Mummy

An undead figure covered in bandages and embalming fluids, compelled to walk by an ancient curse.

Mummy is a Species in Dungeon Crawl.

Mummies are an attempt to balance a race around the removal of an integral mechanic: The hunger clock. In return for not needing to eat, Mummies are provided with the following disadvantages:


 * Inability to drink potions: Possibly one of the most devastating losses to a character. Heal Wounds, Agility, Might, Brilliance and other potions are unavailable for mummies. Worst yet, confusion cannot be cured out of, meaning that without Clarity areas such as the Spider's Nest can be death sentences.
 * rF-: Takes more damage from fire. This makes early threats such as Orc Wizards and Sigmund significantly more dangerous. By mid-game, fire Drakes and Lindwurms are extremely dangerous without some source of fire protection.
 * Aptitudes: Mummies enjoy a uniform -2 to almost all skills, with few exceptions such as fighting (at -1) and Necromancy (at +0). This, in combination with the above deficiencies, makes the mummy early game often unfair.
 * Specific weaknesses: Mummies cannot cast the Regeneration Spell, and are damaged heavily by enemy Dispel Undeads. They also cannot cure out of Rot without paying 1 permanent mana point, but it is much more difficult to rot a mummy.

Mummies do have a fair number of advantages that can be abused to some degree:
 * rC++: This makes Ozocubu's Refridgeration extremely powerful. Mummies take less damage from the spell and the drinking issue is negated.
 * Immunity to poison: Different from rPois, as mummies can't be poisoned by any means whatsoever. This makes Olgreb's Toxic Radiance also strong, as Mummies can poison all enemies on the screen without having to take damage.
 * Immunity to torment: This makes little difference against most enemies. Makes liches slightly less dangerous (Conjurations will still destroy you though!) as tormenting demons can be treated with lower priority (of course taking into account that Brimstone Fiends can still Hellfire you). Makes Tomb slightly less dangerous as Smiting and the Tomb:1 Sphinx pack are still important issues.
 * Necromancy empowerment: Provided at level 13. Not as amazing as it sounds, as necromancy has extremely little to do with spell power. Can make Dispel undead deal more damage though.

It must be stressed that the removal of the food clock is not gamebreaking: Food is irrelevant for nearly all characters, especially with the removal of fast metabolism for Centaurs and Ogres. In addition, the dungeon's Out of Depth timer still restricts Mummy gameplay.

Optimally, gods for Mummies are usually picked for their exploitability: Sif Muna's channeling costs only food, for example, while Okawaru's sacrificial mechanic can be fully abused by the lack of food.

Gozag is an interesting choice, as he provides the ability to quaff potions. His ability to convert corpses to gold does not harm Mummies at all, and he covers a specific weakness that are inherit to the race.