Mutations: Difference between revisions
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! [[Horrorspike]] | ! [[Horrorspike]] | ||
|You're gifted with a sick fucking bone-spike that pops out from your wrist. It hurts like a bitch, though. | |You're gifted with a sick fucking bone-spike that pops out from your wrist. It hurts like a bitch, though.<br />+1 Reflexes, +1 to Quickdraw, +2 to Spears and Torture, -5 to locksmith, -4 to craft, -3 to repair and medic, -1 to pilot and chemistry. | ||
+1 Reflexes, +1 to Quickdraw, +2 to Spears and Torture, -5 to locksmith, -4 to craft, -3 to repair and medic, -1 to pilot and chemistry. | |||
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! [[Ripper]] | ! [[Ripper]] | ||
| Gives you claws which replace your fists.<br> | | Gives you claws which replace your fists.<br>+1 Reflexes, +1 to Climb, +2 to Fists and Wrestle, -5 to locksmith, -4 to craft, -3 to repair and medic, -1 to pilot and chemistry.<br> | ||
+1 Reflexes, +1 to Climb, +2 to Fists and Wrestle, -5 to locksmith, -4 to craft, -3 to repair and medic, -1 to pilot and chemistry.<br> | |||
''Incompatible with: [[Nimble Fingers|nimble fingers]] and other ripperlikes.'' | ''Incompatible with: [[Nimble Fingers|nimble fingers]] and other ripperlikes.'' |
Revision as of 16:10, 28 April 2024
This page is about regular mutations. For information on radiation mutations (or "radmuts"), see Radiation Mutations.
In the wonderful world of SamsaraMOO there are strange powers gained through the effects of radiation. These powers are called "mutations"; they're just like perks in other games, and there are many available in the game. Their locations are documented in Injection Junction in Freedom City (marked IJ on your map). Some of them are hard to reach, but you'll know you've found one when you see something like this:
You realize you could mutate here. Type 'mutate snakeskin' to develop the 'snakeskin' mutation.
If you type mutate snakeskin, you'll mutate. Beware that all mutation spots are lightly irradiated; they will give you mild radiation sickness if you linger on them, but if you're just passing through you will be fine. There is no risk of accidentally gaining the mutation by lingering on the mutation tile, and it's a very obvious and deliberate process:
[ 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! ]
Many mutations have downsides that accompany their perks. All of them, at the very least, take up a valuable mutation slot. Some are further limited; you can only have three "soak" mutations, for instance. Other times, some mutations are incompatible with others, like Vampire and Solar Sponge. Finally, all mutation choices are almost permanent; mutations can only be removed with the demutation chamber, which is a difficult and costly process. With all these factors in mind, it's smart to consider your mutation choices carefully.
Soak mutations
Soak mutations (or "Skin mutations") are 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, consisting of either three level 1 mutations or two level 1 and one level 2.
Level 1
Mutation | Description | Location | Upgrade |
---|---|---|---|
High Density | 3-5 beat and 1-4 bullet resistance. | MK kiosk, Maas Neotek | Lithodermis |
Firewalker | 5-8 burn, 1-4 irradiation, and 1-4 acid resistance | Sharpton Projects | Solar Sponge |
Rubberskin | 3-6 electric and 1-3 acid resistance | Maas Neotek | Silicone Skin |
Snakeskin | 2-4 slash and 1-3 stab resistance | Gangland Shopping Mall | Eelskin |
Yeti Skin | 8-10 cold resistance and 100 chill resistance (immunity to cold status effect) | Mountain Pass | Yeti Fur |
Level 2
Mutation | Description | Location |
---|---|---|
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.
Incompatible with: Leapfrog. |
Adamant Canyon |
Solar Sponge | 1-3 Burn, 2-2 Irradiation, and 2-3 Laser resistance. Heals when hot, Brawn and Brains increase when you are in daylight. No damage from being on fire (but you still get debuffed). Reduced chance for Carrie to give you mentals.
