Difference between revisions of "Mutation"

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(Gaining Mutations: Items with the MUT property are already mentioned in the Bad Mutations section above, but not very clearly. Those items don't inflict mutations directly, do they?)
 
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''For a list of mutations, see [[List of mutations]]''
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{{version031}}
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{{flavour|The Dungeon contains many sources of mutagenic radiation and magical contamination, which may cause your character to gain semi-permanent mutations if affected. You can use the 'A' command to view a list of any mutations that you have acquired. Individual mutations can be examined in further detail by pressing the letter they are labelled with.
  
'''Mutations''' are genetic oddities you may receive during your travels in the dungeon. They come in many varieties, ranging from the very good (e.g. electricity resistance, the ability to breathe fire) to the very bad ([[teleportitis]], deteriorating body). A complete list can be found at the [[List of mutations]] page.
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Many mutations are actually beneficial to your character, but there are plenty of nasty ones as well. Some mutations have multiple levels, each of which counts as a single mutation.
  
Undead characters cannot mutate. In situations where a living character would gain a mutation, they either rot or decompose instead. Decomposition means temporarily losing a point of [[Intelligence]], [[Dexterity]], or [[Strength]]. This will heal back after a long time (it will heal randomly, one stat at a time) or can be fixed by quaffing a [[potion of restore abilities]] or eating a [[royal jelly]]. It can also mean that they [[rot]], permanently losing points off their max HP. This can be fixed by drinking a healing or heal wounds potion or zapping oneself with a [[wand of healing]] while already fully healed. Since mummies can't drink potions, they can only restore rotten HP with a racial ability they receive at level 13 (costs 1 permanent MP) or a wand of healing at full HP. Ghouls rot all the time, so it's not a problem for them.
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It is more difficult to get rid of bad mutations than to get one. Using potions of mutation will remove a number of your current mutations, but will give you more mutations. These might be better to your taste. However, the only sure-fire ways is to join the gods Zin or Jiyva, each of whom provides some remedy against mutations.}}
  
==Innate vs. Acquired Mutations==
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'''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 '''[[:Category:Mutations|full list of mutations]]''' or read:
There are two kinds of mutations in the game: acquired and innate. Acquired mutations are gained through the various means outlined below, and can be cured, usually with a [[potion of cure mutation]]. Innate mutations are the characteristics of a species and cannot be removed by any means. Innate mutation examples include a [[Spriggan]]'s ability to [[see invisible]] or a [[Naga]]'s poison spit. While most species start with all the innate mutations they will ever have, some, most notably [[Demonspawn]], gain them as they level up. [[Mutation resistance]] has absolutely no effect on this whatsoever, and as previously mentioned, they cannot be removed. However, such mutations can be "expanded" by acquired mutations: for example, a naga might randomly gain another rank of poison spit (allowing them to breath poison clouds), or a [[minotaur]]'s horns might expand to become large horns, precluding caps altogether. Note that not all innate mutations can be acquired randomly; for example, you cannot randomly become a [[saprovore]].
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*[[Good mutations]]
 
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*[[Bad mutations]]
In the default settings for the A screen, mutations are displayed in different colors according to type:
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*[[Demonspawn mutations]]
*Innate mutations, good or bad, are blue
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*[[Jiyva mutations]]
*Acquired good mutations are grey
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==Useful Info==
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Mutations induce various properties to your character, good or bad. [[Robust]] increases your max HP, [[Frail]] reduces it. Most species' gimmicks are defined by their starting mutations. Some mutations are transient (temporary), and are cured by gaining XP. Otherwise, mutations are permanent - they'll last until you have a way to remove mutations, usually [[potions of mutation]].
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[[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.
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===Innate===
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Mutations from your [[species]], whether on start or by level up, are considered "innate". These mutations can never be reduced 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.
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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 weapons (max. +75%).
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===Conflicting mutations===
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Certain mutations conflict, so you can't have Fire Resistance and Fire Vulnerability at the same time. Also, mutations may conflict with [[species]] physiology: e.g. [[Octopodes]] can't get [[Claws]] or [[Horns]], and [[Merfolk]]'s tails don't support [[Talons]] or [[Hooves]].
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==Viewing Mutations== 
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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:
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*Innate mutations (from your [[species]]), good or bad, are blue. They can never be permanently removed.
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**Mutations that are a combination of innate and acquired are displayed in cyan (good) or magenta (bad).
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*Acquired good mutations are light grey.
 
