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Quickstart Guide


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basics:mutations

Mutations

Mutations offer you a means of rapid character development, as well as access to active abilities. Every few thousand xp, you're offered an additional mutation slot, which you may fill with a corresponding mutation. Their locations are documented in Injection Junction in Freedom City (marked IJ on your map).

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 Zombie and Hyperimmune. Finally, all mutation choices are almost permanent; mutations can only be removed with the demutation chamber on Stormfront, which is a difficult and costly process. With all these factors in mind, it's smart to consider your mutation choices carefully. Some mutations require others in order for you to take them. Information regarding individual mutations is available in their respective help files.

General Mutations

Mutations 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 affects
your own senses. Coincidentally, this makes you pretty cool.

+2 cool
-1 senses
You cannot be diagnosed, appraised, or psychoanalyzed.
@buffs and brag are hidden.
Visible mutations and age are hidden.
Gangland,
Heaven Bar
Fuck Machine A thickening of the genitals gives you awesome powers of fuckin'! Too bad the enlarged tissue gets in the way a bit when climbing.

+4 fuck
+2 cool
-1 climb
+size to tits and penis
fantasize command: Gets you horny
cum command: Rolls focus to immediately cum
engorge command: Instantly grows a penis
degorge command: Turns your penis into a vagina
Maas-Neotek,
Baumann-Ritchie Club for Gentlemen
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, and somewhat harder to knock you out. You can also slam your head directly into people to attack with your gigantic brain. Lord knows you've got plenty of that to spare.

+1 wrestle
-3 focus
+35% stun resist
+30% KO resist
You can't help but faceplant empty cans after chugging them.
headbutt command: Rolls wrestle to slam your head against an opponent's head. Brawn is rolled vs opponent's brawn for damage.
Nukem Academy,
2nd floor
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 receive frenzy doses for every bleed tick
Periodic stress loss as long as you have a bit of blood on you.
Periodic stress gain if you don't have any blood on you.
100% immunity to blood loss KO.
rend command: Use a blade, or roll brawn with your fingers to make yourself bleed

Incompatible with: Zombie, Superclot
Princeton General,
Basement
Mule Pouches in your skin let you carry 30% more weight. However, you feel stressed and uncomfortable if your pouches aren't full enough.

+30% carrying capacity OR +30kg to carrying capacity (whichever is greater)
Periodic stress at very low encumbrance level
Sharpton Interior,
Basement
Fibrocartilage Your internal connective tissue becomes tougher, giving you ten more health. However its peculiar chemical composition makes you nearly immune to rejuvex.

+10 Max health
+95 resistance to all anti-aging methods.
Cave Complex,
Shoggoth Lair
Iron Liver A reorganized liver filters out blood toxins such as poisons and drugs; unfortunately it also cuts the effectiveness of nanites. On the plus side, it turns excess alcohol into energy the body can use for healing itself and recovering from revival.

Gain periodic healing from alcohol.
Can no longer black out from high alcohol blood content.
Alcohol cleanses revival sickness.
+40% THC resistance
+40% speed resistance
+25% nanite resistance
+60% curare resistance
+50% alcohol resistance
+70% spider venom resistance
+75% PCP resistance

Incompatible with: Camelfat
Chemical Plant
Plant Whisperer You gain the ability to freely communicate with plants. Too bad plants are jerks. Your unique cellular structure makes you more sensitive to weather. A clear sky in the daytime can cure you of revival sickness and relieve stress, but harsher weathers can cause you to contract plant-specific diseases. You also become infertile.

+1 Persuade
+100 Pregnancy Resistance
Ejaculate becomes sap
Stress gain on any tile with a plant
Affected by weather
fertilize command: Use persuade skill to persuade a plant to bear fruit
Crater Forest
Billygoat Your advanced stomach allows you to digest almost anything and furthermore you find yourself ascending climbs with the alacrity of a mountain goat. However, your capricious voice and appearance will impede your ability to be taken seriously.
+1 endurance
+2 climb
-4 persuade
munch command: Quickly consume any object
Crater Rim
Bloodhound Your nasal cavities swell and grow thicker networks of nerve endings, enhancing tracking and overall sensory awareness.
+2 senses
+4 track
Mountain Pass,
Waterfall
Junk Rat 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 Senses
+1 Scavenge
-1 Cool
sniff command: Tells you one item that can be scavenged in the room (including stashed/hidden items)
sniff for <item> command: Rolls scavenge to display the number of a specified item in the room, including in containers and in the inventory of other players.

Requires: Bloodhound
Toxic Dump
Manwhore Turn your dong into a weapon! It scales based on the Fuck skill. Requires Third Nipple and Fuck Machine.

+3 fuck

Incompatible with: Ripper, Barnacle
Pitcairn Island
X-ray Vision See through all kinds of shit. Your supersensitive eyes have a little trouble in the dark, however.

Always see @nudes of other players
Blindness in low light conditions
+1 medic
+1 scavenge
+1 locksmith
xray command: Peer into closed objects or other people's inventories
Screamer Base,
Lowest Level
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. Now no longer extends the negative effects of drugs.

Incompatible with: Eelskin, Iron Liver
Sea of Dunes,
Entrance
Brute Strength Thickened muscle tissue which boosts brawn, but hurts endurance a bit.

+3 brawn
-1 endurance
+1 wrestle

Incompatible with: Swollen Brain.
Sewers,
Underneath Charnold
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 attack you at the cost of minor debuffs to senses, cool, and fuck.

Easier to detect with tracking.
Cannot smell.
-2 to Track
-3 to Fuck
-5 to Persuade
musk command: Apply the “musking” buff. +2 endurance, -2 cool, -2 senses while musking.
Sewers,
Noxious Pipe
Swollen Brain Enlarged corpus callosum, which makes you brainier and more sense-aware. Too bad it looks so un-cool.

+3 brain
+1 senses
-1 cool

Incompatible with: Brute Strength.
Sewers,
across the bridge to the West
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).

+2 reflexes
-2 endurance
+1 locksmith
+1 craft
-2-4 beat resistance

Incompatible with: ripper and barnacle
Sub-Sewers,
Limpid pool
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
+60% nanite resistance
+100% disease resistance
+50% radiation sickness resistance

Incompatible with: Zombie
Subway Tunnels,
Beyond the biolock
Ripper Powerful claws sprout from your forearms. Too bad they get in the way… Will cause damage when you masturbate or grope players.

+1 fist
+2 climb
-5 locksmith
-4 craft
-3 repair and medic
-1 pilot and chemistry

Incompatible with: barnacle, nimble fingers, and manwhore.
Underground River,
Forge
Twitchy Nerves Mutates nerve fibers that provide enhanced reflexes, but make it a little harder to concentrate.

+2 reflex
-1 senses
-2 focus
Vault 4
Superclot Blood platelets evolve to clot far faster, increasing endurance and reducing bleeding from wounds.

+1 endurance
10-10 bleed damage resistance
+100% Bleeding Resist

Incompatible with: bleeder
Subway Tunnels
Cat Ears Get you nothing other than a pair of cat ears on your head and a cat-like way of talking that may or may not sound grating to some. Crater Rim
Jammer Your brain produces a constant low-level psychic static which protects you from psi-induced debuffs. A psionic fireball will still hurt as much as a regular one, mind you. Furthermore, you gain the jam command to actively disrupt the focus of everyone in the room. The existence of this mutation is tenuous and it may be removed depending on how it interacts with the new focus system.

-25 focus
EMP damage immunity
Jam immunity
jam command: Severely reduce the focus of everyone in the room.

Incompatible with: All focus mutations
Firefield

Skin 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 An increased density of tissue and bones that makes it more resistant to impact damage.

3-5 beat resistance
1-4 shot resistance
Maas-Neotek, MK Kiosk Lithodermis
Firewalker A cellular restructuring leaves your body resistant to fire, acid, and radiation damage.

5-8 burn
1-4 irradiation resistance
1-4 acid resistance
Glowstiller Solar Sponge
Rubberskin A rubbery mutation of the epidermis and subcutaneous tissues, it is suspected to provide some additional resistance to electrical and chemical damage to those who carry it.


3-6 electric resistance
1-3 acid resistance
Maas-Neotek, City Lights Silicone Skin
Snakeskin A cellular restructuring of your skin leaves it resistant to slashing damage.

2-4 slash resistance
1-3 stab resistance
Gangland Mall Toadskin or Eelskin
Yeti Skin Grow hair and an underlayer of body fat, to keep you warm.

8-10 cold reisistance
100% chill resistance (immunity to cold status effect)
Mountain Pass Yeti Fur

Level 2

Mutation Description Location
Lithodermis Your skin becomes more dense and stony, helping you resist broken limbs, knockouts, beatings, falling, and brain damage. However your added weight impairs climbing and swimming, and forces you to carry less weight in gear. Your bare fists will cause more damage though.

