Difference between revisions of "Demonspawn mutations"

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As [[demonspawn]] characters level up, they gain useful [[mutations]] due to their demonic ancestry. [[Demonspawn mutations]] are semi-random, according to the following rules. A 'facet' is a set of three levels in one mutation:
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{{version030}}
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As [[demonspawn]] characters level up, they gain useful [[mutations]] due to their demonic ancestry. [[Demonspawn mutations]] are semi-random, according to the following rules. A 'facet' is a set of three ranks in one mutation:
 
*90% of the time, they mutate as follows:
 
*90% of the time, they mutate as follows:
 
**They gain one body-slot facet
 
**They gain one body-slot facet
**They gain one tier 1 (scales) facet
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**They gain one scales facet
**They gain two tier 2 facet
+
**They gain two tier 2 facets
**They gain one tier 3 facets
+
**They gain one tier 3 facet
 
*10% of the time, they are "monstrous", and instead mutate as follows:
 
*10% of the time, they are "monstrous", and instead mutate as follows:
**They gain three body-slot facets (claws, horns or antennae, hooves or talons)
+
**They gain three body-slot facets.
**They have ''no'' tier 1 (scales) facets
+
**They have ''no'' scales facets
 
**They gain two tier 2 facets
 
**They gain two tier 2 facets
 
**They gain one tier 3 facet
 
**They gain one tier 3 facet
Monstrous demonspawn are far more offensive-minded: they have lower AC due to their inability to wear any armour other than cloaks, shields, and body armour, but their claws make them well-suited to [[Unarmed Combat]]. Your auxiliary attacks also support close combat.
 
  
 
Here is a list of all possible demonspawn mutations. Note that many of these mutations can also be gained randomly. However, demonspawn mutations are unique in that they cannot be removed by any means. You can check your current mutations with shift-A.
 
Here is a list of all possible demonspawn mutations. Note that many of these mutations can also be gained randomly. However, demonspawn mutations are unique in that they cannot be removed by any means. You can check your current mutations with shift-A.
  
=Body-Slot Facets=
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==Body-Slot Facets==
  
 
Monstrous demonspawn develop 3 body-slot facets, while others gain 1.
 
Monstrous demonspawn develop 3 body-slot facets, while others gain 1.
 +
All body-slot facets give the player some extra passive abilities, but will eventually preclude wearing some non-body armour.
 +
* [[Gloves]] negate the [[Claws]] facet and are prohibited when [[Claws]] or [[Demonic Touch]] facets reach the third rank. [[Claws]] and [[Demonic Touch]] facets are mutually exclusive.
 +
* [[Helmet]]s cannot be worn with any rank of [[Antennae]] or [[Horns]] facet. No headgear can be worn when these facets reach the third rank. [[Antennae]] and [[Horns]] facets are mutually exclusive.
 +
* [[Cloak]]s cannot be worn when the [[Weakening Stinger]] facet reaches the third level of mutation.
 +
* [[Boots]] negate the [[Hooves]] facet and are prohibited when the [[Hooves]] facet reaches the third rank.
 +
Since most demonspawn only have one body-slot facet, the armour restriction is minor.
 +
Monstrous demonspawn, who have three body-slot facets, suffer from many more armour restrictions. However they gain two more passive abilities than their non-monstrous brethren. This lends themselves to a more offensive play style.
  
 
===Claws===
 
===Claws===
Improves the damage of your [[Unarmed Combat]] fist attacks. Damage rises with rank. Wearing gloves negates the effects of this mutation; at rank 3, [[gloves]] are prohibited.
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{{:Claws}}
{{flavour|1. You have sharp fingernails.<br>2. You have very sharp fingernails.<br>3. You have claws for hands.}}
+
 
 +
 
 +
===Demonic Touch===
 +
{{:Demonic Touch}}
 +
 
  
 
===Horns===
 
===Horns===
Grants an [[auxiliary attack|auxiliary]] [[Unarmed Combat]] headbutt attack. Damage rises with rank. At any rank, [[helmet]]s are prohibited; at rank 3, all headgear is prohibited.
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{{:Horns}}
{{flavour|1. You have a pair of small horns on your head.<br>2. You have a pair of horns on your head.<br>3. You have a pair of large horns on your head.}}
+
 
  
 
===Antennae===
 
===Antennae===
Lets you detect any monsters within a certain radius of you, even if invisible or through walls - usefully, this includes [[mimic]]s. Any rank prohibits use of [[helmet]]s, and rank 3 prohibits use of any headgear.<br>
+
{{:Antennae}}
Rank 1: 3 tile radius (including the player). Rank 2: 5 tile radius. Rank 3: 7 tiles, plus gives [[see invisible]].
+
 
{{flavour|A pair of antennae grows on your head!<p>1. You have a pair of small antennae on your head.<br>2. You have a pair of antennae on your head.<br>3. You have a pair of large antennae on your head.}}
 
  
 
===Hooves===
 
===Hooves===
Grants an [[auxiliary attack|auxiliary]] [[Unarmed Combat]] kick attack. Damage rises with rank. Wearing [[boots]] negates the effects of this mutation; at rank 3, boots are prohibited.
+
{{:Hooves}}
{{flavour|1. You have large cloven feet.<br>2. You have hoof-like feet.<br>3. You have hooves in place of feet.}}
+
 
