Difference between revisions of "Good mutations"

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(Big Wings: Updated flight)
(Offensive: Updated for 0.12)
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===Beak===
 
===Beak===
Grants an [[auxiliary attack|auxiliary]] [[Unarmed Combat]] peck attack. [[Helmet]]s are prohibited. Can be used to butcher corpses in combination with the [[Talons]] mutation. [[Tengu]] start with this. This mutation is mutually exclusive with [[Fangs]].
+
Grants an [[auxiliary attack|auxiliary]] [[Unarmed Combat]] peck attack. [[Helmet]]s are prohibited. [[Tengu]] start with this. This mutation is mutually exclusive with [[Fangs]].
 
{{flavour|You have a beak for a mouth.}}
 
{{flavour|You have a beak for a mouth.}}
  
 
===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. [[Troll]]s start at rank 3, [[ghoul]]s at rank 1.  The [[felid]] mutation is technically separate but equivalent to rank 1. Any rank allows you to butcher corpses bare-handed. [[Transmuter]]s that are not wearing gloves may temporarily give themselves Claws 3 with [[Beastly Appendage]].
+
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. [[Troll]]s start at rank 3, [[ghoul]]s at rank 1.  The [[felid]] mutation is technically separate but equivalent to rank 1. [[Octopode]]s cannot gain claws (as they have no hands).
 
{{flavour|1. You have sharp fingernails.<br>2. You have very sharp fingernails.<br>3. You have claws for hands.<br>Felids. Your paws have sharp claws.}}
 
{{flavour|1. You have sharp fingernails.<br>2. You have very sharp fingernails.<br>3. You have claws for hands.<br>Felids. Your paws have sharp claws.}}
  
 
===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. [[Minotaur]]s start at rank 2. Transmuters that are not wearing helmets may temporarily give themselves Horns 2 with Beastly Appendage. This mutation is mutually exclusive with [[Antennae]].
+
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. [[Minotaur]]s start at rank 2. Transmuters that are not wearing helmets may temporarily give themselves Horns 2 with Beastly Appendage. This mutation is mutually exclusive with [[Antennae]]. [[Octopode]]s cannot gain horns (as they have no skulls).
 
{{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.}}
 
{{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.}}
  
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===Talons===
 
===Talons===
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. [[Tengu]] start at rank 3 with a unique description. Any rank combined with the [[Beak]] mutation allows you to butcher corpses bare-footed. [[Transmuter]]s who are not wearing boots may temporarily give themselves Talons 3 with [[Beastly Appendage]]. This mutation is mutually exclusive with [[Hooves]]. Hybrid races or those with unusual body shapes ([[centaur]]s, [[naga]]s, [[merfolk]], [[felid]]s, [[octopode]]s) cannot grow talons.
+
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. [[Tengu]] start at rank 3 with a unique description. [[Transmuter]]s who are not wearing boots may temporarily give themselves Talons 3 with [[Beastly Appendage]]. This mutation is mutually exclusive with [[Hooves]]. Hybrid races or those with unusual body shapes ([[centaur]]s, [[naga]]s, [[merfolk]], [[felid]]s, [[octopode]]s) cannot grow talons.
 
{{flavour|1. You have sharp toenails.<br>2. You have razor-sharp toenails.<br>3. You have claws for feet.<br> Tengu. You have talons in place of feet.}}
 
{{flavour|1. You have sharp toenails.<br>2. You have razor-sharp toenails.<br>3. You have claws for feet.<br> Tengu. You have talons in place of feet.}}
  

Revision as of 05:31, 10 May 2013

This is a list of all of the good mutations which can be acquired. While most of these are useful to any character, some may in fact be significantly detrimental to some builds. Even so, they are included here because "good mutation" is a technical term in the game, not a qualitative judgment. Any of these can be acquired through any source of good mutations.

Offensive

Some of these mutations will prevent your character from wearing items in certain equipment slots. While this penalty may outweigh the gain your character receives, bear in mind that races which cannot use those slots (ogres, trolls, felids, etc.) anyway lose nothing.

Fangs

Grants an auxiliary Unarmed Combat bite attack. Deals (2*Rank+(Unarmed Combat/5)) damage, and stacks with Acidic Bite. At rank 3, lets you butcher corpses with your face. Vampires and felids start at rank 3. This mutation is mutually exclusive with a Beak.

1. You have sharp teeth.
2. You have very sharp teeth.
3. You have razor-sharp teeth.

Beak

Grants an auxiliary Unarmed Combat peck attack. Helmets are prohibited. Tengu start with this. This mutation is mutually exclusive with Fangs.

You have a beak for a mouth.

