Here is a list of all the bad mutations you can acquire. Although some may have situational uses, they are at best mixed blessings. Any of these can be acquired through any source of bad mutations.
|1||1% chance of berserking each time you attack. Reduces chance of passing out afterwards to 3%.||You tend to lose your temper in combat.|
|2||Same, with a 3% chance of berserking and 2% chance of passing out.||You often lose your temper in combat.|
|3||Same, with a 9% chance of berserking and 1.5% chance of passing out.||You have an uncontrollable temper.|
Often referred to as "berserkitis", Clarity or "Near Starving" hunger negates this.
Formicids are exempt, because their stasis stops them from berserking.
|1||Zapping a wand costs 3 MP.||You expend magic power (3 MP) to strengthen your wands.|
|1||Reduces body armour base AC by half.||Armour fits poorly on your strangely shaped body.|
Does not stack with Jiyva's Pseudopods mutation. Does not affect AC from any other source (i.e. other equipment, the protection ego, etc.). Bonus AC from your Armour skill is still calculated based on the armour's full base AC.
|1||Chance to shout when enemies enter line of sight (same noise as tt).||You occasionally shout uncontrollably at your foes.|
|2||Greater chance for louder shouts.||You sometimes yell uncontrollably at your foes.|
|3||Greatest chance for loudest shouts.||You frequently scream uncontrollably at your foes.|
|1||You are sometimes teleported next to a monster a short distance away from you.||You are occasionally teleported next to monsters.|
|2||More frequent and can be teleported longer distances.||You are sometimes teleported next to monsters.|
|3||Most frequent and can be teleported to anywhere on the floor.||You are often teleported next to monsters.|
Formicids are exempt, because they cannot teleport.
|1||+5 auts to read scrolls.||Scrolls take you a little longer to read.|
|2||+10 auts to read scrolls.||Scrolls take you longer to read.|
|3||+20 auts to read scrolls.||Scrolls take you much longer to read.|
Note that the normal 10 aut delay to read a scroll still applies. Specifically, reading a scroll involves first the penalty from blurry vision, then the scroll takes effect, then the normal 10 aut delay for reading the scroll occurs.
No Potion Heal
|1||Potions of curing and heal wounds heal 2/3 of what they would normally.||Potions are less effective at restoring your health.|
|2||Potions of curing and heal wounds heal 1/3 of what they would normally.||Potions are poor at restoring your health.|
|3||Potions of curing and heal wounds do not restore any HP.||Potions cannot restore your health.|
Species information: Vine Stalkers start at rank 3.
|1||A small chance for stat loss whenever you take damage.||Your body sometimes deteriorates on taking damage.|
|2||Increased chance for stat loss.||Your body often deteriorates on taking damage.|
|1||Max HP -10%||You are frail.|
|2||Max HP -20%||You are very frail.|
|3||Max HP -30%||You are extremely frail.|
|1||Max MP -10%||Your magical capacity is low.|
|2||Max MP -20%||Your magical capacity is very low.|
|3||Max MP -30%||Your magical capacity is extremely low.|
|1||-2 to STR, INT or DEX||You are weak|
You are dopey.
You are clumsy.
|2||-4 to STR, INT or DEX||You are very weak|
You are very dopey.
You are very clumsy.
While it's possible to gain this mutation multiple times, each attribute is limited to 2 ranks.
|1||No (non-divine) HP regeneration when monsters are in line of sight.||You do not regenerate when monsters are visible.|
Species notes: Ghouls start at rank 1.
|1||Spell Power-, Spell Success+||Your spells are a little easier to cast, but a little less powerful.|
|2||Spell Power--, Spell Success++||Your spells are easier to cast, but less powerful.|
|3||Spell Power---, Spell Success+++||Your spells are much easier to cast, but much less powerful.|
Prior to 0.20, the inhibited regeneration mutation had 3 ranks.
Prior to ???, the slow metabolism mutation could be acquired, and the degeneration mutation had 3 ranks.
Prior to 0.14 the Slow mutation occurred randomly and levels 1 and 2 of the Slow Healing mutation cut natural regeneration by 33% and 66% respectively, regardless of enemy presence.