Zombie (mutation)

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Mmmmhrhmmhmmmbraaaanes...

Become a shambling, slow, undead brain-sucker. Zombies love you as one of their own.

Location

The mutation spot can be found in the Bradbury basement's lowest levels, beware the four-armed zombie!

To evolve the mutation you have to drink from the pool of bile.

Effects

This mutation grants:

   Passive: -6 brains
   Passive: +2 endurance
   Passive: -2 brawn
   Passive: -3 dodge
   Passive: -10 sneak
   Passive: Can only heal and gain nutrition from eating brains/heads
   Passive: Buffs when full (+7 brawn, +2 reflexes when very full)
   Passive: No reflexes debuff when full
   Passive: zombie claws replace fists
   Passive: 3 - 6 beat resistance
   Passive: 5 - 10 bullet resistance
   Passive: 2 - 5 electric resistance
   Passive: 50 - 100 healing resistance
   Passive: 100 - 100 suffocation resistance
   Passive: 50% stun resistance
   Passive: 100% heart attack resistance
   Passive: 100% vampirism resistance
   Passive: 75% addiction resistance
   Passive: 75% generic disease resistance
   Passive: 25% burning resistance
   Passive: 90% brain damage resistance
   Passive: 100% bends resistance
   Passive: 100% blood nitrogen resistance
   Passive: 100% toxic exposure resistance
   Passive: 75% bleeding resistance
   Passive: Blood is bile
   Passive: Revival after death unless gibbed/fatalited/butchered
   Passive: Double FCEF/AbomNation citizenship
   Passive: Necropolis junkers, freaks, aboms, and zombies will not attack unprovoked; FCEF troops attack on sight
   Passive: Upon reclone, revive either in gangland mall, subway zombie lab or in necropolis gate
   Passive: Cannot brag; can still see the brags yourself
   Passive: No aging
   howl ability: Call zombies for help
   feed on <something> ability: Eat brains to restore hunger, health and get buffs
   puke on <something> ability: Puke horrible green bile all over your enemy.

Mechanics

Zombie mutation drastically change how one plays the game. Zombies cannot heal in conventional way (trauma kits, nanites, mediguns, herbal healing, Solar Sponge regen, etc.). The only way they can heal is by eating heads, whether via their special feed command (which also provides destress, but takes longer) or billygoat's munch (faster, but no destress). They can also eat canned brains food for this.

Upon reaching max satiation, zombies begin to heal as well as gain buffs scaling to how full they are. This scales up to +7 brawn (or +5 if you take in account -2 zombie built-in brawn) and +2 reflexes.

Advantages

  • Soaks. Zombie provides various soaks that are very useful throughout the whole game, but especially early-game.
  • Big buffs. +2 endurance is awesome, and +7 brawn and +2 reflexes at max nutrition provide extreme damage boosts to most builds.
  • Revival. Zombie mutants will revive after a few minutes of being killed, unless gibbed (explosions), butchered (cops/PvP) or fatalitied (bad luck). This makes it a very newbie-friendly mutation as usual penalties for dying is replaced with a revival sickness (that can be countered by Iron Liver). This also makes it very easy to keep any implants and radiation mutations.
  • Various resistances. Of note there are 50% stun resistance (which makes feints and stuns way less effective on you, which may be combined with Hooligan), bends/blood nitrogen (you can chill on the bottom of the ocean), addiction/heart attack resistance which allow drug abuse.
  • Zombie minions. By using howl in zombie-infested areas (mall, bradbury basement, necro probably) you can get a bunch of zombies that can like, walk around with you and do stuff. They're very weak, and mostly should be used as chaff.
  • Zombie claws. They're relatively shitty but usually much better than using your bare fists. They also spread zombie rot on hit unless target is immune.
  • No aging. Zombies stop aging, and will remain age they turned through time, rejuvex and reclones, unless they demute or reroll.
  • honestly there's a lot more stuff to this too

Disadvantages

  • -6 Brains. You will have trouble with almost any brainy task - having your gear in good order will be a tiresome order, and you cannot really defib without big medic investments; you're likely to have problems even with diagnose. Not as problematic in combat, as you have 50% resistance to stuns.
  • -2 Brawn. Negligible malus as it is counteracted by eating a couple heads.
  • -3 Dodge. An irksome malus, most zombie builds already have poor dodge. Thankfully most zombie builds also tend to be so fucking tanky this doesn't matter.
  • -10 Sneak. The sound of your clapping cheeks is so loud you cannot sneak at all, an actually big disadvantage due to recent sneak changes. Just fight your way through.
  • Cannot heal conventionally. You cannot use nanites, you cannot use trauma kits, you cannot hire a pocket medic with a medigun. You have to rely on your supply of heads, and while there is usually lots of them, they sometimes suddenly become in short supply.

Appearance

Mutations
Racial Mutations AbominationChudHideous FreakVampireZombie
Focus Mutations CarrieChillerFuck MachineSalamanderScreechWrithing SmokeEmpath
Movement Mutations LeapfrogPhaserClairvoyance
FlightBlinkMedium
Soak Mutations High DensityFirewalkerRubberskinSnakeskinYeti Skin
LithodermisSolar SpongeSilicone SkinEelskinYeti Fur
Miscellaneous Mutations BillygoatBleederBloodhoundBrainslugBrute StrengthCamelfatEnigmaFibrocartilageHooliganHyperimmuneIron LiverJunkratMuleNimble FingersPlant WhispererStenchTwitchy NervesSuperclotXray VisionCat Ears
Ripperlikes CarcinocudgelHorrorspikeRipperTendrils
Joke Mutations Third Nipple
Defunct Mutations Jammer