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. Trolls start at rank 3, ghouls at rank 1. The felid mutation is technically separate but equivalent to rank 1. Octopodes cannot gain claws (as they have no hands).

1. You have sharp fingernails.
2. You have very sharp fingernails.
3. You have claws for hands.
Felids. Your paws have sharp claws.

Horns

Grants an auxiliary Unarmed Combat headbutt attack. Damage rises with rank. At any rank, helmets are prohibited; at rank 3, all headgear is prohibited. Minotaurs start at rank 2. Transmuters that are not wearing helmets may temporarily give themselves Horns 2 with Beastly Appendage. This mutation is mutually exclusive with Antennae. Octopodes cannot gain horns (as they have no skulls).

1. You have a pair of small horns on your head.
2. You have a pair of horns on your head.
3. You have a pair of large horns on your head.

Antennae

Lets you detect any monsters within a certain radius of you, even if invisible or through walls - usefully, this includes mimics. Any rank prohibits use of helmets, and rank 3 prohibits use of any headgear. This mutation is mutually exclusive with Horns.
Rank 1: 3 tile radius (including the player). Rank 2: 5 tile radius. Rank 3: 7 tiles, plus gives see invisible.

1. You have a pair of small antennae on your head.
2. You have a pair of antennae on your head.
3. You have a pair of large antennae on your head.

Hooves

Grants an auxiliary Unarmed Combat kick attack. Damage rises with rank. Wearing boots negates the effects of this mutation; at rank 3, boots are prohibited. Centaurs start at rank 3. This mutation is mutually exclusive with Talons. Hybrid races or those with unusual body shapes (nagas, merfolk, felids, octopodes) cannot grow hooves.

1. You have large cloven feet.
2. You have hoof-like feet.
3. You have hooves in place of feet.

Talons

Grants an auxiliary Unarmed Combat kick attack. Damage rises with rank. Wearing boots negates the effects of this mutation; at rank 3, boots are prohibited. Tengu start at rank 3 with a unique description. Transmuters who are not wearing boots may temporarily give themselves Talons 3 with Beastly Appendage. This mutation is mutually exclusive with Hooves. Hybrid races or those with unusual body shapes (centaurs, nagas, merfolk, felids, octopodes) cannot grow talons.

1. You have sharp toenails.
2. You have razor-sharp toenails.
3. You have claws for feet.
Tengu. You have talons in place of feet.

Spit Poison

Lets you spit poison as an ability. Nagas cannot get this mutation, because they naturally start with this ability. Instead, they may upgrade their innate ability to Poison Breath. Grey draconians also cannot gain this mutation because they don't breathe.

1. You can spit poison.
2. You can spit moderately strong poison.
3. You can spit strong poison.

Breathe Flames

Lets you exhale a blast of flame as an ability. Dragon Form will temporarily give non-draconian characters Breathe Flames 3 (draconians will instead retain their natural breath weapon). Grey draconians cannot gain this mutation, as they don't breathe, and red draconians already have a fiery breath weapon.

1. You can breathe flames.
2. You can breathe fire.
3. You can breathe blasts of fire.

Defensive

Tough Skin

Gives you +1 AC per rank. Ogres start at rank 1, trolls start at rank 2, and centaurs start at rank 3.

1. You have tough skin.
2. You have very tough skin.
3. You have extremely tough skin.

Shaggy Fur

Gives you +1 AC and 20% acid splash damage reduction per rank. Rank 3 also gives you rC+. Trolls and felids start at rank 1; felids then gain rank 2 at XL 6 and rank 3 at XL 12.

1. You are covered in fur.
2. You are covered in thick fur.
3. Your thick and shaggy fur keeps you warm.

Camouflage

Gives you +Stealth. The amount of stealth gained rises with rank (+40 per rank). Octopodes start at rank 1. This mutation is mutually exclusive with Translucent Skin.

1. Your skin changes colour to match your surroundings.
2. Your skin blends seamlessly with your surroundings.
3. Your skin perfectly mimics your surroundings.

Resistances

Heat Resistance

Gives bonuses to rF (rF+, rF++, rF+++).

1. Your flesh is heat resistant.
2. Your flesh is very heat resistant.
3. Your flesh is almost immune to the effects of heat.

Cold Resistance

Gives bonuses to rC (rC+, rC++, rC+++).

1. Your flesh is cold resistant.
2. Your flesh is very cold resistant.
3. Your flesh is almost immune to the effects of cold.

Shock Resistance

Give you rElec.

You are resistant to electric shocks.

Poison Resistance

Gives you rPois. Nagas start with this.

Your system is resistant to poisons.

Magic Resistance

Gives you +30 MR per rank.