+1-2 beat resistance
+2-2 bullet resistance
-3 to Climb
-3 to Swim
+70% generic broken limb resistance
+50% knockout resistance
+50% brain damage resistance
+25kg to player's weight (12.5kg since it is “worn”)
Inability to be tattooed by a tattoo gun (must use an engraving tool instead)
Reduced fall damage
Increased bare fist damage

Incompatible with: Leapfrog.
Canyon's Depths,
Southwest part
Solar Sponge Your heat-resistant hide deflects burning and radiation damage, absorbs heat for healing, but is more sensitive to cold. You draw power from the sun, and your brawn and brains increase when you're exposed to it.

+3-6 burning resistance
+2-2 irradiation resistance
+2-3 laser resistance
Healing effect when hot
+2 to Brawn/Brains when in the sun
+30 radiation sickness resistance
Wasteland,
Ground Zero
Silicone Skin Your skin becomes rigid with silica deposits, reflecting electricity, acid and explosions. Your corpse cannot be gibbed and is unbutcherable. Unfortunately, trauma kits don't work as well on your new skin.

+5-10 electric resistance
+5-10 explode resistance
+3-6 acid resistance
Your body becomes unbutcherable and ungibbable
+40% bandage resistance

Incompatible with: Zombie
Glass Mesa,
Oasis
Eelskin Slippery eel-like skin helps you swim, resists stabbing, slashing, and electric, makes you much harder to grab and hold, and lets you attack at normal speed underwater. However, you get thirsty twice as fast (but piss half as much, so hey). You can also breathe underwater!

+3 swim
+2-2 slashing resistance
+2-2 stabbing resistance
+2-2 electric resistance
+100% suffocation resistance
Minor bonus to breaking out of grab
No underwater fighting penalties
-50% peeing required
+50% thirst

Incompatible with: Camelfat.
Yeti Fur Grow shaggy white fur and thicker more powerful muscles, making you almost immune to cold, deflecting some beating damage, but making you susceptible to fire. Yetis love you as their own! In the cold, your cold fury will make you even stronger.

+1 brawn
+5-5 cold resistance
+1-2 beat resistance
-1-3 fire resistance
Immunity to environmental cold
Up to +2 brain and +2 brawn in cold areas
Yetis will not attack you
Bonus to Stench effectiveness
Passive body temparature increase by +10°C
Weezer Dam,
Weezer Forest
Toadskin Horrible growths and warts cover your flesh, allowing you to produce a psychedelic drug. You'll also be less susceptible to Acid, Electric, Stabbing, Beat, and Slashing. You swim better, hold your breath longer, but you will be incredibly ugly.

+3 swim
-3 persuade
+2-2 acid
+2-2 electric
+1-1 slashing
+1-1 stabbing
+1-1 beating
+50 suffocation resistance
Fetid Swamp

Movement Mutations

Movement or mobility mutations are perks that add scouting or mobility options to a character. They currently come in three “paths”, and only one path can be chosen: Phaser, Clairvoyance, or Leapfrog, plus its respective upgrade, and none of the others.

Except for Leapfrog you must have a Psi Amp in hand (or be a hideous freak) to use these.

Level 1

Mutation Description Location Upgrade
Leapfrog Powerful leg sinews and hollow bones let you leap up cliffs and over gaps. Your bounding strides also make your overall walking speed somewhat faster. You're left more fragile, losing brawn and becoming more susceptible to beatings.

+1 dodge
-1-3 beat resistance
-30% broken bone resistance
+80% broken leg resistance
Increased movement speed
leap command: Leap up or down climbs, or multiple tiles in any direction

Incompatible with: All other level 1 movement mutations, Lithodermis
Fetid Swamp Flight
Clairvoyance You gain the power to see using not your eyes, but your mind. Shimmers of residual psychic energy become visible to you, as well as the presence of malevolent spirits. Since you no longer need eyes to see, you will be able to see in the dark, but too much psychic energy will cloud your senses. You will also be able to project your consciousness, separating it from your body. This will allow you to invisibly wander the world.

+3 focus
You have perfect vision in all conditions
Can see psi shimmers left by other projecting clairvoyants
scan command: Detect projections and ghost on current tile
pulse command: Give nearby projected players psiblock
project command: Project your consciousness around the map in an invisible ghost form
whisper command: Covertly whisper messages to people while projecting

Incompatible with: All other level 1 movement mutations, Jammer
Luskentyre,
Cave of All Souls
Medium
Phaser You gain the ability to phase-teleport to one memorized location as long as no one is standing in it.

