%%%%
# ------ Generic minor stat/AC muts -----
tough skin mutation
Your epidermis has hardened, providing a small amount of protection. Each level
of this mutation provides +1 AC.
%%%%
shaggy fur mutation
You are covered in fur, providing a small amount of protection. Each level of
this mutation provides +1 AC. The third level of this mutation also provides
resistance to cold.
%%%%
repulsion field mutation
You are surrounded by a repulsion field, providing a small amount of evasion.
Each level of this mutation provides more EV. The third level of this mutation
also repels missiles, greatly increasing your EV against such attacks.
%%%%
icy blue scales mutation
You are covered in blue scales, providing a small amount of protection. Each
level of this mutation provides more AC. The third level of this mutation also
provides resistance to cold.
%%%%
molten scales mutation
You are covered in molten scales, providing a small amount of protection. Each
level of this mutation provides more AC. The third level of this mutation also
provides resistance to fire.
%%%%
slimy green scales mutation
You are covered in green scales, providing a small amount of protection. Each
level of this mutation provides more AC. The third level of this mutation also
provides resistance to poison.
%%%%
yellow scales mutation
You are covered in yellow scales, providing a small amount of protection. Each
level of this mutation provides more AC. The third level of this mutation also
provides resistance to acid and corrosion.
%%%%
thin metallic scales mutation
You are covered in metallic scales, providing a small amount of protection.
Each level of this mutation provides more AC. The third level of this mutation
also provides resistance to electricity.
%%%%
rugged brown scales mutation
You are covered in brown scales, providing a small amount of protection. Each
level of this mutation provides +1 AC and also increases your health slightly.
%%%%
sharp scales mutation
You are covered in sharp scales, providing a small amount of protection. Each
level of this mutation provides +1 AC and Slay +1, improving your accuracy and
damage with melee and ranged attacks.
%%%%
iridescent scales mutation
You are covered in iridescent scales, providing a small amount of protection.
Each level of this mutation provides +2 AC.
%%%%
large bone plates mutation
You are covered in bone plates, providing a small amount of shielding. Each
level of this mutation provides more SH.
%%%%
thin skeletal structure mutation
Your bones are light and porous. Each level of this mutation provides +2
Dexterity and Stealth+.
%%%%
strong mutation
Your muscles have grown unnaturally strong. Each level of this mutation provides
+4 Strength, but the extra muscles slow your movements and thoughts, giving -1 to
both your Intelligence and Dexterity for each level.
%%%%
clever mutation
Your mind has become unnaturally acute. Each level of this mutation provides +4
Intelligence, but all the blood flowing to your head weakens your constitution,
giving -1 to both your Strength and Dexterity for each level.
%%%%
agile mutation
Your reflexes have become unnaturally fast. Each level of this mutation
provides +4 Dexterity, but the rest of your body can't keep up with your speed,
giving -1 to both your Strength and Intelligence for each level.
%%%%
weak mutation
Your muscles have grown unnaturally weak. Each level of this mutation provides
-2 Strength.
%%%%
dopey mutation
Your mind has become unnaturally dopey. Each level of this mutation provides -2
Intelligence.
%%%%
clumsy mutation
Your reflexes have become unnaturally clumsy. Each level of this mutation
provides -2 Dexterity.
%%%%
high mp mutation
You have an increased reservoir of magic. Each level of this mutation provides
+10% MP.
%%%%
low mp mutation
You have a low magical capacity. Each level of this mutation provides -10% MP.
%%%%
efficient magic mutation
You have both an innate understanding and a greater control over the exact flow
of your magic, letting you cast spells with greater efficiency. Each level of
this mutation reduces the cost of your spells by 1 MP, to a minimum of 1 MP.
%%%%
ephemeral shield mutation
Whenever you use spells or divine abilities with any costs, a shield forms from
the excess loose magical or spiritual energy to guard you. The magical energy
from spells only sustains the shield for but a moment, while the spiritual
energy from using divine abilities lasts a brief bit longer.
%%%%
camouflage mutation
Your skin changes colour to match your surroundings. Each level of this
mutation provides Stealth+.
%%%%
passive freeze mutation
Foes who strike you in melee will be frozen, taking damage. This effect is
guaranteed to trigger if your foe does any damage.
%%%%
time-warped blood mutation
Your blood has desynchronized itself from the flow of time. Whenever you fall
below 50% of your maximum HP, the spilling of your blood surges strangely
through your surroundings, hasting two of your strongest allies in sight for
each level of this mutation. After doing so, your blood will be unable to
further dilate time until your HP has fully recovered.
%%%%
# ------ Auxes -----
horns mutation
You have horns on your head, allowing you to try to gore foes when launching
melee attacks, but preventing you from wearing helmets. Each level of this mutation
increases the damage of your gore attacks. The third level of this mutation
prevents you from wearing any type of headgear.
%%%%
beak mutation
You have a beak for a mouth, allowing you to peck at foes when launching melee
attacks, but preventing you from wearing helmets.
%%%%
fangs mutation
You have sharp teeth, allowing you to bite foes when launching melee attacks.
Each level of this mutation makes your teeth sharper, longer, and stronger.
%%%%
acidic bite mutation
You have acidic saliva, allowing you to bite foes and apply corrosion to them
when launching melee attacks.
%%%%
antimagic bite mutation
You have a thirst for magic, allowing you to bite foes when launching melee
attacks. This restores your magical reserves and also disrupts magical foes,
sometimes leaving them unable to act.
%%%%
claws mutation
You have sharp nails, increasing the strength of your main-hand unarmed attacks
if you aren't wearing gloves. If your off-hand is free, the strength of your
off-hand punch attacks is also increased. Each level of this mutation makes your
nails sharper, longer, and stronger. The third level of this mutation prevents
you from wearing gloves.
%%%%
demonic touch mutation
Your hands glow with unholy energy, allowing you to inflict irresistible damage
when launching melee attacks as long as your off-hand is free. Your touch
attacks deal damage which ignores armour, and each level of this mutation
increases the damage dealt. The third level of this mutation prevents you from
wearing gloves, and also causes your touch attacks to reduce your foes'
willpower.
%%%%
hooves mutation
You have hooves, allowing you to kick foes when launching melee attacks if you
aren't wearing boots. Each level of this mutation makes your hooves harder and
stronger. The third level of this mutation prevents you from wearing boots.
%%%%
talons mutation
You have sharp toenails, allowing you to kick foes when launching melee attacks
if you aren't wearing boots. Each level of this mutation makes your nails
sharper, longer, and stronger. The third level of this mutation prevents you
from wearing boots.
%%%%
antennae mutation
You have antennae, allowing you to sense nearby monsters, but preventing you
from wearing helmets. Each level of this mutation lets you sense monsters from
further away. The third level of this mutation prevents you from wearing any
type of headgear, and allows you to see invisible monsters.
%%%%
tentacle spike mutation
You have a spiked tentacle, allowing you to pierce foes when launching melee
attacks. Each level of this mutation makes your spike sharper, longer, and
stronger.
%%%%
naga tail mutation
You have a long, snake-like tail in place of feet. The second level of this
mutation allows you to constrict foes with your tail when attacking in melee.
Your tail can constrict only one enemy at a time, and every attack at this
mutation level will begin or renew a constriction attempt. The chances of
succeeding are determined primarily by Dexterity, Fighting skill, and any
slaying bonuses.
%%%%
stinger mutation
You have a venomous barb on the end of your tail, allowing you to sting foes
when launching melee attacks. Each level of this mutation makes your stinger
sharper, longer, and stronger.
%%%%
weakness stinger mutation
You have a thin, red tail, allowing you to tail-slap foes when launching melee
attacks. Each level of this mutation increases your tail's strength as it turns
into a sharp stinger. The third level of this mutation prevents wearing cloaks
or scarves, and causes the stinger to inflict brief weakness on those struck.
%%%%
armoured tail mutation
You have a large armoured tail, allowing you to tail-slap foes when launching
melee attacks.
%%%%
pseudopods mutation
You are covered in pseudopods, allowing you to slap your foes when launching
melee attacks, but somewhat reducing the amount of protection provided by body
armour. This has no effect on protection provided by armour enchantments, nor
on the defensive benefits of training the Armour skill. Each level of this
mutation makes your pseudopods larger and stronger.
%%%%
# ------ Resistance mutations -----
steam resistance mutation
You are immune to the damage from steam breath and steam clouds.
%%%%
mutation resistance mutation
Your genetic code is unusually stable, making it less likely that you will be
mutated (or have existing mutations removed). Each level of this mutation makes
you more resistant.
%%%%
torment resistance mutation
You are less affected by unholy torment, which would otherwise cut your health
in half. The second level of this mutation renders you entirely immune.
%%%%
poison resistance mutation
You resist poisons, toxins and other contaminants. This does not confer
full immunity, but reduces your chances of being affected to roughly
one-third what it would be otherwise.