  
===Talons===
+
===Weakening Stinger===
Grants an [[auxiliary attack|auxiliary]] [[Unarmed Combat]] kick attack. Damage rises with rank. Wearing [[boots]] negates the effects of this mutation; at rank 3, boots are prohibited.
+
{{:Weakening Stinger}}
{{flavour|1. You have sharp toenails.<br>2. You have razor-sharp toenails.<br>3. You have claws for feet.}}
 
  
=Tier 1 Facets (Scales)=
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==Scales Facets==
 
Most demonspawn develop scales; monstrous demonspawn do not. Demonspawn may still acquire scales through random mutation, but non-monstrous demonspawn can only get ranks of a scales mutation if it matches the one they would eventually develop later.
 
Most demonspawn develop scales; monstrous demonspawn do not. Demonspawn may still acquire scales through random mutation, but non-monstrous demonspawn can only get ranks of a scales mutation if it matches the one they would eventually develop later.
  
 
===Molten Scales===
 
===Molten Scales===
Rank 1: +1 [[AC]]. Rank 2: +3 AC, -1 EV. Rank 3: +4 AC, -1 EV, rF+.
+
{{:Molten Scales}}
{{flavour|1. You are partially covered in molten scales.<br>2. You are mostly covered in molten scales.<br>3. You are completely covered in molten scales.}}
+
 
  
 
===Icy Blue Scales===
 
===Icy Blue Scales===
Rank 1: +1 AC. Rank 2: +3 AC, -1 EV. Rank 3: +4 AC, -1 EV, rC+.
+
{{:Icy Blue Scales}}
{{flavour|1. You are partially covered in icy blue scales.<br>2. You are mostly covered in icy blue scales.<br>3. You are completely covered in icy blue scales.}}
+
 
  
 
===Slimy Green Scales===
 
===Slimy Green Scales===
Rank 1: +2 AC. Rank 2: +3 AC. Rank 3: +4 AC, rPois.
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{{:Slimy Green Scales}}
{{flavour|1. You are partially covered in slimy green scales.<br>2. You are mostly covered in slimy green scales.<br>3. You are completely covered in slimy green scales.}}
+
 
  
 
===Thin Metallic Scales===
 
===Thin Metallic Scales===
Rank 1: +2 AC. Rank 2: +3 AC. Rank 3: +4 AC, rElec.
+
{{:Thin Metallic Scales}}
{{flavour|1. You are partially covered in thin metallic scales.<br>2. You are mostly covered in thin metallic scales.<br>3. You are completely covered in thin metallic scales.}}
+
 
  
 
===Yellow Scales===
 
===Yellow Scales===
Rank 1: +2 AC. Rank 2: +3 AC. Rank 3: +4 AC, rAcid+.
+
{{:Yellow Scales}}
{{flavour|1. You are partially covered in yellow scales.<br>2. You are mostly covered in yellow scales.<br>3. You are completely covered in yellow scales.}}
 
  
===Rough Black Scales===
 
Rank 1: +4 AC, -1 DEX. Rank 2: +7 AC, -2 DEX. Rank 3: +10 AC, -3 DEX.
 
{{flavour|1. You are partially covered in rough black scales.<br>2. You are mostly covered in rough black scales.<br>3. You are completely covered in rough black scales.}}
 
  
 
===Rugged Brown Scales===
 
===Rugged Brown Scales===
Rank 1: +1 AC, +3% HP. Rank 2: +2 AC, +5% HP. Rank 3: +3 AC, +7% HP.
+
{{:Rugged Brown Scales}}
{{flavour|1. You are partially covered in rugged brown scales.<br>2. You are mostly covered in rugged brown scales.<br>3. You are completely covered in rugged brown scales.}}
 
  
===Iridescent Scales===
 
Rank 1: +4 AC. Rank 2: +6 AC. Rank 3: +8 AC.
 
{{flavour|
 
Iridescent scales grow over part of your body.
 
  
1. You are partially covered in iridescent scales.<br>
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===Large Bone Plates===
2. You are mostly covered in iridescent scales.<br>
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{{:Large Bone Plates}}
3. You are completely covered in iridescent scales.}}
 
  
===Large Bone Plates===
 
Rank 1: +2 AC, +2 [[SH]]. Rank 2: +3 AC, +4 SH. Rank 3: +4 AC, +6 SH.
 
