=== How can I get mutations? ===
1. By being a Beastman - they get one at the start of the game.
Thereafter, every level they have a 20% chance of gaining another.
2. By casting the Chaos Spell - Polymorph Self. Polymorph self
does 1 or 2 effects, randomly with a 3-in-14 chance of getting a
random mutation each time.
3. By using the Polymorph Self mutation. Polymorph self does 1 or 2
effects, randomly with a 3-in-14 chance of getting a random
mutation each time.
4. Possible result of failing to cast a Chaos spell
5. Having your sanity blasted by an Eldritch Horror
6. Possible result of failing to cast a Death spell from the
Necronomicon. (Chance of same effects as being blasted by an
Eldrich Horror)
7. Being hit by Chaos or by Toxic Waste without Chaos resistance
8. By gaining a level as a Chaos Warrior as your Chaos Patron may
grant you a mutation as a reward
9. By gaining a level if you have the mutation "Chaos deities
give you gifts" as some Chaos patrons give random mutations
as a level gift now and then.
Note: Not all mutations are equally likely although the variance is
small. In addition, Vampires get "hypnotic gaze" more easily than
other races, Imps gain horns slightly more often, Mindflayers are more
likely to be given tentacles, Yeeks have a good chance of getting the
"Shriek" ability and Beastmen the ability to polymorph themselves.
=== How can I get rid of mutations? ===
The only ways to *get rid of* mutation(s) are:
1. Quaffing a potion of New Life
2. One of many possible effects of casting the Trump spell - Shuffle
3. Getting another mutation that cancels the mutation out
4. Using the services of the Chaos Tower
5. The Polymorh Self spell or mutation may occasionally remove a
mutation
6. Getting the "You feel strangely normal" mutation gives a chance of
removing mutations (including itself)
=== What do they do? ===
First of all a warning - Zangband 2.2.2d introduced a penalty for
having too many mutations. The first few are free but thereafter
your regeneration rate is reduced as further mutations are added.
Beastmen are largely exempted from this but, strangely, Chaos
Warriors are not.
There are four kinds of mutations: activatable mutations, randomly
activating mutations, 'continuous' mutations and melee-attack
mutations.
--- Activatable Mutations ---
There are four important statistics for activatable mutations: (1)
the cost (in mana for spell casters and hitpoints otherwise) to use
the power gtranted by the mutation; (2) a stat which is used in
determining your chance of success; (3) the minimum level required
to use the power; and (4) the 'difficulty' of using the power.
Activatable mutations are 'activated' by pressing 'U' or 'O' from
the original and roguelike keysets respectively. Before using these
powers you must first pass a success roll. The actual calculation
of the fail rates for using the activatable powers is very messy
but a good rule of thumb is if the relevant stat is below the
difficulty (18/50 --> 18+50=68), you have little chance of success.
You can spit acid
Cost=9, Stat=DEX, Level=9, Difficulty=15
Fires an acid ball. Damage (level) radius 1+(level/30).
You can breathe fire
Cost=level, Stat=CON, Level =20, Difficulty=18
Fires a fire ball. Damage 2*level radius 1+(level/20)
Your gaze is hypnotic
Cost=12, Stat=CHR, Level=12, Difficulty=18
Tries to make a monster your pet. Similar to the mindcrafter
power 'Domination' above level 30
You are telekinetic
Cost=9, Stat=WIS, Level=9, Difficulty=14
Move an object in line of sight to you. Max weight equal to
(level) pounds
You can teleport at will
Cost=7, Stat=WIS, Level=7, Difficulty=15
Teleports the player 10+level squares
You can Mind Blast your enemies
Cost=3, Stat=WIS, Level=7, Difficulty=15
Damage (3+(level-1)/5)d3 - Psi damage
You can emit hard radiation at will
Cost=15, Stat=CON, Level=15, Difficulty=14
Fires a damage level*2 radius 3+level/20 "nuke" ball. This is
poison damage that can also polymorph monsters
You can drain life from a foe like a vampire
Cost=level, Stat=CON, Level=13, Difficulty=14
Does level*2 drain life damage. Heals level+random(lvl)
hitpoints if successful. Doesn't work on all monsters
You can smell nearby precious metal
Cost=2, Stat=INT, Level=3, Difficulty=12
Detects treasure
You can smell nearby monsters
Cost=4, Stat=INT, level=5, Difficulty=15
Detects monsters
You can teleport yourself short distances
Cost=3, Stat=WIS, level=3, Difficulty=12
Teleports player 10 squares
You can consume solid rock
Cost=12, Stat=CON, Level=8, Difficulty=18
You can eat rock with food benefit, also acts like
Stone-to-Mud
You can switch locations with another being
Cost=12, Stat=DEX, Level=15, Difficulty=16
You can exchange places with a chosen monster unless it
resists teleportation
You can emit a horrible shriek
Cost=14, Stat=CON, Level=20, Difficulty=16
Fires a sound ball. Damage level*2, radius 8, centered on
player
You can emit bright light
Cost=2, Stat=INT, Level=3, Difficulty=10
Like light area spell
You can feel the danger of evil magics
Cost=14, Stat=WIS, Level=7, Difficulty=14
Detects cursed items in inventory
You can drive yourself into a berserk frenzy
Cost=8, Stat=STR, Level=8, Difficulty=14
Like quaffing a Potion of Beserk Strength
You can polymorph yourself at will
Cost=20, Stat=CON, Level=8, Difficulty=14
Like the Polymorph-Self spell
You can turn ordinary items into gold
Cost=5, Stat=INT, Level=10, Difficulty=12
Turns a non-artifact object into 1/3 its value in gold with
an upper limit of 30,000
You can cause mold to grow near you
Cost=6, Stat=CON, Level=1, Difficulty=14
Summons up to 8 molds around the player
You can harden yourself to the ravages of the elements
Cost=12, Stat=CON, Level=10, Difficulty=12
Level dependant chance of gaining one or more of the four
basic resistances and poison
You can bring the dungeon down around your ears
Cost=12, Stat=STR, Level=12, Difficulty=16
Causes a radius 10 earthquake centered on the player
You can consume magic energy for your own use
Cost=1, Stat=WIS, Level=17, Difficulty=15
Drains charges from magical items to replenish spell points
You can feel the strength of the magics affecting you
Cost=6, Stat=INT, Level=6, Difficulty=10
Displays temporary magical effects currently effecting player
You can cause mass impotence
Cost=40, Stat=CHR, Level=20, Difficulty=18
Prevents any breeders on current level from breeding
You can run for your life after hitting something
Cost=12, Stat=DEX, Level=10, Difficulty=14
Allows you to hit a monster and immediately teleport 30
squares
You can emit confusing, blinding radiation
Cost=15, Stat=CHR, Level=20, Difficulty=18
Attempts to stun, confuse and terrify all monsters in sight
Your eyes can fire laser beams
Cost=10, Stat=WIS, Level=7, Difficulty=9
Fires light beam, damage level*2
You can travel between town and the depths
Cost=50, Stat=INT, Level=17, Difficulty=16
Acts like Word of Recall
You can send evil creatures directly to Hell
Cost=25, Stat=WIS, Level=25, Difficulty=18
Removes evil monsters in line of sight from level
You can freeze things with a touch
Cost=2, Stat=CON, Level=2, Difficulty=11
Frost bolt, damage level*2
You can hurl objects with great force
Cost=lvl, Stat=STR, Level=1, Difficulty=6
Level dependant multiplier for thrown objects ranging from x2
to x5 at level 45
--- Randomly activating mutations ---
A check for these is made every 10 game turns (1 player turn at
normal speed). Most of these effects disturb resting, which is very
annoying.
You are subject to berserker fits
1 in 3000 chance
Berserk Strength for 10+random(level) turns
You are subject to cowardice
1 in 3000 chance
Afraid for 13+random(26) turns, unless you have resist Fear,
have heroism running, or have berserk strength running.
You are teleporting randomly
1 in 5000 chance
Teleport 40 squares, unless you have Anti-Teleportation,
resist Nexus, or the voluntary teleport mutation.
Your body produces alcohol
1 in 6400 chance
No effect if the player has resist chaos or Confusion.
Otherwise, 95% of the time you'll be confused for 15+1d20
turns, and have a 1 in 3 chance of becoming hallucinating for
150+1d150 turns. 5% of the time, you blank out, and you loose
the map, and are teleported 100 squares. There's also a 1 in
3 chance of getting a complete mind blank.
You have a hallucinatory insanity
1 in 6400 chance
Hallucinate for 20+1d50 turns, unless you resist Chaos.
You are subject to uncontrollable flatulence
1 in 3000 chance
Fires a poison ball centered on the player, damage (level),
radius 3.
You are producing magical energy uncontrollably
1 in 9000 chance
Forces you to fire a mana ball, damage 2*level, radius 3,
unless you have Anti-Magic. Mana is pure damage, that
destroys items on the floor.
You attract demons
1 in 6666 chance
Summons a demon, unless you have Anti-Magic. The demon's
level depends on the dungeon level. 1 in 6 chance of the demon
being friendly.
You move faster or slower randomly
1 in 6000 chance
Either slows or hastes player for 10 + 1d30 turns
You sometimes cause nearby creatures to vanish
1 in 9000 chance
Teleports all monsters in line of sight upto 100 squares. May
also cause a single shopkeeper to rotate if it happens in
town.
