Difference between revisions of "Mutations"
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| +3 [[Swim]], +2-2 electric, +2-2 stabbing and +1-2 slashing resistance. Greatly increases chances of breaking out of a hold. You need to pee 50% less, but you get thirsty 50% faster. | | +3 [[Swim]], +2-2 electric, +2-2 stabbing and +1-2 slashing resistance. Greatly increases chances of breaking out of a hold. You need to pee 50% less, but you get thirsty 50% faster. | ||
| Outside the [[Kraken|Kraken's]] cave. | | Outside the [[Kraken|Kraken's]] cave. | ||
|- | |||
! [[Lithodermis]] | |||
| 1-2 beat and 2-2 bullet resistance, as well as resistance to brain damage, broken limbs, and knockouts. -3 to swim and climb, and since you're heavier you can carry less. | |||
| [[Adamant Canyon]] | |||
|- | |- | ||
! [[Silicone Skin]] | ! [[Silicone Skin]] | ||
| 2-4 acid, 2-6 laser and 2-6 explode resistance. Your body becomes unhackable and ungibbable. Trauma kits become 40% less effective. | | 2-4 acid, 2-6 laser and 2-6 explode resistance. Your body becomes unhackable and ungibbable. Trauma kits become 40% less effective. | ||
| the oasis in the [[Glass Mesa]] | | the oasis in the [[Glass Mesa]] | ||
|- | |- | ||
! [[Solar Sponge]] | ! [[Solar Sponge]] | ||
Revision as of 08:18, 16 May 2010
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 acquired 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 command mutate snakeskin, 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... [ You've developed the 'snakeskin' mutation! ]
Before you mutate, think it over. Removing mutations is costly. 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.
Mutations can be pretty useful but they also have their downfalls. The soak/focus/other distinction does not exist in-game, and is merely for convenience.
Generally, if not always, mutation areas are slightly irradiated; since radiation has no (currently known) permanent or particularly dangerous side-effects, hanging around for a while will probably not do you any harm. As your rad count automatically goes down on its own, probably faster than the mutation areas will raise it, gaining radiation mutations from a mutation area is, ironically, fairly hard.
Soak mutations
Soak mutations (or "Skin mutations") are now limited to three per player. Level 2 mutations are all upgrades to level 1 mutations and require their level 1 counterpart. You can have 3 soak mutations in total.
Level 1
| Mutation | Description | Location | Upgrade |
|---|---|---|---|
| High Density | 3-5 beat and 1-4 bullets resistance. | Maas Neotek | Lithodermis |
| Firewalker | 5-8 burn, 1-4 radiation, and 1-4 acid resistance, upgrades to: Solar Sponge | Sharpton Projects | Solar Sponge |
| Snakeskin | 2-4 slash and 1-3 stab resistance, upgrades to: Eelskin | Gangland Shopping Mall | Eelskin |
| Rubberskin | 3-6 electric and 1-3 acid resistance, upgrades to: Silicone Skin | Maas Neotek | Silicone Skin |
| Yeti Skin | 8-10 cold resistance and 100 chill resistance (immunity to cold status effect), upgrades to: Yeti Fur | Mountain Pass | Yeti Fur |
Level 2
| Mutation | Description | Location |
|---|---|---|
| Eelskin | +3 Swim, +2-2 electric, +2-2 stabbing and +1-2 slashing resistance. Greatly increases chances of breaking out of a hold. You need to pee 50% less, but you get thirsty 50% faster. | Outside the Kraken's cave. |
| Lithodermis | 1-2 beat and 2-2 bullet resistance, as well as resistance to brain damage, broken limbs, and knockouts. -3 to swim and climb, and since you're heavier you can carry less. | Adamant Canyon |
| Silicone Skin | 2-4 acid, 2-6 laser and 2-6 explode resistance. Your body becomes unhackable and ungibbable. Trauma kits become 40% less effective. | the oasis in the Glass Mesa |
| Solar Sponge | Burn +1-3, irradiation +2, laser +2-3. Heal when hot/on fire (not by much though) Brawn and Brains increase when you are in daylight Mutually exclusive with Vampirism. | ground zero in the Wasteland |
| Yeti Fur | 5 - 5 cold and 1 - 2 beat resistance, +1 to brawn, -1 - -3 to fire resistance, yetis will not attack you. Brawn and Brains increases as you become colder. Stench becomes more effective when taken with this mutation. | Weezer Dam |
Focus mutations
| Mutation | Description | Location |
|---|---|---|
| Carrie | -1 Cool. Allows you to light items (and people you are in combat with!) on fire using your mind, with damage being determined by a Focus roll. Using Carrie has a chance of causing mental illness. | Open Prairie |
