Mutations

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Mutation selection

Mutations are one aspect of character creation in Caves of Qud. They provide the bulk of character customization (at least for players playing as a Mutant) due to their variety and number, and can be considered roughly analogous to the Cybernetics available to True Kin. There are over 70 mutations available.

It should be noted that, because the developers use the mutation system to handle any special abilities, many creatures have "mutations" which can be thought of as much closer to natural traits or abilities than actual genetic mutations, such as the Heightened Smell and Night Vision common to all Snapjaws.

List of Mutations[edit | edit source]

Morphotypes[edit | edit source]

Mutation Cost Description Exclusions CreationCode
Chimera 1 You only manifest physical mutations. Esper Mental Mutations Mental Defects aa
Esper 1 You only manifest mental mutations. Chimera Physical Mutations Physical Defects ab
Unstable Genome 3 You gain an extra mutation, but it doesnt manifest right away. Whenever you gain a level, there is 33% chance that your genome destabilizes and you get to chose from 3 random mutations. uu

Physical Mutations[edit | edit source]

Mutation Cost Description Slots Exclusions CreationCode
Adrenal Control 4 You regulate your body's release of adrenaline.

+5 quickness You can increase your body's adrenaline flow by up to 5 grades. Each grade gives you an extra +(10 + (Level - 1)) quickness and +(3.0 - (0.2*(Level - 1)) % chance per round to exhaust yourself. When you exhaust yourself, you lose your adrenaline bonus and fall asleep 5 rounds later. You stay asleep for 5 rounds.

Increasing and decreasing your adrenaline flow are free actions.
ba
Burrowing Claws 2 You bear spade-like claws that can burrow through the earth.

4 successful attacks dig through a wall Claw penetration bonus: (3 * Level) +(1-3) AV Cannot wear gloves (if prerelease content is enabled):

Can dig passages up or down when outside of combat
Hands Flaming Hands Freezing Hands bb
Carapace 4 +(3 Floor(Level / 2)) AV

-(7 - Ceiling(Level / 2)) DV +(5 + 5 * Level) Heat Resistance +(5 + 5 * Level) Cold Resistance You may tighten your carapace to receive double the AV bonus Cannot wear armor +400 reputation with tortoises

(35 - Level * 2)% chance of becoming immobilized when knocked prone
Body Quills bc
Carnivorous 1 You eat meat exclusively.

You don't get ill when you eat raw meat. You can eat raw meat without being famished. Meals of raw meat that you eat while hungry have a 10% chance to be tastier than usual. Meals cooked with selected meat ingredients have a +5% chance to be tastier than usual. You get no satiation from foods that aren't meat. If you eat raw food that isn't meat, there's a 50% chance you become ill for 2 hours.

You can't cook with plant or fungus ingredients.
Photosynthetic Skin b6
Corrosive Gas Generation 3 You release a burst of corrosive gas around yourself.

Releases gas for (1 + Level / 2) rounds

Cooldown: 35 rounds
Sleep Gas Generation bd
Double-muscled 4 You are possessed of hulking strength, but your size renders your gait awkward and clumsy.

+(2 + ((Level - 1) / 2)) Strength -(level based penalty) move speed

Small chance to daze your opponent on a successful melee attack
be
Electrical Generation 4 You accrue electrical charge that you can discharge at will.

Maximum charges: (2 + (Level * 2)) Accrue an additional charge every (10 - Floor(Level / 2)) rounds up to the maximum Damage per charge: 1d4

Electricity will arc to adjacent targets dealing reduced damage
bf
Electromagnetic Pulse 2 You generate an electromagnetic pulse that disables nearby artifacts and machines.

Cooldown: 200 rounds Duration: (4 + Level * 2) - (13 + Level * 2) rounds

Area: (radius*2 +1)x(radius*2 +1) centered around yourself
bg
Flaming Hands 5 You emit jets of flame from your hands.

Emits a 9-square ray of flame in the direction of your choice Cooldown: 10 rounds Damage: (Level)d4+1

Cannot wear gloves
Hands Freezing Hands Burrowing Claws bh
Freezing Hands 5 You emit jets of frost from your hands.

