Hyperimmune: Difference between revisions

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   Passive: Immunity to most diseases.
   Passive: Immunity to most diseases.
   Passive: +50% resistance to ambient radiation.
   Passive: +50% resistance to ambient radiation.
   Passive: +60% resistance to [[Drugs|ATP]] (from deathgear).
   Passive: Immunity to [[Drugs|ATP]] (from deathgear).
   Passive: +60% resistance to nanites.
   Passive: +60% resistance to nanites.


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* '''+2 Endurance.''' Endurance is a very good stat, and getting an extra two of it is very high value.
* '''+2 Endurance.''' Endurance is a very good stat, and getting an extra two of it is very high value.
* '''Disease immunity.''' This is fairly low-value, because diseases are very rare outside of the early game, but it is occasionally convenient. This does ''not'' protect from non-disease illnesses, such as toxic poisoning.
* '''Disease immunity.''' This is fairly low-value, because diseases are very rare outside of the early game, but it is occasionally convenient. This does ''not'' protect from non-disease illnesses, such as toxic poisoning.
* '''+50% rad resistance.''' This makes strolling around in irradiated areas safer. Much of the time, people in radioactive zones will bring radiation protection, but this mutation allows players to shirk these precautions, so long as they don't linger for too long.
* '''+50% rad resistance.''' This makes strolling around in irradiated areas safer. Much of the time, people in radioactive zones will bring radiation protection, but this mutation allows players to shirk these precautions, so long as they don't linger for too long. This is relatively marginal, though, because deathsuits are radiation protection and Hyperimmune also provides:
* '''+60% ATP resist.''' This makes wearing deathsuits and deathsheads a lot easier. Non-Hyperimmune mutants can only wear deathgear for about five minutes at a time; Hyperimmune characters can get away with ''much'' longer periods.
* '''Total ATP immunity.''' Non-Hyperimmune mutants can only wear deathgear for about five minutes at a time; Hyperimmune characters can wear deathgear indefinitely and suffer exactly ''zero'' (0) consequences from doing so.


== Disadvantages ==
== Disadvantages ==

Latest revision as of 18:36, 5 November 2024

The Hyperimmune mutation gives a boost to your character's general constitution, at the cost of more trouble with healing. It is mutually exclusive with Vampire and Zombie.

Location

Hyperimmune is located within the Phage Lab, deep within the Subway Tunnels. There are tough zombies in the area, plus some angry robots. You'll need to wear a gas mask in the Phage Lab itself, or risk becoming infected with the (quickly) fatal disease. Be prepared to climb, scavenge, and use your brain to solve a few simple puzzles.

Effects

This mutation grants:

  Passive: +2 Endurance
  Passive: Immunity to most diseases.
  Passive: +50% resistance to ambient radiation.
  Passive: Immunity to ATP (from deathgear).
  Passive: +60% resistance to nanites.

Advantages

  • +2 Endurance. Endurance is a very good stat, and getting an extra two of it is very high value.
  • Disease immunity. This is fairly low-value, because diseases are very rare outside of the early game, but it is occasionally convenient. This does not protect from non-disease illnesses, such as toxic poisoning.
  • +50% rad resistance. This makes strolling around in irradiated areas safer. Much of the time, people in radioactive zones will bring radiation protection, but this mutation allows players to shirk these precautions, so long as they don't linger for too long. This is relatively marginal, though, because deathsuits are radiation protection and Hyperimmune also provides:
  • Total ATP immunity. Non-Hyperimmune mutants can only wear deathgear for about five minutes at a time; Hyperimmune characters can wear deathgear indefinitely and suffer exactly zero (0) consequences from doing so.

Disadvantages

  • Incompatible with Vampire and Zombie. Neither of these mutations are outstandingly popular, but either class will have to do without hyperimmune.
  • +60% nanite resistance. This makes nanites much, much less useful, to the point that the only way to get good mileage from them is to munch them. Nanites are a strong resource, spammable in combat and healing very rapidly, so this is a significant penalty, especially for characters that do not have a good healing source such as the medic skill.

Appearance

This mutation does not affect bodily appearance.


Mutations
Racial Mutations AbominationChudHideous FreakVampireZombie
Focus Mutations CarrieChillerFuck MachineSalamanderScreechWrithing SmokeEmpath
Movement Mutations LeapfrogPhaserClairvoyance
FlightBlinkMedium
Soak Mutations High DensityFirewalkerRubberskinSnakeskinYeti Skin
LithodermisSolar SpongeSilicone SkinEelskinYeti Fur
Miscellaneous Mutations BillygoatBleederBloodhoundBrainslugBrute StrengthCamelfatEnigmaFibrocartilageHooliganHyperimmuneIron LiverJunkratMuleNimble FingersPlant WhispererStenchTwitchy NervesSuperclotXray VisionCat Ears
Ripperlikes CarcinocudgelHorrorspikeRipperTendrils
Joke Mutations Third Nipple
Defunct Mutations Jammer