Difference between revisions of "Mummy"

From CrawlWiki
Jump to: navigation, search
m (Bump version to 0.20)
m (rephrased)
 
(49 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{version020}}
+
{{version032}}
 
''This page covers the player [[species]]. For the monster, see [[Mummy (monster)]]. For a list of all monstrous mummies, see [[List of mummies]].''
 
''This page covers the player [[species]]. For the monster, see [[Mummy (monster)]]. For a list of all monstrous mummies, see [[List of mummies]].''
 
{{flavour|These are undead creatures who travel into the depths in search of revenge, redemption, or just because they want to.
 
{{flavour|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. As they increase in levels, they become increasingly in touch with the powers of death, but cannot use some types of necromancy which only affect living creatures. The side effects of necromantic magic tend to be relatively harmless to Mummies. However, their desiccated bodies are highly flammable. They also do not need to eat or drink and, in any case, are incapable of doing so.}}
+
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==
 
==Innate Abilities==
*Mummies have many assorted resistances and weaknesses:
+
*Mummies are '''[[undead]]''' creatures, and have the following innate traits:
**Benefits: [[Cold Resistance 1]], [[Life Protection 3]], [[Poison Resistance|Poison Immunity]], [[Rot Resistance|Rot Immunity]], [[Torment Immunity]], cannot be [[mutation|mutated]].
+
**'''[[Cold Resistance 1]]''': Mummies are resistant to cold.
**Penalties: Vulnerable to [[Dispel Undead]] and [[holy wrath]]-[[brand]]ed weapons (which they cannot wield); cannot go [[berserk]].  
+
**'''[[Life Protection 3]]''': Mummies are resistant to [[negative energy]].
**Mummies have one level of [[fire#Fire Vulnerability|fire vulnerability]].
+
**'''[[Poison Resistance|Poison Immunity]]''': Mummies are immune to poison.
*Mummies suffer penalties to [[Stats]] in lieu of mutation.
+
**'''[[Torment Immunity]]''': Mummies cannot be tormented.
*Mummies cannot memorize any self-transformation spells, nor can they memorize spells that only affect the living: [[Beastly Appendage]], [[Blade Hands]], [[Borgnjor's Revivification]], [[Death's Door]], [[Dragon Form]], [[Hydra Form]], [[Ice Form]], [[Necromutation]], [[Regeneration]], [[Spider Form]], [[Statue Form]] and [[Sublimation of Blood]].
+
**Mummies cannot gain [[mutation]]s, use [[talisman]]s, or be [[polymorph]]ed. When mutated, they receive [[stat]] penalties instead.
*Mummies cannot and do not need to eat: they have no [[food clock]] at all. As such, they have no [[spell hunger]] nor concern over sustenance costs associated with [[vampiric]] weapons, and the like.
+
**Mummies are [[unbreathing]], cannot be put to [[sleep]], cannot go [[berserk]], and do not have [[blood]].
 +
**Mummies are vulnerable to [[Dispel Undead]], [[holy]] damage, and [[holy wrath]]-[[brand]]ed weapons. They may not worship the [[good god]]s ([[The Shining One]], [[Zin]], or [[Elyvilon]]). The holy wrath brand will not function on weapons they wield.
 +
**Mummies cannot use the spells [[Borgnjor's Revivification]], [[Death's Door]], or [[Sublimation of Blood]].
 +
*'''[[Fire#Fire Vulnerability|Fire vulnerability]]''': Mummies take extra damage from fire.
 +
*'''[[Amulet of faith|Faith]]''': Mummies gain +25% [[piety]] from gods, and will receive divine gifts 33% more often. Does not stack with the [[amulet of faith]].
 +
*'''In Touch With Death 1:''' Mummies have a [[spell enhancer]] to all [[Necromancy]] spells, increasing their [[spell power]].
 
*Mummies are incapable of drinking potions of any kind.
 
*Mummies are incapable of drinking potions of any kind.
*Mummies do not breathe, and thus cannot [[asphyxiation|asphyxiate]] (deep water remains fatal, causing unraveling rather than drowning).
 
*Being undead, mummies may not worship [[The Shining One]], [[Zin]], [[Elyvilon]], or [[Fedhas Madash]].
 
  
 
Mummies have a base [[Strength]] of 11, [[Intelligence]] of 7 and [[Dexterity]] of 7 (before Background modifiers).
 
Mummies have a base [[Strength]] of 11, [[Intelligence]] of 7 and [[Dexterity]] of 7 (before Background modifiers).
  