You sometimes feed off of the light around you
1 in 3000 chance
Minor heal, recharge light
You attract animals
1 in 7000 chance
Summons an animal, unless you have anti-magic
You occasionally are surrounded with raw chaos
1 in 8000 chance
Chaos ball, damage=level, radius 8, centered on player,
unless you have anti-magic
You may be mutated, but you're recovering
1 in 5000 chance
Removes a random mutation
You fade in and out of physical reality
1 in 3000 chance
Temporary wraithform, unless you have anti-magic
Your health is subject to chaotic forces
1 in 3000 chance
Polymorph wounds
You have a horrible wasting disease
1 in 3000 chance
1 in 3 chance of decreasing a random stat unless it is
sustained. 1 in 3 chance of permanent reduction
You attract dragons
1 in 3000 chance
Summons a dragon, unless you have anti-magic
Your mind randomly expands and contracts
1 in 3000 chance
Grants temporary ESP (or removes it temporarily if you have
it), unless you have anti-magic
You have a seriously upset stomach
1 in 9000 chance
Food counter is dropped to 'weak', unless you have slow
digestion
Chaos deities give you gifts
Player gains a reward from their Chaos Patron on gaining a
level
You occasionally stumble into other shadows
1 in 12000 chance
Alter Reality
You receive warnings about your foes
1 in 1000 chance
Gives a 'feeling' dependant on how tough the monsters on the
current level are
You occasionally feel invincible
1 in 5000 chance
Grants temporary invulnerability, unless you have anti-magic
Your blood sometimes rushes to your muscles
1 in 2000 chance
Spell points are converted to hitpoints for a heal
Your blood sometimes rushes to your head
1 in 4000 chance
Hit points are converted to spell points
You occasionally stumble and drop things
1 in 10000 chance
Trip taking some damage and drop your weapon
--- 'Continuous' mutations ---
You are superhumanly strong
+4 STR
You are puny
-4 STR
Your brain is a living computer
+4 INT/WIS
You are moronic
-4 INT/WIS
You are very resilient
+4 CON
You are extremely fat
+2 CON, -2 speed
You are albino
-4 CON
Your flesh is rotting
-2 CON, -1 CHR
Your voice is a silly squeak
-4 CHR
Your face is featureless
-1 CHR
Your appearance is masked with illusion
Overrides your current CHR and provides a new level-dependant
value ranging from 10 to 18/90
You have an extra pair of eyes
+15 search
You are resistant to magic
adds (15+level/5) to your saving throw
You make a lot of strange noise
-3 stealth
You have remarkable infravision
+3 infravision
You have an extra pair of legs
+3 speed
Your legs are short stubs
-3 speed
Electricity is running through your veins
Grants an electricity aura. Does 2d6 electricity damage to
any monster that hits you.
Your body is enveloped in flames
Grants a fire aura. Does 2d6 fire damage to any monster that
hits you. Also gives permanent light (radius 1).
Your skin is covered with warts
-2 CHR, +5 AC
Your skin has turned into scales
-1 CHR, +10 AC
Your skin is made of steel
-1 DEX, +25 AC
You have wings
Levitation
You are completely fearless
Resist fear
You are regenerating
Regeneration
You are telepathic
Telepathy
Your body is very limber
+3 DEX
Your joints ache constantly
-3 DEX
You are protected from the ravages of time
You take between a third and two-thirds damage and get none
of the side effects of time attacks
You are susceptible to the ravages of the elements
You take double damage from elemental attacks.
Your movements are precise and forceful
+1 stealth, free action
Your body resists serious damage
As your level increases you get the following sustains in
this order - CON, STR, DEX, WIS, INT, CHR
--- Melee-Attack Mutations ---
You have a scorpion tail (poison, 3d7)
Counts as weight 5 for critical hits. Doesn't actually hit
the monster normally, but fires a poison bolt that does the
damage. Player +to dam bonuses are added in.
You have horns (dam. 2d6)
Counts as weight 15 for critical hits. Hits the monster.
Player +to dam bonuses are added in.
You have a beak (dam. 2d4)
Counts as weight 5, otherwise see horns.
You have an elephantine trunk (dam 1d4)
Counts as weight 35 for critical hits
You have evil looking tentacles (dam 2d5)
Counts as weight 5, double damage against evil
=== Which mutations 'cancel each other out'? ===
Gaining certain mutations may remove other ones. For example, if
you are moronic and gain "computer brain", your moronic mutation
will be gone. Later in the game, you can become a moron again, and
loose "computer brain" in the process. These cancel each other out.
A full list of mutations that cancel each other out is as follows:
1. Computer brain and moronic.
2. Puny and superhuman.
3. Iron skin and either scales,rotting flesh or warts (getting
iron skin removes all the other three, getting one of the
others removes iron skin).
4. Rotting flesh and regeneration.
5. Cowardice and fearlessness.
6. Limberness and Arthritis
7. Beak replaces Trunk and vice versa