%%%%
fire resistance mutation
You resist heat. Each level of this mutation reduces the amount of damage taken
from fire.
%%%%
cold resistance mutation
You resist cold. Each level of this mutation reduces the amount of damage taken
from cold.
%%%%
electricity resistance mutation
You resist electricity (rElec), taking less damage from it.
%%%%
acid resistance mutation
You resist acid (rCorr), taking less damage from it. You are also less likely to
become corroded.
%%%%
negative energy resistance mutation
You resist negative energy. Each level of this mutation reduces the amount of
damage taken from negative energy, along with the amount that it drains your
health.
%%%%
heat vulnerability mutation
You are vulnerable to fire and take more damage from it.
%%%%
cold vulnerability mutation
You are vulnerable to cold and take more damage from it.
%%%%
temperature sensitive mutation
You are vulnerable to both cold and fire, and you take more damage from those
effects.
%%%%
electricity vulnerability mutation
You are vulnerable to electricity and take more damage from it.
%%%%
strong-willed mutation
You have an unnaturally strong will, improving your resistance to certain types
of hostile magic. Each level of this mutation increases your willpower further.
%%%%
weak-willed mutation
You have an unnaturally weak will, reducing your resistance to certain types
of hostile magic. Each level of this mutation reduces your willpower further.
%%%%
see invisible mutation
You have supernaturally acute vision, allowing you to see monsters that are
hidden from mundane sight. This has no effect on your accuracy otherwise.
%%%%
clarity mutation
Your mind is exceptionally clear, preventing you from becoming confused,
mesmerised, or supernaturally afraid. You also cannot become involuntarily
enraged.
%%%%
sense surroundings mutation
You have a second sense for the dungeon, allowing you to sense terrain you
haven't yet seen. Each level of this mutation allows you to sense more and
more thoroughly.
%%%%
MP-powered wands mutation
Your wands draw upon your magical reserves, becoming somewhat more powerful in
the process. If you have no magic left to draw upon, your wands function as
normal.
%%%%
# ------ Goodmut/badmut pairs -----
regeneration mutation
You heal quickly. Each level of this mutation increases the rate at which you
heal.
%%%%
inhibited regeneration mutation
You do not heal over time while foes are in sight. Other sources of healing,
such as potions, are unaffected.
%%%%
speed mutation
You cover ground quickly - moving to new positions takes you less time. This
has no effect on other types of actions, like attacking or casting spells.
Each level of this mutation makes you move faster.
%%%%
slowness mutation
You cover ground slowly - moving to new positions takes you more time. This
has no effect on other types of actions, like attacking or casting spells.
Each level of this mutation makes you move slower.
%%%%
robust mutation
You can take a beating. Each level of this mutation improves your health
further (+10% HP).
%%%%
frail mutation
Your health is poor. Each level of this mutation worsens your health further
(-10% HP).
%%%%
evolution mutation
As you gain experience, your body's hidden potential will express itself in the
form of new beneficial mutations.
%%%%
devolution mutation
As you gain experience, your body's hidden potential will express itself in the
form of new detrimental mutations.
%%%%
wild magic mutation
Your spells are slightly harder to cast (increased miscast chance and severity),
but more powerful. Each level of this mutation increases both effects further.
%%%%
subdued magic mutation
Your spells are slightly easier to cast (reduced miscast chance and severity),
but less powerful. Each level of this mutation increases both effects further.
%%%%
# ------ Badmuts without matching goodmuts -----
teleportitis mutation
You occasionally teleport across the level to hostile monsters. Each level of
this mutation increases the frequency with which this occurs.
%%%%
deformed body mutation
Your body is shaped in an inhuman way, somewhat reducing the amount of
protection provided by body armour. This has no effect on protection provided
by armour enchantments, nor on the defensive benefits of training the Armour
skill.
%%%%
screaming mutation
You are sometimes seized by an uncontrollable urge to scream at foes when they
first come into sight. All of your shouts are also louder than usual. The
second level of this mutation makes this urge harder to resist and makes your
shouts even louder.
%%%%
deterioration mutation
When injured, your body sometimes deteriorates, temporarily reducing your
attributes. The second level of this mutation makes this happen more often.
%%%%
berserk mutation
When attacking foes in melee, you sometimes enter a berserk rage. Each level of
this mutation makes it easier for you to lose your temper.
