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Revision as of 04:13, 15 December 2013

Mutations act much like traits, in that they give your character a variety of passive effects. Unlike traits, which can be selected upon creating a new character, mutations can only be obtained in-game and are somewhat random. Like traits, mutations can be both beneficial and harmful to your character.

Does it hurt?

Chart of mutations dependancies (PNG version, SVG version)

Yeah, sometimes. Mutations can be obtained by consuming some questionable products (mutagens, misshapen fetuses, arms, legs, sewage samples), romping through radioactive areas, and other unhealthy methods. There is 2/3 chance to have any mutation and 1/3 chance to have only a "bad" mutation, though not all "bad" mutations are really bad ones and not all "good" mutations are equally desirable. Also, check Robust Genetics trait, which changes chances drastically. It flips the 1/3 chance to have only a "bad" mutation to a 1/3 chance to have only a "good" mutation.

If you end up with unwanted mutations a purifier can help purge them. It will revert up to four mutations (this chance is higher if you have a lot of mutations). Note, that purifier will not remove a trait that you took upon character creation or decrease strength of mutation category!

Even if there is no forced "bad" mutation, chances are not equal for all traits. Mutations are split up into a dozen categories and even more trees. Trees have various requirements for the different branches and most branches being opposed to one another. The more branches are opened up, the less likely a new branch or a categorized mutation will be gained, with the game prioritizing current upgrades to everything else. Direct upgrades have the most priority, with a (5/(number of available upgrades + 5)) chance to be skipped, then mutations from a category pool, and only then game picks random mutations from the full list of all mutations.

Trait will be gained if any of its evolutions are picked and lost when opposed or rival trait are chosen.

Categories

Traits tend to provoke other mutations from the same category.

Every time, when mutation occurs, "strongest" category with the most numerous current mutations is chosen. There is a (strength/total_strength) chance that a random mutation will be chosen from this category. If it fails this test (due to amount of traits-outsiders), or there are no more mutations in the category, then a random mutation is selected, without any linkage to categories at all. Every in-category trait gives 8 points to his category strength. Every not-in-category trait takes away one point from each rival category unless that category already has strength 0 or passes a 1/strength check.

Once a mutation is selected, you will begin to mutate towards it. If any mutations you currently have conflict with this mutation, then one of the conflicting mutations is randomly removed. If you have no conflicting mutations, but don't have any of the prerequisites, you will begin to mutate towards a random prerequisite. If you already have a prerequisite mutation and no conflicting mutations, you gain the selected mutation immediately.

Starting traits are underlined. However, initial traits do not increase respective categories strength, unless you gain them later via actual mutation! On the upside, this does mean that you can take Robust Genetics without placing yourself into the rather undesirable slime category.

LIZARD Thick-Skinned, Infrared Vision, Fangs, Nictitating Membrane, Scales, Large Talons, Slit Nostrils, Forked Tongue, Light Sensitive, Webbed Hands, Carnivore, Cold Blooded, Very Strong, Very Dextrous
BIRD Quick, Light Eater, Deft, Light Step, Bad Back, Glass Jaw, Night Vision, Hollow Bones, Feathers, Large Talons, Beak, Road-Runner, Bird Wings, Heat Dependent, Extremely Dextrous
FISH Very Smelly, High Night Vision, Fangs, Nictitating Membrane, Gills, Sleek Scales, Tail Fin, Deformed, High Thirst, Webbed Hands, Slimy, Very Heat Dependent
BEAST Deft, Animal Empathy, Terrifying, High Adrenaline, Near-Sighted, Forgetful, High Night Vision, Fangs, Furry, Claws, Mammal Pheromones, Padded Feet, Fluffy Tail, Very Smelly, Badly Deformed, Fast Metabolism, Light Sensitive, Carnivore, Snarling Voice, Howler, Canine Ears, Insanely Strong
CATTLE Thick-Skinned, Disease Resistant, Night Vision, Furry, Mammal Pheromones, Hooves, Ruminant, Horns, Long Tail, Deformed, Very Ponderous, Canine Ears, Very Strong
INSECT Quick, Light Eater, Poison Resistant, Night Vision, Terrifying, Heavy Sleeper, High Night Vision, Infrared Vision, Chitinous Armor, Insect Pheromones, Antennae, Insect Wings, Spiked Tail, Mandibles, Deformed, Light Sensitive, Cold Blooded, Strong, Dextrous
PLANT Disease Immune, Heavy Sleeper, Poor Hearing, Very Fast Healer, Bark, Thorns, Leaves, Badly Deformed, Extremely Ponderous, Very Strong
SLIME Poison Resistant, Robust Genetics, Chemical Imbalance, Regeneration, Radiogenic, Disease Immune, Poisonous, Slime Hands, Very Smelly, Grotesque, Hollow Bones, Vomitous, Fast Metabolism, High Thirst, Sores, Light Sensitive, Webbed Hands, Genetically Unstable, Minor Radioactivity, Slimy, Dextrous, Smart
TROGLOBITE Quick, Light Eater, Near-Sighted, Full Night Vision, Infrared Vision, Regeneration, Disease Immune, Poisonous, Saprovore, Slit Nostrils, Albino, Troglobite, Slimy
CEPHALOPOD Gills, Mouth Tentacles, Slit Nostrils, Deformed, High Thirst, Beak, Slimy, Heat Dependent, 8 Tentacles, Shell, Leg Tentacles
SPIDER Fleet-Footed, Poison Resistant, Full Night Vision, Infrared Vision, Furry, Chitinous Plate, Poisonous, Compound Eyes, Mandibles, Web Weaver, Light Sensitive, Carnivore, Heat Dependent, Very Dextrous
RAT Disease Resistant, High Night Vision, Fangs, Furry, Claws, Long Tail, Whiskers, Grotesque, Vomitous, Fast Metabolism, Very Light Sensitive, Growling Voice
MEDICAL
ALPHA
ELF-A
CHIMERA
RAPTOR

For a complete list of mutations click here

See also