Difference between revisions of "Mummy"

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(it's really not an undead penalty)
(Innate Abilities: Now it's essentially impossible to die in deep water, change this.)
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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]].''
 
''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.
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==Innate Abilities==
 
==Innate Abilities==
*Mummies are [[undead]], and have the assorted resistances and weaknesses:
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*Mummies have many assorted resistances and weaknesses:
**Undead Benefits: [[Cold Resistance 1]], [[Life Protection 3]], [[Poison Resistance]], [[Rot Resistance]], [[Torment Immunity]].
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**Benefits: [[Cold Resistance 1]], [[Life Protection 3]], [[Poison Resistance|Poison Immunity]], [[Rot Resistance|Rot Immunity]], [[Torment Immunity]], cannot be [[mutation|mutated]].
**Undead Penalties: Vulnerable to [[Dispel Undead]] and [[holy wrath]]-[[brand]]ed weapons (which they cannot wield); will [[rot]] instead of [[mutate]]; cannot go [[berserk]].  
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**Penalties: Vulnerable to [[Dispel Undead]] and [[holy wrath]]-[[brand]]ed weapons (which they cannot wield); cannot go [[berserk]].  
 
**Mummies have one level of [[fire#Fire Vulnerability|fire vulnerability]].
 
**Mummies have one level of [[fire#Fire Vulnerability|fire vulnerability]].
*Mummies cannot memorize any self-transformation spells, nor can they memorize 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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*Mummies suffer penalties to [[Stats]] in lieu of mutation.
*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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*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 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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*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 do not breathe, and thus cannot [[asphyxiation|asphyxiate]] (deep water remains fatal, causing unraveling rather than drowning).
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*Mummies are incapable of drinking potions of any kind.
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*Mummies do not breathe, and thus cannot [[asphyxiation|asphyxiate]] (but still cannot enter deep water, which would cause unraveling rather than drowning).
 
*Being undead, mummies may not worship [[The Shining One]], [[Zin]], [[Elyvilon]], or [[Fedhas Madash]].
 
*Being undead, mummies may not worship [[The Shining One]], [[Zin]], [[Elyvilon]], or [[Fedhas Madash]].
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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==
*'''Mages:''' [[Wizard]], [[Conjurer]], [[Necromancer]], [[Ice Elementalist]]
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*'''Mages:''' [[Wizard]], [[Conjurer]], [[Summoner]], [[Necromancer]], [[Fire Elementalist]], [[Ice Elementalist]]
  
Due to their undead nature, mummies are prohibited from becoming [[Healer]]s. Like [[Ghoul]]s, they are also prohibited from becoming [[Transmuter]]s.
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Like [[Ghoul]]s, mummies are prohibited from becoming [[Transmuter]]s.
  
 
==Level Bonuses==
 
==Level Bonuses==
*No additional [[stat]] gain.
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*+1 to a random [[stat]] every 5th level.
 
*Average [[HP]].
 
*Average [[HP]].
 
*Average [[MP]].
 
*Average [[MP]].
*+3 [[magic resistance]] per level.
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*+5 [[magic resistance]] per level.
 
*Gain boosts to [[Necromancy]] spell power at levels 13 and 26.
 
*Gain boosts to [[Necromancy]] spell power at levels 13 and 26.
*[[File:Self restoration.png]] Mummies receive a Self-Restoration ability at level 13: at the cost of a ''permanent'' MP, all [[strength]], [[dexterity]], [[intelligence]], and some [[rot]]ted HP are restored.
 
{{flavour|At the permanent loss of one magic point restore your Strength, Dexterity, and Intelligence, and heal a large amount of rotted hit points.}}
 
  
 
==Starting Skills and Equipment==
 
==Starting Skills and Equipment==
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{{Hard}}
 
{{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 curing]] and [[potion of speed|speed]]; [[berserk]]ing (from any source); and the spells [[Death's Door]], [[Borgnjor's Revivification]], [[Alistair's Intoxication]], and [[Regeneration]].
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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 game. 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]].  
 
 
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 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.  
 
 
Lack of [[spell hunger]] combined with hunger-free [[channeling]] allows mummies to [[spam]] powerful spells. This makes them very potent in the late game.
 
  
 
{{species_aptitudes|Mummy}}
 
{{species_aptitudes|Mummy}}
  
 
==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 should be considered a challenge species, 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.
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[[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.
  
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, 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]].
  
===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 does not help, and yet all the disadvantages of Mummies are as salient as ever, if not more so.
[[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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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.
  
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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==History==
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Prior to [[0.20]], mummies had a spellcasting aptitude of -1.
  
===Most Suitable Classes===
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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.
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]] is also a potent choices due to [[Mephitic Cloud]] being in its starting spellbook.
 
  
The [[Mummy Wizard guide]] gives one tested route to the [[Orb_of_Zot|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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Prior to [[0.17]], mummies did not gain a stat every 5th level.
  
===Gods===
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Prior to [[0.8]], mummies gained 3 MR every level instead of 5.
[[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.
 
 
 
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.
 
 
 
==Strategy==
 
*[[Elynae's Better MuWz Guide]]
 
*[[Buddy23Lee's Mummy Fighter guide]] (0.12)
 
  
[[Category:Species]] [[Category:Mummy]]
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[[Category:Mummy]]
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{{species}}

Revision as of 06:03, 30 January 2019

Version 0.21: This article may not be up to date for the latest stable release of Crawl.

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. 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.

Innate Abilities

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

Preferred Backgrounds

Like Ghouls, mummies are prohibited from becoming Transmuters.

Level Bonuses

Starting Skills and Equipment

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

Difficulty of Play

SimpleIntermediateAdvanced

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 game. 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 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.

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 should be considered a challenge species, 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, 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 does not help, and yet all the disadvantages of Mummies are as salient as ever, if not more so.

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.

History

Prior to 0.20, mummies had a spellcasting aptitude of -1.

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