{{flavour|1. You are partially covered in large bone plates.<br>2. You are mostly covered in large bone plates.<br>3. You are completely covered in large bone plates.}}
 
  
 
===Repulsion Field===
 
===Repulsion Field===
Gives increasing bonuses to EV (+2, +3, +4). At rank 3, permanently gives you the effect of [[Repel Missiles]].
+
{{:Repulsion Field}}
{{flavour|1. You are surrounded by a mild repulsion field.<br>2. You are surrounded by a moderate repulsion field.<br>3. You are surrounded by a strong repulsion field.}}
+
 
  
 
===Thin Skeletal Structure===
 
===Thin Skeletal Structure===
Rank 1: +2 DEX, +25 [[Stealth]]. Rank 2: +4 DEX, -1 STR, +50 Stealth. Rank 3: +6 DEX, -2 STR, +75 Stealth.
+
{{:Thin Skeletal Structure}}
{{flavour|1. You have a somewhat thin skeletal structure.<br>2. You have a moderately thin skeletal structure.<br>3. You have an unnaturally thin skeletal structure.}}
 
  
=Tier 2 Facets=
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 +
===Sturdy Frame===
 +
{{:Sturdy Frame}}
 +
 
 +
 
 +
===Sanguine Armour===
 +
{{:Sanguine Armour}}
 +
 
 +
 
 +
===Big Brain===
 +
{{:Big Brain}}
 +
 
 +
 
 +
===Sharp Scales===
 +
{{:Sharp Scales}}
 +
 
 +
==Tier 2 Facets==
 
All demonspawn develop two tier 2 facets.
 
All demonspawn develop two tier 2 facets.
  
==Ignite Blood==
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===Ignite Blood===
Actually consists of three seperate mutations grouped together, the first two of which are indistinguishable from the [[#Hurl Hellfire|tier 1 mutation]]:<br>
+
{{:Ignite Blood}}
Rank 1: Grants conservation for [[scroll]]s. Rank 2: Grants [[Good mutations#Heat Resistance|Heat Resistance 1]]. Rank 3: Ignite Blood. Whenever you make enemies bleed (whether by inflicting [[bleeding]] or just random splashes of blood from strong blows), it creates clouds of flame.
 
{{flavour|1. You are very good at protecting items from fire.<br>2. You are resistant to fire.<br>3. Your demonic aura causes spilled blood to erupt in flames. }}
 
  
==Icemail==
 
Actually consists of three seperate mutations grouped together, the first two of which are indistinguishable from the [[#Passive Freeze|tier 1 mutation]]:<br>
 
Rank 1: [[Good mutations#Cold Resistance|Cold Resistance 1]]. Rank 2: Grants [[conservation]] for [[potion]]s. Rank 3: Icemail. It grants +10 AC and melts away when you take fire damage or cast [[Fire Magic]], but it regrows over time. Icemail also lets you walk through freezing [[cloud]]s without losing potions or taking damage.
 
{{flavour|1. You are resistant to cold.<br>2. You are very good at protecting items from cold.<br>3. A meltable icy envelope protects you from harm and freezing clouds.}}
 
  
==Powered by Death==
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===Icemail===
This mutation triggers whenever you kill anything that leaves a corpse. Increases your regeneration rate by 100 (same as the spell) for each [[corpse]] within (3 * rank) tiles of you. Duration is (8 * rank) + 2d8 turns (Max: 40). All corpses contributing to this effect will rot slightly faster.
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{{:Icemail}}
{{flavour|A wave of death washes over you.
 
1. You can steal the life force of nearby defeated enemies..<br>2. You steal the life force of defeated enemies.<br>3. You quickly steal the life force of defeated enemies.}}
 
  
==Demonic Guardian==
 
Summons one or more friendly demons to aid you temporarily. Only occurs when [[tension]] is high, and dismisses them when tension drops.  Higher mutation levels require higher tension to activate. This is a bad mutation to have when worshipping [[Okawaru]], especially when you only have one level of it: weak allies will appear unbidden just when they are most likely to be killed, rapidly draining your piety.<br>Rank 1: Tier [[5]] ([[White imp]], [[lemure]], [[ufetubus]], or [[iron imp]]. Rank 2: Tier [[3]] or [[4]] ([[Orange demon]], [[hellwing]], or [[smoke demon]]). Rank 3: Tier [[1]] or [[2]] ([[Executioner]] or [[balrug]]).
 
{{flavour|1. A weak demonic guardian rushes to your aid.<br>2. A demonic guardian rushes to your aid.<br>3. A powerful demonic guardian rushes to your aid.}}
 
  
==Nightstalker==
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===Powered by Death===
Grants +40 Stealth per rank, while reciprocally reducing LOS by -1 per level, making both you and all monsters less likely to see each other.
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{{:Powered By Death}}
{{flavour|1. You are slightly more attuned to the shadows.<br>2. You are significantly more attuned to the shadows.<br>3. You are completely attuned to the shadows.}}
 
  
==Spiny==
 
Any monster that attacks you in melee is attacked for ((mutlevel)d6 - player EVP). Blocked attacks don't count, and the attack is subject to monster EV and AC.
 
{{flavour|1. You are partially covered in sharp spines.<br>2. You are mostly covered in sharp spines.<br>3. You are completely covered in sharp spines.}}
 
  
==Powered by Pain==
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===Mana Shield===
If d(Damage) > 2+3*Rank, or Damage > HP/2 ("Ouch! That really hurt!"), you either:
+
{{:Mana Shield}}
*regain 3d(2+3*Rank) MP. (50% chance)
 
*get a [[Might]] effect (25% chance)
 
*get an [[potion of agility|Agility]] effect (25% chance)
 
{{flavour|1. You sometimes gain a little power by taking damage.<br>2. You sometimes gain power by taking damage.<br>3. You are powered by pain.}}
 
  
==Foul Stench==
 
The foul stench tier has three levels. In the first, you gain one rank of the [[Saprovore]] mutation. In the other two, you obtain the first and second level of Foul Stench proper.
 