*Acquired bad mutations are red.
 
*Acquired bad mutations are red.
*Mutations that are a combination of innate and acquired are displayed in cyan or magenta, depending on whether they are good or bad.
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*Transient mutations (temporary) are light magenta and between brackets.
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*Mutations that are currently suppressed due to a [[transformation]] are dark grey.
  
 
==Gaining Mutations==
 
==Gaining Mutations==
There are many ways to gain mutations. Although you may want to gain mutations, there are some methods that you should avoid, as they will give you bad mutations most of the time. Zin followers should avoid trying to gain any mutation.
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There are many ways to gain external mutations - most are weighted towards the negative.
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===Good mutations===
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*[[Jiyva]] offers mutation gifts as you gain [[piety]], including its own [[Jiyva mutations|selection of mutations]] to followers.
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===Random mutations===
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*[[Xom]] can mutate you - depending on the action, it can be good, bad, or purely random.
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*[[Potions of mutation]] removes 2-3 mutations, then gives 1-3. Each added mutation has a 60% chance to be good, and 40% chance to be random.
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===Bad mutations===
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These sources ("malmutations") have an 80% chance to give you a [[bad mutation]], and a 20% chance for a random one.
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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]]).
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*[[Mnoleg]] can malmutate you on melee attacks (25% chance).
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*Any [[magic contamination]] over 5000 has a chance to malmutate you. Mutations induced this way will ignore mutation resistance 50% of the time (even bypassing [[Zin]]'s protection).<ref>{{source ref|0.31.0|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>
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Also, [[Jiyva]]'s [[divine retribution|wrath]] can inflict bad mutations 100% of the time (no chance for random mutation).
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===Transient Mutations===
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These mutations are always bad, but are temporary, and will be cured by gaining XP.
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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.
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*[[Corrupting Pulse]] inflicts 1-2 transient mutations per use. Most often seen from [[wretched star]]s.
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==Removing Mutations==
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There are only a few ways to remove permanent mutations:
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*A [[potion of mutation]] removes 2-3 mutations, then gives 1-3.
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**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.
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*[[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.
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*One possible effect of Zin's wrath is to remove all of your good mutations.
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If you get a conflicting mutation (e.g. getting [[Frail]] when you have non-innate [[Robust]]), they'll generally 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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==Mutation Resistance==
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Sources of mutation resistance stack multiplicatively:
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*The rMut item property (found only on [[Hat of the Alchemist]] and [[lajatang of Order]]) gives a 66% chance to block bad mutations and a 50% chance to block transient mutations. The item property does not stack with itself.
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*The [[Good mutations#Mutation Resistance|Mutation Resistance]] mutation can block mutations based on its level. Level 1 gives a 66% chance to block permanent mutations and a 50% chance to block transient mutations. Level 2 also gives a 50% chance to block mutations from being removed. Level 3 gives a 100% chance to block incoming mutations and their removal (except from gods and contamination).
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*[[Zin]] provides a <code>piety / 1.6</code>% chance to block mutations. At 6* piety, this is 100% immunity (except for contamination).
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*[[Ashenzari]] provides immunity to mutations that would shatter a [[curse]]d item, like [[Horns]] with a cursed [[helmet]]. This applies 100% of the time to non-innate mutations, even from contamination.
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*Being [[undead]] ([[Ghoul]], [[Mummy]], [[Death Form]], but ''not'' [[Vampire]]) provides full, absolute immunity to mutation. Instead, you "rot" when mutating, causing [[stat drain]].
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When affected by "random" mutation (not "good" or "bad"), you have a <code>6.5% * non_innate_muts</code> 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.
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==Strategy==
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The mutation system in ''Crawl'' can be quite punishing:
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*Generally, the bad mutations are more bad than good mutations are good. [[Teleportitis]] randomly teleports you towards monsters, like you're hit by constant [[sourceless malevolence]]. [[No Unsafe Scrolls]]/[[No Unsafe Potions|Potions]] prevents using life-saving consumables. The best good mutations are the likes of resistances & extra HP, which come nowhere close to compensating the potentially lethal effects of the worst mutations.
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*Unless you worship [[Jiyva]], the only reliable way to remove mutations are [[potions of mutation]], which are finite and random. If you're using potions to remove a specific mutation, you can fail to remove that mutation, or introduce even worse ones in the process.
  
