crawlSS_052_mutations.txt: Mutations and magic contamination Based on Crawl Stone Soup 0.5.2 Last change: 2010-01-10 by E. Grasland (use a fixed-width font like Courier to display the tables correctly) Gaining mutations ~~~~~~~~~~~~~~~~~ Sources of mutations ==================== There are many ways to gain mutations. Although you may actually want to gain mutations, there are some ways that you should avoid, as they will give you bad mutations most of the time. Zin followers should avoid trying to gain any mutation. * Sources of bad mutations - Magic contamination (magic contamination is described on a specific section below) - Being hit by a mutagenic melee attack 25% chance to receive a bad mutation each time you're hit. Currently, only Pulsating Lumps have mutagenic attacks. - Being hit by a beam of Polymorph Other zapped by a monster Beams of Polymorph Other can be generated either by wands of Polymorph Other (zapped by other monsters only) or by several monsters (Neqoxec, Cacodemon, Shining Eye, Orb of Fire, Giant Orange Brain). There's no magic resistance check here (only resist mutation), so be very careful with wands lying on the floor in the dungeon or when encountering one of these monsters... - Eating a rotten mutagenic chunk Eating a rotten mutagenic chunk will give you a bad mutation. - Miscasting a spell Failing to cast a high-level transmutation spell (or suffering a miscast from another source, from Xom or Sif Muna for example) has a small chance to give you one or two bad mutations. * Other sources of mutations - Drawing the "Helix" card Drawing the "Helix" card from a deck of Wonders or Changes may give you a random or a good mutation. - Xom actions Some of Xom's actions will mutate you, either bad, (xom) random or good depending on its mood. - Casting Alter Self This level 7 Transmutation spell will give you a random mutation. - Drinking a potion Potions of Gain Dexterity, Gain Intelligence or Gain Strength gives 1 level in the corresponding mutation Potions of Mutation gives 3 random mutations. - Eating a mutagenic chunk Eating a mutated chunk will give you a random mutation. - Levelling up Some species, notably Demonspawns, gain permanent, useful mutation when levelling up (see below). Magic contamination =================== Sources of magic contamination are the following: * Miscasting a spell Any spell can contaminate you if you fail to cast it by level^2*miss/500, where level is the spell level and miss the percentage by which you failed. Occasionnally failing to cast a spell is reasonably safe up to about a level 5 spell which you have 70% chance ("Good") to successfully cast; trying to cast a level 9 spell for which you only have a 10% chance of success could contaminate you for 15 points. In addition, failing an Enchantement, Translocations or Transmutation spell may lead to a miscast effect, one of which is 0-18 points of contamination (likely to be around 9). Transmutation has another miscast effect which is 0-34 points of contamination (likely to be around 17). Followers of Sif Muna are immune to all of this. * Activating some abilities Several powerful abilities may contaminate you when activated through the 'a'bilities menu: - Turn invisible: 1d3 points (evoked from a ring or an intrinsic ability) or 1d2 points (from a wand of invisibility zapped at yourself), - Haste: 1 point, only if you were already hastened. Swiftness (which only affects your movement speed) is a different effect, but Berserking does count as being hasted for this purpose (if you berserk while already hastened). * Drinking a potion - Might: 1 point, only if you were already mighty (otherwise 0) - Speed: 1 point, only if you were already hastened - Resistance: 1 point * Reading a scroll or casting a spell - Blink (except random blink): 1 point - Extension : 1d2-1 points, +1 if you were hasted, +1 if you were invisible, +1 if you were levitating - Controlled teleportation: 1 point * Being exposed to contaminating magic Every 20 turns (for a character with 10 speed; 40 turns for example after drinking a potion of speed), several (cumulative) tests are made to eventually increase your contamination. Unlike most other forms of magic contamination, passively gaining contamination (except from wielded artefacts) is not frown upon by Zin. - If you're invisible, 60% chance to gain 1 point - If you're hastened (including from berserking), 60% chance to gain 1 point - If you're wielding a mutagen artefact, about 65% chance to gain 1 point On the other side, you magic contamination decrease by 1 point every 40 turns on average (except if you're hastened or invisible), and by 1d5 points if you read a scroll of vulnerability (or, more unlikely, if you got the duration from all your enchantements reduced to 1 by the wrath of Sif Muna). Your magic contamination determines your contamination level as follow: +--------------------+--------------------+------------+ |Magic contamination |Contamination level |Glow Colour | +--------------------+--------------------+------------+ | 0 | none | none | | 1 -- 5 | 0 | grey | | 6 -- 15 | 1 | yellow | | 16 -- 25 | 2 | light red | | 26 -- 40 | 3 | dark red | | 41 -- 60 | 4 | dark red | | > 60 | 5 | dark red | +--------------------+--------------------+------------+ Contamination level 0 is purely cosmetic (you're warned that you should be careful). Having a contamination level of 1 or more has two main effects: - First, you're glowing, which makes attacks against you easier. Monster's accuracy is increased by 1d8 + 1 for the purpose of attacking you and they will be able to see you even if you're invisible. - Every 40 turns on average, there's a (4 + 4*magic contamination)% chance that wild energies resulting from magic contamination will be released. At contamination level 1, you have at least 6 points of magic contamination, so the chance is at least 28%. When wild energies are released, if you're a follower of Zin and inside a Sanctuary, you're protected and won't suffer bad effects. Otherwise, there's a 20% chance that you'll receive a random mutation and 80% chance you'll receive a bad mutation (which has 50% chance to bypass any form of mutation resistance you may have). If you had at least 11 points of magic contamination, there's in addition a 50% chance that a magical storm will be released around you, which will damage everyone for 3d(magic contamination)/2 HP, doubled if you're an undead. Releasing wild energies will decrease your magic contamination by 25%. Magic contamination can never drop below 0 or exceed 250. Losing Mutations ================ There are a few ways to lose mutations: * Drinking a potion of Cure Mutation This is the main way to get rid of unwanted mutations. You'll lose a number of mutations according to the following table: +-------------------+------+------+------+------+------+------+------+------+ | Mutations removed | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | +-------------------+------+------+------+------+------+------+------+------+ | Probability (%) | 0.05 | 0.95 | 6.3 | 19.8 | 32.2 | 27.4 | 11.4 | 1.8 | +-------------------+------+------+------+------+------+------+------+------+ You can also get this effect if you draw