Mummy

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Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

This page covers the player species. For the monster, see Mummy (monster). For a list of all monstrous mummies, see List of mummies.

These are undead creatures who travel into the depths in search of revenge, redemption, or just because they want to.

Mummies progress slowly in levels, half again as slowly as Humans in all skills except fighting, spellcasting and necromancy. The sacred embalming rituals that brought them into unlife also grant them a special connection with the divine, and as they increase in levels, they become increasingly in touch with the powers of death. However, their desiccated bodies are highly flammable. They also cannot drink.

Like other undead, mummies are naturally immune to poisons, negative energy and torment; have little warmth left to be affected by cold; and are not susceptible to mutations.

Innate Abilities

Mummies have a base Strength of 11, Intelligence of 7 and Dexterity of 7 (before Background modifiers).

Preferred Backgrounds

Mummies are prohibited from becoming Shapeshifters, as they can't change form.

Level Bonuses

Starting Skills and Equipment

Mummies receive the skills and equipment listed for their background, with the following exceptions:

  • Mummies start with no potions of any kind.

Difficulty of Play

SimpleIntermediateAdvanced

Mummies are, without a doubt, a challenge species. They can't quaff potions, which knocks out many emergency options. Confusion is a much greater threat, since they can't use potions of curing to end it. Intrinsic rF- can cause sudden and lethal spikes in damage (until its negated by rF+). In addition, mummies have poor skill aptitudes. Having undead resistances, an intrinsic amulet of faith, and 2 Necromancy enhancers is more of a consolation prize than anything.

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting 0 Armour -2 Spellcasting 2
Dodging -2
Maces & Flails -2 Shields -2 Conjurations -2
Axes -2 Stealth -1 Hexes -1
Polearms -2 Summonings -2
Staves -2 Invocations -1 Necromancy 0
Unarmed Combat -2 Evocations -2 Translocations -2
Throwing -2 Shapeshifting N/A Alchemy -2
Fire Magic -2
Short Blades -2 Ice Magic -2
Long Blades -2 Air Magic -2
Ranged Weapons -2 Experience -1 Earth Magic -2

Strategy

Mummies are intentionally difficult, but there are ways to play to their advantages (such as they are).

Necromancer is a decent start for Mummies, as it gives you access to allies so long as you can kill enemies. In addition to their innate spell boost, mummies are also immune to many of the miscast effects.

Assuming you have managed to offset their rF-, high level Mummies fare well in the optional extended endgame. However, one has to survive all the non-optional parts first, during which time torment immunity barely helps, and all the disadvantages of Mummies are as salient as ever.

Confusion

Mummies must always be careful of sources of confusion. Other than Ru, Mummies have no way of curing confusion, making it (almost) as bad as paralysis. In a similar vein, petrification can't be cancelled by the potion. Therefore, Mummies should value willpower and clarity highly.

Having willpower (and poison immunity) can stop most sources of confusion. However, a tarantella's touch can only be prevented by clarity, which you can only get by Ashenzari or a few unrands. This makes the Spider's Nest much more dangerous than usual. If you don't have clarity (or Ru), you can go down the stairs, get confused-locked, and die on the spot. Without a way to deal with tarantellas, you may have to skip Spider for a long time.

God Choice

Mummies have innate faith. While it makes sense to pick gods that benefit most from it, this isn't the only thing to consider.

Certain gods do not benefit from faith, but are great at negating the weaknesses of being a mummy:

  • Ashenzari provides clarity (immunity to confusion) and boosts their normally poor skills. However, Ash doesn't provide any new options for dangerous situations, and does not benefit from faith.
  • Gozag's Potion Petition is a cheap emergency option that makes up for the lack of potions, and is often stronger than potions. Shops let you get essential resistances (rF+, willpower...), while Bribe Branch can deal with troublesome floors in the lategame. Gozag only cares about gold, not about mummy's faith.
  • Ru's Draw Out Power heals you while curing confusion / petrification. Both it and the passive Aura of Power are reusable tools that help make mummies stronger at general combat. Meanwhile, Apocalypse is as strong as ever. Faith increases the rate in which sacrifices are offered, but once you hit ****** piety, it is useless.

Other gods do benefit from faith, and also synergize with mummies well:

  • Kikubaaqudgha provides the ability to Torment, which (unlike live species) won't hurt a mummy. This god also provides a path into Necromancy, and faith helps you spam Unearth Wretches more often.
  • Okawaru is a good overall melee god. Heroism, Finesse, and gifts can make up for mummy's worse aptitudes, while Duel is a nice panic button.

History

  • Prior to 0.31, Mummies gained their first Necromancy boost at level 3.
  • Prior to 0.30, Mummies did not have innate Faith.
  • Prior to 0.29, Mummies gained their Necromancy boosts at levels 13 and 26.
  • Mummies were the species least affected by the removal of the hunger system in 0.26; for most of Crawl's history, they were notable as the one species that could truly ignore the food clock in its entirety. Also, Mummies had rotting immunity.
  • Prior to 0.24, Fedhas Madash did not allow Mummy worshippers.
  • In 0.20, Mummies' Spellcasting aptitude was increased from -1 to +2.
  • Prior to 0.19, Mummies gained an ability at level 13 called Self-restoration, allowing them to sacrifice one point of max MP permanently to restore their stats and a bit of rotted HP.
  • Prior to 0.17, Mummies did not gain a stat every 5th level.
  • Prior to 0.8, Mummies gained 3 MR every level instead of 5.
Species
Simple Hill OrcMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced Vine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy