=== 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