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Mutations are special abilities in HATEMoo that give stat bonuses and special commands. There are five distinctive types of mutations, soak mutations which grant resistances to elemental and weapon damage, focus mutations which use the focus skill to perform feats with your mind and body, movement mutations that allow you to surpass obstacles and move around easier, class mutations, radiation mutations, and miscellaneous mutations. Most mutations have two "levels".


Please note the distinctions between mutations are not made in game.

Soak Mutations:Edit

Level 1

Mutation Description Location
Snakeskin 2-4 slash and 1-3 stab resistance. Gangland Shopping Mall.
Rubberskin 3-6 electric and 1-3 acid resistance Maas-Neotek
High Density 3-5 beat and 1-4 bullets resistance Maas-Neotek
Firewalker 5-8 burn, 1-4 radiation, and 1-4 acid resistance Sharpton Projects
Yeti Skin Increases cold resist by 8-10. Makes you immune to the cold status effect. Mountain Pass

Level 2

Mutation Description Location
Eelskin +3 Swim, +2-2 electric, +2-2 stabbing and +1-2 slashing resistance. Greatly increases chances of breaking out of a hold. You need to pee 50% less, but you get thirsty 50% faster. Outside the Kraken's cave. Eelskin Directions
Silicone skin 2-4 acid laser 2-6 explode 2-6, and your body becomes unhackable and ungibbable. Trauma kits become 40% less effective. Mutually exclusive with Zombie. The oasis in the glass mesa.
Lithodermis 1-2 beat and 2-2 bullet resistance, as well as resistance to brain damage, broken limbs, and knockouts. -3 to swim and climb, and since you're heavier you can carry less. You also cannot fly. Adamant Canyon
Solar Sponge Burn +1-3, irradiation +2 and laser +2-3 resistance. Heal when hot/on fire (not by much though). Brawn increases and Brains decrease when you are in daylight. Mutually exclusive with Vampire. Ground zero in the Wasteland.
Yeti Fur 5 - 5 cold and 1 - 2 beat resistance, +1 to brawn, -1 - -3 to fire resistance, yetis will not attack you. Brawn and brains increases as you become colder. Stench becomes more effective when taken with this mutation. Weezer Dam

Focus mutations:Edit

Mutation Description Location
Carrie Allows you to set people (who you are in combat with) and light items (such as joints) on fire using your mind, with damage being determined by a Focus roll. Using carrie has a chance of causing mental illness. Firepit in the Open Plains
Chiller Lets you freeze objects encasing them in a block of ice that preserves consumables indefinitely until the block melts, puke antifreeze vomit on people that "preserves" consumables in their inventory, and freeze enemies which depends on focus, giving them the cold status. Fort Griam in Weezer
Fuck Machine +1 cool, -1 climb and +4 fuck. Gives you the Template:Cmd command, which allows you to get horny on command. You can attempt to accelerate your orgasm, or orgasm spontaneously, with the Template:Cmd command. There is also the Template:Cmd command which will cause a character without a dick to grow one, which will remain until death. This works for females, neuters, and guys who fuck up with the RDCD and get their dicks ripped off. Maas-Neotek
Salamander +4 to swim, +4 to climb, -1 to craft, +1 to focus. Allows you to Template:Cmd broken limbs. Template:Cmd relies on a focus check and can heal damage. Behind Gator Boy in the Shoreline
Screech +2 focus, gives the ability to Template:Cmd. Puts enemies into shock, and makes glass trees release you. The Chemical Plant
Writhing Smoke +2 focus, gives you the ability to Template:Cmd, which allows you to fill the room with black smoke, making it easier to flee. Abandoned Highway

Movement mutations:Edit

These mutations are mutually exclusive with the other mutations of their level. In other words, you can pick Phaser, Clairvoyance, or Leapfrog, plus its respective upgrade, and none of the others. The Leapfrog/Flight path is mutually exclusive with Lithodermis, but now you can have High Density and still fly, making flight somewhat feasible.

