Slime (Mutation category): Difference between revisions

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{{quote|"What was that old advertisement, 'paint the planet'? That might be a good long-term goal, but for now..."}}
{{:Aqueous (threshold mutation)}}


Chaotic. Offers tremendous resistances (regeneration and immunity to almost everything but electricity) and your slimesprings can help you fight, but Hollow Bones and Distributed Neurology are distinct disadvantages in melee, and the combination of Omnicellular, which prevents ever getting Full/Slaked, with High Thirst and Very Fast Metabolism makes it quite hard to eat/drink enough.  
Chaotic. Offers tremendous resistances (regeneration and immunity to almost everything but electricity) and your slimesprings can help you fight, but Hollow Bones and Distributed Neurology are distinct disadvantages in melee, and the combination of [[Omnicellular]], which prevents ever getting Full, combined with High Thirst and Very Fast Metabolism can make it quite hard to eat/drink enough (although this is somewhat relieved in {{InlineVer|0.F}}).


[[Medical]], [[Slime]], and [[Alpha]] share a strong advantage over the other mutation trees- none of these mutations change your anatomy in ways that prevent wearing the powerful end-game armors.  
The [[Medical]], [[Alpha]], [[Elf-A]], [[Slime (Mutation category)|Slime]], and [[Troglobite (Mutation category)|Troglobite]] mutation trees share a strong advantage over the others - none of their mutations change your anatomy in ways that prevent wearing the powerful end-game armors, although [[sores]], a mutation found only in this category, can make wearing armor rather painful especially when combined with 1:1 intelligence penalty from [[Distributed Neurology]].


The threshold mutation of this category is called '''''Aqueous''''' ingame.
The threshold mutation of this category is called '''''[[Aqueous (threshold mutation)|Aqueous]]''''' ingame.


<!--Automatically generated using https://github.com/Soyweiser/CDDA-Wiki-Scripts -->
{{Mutationthresholds/Slime}}
= Traits =
{{:Poison Resistant}}
{{:Robust Genetics}}
{{:Chemical Imbalance}}
{{:Fast Metabolism}}
{{:High Thirst}}
 
= Normal Mutations =
{{:Regeneration}}
{{:Radiogenic}}
{{:Disease Immune}}
{{:Parasite Immune}}
{{:Venomous}}
{{:Slime Hands}}
{{:Dextrous}}
{{:Smart}}
{{:Smelly}}
{{:Grotesque}}
{{:Hollow Bones}}
{{:Vomitous}}
{{:Very Fast Metabolism}}
{{:Very Thirsty}}
{{:Sores}}
{{:Light Sensitive}}
{{:Webbed Hands}}
{{:Genetically Unstable}}
{{:Minor Radioactivity}}
{{:Slimy}}
 
= Post-threshold mutations =
{{:Stretchy Limbs}}
{{:Rubbery Limbs}}
{{:Pseudolimbs}}
{{:Distributed Neurology}}
{{:Sensory Disintegration}}
{{:Distributed Senses}}
{{:Viscous}}
{{:Amorphous Body}}
{{:Omnicellular}}
{{:Acidproof}}
{{:Acid Blood}}
<!-- End of automatically generated data -->


<!-- *YOUR PERSONAL NOTES AND HINTS GO BELOW HERE* -->
<!-- *YOUR PERSONAL NOTES AND HINTS GO BELOW HERE* -->
=Notes=
=Notes=
Every time you reach full hunger/thirst, you will split off to create a friendly little slimespring. making it hard/dangerous and ner imposible to have a balanced hunger thirst, since both are drained even if are only full on one
See [[Omnicellular]] for important information about [[slimespring]] creation and version changes.





Latest revision as of 21:34, 14 August 2021

Aqueous THRESH_SLIME Targeted Mutation Only Not purifiable
Point cost: 1
"What was that old advertisement, 'paint the planet'? That might be a good long-term goal, but for now…"

Chaotic. Offers tremendous resistances (regeneration and immunity to almost everything but electricity) and your slimesprings can help you fight, but Hollow Bones and Distributed Neurology are distinct disadvantages in melee, and the combination of Omnicellular, which prevents ever getting Full, combined with High Thirst and Very Fast Metabolism can make it quite hard to eat/drink enough (although this is somewhat relieved in 0.F (Frank)).

The Medical, Alpha, Elf-A, Slime, and Troglobite mutation trees share a strong advantage over the others - none of their mutations change your anatomy in ways that prevent wearing the powerful end-game armors, although sores, a mutation found only in this category, can make wearing armor rather painful especially when combined with 1:1 intelligence penalty from Distributed Neurology.

The threshold mutation of this category is called Aqueous ingame.


