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Mummy

Name dcss:brainstorm:species: mummy
Summary Mummies are probably the worst race by a long shot. They should get some improvements!
Related issues 2481
Added by marvinpa
Added on 2010-09-11 02:50

Problem: No healing potions

Preliminary thought: Mummies need more MR. — studiomk 2010-09-11 02:59

… and apts, and XP ratio, and everything else.
They lost their only stick, scumming, and they were one of worst races even before that. Now they get weak hp, no stat gain, no potion use, terrible all apts (but Fight, Nec), rF- and the upsides: no food costs, Nec boost and resistance to some necromantic effects are minor in comparison.
I'd boost them all across the line. Improving all apts would be a good start – not instead, but in addition to other boosts proposed here. — kilobyte 2010-09-11 03:03

Other thoughts from IRC: Mummies have no way of curing confusion and that combines in very nasty ways with their poor MR. Well, it's baseline MR, but I just watched a level 13 mummy get confused by a boggart (HD:2). That's pretty much completely unavoidable death in the same way as Zot:5 ancient lich paralysis might be to a non-mummy (who would at least have had time to find stasis and/or a staff of enchantments). Someone suggested they could even get innate clarity. — marvinpa 2010-09-11 03:00

Mummy apts and xp are bad, yes, and the lack of potions hurts, particularly early on, as does regen and the later lifesaving necro spells, while rF- is dangerous at the start and always an inconvenience. However, mummies are still a medium-sized full-slot race, which is a solid advantage over several others. There's also races with even worse apts, and a 140 exp penalty isn't exceptional. Undead resistances may be shared by the stronger undead races, but they're still very useful throughout the game, and being hungerless makes them strong early/mid game casters and channelers.

Basically, mummies are without question one of the worst races, but it's okay for races to be different strengths, as if nothing else, it acts as a difficulty slider. Even so, I wouldn't be against innate clarity, as not being able to quaff confusion away is deadly at all points of the game (or alternatively, have the self-restoration ability also remove bad statuses for emergency use, and allow it to be used while confused). MR could perhaps be raised, partly to reflect monster mummies, though baseline MR being bad is an indiction that MR itself could use adjusting. But there's no reason to give the race extensive buffs, as it's hardly hopeless currently - mummy win stats as of .6 aren't out of line with other unpopular races, and indeed they're not even last. — og17 2010-09-11 05:31

After some playing experience, I'd say mummies are actually reasonably good now. They are definitely one of the most narrowly focused species, however - only a few builds and backgrounds make sense. They're really bad at most things and really good at some things. As an example, while MuIE doesn't get to cast Throw Icicle as soon as HuIE, you can cast it at everything once you have a good success rate, due to the lack of hunger. Also notable are vampiric weapons, rods, and invocations. Ozocubu's Refrigeration and Freezing Cloud are also exceptionally good for mummies, and they can cast the former really early if they're lucky enough to find it. — minmay 2011-03-27 23:49

Having very patiently played several mummies into late game (and won one) lack of healing is definitely a big problem. Unless you luck into a wand of healing, there's no way of healing the sort of damage caused by stone giants or even slime creatures. Vampiric draining has some obvious drawbacks as a source of healing. I propose mummies get to cast an invocable version of Borg's that's possibly less forgiving on the max hp loss. I also think mummies need more MR, or, innate clarity. Confuse simply wrecks mummies right and left as it currently stands. Clarity could be explained thematically by a mummy's immense age. They've had time to think and collect their thoughts–they have clarity in their minds.

It doesn't make much sense to be that rings of regeneration work on mummies, but the regeneration spell doesn't. It also doesn't make sense to me that Borg's doesn't work at all. Mummies get this big necro emphasis, but they really miss out on some of the best utility necro spells.

I also have a crazy idea. I always imagine scrolls being papyrus scrolls, so maybe mummies can apply scrolls as extra bandages, and heal themselves. They could turn some useless scrolls like random uselessness and curse weapon into a source of healing. — slyshy 2010-09-11 06:00


Mummies seem to be quite playable to me. Also, I don't think all races should be equally easy.

Giving them more ways of healing waters down the distinction. Similarly, removing the danger of confusion doesn't sound like a good idea to me. Giving them a bit more racial MR does sound like a sensible change.