Level 1

Mutation Description Location
Phaser +1 focus, gives the ability to Template:Cmd any outdoor spot, and then Template:Cmd to it as long as nobody is watching you or standing in your phase spot. Potential to add focus IP. Wasteland, south east at the very bottom.
Clairvoyance +3 focus, gives you the ability to leave your body and travel around the world, without actually traveling. You are able to see psi shimmers while projected, and if there is too much psi in the room you can take damage. You can Template:Cmd to check for other clairs in the same room, and if you can find them, you can Template:Cmd to damage them. You can also listen to conversations in the room if you pass a focus roll for each time someone says something. The Cave of All Souls
Leapfrog -1 brawn, -1-3 beat resistance, +1 dodge, lets you Template:Cmd up/down stuff. Template:Cmding lets you instantly move in any direction that would normally require a climb. Leapfrog is dependent on Reflexes. Success allows you to instantly move in the chosen direction. Failure causes damage similar to a fall, including the possibility for broken limbs. Increases walking movement speed as well. Mt. Fisty


Level 2

Mutation Description Location
Blink Upgrade to Phaser, gives you the ability to Template:Cmd to a random place using focus. If your focus is high enough, you can also successfully
Template:Cmd for quicker transportation. If you fail the focus, you run the risk of telefragging or blinking to an undesired location. If someone else is in the tile you blink to, you will also telefrag.
The Labrynth (Heart of Necropolis)
Medium Upgrade to Clairvoyance, allows you to Template:Cmd out other players. +1 to focus. The higher your focus, the more accurate the roll. If your focus is high enough, you will accurately pinpoit the area that they currently reside. However, if their focus is high enough, they will be able to either detect that someone is seeking them, detect who is seeking them, or even detect where they are being sought from. Seek your targets with care! Also a great way to get brain damage if your focus is less than around 20. Top of dike (Stormfront Island)
Flight Upgrade to Leapfrog. Gives you the ability to Template:Cmd,Template:Cmd,Template:Cmd, Template:Cmd, and Template:Cmd. The downsides to flight are the cold that affects you while in the air, and the chupacabras which will attack you while flying. Skies above the Necropolis gate

'Class' mutations:Edit

'Class' mutations are the closest things HateMOO has to a class system, they are mutations that dramatically change the playstyle of the game for you if you take them and they should definitely not be picked up on a whim. Usually the class mutation, along with main skill focused on, is the main defining feature of a character. For example, if someone in corpchat asks you what you're building towards, "Clubs Abomination" or "Locksmith/Hack Zombie" will usually tell them what they want to know. Note that taking a class mutation is by no means necessary, and you can build a competent character without any of them if you so choose.