Incompatible with: Vampire. |
ground zero in the Wasteland |
Silicone Skin | 2-4 acid, 2-6 laser, 2-6 explode resistance, and 2-4 electric resistance. Your body becomes unhackable and ungibbable. Implants don't take damage when your corpse rots. Trauma kits become 20% less effective.
Incompatible with: Zombie. |
the oasis in the Glass Mesa |
Eelskin | +3 Swim, +2-2 electric, +2-2 stabbing and +1-2 slashing resistance. Very slightly increases the chance of breaking out of a hold. You need to pee 50% less, but you get thirsty 50% faster. Removes the speed penalty to melee from being underwater. Ability to breathe underwater.
Incompatible with: Camelfat. |
Outside the Kraken's cave. |
Yeti Fur | 5 - 5 cold and 1 - 2 beat resistance, +1 to brawn, -3 - -1 to fire resistance, yetis will not attack you. Brawn and Brains increase in very cold areas. Stench and Chiller become more effective when taken with this mutation. | Weezer Dam |
Focus mutations
Any mutation that adds an ability which uses the focus skill but does not qualify for any other category is called a "focus" mutation. This doesn't mean they are only useful to characters with good focus, however.
Mutation | Description | Location |
---|---|---|
Carrie | +1 to Focus. Allows you to light people on fire using your mind, with intensity being determined by a Focus roll. It also, oddly, works better if you are covered in blood. Using Carrie in combat has a chance of causing mental illnesses, which is lowered by having the Solar Sponge mutation. |
Open Prairie |
Chiller | +1 to Cool. Allows you to freeze items and enemies, giving them the unique chill debuff depending on a Focus roll (more effective with Yeti Fur). Freezing perishable items will encase them in a block of ice, which preserves them indefinitely until the block of ice gets destroyed. |
Fort Griam |
Fuck Machine | +1 Cool +4 Fuck -1 Climb fant*asize command: use focus to get horny. cum command: use focus to immediately orgasm, or augment and accelerate an impending one. engorge command: instantly grow a penis. subsume command: instantly grow a vagina. blossomcommand: instantly grow some tits. flatten command: instantly remove your tits. compress command: instantly remove your genitals. Size bonus to breasts and penis. | Gay bar in 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 up to 6 damage on a twelve second cooldown. Spammable by freaks to quickly heal and destress. |
Behind Gator Boy in the Shoreline |
Screech | +2 Focus. Gives the ability to screech. Possibly shocks anyone else in the room who's in combat (debuffing them), but causes no damage/stun. Partially negated by earplugs; largely negated by opiates. |
Chemical Plant |
Writhing Smoke | +2 Focus. Gives you the ability to exhale, which fills the room with smoke, making it easier to escape and possibly stuns anyone else in the room. Largely negated by gas masks. |
Abandoned Highway |
There used to be an "anti-focus" mutation called Jammer, which focused on blocking other focus mutations; this mutation no longer exists in the game.
Movement Mutations
Movement or mobility mutations are perks that add scouting or mobility options to a character. They come in three "paths", and only one path can be chosen: one can pick Phaser, Clairvoyance, or Leapfrog, plus its respective upgrade, and none of the others.
Level 1
Mutation | Description | Location | Upgrade |
---|---|---|---|
Phaser | +1 Focus. Gives the ability to memorize any open air spot, and then phase to it as long as nobody is watching you or standing in your phase spot.
