Mutations

From Caves of Qud Wiki
Revision as of 20:55, 16 August 2020 by Teamtoto (talk | contribs) (→‎Other methods of gaining temporary mutations: make section title less verbose)
Jump to navigation Jump to search
Mutation selection

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 developers use the mutation system 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.

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 make the game harder.

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:

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

Glimmer

Main article: Glimmer

At all times, the player will have a glimmer score that is the sum of all of their mental mutation levels. If this is greater than 20, they will start to become hunted. The player character does not need to be a mutant to have glimmer, and true kin are also able to become hunted.

List of Mutations

Morphotypes

Error: No field named "CreationCode" found for any of the specified database tables.

Physical Mutations

Error: No field named "CreationCode" found for any of the specified database tables.

Physical Defects

Error: No field named "CreationCode" found for any of the specified database tables.

Mental Mutations

Error: No field named "CreationCode" found for any of the specified database tables.

Mental Defects

Error: No field named "CreationCode" found for any of the specified database tables.