Mutation Description Location
Abomination Requires: hideous freak, ripper, and fuck machine. Gives -2 brains, -2 cool, +1 endurance, +1 brawn, +3 fish, -2 firearms, -6 persuade, 4-10 beat, 6-9 slash, 4-10 stab, 8-10 bullet, and 1-4 acid resist, inability to wear regular armor (low thickness limit), can Template:Cmd corpses for healing, Template:Cmd allows you to log out in outdoor type rooms safely, acid jizz/piss, as well as a claws upgrade that gives them radiation damage on top of more damage. Anyone in the same room with you will be irradiated (You cannot be irradiated yourself), you can breathe underwater, drugs do not get you addicted, nanites are only 40% as effective, food will only fill you 20% as much as it did. Once you die, your corpse will explode shortly after, causing damage to anyone in the room. Sealab
Chud The sixth and newest major change mutation. Gives +1 senses, +1 fuck, +2 climb, -2 firearms, 1-1 Beat, 1-2 Slash, 1-1 Stab, and some new commands: Template:Cmd to wail to other chuds within an area, or if no text is supplied, to wail for minions; and Template:Cmd to show information about your current minions and reputation. A higher tier of reputation means better minions for you. Due to underground dwelling, CHUDs have issues with light.Incompatible with: hideous freak, vampire, and zombie. Sewers
Empath Develop the power to psionically sense and absorb the emotions and feelings of others. Gives +1 brains, +2 senses, +3 focus and +2 medic, +3 to Medium's Template:Cmd, an unknown bonus to Plant Whisperer's Template:Cmd, allows Template:Cmd which may relieve stress in someone else, and Template:Cmd which lets you absorb the mental illnesses of others. You gain small amounts of stress from being in a room with other people who are stressed. Killing humans and some other intelligent creatures will give stress and shock on a failed focus roll, with the difficulty going up based on how close you are to the dying creature. Requires: Blink, Flight, or Medium. Berkeley Psychic Institute
Hideous Freak Gives you the ability to Template:Cmd people, giving them fear. -3 to cool, +4 to senses, +1 to endurance, +3 sneak, -2 persuade. Makes shopkeepers fear you, disabling your ability to buy/sell. FCPD will kill you on sight. All stress effects are reversed. Now with acid blood! Mutually exclusive with Vampire and Zombie. The Necropolis gate
Vampire Turns you into a permanent vampire. +4 to brawn, cool, endurance, and senses. -4 to brains. You will take damage from the sun if you are outside during the day, but only half as much as those who have the vampirism disease. You do not gain sustenance from normal food, and will have to drink the blood from your victims, using Template:Cmd. Typically you will have to Template:Cmd them for this to work, though people can willingly allow you to feed from them. Whenever you kill something, usually blood will splatter, and you can feed from this by using Template:Cmd or Template:Cmd. You have a chance of curing mental diseases every time you feed. Mutually exclusive with Hyperimmune, Hideous Freak, Solar Sponge, Billygoat, Plant Whisperer, and Zombie. Canyon's Depths
Zombie

Gives -6 brains, -2 brawn, +2 endurance, -3 sneak, -3 dodge, +10 maximum health, +100 zombie rot stage I resistance, +75 bleeding resistance, +25 heat resistance, +25 cold resistance, +75 addiction resistance, +100 suffocation resistance, +100 bends resistance, +100 blood nitrogen resistance, +100 vampirism resistance, +100 ingested toxin resistance, +100 toxic exposure resistance, +100 heart attack resistance, +100 choking resistance, +100 airborne infectious disease resistance, +75 sexually transmitted disease resistance, +40 age disease resistance; Soaks: 3-6 beat, 5-10 bullets, 2-5 electric, 100-100 suffocation, 50-100 healing, 100-100 internal; lets you Template:Cmd on corpses or severed heads for health and buffs, Template:Cmd to summon the undead to your aid, and Template:Cmd to puke bile on someone. Also, you are cloned in random locations and will re-animate after you die if you wait long enough. Your maximum weapon speed is capped at 4.5.

Incompatible with: bleeder, hideous freak, hyperimmune, silicone skin, vampire, and chud.