| Fuck machine | +1 Cool, -1 Climb, +4 Fuck. Gives you the fantasize command, which allows you to get horny on command. You can attempt to accelerate your orgasm, or orgasm spontaneously, with the cum command. There is also the engorge command which will cause a character without a dick to grow one, which will remain until death. This works for females, neuters, and guys who fuck up with the RDCD and get their dicks ripped off. | Maas Neotek |
| Salamander | +4 to Swim, +4 to Climb, -1 to Craft, +1 to Focus. Allows you to mend broken limbs. mend relies on a focus check and can heal slight amounts of damage. | Behind Gator Boy in the Shoreline |
| Screech | +2 Focus. Gives the ability to screech. Stuns your enemies and has the possibility of damaging them. | Chemical Plant |
| Writhing Smoke | +2 Focus. Gives you the ability to exhale, which allows you to fill the room with black-green smoke, making it easier to flee. | Abandoned Highway |
Movement mutations
These mutations are mutually exclusive with the other mutations of their level. In other words, you can pick Phaser, Clairvoyance, or Leapfrog, plus its respective upgrade, and none of the others. The Leapfrog/Flight path is exclusive to Lithodermis, but now you can have High Density and still fly, making flight somewhat feasible.
Level 1
| Mutation | Description | Location | Upgrade |
|---|---|---|---|
| Clairvoyance | +3 Focus. Gives you the ability to leave your body and travel around HellMOO, without actually traveling. You are able to see psi shimmers while projected, and if there is too much psi in the room you can take damage. You can sweep to check for other clairvoyants in the same room, and if you can find them, you can damage them with pulse. You can also listen to conversations in the room if you pass a focus roll for each time someone says something. | The Cave of All Souls | Medium |
| Leapfrog | -1 Brawn, -1-3 Beat resistance, +1 Dodge, lets you leap up/down stuff. leaping lets you instantly move in any direction that would normally require a climb. Leapfrog is dependent on Reflexes. Success allows you to instantly move in the chosen direction. Failure causes damage similar to a fall, including the possibility for broken limbs. Increases walking movement speed. | Mt. Fisty | Flight |
| Phaser | +1 Focus. Gives the ability to memorize any outdoor spot, and then phase to it as long as nobody is watching you or standing in your phase spot | the Wasteland, south east at the very bottom | Blink |
Level 2
| Mutation | Description | Location |
|---|---|---|
| Blink | Gives you the ability to blink to a random place using focus. If your focus is high enough, you can also successfully blink <area> for quicker transportation. If you fail the focus, you run the risk of telefragging or blinking to an undesired location. If someone else is in the tile you blink to, you will also telefrag. It has an interesting effect when combined with Hooligan. |
The Labrynth (Heart of Necropolis) |
| Flight | Gives you the ability to fly,climb,dive and land. The downsides to fly are the cold that affects you while in the air, and the chupacabras which will attack you while flying. | skies above the necropolis gate. |
| Medium | Allows you to seek out other players. +1 to Focus. The higher your focus, the more accurate the roll. If your focus is high enough, you will accurately pinpoint the area that they currently reside. However, if their focus is high enough, they will be able to either detect that someone is seeking them, detect who is seeking them, or even detect where they are being sought from. Seek your targets with care! | top of dike (Stormfront Island) |
Game Changing Mutations
| Mutation | Description | Location |
|---|---|---|
| Hideous Freak | You're a horribly deformed homicidal outcast who kills for relaxation. Everyone hates and fears you.
Gives you the ability to scare people, giving them fear and yourself frenzy. -3 to cool, +4 to senses, +1 to endurance, +3 sneak, -2 persuade, +4 torture, +3 focus. Makes shopkeepers fear you, disabling your ability to buy/sell. FCPD will kill you on sight. All stress effects are reversed. You also gain acidic blood. Incompatible with: vampire and zombie. |
the necropolis gate |
| Abomination | You're a hideous freak who's all grown up. Into a truly hideous abomination. Your mother must be very proud...if you ever had one. Of course, wearing clothes or armour might be tricky with such a mishappen body, not to mention getting people to touch you.