Emits a 9-square ray of frost in the direction of your choice Cooldown: 10 rounds Damage: (Level)d3+1

Cannot wear gloves
Hands Flaming Hands Burrowing Claws bi
Heightened Hearing 2 You are possessed of unnaturally acute hearing.

You detect the presence of creatures within a radius of (3+Level*2,40 if max)

Chance to identify nearby detected creatures
bj
Heightened Quickness 4 You are gifted with tremendous speed, though it comes at the cost of your vitality.

+(level based bonus) Quickness

-(level based penalty) Toughness
bk
Horns 3 Horns jut out of your head.

20% chance on melee attack to gore your opponent Damage increment: (Level Based) Goring attacks may cause bleeding +(level based) AV Cannot wear helmets

+100 reputation with antelopes and goatfolk
Head bl
Metamorphosis 4 You assume the form of any creature you touch. Cooldown: (525 - 25 * Level) rounds
May only assume the form of creatures level (1 + Level) * 5 or lower
bm
Multiple Arms 4 You have an extra set of arms. (6 + 2 * Level)% chance for each extra arm to deliver an additional melee attack whenever you make a melee attack bn
Multiple Legs 5 You have an extra set of legs.

+(3 + 5 * Level) move speed

+(5 + Level)% carry capacity
bo
Night Vision 1 You see in the dark. bp
Phasing 4 You may phase through solid objects for brief periods of time. Cooldown: (103 - 3 * Level) rounds
Duration: (6 + Level) rounds
bq
Photosynthetic Skin 2 You replenish yourself by absorbing sunlight through your hearty green skin. You can bask in the sunlight instead of eating a meal to gain a special metabolizing effect for (1, 2) days: +(20 + Level * 4)% to natural healing rate and +(1 + Ceiling(Level / 2.0) Quickness

While in the sunlight, you accrue starch and lignin that you can use as ingredients in meals you cook (max (1,2,3) of each).

+200 reputation with roots, trees, vines, and the Consortium of Phyta
Albino Carnivorous br
Quills 4 Hundreds of needle-pointed quills cover your body. (max quills) quills
May expel 10% of your quills in a burst around yourself (((Level-1)/2) ♥1d3)
Regenerate (Level)d4 quills every 10 rounds
+(Floor(Level/2)+1) AV as long as you retain half your quills ((AV - AV penalty) AV otherwise)
Creatures attacking you in melee may impale themselves on your quills
Cannot wear armor
Immune to other creatures' quills
Body Carapace bs
Regeneration 5 Your wounds heal very quickly. Increased natural healing rate
Severed limbs regrow over time
bt
Sleep Gas Generation 3 You release a burst of sleep gas around yourself. Releases gas for (1 + Level / 2) rounds
Cooldown: 35 rounds
Corrosive Gas Generation bu
Slime Glands 1 You produce a viscous slime that you can spit at things. Covers an area with slime
Cooldown: 40 rounds
Range: 8
Area: 3x3
bv
Spinnerets 3 You can spin sticky silk webs. While spinning, you leave webs in your wake as you move
"Cooldown: 80 rounds
Duration: (5 + Level) rounds
+(5 + Level) to saves vs. forced movement
Immune to becoming stuck in webs
+200 reputation with arachnids
bw
Stinger (Confusing Venom) 3 You bear a tail with a stinger that delivers confusing venom to your enemies. 20% chance on a melee attack to strike your opponent with your stinger (Ceiling(Level/2)+3) ♥1d(Floor(Level/2)+3)
Stinger venom confuses opponent
Confusion duration: (Level / 2 + 3)d3 rounds
Confused creature acts randomly and receives a mental penalty
May Sting to guarantee a strike with your stinger at +4 to hit and +2 penetration
Cooldown: 25 (you will not strike with your stinger while this ability is cooling down)
Cannot wear equipment on back
+200 reputation with
arachnids
Back Stinger (Paralyzing Venom) Stinger (Poisoning Venom) Wings bx
Stinger (Paralyzing Venom) 3 You bear a tail with a stinger that delivers paralyzing venom to your enemies. 20% chance on a melee attack to strike your opponent with your stinger (Ceiling(Level/2)+3) ♥1d(Floor(Level/2)+3)
Stinger venom paralyzes opponent
Paralyzation duration: 1d(Level based range) rounds
May Sting to guarantee a strike with your stinger at +4 to hit and +2 penetration
Cooldown: 25 (you will not strike with your stinger while this ability is cooling down)
Cannot wear equipment on back
+200 reputation with
arachnids
Back Stinger (Confusing Venom) Stinger (Poisoning Venom) Wings by
Stinger (Poisoning Venom) 3 You bear a tail with a stinger that delivers poisonous venom to your enemies. 20% chance on a melee attack to strike your opponent with your stinger (Ceiling(Level/2)+3) ♥1d(Floor(Level/2)+3)
Stinger venom poisons opponent
May Sting to guarantee a strike with your stinger at +4 to hit and +2 penetration
Cooldown: 25 (you will not strike with your stinger while this ability is cooling down)
Cannot wear equipment on back
+200 reputation with
arachnids
Back Stinger (Paralyzing Venom) Stinger (Confusing Venom) Wings bz
Thick Fur 1 You are covered in a thick coat of fur, which protects you from the elements. +4 Heat Resistance
+4 Cold Resistance
+100 reputation with apes
b1
Triple-jointed 4 Your joints stretch much further than usual, but your ligaments are weak. +(2 + (Level - 1) / 2) Agility
-(level based penalty) Strength
Small chance to dodge a physical melee or ranged attack
b2
Two-headed 2 You have two heads. Mental actions have (16 + 4 * Level)% lower action costs
Small chance each round to shake off a negative mental status effect
b3
Two-hearted 4 You have two hearts; you are much healthier but your complex circulatory system renders you slightly torpid. +2 to +6 Toughness
-3% to -9% Quickness
Small chance each round you are badly wounded to regain some hit points
b4
Wings 3 You fly. You travel over land at (1.5 + 0.5 * Level)x speed
(36 + Level * 4)% reduced chance of becoming lost
While outside, you may fly (you cannot be hit in melee by grounded creatures while flying)
(0 or 6 - Level, whichever is greater)% chance of falling clumsily to the ground
Cannot wear anything on back
+400 reputation with birds and winged mammals
Back Stinger (Confusing Venom) Stinger (Paralyzing Venom) Stinger (Poisoning Venom) b5