  
When adjacent monsters attack you in melee, they have a 33% chance per level to become [[sick]]. When monsters land a strong hit, there is also a 20% chance per level you may cause [[miasma]] to appear over the monster. This mutation also provides [[rot]] resistance, which negates rotting, sickness, and the effects of miasma.
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===Demonic Guardian===
 +
{{:Demonic Guardian}}
  
{{flavour|1. You emit a foul stench, and are resistant to rotting and decay.<br>2. You radiate miasma, and are resistant to rotting and decay.}}
 
  
=Tier 3 Facets=
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===Spiny===
 +
{{:Spiny (mutation)}}
 +
 
 +
 
 +
===Powered by Pain===
 +
{{:Powered By Pain}}
 +
 
 +
 
 +
===Foul Stench===
 +
{{:Foul Stench}}
 +
 
 +
 
 +
===Demonic Magic===
 +
{{:Demonic Magic}}
 +
 
 +
==Tier 3 Facets==
 
All demonspawn gain one tier 3 facet.
 
All demonspawn gain one tier 3 facet.
  
==Hurl Hellfire==
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===Hurl Damnation===
Actually consists of three seperate mutations grouped together, the first two of which are indistinguishable from the [[#Ignite Blood|tier 2 mutation]]:<br>
+
{{:Hurl Damnation (mutation)}}
Rank 1: Grants conservation for [[scroll]]s. Rank 2: [[Good mutations#Heat Resistance|Heat Resistance 1]]. Rank 3. Lets you hurl [[Hellfire]] as an ability, but it costs 25% of your max HP.  Damage is far greater than monster hellfire: it depends on XL, but at XL27 it does 6d28 damage, as compared to 3d15 or 3d20 for monsters.  Like monster hellfire, it ignores AC and fire resistance, but not hellfire resistance.
+
 
{{flavour|1. You are very good at protecting items from fire.<br>2. You are resistant to fire.<br>3. You can hurl blasts of hellfire.}}
 
  
==Passive Freeze==
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===Robust===
Actually consists of three seperate mutations grouped together, the first two of which are indistinguishable from the [[#Icemail|tier 2 mutation]]:<br>
+
{{:Robust}}
Rank 1: [[Good mutations#Cold Resistance|Cold Resistance 1]]. Rank 2: Grants [[conservation]] for [[potion]]s. Rank 3: You passively cast [[Freeze]] on any monster that attacks you in melee.  Like the spell, this always hits.
 
{{flavour|1. You are resistant to cold.<br>2. You are very good at protecting items from cold.<br>3. A frigid envelope surrounds you and freezes all who hurt you.}}
 
  
==Robust==
 
Gives you +10% max HP per rank.
 
{{flavour|1. You are robust.<br>2. You are very robust.<br>3. You are extremely robust.}}
 
  
==Negative Energy Resistance==
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===Black Mark===
The first two ranks grant increasing resistance to [[negative energy]]. The third rank grants Stochastic [[Torment]] Resistance (you have a 50% chance of negating damage from a torment).
+
{{:Black Mark (mutation)}}
{{flavour|1. You resist negative energy.<br>2. You are quite resistant to negative energy.<br>3. You are somewhat able to resist unholy torments (1 in 2 success).}}
 
  
==Augmentation==
 
Each level gives a spell enhancement and slaying bonus that kicks in at high HP. Bonuses are equal to max(0, ceiling(mutlevel*(2*hp - maxhp)/maxhp))*(0.4*[[spell power]] + 4 [[slaying]]), so you become more powerful at higher levels of HP.
 
  
{{flavour|1. Your magical and physical power is slightly enhanced as your life falls. <br>2. Your magical and physical power is enhanced as your life falls.<br>3. Your magical and physical power is greatly enhanced as your life falls.}}
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===Augmentation===
 +
{{:Augmentation}}
  
=History=
 
In [[0.13]], a new tier 2 mutation called Mana Shield will be added. Level one gives guardian spirit, level two gives increased mana regeneration rate, level three lets mana regenerate in place of health at low mana.
 
  
Prior to [[0.12]] Augmentation kicked in at low HP instead of high HP.
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===Corrupting Presence===
 +
{{:Corrupting Presence}}
  
Prior to [[0.11]], [[magic resistance]] was available as a Tier 2 facet.
 