Gives -2 brains, -2 cool, +1 endurance, +1 brawn, +3 fish, -2 pistols, -2 rifles, -6 persuade, 4-10 beat, 6-9 slash, 4-10 stab, 8-10 bullet, and 1-4 acid resist, inability to wear regular armor (low thickness limit), can devour corpses for healing, burrow allows you to log out in outdoor type rooms safely, acid jizz/piss, as well as a claws upgrade that gives you radiation damage on top of more normal damage. Anyone in the same room with you will become irradiated (You cannot be irradiated yourself), you can breathe underwater, you cannot be addicted to drugs, nanites are only 40% as effective, food will only fill you 20% as much as it did. Once you die, your corpse will explode shortly after, causing damage to anyone in the room. Requires: hideous freak, ripper, and fuck machine. |
Sealab |
| Vampire | Turns you into a permanent vampire. +4 to brawn, cool, endurance, and senses. -4 to brains. You will take damage from the sun if you are outside during the day, but only half as much as those who have the vampirism disease. You do not gain sustenance from normal food, and will have to drink the blood from your victims, using feed from. Typically you will have to hold them for this to work, though people can willingly allow you to feed from them. Whenever you kill something, usually blood will splatter, and you can feed from this by using lick blood or taste blood.
Incompatible with: hyperimmune, hideous freak, solar sponge, zombie, and billygoat. |
Adamant Canyon |
| Zombie | Become a shambling, undead brain-sucker. Zombies love you as one of their own. Mmmmhrhmmhmmmbraaaanes...
Gives -6 brains, -2 brawn, +2 endurance, -10 sneak, +50 disease resistance, +100 zombie rot stage I resistance, +50 bleeding resistance, +25 burning resistance, -25 cold resistance, +75 addiction resistance, +100 suffocation resistance; Soaks: 3-6 beat, 10-20 bullets, 2-5 electric, 100-100 suffocation, 50-100 healing; lets you feed on corpses or severed heads, howl to summon the undead to your aid, and puke to puke bile on someone. Also, you are cloned in random locations and will re-animate after you die if you wait long enough. Incompatible with: billygoat, bleeder, hideous freak, hyperimmune, silicone skin, and vampire. |
Necropolis Floodplains. |
| Empath | The "fifth" of the major game-changing mutations. Gives +1 brains, +2 senses, +3 focus, and +2 medic, +3 to Medium's seek, an unknown bonus to Plant Whisperer's fertilize, allows massage which may relieve stress in someone else, and soothe which lets you absorb the mental illnesses of others. You gain small amounts of stress from being in a room with other people who are stressed. Killing humans and some other intelligent creatures will give stress and shock on a failed focus roll, with the difficulty going up based on how close you are to the dying creature. Requires Blink, Flight, or Medium, as well as Swollen Brain. | berkeley psychic institute |
| Chud | The sixth and newest major change mutation. Gives +1 senses, +1 fuck (wow!), +2 climb, -2 pistols, -2 rifles, minor beat, stab and slash soaks and some new commands: wail <text> to wail to other chuds within an area, or if no text is supplied, to wail for minions; and minions to show information about your current minions and reputation. A higher tier of reputation means better minions for you.
Incompatible with: eelskin, hideous freak, and zombie. |
Sewers |
Other mutations
| Mutation | Description | Location |
|---|---|---|
| Enigma | You are a complete mystery to others. People can't accurately determine how strong you are, or what ailments you suffer from. In fact, your mysterious aura is so thick that it sometimes effects your own senses. Coincidentally, this makes you pretty cool.
Gives +2 cool, -1 senses, you cannot be diagnosed or appraised by anyone, including yourself. |
Back room of Heaven bar in Gangland. |
| Hooligan | Something's...not right with your head. You have trouble focusing, and you're prone to bouts of brain damage. On the plus side, this makes it difficult to stun or distract you. It has a 'bonus' when combined with the Blink mutation.
Gives -3 focus, +35 stun resistance. You get a headbutt command, with a chance of stun and damage based on your brawn. It uses the wrestle skill! |
Nukem Academy - 2nd Floor |
| Mule | Pouches in your skin let you carry 30% more weight. However, you feel stressed and uncomfortable if your pouches aren't full enough. | Sharpton Interior - Basement |
| Billygoat | Can eat anything you can junk. Chance to barf up components from eaten items. No penalties from being full from eating non food. Eating food until you're full still gives you penalties.