the "potion" card from a powerful enough deck of cards (see the spoiler on misc items). * Drawing the Helix card Drawing the "Helix" card from a deck of Wonders or Changes may delete a random or a bad mutation. * Invoking Zin's power Once per game, followers of Zin with very high piety may get all their mutations removed. On the other hand, one possible effect of Zin's wrath is to remove all your good mutations. * Miscasting a high-level Transmutation spell As this could also give you bad mutations, this is not something you should actively try to do... * Gaining a random mutation If you're already mutated when you should gain a random mutation, there's a 2% chance per mutation you already have (up to 33%) that you'll lose a mutation instead. This only works with random mutations, not good or bad mutations; god gifts (Xom mainly) have a 67% chance to bypass this test. Protection against mutations ============================ Mutating is not guaranteed when you should gain a mutation. Here are all the ways to avoid mutating (cumulative): * Amulets of Resist Mutation Wearing one of these amulets will protect you 90% of the time when gaining a mutation (nothing happens instead). This does not work against potions of Gain Dexterity, Gain Intelligence or Gain Strength. * Mutation resistance Having a the Mutation Resistance mutation at level 1 or 2 will protect you 33% of the time. At level 3, this raise to 100%. * Zin's followers Zin's followers have a Piety/2 % chance to be protected. This does not work against potions of Gain Dexterity, Gain Intelligence or Gain Strength. * Undeads Mummies and Ghouls are protected against any form of mutation (they rot instead). Vampires similarly have a chance to be protected depending on their satiation level: - Alive: no protection - Very Full: 33% chance to be protected (0% for potions of Gain Dexterity, Gain Intelligence or Gain Strength) - Full: 50% chance to be protected (0% for potions of Gain Dexterity, Gain Intelligence or Gain Strength) - Satiated: 67% chance to be protected - Thirsty or less: 100% chance to be protected Unlike other forms of protections (which are tested first), undead protection come at a price: instead of gaining a mutation, they will temporary lose 1 stat point (50% chance) or lose 1d3 max HP to rotting (50% chance). This is especially bad for Mummies since they cannot drink potions of healing to regain the rotted HP, they have to use their level 13 ability for 1 permanent MP (Ghouls do not have this problem even though they cannot drink since they restore rotted HP by eating meat). * Heavily mutated characters Characters already heavily mutated may avoid gaining other mutations. The chance is 6.5% per mutation they already have; this will result 33% of the time in losing a mutation and 67% of the time in avoiding the effect altogether. This only works for random mutations, not good or bad mutations. Random mutation =============== The probability for each mutation in each category (Random, Random Xom, Good and Bad) are given below. Note that "Good" mutations may not necessarly be good for you depending on your situation (Mutation resistance or Stiffs muscle for example). +-----------------------+--------+--------+--------+--------+-----------+---------------------------------------------------+ |Mutation | Random | Xom | Good | Bad | Max level |Short description | +-----------------------+--------+--------+--------+--------+-----------+---------------------------------------------------+ |Strong | 2.8% | 2.2% | 4.5% | 0.0% | 14 |+1 Strength | |Clever | 2.8% | 2.2% | 4.5% | 0.0% | 14 |+1 Intelligence | |Agile | 2.8% | 2.2% | 4.5% | 0.0% | 14 |+1 Dexterity | +-----------------------+--------+--------+--------+--------+-----------+---------------------------------------------------+ |Tough skin | 3.5% | 2.8% | 5.6% | 0.0% | 3 |AC +1/+2/+3 | |Green scales | 0.7% | 0.6% | 1.1% | 0.0% | 3 |AC +1/+3/+5 | |Thick black scales | 0.3% | 0.3% | 0.6% | 0.0% | 3 |AC +3/+6/+9 Dex -1/-2/-3 | |Grey scales | 0.7% | 0.6% | 1.1% | 0.0% | 3 |AC +1/+2/+3 | |Bone plate | 0.3% | 0.3% | 0.6% | 0.0% | 3 |AC +2/+3/+4 Dex -1/-2/-3 | |Red scales | 0.7% | 0.6% | 1.1% | 0.0% | 3 |AC +1/+2/+4 | |Nacreous scales | 0.3% | 0.3% | 0.6% | 0.0% | 3 |AC +1/+3/+5 | |Ridged grey scales | 0.7% | 0.6% | 1.1% | 0.0% | 3 |AC +2/+4/+6 Dex -1/-1/-2 | |Metallic scales | 0.3% | 0.3% | 0.6% | 0.0% | 3 |AC +3/+7/+10 Dex -2/-3/-4 | |Black scales | 0.7% | 0.6% | 1.1% | 0.0% | 3 |AC +1/+3/+5 | |White scales | 0.7% | 0.6% | 1.1% | 0.0% | 3 |AC +1/+3/+5 | |Yellow scales | 0.7% | 0.6% | 1.1% | 0.0% | 3 |AC +2/+4/+6 Dex 0/-1/-2 Acid red 0/+1/+2 | |Brown scales | 0.7% | 0.6% | 1.1% | 0.0% | 3 |AC +2/+4/+5 | |Blue scales | 0.7% | 0.6% | 1.1% | 0.0% | 3 |AC +1/+2/+3 | |Purple scales | 0.7% | 0.6% | 1.1% | 0.0% | 3 |AC +2/+4/+6 Dex -1/-1/-2 | |Speckled scales | 0.7% | 0.6% | 1.1% | 0.0% | 3 |AC +1/+2/+3 | |Orange scales | 0.7% | 0.6% | 1.1% | 0.0% | 3 |AC +1/+3/+4 | |Indigo scales | 0.7% | 0.6% | 1.1% | 0.0% | 3 |AC +2/+3/+5 | |Knobbly red scales | 0.3% | 0.3% | 0.6% | 0.0% | 3 |AC +2/+5/+7 Dex 0/-1/-2 | |Iridescent scales | 0.3% | 0.3% | 0.6% | 0.0% | 3 |AC +1/+2/+3 | |Patterned scales | 0.3% | 0.3% | 0.6% | 0.0% | 3 |AC +1/+2/+3 | |Fur | 0.7% | 0.6% | 1.1% | 0.0% | 3 |AC +1/+2/+3 Cold res 0/0/+1 | +-----------------------+--------+--------+--------+--------+-----------+---------------------------------------------------+ |Poison resistance | 1.4% | 1.1% | 2.2% | 0.0% | 1 |Poison res | |Fire resistance | 1.4% | 1.1% | 2.2% | 0.0% | 3 |Fire res +1 | |Cold resistance | 1.4% | 1.1% | 2.2% | 0.0% | 3 |Cold res +1 | |Shock resistance | 0.7% | 0.6% | 1.1% | 0.0% | 1 |Shock res +1 | |Acute eyesight | 0.7% | 0.6% | 1.1% | 0.0% | 1 |See Invisible | |Control translocations | 0.7% | 0.6% | 1.1% | 0.0% | 1 |Teleport control | |Clarity | 2.1% | 1.7% | 3.4% | 0.0% | 1 |Resist confusion | |Mutation resistance | 1.4% | 1.1% | 2.2% | 0.0% | 3 |Resist mutation 33%/33%/100% | +-----------------------+--------+--------+--------+--------+-----------+---------------------------------------------------+ |Carnivorous | 1.7% | 1.4% | 2.8% | 0.0% | 3 |Eat chunks anytime. bonus/malus for certain foods | |Slow metabolism | 2.4% | 1.9% | 3.9% | 0.0% | 3 |Hunger rate -1/-1/-2 | |Regeneration | 1.0% | 0.8% | 1.7% | 0.0% | 3 |Regen +0.2/+0.4/+0.6 HP/turn | |High magic | 0.3% | 0.3% | 0.6% | 0.0% | 3 |+10%/+20%/+30% MP | |Stiff muscles | 3.5% | 2.8% | 5.6% | 0.0% | 3 |+1 Strength / -1 Dexterity | |Flexible muscles | 3.5% | 2.8% | 5.6% | 0.0% | 3 |+1 Dexterity / -1 Strength | |Robust | 1.7% | 1.4% | 2.8% | 0.0% | 3 |+10%/+20%/+30% HP | |Repulsion field | 0.3% | 0.3% | 0.6% | 0.0% | 3 |EV +1/+3/(+5, Repel Missiles) | |Magic resistance | 1.7% | 1.4% | 2.8% | 0.0% | 3 |Magic resistance +30/+60/+90 | |Cover ground quickly | 0.3% | 0.3% | 0.6% | 0.0% | 3 |Movement speed +25%/+43%/+67% | +-----------------------+--------+--------+--------+--------+-----------+---------------------------------------------------+ |Teleport at will | 0.7% | 0.6% | 1.1% | 0.0% | 3 |Evoke Teleportation | |Spit poison | 2.8% | 2.2% | 4.5% | 0.0% | 3 |Evoke Spit poison | |Sense surroundings | 1.0% | 0.8% | 1.7% | 0.0% | 3 |Evoke Magic mapping | |Breathe flames | 1.4% | 1.1% | 2.2% | 0.0% | 3 |Evoke Breathe Flames | |Blink | 1.0% | 0.8% | 1.7% | 0.0% | 3 |Evoke (random) Blink | +-----------------------+--------+--------+--------+--------+-----------+---------------------------------------------------+ |Horns | 2.4% | 1.9% | 3.9% | 0.0% | 3 |Unarmed attack, no hard helmet | |Beak | 0.3% | 0.3% | 0.6% | 0.0% | 1 |Unarmed attack, no hard helmet | |Claws | 0.7% | 0.6% | 1.1% | 0.0% | 3 |Unarmed attack, no gloves at level 3 | |Fangs | 0.3% | 0.3% | 0.6% | 0.0% | 3 |Unarmed attack | |Hooves | 0.3% | 0.3% | 0.6% | 0.0% | 1 |Unarmed attack, no boots | |Talons | 0.3% | 0.3% | 0.6% | 0.0% | 1 |Unarmed attack, no boots | +-----------------------+--------+--------+--------+--------+-----------+---------------------------------------------------+ |Breathe poison | 0.0% | 0.0% | 0.0% | 0.0% | 1 |Improved spit poison | |Poisonous tail | 0.0% | 0.0% | 0.0% | 0.0% | 3 |Unarmed attack | |Big wings | 0.0% | 0.0% | 0.0% | 0.0% | 1 |Permanent flying | +-----------------------+--------+--------+--------+--------+-----------+---------------------------------------------------+ +-----------------------+--------+--------+--------+--------+-----------+---------------------------------------------------+ |Weak | 3.5% | 5.0% | 0.0% | 9.0% | 14 |-1 Strength | |Dopey | 3.5% | 5.0% | 0.0% | 9.0% | 14 |-1 Intelligence | |Clumsy | 3.5% | 5.0% | 0.0% | 9.0% | 14 |-1 Dexterity | +-----------------------+--------+--------+--------+--------+-----------+---------------------------------------------------+ |Herbivorous | 1.7% | 1.4% | 0.0% | 4.5% | 3 |Bonus/malus for certain foods. no chunk at level 3 | |Fast metabolism | 3.5% | 2.8% | 0.0% | 9.0% | 3 |Hunger rate +1/+2/+3 | |Slow healing | 1.0% | 3.1% | 0.0% | 2.7% | 3 |Regen -33%/-67%/none | |Low magic | 3.1% | 2.5% | 0.0% | 8.1% | 3 |-10%/-20%/-30% MP | |Frail | 3.5% | 5.0% | 0.0% | 9.0% | 3 |-10%/-20%/-30% HP | |Space distortion | 1.0% | 0.8% | 0.0% | 2.7% | 3 |Random teleportation | |Deformed body | 2.8% | 4.4% | 0.0% | 7.2% | 3 |AC bonus from armour halved | |Scream | 2.1% | 3.9% | 0.0% | 5.4% | 3 |Scream on average every 330/220/170 turns | |Lose temper | 2.4% | 1.9% | 0.0% | 6.3% | 3 |5%/15%/25% chance to go berserk when attacking | |Deterioration | 3.5% | 5.0% | 0.0% | 9.0% | 3 |-1 stat on average every 1000/440/290 turns | |Blurry vision | 3.5% | 5.0% | 0.0% | 9.0% | 3 |20%/40%/60% chance to fail reading scrolls | +-----------------------+--------+--------+--------+--------+-----------+---------------------------------------------------+ +-----------------------+--------+--------+--------+--------+-----------+---------------------------------------------------+ |Total good mutations | 61.6% | 49.3% | 100% | | | | |Total bad mutations | 38.4% | 50.7% | | 100% | | | |Total armour mutations | 15.6% | 12.5% | 25.3% | 0.0% | | | +-----------------------+--------+--------+--------+--------+-----------+---------------------------------------------------+ Probability for Breathe poison is raised to 1.7% (Random), 1.1% (Random Xom), 2.8% (Good) and 0% (Bad) for Nagas. Probability for Poisonous tail is raised to 0.3% (Random or Random Xom), 0.6% (Good) and 0% (Bad) for Nagas. Probabilities for Big wings and Poisonous tail are raised to 0.3% (Random or Random Xom), 0.6% (Good) and 0% (Bad) for Draconians. If an invalid mutation is picked up, the mutation is cancelled (and no other is picked up). Invalid mutations are: - Mutations already at max level (including from intrinsic abilities or demonspawn mutations), - "Armour" mutations (the ones increasing your AC) if you already have 3 cumulated levels in "Armour" mutations, except if the mutation is god-given (Xom mainly), - Hooves for Nagas, Draconians, Kenkus or characters with Talons, - Talons for Nagas, Draconians or characters with Hooves, - Fangs for Kenkus or characters with Beak - Beak for characters with Fangs - Slow metabolism for Trolls and characters with Regeneration, - Regeneration for Spriggans and characters with Slow metabolism, - Breathe Flames for Red Draconians, - Spit Poison for Green Draconians and Nagas, - Carnivorous, Herbivorous, Regeneration, Slow Healing, Fast Metabolism and Slow Metabolism for Vampires. Some mutations are considered "opposite": if you have levels in one of these mutations and gain levels in the opposite one, you'll first lose levels in the one you have. Opposite mutations are: +-----------------------+-----------------------+ |Strong |Weak | |Clever |Dopey | |Agile |Clumsy | |Acute eyesight |Blurry vision | |Carnivorous |Herbivorous | |Slow metabolism |Fast metabolism | |Stiff muscles |Flexible muscles | |High magic |Low magic | |Regeneration |Slow healing | |Robust |Frail | +-----------------------+-----------------------+ Finally, some mutations cannot be randomly gained: demonic mutations (see Demonspawn mutations below), Saprovorous (only for some species at the start) and Gourmand (only for some species at the start). Race-specific intrinsic mutations ================================= Some species start with permanent, intrinsic mutations or gain some when levelling up. These mutations may not be removed, even by gaining levels in an opposite mutation. * Hill Orc Start with Rotten meat tolerance level 1 * Ogre Start with Tough skin level 1 Fast metabolism level 1 Saprovorous level 1 * Halfling Start with Slow metabolism level 1 * Minotaur Start with Horns level 2 * Draconian Level 7 Poison resistance (Green draconian only) Level 14 Fire resistance (Red draconian only) Level 14 Cold resistance (White draconian only) Level 18 Shock resistance (Black draconian only) * Spriggan Start with Acute vision Cover ground quickly level 3 Herbivorous level 3 Slow metabolism level 3 * Centaur Start with Tough skin level 3 Cover ground quickly level 2 Deformed body level 1 Fast metabolism level 2 Hooves * Naga Start with Acute vision Poison resistance Deformed body level 1 * Mummy Start with Torment resistance Poison resistance Cold resistance level 1 Negative energy resistance level 3 * Deep Dwarf Start with Slow healing level 3 Sense surroundings level 2 Level 14 Negative energy resistance level 1 * Ghoul Start with Torment resistance Poison resistance Cold resistance level 1 Negative energy resistance level 3 Saprovorous level 3 Carnivorous level 3 Slow healing level 1 * Kenku Start with Beak Talons * Troll Start with Tough skin level 2 Regeneration level 2 Fast metabolism level 3 Saprovorous level 2 Gourmand Fur level 1 * Kobold Start with Saprovorous level 2 Carnivorous level 3 * Vampire Start with Fangs level 3 Acute vision Demonspawn mutations ==================== Demonspawn characters regularly gain permanent (useful) mutations when they gain an experience level, including some normally not available to other characters. Between level 2 and 4, you gain a first demonic power (low power). Between level 5 and 9, you gain a second demonic power (low power). Between level 10 and 14, you gain a third demonic power (high power). Between level 15 and 19, you gain a fourth demonic power (high power). Between level 20 and 24, you gain a fifth demonic power (high power). At level 27, you gain a sixth and last demonic power (high power). The first two mutations are