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''This page covers the player [[species]]. For the monster, see [[Mummy (monster)]]. For a list of all monstrous mummies, see [[List of mummies]].''
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{{flavour|These are undead creatures who travel into the depths in search of revenge, redemption, or just because they want to.
  
'''Mummies''' are [[undead]] creatures who travel into the depths in search of revenge, redemption, or just because they want to. They are immortal, and immune to the ravages of both time and [[hunger]] (but not physical violence).
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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.
  
Mummies progress very slowly in level, almost half again as slowly as [[Human]]s in all [[skill]]s except [[Fighting]], [[Spellcasting]] and [[Necromancy]]. As they increase in level, 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 dessicated bodies are highly flammable. They also do not need to eat or drink, and in any case are incapable of doing so. This last is a double-edged sword, as they cannot starve, but they also lose the many benefits of [[potion]]s.
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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==
*Undead Immunities: [[Life Protection 3]], [[Poison Resistance]], [[Torment Immunity]]. Like the other playable undead species, they also have [[Cold Resistance]].
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*Mummies are '''[[undead]]''' creatures, and have the following innate traits:
*Undead Penalties: Vulnerable to [[Dispel Undead]] and [[holy wrath]]-[[brand]]ed weapons (which they cannot wield); will [[rot]] instead of [[mutate]]; cannot go [[berserk]]. Mummies also have one level of [[fire#Fire Vulnerability|fire vulnerability]].
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**'''[[Cold Resistance 1]]''': Mummies are resistant to cold.
*Spell Restrictions (self-transformation and spells that only affect the living): [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Necromutation]], [[Regeneration]], [[Death's Door]], [[Borgnjor's Revivification]], [[Alistair's Intoxication]], [[Cure Poison]].
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**'''[[Life Protection 3]]''': Mummies are resistant to [[negative energy]].
*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, [[Troll leather armour|regenerating armor]], using [[rods]][[Sif Muna]]'s [[Channel energy|Channel Energy]] ability, and the like.
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**'''[[Poison Resistance|Poison Immunity]]''': Mummies are immune to poison.
*Mummies are incapable of drinking potions of any kind. They can cure rot only with a [[wand of healing]] (when at full health) or by sacrificing 1 permanent MP using Self-Restoration ''(see below)''.
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**'''[[Torment Immunity]]''': Mummies cannot be tormented.
*Mummies are unbreathing, and thus invulnerable to asphyxiation (deep water remains fatal, causing unraveling rather than drowning).
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**Mummies cannot gain [[mutation]]s, use [[talisman]]s, or be [[polymorph]]ed. When mutated, they receive [[stat]] penalties instead.
*Being undead, mummies may not worship [[The Shining One]], [[Zin]], [[Elyvilon]], or [[Fedhas Madash]].
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**Mummies are [[unbreathing]], cannot be put to [[sleep]], cannot go [[berserk]], and do not have [[blood]].
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**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.
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**Mummies cannot use the spells [[Borgnjor's Revivification]], [[Death's Door]], or [[Sublimation of Blood]].
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*'''[[Fire#Fire Vulnerability|Fire vulnerability]]''': Mummies take extra damage from fire.
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*'''[[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]].
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*'''In Touch With Death 1:''' Mummies have a [[spell enhancer]] to all [[Necromancy]] spells, increasing their [[spell power]].
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*Mummies are incapable of drinking potions of any kind.
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Mummies have a base [[Strength]] of 11, [[Intelligence]] of 7 and [[Dexterity]] of 7 (before Background modifiers).
  
 
==Preferred Backgrounds==
 
==Preferred Backgrounds==
Mummies prefer to become [[Wizard]]s, [[Conjurer]]s, [[Summoner]]s, [[Necromancer]]s, and [[Ice Elementalist]]s.
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*'''Zealots:''' [[Cinder Acolyte]]
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*'''Mages:''' [[Hedge Wizard]], [[Conjurer]], [[Summoner]], [[Necromancer]], [[Ice Elementalist]]
  
Due to their undead nature, mummies are prohibited from becoming [[Priest]]s or [[Healer]]s. Like [[Ghoul]]s, they are also prohibited from becoming [[Transmuter]]s.
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Mummies are prohibited from becoming [[Shapeshifter]]s, as they can't change form.
  
 
==Level Bonuses==
 
==Level Bonuses==
*Mummies do not gain additional stat increases.
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*+1 to a random [[stat]] every 5th level.
*Mummies have average HP and MP.
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*Average [[HP]].
*Mummies gain 3 magic resistance per level.
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*Average [[MP]].
*Intrinsic gain to [[Necromancy]] at levels 13 and 26.
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*+5 [[willpower]] per level.
*Receive Self-Restoration ability at level 13: at the cost of a ''permanent'' MP, all Strength, Dexterity and Intelligence, and some rotted HP are restored.
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*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 never start with food or potions of any kind.
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*Mummies start with no [[potion]]s of any kind.
  
 
==Difficulty of Play==
 
==Difficulty of Play==
{{Moderate}}
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{{Hard}}
 
 
Mummies are a difficult species to play. They level up very slowly and have poor and unspecialized aptitudes. They also lack many survival lines available to other species, including [[potions of healing]] and [[potion of speed|speed]]; [[berserk]]ing (from any source); and the spells [[Death's Door]], [[Borgnjor's Revivification]], [[Alistair's Intoxication]], and [[Regeneration]].
 
 
 
However, they are unique amongst the playable races in not having a [[food clock]]. ([[Vampire]]s can also survive at "bloodless" indefinitely, but at the cost of no [[regeneration]].)
 
