Zombie (mutation)
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: 50% slower attack speed (up to a cap of 4.5) 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 way longer) or Billygoat munch (faster, but no destress). They can also eat canned brains food for this. The heals scale with how full you are, and is equal to your brawn buff (+5 brawn = 5 HP every heartbeat)
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.
Essentially what you should be doing is cutting and munching/feeding every head you can to stay topped up on both buffs AND health.
The decreased attack speed hits hard. Most melee weapons will speedcap at about 4.0 speed; it provides a +10 minimal damage, you will swing slow but hit very hard due to high brawn.
Most common builds for zombie are Clubs, Fists, Spears and Rifles, as they provide damage/tohit for the melee and allow to easily hit speedcaps for most weapons for the rifles.
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 (few NPCs/PvP). 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 (note: you will still instantly die if you try to do 5 cocaine doses).
- Slower attack speed. 50% slower attack speed (up to a cap of 4.5). This allows for creation of some niche builds that dump reflexes, relying on pure min damage increase.
- 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. This effect will persist even if you get a ripperlike.
- No aging. Zombies stop aging, and will remain age they turned through time, rejuvex and reclones, unless they demute or reroll..
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 and even talking/emoting. 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.
- Revival is in random spots. You can revive in Necropolis, phage lab or in gangland mall, and getting out of them can quickly become an annoying task you have to do on reclone, especially in necro.
- Slower attack speed. 50% slower attack speed (up to a cap of 4.5). This makes fighting fast opponents far more risky, but they gain a bit more min damage in return. This also, though, means that +2 reflexes from zombie nutrition isn't that valuable.
- 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.
- Filter. Some words in say/nets are replaced if you have very low brains (4-5), such as rifles -> plinkers, thanks -> hrhngnnnns, apartment -> branes banks, etc, making communicating a bit difficult, but way funnier.
- Zombie Hunters shop shopkeeper Larry in slagtown will not serve you (and will kick your ass).
- Incompatible with Bleeder, Hideous Freak, Hyperimmune, Silicone Skin, Vampire, Brainslug, and Chud. Most of these incompatibilities are racials, but of note are bleeder (which prevents easy frenzy, but you have crazy brawn anyway), silicone skin (you WOULD become actually immortal) and brainslug (prevents some weird really minmaxing builds) and hyperimmune (which is just, counterintuitive. Immune zombie?)
Appearance
This mutation adds the following line to a character's description:
Player's skin is cold and pale, and their eyes stare hollowly ahead.
Mutations | |
---|---|
Racial Mutations | Abomination • Chud • Hideous Freak • Vampire • Zombie |
Focus Mutations | Carrie • Chiller • Fuck Machine • Salamander • Screech • Writhing Smoke • Empath |
Movement Mutations | Leapfrog • Phaser • Clairvoyance |
Flight • Blink • Medium | |
Soak Mutations | High Density • Firewalker • Rubberskin • Snakeskin • Yeti Skin |
Lithodermis • Solar Sponge • Silicone Skin • Eelskin • Yeti Fur | |
Miscellaneous Mutations | Billygoat • Bleeder • Bloodhound • Brainslug • Brute Strength • Camelfat • Enigma • Fibrocartilage • Hooligan • Hyperimmune • Iron Liver • Junkrat • Mule • Nimble Fingers • Plant Whisperer • Stench • Twitchy Nerves • Superclot • Xray Vision • Cat Ears |
Ripperlikes | Carcinocudgel • Horrorspike • Ripper • Tendrils |
Joke Mutations | Third Nipple |
Defunct Mutations | Jammer |