selected in the following list with the displayed probability and at the displayed level; if a mutation that you already have (even from a non-demonic origin) is selected or if you don't meet the conditions, a new one is picked in the same list instead. +-------------------+-------+------+--------------------------------------------------------------------------------------------------------------+ |Demonic Mutation |Chance |Level |Remarks | +-------------------+-------+------+--------------------------------------------------------------------------------------------------------------+ |Horns | 20% |1d2 |+1 level for the 2nd demonic power, or for the first with a 20% chance | |Breathe flames | 13% | 2 |Only if you're not skilled in Fire Magic and don't have Throw Frost or Throw Flames | |Armour | 10% | |See below | |Throw Flames/Frost | 8% | 1 |Only if you're not skilled in both Fire or Ice Magic and don't have Throw Frost, Throw Flames or Breathe | | | | | Flames; chance reduced by 75% if you're a follower f Makhleb and by 80% if you're skilled in Conjurations; | | | | | Throw Flames is picked if you're skilled in Ice Magic, Throw Frost if you're skilled in Fire Magic, either | | | | | one (randomly) if you're unskilled in both. | |See Invisible | 7% | 1 | | |Fire Resistance | 7% | 1 | | |Spit Poison | 6% | 1 |Only if you're not skilled in Poison Magic | |Blink | 6% | 2 |Only if you're not skilled in Translocations | |Cold Resistance | 5% | 1 | | |Sense Surroundings | 5% | 3 | | |Teleport Control | 4% | 1 | | |Poison Resistance | 4% | 1 | | |Summon Minor Demon | 4% | 1 |Only if you're not skilled in Summonings and you're not a follower of Makhleb | |Repulsion Field | 3% |1d2+1 | | +-------------------+-------+------+--------------------------------------------------------------------------------------------------------------+ Armour mutations are all the mutations that increase your AC. Unlike the others, you may get a mutation in this group if you already have one (with a very reduced chance, though), until you get a total of 3 armour mutation levels. The following table shows the chances for each armour mutation if the Armour Mutation was selected in the table above, the number of levels you may get and the corresponding AC bonus: +-------------------+-------+------+------------------------+-------------------------+ |Armour Mutation |Chance |Level | AC bonus (level 1/2/3) | Dex malus (level 1/2/3) | +-------------------+-------+------+------------------------+-------------------------+ |Boney plates | 10% |1d2 | +2/+3/+4 | -1/-2/-3 | |Red scales | 2% |1d2+1 | +1/+2/+4 | | |Nacreous scales | 2% |1d2+1 | +1/+3/+5 | | |Black scales | 2% |1d2+1 | +1/+3/+5 | | |White scales | 2% |1d2+1 | +1/+3/+5 | | |Blue scales | 2% |1d2+1 | +1/+2/+3 | | |Speckled scales | 2% |1d2+1 | +1/+2/+3 | | |Orange scales | 2% |1d2+1 | +1/+3/+4 | | |Iridescent scales | 2% |1d2+1 | +1/+2/+3 | | |Patterned scales | 2% |1d2+1 | +1/+2/+3 | | |Ridged grey scales | 2% |1d2 | +2/+4/+6 | -1/-1/-2 | |Metallic scales | 2% |1d2 | +3/+7/+10 | -2/-3/-4 | |Yellow scales | 2% |1d2 | +2/+4/+6 | 0/-1/-2 | |Brown scales | 2% |1d2 | +2/+4/+5 | | |Purple scales | 2% |1d2 | +2/+4/+6 | | |Indigo scales | 2% |1d2 | +2/+3/+5 | | |Knobbly red scales | 2% |1d2 | +2/+5/+7 | 0/-1/-2 | |Grey scales | 13% |1d2+1 | +1/+2/+3 | | |Thick black scales | 13% |1d2+1 | +3/+6/+9 | -1/-2/-3 | |Green scales | 10% |1d2+1 | +1/+3/+5 | | |Tough skin | 27% |1d2+1 | +1/+2/+3 | | +-------------------+-------+------+------------------------+-------------------------+ Note that the sum of all your armour mutation levels cannot exceed 3 (the number of levels you would gain may be reduced accordingly). Mutations after level 9 are "high power" and will be selected in the following table instead. If a mutation that you already have (even from a non-demonic origin) is selected or if you don't meet the conditions, a new one is picked; there's a small chance that in this case, you'll get a mutation from the "low power" list (sometimes under an improved form or with more levels, though). +-------------------------+-------+------+--------------------------------------------------------------------------------------------------------+ |Demonic Mutation |Chance |Level |Remarks | +-------------------------+-------+------+--------------------------------------------------------------------------------------------------------+ |Smite | 15% | 1 |Only if your Conjuration skill is lower than 5 | |Summon Demon | 10% | 1 |Only if you don't have this ability from worshipping Makhleb and your Summoning skill is lower than 5 | |Raise Dead | 9% | 1 |Only if you're not a follower of Yredelemnul and your Summonings and Necromancy skills are lower than 3 | |Channel Energy | 8% | 1 |Only if you're not a follower of Trog or Sif Muna | |Drain Life | 7% | 1 |Only if you're at least level 6 in Unarmed Combat and this skill is you best attacking skill | |Draw Strength | 7% | 1 |Only if you're not a follower of Makhleb | |Control Demon | 6% | 1 |Only if your Summonings and Necromancy skills are lower than 5 | |Teleport at will | 6% | 2 | | |Regeneration | 5% |1d2+1 | | |Neg. Energy Resistance | 5% | 1d3 | | |Hurl Hellfire | 5% | 1 |Only if your Conjuration skill is lower than 9 | |Magic Resistance | 4% |1d2+1 | | |Torment Resistance | 4% | 1 |Only if you don't have the Call Torment mutation | |Shock Resistance | 4% | 1 | | |Cover ground quickly | 3% | 1 | | |Call Torment | 3% | 1 |Only if you don't have the Torment Resistance mutation | +-------------------------+-------+------+--------------------------------------------------------------------------------------------------------+ Note that Demonspawn use this table only when gaining special mutation, in ordinary cases they use the same table as the others races (except that the probability to get this way another level in a mutation they already got from levelling up is very slightly increased). Inactive mutations ================== Mutated Vampires may not get the effect of their mutations, depending on their satiation level and the type of mutation. All mutations are fully active when you are Alive (equivalent to Engorged status). All physical and innate mutations are fully active whatever your satiation level is. Physical mutations are the ones described in "Stats", "Armour" and "Physical" mutations in the description of all mutations at the end of this spoiler; innate mutations are the ones Vampires automatically have (See Invisible, etc.). All non-physical mutations are desactivated when you are Thirsty or less. Other mutations are capped at level 2 at when Full or Very Full, and at level 1 when Satiated. Complete list of mutations and description ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mutations may have several levels (3 usually). If you get a mutation you already have, you increase its level instead. (+) indicates "good" mutations (-) indicates "bad" mutations (0) indicates nonrandom mutations (only accessible to some species at the start of the game) (&) indicates demonspawn restricted mutations (only accessible through Demonspawns level-ups) (A) indicates "armour" mutations. You can't exceed 3 levels of coverage (sum of all your