tenth mutation slot. From then on you will earn mutation slots every 10,000 XP. You cannot gain another mutation without a free mutation slot. When you have earned enough XP for a new mutation, you'll see this message:

 [ You earned another mutation slot! ]


XP Slots
0 1
3,500 2
7,000 3
10,500 4
14,000 5
17,500 6
24,500 7
31,500 8
38,500 9
45,500 10
55,500 11
65,500 12
75,500 13
85,500 14
95,500 15
105,500 16
115,500 17
125,500 18
135,500 19
145,500 20
155,500 21
165,500 22

Mutually-exclusive Mutations

You're only allowed to have either Phaser or Clairvoyance, but not both. This also goes for Vampirism and Hyperimmune. Vamprisim and Hideous Freak are also mutually exclusive as well as Nimble Fingers and Ripper. This also goes for Brute Strength and Swollen Brain.

Mutations with Pre-requisites

Abomination requires Freak, Ripper, and Fuck Machine in order to mutate. Blink requires Phaser.

Mutation Types

There are three things mutations can do for your character. There are Soak Mutations, which give you damage resistance, Ability Mutations, which allow you to do something that others without it cannot, and Stat Mutations, which cause you to gain or lose stat points. Some mutations classify as both Ability and Stat mutations, because they add both ability and stats. Please note that stat mutations no longer increase your raw, but do increase your total. You may now only have 3 soak mutations, and there are upgrades to each of the five existing ones, when more info is available this page will be updated again.

List of Mutations

Mutation Type Explaination
Abomination Ability Gives you the ability to "burrow" and log off anywhere like the cube hotel, increases claws damage, gives claws radiation damage. You irradiate the room your are in, turns your jizz into acid, causes you to explode on death, gives +3 fishing, and adds 4-10 beat, 6-9 slash, 4-10 stab, 8-10 bullet soaks, but also prevents you from wearing thick armor, and also gives -2 brains. On the downside there is a contract for sale and a detector to help locate those with the mutation. A mutation not to be taken on a whim.
Blink Ability Gives you the ability to teleport to any random outside place in HellMOO. Comes with the possibility of telefragging, which is where you explode if someone enters the space you're blinking to within the time you begin to blink and the time you get there.
Bloodhound Stat Gives you +4 total to track and +2 to Senses. You also receive a round and purple nose.
Brute Strength Stat Adds +3 total to Brawn, -1 total Endurance.
Carrie Ability Allows you to set people (who you are in combat with) and light items (such as joints) on fire using your mind. The amount of burning is determined by a focus roll. It decreases cool by 1.
Clairvoyance Ability Gives you the ability to leave your body and travel around HellMOO without actually traveling, and gives you +3 total focus. You also gain the commands 'scan' and 'pulse', to detect other clairvoyants and deal damage to them. With a high enough focus roll, you can detect ghosts and observe what people in the room are doing and saying. However, staying in a room causes psi emissions to build up, which deal damage at a certain point. (Clairvoyants can detect the presence of these emissions however.) The more clairvoyants in the same room, the faster the psi-emissions reach dangerous levels.
Fibrocartilage Stat Adds +4 to HP, gives +100 anti-aging resistance (makes you immune to rejuvex).
Firewalker Soak Gives you 5-8 burn, 1-4 radiation resistance and 1-4 acid resistance. You also wont take damage from being on fire.
Flight Ability Gives you the ability to fly around the skies. This mutation gives you the commands 'fly', 'climb', 'dive', and 'land'. The only downsides to this are the highly exaggerated cold and hunger that effects you while you are in the skies, and the chupacabras which will attack you while in the skies.
Fuck Machine Ability, Stat Adds +1 raw to cool, -1 raw to climb, a +4 fuck bonus, and gives you the fantasize and engorge commands, which allows you to get horny on command if you're not affected by endorphins (fantasize) and allows you to grow a penis (engorge).
Hideous Freak Ability, Stat Gives you the ability to 'scare' people by typing scare, giving them fear, giving you doses of frenzy and summoning zombies/spectres if in Necropolis. It decreases cool by -3, increases senses by +4, increases endurance by +1, sneak by +3, focus by +3 and persuade by -2. It also makes shopkeepers fear you, making them not allow you to buy/sell with them, with a few exceptions. FCPD will attempt to kill you if you enter areas under their control, likewise for Corpclave, Bradbury, etc. Stress gains are reversed, so killing someone will relieve you of stress, but being in a cool room will stress you out. On the up side your blood becomes acidic damaging all hit by a spray, most of the inhabitants of the Necropolis will leave you alone.
High Density Soak Gives you 3-5 beat and 1-4 bullets resistance.
Hyperimmune Ability, Stat Gives you +2 total to Endurance, immunity to all diseases, 50 resistance to radiation sickness, and reduces the effectiveness of nanite healers by 60%. All other drugs still work.
Iron Liver Ability Gives you resistance to poison and alcohol, but makes pleasure drugs and nanite healers less effective. You gain 40 resistance to THC and Speed, 25 resistance to nanite healers, 60 resistance to the paralysis poison curare, 70 resistance to spider venom, 75 resistance to PCP, and 50 resistance to alcohol, you will also heal while drunk, depending on how drunk you are.
Mule Ability Mule gives you a +30% weight tolerance, but stresses you out whenever you aren't carrying heavy weight.
Nimble Fingers Stat Allows you to have greater precision when working with your fingers. It increases your locksmith and craft by 1, increases your reflexes by 2, decreases your endurance by 2, and decreases your beat protection by 2 - 4.
Phaser Ability Gives you the ability to memorize any outdoor spot, and allows you to phase to it if no one is standing in the space you memorized. A side-effect is you receive a low amount of stress everytime you phase. Increases raw focus by +1.
Ripper Stat Gives your character claws, increases your fists by +1 total, and your climb by +2 total. Ripper decreases locksmith by -5 total, craft by -4 total, repair and medic by -3 total, and then pilot and chemistry by -1 total, however, you inflict damage upon yourself from masturbating and damage upon others when fondling them.
Rubberskin Soak Gives you 3-6 electric and 1-3 acid resistance.
Salamander Stat Adds +4 total to swim, +4 total to climb, +1 total to focus, and -1 total to craft. You also gain an ability to re-grow broken limbs.
Screech Ability Gives you the ability to mentally broadcast a 'psi-screech' by use of the 'screech' command, and gives you +2 total focus. 'Screech'ing can stun your enemies or put them into shock, depending on the success of your focus roll.
Snakeskin Soak Gives you 2-4 slash and 1-3 stab resistance.
Swollen Brain Stat Adds +3 total to Brains, +1 to Senses and -1 total to Cool.
Third Nipple Awesome Be like Goldfinger!
Twitchy Nerves Stat Gives you +2 total to Reflexes, -1 total to Senses.
Ultra-Clot Stat Makes your wounds seal up instantly so that you can't bleed to death, and adds +2 total to your Endurance. Weapons which bypass armor to cause direct bleeding damage, such as sonic scalpels, will still inflict damage against you, but won't cause you to bleed.
Vampirism Ability Allows you to be a permanent vampire. Vampires receive +4 boosts to every stat except reflex, and a -4 to brains. However, if you go out during the daytime, the sun will cause damage to you. Vampires with the mutation will take half as much damage from the sun as people who merely have the vampirism disease. As a vampire you do not gain sustenance from normal food and will have to drink blood from willing or unwilling victims. This is done like rape (though you do not have to remove clothes) by holding the target, then using the feed from command. Corporation members or gullible friends can allow you to feed from them at will via allow suck from. See So You Are A Vampire for more information.
Writhing Smoke Ability Gives you +1 total focus and the exhale command, which allows you to fill the room with black smoke, making it easier to flee and possibly stunning things in the room.
Yeti Fur Soak Protects you from the cold, but makes you more vulnerable to fire. It increases your cold resistance by 8 - 10, and reduces your burning resistance by 2 - 4. You also gain the ability to 'yiff <sexual partner>' without a fursuit.