 
==Preferred Backgrounds==
 
==Preferred Backgrounds==
*'''Mages:''' [[Wizard]], [[Conjurer]], [[Summoner]], [[Necromancer]], [[Fire Elementalist]], [[Ice Elementalist]]
+
*'''Zealots:''' [[Cinder Acolyte]]
 +
*'''Mages:''' [[Hedge Wizard]], [[Conjurer]], [[Summoner]], [[Necromancer]], [[Ice Elementalist]]
  
Like [[Ghoul]]s, mummies are prohibited from becoming [[Transmuter]]s.
+
Mummies are prohibited from becoming [[Shapeshifter]]s, as they can't change form.
  
 
==Level Bonuses==
 
==Level Bonuses==
Line 28: Line 34:
 
*Average [[HP]].
 
*Average [[HP]].
 
*Average [[MP]].
 
*Average [[MP]].
*+5 [[magic resistance]] per level.
+
*+5 [[willpower]] per level.
*Gain boosts to [[Necromancy]] spell power at levels 13 and 26.
+
*Gain a second [[spell enhancer]] to [[Necromancy]] at level 13.
  
 
==Starting Skills and Equipment==
 
==Starting Skills and Equipment==
 
Mummies receive the skills and equipment listed for their background, with the following exceptions:
 
Mummies receive the skills and equipment listed for their background, with the following exceptions:
*Mummies start with no [[food]] or [[potion]]s of any kind.
+
*Mummies start with no [[potion]]s of any kind.
  
 
==Difficulty of Play==
 
==Difficulty of Play==
 
{{Hard}}
 
{{Hard}}
  
Mummies are a very difficult species to play. First and foremost, they cannot quaff [[potions]]. This knocks out several survival tools, some of which are especially critical in the early going. Among other things, lack of potion use also means that [[confusion]] is in effect as bad as [[paralysis]] for Mummies. Beyond this major liability, Mummies also level up very slowly, their intrinsic rF- can cause unexpected (and lethal) spikes in damage until it is offset, and their aptitudes are bad in almost everything. They cannot use many useful spells, nor helpful tools such as [[berserk]] and the various forms one can access through [[Transmutations]].
+
Mummies are, without a doubt, a challenge species. They can't quaff [[potion]]s, 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.
 
 
Mummies gain intrinsic spellpower enhancements to [[Necromancy]] spells at level 13, and another stacking enhancement at level 26. In addition, Mummies never hunger and can ignore all nutrition costs (and gain). Unfortunately, these advantages usually provide little or no benefit in the early parts of the game, when characters are not yet well established, and thus most vulnerable.  
 
 
 
  
 
{{species_aptitudes|Mummy}}
 
{{species_aptitudes|Mummy}}
  
 
==Strategy==
 
==Strategy==
Mummies should be considered a challenge species, but there are ways to play to their advantages (such as they are).
+
Mummies are intentionally difficult, but there are ways to play to their advantages (such as they are).
  
[[Gozag]] is a good god choice, since mummies aren't bothered by the lack of corpses and Gozag gives them a way to get potion effects in emergencies. Call Merchant provides a good selection of equipment, which can help compensate for poor skill aptitudes.
+
[[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.
  
[[Necromancer]] is a decent start for Mummies, and it gives you allies that do not require continually recasting one's summoning spells. Mummies are also immune to many of the side effects and miscast effects of Necromancy. Do note however that mummies unfortunately cannot use one spell that appears in the necromancer's starting book, [[Regeneration]].  
+
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.
  
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 does not help, and yet all the disadvantages of Mummies are as salient as ever, if not more so.
+
===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 [[potion of cancellation|cancelled]] by the potion. Therefore, Mummies should value [[willpower]] and [[clarity]] highly.
  
Mummies must always be careful of sources of [[confusion]]: they have absolutely no way to cure it except to let it wear off naturally, which can make confusion almost as bad for them as [[paralysis]] is for all species. While confused, you cannot use spells or scrolls, and cannot accurately or effectively use melee, ranged weapons, wands, or movement. Thus, Mummy characters should value extrinsic [[MR]] and [[Clarity]] even more highly than other species.
+
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 [[unrand]]s. 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.
  
==History==
+
===God Choice===
Prior to [[0.20]], mummies had a spellcasting aptitude of -1.
+
Mummies have innate faith. While it makes sense to pick gods that benefit most from it, this isn't the only thing to consider.
  
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 [[Stat]]s and a bit of [[Rot]]ted HP.
+
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.
  
Prior to [[0.17]], mummies did not gain a stat every 5th level.
+
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.
  
Prior to [[0.8]], mummies gained 3 MR every level instead of 5.
+
==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 [[stat]]s and a bit of [[rot]]ted 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.
  
 
[[Category:Mummy]]
 
[[Category:Mummy]]
 
{{species}}
 
{{species}}

Latest revision as of 03:40, 2 September 2024

Version 0.32: 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 Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy