Mutations

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Revision as of 05:48, 15 January 2009 by imported>Clamenza
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In the wonderful world of HellMOO, there are powers that allow you to have unnatural abilities. These powers are called mutations. They 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 words 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, which will not be singled out here. Your mutations are what make your character a part of you. If I told you which mutations were superior, every player would be the same cookiecutter character and that sucks. Variety is the spice of life.

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.

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
[ You earned another mutation slot! ]

Mutations

There are twenty-four mutations in the game so far. Their locations are documented in Injection Junction in Freedom City, also marked IJ on your map.

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

Mutation Types

There are three types of mutations. 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 allow you to gain and lose stats. Some mutations classify as both Ability and Stat mutations, because they add both ability and stats.

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 raw to track and +2 to Senses. You also receive a round and purple nose.
Brute Strength Stat adds +3 raw to Brawn, -1 raw 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 raw 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.
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 raw 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.
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 raw, and your climb by +2 raw. Ripper decreases locksmith by -5 raw, craft by -4 raw, repair and medic by -3 raw, and then pilot and chemistry by -1 raw, however, you inflict damage upon yourself from maturbating and damage upon others when fondling them.
Rubberskin Soak gives you 3-6 electric and 1-3 acid resistance.
Salamander Stat adds +4 raw to swim, +4 raw to climb, +1 raw to focus, and -1 raw 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 raw 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 raw to Brains, +1 to Senses and -1 raw to Cool.
Twitchy Nerves Stat gives you +2 raw to Reflexes, -1 raw to Senses.
Ultra-Clot Stat makes your wounds seal up instantly so that you can't bleed to death, and adds +2 raw 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 recieve +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 raw 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.
Third Nipple Goggles does nothing.