1. You are resistant to hostile enchantments.
2. You are highly resistant to hostile enchantments.
3. You are extremely resistant to the effects of hostile enchantments.

Clarity

Gives you clarity.

You possess an exceptional clarity of mind.

Mutation Resistance

Gives you +66.6% resistance to further mutations at ranks 1 and 2, 100% at rank 3. Mutation removal fails 50% of the time at rank 2, 100% at rank 3. Rank 3 of the mutation can only be removed by Zin. Halflings start at rank 1.

1. You are somewhat resistant to further mutation.
2. You are somewhat resistant to both further mutation and mutation removal.
3. Your current mutations are irrevocably fixed, and you can mutate no more.

Movement

Blink

Lets you blink as an ability, which costs 5% of your maximum HP. Rank 1 has a high failure rate, while ranks 2 and 3 are more reliable.

1. You can translocate small distances at will.
2. You are good at translocating small distances at will.
3. You can easily translocate small distances at will.

Teleport Control

Gives you control over teleports and limited control over blinks.

You can control translocations.

Fast

Improves your movement speed (-2 at rank 1, -3 at rank 2, -4 at rank 3). Felids start at rank 1, centaurs start at rank 2, and spriggans start at rank 3.

1. You cover ground quickly.
2. You cover ground very quickly.
3. You cover ground extremely quickly.

Perception

Acute Vision

Lets you See Invisible. Nagas, spriggans, vampires, and felids start with this.

You have supernaturally acute eyesight.

Passive Mapping

Shows you random tiles outside your LOS. More ranks shows you more tiles. Deep Dwarves start at rank 1, then gain rank 2 at level 9 and rank 3 at level 18. Worshipers of Ashenzari eventually receive a similar ability.

1. You passively map a small area around you.
2. You passively map the area around you.
3. You passively map a large area around you.

Diet

Carnivorous

Each rank increases the nutrition gained from eating meat while reducing that of vegetation. With rank 1 you can eat raw meat until Full, with rank 2 until Very Full and with rank 3 at any time until engorged. Rank 3 prohibits eating vegetation. Ghouls, felids, and kobolds start at rank 3.

1. Your digestive system is specialised to digest meat.
2. Your digestive system is highly specialised to digest meat.
3. You are carnivorous and can eat meat at any time.

Slow Metabolism

Reduces base nutrition consumption: -1 at rank 1 and -2 at rank 2. Halflings and felids start at rank 1, spriggans start at rank 2. This mutation is mutually exclusive with Regeneration.

1. You have a slow metabolism.
2. You need consume almost no food.

General

Evolution

Gives you further mutations over time. Whenever it triggers, there is a 50/50 chance of you receiving either a good mutation or a random mutation (which means you are 3× more likely to receive good mutations than bad). Unlike other mutations, Evolution will eventually disappear on its own, though only after leaving many other mutations in its wake. Rank 2 increases the rate of evolution.

1. You evolve.
2. You rapidly evolve.

Wild Magic

Reduces the spell success rate of all your spells, but increases their spell power. More ranks increase the effect.

1. Your spells are a little harder to cast, but a little more powerful.
2. Your spells are harder to cast, but more powerful.
3. Your spells are much harder to cast, but much more powerful.

Improved Attributes

Gives you +1 to an attribute per rank (MAX: +14). Potions of gain "x" (where "x" is strength, dexterity, or intelligence) grant increasing levels of this mutation. (Coded in-game as "Strong", "Clever", and "Agile" for increased STR, INT, and DEX, respectively.)

Your muscles are strong.
Your mind is acute.
You are agile.

Regeneration

Increases your HP recovery rate. Trolls start at rank 2. Vampires gain rank 1 at Full satiation, rank 2 at Alive. This mutation is mutually exclusive with Slow Metabolism.

1. Your natural rate of healing is unusually fast.
2. You heal very quickly.
3. You regenerate.

Robust

Gives you +10% max HP per rank.

1. You are robust.
2. You are very robust.
3. You are extremely robust.

High MP

Gives you +10% max MP per rank.

1. You have an increased reservoir of magic.
2. You have a considerably increased reservoir of magic.
3. You have a greatly increased reservoir of magic.

Strong Stiff

Each rank grants +1 STR and -1 DEX. This mutation is mutually exclusive with Flexible Muscles.

1. Your muscles are strong, but stiff.
2. Your muscles are very strong, but stiff.
3. Your muscles are extremely strong, but stiff.

Flexible Weak

Each rank grants +1 DEX and -1 STR. This mutation is mutually exclusive with Stiff Muscles.

1. Your muscles are flexible, but weak.
2. Your muscles are very flexible, but weak.
3. Your muscles are extremely flexible, but weak.