Infested Deeps

Other mutations:Edit

Mutation Description Location
Billygoat Can eat anything you can junk. Chance to barf up components from eaten items. No penalties from being full. +1 to Climb, +35 poison resistance. Immune to choking. Mutually exclusive with Vampire. Crater Rim
Bleeder You gain the power to inflict bleeding wounds on yourself, but you will feel stressed whenever you are not covered in at least a little blood. Additionally, bleeding wounds will cause you to enter a frenzy. You also no longer pass out from blood loss so bleed away. Mutually exclusive with Zombie and Superclot. Princeton General in Slagtown
Bloodhound +4 to track, +1 to senses, -1 to cool. Mountain Pass
Brute Strength +3 to brawn, -1 to endurance, +1 to wrestle. Mutually exclusive with Swollen Brain. In the Sewers, underneath Charnold
Camelfat Fat tissue reorganizes into a powerful water-storage medium. You'll get thirsty much more slowly. Drugs (both good and bad) will also take longer to work their way through your system. "Incompatible with: eelskin and iron liver" Sea of Dunes. Go to Glass Mesa, go south until you hit the ruined highway and follow the highway southeast.
Enigma You are a complete mystery to others. People can't accurately determine how strong you are, or what ailments you suffer from. In fact, your mysterious aura is so thick that it sometimes effects your own senses. Coincidentally, this makes you pretty cool. +2 cool, -1 senses. WARNING: you cannot be diagnosed, appraised, or analyzed by anyone (including yourself!) Only an Empath can cure a mentally ill Enigma. Back room of Heaven bar in Gangland.
Fibrocartilage +5 Max health. Your internal connective tissue becomes tougher, giving you more health. This also makes endocrines work better for you. However its peculiar chemical composition makes you nearly immune to rejuvex. Shoggoth Lair underneath Orphanage
Hooligan Something's...not right with your head. You have trouble focusing, and you're prone to bouts of brain damage. On the plus side, this makes it difficult to stun or distract you. Decreases focus by 3! Increases stun resistance by 35! Increases knockout resistance by 30! Increases wrestle by 1! You get a Template:Cmd command, with a chance of stun and damage based on your brawn and uses wrestle skill.Note: This resistance doesn't seem to reduce the chance of being stunned, but it significantly reduces the time you are stunned for. Nukem Academy - 2nd Floor in Slagtown.
Hyperimmune +2 endurance, immunity to all diseases, 50 resistance to rad sickness, reduces effectiveness of nanite healers by 60%. All other drugs still work. Mutually exclusive with Vampire and Zombie. Subway Tunnels
Iron Liver Resistance to poison and alcohol, makes pleasure drugs and nanite healers less effective. 40 resistance to THC and speed, 25 resistance to nanite healers, 60 resistance to curare, 70 resistance to spider venom, 75 resistance to pcp, 50 resistance to alcohol. Alcohol heals you 1-7 hp per heartbeat based off how drunk you are. Healing lasts for the duration of the drunk status effect. Getting drunk also removes revival sickness. Incompatible with: camelfat. Chemical Plant
Junkrat +1 Scavenge, +1 Senses. Can Template:Cmd which lets you find secret exits and lets you locate a specific item in a room. Requires Bloodhound. Toxic Dump
Mule Pouches in your skin let you carry 30% more weight. However, you feel stressed and uncomfortable if your pouches aren't full enough. Generator Room in the Sharpton Interior - Basement behinded a locked wooden door.
Nimble Fingers +1 Locksmith and Craft, +2 Reflexes, -2 Endurance, -2-4 Beat protection. You also gain the Template:Cmd command, which lets you massage stress out of other players. Mutually exclusive with Ripper. Sub-sewers
Plant Whisperer +1 persuade, 100% resistance to pregnancy. Your stats change while outside according to the weather. Gives you Template:Cmd, which lets you try to convince a plant to immediately bear fruit. Mutually exclusive with Vampire. Crater Forest
Ripper Gives you claws. +1 to fist, +2 to climb, -5 to locksmith, -4 to craft, -3 to repair and medic, -1 to pilot and chemistry. You can no longer Template:Cmd without doing damage to yourself. Mutually exclusive with Nimble Fingers. Mine
Stench -1 to senses, -4 to fuck, -2 cool and +2 endurance (when musking). Grants the command Template:Cmd, which releases a musk which gradually wears off after 5 or 6 minutes. The musk prevents smelling monsters from aggroing you and grants a bonus to escape said monsters at the cost of minor stat/skill changes to senses and fuck. Furthermore, you become a little easier to track even when not musking, and much easier to track when actively musking. Sewers
Swollen Brain +3 to brains, +1 to senses, -1 to cool. Mutually exclusive with Brute Strength. In the sewers, across the bridge to the west. Requires two people to get across the bridge.
Twitchy Nerves +2 reflexes, -1 senses and -2 focus Vault 4 in Wasteland
Superclot Makes your wounds seal up instantly so that you can't bleed to death, and +2 Endurance. Weapons which bypass armor to cause direct bleeding damage, such as sonic scalpels, will still inflict damage against you, but won't cause you to bleed. Incompatible with: Bleeder. Subway Tunnels
Xray Vision See through all kinds of shit. +1 to medic, locksmith, and scavenge, gives the Template:Cmd command which can be used to look into a closed container or into someone's inventory, and lets you see nude descriptions through the clothes of others. However, dark rooms will appear slightly darker to you. Screamer base, under the mountain pass