  
 +
==History==
 +
*In [[0.28]], [[Weakening Stinger]] and [[Demonic Touch]] were added. The [[Talons]] facet was removed.
 +
*In [[0.27]], [[Passive Freeze]] and [[Iridescent Scales]] were removed, [[Corrupting Presence]] and [[Demonic Magic]] were added, and several other facets were reworked.
 +
*In [[0.26]], [[Nightstalker]] facet was removed and [[Sharp Scales]] and [[Big Brain]] facets were added.
 +
*Prior to [[0.19]], Powered by Death gave regeneration from nearby corpses, regeneration is now given from kills.
 +
*Sanguine Armour was added in [[0.19]].
 +
*Sturdy Frame was added in [[0.18]].
 +
*Rough Black Scales were removed in [[0.18]].
 +
*Prior to [[0.14]], the negative energy facet granted a second level of rN, instead of the [[Black Mark]] passive ability.
 +
*Prior to [[0.13]], Demonic Guardian would function for Okawaru worshipers, often resulting in massive piety losses. Hellfire cost 25% of max HP instead of 15.
 +
*Mana Shield was added in [[0.13]].
 +
*Prior to [[0.12]], Augmentation kicked in at low HP instead of high HP.
 +
*Prior to [[0.11]], [[magic resistance]] was available as a Tier 2 facet.
 +
*Many mutations were added in [[0.10]].
 +
*The Demonspawn mutation system was substantially overhauled in [[0.7]].  Prior to that version, they mutated in a generally more random fashion: mutations were only grouped into low power and high power, and Demonspawn would receive six total mutations (two low, four high power). Demonspawn mutations were also influenced by a character's skills and deity.  While the old Demonspawn may have had much more powerful mutations available to them, the lack of any coherence to the mutations, or any guarantee of getting useful ones, made them in general a much more difficult species under the old system.
 +
**The mutation lists, which can be found on [http://r1gm.free.fr/Crawl/crawlSS_052_mutations.txt this page], were extremely varied.  For instance, "high power" mutations could be absolutely mediocre things such as 1d3 levels of negative energy resistance, or potentially game breaking, like fast movement or complete torment immunity.
  
 
[[Category:Intrinsic]]
 
[[Category:Intrinsic]]
 
[[Category:Mutations]]
 
[[Category:Mutations]]
 
[[Category:List]]
 
[[Category:List]]
[[Category:Crystal Ball Articles]]
 

Latest revision as of 07:35, 10 December 2023

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

As demonspawn characters level up, they gain useful mutations due to their demonic ancestry. Demonspawn mutations are semi-random, according to the following rules. A 'facet' is a set of three ranks in one mutation:

  • 90% of the time, they mutate as follows:
    • They gain one body-slot facet
    • They gain one scales facet
    • They gain two tier 2 facets
    • They gain one tier 3 facet
  • 10% of the time, they are "monstrous", and instead mutate as follows:
    • They gain three body-slot facets.
    • They have no scales facets
    • They gain two tier 2 facets
    • They gain one tier 3 facet

Here is a list of all possible demonspawn mutations. Note that many of these mutations can also be gained randomly. However, demonspawn mutations are unique in that they cannot be removed by any means. You can check your current mutations with shift-A.

Body-Slot Facets

Monstrous demonspawn develop 3 body-slot facets, while others gain 1. All body-slot facets give the player some extra passive abilities, but will eventually preclude wearing some non-body armour.

Since most demonspawn only have one body-slot facet, the armour restriction is minor. Monstrous demonspawn, who have three body-slot facets, suffer from many more armour restrictions. However they gain two more passive abilities than their non-monstrous brethren. This lends themselves to a more offensive play style.

Claws

Rank Effect Flavor
1 +2 unarmed base damage. Negated by gloves. You have sharp fingernails.
2 +4 unarmed base damage. Negated by gloves. You have very sharp fingernails.
3 +6 unarmed base damage. Prohibits gloves. You have claws for hands.

Using Unarmed Combat with level 3 Claws will decapitate hydra heads.

Species notes: Ghouls start with rank 1 and Trolls start with rank 3.
Octopodes cannot gain claws.

Good mutation, Demonspawn mutation


Demonic Touch

Rank Effect Flavor
1 Offhand touch attack. Your touch may inflict minor irresistible damage on your foes.
2 Improved offhand touch attack. Your touch may inflict irresistible damage on your foes.
3 Superior offhand touch attack that applies vulnerability. Prohibits gloves. Your touch may irresistibly damage your foes and sap their willpower.

Damage: 6 to 6 + (4 * rank)
Chance: 40% per melee attack
Damage modifiers and AC do not apply to this attack. Does not work with a shield or two-handed weapon.

Species notes: Demonspawn can gain demonic touch as a body slot option.

Good mutation, Demonspawn mutation


Horns

Rank Effect Flavor
1 Auxiliary headbutt attack. Prohibits helmets. You have a pair of small horns on your head.
2 Improved auxiliary headbutt attack. Prohibits helmets. You have a pair of horns on your head.
3 Superior auxiliary headbutt attack. Prohibits all headgear. You have a pair of large horns on your head.

Damage: 5 + (3 * rank)
Chance: 66% * (30 + XL)/59 per melee attack
Minotaurs may retaliate against enemies with headbutts.

Species notes: Minotaurs start with rank 2, and Oni start with rank 1. Demonspawn can gain horns as a body slot option. Octopodes cannot gain horns.

Good mutation, Demonspawn mutation


Antennae

Rank Effect Flavor
1 Shows the location of all invisible enemies in line of sight. Detects all monsters within 3 tiles, even through walls or opaque clouds. Prohibits helmets. You have a pair of small antennae on your head.
2 Range increases to 5 tiles. Prohibits helmets. You have a pair of antennae on your head.
3 Range increases to 7 tiles. Grants see invisible. Prohibits all headgear. You have a pair of large antennae on your head.

When playing in console mode, creatures not in line of sight are revealed as { or { glyphs, depending on whether the entity is hostile or friendly. In tile mode, they appear as icons which similarly indicate hostility. Mimics will be identified as soon as they enter your antennae range.

Species notes: Formicids start with rank 3. Demonspawn can gain antennae as a body slot option.

Good mutation, Demonspawn mutation


Hooves

Rank Effect Flavor
1 Auxiliary kick attack. Negated by boots. You have large cloven feet.
2 Improved auxiliary kick attack. Negated by boots. You have hoof-like feet.
3 Superior auxiliary kick attack. Prohibits boots. You have hooves in place of feet.

Damage: 5 + (5/3 * rank)
Chance: 100% * (30 + XL)/59 per melee attack

Species notes: Demonspawn can gain hooves as a body slot option. Nagas, merfolk, felids, and octopodes cannot gain hooves.

Good mutation, Demonspawn mutation


Weakening Stinger

Rank Effect Flavor
1 Auxiliary tail-slap attack. You have a small tail.
2 Improved auxiliary tail-slap attack. You have a tail ending in a sharp stinger.
3 Superior auxiliary tail-slap attack which inflicts Weak. Prohibits cloaks. You have a sharp stinger which inflicts weakening toxins.

Damage: 6 + rank
Chance: 50% * (30 + XL)/59 per melee attack

Species notes: Demonspawn can gain the weakening stinger as a body slot option.

Good mutation, Demonspawn mutation

Scales Facets

Most demonspawn develop scales; monstrous demonspawn do not. Demonspawn may still acquire scales through random mutation, but non-monstrous demonspawn can only get ranks of a scales mutation if it matches the one they would eventually develop later.

Molten Scales

Rank Effect Flavor
1 +2 AC You are partially covered in molten scales.
2 +3 AC You are mostly covered in molten scales.
3 +4 AC, rF+ You are completely covered in molten scales.

Good mutation, Demonspawn mutation


Icy Blue Scales

Rank Effect Flavor
1 +2 AC You are partially covered in icy blue scales.
2 +3 AC You are mostly covered in icy blue scales.
3 +4 AC, rC+ You are completely covered in icy blue scales.

Good mutation, Demonspawn mutation


Slimy Green Scales

Rank Effect Flavor
1 +2 AC You are partially covered in slimy green scales.
2 +3 AC You are mostly covered in slimy green scales.
3 +4 AC, rPois You are completely covered in slimy green scales.

Good mutation, Demonspawn mutation


Thin Metallic Scales

Rank Effect Flavor
1 +2 AC You are partially covered in thin metallic scales.
2 +3 AC You are mostly covered in thin metallic scales.
3 +4 AC, rElec You are completely covered in thin metallic scales.

Good mutation, Demonspawn mutation


Yellow Scales

Rank Effect Flavor
1 +2 AC You are partially covered in yellow scales.
2 +3 AC You are mostly covered in yellow scales.
3 +4 AC, rCorr You are completely covered in yellow scales.

Good mutation, Demonspawn mutation


Rugged Brown Scales

Rank Effect Flavor
1 +1 AC, +3% HP You are partially covered in rugged brown scales.
2 +2 AC, +5% HP You are mostly covered in rugged brown scales.
3 +3 AC, +7% HP You are completely covered in rugged brown scales.

Good mutation, Demonspawn mutation


Large Bone Plates

Rank Effect Flavor
1 +4 SH You are partially covered in large bone plates.
2 +6 SH You are mostly covered in large bone plates.
3 +8 SH You are completely covered in large bone plates.

Good mutation, Demonspawn mutation


Repulsion Field

Rank Effect Flavor
1 +2 EV You are surrounded by a mild repulsion field.
2 +3 EV You are surrounded by a moderate repulsion field.
3 +4 EV, Repel Missiles You are surrounded by a strong repulsion field.

Prior to 0.19, the EV bonus applied even when paralysed, sleeping, etc.

Good mutation, Demonspawn mutation


Thin Skeletal Structure

Rank Effect Flavor
1 +2 DEX, +25 Stealth You have a somewhat thin skeletal structure.
2 +4 DEX, +50 Stealth You have a moderately thin skeletal structure.
3 +6 DEX, +75 Stealth You have an unnaturally thin skeletal structure.

Good mutation, Demonspawn mutation

In earlier versions of Crawl, this mutation also reduced strength by 1 per rank.


Sturdy Frame

Rank Effect Flavor
1 -2 Encumbrance from equipped armour. Your movements are slightly less encumbered by armour. (ER -2)
2 -4 Encumbrance from equipped armour. Your movements are less encumbered by armour. (ER -4)
3 -6 Encumbrance from equipped armour. Your movements are significantly less encumbered by armour. (ER -6)

This mutation allows the player to wear heavier Armour without the associated penalties to EV or Spell Success.