Traits

Poison Resistant POISRESIST Possible Starting Trait INSECT SLIME SPIDER MEDICAL
Leads to: Intestinal Fortitude
Point cost: 1
"Your system is rather tolerant of poisons and toxins, and most will affect you less."
Robust Genetics ROBUST Possible Starting Trait FISH SLIME MEDICAL ALPHA
Cancels: Genetic Downward Spiral
Point cost: 3
"You have a very strong genetic base. If you mutate, the odds that the mutation will be beneficial are greatly increased."
Chemical Imbalance CHEMIMBALANCE Possible Starting Trait SLIME MEDICAL ELF-A CHIMERA
Point cost: -2
"You suffer from a minor chemical imbalance, whether mental or physical. Minor changes to your internal chemistry will manifest themselves on occasion, such as hunger, sleepiness, narcotic effects, etc."
High Thirst THIRST Possible Starting Trait SLIME CEPHALOPOD ELF-A CHIMERA
Cancels: Metabolic Rehydration
Changes to: Very Thirsty
Point cost: -2
"Your body dries out easily; you need to drink more water."

Normal Mutations

Regeneration REGEN SLIME TROGLOBITE
Requires: Very Fast Healer
Cancels: Fast Healer, Slow Healer, Poor Healer, Imperceptive Healer, Very Fast Healer, Rapid Metabolism, Weakening, Deterioration, Disintegration
Point cost: 6
"Your flesh regenerates from wounds incredibly quickly."
Radiogenic RADIOGENIC SLIME MEDICAL
Point cost: 3
"Your system has adapted to radiation. While irradiated, you will actually heal slowly, converting the radiation into hit points."
Disease Immune DISIMMUNE PLANT SLIME TROGLOBITE
Requires: Disease Resistant
Point cost: 2
"Your body is simply immune to diseases. You will never catch an ambient disease."
Parasite Immune PARAIMMUNE SLIME MEDICAL ELF-A CHIMERA
Requires: Disease Resistant
Additional requirement: Infection Resistant
Point cost: 1
"Your body is unusually inhospitable to parasitic lifeforms. You will never become infested with internal parasites."
Venomous POISONOUS SLIME TROGLOBITE SPIDER
Requires: Poison Resistant
Changes to: Strongly Venomous
Leads to: Intestinal Fortitude
Point cost: 1
"Your body produces a potent venom. Cutting or stabbing attacks from mutations have a chance to poison your target."
Slime Hands SLIME_HANDS SLIME
Requires: Slimy
Point cost: 1 / Visibility: 5 / Ugliness: 4
"The skin on your hands is a mucous membrane and produces a thick, acrid slime. Attacks using your hand will cause minor acid damage. Slightly increases wet benefits."
Dextrous DEX_UP INSECT SLIME ALPHA
Changes to: Very Dextrous, Prime Dexterity
Point cost: 1
"You are a little nimbler. Dexterity + 1"
Smart INT_UP SLIME ALPHA
Changes to: Very Smart, Prime Intelligence, Distributed Neurology
Point cost: 1
"You are a little smarter. Intelligence + 1"
Smelly SMELLY2 FISH BEAST URSINE SLIME CHIMERA
Requires: Strong Scent
Leads to: Insect Pheromones, Mammal Pheromones
Point cost: -2 / Visibility: 4 / Ugliness: 5
"You smell awful. Monsters that track scent will find you very easily, and humans will react poorly."
Grotesque DEFORMED3 SLIME CHIMERA RAT
Requires: Badly Deformed
Cancels: Pretty, Beautiful, Very Beautiful, Glorious
Point cost: -4 / Visibility: 10 / Ugliness: 10
"Your visage is disgusting and liable to induce vomiting. People will not want to interact with you unless they have a very good reason to."
Hollow Bones HOLLOW_BONES BIRD SLIME ELF-A
Requires: Light Bones
Point cost: 1
"You have Avian Bone Syndrome--your bones are nearly hollow. Your body is very light as a result, enabling you to move and attack 20% faster, but also frail; you can carry 40% less, and bashing attacks injure you more."
Vomitous VOMITOUS SLIME MEDICAL ELF-A RAT
Requires: Nausea
Changes to: Intestinal Fortitude
Point cost: -3
"You have a major digestive disorder. Though it causes you to vomit frequently, you have found that you can trigger your vomit reflex on demand, too."
Very Fast Metabolism HUNGER2 BEAST SLIME RAPTOR
Requires: Fast Metabolism
Cancels: Light Eater, Hyper-Metabolism, Fast Metabolism, Extreme Metabolism, Heat Dependent, Very Heat Dependent, Cold Blooded, Ectothermic
Changes to: Extreme Metabolism
Point cost: -2
"You need about twice as much food as the average human to maintain your expanded cardiovascular and respiratory systems. On a plus side, it doesn't take you much time to recover from any strenuous activity."
Very Thirsty THIRST2 FISH SLIME CEPHALOPOD
Requires: High Thirst
Cancels: Metabolic Rehydration
Changes to: Extremely Thirsty
Point cost: -3
"Ugh, out of water already? You need about twice the fluids of an average human."
Sores SORES SLIME
Requires: Spots
Point cost: -2 / Visibility: 5 / Ugliness: 6
"Your extremities are covered in painful sores. The pain is worse when they are covered in clothing."
Light Sensitive TROGLO LIZARD BEAST INSECT SLIME SPIDER
Cancels: Sunlight Dependent
Changes to: Very Light Sensitive
Point cost: -2
"Sunlight makes you uncomfortable. If you are outdoors and the weather is Sunny, you suffer -1 to all stats."
Webbed Hands WEBBED LIZARD FISH SLIME
Cancels: Tentacle Arms, 4 Tentacles, 8 Tentacles
Point cost: -2 / Visibility: 3 / Ugliness: 2
"Your hands and feet are heavily webbed, reducing your Dexterity by 1 and causing problems with gloves. However, you can swim much faster. Slightly decreases wet penalties."
Genetically Unstable UNSTABLE SLIME MEDICAL CHIMERA
Changes to: Genetic Chaos
Point cost: -2
"Your DNA has been damaged in a way that causes you to continually develop more mutations."
Minor Radioactivity RADIOACTIVE1 SLIME
Changes to: Radioactivity
Point cost: -2
"Your body has become radioactive! You continuously emit low levels of radiation, which slowly contaminates the world around you."
Slimy SLIMY FISH SLIME TROGLOBITE CEPHALOPOD
Changes to: Viscous
Leads to: Slime Hands
Point cost: 2 / Visibility: 7 / Ugliness: 6
"Your body is coated with a fine slime. Protects from long term effects of acid, though not short term ones. Greatly increases wet benefits."

