%%%% # ------ 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. %%%%