Gamma moth: Difference between revisions
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The mutation granted must be one that the creature is eligible for in the first place, so, e.g., | The mutation granted must be one that the creature is eligible for in the first place, so, e.g., {{favilink|Chimera|Chimeras}} cannot gain mental mutations (including defects), and {{favilink|Esper|Espers}} cannot gain physical ones. [[True Kin]], on the other hand, can gain any type of mutation, and can gain mutation points to level them up. | ||
It's possible to have multiple simultaneous defects from gamma moths, regardless of whether the "Disable defect mutation limit" option is set (that option applies only to character generation). | It's possible to have multiple simultaneous defects from gamma moths, regardless of whether the "Disable defect mutation limit" option is set (that option applies only to character generation). | ||
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* The best way to avoid being mutated by a gamma moth is to have high [[Toughness]], high [[DV]], or preferably both. | * The best way to avoid being mutated by a gamma moth is to have high [[Toughness]], high [[DV]], or preferably both. | ||
*The | *The {{favilink|Regeneration}} mutation can cure the [[mutating]] effect before it finishes incubating. | ||
* It's possible to gain positive mutations from a gamma moth, but it's less common than gaining defects. | * It's possible to gain positive mutations from a gamma moth, but it's less common than gaining defects. | ||
* Because the [[Mutating]] effect rerolls your genome repeatedly immediately before its effects are determined, it is possible to use | * Because the [[Mutating]] effect rerolls your genome repeatedly immediately before its effects are determined, it is possible to use {{favilink|Precognition}} to reroll the effects of a Gamma Moth's mutation; however, doing so ''safely'' is extremely difficult. | ||
** Mutating lasts 100 turns, so to be able to revert back to before you started mutating and reroll as many times as you want you will need a [[Precognition]] of at | ** Mutating lasts 100 turns, so to be able to revert back to before you started mutating and reroll as many times as you want you will need a [[Precognition]] level of at least 23, plus a method (like {{favilink|Teleportation}}) to reliably escape after ending your vision without being hit again. | ||
*** [[Meditate|Meditating]] causes the mutating effect to incubate thrice as quickly, potentially lowering the delay to as little as 34 turns. | *** [[Meditate|Meditating]] causes the mutating effect to incubate thrice as quickly, potentially lowering the delay to as little as 34 turns. [[Precognition]] lasts 36 turns at level 6, although a bigger safety margin is advised. | ||
** If you don't mind a more risky strategy, you can actually reroll a Gamma Moth effect with ''any'' level of | ** If you don't mind a more risky strategy, you can actually reroll a Gamma Moth effect with ''any'' level of {{favilink|Precognition}}, since your genome is shuffled every turn near the end; however, this will only allow you to reroll your mutation once per hit, since after that your Precognition will be on cooldown - without a precognition capable of reverting you to before you were struck, you still be mutating and will be stuck with your second result. {{favilink|Mass Mind}} allows a third reroll, and with exceptionally high [[Willpower]] you may even be able to reroll one or two more times after that by letting it cool down. Provided you have at least decent willpower, {{favilink|Sphynx salt injector|plural}} can buy you a few more rerolls by decreasing the cooldown on [[Precognition]] (and [[Mass Mind]] if you have it.) | ||
** When using weaker levels of Precognition to reroll the result, it is extremely important that you time your activation so that it covers the actual moment when the mutating effect ends and you see your result - if you activate Precognition too soon, it will wear off before that and you'll lose your chance to reroll. When you start getting messages that say that "you feel increasingly unstable", you are halfway through the 100-turn duration. | ** When using weaker levels of [[Precognition]] to reroll the result, it is extremely important that you time your activation so that it covers the actual moment when the mutating effect ends and you see your result - if you activate Precognition too soon, it will wear off before that and you'll lose your chance to reroll. When you start getting messages that say that "you feel increasingly unstable", you are halfway through the 100-turn duration. | ||
** [[True Kin]] can use {{favilink|Sphynx salt injector|plural}} to reroll repeatedly, provided they use them with proper timing. Remember, you will need one injector for each reroll that proves necessary, so bring as many as you can. Having an | ** [[True Kin]] can use {{favilink|Sphynx salt injector|plural}} to reroll repeatedly, provided they use them with proper timing. Remember, you will need one injector for each reroll that proves necessary, so bring as many as you can. Having an {{favilink|intravenous port}} helps; in fact, implanting three of them at once will extend the duration of sphynx salt to over 100 turns, making it possible to use the safe strategy as above. | ||
* Another option to exploit Gamma Moths is simply to accept gaining ''every single'' defect; once you have them all, there's no longer any further risk to being mutated by a Gamma Moth. In exchange, you can eventually use gamma moths to learn every single positive mutation and raise them all to level 10. While accepting every defect in the game may seem crippling, the advantages of every positive mutation more than outweigh them (with the possible exception of | * Another option to exploit Gamma Moths is simply to accept gaining ''every single'' defect; once you have them all, there's no longer any further risk to being mutated by a Gamma Moth. In exchange, you can eventually use gamma moths to learn every single positive mutation and raise them all to level 10. While accepting every defect in the game may seem crippling, the advantages of every positive mutation more than outweigh them (with the possible exception of {{favilink|Evil Twin}}, since your twin will be likewise freakishly powerful and will have to be handled carefully.) Note that unless you are a {{favilink|Chimera}}, doing this will raise your [[Psychic Glimmer]] extremely high (and the fact that you are accepting {{favilink|Irritable Genome}} means you won't be able to avoid this.) If you intend to do this, you may want to learn {{favilink|Psychometry}}, {{favilink|Horns}}, and {{favilink|Photosynthetic Skin}} in advance, which will let you avoid {{favilink|Albino}}, {{favilink|Carnivorous}}, {{favilink|Dystechnia}}, and {{favilink|Psionic Migraines}}. | ||
{{Creature Navbox|Insects}} | {{Creature Navbox|Insects}} | ||
{{References}} | {{References}} |