%%%%
no potion heal mutation
Your system is resistant to potable panaceas, reducing the effectiveness of all
kinds of healing potions. The second level of this mutation completely blocks
potion-based healing. (Aid from the god Gozag is unaffected.)
%%%%
persistent drain mutation
Your health recovers twice as slowly from being drained. (The total experience
needed is doubled.)
%%%%
initially attractive mutation
The first time you see a monster, it may be magically pulled toward you.
This does not wake sleeping monsters.
%%%%
# ------ Demonspawn mutations -----
demonic guardian mutation
When you are harmed, there is a chance that a demonic guardian will rush to aid
you. The greater the damage done and the closer you are to death, the greater
the odds. Each level of this mutation increases the strength of your guardians.
%%%%
powered by pain mutation
When you are harmed, you sometimes gain power, refilling your magical reservoir
or granting you temporary agility or might. Each level of this mutation
increases the magnitude of this effect.
%%%%
foul stench mutation
Foes who strike you in melee sometimes cause you to emit a cloud of foul
miasma, slowing and severely poisoning those caught within. This mutation also
grants you immunity to miasma (from any source).
%%%%
spiny mutation
Foes who strike you in melee have a 50% chance of being impaled on your spines,
taking damage. Each level of this mutation increases the damage.
%%%%
augmentation mutation
While in good health, you are more powerful, casting spells and slaying foes
more effectively. Each level of this mutation increases this effect further.
%%%%
magic shield mutation
When you are harmed, some damage is redirected to deplete your magic reserves
instead.
%%%%
magic regeneration mutation
Your magical reserves regenerate quickly.
%%%%
magic link mutation
When low on magic, you restore magic in place of health.
%%%%
demonic magic mutation
When you cast spells, there's a chance that adjacent monsters will be
paralysed. This effect is more powerful when casting higher-level spells, but
monsters with greater willpower can resist it. Each level of this mutation
allows more distant monsters to be affected. The third level of this mutation
also allows you to paralyse monsters in the same way while zapping wands.
%%%%
icemail mutation
You are coated in a protective layer of ice. Fiery attacks can temporarily melt
the ice, removing the protection until the ice reforms. Each level of this
mutation increases the protection imparted.
%%%%
condensation shield mutation
A shield of frost guards you, blocking some incoming attacks. Fiery attacks can
temporarily melt the shield.
%%%%
powered by death mutation
Death fuels you, allowing you to heal somewhat for each life you take. Each
level of this mutation increases the healing further.
%%%%
sturdy frame mutation
Your movements are less encumbered by armour, mitigating penalties to spell
success, evasion, and ranged weapon attack speed. Each level of this mutation
reduces armour ER by 2.
%%%%
sanguine armour mutation
When seriously injured, your blood congeals around you, forming armour. Each
level of this mutation increases the AC provided.
%%%%
big brain mutation
What's up? You have a big brain. Each level of this mutation provides +2
Intelligence. The third level of this mutation also makes you less likely to
miscast spells.
%%%%
ignite blood mutation
Whenever you see blood spilled (yours or others'), it may ignite, bursting into
a cloud of flame. Each level of this mutation makes this more likely. This
mutation also grants you immunity to clouds of flame.
# XXX: also mention that this makes people more likely to bleed?
%%%%
corrupting presence mutation
When you injure a foe, your presence may intensify the damage, corroding their
weapons and defences. The second level of this mutation makes matters even
worse, adding a chance that your wretched victims may become mutated and
deformed.
%%%%
black mark mutation
When you strike a foe in melee, the black mark on your body may debilitate
them. This can weaken foes, drain their health, or disrupt their magic.
%%%%
aura of silence mutation
You are surrounded by an aura of silence. Those adjacent to you cannot make any
sound. This prevents most forms of spellcasting and prayer, though demonic
magic, being noiseless, is unaffected.
%%%%
bedevilling mutation
You cast Hex spells with increased power.
%%%%
demonic willpower mutation
Your willpower has a will of its own, sometimes injuring those who attempt to
hex you. This mutation also bolsters your willpower.
%%%%
hurl damnation mutation
You can hurl damnation with $cmd[CMD_USE_ABILITY]. Foes beware!
%%%%
word of chaos mutation
You can speak a Word of Chaos with $cmd[CMD_USE_ABILITY].
%%%%
freezing cloud immunity mutation
You are immune to freezing clouds.
%%%%
flame cloud immunity mutation
You are immune to clouds of flame.
%%%%
# ------ Other species-specific mutations -----
spit poison mutation
You can spit poison with $cmd[CMD_USE_ABILITY]. The second level
of this mutation intensifies the poison from a single glob into a large cloud.
%%%%
in touch with death mutation
Your Necromancy spells are more powerful. The second level of this mutation
enhances your Necromancy spellpower further.
%%%%
acrobatic mutation
Your magical nature helps you tumble your hollow bones around acrobatically,
allowing you to evade attacks while moving or waiting.
%%%%
evasive flight mutation
You fly evasively through the air, increasing your evasion somewhat.
%%%%
big wings mutation
You have big, strong wings, capable of bearing you through the air.
%%%%
float mutation
You hover through the air, forever free from the surly bonds of earth.
%%%%
innate caster mutation
You cannot learn spells from books. Instead, as you gain experience, spells
of higher and higher level bubble up from your fiery heart. These spells are
unpredictable and unaffected by your choice of god. You cannot train specific
spell schools - you can either train all spell schools at once, or none.
%%%%
hp casting mutation
You have no separate reserve of magical power, and anything that would affect
MP has no effect on you. When casting spells, using abilities, or doing anything
else that *costs* MP for normal species, you spend HP instead.
%%%%
extra vitality mutation
You are built differently from most species, making you slightly harder to kill.
Each level of this mutation increases your maximum health by 4 points.
%%%%
strong legs mutation
You have big, strong legs, allowing you to hop about with
$cmd[CMD_USE_ABILITY], though you can't perfectly aim where you
land. The second level of this mutation allows you to hop farther. Each time
you hop, you need to rest for a bit before you can hop again.
%%%%
forlorn mutation
You cannot, will not, and will never worship any god.
%%%%
nightstalker mutation
You are attuned to the shadows, reducing the distance that you can see or be
seen from.
%%%%
+LOS mutation
You are born to the light, increasing the distance that you can see and be seen
from.
%%%%
petrification resistance mutation
You are immune to petrification.
%%%%
cold-blooded mutation
When struck by a cold attack, you may be slowed until your blood warms again.
%%%%
stealthy paws mutation
When launching attacks on unaware or incapacitated enemies, you inflict extra
damage in the same way as a human with a short blade might.
%%%%
four strong arms mutation
You have two pairs of two arms, allowing you to wield two-handed weapons with
one pair and a shield with the other. You can even wield extremely large
weapons like giant clubs, though this takes both arm-pairs. The secondary arms
in each pair are oddly shaped, preventing you from wearing an extra set of
gloves or magical rings.
%%%%
retaliatory headbutt mutation
When a foe misses you in melee, you may reflexively retaliate, attempting to
gore your attacker with your horns.
%%%%
multi-lived mutation
Every third experience level, you gain an extra life. If you are slain while
you still have a life remaining, you will reappear elsewhere on the current
floor. You can continue to gain extra lives even once you reach the maximum
experience level, but you can't have more than two extra lives at a time.
%%%%
distributed training mutation
Whenever you gain experience, it is split between all of your skills. You
cannot choose to focus. Effects that prevent you from training certain skills,
such as divine restrictions, do not cause your other skills to rise faster.
%%%%
nimble swimmer mutation
You can blend into the waves while swimming through water or flying above it,
gaining Stealth+. The second level of this mutation also grants you improved
evasion and increases your movement speed when in or above water.
%%%%
vampiric mutation
You are cursed with vampirism, torn between false life and a bloodless,
dessicated undeath. You can use $cmd[CMD_USE_ABILITY] to
exsanguinate yourself or to fill once more with blood.
%%%%
divine attributes mutation
Your divine heritage dramatically boosts your attribute gain (Strength,
Intelligence, and Dexterity) as you level up relative to other species, both
in quantity and in how much you can control your development. Every three
levels, you choose an attribute to increase by four points.
%%%%
tentacles mutation
Your gelatinous body has eight tentacles that help you move around in shallow
or deep water and can be used to constrict enemies while attacking them in
melee. Each tentacle can wear a ring, but you need four of them to move around,
and either two or four tentacles to hold a weapon depending on its size, and
two tentacles to hold a shield.
Your tentacles will try to constrict foes which you attack in melee. (You cannot
constrict monsters larger than you.) Independently, you have a two-thirds chance
of launching a damaging 'squeeze' attack whenever you attack in melee.
%%%%
mertail mutation
Your morphogenic matrix is unstable, allowing your lower body to shift to
a powerful aquatic tail when in shallow or deep water. It will quickly
reform into legs once you leave the water. When in merform, your tail allows
you to tail-slap foes when launching melee attacks.
%%%%
+LOS mutation
The darkness flees at your approach, allowing an extended range of vision and
ranged attack (+1 line of sight), but also allowing you to be seen and
potentially targeted from further away.
%%%%
no regeneration mutation
You do not regenerate health while resting, and are unable to receive the
effects of magic that hastens the speed of regeneration. Sources of HP gain
such as potions and religious invocations will still heal you, and certain
divine invocations can temporarily grant you the ability to regenerate.
To compensate, you are able to heal yourself via the
$cmd[CMD_USE_ABILITY] key, at the cost of permanent MP.
%%%%
strong nose mutation
You have a powerful nose adapted to the Dungeon's scents, allowing you to
detect where treasures lay hidden. As you explore the dungeon, nearby item
locations that you cannot directly see will gain a marker for
as-yet-undiscovered items.
%%%%
# ------ Jiyva muts ------
gelatinous body mutation
Your body is rubbery, and your foes like glue. Each level of this mutation
confers +1 AC and +1 EV.
%%%%
eyeballs mutation
Golden eyeballs sprout from your flesh like mushrooms, confusing your foes.
Each level of this mutation improves your accuracy with weapons, unarmed
attacks, auxiliary attacks, and spells. The third level of this mutation also
allows you to see invisible foes.
%%%%
translucent skin mutation
Your skin is transparent, improving your stealth and reducing the accuracy of
your foes' attacks against you. Each level of this mutation reduces your foes'
accuracy further.
%%%%
tendrils mutation
When struck in melee, the slimy tendrils covering your body may grab your
attacker's weapon and yank it from their grasp, disarming them.
%%%%
jelly sensing items mutation
You have a small jelly attached to you that senses nearby items.
%%%%
jelly absorbing missiles mutation
When struck by a missile (such as an arrow or crossbow bolt), a jelly on your
body may eat it, healing you somewhat.
%%%%
engulf mutation
Your melee attacks may engulf living foes that are your size or smaller.
Those foes will be silenced and unable to breathe.
%%%%
otherworldly mutation
You are foreign to this world, easily perceived by dark forces. You have only
one-tenth the normal time on each dungeon floor before Zot finds you and
permanently reduces your health.
%%%%
foul shadow mutation
Your body is shadowed by foul flame. Foes hit you less often, and your stealth
is greatly enhanced. Foes who strike you in melee are sometimes seared by the
foul flame; undead and demonic foes take less damage from it, while holy beings
and good god worshippers take more.
%%%%
explore regen mutation
You are invigorated by the discovery of the unknown. As you explore the dungeon,
your wounds will heal and your magic will replenish.
%%%%
faith mutation
You were embalmed with holy oils and sacred spices and bound about with blessed
cloth. Now you have a special connection with the divine, allowing you to gain
favour with your chosen god more quickly.
%%%%
devour on kill mutation
When you kill living creatures you have a chance to devour their life force
and restore health.
%%%%
rollpage mutation
You instinctively roll as you move toward enemies, rampaging forward an
additional space. This mutation grants magic regeneration when rolling; the
second level of this mutation regenerates both magic and health.
%%%%
double potion healing mutation
Whenever a potion restores your health or magic, it restores twice as much.
%%%%
drunken brawling mutation
Whenever you drink a potion that restores health or magic, you perform an
immediate attack against all enemies adjacent to you.
(This includes potions of curing, heal wounds, magic, and ambrosia.)
%%%%
artefact enchanting mutation
You can use scrolls of enchant weapon and armour upon random artefacts.
This cannot raise their enchantment above what would normally be possible on a
mundane item of the same type, and cannot affect especially unusual artefacts
at all.
%%%%
runic magic mutation
You cast spells with the assistance of glyphs marked upon your armour, greatly
reducing the complex movements which would otherwise be required.
(The encumbrance rating of all armour you wear is reduced by 1/2 for purposes
of spell success.)
%%%%
off-hand wielding mutation
You can wield a one-handed weapon in your off-hand, if not wielding a
two-handed weapon or wearing a shield or orb. You will follow up attacks from
your primary weapon with your off-hand weapon, with attack delay determined
by the average of the two. Ranged weapons can only follow attacks by ranged
weapons, and likewise melee weapons.
%%%%
slow wielding mutation
You must recalibrate your grasping arms when wielding or unwielding weapons.
This takes as long as donning armour.
%%%%
warmup strikes mutation
Your grasping arms need time to limber up, making your first few attacks in
each fight less effective. Slow, heavy attacks help more than fast attacks.