Gives -1 to Endurance. +1 to Climb. Incompatible with: vampire and zombie. |
Crater Rim |
| Bleeder | You gain the power to inflict bleeding wounds on yourself, but you will feel naked whenever you are not covered in at least a little blood. Additionally, bleeding wounds will cause you to enter a frenzy. You also no longer pass out from blood loss so bleed away.
Incompatible with: Ultraclotte and zombie. |
Princeton General |
| Camelfat | Fat tissue reorganizes into a powerful water-storage medium. You'll get thirsty much more slowly. Drugs (both good and bad) will also take longer to work their way through your system.
Incompatible with: eelskin and iron liver. |
Sea of Dunes |
| Iron Liver | Resistance to poison and alcohol, makes pleasure drugs and nanite healers less effective. 40 resistance to THC and speed, 25 resistance to nanite healers, 60 resistance to curare, 70 resistance to spider venom, 75 resistance to pcp, 50 resistance to alcohol.
Alcohol heals you 1-7 hp per heartbeat based off how drunk you are. Healing lasts for the duration of the drunk status effect. Incompatible with: camelfat. |
Chemical Plant |
| Bloodhound | Your nasal cavities swell and grow thicker networks of nerve endings, enhancing tracking and overall sensory awareness.
+4 to track, +2 to senses
|
Mountain Pass |
| Twitchy Nerves | Mutates nerve fibers that provide enhanced reflexes, but make it a little harder to concentrate.
+2 Reflexes, -1 Senses, -2 Focus |
Vault 4 |
| Ultraclotte | Makes your wounds seal up instantly so that you can't bleed to death, and +2 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.
Incompatible with: bleeder. |
Subway Tunnels |
| Brute strength | Thickened muscle tissue which boosts brawn, but hurts endurance a bit.
+3 to brawn, -1 to endurance, and +1 to wrestle for whatever reason. Incompatible with: swollen brain. |
In the Sewers, underneath Charnold |
| Swollen Brain | Enlarged corpus callosum, which makes you brainier and more sense-aware. Too bad it looks so un-cool.
+3 to brains, +1 to senses, -1 to cool. Incompatible with: brute strength. |
In the Sewers, across the bridge to the west. Requires two people to get across the bridge. |
| Stench | Grants the command Musk, which releases a musk which gradually wears off after 5 or 6 minutes. The musk prevents smelling monsters from aggroing you and grants a bonus to escape said monsters at the cost of minor stat/skill changes to senses and fuck. Furthermore, you become a little easier to track even when not musking, and much easier to track when actively musking.
|
Sewers |
| Hyperimmune | The reaction time of your immune system increases tenfold, destroying viruses and bacteria before they have the chance to act out their intended purpose. However, any invader (helpful or harmful) is targeted, greatly reducing the effectiveness of nanites and making them almost useless.
+2 endurance, immunity to all diseases, 50 resistance to rad sickness, reduces effectiveness of nanite healers by 60%. All other drugs still work. Incompatible with: vampire and zombie. |
Subway Tunnels |
| Ripper | Gives you claws. +1 to fist, +2 to climb, -5 to locksmith, -4 to craft, -3 to repair and medic, -1 to pilot and chemistry.
Incompatible with: nimble fingers. |
the underground mine |
| Nimble Fingers | Your fingers become extremely agile. On the other hand, you become a bit of a limp-wristed nerd and your bones become more brittle. You also gain the 'massage' command, which lets you massage stress out of other players.
+1 Locksmith and Craft, +2 Reflexes, -2 Endurance, -2-4 Beat protection. Incompatible with: ripper. |
the Sewers below the bug queen |
| Fibrocartilage | +5 Max health, +95 resistance to 'all anti-aging methods.' (Currently just rejuvex) | Shoggoth Lair |
| Junkrat | Your keen eyes are able to spot hidden details invisible to others, and you are able to find something in a room like no other. However, your obssesive-compulsive ways are considered nerdy to most people. It's more difficult to find stuff in places where there is a stench, and sniff is now based on scavenge skill.