Post-threshold mutations

Stretchy Limbs BENDY1 Threshold Mutation SLIME ELF-A
Changes to: Rubbery Limbs
Point cost: 1 / Visibility: 1
"Your limbs seem to have a little more 'give' to them. +1 Dexterity."
Rubbery Limbs BENDY2 Not purifiable Threshold Mutation SLIME
Requires: Stretchy Limbs
Changes to: Pseudolimbs
Leads to: Amorphous Body
Point cost: 1 / Visibility: 1
"Your limbs are significantly more flexible than any pathetic human arm or leg. +3 Dexterity, -2 Strength."
Pseudolimbs BENDY3 Targeted Mutation Only Not purifiable Threshold Mutation SLIME
Requires: Rubbery Limbs
Additional requirement: Amorphous Body
Point cost: 0 / Visibility: 2 / Ugliness: 2
"Your pseudopod-like limbs can fit into anything! +4 Dexterity, -4 Strength."
Distributed Neurology INT_SLIME Targeted Mutation Only Not purifiable Threshold Mutation SLIME
Requires: Smart
Additional requirement: Amorphous Body
Leads to: Omnicellular
Point cost: 4 / Visibility: 10 / Ugliness: 10
"Your brain has evolved beyond human imagination. You'll show them the REAL meaning of 'gray goo'!"
Sensory Disintegration PER_SLIME Targeted Mutation Only Not purifiable Threshold Mutation SLIME
Requires: Perceptive
Additional requirement: Amorphous Body
Changes to: Distributed Senses
Point cost: -7 / Visibility: 10 / Ugliness: 10
"Your sense organs are all over the place: eyes extending and retracting, 'ears' of various shapes migrating about, and taste & smell are uncontrollable. The world is a horrible mixup. Ugh!"
Distributed Senses PER_SLIME_OK Targeted Mutation Only Not purifiable Threshold Mutation SLIME
Requires: Sensory Disintegration
Additional requirement: Amorphous Body
Leads to: Omnicellular
Point cost: 7 / Visibility: 10 / Ugliness: 10
"You can now extend and reabsorb sensory organs at will, and can therefore ignore most shocks that would overwhelm lesser beings."
Viscous VISCOUS Threshold Mutation SLIME
Requires: Slimy
Leads to: Amorphous Body
Point cost: 4 / Visibility: 7 / Ugliness: 8
"Your body's slime output has become sticky and gel-like. Protects from acid somewhat. Greatly increases wet benefits."
Amorphous Body AMORPHOUS Not purifiable Threshold Mutation SLIME
Requires: Viscous
Additional requirement: Rubbery Limbs, Slime Hands
Leads to: Distributed Neurology, Sensory Disintegration
Point cost: -2 / Visibility: 10 / Ugliness: 10
"Your flesh is a pleasing gel-like consistency. Your bodily functions seem to be moving around, and your leg-equivalents flow comfortably - if a little slower than your old meat-legs."
Omnicellular SLIMESPAWNER Targeted Mutation Only Not purifiable Threshold Mutation SLIME
Requires: Distributed Neurology
Additional requirement: Distributed Senses
Point cost: 10 / Visibility: 10 / Ugliness: 10
"Your body is more or less one consistent whole: a single, giant, omni-cell that alters itself as needed."
Acidproof ACIDPROOF Threshold Mutation INSECT SLIME MEDICAL CHIMERA
Point cost: 3
"Your mutated flesh is immune to the damaging effects of acid."
Acid Blood ACIDBLOOD Threshold Mutation INSECT SLIME MEDICAL CHIMERA
Requires: Acidproof
Point cost: 4
"Your body has developed a wonderful defense mechanism. Instead of normal blood, you bleed a strong molecular acid which will damage any creature foolish enough to harm you."


Notes

See Omnicellular for important information about slimespring creation and version changes.