levels in these mutations), except in very special cases (notably god-induced mutations). level stands for your level in this mutation (usually between 1 and 3). xlevel stands for your experience level. For breathing abilities, Accuracy is an indication of the precision of the spell (i.e. of the chances of hitting a monster, usually opposed to 1d(1d(EV)) where EV is the monster's evasion value). Stat mutations ============== * Strong (+) Self-explanatory. Level 1-14: "Your muscles are strong (Str +...)" * Clever (+) Self-explanatory. Level 1-14: "Your mind is acute (Int +...)" * Agile (+) Self-explanatory. Level 1-14: "You are agile (Dex +...)" * Weak (-) Self-explanatory. Level 1-14: "You are weak (Str -...)" * Dopey (-) Self-explanatory. Level 1-14: "You are dopey (Int -...)" * Clumsy (-) Self-explanatory. Level 1-14: "You are clumsy (Dex -...)" * Stiff muscles (+) Self-explanatory. Level 1: "Your muscles are strong (Str +1), but stiff (Dex -1)." Level 2: "Your muscles are very strong (Str +2), but stiff (Dex -2)." Level 3: "Your muscles are extremely strong (Str +3), but stiff (Dex -3)." * Flexible muscles (+) Self-explanatory. Level 1: "Your muscles are flexible (Dex +1), but weak (Str -1)." Level 2: "Your muscles are very flexible (Dex +2), but weak (Str -2)." Level 3: "Your muscles are extremely flexible (Dex +3), but weak (Str -3)." Armour mutations ================ * Tough Skin (+)(A) Self-explanatory. Level 1: "You have tough skin (AC +1)." Level 2: "You have very tough skin (AC +2).", Level 3: "You have extremely tough skin (AC +3)."}, * Green scales (+)(A) Self-explanatory. Level 1: "You are partially covered in green scales (AC + 1)." Level 2: "You are mostly covered in green scales (AC + 3)." Level 3: "You are covered in green scales (AC + 5)." * Thick black scales (+)(A) Self-explanatory. Level 1: "You are partially covered in thick black scales (AC + 3, dex -1)." Level 2: "You are mostly covered in thick black scales (AC + 6, dex - 2)." Level 3: "You are completely covered in thick black scales (AC + 9, dex - 3)." * Grey scales (+)(A) Self-explanatory. Level 1: "You are partially covered in supple grey scales (AC + 1)." Level 2: "You are mostly covered in supple grey scales (AC + 2)." Level 3: "You are completely covered in supple grey scales (AC + 3)." * Bone plate (+)(A) Self-explanatory. Level 1: "You are protected by plates of bone (AC + 2, dex - 1)." Level 2: "You are protected by plates of bone (AC + 3, dex - 2)." Level 3: "You are protected by plates of bone (AC + 4, dex - 3)." * Red scales (+)(A) Self-explanatory. Level 1: "You are partially covered in red scales (AC + 1)." Level 2: "You are mostly covered in red scales (AC + 2)." Level 3: "You are covered in red scales (AC + 4)." * Nacreous scales (+)(A) Self-explanatory. Level 1: "You are partially covered in smooth nacreous scales (AC + 1)." Level 2: "You are mostly covered in smooth nacreous scales (AC + 3)." Level 3: "You are completely covered in smooth nacreous scales (AC + 5)." * Ridged grey scales (+)(A) Self-explanatory. Level 1: "You are partially covered in ridged grey scales (AC + 2, dex - 1)." Level 2: "You are mostly covered in ridged grey scales (AC + 4, dex - 1)." Level 3: "You are completely covered in ridged grey scales (AC + 6, dex - 2)." * Metallic scales (+)(A) Self-explanatory. Level 1: "You are partially covered in metallic scales (AC + 3, dex - 2)." Level 2: "You are mostly covered in metallic scales (AC + 7, dex - 3)." Level 3: "You are completely covered in metallic scales (AC + 10, dex - 4)." * Black scales (+)(A) Self-explanatory. Level 1: "You are partially covered in black scales (AC + 1)." Level 2: "You are mostly covered in black scales (AC + 3)." Level 3: "You are completely covered in black scales (AC + 5)." * White scales (+)(A) Self-explanatory. Level 1: "You are partially covered in white scales (AC + 1)." Level 2: "You are mostly covered in white scales (AC + 3)." Level 3: "You are completely covered in white scales (AC + 5)." * Yellow scales (+)(A) In addition to the AC bonus and Dex malus, you gain acid resistance level 1 at level 2 (50% damage from acid) and acid resistance level 2 at level 3 (34% damage from acid). Level 1: "You are partially covered in yellow scales (AC + 2)." Level 2: "You are mostly covered in yellow scales (AC + 4, dex - 1)." Level 3: "You are completely covered in yellow scales (AC + 6, dex - 2)." * Brown scales (+)(A) Self-explanatory. Level 1: "You are partially covered in brown scales (AC + 2)." Level 2: "You are mostly covered in brown scales (AC + 4)." Level 3: "You are completely covered in brown scales (AC + 5)." * Blue scales (+)(A) Self-explanatory. Level 1: "You are partially covered in blue scales (AC + 1)." Level 2: "You are mostly covered in blue scales (AC + 2)." Level 3: "You are completely covered in blue scales (AC + 3)." * Purple scales (+)(A) Self-explanatory. Level 1: "You are partially covered in purple scales (AC + 2)." Level 2: "You are mostly covered in purple scales (AC + 4)." Level 3: "You are completely covered in purple scales (AC + 6)." * Speckled scales (+)(A) Self-explanatory. Level 1: "You are partially covered in speckled scales (AC + 1)." Level 2: "You are mostly covered in speckled scales (AC + 2)." Level 3: "You are covered in speckled scales (AC + 3)." * Orange scales (+)(A) Self-explanatory. Level 1: "You are partially covered in orange scales (AC + 1)." Level 2: "You are mostly covered in orange scales (AC + 3)." Level 3: "You are completely covered in orange scales (AC + 4)." * Indigo scales (+)(A) Self-explanatory. Level 1: "You are partially covered in indigo scales (AC + 2)." Level 2: "You are mostly covered in indigo scales (AC + 3)." Level 3: "You are completely covered in indigo scales (AC + 5)." * Knobbly red scales (+)(A) Self-explanatory. Level 1: "You are partially covered in knobbly red scales (AC + 2)." Level 2: "You are mostly covered in knobbly red scales (AC + 5, dex - 1)." Level 3: "You are completely covered in knobbly red scales (AC + 7, dex - 2)." * Iridescent scales (+)(A) Self-explanatory. Level 1: "You are partially covered in iridescent scales (AC + 1)." Level 2: "You are mostly covered in iridescent scales (AC + 2)." Level 3: "You are completely covered in iridescent scales (AC + 3)." * Patterned scales (+)(A) Self-explanatory. Level 1: "You are partially covered in patterned scales (AC + 1)." Level 2: "You are mostly covered in patterned scales (AC + 2)." Level 3: "You are completely covered in patterned scales (AC + 3)." * Shaggy fur (+)(A) Self-explanatory. At level 3, in addition to the AC bonus, you gain 1 level of cold resistance. Level 1: "You are covered in fur (AC +1).", Level 2: "You are covered in thick fur (AC +2).", Level 3: "Your thick and shaggy fur keeps you warm (AC +3, cold resistant)."