+1 Scavenge, -1 Cool, +1 Senses. Gives the sniff command which lets you find secret exits and attempt to locate a specific scavengable item in a room. Requires: Bloodhound Incompatible with: stench. |
Toxic Dump |
| Plant Whisperer | With this mutation you can, well, talk to plants. Maybe they have something interesting to share. You can also attempt to fertilize (persuade) the plant to make it bear a harvest if it is empty [this is a persuade check]. You may have better results if you are an empath.
However, you also become infertile. More to come for this fantastic mutation at a later date. Stay tuned! +1 Persuade, +100 Pregnancy Resistance |
Crater Forest |
| Third Nipple | Unleash the awesome power of having three nipples at your command. You are able to tell peoples fortunes, and they come true! | Rupture |
| Jammer | Your brain produces a constant low-level psychic static, which interferes with the focus of people near you. It also makes it harder for clairvoyants to seek you. Gives -10 focus. Not recommended for use with focus mutations! | Star Field |
| Brainslug | Your forehead bulges and the skin ripples unnaturally. You feel a little sick when you notice a distinct lump pushing out just slightly. It stays.
+3 Brains, -2 Brawn, -1 Reflexes, +40 stun resistance. |
Radome |
| Xray Vision | See through all kinds of shit. Your supersensitive eyes have a little trouble in the dark, however.
Xray <something> : Peer into closed objects, or other peoples inventory. |
Fairfield |
Radiation Mutations
Rad mutations now come much more quickly than before. It used to be that having 20 rads or more would give you a chance to get them, but you now only need 5 rads (though you'll probably get one more quickly if you have more rads). These mutations are temporary; when you die you'll lose them. If you have high endurance you may shrug off getting the mutation.
| 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 | +3 sneak, -1 reflexes | 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. |
| psychotic trauma (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. |
| slippery (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. |
| third arm | Let's you triple-wield, but you can't wear clothes on your abdomen and occasionally drop what you're holding, Will also destroy any armour that covers your torso when you initially mutate it. | <name> clutches <their> shoulder in agony as it twists and shudders, sprouting a bizarre protrusion that slowly forms itself into something resembling an arm. | <name> has a disgusting mutated third arm growing from <their> shoulder. |
| oozing sores | -5 to your cool, will constantly leak radpus and occasionally a pusgrub, consuming the pusgrub may grant the consumer a mental disease | <name> writhes in pain as huge, bubbling sores develop all over <their> body. | <name>'s entire body is covered in huge, open sores leaking thick pus. |
| webbed hands | +4 swim -3 craft | <name> spends a few seconds looking at <their> hand confusedly, spreading <their> fingers and ogling a new flap of skin between each pair. | <name>'s hands look a bit strange. |
| third testicle | Seems to give a bonus to fuck. Only males can get this mutation. | <name> suddenly falls to his knees and grabs his groin, squeeling in pain. His eyes widen as his finds something extra. | <name> walks with his groin thrust out slightly. |
| third breast | Seems to give a bonus to fuck. Only females can get this mutation. | <name> thrusts her chest out and squeels in pain as a third breast forces itself out of her chest between her first and second. | <name> has a third breast. |
If you're crazy enough to want one of these mutations, there are plenty of ways to get some rads. The easiest way is to go out into an irradiated area (such as the wasteland) and trudge around out there for a bit. Of course, all the old methods still work, though 20 rads are no longer a requirement.
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. There is no limit to the number of free mutation slots you may have at one time, and each new mutation gained takes one mutation slot.
| XP | Slots |
|---|---|
| 0 | 1 |
| 4,000 | 2 |
| 8,000 | 3 |
| 13,000 | 4 |
| 20,000 | 5 |
| 30,000 | 6 |
| 40,000 | 7 |
| 50,000 | 8 |
| 60,000 | 9 |
| 70,000 | 10 |
| 80,000 | 11 |
| 90,000 | 12 |
| 100,000 | 13 |
| 120,000 | 14 |
| 145,000 | 15 |
| 170,000 | 16 |
| 220,000 | 17 |
| 280,000 | 18 |
| 360,000 | 19 |
[You earned another mutation slot!]
Mutation Removal
It's possible to remove your mutations now through a device on Stormfront Island. The penalties associated with this are as follows: You age 10 years. Your health drops to 5 below the starting max, 25. You lose 1 raw from a random skill from your top three.