Difference between revisions of "Mutation"

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===Conflicting mutations===
 
===Conflicting mutations===
Certain mutations conflict - you cannot have Fire Resistance and Fire Vulnerability at the same time, for instance. Also, mutations can conflict with species physiology, so [[Octopodes]] can't get [[Claws]] or [[Horns]].
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Certain mutations conflict, so you can't have Fire Resistance and Fire Vulnerability at the same time. Also, mutations can conflict with [[species]] physiology: [[Octopodes]] can't get [[Claws]] or [[Horns]], and [[Merfolk]]'s tails don't support [[Talons]] or [[Hooves]].
  
 
==Viewing Mutations==   
 
==Viewing Mutations==   
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*The [[Malmutate]] spell is most common source of malmutation, cast by a small variety of monsters ([[neqoxec]], [[shining eye]], [[cacodemon]], [[orb of fire]]).
 
*The [[Malmutate]] spell is most common source of malmutation, cast by a small variety of monsters ([[neqoxec]], [[shining eye]], [[cacodemon]], [[orb of fire]]).
 
*[[Mnoleg]] can malmutate you on melee attacks (25% chance).
 
*[[Mnoleg]] can malmutate you on melee attacks (25% chance).
*[[Magic contamination]] - Any contamination over 5000 has a chance to mutate you. Contamination will ignore mutation resistance 50% of the time.
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*Any [[magic contamination]] over 5000 has a chance to mutate you. Contamination-induced mutations will ignore mutation resistance 50% of the time.<ref>{{source ref|0.30.1|timed-effects.cc|105}}<br>The 4th property, "force_mutation", has its value set to coinflip - so it's a 50% chance to ignore all resistances.</ref>
  
 
===Transient Mutations===
 
===Transient Mutations===
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*[[Hell's mystical force]] - Whenever you go downstairs in any of the 4 [[Hell]] branches, you have a 25% chance to get a transient mutation.
 
*[[Hell's mystical force]] - Whenever you go downstairs in any of the 4 [[Hell]] branches, you have a 25% chance to get a transient mutation.
*[[Wretched star]] - Can use [[Corrupting Pulse]] to inflict 1-2 transient mutations.
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*[[Corrupting Pulse]] inflicts 1-2 transient mutations per use. Most often seen from [[wretched star]]s.
  
 
==Removing Mutations==
 
==Removing Mutations==
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*One possible effect of Zin's wrath is to remove all of your good mutations.
 
*One possible effect of Zin's wrath is to remove all of your good mutations.
  
If you get a conflicting mutation, they'll cancel each other out. Also, when you gain a random mutation, you may lose a mutation instead - see below for details.
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If you get a conflicting mutation (e.g. getting [[Frail]] when you have non-innate [[Robust]]), they'll cancel each other out. Also, when you gain a random mutation, you may lose a mutation instead - see below for details.
  
 
==Mutation Resistance==
 
==Mutation Resistance==
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*Prior to [[0.28]], [[Jiyva]] had the ability to Cure Bad Mutations. Its mutation gifting logic was also changed between versions.
 
*Prior to [[0.28]], [[Jiyva]] had the ability to Cure Bad Mutations. Its mutation gifting logic was also changed between versions.
 
*Prior to [[0.21]], random mutations could be obtained by eating [[mutagenic corpse|mutagenic]] [[chunk]]s.
 
*Prior to [[0.21]], random mutations could be obtained by eating [[mutagenic corpse|mutagenic]] [[chunk]]s.
*Prior to [[0.20]], there were [[potions of cure mutation]] and [[potions of beneficial mutation]]; regular [[potions of mutation]] gave random mutation and didn't remove any. Also, Zin offered a 1-time ability to cure every mutation you had.
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*Prior to [[0.20]], there were [[potions of cure mutation]] and [[potions of beneficial mutation]]; regular [[potions of mutation]] gave random mutation and didn't remove any. Also, Zin offered a 1-time ability at 6* to cure every mutation you had (instead of cleaning mutation potions).
 
*Prior to [[0.20]], undead would sometimes rot instead of taking stat damage in place of mutations, and [[Mummies]] had a self-restoration ability.
 
*Prior to [[0.20]], undead would sometimes rot instead of taking stat damage in place of mutations, and [[Mummies]] had a self-restoration ability.
 
*Prior to [[0.18]], there was an [[amulet of resist mutation]], and rMut from the amulet or from artifacts gave a 90% chance to resist.
 
*Prior to [[0.18]], there was an [[amulet of resist mutation]], and rMut from the amulet or from artifacts gave a 90% chance to resist.
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*Prior to [[0.13]], there were [[potions of gain strength]], [[potions of gain dexterity|dexterity]], and [[potions of gain intelligence|intelligence]] in place of the [[potion of beneficial mutation]].
 
