Just those two mutations are going to cost one hundred and sixty five a piece. It's so expensive to mutate at this tier… and it's harder than ever to get a decent amount of Biomass! Those stomach mutations are a lifesaver, seriously.
Moving on, I think it's ti to take a look at so other, key body parts that could use so powering up. First of all, the Vestibule.
I've focused entirely on increasing the range so far, all the way to 30 and it really pulls in the Will, that's for sure. At the 35 level, I have no idea what sort of options are going to show up, but I probably don't need any more range? Surely there'll be sothing interesting.
I an, all the Vestibule does is pull in Will, or receive Will, or whatever, and send it into my body, which gives a variety of effects. My remarkable endurance is due to the Vestibule, after all. The only thing it doesn't help regenerate is mana.
Improving the range is amazing, but there has to be a limit. I an, no matter how much I mutate it, it'll never reach the second stratum from the fifth.
Diving into the nus once again, I look around for anything that might prove useful. Despite its seemingly limited function, there's still a lot of options for the Vestibule, and I take the ti to read a selection to try and get a sense for what is possible.
There's a few options that take by surprise, such as one which effectively lets aim the vestibule? From the description, it seems to… direct the opening in order to extend the range even further? Right now, it doesn't matter where a mber of the Colony is relative to , so long as they fall inside the area of the Vestibule's effect, I'll receive the Will they send . With this mutation, I could point the Vestibule 'up', and only receive Will from ants above . It sort of makes sense, since most of the Colony are generally above in the Dungeon, but even if it doubled the range, I still don't think it's worth it.
Another option lets shut the Vestibule? I an… why? If I think of the Vestibule as a gateway, this mutation lets put a door on it? I really don't see the benefit… but hey, it's in the list, so it must have a purpose… probably.
There's one that puts so sort of… watchdog on the Vestibule? It says it defends it in the description, but again, from what? And how? This, along with the Templars showing up in the Nave, tells that there's a lot more to the Vestibule than I know. Clearly, it's possible to interfere with the energy in a nefarious way, but I can't imagine how that works.
Eventually, I narrow down the options to a few I feel I can live with.
The first is an Infusing Mutation that will improve the regeneration rate provided by the Vestibule. Faster fatigue reduction, stamina replenishnt, organ refill… it hits a lot of boxes and makes the Vestibule better at what it does.
It'll also be extrely useful down in the fifth. The more I can regenerate, the longer I can stay in the toxic environnt. With the number of ants heading down there, I'll be able to refill my regeneration gland every few minutes. Gweheheheh.
The other mutation that catches my eye allows the Vestibule to pull in Will faster… which is… interesting? I didn't realise it had a speed or anything of the sort, but effectively, this will allow to take in more Will over ti from the sa number of ants. This will also have the effect of improving my regeneration, but from a different angle. The Will isn't used more efficiently, but there's more of it. This mutation will also help refill the Altar faster, which is obviously a win.
Co to think of it, these two would be excellent when fused together. If I reach 45 and combine them, my regeneration will skyrocket. Planning ahead! How fancy!
For now, I choose the Accelerated Absorption mutation and move onto the Nave.
So far, my Nave mutations have been focused on two things, increasing the number of 'seats' in there, though I'm not completely sure what that does, other than allow to talk to them directly without any sort of ntal link, and condensing the energy that flows through. Looking through the list of mutations now, I can see there's a lot of new options, and a few that I don't necessarily like.
There's one that makes those providing Will more susceptible to suggestions by the receiver. Uh… no? What the heck?! There's another one that drains free will along with whatever Will is already being provided. Excuse ?! What the heck is going on here?! Just what is this organ for?
It's almost a relief when I find one I like.
Empowering Nave, which allows to direct the flow of Will to those with a place inside the Nave. It doesn't help out, but it will allow to powerup anyone who's inside the Nave, which should include the Templars as well, unless I miss my guess. This is a nice way to give sothing back to the Colony, which makes happy. I took the Altar of Self so I could turn myself into the defender of my family, but there are plenty of others out there doing work for the Colony. This mutation lets help them out, even just a bit.
Lock it in!
Finally, I turn my attention to the Altar.
Again, two different mutations have been my focus so far: capacity, and cost reduction on Gravity-related abilities. The Altar holds more juice, and using it to empower my gravity spells costs less, both great choices, and I'm a big fan. However, at 35, we need sothing a little more show-stopping.
I dive into the expanded list of options, hoping to find sothing that has a bit of punch. The Altar is already my trump card, turning into a pseudo tier eight monster with my absurdly beefed up attacks. What could tip it over the edge? I'm hoping the more powerful mutation options at this tier will provide an answer.
And they do.
Impregnable, which allows to directly empower my carapace. Gweheheheh. I'm going to be invincible!
I confirm those mutations with glee, then imdiately collapse as the fiery itch erupts all over my body.
DAMMIT!
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