Bad mutations:
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Therefore, you should treat potions of mutation as a 'semi-permanent' resource, and bad mutations as a 'semi-permanent' cost. Try to avoid malmutation at all possible - see the [[Malmutate#Strategy|Malmutate]] article for more details how. Also, it is unadvised to drink potions in hopes of a good mutation: they are your ''only'' way of curing bad mutations, and it often takes multiple potions to get a tolerable mutation set.
*[[Magic contamination]] - Whether through a spell miscast, casting certain spells too frequently, stepping on a ZOT trap, wielding or wearing ego items or artifacts with the MUT property, or many other sources, once you have accumulated enough magic contamination you will start glowing. Until this wears off, it has a chance of giving you a mutation each turn. It is weighted towards negative mutations, and will often bypass mutation resistance.
 
*Being hit by a mutagenic melee attack - [[Mnoleg]] and [[pulsating lump]]s have mutagenic attacks with a 25% chance of giving a bad mutation each time they hit.
 
*Being hit by a monster's beam of [[Polymorph Other]] - Beams of Polymorph Other can be generated either by wands of Polymorph Other (zapped by other monsters only) or by several monsters ([[neqoxec]]s, [[cacodemon]]s, [[shining eye]]s, [[Orb of fire|orbs of fire]], [[giant orange brain]]s). 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 mutagenic chunk - The corpse of a [[guardian naga]], [[eye of draining]], [[great orb of eyes]], [[shapeshifter]], [[ugly thing]], [[very ugly thing]], or [[sky beast]] will give you one random 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.
 
*[[Mutagenic fog]] - Getting caught in mutagenic fog may grant you mutations each turn you remain inside it, but they're weighted toward bad ones.
 
  
Other sources of mutations:
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Your [[species]]' innate mutations are often ''the'' defining aspect of your species. See the [[Species#Species List|individual species pages]] for more information.
*Drawing the "Helix" card from a deck of Wonders or Changes may give you a random or a good mutation.
 
*Some of Xom's actions will mutate you, either bad, (Xom) random, or good depending on its mood.
 
*Quaffing a potion of gain DEX/INT/STR gives 1 level in the corresponding mutation.
 
*A [[potion of mutation]] gives 3 random mutations.
 
*Some species, notably [[Demonspawn]] and [[Draconian]]s, gain permanent, useful mutations when leveling up.
 
*[[Jiyva]] offers its own selection of mutations to followers.
 
  
==Losing Mutations==
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==History==
There are a few ways to lose mutations:
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*Prior to [[0.29]], [[Ashenzari]] did not provide protection against mutations.
*Drinking a [[potion of cure mutation]]. This is the main way to get rid of unwanted mutations.
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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.
*Drawing the Helix card from a deck of Wonders or Changes may delete a random or a bad mutation.
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*Prior to their removal in [[0.27]], [[Halfling]]s started with a level of mutation resistance.
*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.
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*Prior to [[0.21]], random mutations could be obtained by eating [[mutagenic corpse|mutagenic]] [[chunk]]s. Also, [[Zin]]'s mutation protection was 100% at 200 piety instead of 160 piety.
*Miscasting a high-level Transmutation spell. As this could also give you bad mutations, this is not something you should actively try to do.
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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 mutations and didn't remove any. Also, Zin offered a 1-time ability at 6* to cure every mutation you had (instead of cleansing mutation potions).
*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.
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*Prior to [[0.20]], undead would sometimes rot instead of taking stat damage in place of mutations, and [[Mummies]] had a self-restoration ability.
*Followers of Jiyva can get "Cure Bad Mutations: Removes a randomly selected bad mutation. (8 MP, Food, 15 Piety)"
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*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 [[0.16]], the [[Hat of the Alchemist]] did not grant mutation resistance.
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*Prior to [[0.15]], vampires had differing responses to mutations at different satiation levels.
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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]].
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*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.
  
