Difference between revisions of "Mutation"

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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. This article will discuss types of mutations and ways to gain and lose them. To learn more specifics, see the '''[[:Category:Mutations|full list of mutations]]''' or read:
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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:
 
*[[Good mutations]]
 
*[[Good mutations]]
 
*[[Bad mutations]]
 
*[[Bad mutations]]
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*[[Jiyva mutations]]
 
*[[Jiyva mutations]]
  
==Innate and Acquired Mutations==
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==Useful Info==
Many species begin the game with mutations in place. Others, like [[demonspawn]] and [[draconian]]s, automatically gain mutations as they level up. These innate mutations cannot be resisted or removed, though some can be enhanced by further mutation. For example, a [[minotaur]]'s [[Horns]] 2 may lengthen into Horns 3.
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Mutations induce various properties to your character, good or bad. [[Robust]] increases your max HP, [[Frail]] reduces it. Most species start with some form of mutations.
  
All other mutations must be acquired through the means outlined below, and can be cured, typically with a [[potion of mutation]]. Not all mutations can be acquired randomly; for example, you cannot randomly become [[fast]].
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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.
  
[[Undead]] characters cannot mutate. In situations where a living character would gain a mutation, the undead suffer [[stats|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 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.
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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 (max. +75%).
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===Conflicting mutations===
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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]].
  
 
==Viewing Mutations==   
 
==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:
 
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.
 
*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).
 
*Acquired good mutations are light grey.
 
*Acquired good mutations are light grey.
 
*Acquired bad mutations are red.
 
*Acquired bad mutations are red.
*Temporary mutations (also called transient) are light magenta and between brackets.
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*Transient mutations (temporary) are light magenta and between brackets.
*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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*Mutations that are currently suppressed due to a [[transformation]] are dark grey.
*Mutations that are currently suppressed due to a change in form (such as through [[Spider Form]]) 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 in particular should avoid intentionally mutating, but with increasing piety become immune to involuntary mutation.
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There are many ways to gain external mutations - most are weighted towards the negative.
  
===Good Mutation===
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===Good mutations===
*Some species, notably [[demonspawn]] and [[draconian]]s, gain permanent, useful mutations when leveling up.
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*[[Jiyva]] - offers mutation gifts as you gain [[piety]], including its own [[Jiyva mutations|selection of mutations]] to followers.
*[[Jiyva]] offers many, including its own [[Jiyva mutations|selection of mutations]] to followers.
 
  
===Random Mutation===
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===Random mutations===
*Some of Xom's actions will mutate you, either bad, (Xom) random, or good depending on its mood.
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*[[Xom]] - Some of Xom's actions will mutate you, either good, bad, or purely random.
*A [[potion of mutation]] removes 2-3 mutations, then gives 1-3, weighted towards good mutations.
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*[[Potion of mutation]] - The potion removes 2-3 mutations, then gives 1-3, weighted towards good mutations.
  
 
===Bad mutations===
 
===Bad mutations===
These sources have an 80% chance to give you a [[bad mutation]], and a 20% chance for a random one.
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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.
*[[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 *Contamination 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 dealing damage and giving you a mutation each turn. It ignores half of your mutation resistance.
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*Being hit by [[Malmutate]] - The Malmutate spell is the most common source of bad mutations in the game, and can be cast by several monsters ([[neqoxec]]s, [[cacodemon]]s, [[shining eye]]s, and [[orbs of fire]]).
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*The [[Malmutate]] spell - The most common source of malmutation, cast by a small variety of monsters ([[neqoxec]], [[shining eye]], [[cacodemon]], [[orb of fire]]).
*Being hit by [[Mnoleg]]'s mutagenic melee attack, which has a 25% chance of giving you a bad mutation each time it hits.
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*[[Mnloeg]] can malmutate you on melee attacks (25% chance).
*You can be temporarily malmutated by [[Hell's mystical force]] or the presence of a [[wretched star]]. This effect ignores half of your mutation resistance, but they go away after you earn enough experience.
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*[[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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===Transient Mutations===
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These mutations are always bad, but are temporary, and will be cured by gaining XP. These sources will ignore mutation resistance 50% of the time.
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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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*[[Wretched star]] - Can use [[Corrupting Pulse]] to inflict 1-2 transient mutations.
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==Removing Mutations==
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There are only a few ways to remove permanent mutations:
  
==Losing Mutations==
 
There are a few ways to lose mutations:
 
 
*A [[potion of mutation]] removes 2-3 mutations, then gives 1-3.
 