 
 
By not having to eat, mummies have no obligation to press forward into ever more dangerous areas in search of food. In earlier versions of the game, this made absurd levels of [[scumming]] possible. As an example, [http://crawl.akrasiac.org/rawdata/KiloByte/morgue-KiloByte-20081203-232352.txt this mummy] spent over a million turns on D:1 alone.
 
  
In current versions, scumming is still a viable mummy strategy, but only up to a point: spending a very long time on a level generates [[out-of-depth]] monsters. After a while, monsters stop showing up altogether, and after an extremely long time, the world will [[scumming|cease to exist]].
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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.
  
Lack of [[spell hunger]] combined with hunger-free [[channeling]] allows mummies to [[spam]] powerful spells. This makes them very potent in the late game.
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{{species_aptitudes|Mummy}}
 
 
{{aptitudes
 
|arm = -2
 
|ddg = -2
 
|sth = -2
 
|stb = -2
 
|shd = -2
 
|t&d = -2
 
|inv = -2
 
|evo = -2
 
|exp = 140
 
|fgt = 0
 
|sbl = -2
 
|lbl = -2
 
|axs = -2
 
|m&f = -2
 
|pla = -2
 
|stv = -2
 
|u_c = -2
 
|thr = -2
 
|slg = -2
 
|bws = -2
 
|crb = -2
 
|spc = 0
 
|coj = -2
 
|hex = -1
 
|cha = -2
 
|sum = -2
 
|nec = 0
 
|trl = -2
 
|trm = -2
 
|fir = -2
 
|ice = -2
 
|air = -2
 
|ear = -2
 
|poi = -2
 
}}
 
  
 
==Strategy==
 
==Strategy==
Mummies can ignore [[spell hunger]], allowing them to [[spam]] high-level spells that would normally cause another species to starve, and to [[channeling|channel energy]] without restraint. In effect, mummies get the most sought-after advantages of the spell [[Necromutation]] right at the start of the game.
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Mummies are intentionally difficult, but there are ways to play to their advantages (such as they are).
 
 
Their innate poison resistance allows them to cast [[Mephitic Cloud]] on themselves directly without any repercussions. This shuts down most monsters in the early dungeon except for the [[Orcish Mines]]' [[warg]]s and the occasional [[jelly]]. Their resistance to disease makes [[Haunt]] very effective in the later game.
 
  
Never travel in the dungeon without being fully rested first! (5 or Shift-Numpad5 to rest)
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[[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.
  
===Scumming===
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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.
[[Scumming]] is the practice of spending lots of time on low levels of the dungeon and racking up [[experience]] by killing lots of low-level monsters.
 
  
Scumming used to be central to the strategy for playing mummies. However, starting in [[0.6]], the devs changed the game's behavior so that progressively fewer monsters spawn on a level over time, with a larger percentage of them being moderately to extremely [[out-of-depth]]. See [[scumming]] for the full details.
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===Confusion===
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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.
  
This means that scumming is no longer an unlimited resource for mummies. A limited amount of scumming (up to 3000 turns) is still relatively safe, however, and you might wish to do more than that if you're feeling confident about your ability to escape really nasty encounters.
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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.
  
===Most Suitable Classes===
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===God Choice===
Mummies are fragile and have poor attributes, so their choice of background should reflect this. In particular, mummies benefit the most from playing [[Wizard]]s, [[Summoner]]s, and [[Necromancer]]s. [[Venom Mage]] and [[Conjurer]] are also potent choices due to [[Mephitic Cloud]] being in their starting spellbooks.
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Mummies have innate faith. While it makes sense to pick gods that benefit most from it, this isn't the only thing to consider.
  
The [[Mummy Wizard guide]] gives one tested route to the Orb which leans heavily upon the mummy's special abilities, notably the ability to wait out the wrath of certain gods (in this case, [[Kikubaaqudgha|Kiku]]).
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Certain gods do not benefit from faith, but are great at negating the weaknesses of being a mummy:
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*[[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.
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*[[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.
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*[[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.
  
===Gods===
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Other gods do benefit from faith, and also synergize with mummies well:
[[Sif Muna]] is a popular choice for mummies; lacking hunger, Sif Muna's [[channeling]] ability allows them to generate free MP with no downside other than having to train the [[Invocations]] skill. Sif Muna also loses [[Piety]] very slowly over time, befitting mummies' slow playstyle.
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*[[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.
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*[[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.
  
As for other gods, mummies have no need to butcher corpses, so they can get a lot of mileage out of [[Yredelemnul]]'s undead-creating invocations, or from gods who allow blood sacrifice - [[Makhleb]], [[Nemelex Xobeh]], [[Lugonu]], or [[Okawaru]]. Nemelex has the extra advantage of being able to sacrifice all potions and permafood (for decks of wonders), plus a fair amount of jewelry beyond the usual surplus items. Also, decks of destruction are a fair bit safer when you're immune to poison and torment. [[Trog]] also takes blood sacrifice, but mummies cannot use the power of [[berserk]] that he grants, and worse still, Trog shuns most spellcasting. However, Trog's Hand still works for mummies, and is one of the few ways for them to heal quickly.
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==History==
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*Prior to [[0.31]], Mummies gained their first Necromancy boost at level 3.
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*Prior to [[0.30]], Mummies did not have innate [[Faith]].
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*Prior to [[0.29]], Mummies gained their Necromancy boosts at levels 13 and 26.
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*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.
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*Prior to [[0.24]], [[Fedhas Madash]] did not allow Mummy worshippers.
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*In [[0.20]], Mummies' [[Spellcasting]] aptitude was increased from -1 to +2.
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*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.
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*Prior to [[0.17]], Mummies did not gain a stat every 5th level.
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*Prior to [[0.8]], Mummies gained 3 MR every level instead of 5.
  
[[Category:Species]] [[Category:Mummy]]
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[[Category:Mummy]]
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{{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