Physical Defects[edit | edit source]

Mutation Cost Description Slots Exclusions CreationCode
Albino -2 Your skin, hair, and eyes are absent of pigment.

You regenerate hit points at one-fifth the usual rate in the daylight.
Photosynthetic Skin ca
Amphibious -3 Your skin must be kept moist with fresh water.

You pour water on yourself rather than drinking it to quench your thirst.

You require approximately 67% more water than usual.

+100 reputation with frogs
cb
Analgesia -2 You lack a developed sense of pain.

You can only determine your general state of health and not your number of hit points.
cc
Beak -2 Your face bears an unsightly beak.

-1 Ego

You can't wear anything on your face.

You occasionally peck at your opponents.

+300 reputation with
birds
Face cd
Brittle Bones -4 Your bones are brittle.

You suffer 150% damage from falling, attacks made with cudgels, and other sources of concussive damage.
cf
Cold-Blooded -2 Your vitality depends on your temperature; at higher temperatures, you are more lively. At lower temperatures, you are more torpid.

Your base quickness score is reduced by 10.

Your quickness increases as your temperature increases and decreases as your temperature decreases.

+100 reputation with
unshelled reptiles
cd
Electromagnetic Impulse -2 You involuntarily release electromagnetic pulses, deactivating robots and artifacts around yourself.

There is a small chance each round that you release an electromagnetic pulse with radius 3, deactivating robots and artifacts (including those you carry) for 11-20 rounds.
cg
Hemophilia -4 Your blood does not clot easily.

It takes much longer than usual for you to stop bleeding.
ch
Hooks for Feet -4 You have hooks for feet.

Your move speed is reduced by 10.

You cannot wear shoes.
ci
Myopia -2 You are nearsighted.

You can only see up to a radius of 4.
cj
Spontaneous Combustion -3 You spontaneously erupt into flames.

There is a small chance each round that you spontaneously erupt into flames.
cl

Mental Mutations[edit | edit source]

Mutation Cost Description CreationCode
Beguiling 3 You beguile a nearby creature into serving you loyally. Mental attack versus a creature with a mind
Cooldown: 50 rounds
Range: 1
Success roll: Ego modifier or mutation level (whichever is higher) X 2 + character level + 1d8 VS. Defender MA + character level + 5
Beguiled creature: +(Level * 5) bonus hit points
da
Burgeoning 3 You cause plants to spontaneously grow in a nearby area, hindering your enemies.

Cooldown: (115 - 10 * Level, minimum 5) rounds Range: 8 Area: 3x3 + growth into adjacent tiles

+200 reputation with the Consortium of Phyta
db
Clairvoyance 2 You briefly gain vision of a nearby area. Cooldown: 75
Vision Radius: (3 + Level)(at Level ≥ 10, whole map)
Vision duration: (Level * 2 + 16) turns.
dc
Confusion 3 You confuse nearby enemies. Affected creatures act semi-randomly and receive a -(2 + Level) penalty to their mental abilities.
Cooldown: 40 rounds
Range: 8 squares
Area: 3x3
Duration: (5 + Level)d3 rounds
dd
Cryokinesis 5 You chill a nearby area with your mind.

Chills affected area over 3 rounds
Cooldown: 50 rounds
Range: 8
Area: 3x3
Round 1 Damage: (Level)d2/2
Round 2 Damage: (Level)d3/2
Round 3 Damage: (Level)d4/2
de
Disintegration 3 You disintegrate nearby matter.

Cooldown: 75 rounds
Range: 0
Area: 7x7 around self
Damage to non-structural matter: (Level)ld10 + (2 * Level)
Damage to structural objects: (Level)d100+20
You are exhausted for 3 rounds after using this power
dg
Domination 4 You garrote an adjacent creature's mind and control its actions while your own body lies dormant. Mental attack versus creature with a mind
Cooldown: 75 rounds
Duration: (100 + 100 * Level) rounds
Range: 1
df
Ego Projection 2 Through sheer force of will, you perform uncanny physical feats.

Augments one physical attribute by an amount equal to twice your Ego bonus
Cooldown: 200 rounds
Duration: (4 + 2 * Level)d4+2 rounds
dh
Force Bubble 5 You generate a force field around your person.

Creates a 3x3 force field centered around yourself
Cooldown: 100 rounds
Duration: (9 + Level * 3) rounds
You may fire missile weapons through the force field
di
Force Wall 3 You generate a wall of force that protects you from your enemies.

Creates 9 contiguous squares of immobile force field
Cooldown: (108 - 8 * Level)(minimum 5) rounds
Duration: 25 rounds
You may fire missile weapons through the force field
dj
Kindle 1 You ignite a small fire with your mind.

Cooldown: 50
Range: 12
dk
Light Manipulation 4 You manipulate light to your advantage.

You produce ambient light within a radius of (4 + Floor(Level/2)) You may focus the light into a laser beam (doing so reduces the radius of your ambient light by 1) Laser damage increment: (Level based) Laser penetration bonus: ((Level - 1) / 2 + 4) Ambient light radius increases by 1 every 15 rounds until it reaches its maximum value

(10 + 3 * Level)% chance to reflect light-based damage
dl
Mass Mind 4 You tap into the aggregate mind and steal power from other espers.

Refreshes all mental mutations
Cooldown: 1050 - (40 * Ego modifier) - (50 * Level) rounds
Small chance each round for another esper to steal your powers
-200 reputation with
the Seekers of the Sightless Way
dm
Mental Mirror 2 You reflect mental attacks back at your attackers.

Reflects up to (Level) mental attacks
Shatters when all reflection charges are exhausted
Refreshes to full charge 50 rounds after shattering
dn
Precognition 4 You peer into your near future.

May revert to the point in time when you first used this power
Cooldown: 500 rounds
Duration between use and reversion: (12 + 4 * Level) rounds
do
Psychometry 4 You read the history of artifacts by touching them, learning what they do and how they were made.

Unerringly identifies an artifact up to complexity tier [Mutation Level/2 + 4]

Bestows the ability to construct an identified artifact up to complexity tier [(Mutation Level - 1) / 2 + 2] (must have the appropriate Tinker power)

You may open security doors upon touching them.
dp
Pyrokinesis 5 You toast a nearby area with your mind.

Toasts affected area over 3 rounds
Cooldown: 50 rounds
Range: 8
Area: 3x3
Round 1 Damage: (Level)d3 divided by 2
Round 2 Damage: (Level)d4 divided by 2
Round 3 Damage: (Level)d6 divided by 2
dq
Sense Psychic 1 You can sense when others tap the psychic aether.

You detect the presence of psychic enemies within a radius of 9
Chance to identify nearby detected enemies
dr
Space-Time Vortex 3 You sunder spacetime, sending things nearby careening through a tear in the cosmic fabric.

Summons a vortex that extinguishes everything in its path
Cooldown: (550 - 50 * Level), minimum 5 rounds
You may enter the vortex to teleport to a random location in Qud
Bonus duration: (Level - 10) rounds
+200 reputation with
highly entropic beings
ds
Stunning Force 4 You invoke a concussive force in a nearby area, throwing enemies backward and stunning them.

Cooldown: 50 rounds
Range: 8
Area: 7x7
Creatures are pushed away from center of blast, stunned, and dealt crushing damage in up to 3 increments
Damage increment: 1d(Level)
dt
Sunder Mind 4 You sunder the mind of an enemy, leaving them reeling in pain.

Mental attack versus creature with a mind
Cooldown: 30 rounds
Range: sight
Damage increment: (2d(Level+3) if ≤ 9, 2d12+(2 + (Level - 10) * 2 ≥ 10)
du
Syphon Vim 3 You bond with a nearby creature and leech its life force.

Mental attack versus an organic creature
Cooldown: 200 rounds
Duration: 20 rounds
Drains (Level) hit points per round
dv
Telepathy 1 You may communicate with others through the psychic aether.

Chat with anyone in vision (but not trade unless you are next to them)
Takes much less time to direct companions
dw
Teleport Other 2 You teleport an adjacent creature to a random nearby location.

Cooldown: (115 - 10 * Level), minimum 5 rounds
dy
Teleportation 5 You teleport to a nearby location. Cooldown: (125 - 10 * Level), minimum 5 rounds dx
Temporal Fugue 5 You quickly pass back and forth through time creating multiple copies of yourself.

Cooldown: 200 rounds Duration: (20 + 2 * (Level / 2)) rounds

Copies: (Level - 1) / 2 + 1
d1
Time Dilation 4 You distort time around your person in order to slow down your enemies.

Creatures within 9 tiles are slowed according to how close they are to you.
Cooldown: 125 rounds
Duration: 15 rounds
Distance 1: creatures receive a (0.032 * (Level + 0.0085) * 100)% Quickness penalty
Distance 4: creatures receive a (0.0125 * (Level + 0.0085) * 100)% Quickness penalty
Distance 7: creatures receive a (0.002 * (Level + 0.0085) * 100)% Quickness penalty
dz

Mental Defects[edit | edit source]

Mutation Cost Description CreationCode
Amnesia -3 You forget things and places in your immediate past.

Anything you have not seen in the last 20 rounds disappears from your map.
ea
Blinking Tic -3 You teleport about uncontrollably.

There is a small chance each round that you randomly teleport to a nearby location.
eb
Evil Twin -3 Acting on some inscrutable impulse, a parallel version of yourself travels through space and time to destroy you.

Each time you embark on a new location, there is a small chance that a parallel version of yourself has tracked you down and attempts to destroy you.
ec
Narcolepsy -4 You fall asleep involuntarily from time to time.

There is a small chance each round that you fall asleep for 20-29 rounds.
ed
Pack Rat -4 You compulsively lug around everything you can.

You must maintain at least 90% of your carry capacity.

You cannot drop items if dropping them would reduce your weight beneath this requirement.

You suffer one point of damage each round you do not maintain this requirement.

You can only drop one set of items every 10 rounds.
ee
Socially Repugnant -2 Others find it difficult to tolerate you in social settings.

Merchants charge you five times the usual prices for their wares and will only pay one-fifth the usual prices for your wares.
ef
Unwelcome Germination -4 You spasmodically engender wild plant growth around yourself for a short period.

There is a small chance each round that you enter into a compulsive state of mind for 30-39 rounds.

During this time, there is a 25% chance each round that you summon several hostile plants nearby.
eg