Mutations

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Revision as of 16:29, 19 January 2023 by Teamtoto (talk | contribs) (→‎List of Mutations: remove creationcode)
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Mutation selection

Mutations are one aspect of character creation in Caves of Qud. They provide the bulk of character customization for players playing as mutated humans due to their variety and number, and can be considered roughly analogous to the cybernetics available to True Kin.

Mutations are attributes of a character that grant them new abilities, alter their anatomy, or bolster their stats, among other things. Each mutation has a mutation level that can be raised via mutation points, increasing their power. These points are most commonly obtained from increasing one's character level, which will grant mutants 1 point every level. Other potential sources of mutation points include gamma moths, sparking baetyls, and Eaters' nectar injectors.

Some mutations give the player the opportunity to Customize them during character creation, which can alter their location on the player's body or simply provide flavor.

There are over 70 mutations available. They can be split into a few main categories:

  • Morphotypes: Limit what mutations can be selected and obtained. In the case of Unstable Genome, randomly mutates into another mutation after some time.
  • 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: Physical and mental mutations which hinder the player. Choosing defects provides additional points to spend during character creation.

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 Dark 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 innate mutations.

Mutation Points

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. The only way to gain more than 12 points to spend is through taking defects.

Buying Mutations

Mutants gain one mutation point each time they level up. The player can spend these points in two different ways:

  • Spend a mutation point to increase the level of an existing mutation. The new level must be less than or equal to Player Level/2 (or, more precisely, floor(Player Level/2)+1) and the level cannot exceed 10 (excluding any levels added by Rapid Advancement or Ego Bonus).
  • Spend four mutation points to buy a new mutation by pressing M on the character sheet screen. The player will be given a choice between three random mutations (limited by morphotype).

Randomizing Mutation Buys

Normally, the choice of random mutations is deterministic based on world seed. Simply reloading a save or using Precognition will not allow the player to change the set of mutations offered when buying a new one; the same three will be offered each time. However, there are certain conditions under which they can be rerandomized:

  • Gaining a permanent (not meal- or relic-based) mutation that could have been rolled, regardless of whether it was one of the next three choices.
    • For example, if a character who can learn mental mutations permanently gains a positive mental mutation using brain brine, the choices will change, but not if it was a negative one.
  • Injecting an Eaters' nectar injector.[1]
  • Cooking with a drop of nectar (the drop of nectar need not succeed in granting the boost).[2]
  • Cooking with a canned Have-It-All, and getting the drop of nectar cooking effect. (The same considerations apply; this is also relatively rare.)
  • Halfway through the duration of the mutating effect from a gamma moth. (This is in addition to the fact that it may grant a permanent mutation and thus change the offerings for that reason.)[3]
  • Gaining a chimeric limb.[4]

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 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 it to gain a permanent 3 level bonus. Levels gained in this way do not count towards the usual 10 level limit set on mutations. They can also exceed the (Player Level/2) limit, but the mutation's effects are temporarily capped at that limit until the appropriate level is reached. 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 be decreased in proportion to a negative Ego bonus.

Glimmer

Main article: 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. A one-point mutation counts as one glimmer. The more Glimmer one has, the more desirable they are to esper hunters.

Defects

Defects are mutations with various detrimental effects. Rather than costing points at character creation, they will grant the player additional points to spend when taken. Just like normal mutations, defects come in the form of physical defects and mental defects. Unlike normal mutations, they cannot be leveled.

Defects can only be selected during character creation and will not appear as an option when buying a mutation using mutation points. However, there are various methods by which the player can be afflicted with a defect after character creation, such as through the mutating effect inflicted by gamma moths, or through drinking brain brine.

Typically, the player is only allowed to take one defect at character creation. However, there is no limit to how many defects the player can obtain through other sources. Additionally, the character creation defect limit can be disabled via the Options menu, allowing the player to take as many defects as they'd like.

Gaining temporary mutations

Mutations can be temporarily gained using other methods besides mutation. This is often the only way for True Kin to gain mutations:

List of Mutations

Morphotypes

Mutation Cost Description Exclusions
Chimera 1 You only manifest physical mutations. Esper Mental Mutations Mental Defects
Esper 1 You only manifest mental mutations. Chimera Physical Mutations Physical Defects
Unstable Genome 3 You gain one extra mutation each time you buy this, but the mutations don't manifest right away. Whenever you gain a level, there's a 33% chance that your genome destabilizes and you get to choose from 3 random mutations.

Physical Mutations

Error 1054: Unknown column 'CreationCode' in 'where clause' (localhost)

Function: CargoSQLQuery::run Query: SELECT CONCAT('{{favilink page|',_pageName,'}}') AS `Mutation`,`Cost` AS `Cost`,`Description` AS `Description`,`Slots__full` AS `Slots`,`Exclusions__full` AS `Exclusions` FROM `Mutations` WHERE _pageNamespace='0' AND Type = 'Physical' AND CreationCode <> AND Deprecated='0' ORDER BY `Mutation` LIMIT 100

Physical Defects

Error 1054: Unknown column 'CreationCode' in 'where clause' (localhost)

Function: CargoSQLQuery::run Query: SELECT CONCAT('{{favilink page|',_pageName,'}}') AS `Mutation`,`Cost` AS `Cost`,`Description` AS `Description`,`Slots__full` AS `Slots`,`Exclusions__full` AS `Exclusions` FROM `Mutations` WHERE _pageNamespace='0' AND Type = 'Physical Defect' AND CreationCode <> AND Deprecated='0' ORDER BY `Mutation` LIMIT 100

Mental Mutations

Error 1054: Unknown column 'CreationCode' in 'where clause' (localhost)

Function: CargoSQLQuery::run Query: SELECT CONCAT('{{favilink page|',_pageName,'}}') AS `Mutation`,`Cost` AS `Cost`,`Description` AS `Description`,`Exclusions__full` AS `Exclusions` FROM `Mutations` WHERE _pageNamespace='0' AND Type = 'Mental' AND CreationCode <> AND Deprecated='0' ORDER BY `Mutation` LIMIT 100

Mental Defects

Error 1054: Unknown column 'CreationCode' in 'where clause' (localhost)

Function: CargoSQLQuery::run Query: SELECT CONCAT('{{favilink page|',_pageName,'}}') AS `Mutation`,`Cost` AS `Cost`,`Description` AS `Description`,`Exclusions__full` AS `Exclusions` FROM `Mutations` WHERE _pageNamespace='0' AND Type = 'Mental Defect' AND CreationCode <> AND Deprecated='0' ORDER BY `Mutation` LIMIT 100

References

  1. XRL.World.Parts.Nectar_Tonic_Applicator, method FireEvent, in the "ApplyTonic" case
  2. XRL.World.Effects.XRL.World.Effects.CookingDomainAttributes_UnitPermanentAllStats_25Percent, method Apply
  3. XRL.World.Effects.Mutating, method FireEvent, in the "EndTurn" case
  4. XRL.UI.StatusScreen, method BuyRandomMutation