*Prior to [[0.13]], there were [[potions of gain strength]], [[potions of gain dexterity|dexterity]], and [[potions of gain intelligence|intelligence]] in place of the [[potion of beneficial mutation]].
 
*Prior to [[0.12]], [[Polymorph Other]] (whether from a wand or the monster version of the spell) could inflict bad mutations on you. It was replaced by Malmutate.
 
*Prior to [[0.12]], [[Polymorph Other]] (whether from a wand or the monster version of the spell) could inflict bad mutations on you. It was replaced by Malmutate.
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==References==
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<references/>
  
 
[[Category:Mutations]]
 
[[Category:Mutations]]

Revision as of 23:25, 31 August 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

Mutations are genetic oddities you may receive during your travels in the dungeon. Often acquired at random, they may be helpful or debilitating. To learn specifics about each mutation, see the full list of mutations or read:

Useful Info

Mutations induce various properties to your character, good or bad. Robust increases your max HP, Frail reduces it. Most species start with some amount of innate mutation. Some mutations are transient (temporary), and are cured by gaining XP.

Undead characters cannot mutate. In situations where a living character would gain a mutation, the undead suffer stat drain, which can be cured by gaining XP.

Innate

Mutations from your species, whether on start or by level up, are considered "innate". These mutations can never be resisted or removed, though they may be improved (e.g. Minotaur's Horns 2 may lengthen into Horns 3). All other sorts of mutation you'll get can be removed freely.

Unless you are a Demonspawn, innate mutations do not contribute towards silver's damage bonus. For each "acquired" or demonspawn mutation you have, you take +5% damage from silver (max. +75%).

Conflicting mutations

Certain mutations conflict, so you can't have Fire Resistance and Fire Vulnerability at the same time. Also, mutations can conflict with species physiology: Octopodes can't get Claws or Horns, and Merfolk's tails don't support Talons or Hooves.

Viewing Mutations

You can view all of your current mutations by pressing A. In the default settings for the A screen, mutations are displayed in different colors according to type:

  • Innate mutations (from your species), good or bad, are blue. They can never be permanently removed.
    • Mutations that are a combination of innate and acquired are displayed in cyan (good) or magenta (bad).
  • Acquired good mutations are light grey.
  • Acquired bad mutations are red.
  • Transient mutations (temporary) are light magenta and between brackets.
  • Mutations that are currently suppressed due to a transformation are dark grey.

Gaining Mutations

There are many ways to gain external mutations - most are weighted towards the negative.

Good mutations

Random mutations

  • Xom can mutate you - depending on the action, it can be good, bad, or purely random.
  • Potions of mutation removes 2-3 mutations, then gives 1-3, weighted towards good mutations.

Bad mutations

These sources ("malmutations") have an 80% chance to give you a bad mutation, and a 20% chance for a random one.

Transient Mutations

These mutations are always bad, but are temporary, and will be cured by gaining XP.

Removing Mutations

There are only a few ways to remove permanent mutations:

  • A potion of mutation removes 2-3 mutations, then gives 1-3.
    • Followers of Zin at 6* piety can drink potions to remove mutations. There's no chance to gain mutations, so there's no hit to piety.
  • Jiyva has a 25% chance to remove a mutation level for each existing mutation, doubled if its a bad mutation, whenever it gifts new ones.
  • One possible effect of Zin's wrath is to remove all of your good mutations.

If you get a conflicting mutation (e.g. getting Frail when you have non-innate Robust), they'll cancel each other out. Also, when you gain a random mutation, you may lose a mutation instead - see below for details.

Mutation Resistance

Sources of mutation resistance stack multiplicatively:

  • The rMut item property (found only on Hat of the Alchemist and lajatang of Order) gives a 66% chance to block mutations. The item property does not stack with itself.
  • The Mutation Resistance mutation can block mutations based on its level. Level 1 gives a 66% chance to block incoming mutations. Level 2 also gives a 50% chance to block mutations from being removed. Level 3 gives a 100% chance to block incoming or outgoing mutations (barring the above exceptions).
  • Zin provides a piety / 1.6% chance to block mutations. At 6* piety, this is 100% immunity (except for contamination).
  • Ashenzari provides immunity to mutations that would shatter a cursed item, like Horns with a cursed helmet. This applies 100% of the time to non-innate mutations, including contamination.
  • Being undead (Ghoul, Mummy, Lich Form, but not Vampire) provides full, absolute immunity to mutation. Instead, you "rot" when mutating, causing stat drain.

When affected by "random" mutation (not "good" or "bad"), you have a 6.5% * non_innate_muts chance to prevent it. Each time you resist this way, you have 33% chance to lose a mutation. Xom ignores this 67% of the time.

History

References

  1. timed-effects.cc:105 (0.30.1)
    The 4th property, "force_mutation", has its value set to coinflip - so it's a 50% chance to ignore all resistances.