Radiation Mutations

You have a chance to get mutations from having a lot (more than 20 rads) of radiation. Once you have about the needed amount, simply wait (heal yourself periodically if you need to) and one of these mutations may eventually occur. These mutations are temporary; when you die you'll lose them. On the other hand, they don't take up a mutation slot. If you have high endurance you may shrug off getting the mutation.

There is no way to select which mutation you get; it is entirely random.

Mutation Effects Message when Acquired Visible Effects
second head brains +1, cool -1 You feel a terrible pain in your shoulder-- feels like something is being rearranged. Then there's a lot of pressure on your skin, and with a pop, something appears. <name> has a second head on <their> shoulder. It is shrunken and underdeveloped, but its eyes occasionally focus on you.
chameleon +4 sneak Your skin feels briefly like it's on fire, and large black patches appear all over it. You look at your hand, and realize you can see the floor reflected on it. <name> is hard to get a fix on. They shift in and out of sight, seemingly at random.
third eye +2 senses With a blinding flash of pain, the skin of your forehead splits, and then... you can see. Like never before. <name> has a third eye in the center of <their> forehead. It flicks about lazily.
red eyes +2 brawn, +2 reflexes, +1 senses, -4 cool Something in your brain snaps. Your vision tinges with red, and your face feels very itchy. <names>'s eyes no longer have any discernible features-- they are just solid red.
downs syndrome brawn +1, brains -3 Duhhhurrr. The world abruptly seems much simpler <name>'s head is a funny shape, and <their> eyes are a little too far apart.
strange-looking skin +1 reflexes, -1 endurance Your skin suddenly feels like it's giving way, melting, but not. You move your arm and realize it makes you sort of 'flow'... very strange. <name>'s skin looks strange. It is slightly translucent, and appears to bead, like water, before breaking up again.
elephantitis -2 reflexes Your body shivers with pain, and your flesh starts to swell, straining your skin. Ugh. <name>'s flesh is blobby and swollen. Ick.

Once you start taking damage, you should stop moving, as you will get damage rapidly once you have enough rads. Keep yourself alive during this period and the mutation should come shortly after. Once you mutate, you will get rid of 10 rads.

It IS possible to get multiple rad mutations, but only because of the way mutating works. To put it simply, there's basically two things that can happen, once you have over 20 rads, per tick; You will either take rad damage or you will undergo a randomly selected rad mutation. Because of this, it is possible to have two or more randomly selected rad mutations occur at once, thus giving you multiple rad mutations. However, this is very rare, so don't be upset if it seems like this won't happen.