+1 focus
memorize command: Remember the current tile for phasing later
phase command: Teleport to memorized tile

Incompatible with: All other level 1 movement mutations, Jammer
Wasteland,
South East end
Blink

Level 2

Mutation Description Location
Flight Combining your enhanced legs and bones with a focused psychic boost, you can actually leap into the air and take 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.

fly command: Launch yourself into the sky.
land x command: Land on something.
dock with x command: Dock with another flying object, like the Skydock.
climb command: Increase your altitude.
dive command: Decrease your altitude.
fall command: Stop flying and fall to the ground. Largely useless.
Mount Fisty,
Summit
Medium Allows you to seek out other players and some NPCs. 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 they will be able to either detect that someone is seeking them and if their focus is high enough they will detect who is seeking them, or even detect where they are being sought from. Seek your targets with care!

+1 focus
You can see auras around other players
seek command: Uses focus to ascertain a player or mob's location.
Stormfront Island
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.

blink command: Can either randomly teleport, or teleport to a specified zone.
Necropolis Heart,
Labyrinth

Focus Mutations

Radically different from Hell, Psionics utilize both psionic amplifiers found in the world and psi points in order to utilize active abilities. The effectiveness of these mutations do not scale up with focus skill, but you must have a certain amount (around 20 total) to use them successfully.

You must have Psi Amp in hand (or be a hideous freak) to use these.

Mutation Description Location
Conduit Generate electrical energy with psionics to recharge electrical devices. You can also imbue yourself or a friend with electrical and EMP resistance for a period.

+2 focus
-10-20 EMP resistance
Diablo Seco
Aegis Gain an active 'shield' command that enables you to shield yourself from either physical or elemental attacks for a brief period at the cost of your reflexes.

+2 focus
-10-20 EMP resistance
Canyon's Depths
Healing Hands Your psionic abilities have expanded to include a soothing touch that heals mental afflictions. Additionally, you may use the 'res' ability to attempt to resurrect a corpse.

+2 focus
+1 medic
-10-20 EMP resistance
Macero
Mind Flayer Reach out and touch someone… with your MIND! Grants the ability to inflict various status effects onto things with nothing but the power of your brain.

+2 focus
-10-20 EMP resistance
Scrap Woods
Solar Flare Use your psionic abilities to create a blinding flash, disrupting your opponent's perception.

+2 focus
-10-20 EMP resistance
Screaming Chasm
Atrophy Use your psionic abilities to rapidly waste away your opponent's musculature, weakening them.

+2 focus
-10-20 EMP resistance
Watery Fissure
Salamander Webby sticky hands, great for climbing and swimming (but problematic when crafting). Gives the ability to 'mend', healing broken bones and damage.

+4 climb
+4 swim
-1 craft
+1 focus
Shoreline

Racial Mutations

These are some of the most powerful mutations, and all of them fundamentally change a character's playstyle in some way. Many players take one and plan their entire build around it. Most of these are mutually exclusive with each other.

Mutation Description Location
Robot Become a walking, talking machine. You won't benefit from much in the way of drugs and you'll leech off other people's electricity like a jerk, but you WILL gain the ability to repair yourself. Additionally, you gain access to a line of robot-exclusive implants such as a long range scanner and a set of flaming fists. All this technology isn't cheap though!

Access to robot-specific weapons and implants.
No thirst or hunger.
You run on batteries and must recharge periodically.
+2 repair
+3-8 slash resistance
+3-8 stab resistance
+2-6 shot resistance
Immunity to bleed damage
Immunity to suffocation damage
Immunity to wasting damage
Immunity to radiation damage
Immunity to crazy damage
-40-80 EMP resistance
+A VERY LARGE list of resistances to other things that humans would normally be vulnerable to.


Incompatible with: all other mutations
Zombie Become a shambling, slow, undead brain-sucker. Zombies love you as one of their own.
Mmmmhrhmmhmmmbraaaanes…

You heal and gain buffs from eating heads
You will automatically revive a moment after dying as long as your corpse is in one piece.
Your attacks are slower.
-6 brains
-2 brawn
+2 endurance
-10 sneak
-3 dodge
+3-6 beat resist
+5-10 shot resist
+2-5 electric resist
Immunity to suffocation damage
Immunity to conventional healing
+10-10 wasting resist
+75% disease resist
+75% bleeding resist
+25% burning resist
-25% cold resist
+75% drug addiction resist
+90% brain damage resist
Immunity to zombie rot
Immunity to suffocation
Immunity to Bends
Immunity to blood nitrogen
Immunity to vampirism

Incompatible with: bleeder, hideous freak, hyperimmune, silicone skin, abomination, chud, barnacle, and SMEGmonster
Hideous Freak You're a horribly deformed homicidal outcast who kills for relaxation. Everyone hates and fears you. Additionally, you no longer require a psi amp to channel your psionic abilities.

