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Domination mutation.png




ID?Use this ID to wish for the mutation
(example: mutation:Domination)


Reality DistortingReality distorting mutations
cannot be used under
the effects of normality.



You garrote an adjacent creature's mind and control its actions while your own body lies dormant.

Success roll: mutation rank or Ego mod (whichever is higher) + character level + 1d8 VS. Defender MA + character level
Range: 1
Duration: (level based) rounds
Cooldown: 75 rounds

Domination is a mental mutation that allows the player to take control of another creature's body.

Domination grants the "Dominate Creature" ability, which, when used on a creature within one tile of the player, causes the player to assume complete control of them. While dominating a creature, the player can perform essentially any action they could normally do within their own body, such as manipulating the creature's inventory, utilizing any abilities they might have, spending points within their character sheet, etc. Additionally, the creature's normal faction reputation will still apply while it is being dominated.

Dominating a creature will leave the player's original body completely inert; it will not move or act on its own, and will remain that way until domination is broken.

Control of a creature can be relinquished either willingly by using the "End Domination" ability while dominating a target, or due to domination being broken forcibly. This can happen if the player's original body takes damage or if the creature being dominated dies. Once the connection is broken, the player will assume control of their original body once again.

Successfully dominating a neutral creature and then ending domination will not cause them to become hostile; however, a failed attempt to dominate them will, along with any allies who witnessed the attempt. Additionally, creatures with a mental shield, such as oozes, plants, and robots, are immune (though robots can be dominated via a ganglionic teleprojector).


The following formula is used to determine duration based on mutation level.

100 + 100 × Level

Advancement Table

Mutation Level Duration
1 200 rounds
2 300 rounds
3 400 rounds
4 500 rounds
5 600 rounds
6 700 rounds
7 800 rounds
8 900 rounds
9 1000 rounds
10 1100 rounds
Mutation Level Duration
11 1200 rounds
12 1300 rounds
13 1400 rounds
14 1500 rounds
15 1600 rounds
16 1700 rounds
17 1800 rounds
18 1900 rounds
19 2000 rounds
20 2100 rounds
Mutation Level Duration
21 2200 rounds
22 2300 rounds
23 2400 rounds
24 2500 rounds
25 2600 rounds
26 2700 rounds
27 2800 rounds
28 2900 rounds
29 3000 rounds
30 3100 rounds

Ability Cooldown

Domination's cooldown (CD) in rounds depends on the user's willpower (WI) attribute:


Permanent Domination

There are two ways for a player with Domination or a ganglionic teleprojector to permanently dominate another creature.

  • The player dominates the destination body, and original body is killed in a single blow, before the "Your domination is broken!" message triggers.
  • The player dominates the destination body, and THAT body dominates a tertiary body. If the player-destination domination runs out before the destination-tertiary domination does, the player will be permanently trapped in the destination body when the destination-tertiary domination ends.

Regardless of method, the player will receive the message "Your mind is stranded here." and will be permanently trapped in the destination body: the Dominated effect ends, and the player no longer has the ability to End Domination.


This section is opinion-based. Your mileage may vary.
  • Certain legendary creatures, particularly legendary merchants, have unnaturally high stats for their level. Swapping with them can provide a powerful chassis that the player can then level up.
  • Swapping with pre-saved clones of the player can be used to revert negative changes like the drain from stat saps, or used to reroll changes from brain brine.
  • Psychic assassins always possess more ego than the player and a plethora of mental mutations. Certain extradimensional assassins could be appealing hosts due to their high physical attributes alongside mental mutations.
  • Swapping with Crowsong is the only way to permanently gain Metamorphosis if prerelease content is not enabled. This is the only way to gain access to the bodies of non-mechanical creatures with mental shielding such as sludges.
  • Many creatures have traits which are normally inaccessible by the player: see Category:Innate_mutations. A few particularly relevant traits:
    • astral tabbies are permanently phased. This can be combined with omniphase weaponry to allow the player to attack while fully immune to conventional weaponry.
    • Cherubim possess innate projectile shielding alongside powerful sultan-dependent abilities.
    • decarbonizers and lithofex have abilities capable of instantly killing most creatures.

Advantages and Disadvantages

This section is opinion-based. Your mileage may vary.


  • Dominated creatures can be used to explore and fight without endangering the player
  • Allows the player to defeat powerful enemies by dominating them and placing them in deadly situations
  • Can be utilized in certain circumstances to "body-swap" to a more desirable creature type
  • Can be used to retrieve items and equipment from creatures without killing or otherwise harming them, by unequipping and dropping them


  • Very high cost at character generation
  • Dominating a creature leaves your original body defenseless
  • The player's level and Ego modifier/mutation level must be quite high to dominate higher level/high MA enemies
  • Failed Domination attempts will anger neutral creatures and their allies

Creatures with Domination

No creatures have this mutation by default.