Incompatible with: All other level 1 movement mutations. |
the Wasteland, south east at the very bottom | Blink |
Leapfrog | -3 - -1 Beat resistance, +1 Dodge, lets you leap up/down stuff. leaping hurls you two to five tiles in a direction, hitting your head and possibly giving you brain damage if you can't go that far. Using this up or down a climb lets you instantly ascend or descend, 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. Incompatible with: Lithodermis, all other level 1 movement mutations. |
Mt. Fisty | Flight |
Clairvoyance | +3 Focus. Gives you the ability to leave your body and travel around SamsaraMOO as an astral spirit. This lets you freely explore the world and spy on people, with little to no risk to yourself. Even when not projecting, you can detect psi shimmers and if there are any hidden ghosts around.You can scan to check for other clairvoyants in the same room, and if you can find them, you can give them psiblock with pulse. |
The Cave of All Souls | Medium |
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 precise transportation. The higher your focus, the lower the chance of blinking to an undesired location. Regardless of that, you will always have the risk of telefragging (blinking into a tile with someone else in it, causing you to explode). It has an interesting effect when combined with Hooligan. |
Labyrinth Necropolis' Heart |
Flight | Gives you the ability to fly,climb,dive and land - imagine a faster jetpack that doesn't blow up. This makes it a neat choice for low Focus builds that will neither go Blink nor Medium. The downsides are that the skies are really damn cold and full of Chupacabras. |
skies above the necropolis gate. |
Medium | Allows you to seek out other players and some NPCs. +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! This also allows you to yell, sending your whispers to all occupants of the room instead of just whispering to one person. |
top of dike (Stormfront Island) |
"Racial" Mutations
These are some of the most powerful mutations, and all of them fundamentally change a character's playstyle in some way. Most players take one, and plan their entire build accordingly.
Mutation | Description | Location |
---|---|---|
Abomination | Gives -2 brains, -2 cool, +1 endurance, +1 brawn, +3 fish, -2 pistols, -2 rifles, -6 persuade, -4 focus, 4-10 beat, 6-9 slash, 4-10 stab, 8-10 bullet, and 1-4 acid resist and the inability to wear regular armor (low thickness limit). You can devour corpses for healing, burrow allows you to log out in outdoor type rooms safely, plus you get acid jizz as well as a claws upgrade that gives you irradiation damage on top of more normal slash/stab. Do you feel the constant urge to smoke crack and punch people in the face until your body explodes? This is the racial for you. Requires: hideous freak, ripper, and fuck machine. |
Sealab |
Chud | Gives +1 senses, +1 fuck, +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. One of the less popular racials as minions are lackluster, the buffs are weak and sunlight stress is annoying. Incompatible with: hideous freak, vampire and zombie. |
Sewers |
Empath | 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 and stress of others. Special bonus: Being able to access crynet, where you can see whenever someone starts crying like a bitch. One of the least popular mutations in the game, thanks to its tough requirements and high maintenance, but soothe is very strong. Requires Blink/Flight/Medium and Swollen Brain. |
berkeley psychic institute |
Hideous Freak | -3 to cool, +4 to senses, +1 to endurance, +3 sneak, -2 persuade, +4 torture, +3 focus.
All stress effects are reversed - including Focus mutations. This means that you can spam focus abilities and will never have to worry about stress again. Essentially, you trade being able to live in the safest apartments (HI/SP) for stress immunity, freak/abom minions and a very nice buff to Senses/Focus/Torture. |
the necropolis gate |
Vampire | Turns you into a permanent vampire. +4 to brawn, cool, endurance, and senses. -4 to brains, plus night vision. The downsides are rough: Being in the sun sets you on fire, deals lots of damage and hits you with a nasty debuff. If you get hungry, you will gain mentals. A bunch of very strong vampire hunters in the greater FC area will be after you. While the buff numbers are really great: Vampire hunters are a pain in the dong, you essentially won't be able to play half the time and have to micromanage your hunger level. Advanced players only. Incompatible with: hyperimmune, hideous freak, solar sponge, zombie, chud and billygoat. |
Adamant Canyon |
Zombie | Gives -6 brains, -2 brawn, +2 endurance, -3 dodge, -10 sneak, up to 50% slower attack speed for weapons faster than 4.5, almost total heart attack immunity and a nice amount of soaks and resistances. When full, you gain +6 brawn, +2 reflexes and +1 endurance. If you die you will revive after a bit, unless decapitated, fatalitied or gibbed. You can feed on severed heads, howl to summon the undead to your aid, puke to puke bile on someone. Also, you are cloned in random locations.
|
Bradbury Basement. |
Other mutations
This is a miscellaneous category for any perk that isn't a soak, racial or focus mutation.