*A [[potion of mutation]] removes 2-3 mutations, then gives 1-3.
**Followers of [[Zin]] may drink [[potion of mutation|potions of mutation]] at ****** (160) piety to remove mutations; there's no chance to gain mutations, so there's no hit to piety.
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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.
 
*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.
*[[Jiyva]] has a 25% chance to remove a mutation level per mutation, doubled if its a bad mutation, whenever it gifts new ones.
 
*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.
 
*Temporary mutations are lost after obtaining more [[experience]].
 
  
==Protection Against Mutations==
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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.
Effects that can cause mutations don't always succeed. Here are all sources of [[mutation resistance]] (not cumulative):
 
*Wearing an artifact with rMut (The [[Hat of the Alchemist]] or the [[Lajatang of Order]]) will negate 66% of all mutations you gain.
 
*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/1.6)% chance to be protected, with 100% resistance at 6*. So long as you keep up your piety, this resistance cannot be bypassed, regardless of the mutation source.
 
*[[Ashenzari]]'s followers will be protected from random mutations which would shatter a [[curse]]d item (e.g. [[Horns]] while wearing a [[helmet]]).
 
*[[Mummies]], [[ghoul]]s and characters in [[lich form]] are "protected" against any form of mutation (they experience stat drain instead).
 
*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.
 
  
==Exclusive mutations==
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==Mutation Resistance==
Not every mutation can be present in a character at once. For starters, several good and bad mutations are direct opposites of each other and are therefore mutually exclusive ([[Good mutations#Regeneration|Regeneration]] and [[Bad mutations#Inhibited Regeneration|Inhibited Regeneration]], [[Robust]] and [[Frail]], etc.) Additionally, certain body parts may only have one mutation applied to them, i.e. you can't have both [[hooves]] and [[talons]] at the same time (by extension, hybrid species like [[naga]]s and [[merfolk]] can't get either hooves or talons).
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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 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 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).
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*[[Zin]] provides a <code>piety / 1.6</code>% chance to block mutations. At 6* piety, this is full immunity.
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*[[Ashenzari]] provides immunity to mutations that would shatter a [[curse]]d item, like [[Horns]] with a cursed [[helmet]]. This applies to every source of mutation 100% of the time, ignoring all other factors.
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*Being [[undead]] ([[Ghoul]], [[Mummy]], [[Lich Form]], but ''not'' [[Vampire]]) provides full, absolute immunity to mutation. Instead, you "rot" when mutating, causing [[stat drain]].
  
There are also certain mutations that are exclusive to certain [[species]]. Some of the [[Demonspawn mutations]] fall in this category and cannot be obtained by any other species through random mutation. Other mutations like this involve specific body parts that only a few species have (e.g., [[draconian]]s and [[gargoyles]] are the only species who have wings, so only they can receive the [[Good mutations#Big Wings|Big Wings]] mutation).
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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.
  
 
==History==
 
==History==
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*In [[0.20]], potions of cure mutation, beneficial mutation, and mutation were merged.
 
*In [[0.20]], potions of cure mutation, beneficial mutation, and mutation were merged.
 
*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 instead of just 66%.
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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.
 
*Prior to [[0.16]], the [[Hat of the Alchemist]] did not grant mutation resistance.
 
*Prior to [[0.16]], the [[Hat of the Alchemist]] did not grant mutation resistance.
 
*Prior to [[0.15]], vampires had differing responses to mutations at different satiation levels.
 
*Prior to [[0.15]], vampires had differing responses to mutations at different satiation levels.

Revision as of 00:10, 1 September 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 form of mutations.

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 - 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.

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 - Some of Xom's actions will mutate you, either good, bad, or purely random.
  • Potion of mutation - The potion 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. These sources will ignore mutation resistance 50% of the time.

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, 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 full immunity.
  • Ashenzari provides immunity to mutations that would shatter a cursed item, like Horns with a cursed helmet. This applies to every source of mutation 100% of the time, ignoring all other factors.
  • 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

  • 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 chunks.
  • In 0.20, potions of cure mutation, beneficial mutation, and mutation were merged.
  • 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 0.16, the Hat of the Alchemist did not grant mutation resistance.
  • Prior to 0.15, vampires had differing responses to mutations at different satiation levels.
  • Prior to 0.13, there were potions of gain strength, dexterity, and 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.