You can use focus and movement mutations without a psi amp.
Stress gains and losses are completely inverted.
The denizens of Necropolis like you and you can hire war freaks/abominations as henchmen
Freedom City and its citizens hate you.
Your acid blood melts implants if you have more than two (4 if you drink bleach)
+4 senses
-3 cool
+1 endurance
+3 sneak
-2 persuade
+4 torture
+3 focus
+100% vampirism resistance

Incompatible with: zombie, chud
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. You gain a freakishly large set of claws and your death produces an explosion that deals damage scaling with the value of your now-consumed equipment.

All the benefits and downsides of Hideous Freak.
Ripper Claws upgraded to Abomination Fangs and Claws.
You constantly irradiate people around you.
Armor thickness limits are reduced to 4.
Only other freaks and abominations can medically assist your hideous form.
Your corpse destroys all of your items and explodes in a shower of acid blood on death.
Your speech becomes unstable.
+1 endurance
-2 cool
-2 brains
-2 firearms
-6 persuade
+3 fish
+1 brawn
-4 focus
+4-10 beat resistance
+6-9 slash resistance
+4-10 stab resistance
+8-10 shot resistance
+1-3 acid resistance
+5-10 radiation resistance
+80% heart attack resistance
+100% drug addiction resistance
+100% radiation sickness resistance
+100% suffocation resistance
+80% nutrition resistance
+60% nanite resistance
devour command: You can devour corpses for nutrition and healing.

Requires: ripper, fuck machine
Incompatible with: zombie, chud, barnacle, SMEGmonster
Chud Become a twisted, disturbing sewer-dwelling creature. You find moving around more difficult outdoors or in the light, but access to special housing, shortcuts through the sewers, and the ability to summon loyal minions to help you kill stuff make up for it. Additionally, chuds gain bonuses while fighting in their natural element - darkness.

wail command: Allows you to recruit chud minions from the sewers
Gain buffs while in the dark.
You become blind and afraid in the light. (Can be mitigated with sunglasses)
+2 climb
+1 fuck
+2 senses
+1 endurance
+1-1 beat resistance
+1-2 slash resistance
+1-1 stab resistance
+2-2 acid resistance
+100% vampirism resistance
+40% radiation sickness resistance
+20% suffocation resistance
+20% nanite resistance
+20% toxic resistance
-200% flashblind resistance
+100% worms resistance

Incompatible with: zombie, vampire, hideous freak, SMEGmonster, abomination, and barnacle
Barnacle You're a fucker idiot with a damaged hole and a tiny, wet dick. But more importantly, your hands have been replaced with mutant tentacles that could be used as whips. Unfortunately, that means gloves don't fit you anymore. Furthermore, barnacles are hardly known for their mobility.

Fists replaced with tentacle whips.
Can't wear hand armor.
-1 persuade
-5 dodge
+3 climb
+3 swim
+1 endurance
+1 throw
+2 ride
+2-5 beat resistance
+2-5 stab resistance
+3-7 slash resistance
+1-4 acid resistance
+50% suffocation resistance
+90% stun resistance

Incompatible with: ripper, manwhore, chud, zombie, SMEGmonster, abomination, and nimble fingers
SMEGmonster You've got your claws stuck in a series of kitchen appliances. What did you do that for bruv, are you just childish? You could probably make use of the toasters on your hands as an improvised club, but your lust for e-celeb fame will cost you dearly.

Hands replaced with toaster clubs
Can't wear hand armor
-1 craft
-2 medic
+2 clubs
-4 pilot
-2 repair
-4 chemistry
+60% muscle strain resistance
+20% radiation sickness resistance
+25% cancer resistance
+75% combat fatigue resistance

Requires: Ripper
Incompatible with: zombie, healing hands, abomination, chud, and barnacle

Radiation Mutations

Radiation mutations are given randomly per tick at around 10 rads and don't actually take up any mutation slots. Though some of them are good, most of them are negative and they are always removed upon recloning.