Mutation | Description | Location |
---|---|---|
Billygoat | Can eat almost anything you can carry - including whole fridges, couches and TVs. This will heal you a bit every heartbeat. 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 -2 to persuade. +1 to Climb. +2 to Endurance. Incompatible with: vampire. |
Crater Rim |
Bleeder | You gain the power to inflict bleeding wounds on yourself, destressing and giving yourself frenzy doses. You get passive -10 stress ticks while you have blood on you, but will feel naked whenever you are not covered in at least a little blood.
You also no longer pass out from blood loss so bleed away. |
Princeton General |
Bloodhound | Your nasal cavities swell and grow thicker networks of nerve endings, enhancing tracking and overall sensory awareness. |
Mountain Pass |
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. You become one with slug. Nerdier, scrawnier, but significantly less susceptible to stuns. Being horny with the slug is nearly impossible and every now and then, you must pay a tribute of 3-5% of your credits to the great slugmind. Incompatible with: zombie. |
Radome |
Brute Strength | Thickened muscle tissue which boosts brawn, but hurts endurance a bit. +3 to brawn, -1 to endurance, and +1 to wrestle because you are stronk. Incompatible with: swollen brain. |
In the Sewers, underneath Charnold |
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. This includes being strung out from drug use. Incompatible with: eelskin and iron liver. |
Sea of Dunes |
Cat Ears | Cannot die from fall damage. You receive a small amount of stress while in water. Applies a speech filter :3.
+1 Rifles, +1 Hack, +1 Bombs, -2 Swim Incompatible with: third nipple. |
Weezer Village |
Enigma | You are a complete mystery to others. People can't accurately determine how strong you are, what ailments you suffer from, or how to fix your mental afflictions. 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, analyzed, or appraised by anyone, including yourself. |
Back room of Heaven bar in Gangland. |
Fibrocartilage | +5 Max health, +95 resistance to all anti-aging methods. Additionally, endocrine boosters will be a little more likely to work. |
Shoggoth Lair |
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, +1 Wrestle. You get a headbutt command, with damage based on Brawn and the weight of your head armor. Hit chance is wrestle versus dodge. |
Nukem Academy - 2nd Floor |
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 many, but not all, diseases, 50% resistance to radiation (sickness), reduces effectiveness of nanite healers by 60%. 60% resistance to ATP. All other drugs still work. |
Subway Tunnels |
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. +1 endurance. Incompatible with: camelfat. |
Chemical Plant |
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 the scavenge skill. +1 Scavenge, -1 Cool, +1 Senses. Gives the sniff command which tells you one item that can be scavenged in the room (including stashed/hidden items), and the sniff for <item> command, which will attempt to display the number of the specified item in the room, including in containers and in the inventory of other players. Requires: bloodhound. |
Toxic Dump |
Mule | Pouches in your skin let you carry an additional 30kg or 30% more weight, whichever is better. However, you feel stressed and uncomfortable if your pouches aren't full enough. | Sharpton Interior - Basement |
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 (Medic check). +1 Locksmith and Craft, +2 Reflexes, -2 Endurance, -2-4 Beat protection. Incompatible with: ripper. |
Echo Pool in the Sub-Sewers |
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). The weather will also impart different effects on your poor planty self. Most of are negative, but the good ones are enhanced if you have Solar Sponge. +1 Persuade, +100 Pregnancy Resistance |
Crater Forest |
Stench | Grants the command Musk, which releases a musk which gradually wears off after 5 or 6 minutes. The musk delays smelling monsters aggroing you and stresses players who grab you at the cost of minor stat/skill changes to senses, cool, and fuck. Furthermore, you become a little easier to track even when not musking, and much easier to track when actively musking. Also, +2 endurance while musking. |
Sewers |
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. |
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 |
Superclot | Makes your wounds seal up instantly so that you can't bleed to death. 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 |
Xray Vision | See through all kinds of shit. Your supersensitive eyes have a little trouble in the dark, however. +1 medic, +1 scavenge, +1 locksmith. Always see the @nudes of other players by looking at them. Xray <something> : Peer into closed objects or other peoples inventory. |
Abandoned Complex |
Ripperlikes
This is a category for the expanded list of ripper-like mutations. Each mutation is themed after a different weapon type and allows more diversity in abomination builds.