}, Status mutations ================ * Poison resistance (+) You gain poison resistance. You are now unaffected by poison (except by the Poison Arrow spell), and poisonous chunks are considered as clean chunks. Level 1: "Your system is immune to poisons." * Fire resistance (+) You gain 1 level of fire resistance for each level of this mutation. Damage from fire is reduced by 50% at fire resistance level 1, by 80% at level 2 and by 90% at level 3. Level 1: "Your flesh is heat resistant." Level 2: "Your flesh is very heat resistant." Level 3: "Your flesh is almost immune to the effects of heat." * Cold resistance (+) You gain 1 level of cold resistance for each level of this mutation. Damage from cold is reduced by 50% at cold resistance level 1, by 80% at level 2 and by 90% at level 3. Level 1: "Your flesh is cold resistant." Level 2: "Your flesh is very cold resistant.", Level 3: "Your flesh is almost immune to the effects of cold." * Shock resistance (+) You gain 1 level of shock resistance. Damage from electricity and lightning is reduced by 67% at fire resistance level 1, by 83% at level 2 and by 91% at level 3. Unlike other resistances, you may only gain this mutation once (other levels have to come from extrinsic sources or spells). Level 1: "You are resistant to electric shocks." * Acute eyesight (+) You are now able to see invisible monsters. Level 1: "You have supernaturally acute eyesight." * Control translocations (+) You are now able to control the destination of your teleportations and blinking (only approximatively for teleportations). Remember that controlled teleportation or blinking cause magic contamination. Level 1: "You can control translocations." * Clarity (+) You resist any attempt to confuse you. Level 1: "You possess an exceptional clarity of mind." * Mutation resistance (+) At level 1 or 2, there's a 33% chance to be protected against gaining a mutation. At level 3, this raise to 100%. At level 2, there's a 50% chance to be protected against losing a mutation. At level 3, this raise to 100%. Level 1: "You are somewhat resistant to further mutation." Level 2: "You are somewhat resistant to both further mutation and mutation removal." Level 3: "Your current mutations are irrevocably fixed, and you can mutate no more." * Magic resistance (+) Your intrinsic magic resistance is increased by 30 per level. Level 1: "You are resistant to magic." Level 2: "You are highly resistant to magic." Level 3: "You are extremely resistant to the effects of magic." Food mutations ============== * Carnivorous (+) Vegetarian food (fruits and bread rations) is less nutritious, meat-based food (not including chunks) is more nutritious. You can eat chunks anytime (not only when you're hungry). At level 3, you can't eat any vegetarian food. Level 1: "Your digestive system is specialised to digest meat." Level 2: "Your digestive system is highly specialised to digest meat." Level 3: You are carnivorous and can eat meat at any time." * Herbivorous (-) Vegetarian food (fruits and bread rations) is more nutritious, meat-based food (including chunks) is less nutritious. At level 3, you cannot eat any meat-based food at all - including chunks. Level 1: "You digest meat inefficiently." Level 2: "You digest meat very inefficiently." Level 3: "You are a herbivore." * Fast metabolism (-) For each level, you need 1 more point of food each turn. As a normal (non-Troll) character need 3 points of food per turn, this is equivalent to increasing your hunger rate by 33% per level. Level 1: "You have a fast metabolism." Level 2: "You have a very fast metabolism." Level 3: "Your metabolism is lightning-fast." * Slow metabolism (+) At level 1 or 2, you need 1 less point of food each turn. At level 3, you need 2 less point of food each turn (non cumulative). As a normal (non-Troll) character need 3 points of food per turn, this is equivalent to decreasing your hunger rate by 33% and 67% respectively. Note that your hunger rate cannot get lower than 1 point of food each turn (33% of a normal character's hunger rate). This mutation is incompatible with the Regeneration mutation. Level 1: "You have a slow metabolism." Level 2: "You have a slow metabolism." Level 3: "You need consume almost no food." Abilities mutations =================== * Teleport at will (+) You can evoke Teleportation from the 'a'bilities menu.* Your chance to successfully use this ability is equal to (50 + xlevel)% at level 1, or (70 + xlevel)% at level 2 or 3. At level 3, teleportation is instantaneous (otherwise it needs a few turns before kicking in). Level 1: "You can teleport at will." Level 2: "You are good at teleporting at will." Level 3: "You can teleport instantly at will." * Spit poison (+) You can evoke Spit Poison through the 'a'bility menu up to 6 tiles from you. Power is xlevel + 5*level, +10 more for Nagas; Accuracy is 5 + power/6, damage is 1d(4 + power/2). Your chance to successfully use this ability is equal to (70 + xlevel + 10*level)%, or (90 + xlevel + 10*level)% for Nagas. All breath weapons need 1d5 + 2 turns before you can use them again (unless you drink a potion of Restore Abilities in the meantime). This mutation makes you susceptible to the Ignite Poison spell. Level 1: "You can spit poison." Level 2: "You can spit moderately strong poison." Level 3: "You can spit strong poison." * Breathe Poison (+) You can evoke Breath Poison through the 'a'bility menu up to 7 tiles from you. Accuracy is 5 + xlevel/6, damage is 3d(2 + xlevel/6). Your chance to successfully use this ability is equal to (70 + xlevel)%. All breath weapons need 1d5 + 2 turns before you can use them again (unless you drink a potion of Restore Abilities in the meantime). Only Nagas may gain this mutation. Level 1: "You can exhale a cloud of poison." * Sense surroundings (+) You can reveal tiles around you by evoking "Sense Surroundings" from the 'a'bilities menu. The radius of detection is 3 + 2d(xlevel + 10*level), and each tile has a 40 + 2d(xlevel) % chance to be revealed. Your chance to successfully use this ability is equal to (60 + xlevel + 10*level)%. At level 3, you can even detect tiles in Pandemonium. Level 1: "You can sense your immediate surroundings." Level 2: "You can sense your surroundings." Level 3: "You can sense a large area of your surroundings." * Breathe flames (+) You can evoke Breathe Fire through the 'a'bility menu up to 6 tiles from you. Power is xlevel + 4*level; Accuracy is 8 + power/6, damage is 3d(4 + power/3). Your chance to successfully use this ability is equal to (50 + xlevel + 10*level)%, or (70 + xlevel + 10*level)% for Red Draconians. All breath weapons need 1d5 + 2 turns before you can use them again (unless you drink a potion of Restore Abilities in the meantime). Level 1: "You can breathe flames." Level 2: "You can breathe fire." Level 3: "You can breathe blasts of fire." * Blink (+) You can evoke Blink through the 'a'bility menu. Blinking will teleport you to a random (unless you have Teleportation control) tile in your line of sight. Your chance to successfully use this ability is equal to (70 + 10*level + xlevel)%. Level 1: "You can translocate small distances instantaneously." Level 2: "You can translocate small distances instantaneously." Level 3: "You can translocate small distances instantaneously." Physical mutations ================== * Frail (-) Self-explanatory. Level 1: "You are frail (-10 percent hp)." Level 2: "You are very frail (-20 percent hp)." Level 3: "You are extremely frail (-30 percent hp)." * Robust (+) Self-explanatory. Level 1: "You are robust (+10 percent hp)." Level 2: "You are very robust (+20 percent hp)." Level 3: "You are extremely robust (+30 percent hp)." * Horns (+) When performing an auxiliary kick attack (25% chance when performing an auxiliary unarmed attack), damage is increased by +3 per level (from 5, not cumulative with Beak). Auxiliary unarmed attacks are performed if you're unencombered, preferably without heavy armour, with a 5% chance per Unarmed Combat skill. Each level increase the damage of headbutt attacks by +3. This mutation prevent you from wearing a hard helmet (any helmet but caps and wizard's hats). Level 1: "You have a pair of small horns on your head." Level 2: "You have a pair of horns on your head." Level 3: "You have a pair of large horns on your head." * Beak (+) When performing an auxiliary kick attack (25% chance when performing an auxiliary unarmed attack), damage is increased by +5 (from 5, not cumulative with Horns). Auxiliary unarmed attacks are performed if you're unencombered, preferably without heavy armour, with a 5% chance per Unarmed Combat skill. Each level increase the damage of headbutt attacks by +3. This mutation prevent you from wearing a hard helmet (any helmet but caps and wizard's hats). This mutation is incompatible with Fangs. Level 1: "You have a beak for a mouth." * Fangs (+) Your auxiliary unarmed attack will now be a biting attack if it is not a punching attack (50% chance, 83% for Vampires). Auxiliary unarmed attacks are performed if you're unencombered, preferably without heavy armour, with a 5% chance per Unarmed Combat skill. The base damage for biting attacks ((Unarmed Combat)/5) is increased by 2*level. This bonus is cancelled if you're wearing a visored helmet. At level 3 (except for Vampires), you can cut chunks out of corpses even without sharp weapon. This mutation is incompatible with Beak. Level 1: "You have very sharp teeth.", Level 2: "You have extremely sharp teeth." Level 3: "You have razor-sharp teeth." * Claws (+) Unarmed attacks inflict 2*level more damage if you're not wearing gloves. Although Trolls and Ghouls naturally have claws (giving respectively +5 and +2 damage), this is not considered as mutations and they can normally gain this mutation (which will sharpen their claws). When performing an auxiliary punch attack (50% chance when performing an auxiliary unarmed attack), damage is increased by 1d3 (from 3 + (Unarmed Combat)/3). Auxiliary unarmed attacks are performed if you're unencombered, preferably without heavy armour, with a 5% chance per Unarmed Combat skill. Claws help you get out of nets if you're barehanded, and allow you to cut chunks out of corpses even without sharp weapon. All bonus are cancelled while you wear gloves. At level 3, you can't wear gloves at all. Level 1: "You have sharp fingernails." Level 2: "Your fingernails are very sharp." Level 3: "You have claws for hands." * Hooves (+) When performing an auxiliary kick attack (25% chance when performing an auxiliary unarmed attack), damage is increased to 10 (from 5). Auxiliary unarmed attacks are performed if you're unencombered, preferably without heavy armour, with a 5% chance per Unarmed Combat skill. You stealth is decreased by 10. You can't wear boots. This mutation is incompatible with Talons. Level 1: "You have hooves in place of feet." * Talons (+) When performing an auxiliary kick attack (25% chance when performing an auxiliary unarmed attack), damage is increased to 8 (from 5). Auxiliary unarmed attacks are performed if you're unencombered, preferably without heavy armour, with a 5% chance per Unarmed Combat skill. You can't wear boots. This mutation is incompatible with Hooves. Level 1: "You have talons in place of feet." * Poisonous tail (+) Your auxiliary unarmed attack now has a 17% chance to be a tailslap (at the expense of headbutt and kick attacks). Auxiliary unarmed attacks are performed if you're unencombered, preferably without heavy armour, with a 5% chance per Unarmed Combat skill. Base damage for tailslap is 6, +1 for Poisonous tail level 1, +3 for level 2 or +5 for level 3. In addition, tailslap attacks have a 50% chance to poison the monster for 8 turns on average. This mutation makes you susceptible to the Ignite Poison spell. Only Nagas and Draconians may gain this mutation. Level 1: "Your tail ends in a poisonous barb.", Level 2: "Your tail ends in a sharp poisonous barb." Level 3: "Your tail ends in a wickedly sharp and poisonous barb." * Big wings (+) When you evoke Fly through the 'a'bility menu, the effect is now permanent (until you stop it voluntarily), like the Kenku's Fly ability. Only Draconians may gain this mutation. Level 1: "Your wings are large and strong." * Deformed body (-) Your armours provide only half of their normal AC bonus. Although you may gain up to 3 levels in this mutation, the effect is always the same. Level 1: "Armour fits poorly on your deformed body." Level 2: "Armour fits poorly on your badly deformed body." Level 3: "Armour fits poorly on your hideously deformed body." Misc. mutations =============== * Regeneration (+) Increase your natural HP regeneration rate (each level gives you approximately 1 more hp every 5 turns). This mutation is incompatible with the Slow metabolism mutation. Level 1: "Your natural rate of healing is unusually fast." Level 2: "You heal very quickly." Level 3: "You regenerate." * Slow healing (-) Your natural rate of regeneration (after all modifiers are applied, except Trog's Regeneration ability) is reduced by 33% per level. At level 3, you do not regenerate anymore, even through magical regeneration or rings of regeneration. Level 1: "You heal slowly." Level 2: "You heal very slowly." Level 3: "You do not heal naturally." * Repulsion field (+) Self-explanatory for levels 1-2. Level 3 grants permanent Repel Missiles in addition to the EV bonus, which reduce the accuracy of any projectile or beam throwed at you between 50% and 100% of its original value. Level 1: "You are surrounded by a mild repulsion field (EV + 1)." Level 2: "You are surrounded by a moderate repulsion field (EV + 3)." Level 3: "You are surrounded by a strong repulsion field (EV + 5; repel missiles)." * Space distortion (-) You have approximately 3.3% chance per turn and per level to be randomly teleported. The probability decreases to 0.3% (not affected by level) in the Abyss (a new area will then be generated). Be very careful of Labyrinth minivaults, as teleportation will always teleport you away from the center. Level 1: "Space occasionally distorts in your vicinity." Level 2: "Space sometimes distorts in your vicinity." Level 3: "Space frequently distorts in your vicinity." * Cover ground quickly (+) Your movement speed is increased by 25% at level 1, 43% at level 2 and 67% at level 3. This only affects your movement speed, not your other actions (spellcasting, fighting...). Level 1: "You cover the ground quickly." Level 2: "You cover the ground very quickly." Level 3: "You cover the ground extremely quickly." * Scream (-) You'll shout on average once every 330 turns at level 1, 220 turns at level 2 and 170 turns at level 3. Shouting may warn monsters of your presence up to 12 squares around you. Level 1: "You occasionally shout uncontrollably." Level 2: "You sometimes