Radiation Mutations Edit

You have a chance to get mutations from having a lot of radiation (The amount appears to be 5 or more). Once you have about the needed amount, simply wait (heal yourself periodically if you need to) and one of these mutations may eventually occur. These mutations are temporary; when you die you'll lose them. If you have high endurance you may shrug off getting the mutation.

Mutation Effects Message when Acquired Visible Effects
second head brains +1, cool -1 You feel a terrible pain in your shoulder-- feels like something is being rearranged. Then there's a lot of pressure on your skin, and with a pop, something appears. <name> has a second head on <their> shoulder. It is shrunken and underdeveloped, but its eyes occasionally focus on you.
chameleon +4 sneak Your skin feels briefly like it's on fire, and large black patches appear all over it. You look at your hand, and realize you can see the floor reflected on it. <name> is hard to get a fix on. They shift in and out of sight, seemingly at random.
third eye +2 senses With a blinding flash of pain, the skin of your forehead splits, and then... you can see. Like never before. <name> has a third eye in the center of <their> forehead. It flicks about lazily.
red eyes +2 brawn, +2 reflexes, +1 senses, -4 cool Something in your brain snaps. Your vision tinges with red, and your face feels very itchy. <names>'s eyes are solid red globes, glassy and milky.
downs syndrome +1 brawn, -3 brains You feel your chromosomes changing. <names>'s has eyes set very widely apart and looks unusually happy with everything.
strange-looking skin +1 reflexes, -1 endurance Your skin suddenly feels like it's giving way, melting, but not. You move your arm and realize it makes you sort of 'flow'... very strange. <name>'s skin looks strange. It is slightly translucent, and appears to bead, like water, before breaking up again.
elephantitis -2 reflexes Your body shivers with pain, and your flesh starts to swell, straining your skin. Ugh. <name>'s flesh is blobby and swollen. Ick.
third arm Let's you triple-wield, but you can't wear clothes on your abdomen and occasionally drop what you're holding You clutch your shoulder in agony as it twists and shudders, sprouting a bizarre protrusion that slowly forms itself into something resembling an arm. <name> has a disgusting mutated third arm growing from <their> shoulder.
radpus +1 brawn/endurance, -4 cool, secrete 'pusgrubs' every couple minutes that can be eaten for nutrition(and/or beef juice box like drug effect???, double check numbers someone) <name> writhes in pain as huge, bubbling sores develop all over <their> body. <name>'s entire body is covered in huge, open sores leaking thick pus.
webbed fingers +4 swim -3 craft, not to be confused with salamander <name> spends a few seconds looking at <their> hand confusedly, spreading <their> fingers and ogling a new flap of skin between each pair. <name>'s hands look a bit strange.
third testicle Seems to give a bonus to fuck. (males only) <name> suddenly falls to his knees and grabs his groin, squeeling in pain. His eyes widen as his finds something extra. <name> walks with his groin thrust out slightly.
third breast Seems to give a bonus to fuck. (females only) <name> thrusts her chest out and squeels in pain as a third breast forces itself out of her chest between her first and second. <name> has a third breast.

Mutation Slots Edit

When you first start out, you have one free mutation slot.

XP Slots
0 1
4,000 2
8,000 3
12,000 4
16,000 5
24,000 6
32,000 7
40,000 8
48,000 9
60,000 10
72,000 11
84,000 12
96,000 13
112,000 14
128,000 15
144,000 16
160,000 17
176,000 18
192,000 19
208,000 20
240,000 21
272,000 22
304,000 23
368,000 24

[You earned another mutation slot!]

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