Scales

Draconian scales function differently from those below: their AC increases as they level, and they may gain other resistances besides their scales. As such, they cannot develop any of these mutations. As they grow, Demonspawn naturally receive three ranks of a single scales mutation unless they are a "monstrous" demonspawn. They may still gain scales through other means of mutation, but they can only gain scales that they would eventually get on their own.

No character can have more than three total ranks of scales-type mutations at a time (e.g. if you already have Molten Scales 2, you could develop Large Bony Plates 1, but not Large Bony Plates 2). A Naga's serpentine lower half counts as one rank of a seperate scales mutation, so they can only have up to two ranks of other types of scales at a time.

Molten Scales

Rank 1: +1 AC. Rank 2: +2 AC, -1 EV. Rank 3: +3 AC, -1 EV, rF+.

1. You are partially covered in molten scales.
2. You are mostly covered in molten scales.
3. You are completely covered in molten scales.

Icy Blue Scales

Rank 1: +1 AC. Rank 2: +2 AC, -1 EV. Rank 3: +3 AC, -1 EV, rC+.

1. You are partially covered in icy blue scales.
2. You are mostly covered in icy blue scales.
3. You are completely covered in icy blue scales.

Slimy Green Scales

Rank 1: +1 AC. Rank 2: +2 AC. Rank 3: +3 AC, rPois.

1. You are partially covered in slimy green scales.
2. You are mostly covered in slimy green scales.
3. You are completely covered in slimy green scales.

Thin Metallic Scales

Rank 1: +1 AC. Rank 2: +2 AC. Rank 3: +3 AC, rElec.

1. You are partially covered in thin metallic scales.
2. You are mostly covered in thin metallic scales.
3. You are completely covered in thin metallic scales.

Yellow Scales

Rank 1: +1 AC. Rank 2: +2 AC. Rank 3: +3 AC, rAcid+.

1. You are partially covered in yellow scales.
2. You are mostly covered in yellow scales.
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.

1. You are partially covered in rough black scales.
2. You are mostly covered in rough black scales.
3. You are completely covered in rough black scales.

Rugged Brown Scales

Rank 1: +2 AC, +3% HP. Rank 2: +2 AC, +5% HP. Rank 3: +2 AC, +7% HP.

1. You are partially covered in rugged brown scales.
2. You are mostly covered in rugged brown scales.
3. You are completely covered in rugged brown scales.

Iridescent Scales

Rank 1: +4 AC. Rank 2: +6 AC. Rank 3: +8 AC.

1. You are partially covered in iridescent scales.
2. You are mostly covered in iridescent scales.
3. You are completely covered in iridescent scales.

Large Bone Plates

Gives you +(Rank+1) AC & SH.

1. You are partially covered in large bone plates.
2. You are mostly covered in large bone plates.
3. You are completely covered in large bone plates.

Repulsion Field

Gives bonuses to EV (+1, +3, +5). At rank 3, permanently gives you the effect of Repel Missiles.

1. You are surrounded by a mild repulsion field.
2. You are surrounded by a moderate repulsion field.
3. You are surrounded by a strong repulsion field.

Thin Skeletal Structure

Gives you +2 DEX and -1 STR per rank. Also gives Stealth+ (+25 per rank).

1. You have a somewhat thin skeletal structure.
2. You have a moderately thin skeletal structure.
3. You have an unnaturally thin skeletal structure.

Species exclusive

These mutations may only be acquired by certain species.

Poison Breath

Exclusive to nagas as an upgrade to their Poison Spit ability. Lets you exhale poison clouds at enemies.

You can exhale a cloud of poison.

Stinger

Exclusive to nagas and draconians. Upgrades your tail-slap attack, increasing damage and adding the Venom brand. Damage and poison strength rise with rank. Green draconians develop rank 1 of this mutation at level 14 (and may gain more via further mutation).

1. Your tail ends in a poisonous barb.
2. Your tail ends in a sharp poisonous barb.
3. Your tail ends in a wickedly sharp and poisonous barb.

Big Wings

Exclusive to draconians. Grants an ability which gives flight until activated again. Black draconians naturally develop this mutation at level 14.

Your wings are large and strong.

Tentacle Spike

Exclusive to octopodes. Upgrades your tentacle-slap attack, increasing its damage. Additional damage rises with rank. Octopodes may also temporarily induce rank 3 of this mutation with Beastly Appendage.

1. One of your tentacles bears a spike.
2. One of your tentacles bears a nasty spike.
3. One of your tentacles bears a large vicious spike.

See Also

History

In 0.13 the Teleport Control mutation will be removed.