Mutations
Reason: Missing info about some new mutation concepts such as:
- Rapid advancement
- The ability to Customize options for mutations that have variants
Mutations are one aspect of character creation in Caves of Qud. They provide the bulk of character customization (at least for players playing as a Mutant) due to their variety and number, and can be considered roughly analogous to the Cybernetics available to True Kin. There are over 70 mutations available. The starting mutations are split into a few main categories:
- Morphotypes: Either limits what mutations can be gotten (and bought), or in the case of Unstable Genome, randomly mutates into another mutation.
- Physical Mutations: Positive mutations that physically alter the player internally or externally.
- Mental Mutations: Positive mutations that are related to controlling things with mental energy.
- Defects can be of both physical and mental and seek to hinder the player.
It should be noted that, because the mutation system is used to handle any special abilities, many creatures have "mutations" which can be thought of as much closer to natural traits or abilities than actual genetic mutations, such as the Heightened Smell and Night Vision common to all Snapjaws. These mutations are not available to be selected during character creation (though in some cases, they can be obtained during gameplay through cooking effects or other means). For a list of these, see Category:Innate mutations.
Physical Mutations
Physical mutations are mutations that grant the player various physical attributes and abilities. Players with the Chimera morphotype will only manifest physical mutations.
Rapid Advancement
Physical mutations possess a unique mechanic known as as rapid advancement. Starting at player level 5, and every 10 levels after that, the player's genome will enter an excited state, and they will be given the option to rapidly advance one of their physical mutations, causing them to gain 3 permanent levels. Levels gained in this way can bypass the usual 10 level limit set on mutations. If the player has at least 4 mutation points, they will be given the chance to buy a new mutation before rapidly mutating. If the player has no physical mutations upon reaching the appropriate level, this prompt will be skipped.
Mental Mutations
Mental mutations are mutations that grant the player various mind-based abilities. Players with the Esper morphotype will only manifest mental mutations.
Ego Bonus
Mental mutations possess a unique mechanic whereby their effective level is increased in proportion to the player's Ego bonus. Levels gained from Ego bonus can bypass the usual 10 level limit set on mutations. These levels are not permanent and will decrease if the player's Ego bonus decreases for any reason. Additionally, the level of mental mutations will decrease in proportion to a negative Ego bonus.
Glimmer
Glimmer is a mechanic unique to mental mutations. A player's Glimmer score is proportional to the combined total of all of their mental mutations' levels, including levels granted by their Ego bonus but excluding mental mutations which can't be leveled (1 point mutations). The more Glimmer one has, the more desirable they are to esper hunters.
Character Creation
On character creation, mutants start with 12 mutation points to select starting mutations. These do not carry over to the main game, so any left over points will be lost. To gain more available points, defects can be taken which penalize the player in various ways.
Buying Mutations
Once in the game, each level up will net the player character one mutation point. This can be spent on leveling a mutation they already have, given that the new level is less than Player Level/2. If four points are amassed, the player can choose to buy a new mutation by pressing M
on the character sheet screen. They will be given a choice of three random mutations; these are deterministic based on world seed and cannot be rerolled through save/loading or Precognition except for certain methods that will be touched on in a later section. What mutations can be gotten depends on morphotype or lack of.
Randomizing Mutation Buys
Mutations are constant due to being the player character's genome being usually constant. To reroll a new batch of mutations, their genome must be altered. This can be accomplished by:
- Injecting an Eaters' nectar injector.
- Cooking with a drop of nectar (the drop of nectar need not succeed in granting the boost).
- Cooking with a canned Have-It-All, and getting the drop of nectar cooking effect (this does not need to succeed to randomize mutations).
- Gain the Mutating effect.
Gaining temporary mutations
Mutations can be temporarily gained using other methods besides mutating it. This is often the only way for True Kin to gain mutations:
- Equipping a relic
- Eating a recipe
- Injecting specific injectors