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. ReadTheFineWiki is hard to get a fix on. He shifts in and out of sight, seemingly at random.
downs syndrome brawn +1
brains -3
You feel your chromosomes changing. ReadTheFineWiki's head is a funny shape, and his 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. ReadTheFineWiki's flesh is blobby and swollen. Ick.
oozing sores -5 cool
Will constantly leak radpus and occasionally pusgrubs. Leaking causes periodic damage. Consuming pusgrubs may grant a mental. Good god.
ReadTheFineWiki writhes in pain as huge, bubbling sores develop all over his body. ReadTheFineWiki's entire body is covered in huge, open sores leaking thick pus.
psychotic trauma (red eyes) +2 brawn
+2 reflexes
+1 senses
-4 cool
Your vision is tinted red.
Something in your brain snaps. Your vision tinges with red, and your face feels very itchy. ReadTheFineWiki's eyes are solid red globes, glassy and milky.
second head brains +1
cool -1
Second head will randomly insult people and be rude if someone else is on the same tile.
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. ReadTheFineWiki has a second head on his 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. ReadTheFineWiki's skin looks strange. It is slightly translucent, and appears to bead, like water, before breaking up again.
third arm Allows triple-wielding
Prevents wearing abdomen armor.
Will destroy any armor that covers the abdomen torso when initially earned.
Third arm occasionally drops what it's holding
Will occasionally punch its owner or initiate combat with someone else if stressed.
ReadTheFineWiki clutches his shoulder in agony as it twists and shudders, sprouting a bizarre protrusion that slowly forms itself into something resembling an arm. ReadTheFineWiki has a disgusting mutated third arm growing from his shoulder.
third breast +2 to fuck
-1 to cool
Only females and neuters can get this mutation.
ReadTheFineWiki thrusts her chest out and squeels in pain as a third breast forces itself out of her chest between her first and second. ReadTheFineWiki 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. ReadTheFineWiki has a third eye in the center of his forehead. It flicks about lazily.
third testicle +2 fuck
-1 cool
Only males can get this mutation. (Not females with cocks)
ReadTheFineWiki suddenly falls to his knees and grabs his groin, squeeling in pain. His eyes widen as his finds something extra. ReadTheFineWiki walks with his groin thrust out slightly.
webbed hands +4 swim
-3 craft
ReadTheFineWiki spends a few seconds looking at his hand confusedly, spreading his fingers and ogling a new flap of skin between each pair. ReadTheFineWiki'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 a character's appearance.

General Stat Changes

Stat Positive Stat Changes Negative Stat Changes Temporary Stat Changes
Brawn Yeti Fur (+1)
Abomination (+1)
Brute Strength (+3)
Downs (+1)
Red Eyes (+2)
Zombie (-2) Yeti Fur (+3 in Freezer)
Solar Sponge (+2 In Daylight)
Zombie (+6 When full),
Brains Swollen Brain (+3) Abomination (-2)
Zombie (-6)
Downs (-2)
Solar Sponge (+2 In Daylight)
Yeti Fur (+2 in Freezer)
Cool Fuck Machine (+2)
Enigma (+2)
Abomination (-2)
Hideous Freak (-3)
Junkrat (-1)
Swollen Brain (-1)
Downs (-3)
Oozing Sores (-5)
Red Eyes (-4)
Second Head (-1)
Third Breast (-1)
Third Testicle (-1)
Enlarged Lungs (-1)
Stench (-2 While Musking)
Senses Chud (+2)
Hideous Freak (+4)
Bloodhound (+2)
Junkrat (+1)
Swollen Brain (+1)
Enigma (-1)
Twitchy Nerves (-1)
Stench (-2 While Musking)
Reflexes Nimble Fingers (+2)
Twitchy Nerves (+2)
Red Eyes (+2)
Slippery Skin (+1)
Elephantitis (-2) Zombie (+2 When full)
Endurance Abomination (+1)
Hideous Freak (+1)
Chud (+1)
Zombie (+2)
Superclot (+1)
Billygoat (+1)
Hyperimmune (+2)
Iron Liver (+1)
Brute Strength (-1)
Nimble Fingers (-2)
Slippery Skin (-1)
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.

XPSlots
01
4,0002
8,0003
13,0004
20,0005
30,0006
40,0007
50,0008
60,0009
70,00010
80,00011
90,00012
100,00013
120,00014
145,00015
170,00016
220,00017
280,00018
360,00019
basics/mutations.txt · Last modified: 2023/04/16 19:09 by 127.0.0.1