Good mutation, Demonspawn mutation


Sanguine Armour

Rank Effect Flavor
1 When you have 2/3 of your max health or less, gain +6 AC. When seriously injured, your bleeding wounds create armour. (AC +0).
2 The same as the previous level but +9 AC. When seriously injured, your bleeding wounds create thick armour. (AC +0).
3 The same as the previous level but +12 AC. When seriously injured, your bleeding wounds create very thick armour. (AC +0).

Good mutation, Demonspawn mutation


Big Brain

Rank Effect Flavor
1 +2 INT You have an unusually large brain.
2 +4 INT You have an extremely huge brain.
3 +6 INT, permanent Wizardry effect You have an absolutely massive brain.

Good mutation, Demonspawn mutation


Sharp Scales

Rank Effect Flavor
1 +1 AC, +1 slaying bonus You are partially covered in razor-sharp scales.
2 +2 AC, +2 slaying bonus You are mostly covered in razor-sharp scales.
3 +3 AC, +3 slaying bonus You are completely covered in razor-sharp scales.

Good mutation, Demonspawn mutation

Tier 2 Facets

All demonspawn develop two tier 2 facets.

Ignite Blood

Rank Effect Flavor
1 Blood spilled in your LOS has a 33% chance to immediately burst into a cloud of flame.
You are immune to clouds of flame.
Your demonic aura sometimes causes spilled blood to erupt in flames.
2 Chance of igniting blood increased to 66%. Flame cloud duration improves. Your demonic aura often causes spilled blood to erupt in flames.
3 Chance of igniting blood increased to 100%. Flame cloud duration improves. Your demonic aura causes all spilled blood to erupt in flames.

Flame clouds appear where player or enemy blood is spilled and last from mutlevel + 2 to 3 * mutlevel + 1 turns.

Good mutation, Demonspawn mutation


Icemail

Rank Effect Flavor
1 Condensation Shield: +4 SH, but melts in the heat. A meltable shield of frost defends you.
2 Icemail: Provides an extra +4 AC. A meltable icy envelope protects you from harm.
3 Icemail 2: AC improves to +8. A thick, meltable icy envelope protects you from harm.

Melts each time you take fire damage but regenerates after 300 auts have passed.

Good mutation, Demonspawn mutation


Powered by Death

Rank Effect Flavor
1 Powered by death is triggered at a (100 - 10 * powered by death regen strength)% chance when you kill an enemy. If triggered you gain random2(mutation level + 1) powered by death regen strength, lasts for 1 + 1d4 turns per level of regen strength. Resets duration when triggered. Adds 100 * powered by death regen strength to your regeneration rate. You regenerate a little health from kills.
2 The same as the previous level but the mutation level is higher. You regenerate health from kills.
3 The same as the previous level but the mutation level is higher. You regenerate a lot of health from kills.

Every enemy you kill has a percentage chance to increase your regeneration rate by an amount, the chance decreases when the amount increases. The amount it can increase by per kill increases with the mutation level.

Good mutation, Demonspawn mutation


Mana Shield

Rank Effect Flavor
1 Doubles your natural MP regeneration. You regenerate magic rapidly.
2 Permanently grants the spirit shield intrinsic. When hurt, damage is shared between your health and your magic reserves.
3 At low MP, converts your HP regeneration to MP regeneration. When low on magic, you restore magic in place of health.

Good mutation, Demonspawn mutation


Demonic Guardian

Rank Effect Flavor
1 Chance to automatically summon a weak demonic ally when damaged. A weak demonic guardian rushes to your aid.
2 Summons average demons. A demonic guardian rushes to your aid.
3 Summons powerful demons. A powerful demonic guardian rushes to your aid.

Summons may occur after taking damage. You may shoot through guardians harmlessly.
See Demonic Guardian page for exact mechanics and history.

Good mutation, Demonspawn mutation


Spiny

Rank Effect Flavor
1 Automatic retaliation to monster melee attacks. 50% chance, 1 to (2 * XL / 3) + 3 damage. You are partially covered in sharp spines.
2 Automatic retaliation to monster melee attacks. 50% chance, 2 to (2 * XL / 3) + 6 damage. You are mostly covered in sharp spines.
3 Automatic retaliation to monster melee attacks. 50% chance, 3 to (2 * XL / 3) + 9 damage. You are completely covered in sharp spines.

Blocked attacks don't cause retaliation. For more details, see spiny.

Players with this mutation are immune to constriction.

Good mutation, Demonspawn mutation


Powered by Pain

Rank Effect Flavor
1 Each time you are injured, gain a bonus if random2(damage suffered) > 4 + (XL/4) OR if damage suffered > 50% of your max HP. You sometimes gain a little power by taking damage.
2 Increased mana gain and longer durations for might and agility bonuses. You sometimes gain power by taking damage.
3 Even higher mana gain, and even longer durations for might and agility. You are powered by pain.

Possible Bonuses
50% chance: Regain 3d(2+3*Rank) MP
25% chance: Might for 34 + 1d(20 * Rank) turns
25% chance: Agility for 34 + 1d(20 * Rank) turns

Good mutation, Demonspawn mutation


Foul Stench

Rank Effect Flavor
1 When damaged in melee, 10% chance to release a cloud of miasma. You are immune to miasma. You may rarely emit foul miasma when damaged in melee.
2 Chance of releasing miasma increased to 25%. You sometimes emit foul miasma when damaged in melee.
3 Chance of releasing miasma increased to 40%. You frequently emit foul miasma when damaged in melee.