==Protection Against Mutations==
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==References==
Effects that can cause mutations don't always succeed. Here are all the sources of [[mutation resistance]] (not cumulative):
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<references/>
*An [[amulet of resist mutation]] will negate 90% of all mutations you gain (nothing happens instead). This does not apply to potions of Gain Dexterity/Intelligence/Strength.
 
*The [[Good mutations#Mutation Resistance|Mutation Resistance]] mutation protects you 66.6% of the time at ranks 1 and 2, and 100% at rank 3.
 
*Zin's followers have a (Piety/2)% chance to be protected, with 100% resistance at ****** piety. This does not apply to potions of Gain Dexterity/Intelligence/Strength.
 
*[[Mummies]], [[ghoul]]s and characters in [[lich form]] are protected against any form of mutation (they rot instead). [[Vampire]]s have a chance to rot based on their satiation level:
 
**Alive: 0%
 
**Very Full: 33%
 
**Full: 50%
 
**Satiated: 67%
 
**Thirsty or less: 100%
 
***Potions of gain strength/dexterity/intelligence will always succeed for Satiated or better and always fail for Thirsty or worse.
 
*Characters already heavily mutated may avoid gaining other mutations. Each mutation gives you 6.5% resistance, and each time you resist, there is a 33% chance that you will lose a mutation instead of simply not gaining more. This only works for random mutations, not good or bad mutations.
 
  
 
[[Category:Mutations]]
 
[[Category:Mutations]]

Latest revision as of 12:39, 5 July 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
The Dungeon contains many sources of mutagenic radiation and magical contamination, which may cause your character to gain semi-permanent mutations if affected. You can use the 'A' command to view a list of any mutations that you have acquired. Individual mutations can be examined in further detail by pressing the letter they are labelled with.

Many mutations are actually beneficial to your character, but there are plenty of nasty ones as well. Some mutations have multiple levels, each of which counts as a single mutation.

It is more difficult to get rid of bad mutations than to get one. Using potions of mutation will remove a number of your current mutations, but will give you more mutations. These might be better to your taste. However, the only sure-fire ways is to join the gods Zin or Jiyva, each of whom provides some remedy against mutations.

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' gimmicks are defined by their starting mutations. Some mutations are transient (temporary), and are cured by gaining XP. Otherwise, mutations are permanent - they'll last until you have a way to remove mutations, usually potions of mutation.

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 reduced 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 weapons (max. +75%).

Conflicting mutations

Certain mutations conflict, so you can't have Fire Resistance and Fire Vulnerability at the same time. Also, mutations may conflict with species physiology: e.g. 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. Each added mutation has a 60% chance to be good, and 40% chance to be random.

Bad mutations

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

Also, Jiyva's wrath can inflict bad mutations 100% of the time (no chance for random mutation).

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 generally 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 bad mutations and a 50% chance to block transient 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 permanent mutations and a 50% chance to block transient mutations. Level 2 also gives a 50% chance to block mutations from being removed. Level 3 gives a 100% chance to block incoming mutations and their removal (except from gods and contamination).
  • 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, even from contamination.
  • Being undead (Ghoul, Mummy, Death 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.

Strategy

The mutation system in Crawl can be quite punishing:

  • Generally, the bad mutations are more bad than good mutations are good. Teleportitis randomly teleports you towards monsters, like you're hit by constant sourceless malevolence. No Unsafe Scrolls/Potions prevents using life-saving consumables. The best good mutations are the likes of resistances & extra HP, which come nowhere close to compensating the potentially lethal effects of the worst mutations.
  • Unless you worship Jiyva, the only reliable way to remove mutations are potions of mutation, which are finite and random. If you're using potions to remove a specific mutation, you can fail to remove that mutation, or introduce even worse ones in the process.

Therefore, you should treat potions of mutation as a 'semi-permanent' resource, and bad mutations as a 'semi-permanent' cost. Try to avoid malmutation at all possible - see the Malmutate article for more details how. Also, it is unadvised to drink potions in hopes of a good mutation: they are your only way of curing bad mutations, and it often takes multiple potions to get a tolerable mutation set.

Your species' innate mutations are often the defining aspect of your species. See the individual species pages for more information.

History

References

  1. timed-effects.cc:105 (0.31.0)
    The 4th property, "force_mutation", has its value set to coinflip - so it's a 50% chance to ignore all resistances.