Both weapon-based and unarmed attacks are affected.
%%%%
no rings mutation
Your hands are embedded into the controls for your grasping arms, leaving you
with no place to wear magical rings without disastrous magical interference.
%%%%
iron-fused scales mutation
Your scales are fused with a thick layer of iron, giving them resilience akin to
a suit of armour (+5 AC).
%%%%
inviolate magic mutation
Your magic is resistant to distruption by outside forces. Hostile effects which
drain your MP drain only 1/3 as much and you are immune to having your magical
effects be removed by anyone but yourself.
%%%%
# ------ Makhleb destruction flavours ------
Gehenna destruction mutation
Your Unleash Destruction ability is empowered by Gehenna. You are able to hurl
bolts of magma instead of cold, and your bolts of fire can strip away their
victims' fire resistance.
%%%%
Cocytus destruction mutation
Your Unleash Destruction ability is empowered by Cocytus. You are able to hurl
bolts of ice instead of fire, and your bolts of cold freeze victims solid,
slowing their movement.
%%%%
Tartarus destruction mutation
Your Unleash Destruction ability is empowered by Tartarus. You are able to hurl
bolts of devastation which lower their victims' willpower instead of lightning,
and your bolts of negative energy are more powerful.
%%%%
Dis destruction mutation
Your Unleash Destruction ability is empowered by Dis. You are able to hurl bolts
of corrosive acid and metal splinters instead of negative energy.
%%%%
# ------ Makhleb marks ------
Mark of the Tyrant mutation
Your Infernal Servants have a longer duration, and you can summon even stronger
ones at very high Invocations (at the cost of additional piety). When you slay
enemies, a random servant may gain one of: Haste, Might, Regeneration, or
Brilliance.
%%%%
Mark of Carnage mutation
Your Infernal Servants are now summoned adjacent to a random enemy instead of
near you. When they appear, they do so in a blast of your characteristic
Destruction (which cannot hurt you or other allies).
(Your servants unleash blasts of either
{{
if you.get_base_mutation_level("Dis destruction") == 1 then
return "acid or metal splinters"
elseif you.get_base_mutation_level("Tartarus destruction") == 1 then
return "negative energy or devastation"
elseif you.get_base_mutation_level("Gehenna destruction") == 1 then
return "fire or lava"
elseif you.get_base_mutation_level("Cocytus destruction") == 1 then
return "cold or ice"
end
}}.)
%%%%
Mark of the Legion mutation
Your Infernal Servant ability is replaced with Infernal Legion, allowing you to
call in a small army of demons over time. While individually short-lived, their
numbers are inexhaustible for as long as the status lasts, and they will never
be hostile to you.
You may also unleash Makhleb's Destruction through your summoned allies without
harming them.
%%%%
Mark of Annihilation mutation
Your Infernal Servant ability is replaced with Globe of Annihilation, allowing
you to hurl slow-moving spheres of intense destructive force that detonate
in an enormous blast of your characteristic Destruction.
(Your globes of annihilation unleash either
{{
if you.get_base_mutation_level("Dis destruction") == 1 then
return "acid or metal splinters"
elseif you.get_base_mutation_level("Tartarus destruction") == 1 then
return "negative energy or devastation"
elseif you.get_base_mutation_level("Gehenna destruction") == 1 then
return "fire or lava"
elseif you.get_base_mutation_level("Cocytus destruction") == 1 then
return "cold or ice"
end
}}.)
%%%%
Mark of Haemoclasm mutation
When you kill enemies, they have a small chance to explode in a violent rain of
gore, which damages adjacent foes proportional to the victim's maximum health.
Enemies who die to this explosion will always explode themselves.
%%%%
Mark of the Celebrant mutation
Whenever you fall below 50% of your maximum HP, you perform an infernal rite,
unleashing a flurry of blood arrows aimed at nearby enemies. You will fire at
least one arrow for every valid target, but may fire additional ones if few are
present. Invocations increases the damage of these arrows, and Makhleb will
always bestow healing upon you for enemies killed by them.
After performing a blood rite, you cannot perform another until your HP has
fully recovered.
%%%%
Mark of Execution mutation
A demonic incarnation of murder lies dormant within your soul. Whenever you kill
an enemy in melee, there is a small chance for it to awaken and manifest as a
maelstrom of scythe-like blades enveloping you. These blades will attack
whenever you do and also retaliate whenever you successfully dodge an enemy
attack.