Clouds of miasma are placed at the attacker's location and last for 5 to 10 turns.

Good mutation, Demonspawn mutation


Demonic Magic

Rank Effect Flavor
1 Your magic generates a menacing demonic aura. All spells cast have a chance to paralyse adjacent enemies. Spells you cast may paralyse adjacent enemies.
2 Paralysis effect increases in range. Spells you cast may paralyse nearby enemies.
3 Paralysis effect further increases in range, and also triggers when using Evocables. Spells you cast and wands you use may paralyse nearby enemies.

Range of effect is equal to the mutation rank. More powerful spells generate a more powerful effect, granting a higher chance to overcome enemy willpower. Paralysis lasts 2 to 5 turns.

Good mutation, Demonspawn mutation


Tier 3 Facets

All demonspawn gain one tier 3 facet.

Hurl Damnation

Rank Effect Flavor
1 Improved willpower (equal to Will+).
Enemies take damage when you resist their enchantments.
You punish those that try to bend your will.
2 Torment resistance. You are resistant to unholy torment.
3 Hurl Damnation for 15% of max HP. You can hurl damnation.

Damage from demonic will scales with the power of the spell resisted: 3 + 1d(spell_power / 10)

At XL 27, damnation damage is 3d42. Ignores AC and fire resistance, but not damnation resistance.

Good mutation, Demonspawn mutation


Robust

Rank Effect Flavor
1 +10% max HP You are robust.
2 +20% max HP You are very robust.
3 +30% max HP You are extremely robust.

Good mutation, Demonspawn mutation


Black Mark

Rank Effect Flavor
1 Enhances Hexes Your hexes are more powerful.
2 20% to inflict one of drain, weak, or antimagic in melee Your melee attacks may debilitate your foes.
3 Silences all adjacent tiles (your own tile is not silenced). You are surrounded by an aura of silence.

For level 2 of this mutation, if a status would be useless against a target, it is rerolled.

Good mutation, Demonspawn mutation


Augmentation

Rank Effect Flavor
1 Slaying bonus at high HP. Your magical and physical power is slightly enhanced at high health.
2 Improved slaying bonus at high HP. Your magical and physical power is enhanced at high health.
3 Superior slaying bonus at high HP. Your magical and physical power is greatly enhanced at high health.

Bonus of +3 slaying and +40% spell power per level of augmentation.
Plus one augmentation level for each mark you pass.
Mutation Level 1: 50%
Mutation Level 2: 50% and 75%
Mutation Level 3: 50%, 66.6%, and 83.3%

Prior to 0.20, the slaying bonus was 4 per rank.

Good mutation, Demonspawn mutation


Corrupting Presence

Rank Effect Flavor
1 Chance to corrode enemies you damage Your presence sometimes corrodes those you injure.
2 Additional chance to malmutate enemies you damage Your presence sometimes corrodes or deforms those you injure.
3 Word of Chaos scatters and debilitates enemies for 6 MP and moderate draining You can speak a Word of Chaos.

Odds of corrosion and malmutation are both 1 in 12. Word of Chaos blinks all enemies in LOS away with a chance to ensnare, slow, or frighten them.

Good mutation, Demonspawn mutation


History

  • In 0.28, Weakening Stinger and Demonic Touch were added. The Talons facet was removed.
  • In 0.27, Passive Freeze and Iridescent Scales were removed, Corrupting Presence and Demonic Magic were added, and several other facets were reworked.
  • In 0.26, Nightstalker facet was removed and Sharp Scales and Big Brain facets were added.
  • Prior to 0.19, Powered by Death gave regeneration from nearby corpses, regeneration is now given from kills.
  • Sanguine Armour was added in 0.19.
  • Sturdy Frame was added in 0.18.
  • Rough Black Scales were removed in 0.18.
  • Prior to 0.14, the negative energy facet granted a second level of rN, instead of the Black Mark passive ability.
  • Prior to 0.13, Demonic Guardian would function for Okawaru worshipers, often resulting in massive piety losses. Hellfire cost 25% of max HP instead of 15.
  • Mana Shield was added in 0.13.
  • Prior to 0.12, Augmentation kicked in at low HP instead of high HP.
  • Prior to 0.11, magic resistance was available as a Tier 2 facet.
  • Many mutations were added in 0.10.
  • The Demonspawn mutation system was substantially overhauled in 0.7. Prior to that version, they mutated in a generally more random fashion: mutations were only grouped into low power and high power, and Demonspawn would receive six total mutations (two low, four high power). Demonspawn mutations were also influenced by a character's skills and deity. While the old Demonspawn may have had much more powerful mutations available to them, the lack of any coherence to the mutations, or any guarantee of getting useful ones, made them in general a much more difficult species under the old system.
    • The mutation lists, which can be found on this page, were extremely varied. For instance, "high power" mutations could be absolutely mediocre things such as 1d3 levels of negative energy resistance, or potentially game breaking, like fast movement or complete torment immunity.