Mutations

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In the wonderful world of HellMOO there are strange powers gained through the wonderful effects of radiation. These powers are called mutations and there are many mutations available in the game. Their locations are documented in Injection Junction in Freedom City (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 snakeskin' 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. Some mutations are considered superior to others due to 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 downsides.

Generally, if not always, mutation areas are slightly irradiated. Radiation comes with its own dangers, such as special temporary radiation mutations or cancer (which is not a mutation). However, gaining radiation mutations from mutation areas is difficult - your rad count will generally drop faster than it will increase. As such, highly irradiated areas (like the Wasteland) are your best shot for gaining a radiation mutation.

Note: The soak/focus/other distinction does not exist in-game, and is merely for convenience.

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 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, all other Level 2 skin mutations.

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, all other Level 2 skin mutations.

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, all other Level 2 skin mutations.

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: All other Level 2 skin mutations.

Outside the Kraken's cave.
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 increase in very cold areas. Stench and Chiller become more effective when taken with this mutation.

Incompatible with: All other Level 2 skin mutations.

Weezer Dam

Focus mutations

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.
Players can use carrie to cook raw meat they are carrying, light bongs, cigarettes, fireplaces, you name it.
Incompatible with: Chiller.

Open Prairie
Chiller 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.
Getting the mutation makes you colder passively, countered by Yeti Skin. You also get antifreeze vomit, which you can puke on yourself/someone else to lower their body temperature.
Being in warm areas will stress you the fuck out.
Incompatible with: Carrie.

Fort Griam
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 (Focus check).

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.

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

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 with Lithodermis, but you can have High Density and still fly.

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 movement mutations.

the Wasteland, south east at the very bottom Blink
Leapfrog -1-3 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 movement mutations.

Mt. Fisty Flight
Clairvoyance +3 Focus. Gives you the ability to leave your body and travel around HellMOO 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.
Clairvoyance no longer allows you to see in the dark at all times, even while projected, so you will need a light source.
Incompatible with: All other movement mutations.

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!
Requires very high Focus to seek focus heavy players and can always give you brain damage.

top of dike (Stormfront Island)

"Racial" Mutations

These are some of the most powerful mutations. Most people will 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.
Anyone in the same room with you will slowly become irradiated (You cannot be irradiated yourself), you can breathe underwater, you cannot be addicted to/overdose on 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. FCPD (and some other law enforcement) will attack you on sight.

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
Chromemouth Gives -1 brains, +3 endurance, +2 scavenge, +2 repair, +4 ride, immunity to vampirism, 50% resistance to radiation (sickness), 20% loss of resistance to general diseases, can access the chromemouth only shop, can zero in on a target to heal yourself during combat.

The chrome shop also sells an item only chromemouths can use, a chrome spraypaint that buffs the user's bomb skill and frenzies their fellow chromemouths at the cost of their own life.

Very newbie friendly; some players call this Normie+.

Incompatible with: hideous freak, chud, vampire, and zombie

Gas Town
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, chromemouth 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 of others.

Special bonus: Being able to access crynet, where you can see whenever someone starts crying like a bitch.
You gain stress from 1) killing sentient creatures (potential for shock), 2) whenever a sentient creature dies up to 90,000 miles away and 3) when being in a room with stressed people. This is not countered by Hideous Freak.

Getting stressed out because a dog died 500 miles away is extremely annoying. Most Empaths spend their days reclining in a hot tub.

Requires Blink/Flight/Medium and Swollen Brain.

berkeley psychic institute
Genetic Purity Gives you +25% to all earned XP, however this disallows you from taking any other mutations and you must have none to begin with as well.

You gain +1 max HP for each free mutation slot.

Incompatible with: everything else, except radiation mutations.

Weezer Dam
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.
You will gain a default 20 Stars with most security forces in the greater Freedom City area. Most shopkeepers will hate your ugly ass, disabling your ability to buy/sell in their shop.
Adds the ability to scare people, giving them fear and yourself frenzy doses. You also gain acidic blood, which will make it difficult to have more than 2 implants at once.

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.

Incompatible with: chromemouth, chud, vampire, and zombie.