A good mummy boost would be to make food more relevant for others. — rob 2010-09-14 12:15

What about adding to their necromancy aptitudes, reducing the necessity to spend so long sitting around slowly regenerating between fights and easing the early-game before any reliable source of usable healing is available by letting mummies be immune to Pain's 1hp backlash? It's mechanically different from DD's damage-shaving, although giving them a single point of that (a suggestion that came up on Mantis) would have the same effect, and improve things for backgrounds other than Necromancers. — djnw 2010-10-11 11:31

It's indeed openly inconsistent that undead take self-damage from pain, but it's not really a big deal for gameplay, even early. Actual damage shaving would make sense with some sort of “numbness” flavor, I guess, though I don't like the DD overlap much. — OG17 2010-10-13 01:56

Currently, Mummies have a hard time in Dungeon Sprint (Red Sonya). They lack the potions that are virtually necessary to get beyond the first room. My suggestion: Let Mummies start with a wand of healing, like Deep Dwarves. Could be a solution for the early main game too. — t0d 2011-05-24 12:28

For Sprint, sure. For the main game, this item is just way too good - it pretty much outright solves your early game. — minmay 2011-05-24 15:07

On drowning

Mummies don't breathe. Pursuant to some comments made on the dev list, I fired up wizmode and tried drowning a player mummy. Sure enough, my mummy succumbed to the water. Mummies shouldn't drown! A similar issue exists for vampire and ghouls.

It seems obvious that it could introduce balance issues if we let them trod through deep water. The first fix that came to mind was having mummies get soggy: deep water causes them to rot as their bandages come unwound. — brendan 2010-10-14 11:45

Just change the message from “You drown” to “You dissolve”. — evktalo 2010-10-14 12:15
Merfolk receive not only the ability to travel through deep water, but they get -substantial- bonuses when doing so. Allowing mummies to travel through deep water at half movement speed or some similar penalty is hardly game breaking and is much more intuitive. — Pedjt 2011-01-11 04:09
Now that grey draconians can move through deep water due to unbreathing, it's really weird and inconsistent that player undead can't. “Dissolving” is nothing but a cop-out, as mummies can stand in shallow water for any length of time without harm yet die within seconds of submerging in deep water. I suppose you could make them “drown” by entering shallow water too, but there are tons of vaults, including entry vaults, that force you to tread through shallow water, so it'd make the species basically unplayable unless most of them were revised. Swamp and Shoals, too. — minmay 2011-04-10 00:20
I agree that undead drowning is kinda stupid. It says right there on your inherent abilities screen: “You can survive without breathing.” — spudwalt 2012-10-15 03:32

Ancient Memories

Mummies are (thematically) older than any other species in Crawl by several orders of magnitude. They have seen and learned many things, but the haze of eternity is thick and the past is fleeting. Even so, new experiences can bring back an ancient nostalgia. At certain level breakpoints (say every 5 levels) mummies could receive a big shot of experience to a random skill, representing ancient memories of things they've done in their massive life and unlife spans, but have only now remembered. Planescape-Style. “Victory seems like an old friend…” “Perhaps not so much was lost.” “You have old visions of yourself <skill>ing with shocking proficiency.” Etc. — Pedjt 2011-01-11 04:09

I like this idea, could create some interesting choices - for instance, if your caster suddenly gets a bunch of Armour skill, you might want to try to cast in dragon armour even if you weren't originally intending to.
In my opinion, this should be about as common as demonspawn mutations and about as predictable (you may get one at XL2 if lucky and may not get any until XL6 if unlucky). Unlike DS mutations, the total number of skill boosts could be variable. Also, you'd definitely want to use skill points instead of experience points, and give more skill points at higher levels (increasing a skill by five levels means more in the early game than the late game). — minmay 2011-05-30 02:16
I like this idea a lot - quite fresh mechanically and very thematic. — b0rsuk 2011-05-30 18:23
I just created a patch for this: https://crawl.develz.org/mantis/view.php?id=6710!

A Greater Curse

Mummies are naturally in touch with death already, but currently eat necromancy miscasts as much as the next guy. A simple chance to avoid necro miscast effects (char level / 54 for example) would make them better at necromancy, and let them better resist mummy curses (tasteful). They'd also resist the effects of hell “Maybe you DO belong here…” — Pedjt 2011-01-11 04:09

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dcss/brainstorm/species/mummy.1362017128.txt.gz · Last modified: 2013-02-28 03:05 by khalil
 
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