You have the ability to rampage swiftly towards enemies while possessed, but if
you spend more than a short while doing anything other than attacking, the
demonic presence will go dormant inside you once again.
%%%%
Mark of Atrocity mutation
Your Unleash Destruction is empowered the more times you use it consecutively
without pause, increasing in both damage and health cost. Upon using it a fourth
time in a row, you will automatically unleash a wild barrage of additional bolts
aimed at random targets and reset this boost.
%%%%
Mark of the Fanatic mutation
Grants you the Vessel of Slaughter ability, allowing you to transform into a
powerful demonic avatar with greatly boosted offence and defence for a short
period of time, in exchange for being dragged down into the Crucible of Flesh
afterward and made to fight for your freedom.
%%%%
# ------ Ru sacrifices ------
inability to drink after injury mutation
When you are harmed, there is a chance that you will become temporarily unable
to drink potions. Each level of this mutation increases this chance by 1%.
%%%%
inability to read after injury mutation
When you are harmed, there is a chance that you will become temporarily unable
to read scrolls. Each level of this mutation increases this chance by 1%.
%%%%
missing a hand mutation
You are considerably less handy than you used to be. You cannot wield
two-handed weapons, wear a shield, launch off-handed attacks, or use more than
one magical ring at a time.
%%%%
no stealth mutation
You have no Stealth. You will always alert monsters when they see you, and
they will track you very effectively.
%%%%
no forms mutation
You cannot voluntarily change forms, via talismans, potions, or any other means.
You may still be involuntarily transformed by effects such as wands of polymorph.
%%%%
inability to use devices mutation
You cannot use magical devices. This includes wands and most items evoked with
$cmd[CMD_EVOKE], excepting reaching weapons, talismans, and
ziggurat figurines. This also renders magical staves much less effective in
melee.
%%%%
hated by all mutation
You are hated by all and cannot acquire allies, temporarily or permanently, by
any means. Simplistic, unthinking magical constructs, such as spectral weapons,
orbs of destruction, and battlespheres, are unaffected.
%%%%
cowardly mutation
Seeing threatening monsters fills you with dread, reducing the power of your
spells and your ability to slay monsters with melee and ranged attacks. Seeing
multiple such monsters at once, or extremely threatening monsters, renders this
even worse.
%%%%
disrupted magic mutation
Your chance to miscast spells is higher. Each level of this sacrifice increases
the chance to miscast further.
%%%%
unskilled mutation
It takes you more experience to improve your skills. Each level of this
sacrifice makes your skills cost even more.
%%%%
reduced AC mutation
You are easily battered and bruised, reducing the benefits of your armour.
%%%%
reduced EV mutation
Your reflexes are slow, making it easier for foes to hit you.
%%%%
inexperienced mutation
You are inexperienced and unable to fully gain 27 levels.
%%%%
missing an eye mutation
You are missing an eye, reducing the accuracy of your physical and magical
attacks.
%%%%
no potions mutation
You are unable to quaff potions.
%%%%
no weapons or thrown items mutation
You are incapable of wielding weapons or throwing items.
%%%%
no armour mutation
You cannot wear armour.
%%%%
# ------ Skill suppression ------
# skills go in, skills go out. Can't explain that!
# XXX - might be cool to deduplicate this
inability to train dodging mutation
Your Dodging skill is 0 and you cannot train the skill.
%%%%
inability to train armour mutation
Your Armour skill is 0 and you cannot train the skill.
%%%%
no air magic mutation
Your Air Magic skill is 0 and you cannot train the skill.
%%%%
no conjurations magic mutation
Your Conjurations skill is 0 and you cannot train the skill.
%%%%
no earth magic mutation
Your Earth Magic skill is 0 and you cannot train the skill.
%%%%
no fire magic mutation
Your Fire Magic skill is 0 and you cannot train the skill.
%%%%
no hexes magic mutation
Your Hexes skill is 0 and you cannot train the skill.
%%%%
no ice magic mutation
Your Ice Magic skill is 0 and you cannot train the skill.
%%%%
no necromancy magic mutation
Your Necromancy skill is 0 and you cannot train the skill.
%%%%
no alchemy magic mutation
Your Alchemy skill is 0 and you cannot train the skill.
%%%%
no summoning magic mutation
Your Summoning skill is 0 and you cannot train the skill.
%%%%
no translocations magic mutation
Your Translocations skill is 0 and you cannot train the skill.
%%%%
no forgecraft magic mutation
Your Forgecraft skill is 0 and you cannot train the skill.
%%%%