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.
You do not gain sustenance from normal food, and will have to drink the blood from your victims, using feed from (or just lick blood spatters off the floor).

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, chromemouth and billygoat.

Adamant Canyon
Zombie Gives -6 brains, -2 brawn, +2 endurance, -3 dodge, -10 sneak, 15% less damage received from all sources, 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 fully hungry, 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, barf to empty your stomach and puke to puke bile on someone. Also, you are cloned in random locations.

Recently got smashed by the nerf hammer and is no longer a good choice for PvP. Still, very good for new players as dying has no penalty 90% of the time.

Incompatible with: bleeder, brainslug, chromemouth, chud, hideous freak, hyperimmune, silicone skin and vampire.

Bradbury Basement.

Other mutations

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 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.

Incompatible with: Superclot and zombie.

Princeton General
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
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.
Furthermore, you can no longer attack or be attacked by other player slugs.
+3 Brains, -2 Brawn, -1 Reflexes, +40 stun resistance.

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 You grow a pair of furry cat ears. Other people can't help but notice the funny way you talk.

Gives you cat ears, makes you talk funny and allows everyone to freely attack you, even in green zones. Fun.

Prayer
Caucasian You suddenly gain milky white skin and the capacity for abstract thinking. This comes with a price: You can no longer keep your political opinions to yourself.

You will randomly utter political opinions. Rumored to make boats cheaper (needs to be tested).

Stormfront Island.
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.

Incompatible with: vampire and zombie.

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.
Alcohol destresses and heals you for 1-7 hp per heartbeat based off how drunk you are. Healing lasts for the duration of the drunk status effect. Also, cures revival sickness.

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.
Regardless of that, having sunlight shine on you will always cure revival sickness for plant whisperers.

+1 Persuade, +100 Pregnancy Resistance

Crater Forest
Ripper Gives you claws which replace your fists and cause damage when you masturbate or grope players.

+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
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.
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
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

Radiation Mutations

These mutations can only be gained from reaching a certain amount of rads - you need around eight rads to gain a radiation mutation, and you can have more than one. These mutations are temporary; when you die you'll lose them. If you have high endurance you may shrug off getting the mutation. If you're specifically trying to get one of these mutations, the easiest way is to sit in a room with a few spent fuel rods until sufficiently irradiated. Failing that, you can wander around in an irradiated area such as the wasteland or the glass mesa, but both of these are more dangerous.

Mutation Effects Message when Acquired Visible Effects
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.
downs syndrome brawn +1, brains -3 You feel your chromosomes changing. <name>'s head is a funny shape, and <their> eyes are a little too far apart.
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.
oozing sores -2 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.
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.
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.
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.
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. If you're stressed, your third arm will occasionally punch you or somebody in the same room as you, causing them to attack you. <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.
third breast Gives +2 to fuck and -1 to cool. Only females and neuters 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.
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.
third testicle Gives +2 to fuck and -1 to cool. 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.
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.
enlarged lungs +1 endurance, -1 cool. Allows you to hold your breath for longer periods of time, makes you talk in ALL CAPS, and your yells are twice as loud. You seize up as a crawling, burning sensation spreads through your chest. After a moment, you gasp, taking what feels like the biggest breath ever. This mutation does not alter your appearance.

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 FULL),
Brains Empath (+1), Brainslug (+3), Swollen Brain (+3) Abomination (-2), Chromemouth (-1), 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), Brainslug (-1) Zombie (+2 When FULL)
Endurance Abomination (+1), Chromemouth (+3), Hideous Freak (+1), Vampire (+4), Zombie (+2), Billygoat (+2), Hyperimmune (+2), Iron Liver (+1) Brute Strength (-1), Nimble Fingers (-2) Zombie (+1 When FULL), 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

[You earned another mutation slot!]

Mutation Removal

It's possible to remove your mutations now through a device on Stormfront Island. However, there are penalties that come with this: You age 10 years. Your health drops to 25. You lose 1 raw from a random skill from your top three. You lose $50,000. The Purity mutation cannot be removed in this way.

Defunct Mutations

The following is a list of mutations that are no longer available.

Mutation Effect Reason for Removal
Jammer Nullified all focus mutations used in the same square. -10 focus Negated by other changes