yell uncontrollably." Level 3:"You frequently scream uncontrollably." * Lose temper (-) Each turn you attack in melee, you have 5% chance at level 1, 15% chance at level 2 and 25% chance at level 3 to turn berserk. When the berserking ends, you have a 25% chance per level to resist the eventual paralysis. Level 1: "You tend to lose your temper in combat." Level 2: "You often lose your temper in combat." Level 3: "You have an uncontrollable temper." * Deterioration (-) You temporary lose 1 random stat point on average every 1000 turns at level 1, 440 turns at level 2 and 290 turns at level 3. Level 1: "Your body is slowly deteriorating." Level 2: "Your body is deteriorating." Level 3: "Your body is rapidly deteriorating." * Blurry vision (-) When trying to read a book, there's a 25% chance per level that it will fail. When trying to read a scroll, there's a 20% chance per level that it will fail. At level 3, there's even a 33% chance that the scroll will look blank (which will prevent you from identifying scrolls of paper). Level 1: "Your vision is a little blurry." Level 2: "Your vision is quite blurry.", Level 3: "Your vision is extremely blurry." * High magic (+) Self-explanatory. The bonus is applied on the final, post-scaling MP value, but is halved past 50 MP. Level 1: "You have an increased reservoir of magic (+10% MP)." Level 2: "You have a considerably increased reservoir of magic (+20% MP)." Level 3: "You have an greatly increased reservoir of magic (+30% MP)." * Low magic (-) Self-explanatory. Level 1: {"Your magical capacity is low (-10% MP)." Level 2: "Your magical capacity is very low (-20% MP)." Level 3: "Your magical capacity is extremely low (-30% MP)." Demonic mutations ================= * Torment resistance (&) You are immune to the necromantic attacks "Pain" (direct attack) and "Call Torment"(halves your hp), like Undeads. This mutation is incompatible with the Call torment mutation ("To torment others, one must first know what torment means."). Level 1: "You are immune to unholy pain and torment." * Negative energy resistance (&) You gain 1 level of negative energy resistance for each level of this mutation. Damage from negative energy (draining attacks, pain, miasma... etc.) is reduced by 33% per level. Stat draining has a 33% chance per level to fail. You take 5% less damage from Torment per level (damage is 50% of your HP with no negative energy resistance, 45% at level 1, 40% at level 2 and 35% at level 3). Level 1: "You resist negative energy." Level 2: "You are quite resistant to negative energy." Level 3: "You are immune to negative energy." * Summon minor demon (&) You can evoke Summon Minor Demon through the 'a'bility menu. The demon is a random type '5' demon. It is summoned for 1d(xlevel) + 1 turns, and has a (1/xlevel * 100)% chance to be hostile. Your chance to successfully use this ability is equal to (73 + xlevel)%. Level 1: "You can summon minor demons to your aid." * Summon demon (&) You can evoke Summon Demon through the 'a'bility menu. The demon is a random type '2', '3' or '4' demon. It is summoned for 1d(xlevel) + 1 turns, and has a (1/xlevel * 100)% chance to be hostile. Your chance to successfully use this ability is equal to (40 + xlevel)%. Level 1: "You can summon demons to your aid." * Hurl hellfire (&) You can evoke Hellfire through the 'a'bility menu up to 7 tiles from you. Hellfire is a kind of fireball, with accuracy of 23 + xlevel/6 and damage of (6 + xlevel/4). Your chance to successfully use this ability is equal to (50 + xlevel)%. Level 1: "You can hurl blasts of hellfire." * Call torment (&) You can evoke Torment through the 'a'bility menu. Torment will halve the current HP of every non-undead, non-demon creature in view (including you). Your chance to successfully use this ability is equal to (60 + xlevel)%. This mutation is incompatible with the Torment resistance mutation. Level 1: "You can call on the torments of Hell." * Raise dead (&) You can evoke Raise Dead through the 'a'bility menu. Raise Dead will revive all corpses and skeletons in view into friendly zombies and skeletons respectively. Your chance to successfully use this ability is equal to (50 + xlevel)%. Level 1: "You can raise the dead to walk for you." * Control demon (&) You can evoke Control Demon through the 'a'bility menu. The ability consist in a ray with an accuracy of 3*xlevel/10 which may turn a hostile demon friendly. A demon hit by the ray has about (HD/xlevel * 100)% chance to resist, where HD is its number of hit dices. If it does not resist, it has one chance in (2+HD/4) to be permanently turned friendly, otherwise it will simply be charmed for about 500/(HD+10) turns. Your chance to successfully use this ability is equal to (65 + xlevel)%. Level 1: "You can control demons." * Draw strength (&) When you kill a monster, you gain HD + 1d(HD) HP, where HD is the number of hit dices of the monster. Level 1: "You can draw strength from death and destruction." * Channel energy (&) You can evoke Channeling through the 'a'bility menu. Channeling increases your MP by 1d5. Your chance to successfully use this ability is equal to (70 + xlevel)%. Level 1: "You can channel magical energy from Hell." * Drain life (&) You can drain monsters when performing an unarmed attack (even auxiliary), like the effect of a weapon of draining. A successful attack will have a 67% chance to increase damage by up to 50% and to decrease its max HP by 2. Resistance to negative energy (including all undeads and demons) partially or totally shields from this effect. Level 1: "You can drain life in unarmed combat." * Throw flames (&) You can evoke Throw Flames through the 'a'bility menu up to 7 tiles from you. Accuracy is 8 + xlevel/30, damage is 2d(4 + xlevel/30). Your chance to successfully use this ability is equal to (90 + xlevel)%. Level 1: "You can throw forth the flames of Gehenna." * Throw frost (&) You can evoke Throw Frost through the 'a'bility menu up to 8 tiles from you. Accuracy is 8 + xlevel/3, damage is 2d(4 + xlevel/3). Your chance to successfully use this ability is equal to (90 + xlevel)%. Level 1: "You can throw forth the frost of Cocytus." * Smite (&) You can evoke Bolt of Draining through the 'a'bility menu up to 6 tiles from you. Accuracy is 8 + xlevel/3, damage is 4d(4 + xlevel). Your chance to successfully use this ability is equal to (70 + xlevel)%. Level 1: "You can invoke the powers of Tartarus to smite your living foes." Unrandom mutations ================== * Saprovorous (0) You can eat raw meat more safely. The probability to become sick when eating contaminated chunks decreases from 33% to 7% at level 1, 2% at level 2 and 0% at level 3. The probability to become sick when eating rotten chunks decreases from 100% to 20% at level 1, 7% level 2 and 0% at level 3. At level 3 (Ghouls) are healed and unrot HP when eating chunks, especially rotten ones. Level 1: "You can tolerate rotten meat." Level 2: "You can eat rotten meat." Level 3: "You thrive on rotten meat." * Gourmand (0) You can eat chunks from corpses even if you're not Hungry or less. Level 1: "You like to eat raw meat." Acknowledgments ~~~~~~~~~~~~~~~ Thanks to Jukka Kuusisto and garron for their corrections.