Mutation | Description | Location |
---|---|---|
Carcinocudgel | Your arm's grown into a swollen cudgel of living, angry tumors. It makes using the arm a little difficult, unfortunately, but it's great for hitting people with.
+1 Reflexes, +1 to Scavenge, +2 to Clubs and Throw, -5 to locksmith, -4 to craft, -3 to repair and medic, -1 to pilot and chemistry.
|
Carcinoma |
Horrorspike | You're gifted with a sick fucking bone-spike that pops out from your wrist. It hurts like a bitch, though. +1 Reflexes, +1 to Quickdraw, +2 to Spears and Torture, -5 to locksmith, -4 to craft, -3 to repair and medic, -1 to pilot and chemistry.
|
Underground Jerkway |
Ripper | Gives you claws which replace your fists. +1 Reflexes, +1 to Climb, +2 to Fists and Wrestle, -5 to locksmith, -4 to craft, -3 to repair and medic, -1 to pilot and chemistry. Incompatible with: nimble fingers and other ripperlikes. |
The Underground Mine |
Tendrils | Wiggly tendrils to replace your arms! They're great for whipping around, and a little irradiated to boot. Now you can put them in so many places, even if they're a little clumsy...
+1 Reflexes, +1 to Fuck, +2 to Whips and Focus, -5 to locksmith, -4 to craft, -3 to repair and medic, -1 to pilot and chemistry.
|
St. God's Memorial Hospital |
Joke Mutations
Joke mutations that add little or nothing tangible to gameplay, and exist mostly for the sake of being a meme.
Mutation | Description | Location |
---|---|---|
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 |
Mutation Buffs/Debuffs
Stat | Positive Stat Changes | Negative Stat Changes | Temporary Stat Changes |
---|---|---|---|
Brawn | Yeti Fur (+1), Abomination (+1), Vampire (+4), Brute Strength (+3) | Zombie (-2), Brainslug (-2) | Yeti Fur (+3 in Freezer), Solar Sponge (+2 In Daylight), Zombie (+6 When starving), |
Brains | Empath (+1), Brainslug (+3), Swollen Brain (+3) | Abomination (-2), Chromemouth (-2), Vampire (-4), Zombie (-6) | Solar Sponge (+2 In Daylight), Yeti Fur (+2 in Freezer) |
Cool | Fuck Machine (+1), Vampire (+4), Enigma (+2) | Abomination (-2), Hideous Freak (-3), Junkrat (-1), Swollen Brain (-1) | Stench (-2 While Musking) |
Senses | Chud (+1), Empath (+2), Hideous Freak (+4), Vampire (+4), Bloodhound (+2), Junkrat (+1), Swollen Brain (+1) | Enigma (-1), Twitchy Nerves (-1) | Stench (-2 While Musking) |
Reflexes | Nimble Fingers (+2), Twitchy Nerves (+2), All Ripperlikes (+1) | Brainslug (-1) | Zombie (+2 When starving) |
Endurance | Abomination (+1), Chromemouth (+2), Hideous Freak (+1), Vampire (+4), Zombie (+2), Billygoat (+2), Hyperimmune (+2), Iron Liver (+1) | Brute Strength (-1), Nimble Fingers (-2) | Zombie (+1 When starving), Stench (+2 While Musking) |
Mutation Slots
To acquire a mutation you require a free mutation slot (radiation mutations are exempt from this). You begin with one free slot. To gain additional mutation slots, you must acquire a set amount of XP (note however, that this looks at total acquired XP, not XP available for use). Your first two additional slots come at 4,000 XP intervals, then a third at 5000 additional XP, and a fourth 7000 additional XP. After this, 10,000 additional XP is required. There is no cap to the number of open slots you can have.
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 |