%%%%
# ------ 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
-3 Strength.
%%%%
dopey mutation

Your mind has become unnaturally dopey. Each level of this mutation provides -3
Intelligence.
%%%%
clumsy mutation

Your reflexes have become unnaturally clumsy. Each level of this mutation
provides -3 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 desynchronised itself from the flow of time. Whenever you fall
below 66% 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.
%%%%
efficient metabolism mutation

Your altered digestive system extracts additional value out of select potion
types, doubling the duration of all status effects gained via potions.
%%%%
protean grace mutation

Your limbs are overflowing with morphogenic power, guiding your every movement.
Each other non-innate mutation you have also provides +1 EV and Slay +1 (up to
a limit of 7), improving your accuracy and damage with melee and ranged attacks.
This still applies even when the mutations would be suppressed by a different
form.

You currently gain
{{
    num = math.min(you.how_mutated(true, false, false, true, false) - 1, 7)
    return "+" .. num .. " EV and Slay +" .. num .. " from this mutation."
}}
%%%%
feed off suffering mutation

A vile yet invigorating energy permeates your soul, which resonates with
specific other energies released at the moment of death. Whenever poisoned or
drained enemies die in sight of you, you have a chance to siphon away a small
portion of their life force and magical power. Each level of this mutation
increases the chance this happens and the amount one siphons.
%%%%
lucky mutation

You have an uncanny knack for uncovering hidden properties of items other people
might ignore as mundane. Whenever you encounter a new item on the ground for the
first time, there is a very tiny chance to discover that it is actually an
artefact. Each level of this mutation increases that chance.
%%%%
reckless mutation

Your recklessness halves your SH, but the damage you deal with two-handed melee
weapons is increased by 15%.
%%%%
spark swarm mutation

A subtle flock of eager sparks and bright cinders chases after your movements.
Whenever you deal fire damage to a foe without rFire∞ or electric damage to a
foe without rElec∞, you have a chance to outline it with a soft glow of light,
which makes it easier to hit and reveals it if invisible. Each level of this
mutation increases the chance this happens.
%%%%
# ------ 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. This gives you stability in
water, but causes you to move much more slowly than most species.

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, orange tail, allowing you to attack 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 scaly 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. 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 periodically teleport towards hostile monsters. You will sense yourself
destabilising several turns in advance of this happening, and may suppress it
temporarily by reading a scroll of teleportation.

Each level of this mutation increases the frequency with which you start to
teleport.
%%%%
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.
%%%%
screaming mutation

You are sometimes seized by an uncontrollable urge to scream whenever you
sustain an injury. 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.
%%%%
poor constitution mutation

Your body reacts poorly to injury; when you suffer damage, you have a chance for
your attacks to become weakened for a short while. The second level of this
mutation sometimes additionally causes this to slow you as well.
%%%%
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.)
%%%%
contamination susceptible mutation

You absorb twice as much mutagenic energy from being contaminated.
%%%%
initially attractive mutation

The first time you see a monster, it may be magically pulled toward you. This
has a chance of waking sleeping monsters, though they will not necessarily be
alerted to your position.

The second level of this mutation increases the chance of this happening.
%%%%
booming voice mutation

When reading scrolls in sight of hostile monsters, your voice resounds with a
truly stupendous volume.
%%%%
potion fungus mutation

Your body is covered in a fungus that metabolises beneficial potions you drink
and sometimes emits spores which transmit their effects to nearby monsters -
whether friend or foe.
%%%%
spiteful blood mutation

Your blood pulses with a strange predatory malice. When you become significantly
injured, some of it may rise up to attack you - though this may not happen again
until you heal fully.

The second level of this mutation causes two erythrospites to be created at
once.
%%%%
spatial entanglement mutation

Whenever you translocate, there is a chance that another monster is pulled
along to your new location. If you translocated a short distance, this will
always be some monster in sight of your previous location, but long distance
teleports may pull a monster from anywhere else on the floor.

The experience is mildly disorienting for the monster, and it will not be able
to act immediately after being pulled this way.
%%%%
meek mutation

All of your attacks are less effective, dealing less damage and being a little
less accurate. This effect worsens with each level of this mutation.
%%%%
# ------ 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. This mutation
also grants you immunity to constriction.
%%%%
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 <input>$cmd[CMD_USE_ABILITY]</input>. Foes beware!
%%%%
word of chaos mutation

You can speak a Word of Chaos with <input>$cmd[CMD_USE_ABILITY]</input>.
%%%%
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 <input>$cmd[CMD_USE_ABILITY]</input>. 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.
%%%%
frog-like legs mutation

Your uniquely muscular legs allow you to hop short distances in the blink of an
eye with <input>$cmd[CMD_USE_ABILITY]</input>, though your walking speed is
below average.

The second level of this mutation allows you to hop farther.
%%%%
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.
%%%%
stone body mutation

You are made of living stone which is very resistant to damage. You gain a
large bonus to your AC, which increases with your experience level, and are
immune to petrification, poison, disease, sleep, and certain other effects.
%%%%
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, as well as wear a second pair of gloves.
You can even wield extremely large weapons like giant clubs, though this takes
both arm-pairs.
%%%%
retaliatory headbutt mutation

When a foe misses you in melee, you may reflexively retaliate, attempting to
gore your attacker with your horns. You can perform this against a given enemy
no more than once per player action.
%%%%
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.
%%%%
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
<input>$cmd[CMD_USE_ABILITY]</input> key, at the cost of permanent MP.
%%%%
treasure sense mutation

You have an uncanny knack for knowing where items can be found. 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.
%%%%
slime shroud mutation

When struck in melee, the slimy shroud covering your body may deflect the
attack. Such deflection will break the shroud, however, and it will take time
for it to reconstitute itself.
%%%%
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.
%%%%
ooze flood mutation

Your melee attacks may flood the airways of your foes with ooze. Those that need
to breathe air will be silenced and take asphyxiation damage over time.
%%%%
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.
%%%%
formless mutation

You have no physical body and instead interact with the world through haunting
objects. This allows you to 'equip' up to 6 boots, gloves, cloaks, or helmets in
any combination, but body armour is too large for you to usefully manipulate in
this fashion.

At higher levels, you can even send the armour you are haunting out to attack
enemies independently for short periods of time.
%%%%
trickster mutation

Your connection to the realm of the living grows stronger as you spread
misfortune.

Whenever you or your allies inflict new negative status effects upon nearby
enemies (other than poison), your AC temporarily increases. This bonus improves
with the number of different enemies affected, but will decay over time if you
do not continue to inflict new misfortune.

At your current XL, you can gain a maximum bonus of
{{return 6 + you.xl() * 4 / 5;}} AC this way.
%%%%
mnemnophage mutation

You devour the memories and even the very existence of those you kill, subsuming
them in the unholy fire that wreathes your body.

Once you have accumulated enough memories, you may choose to burn them all away
as fuel to greatly enhance your spellcasting for a short period of time.

At your current experience level, you can hold enough memories to cast a maximum
of {{return 3 + math.floor(you.xl() * 3 / 20);}} spells in a row this way.
%%%%
spellclaws mutation

You instinctually channel destructive magic through your claws. When casting a
damage-dealing spell, you also perform a melee attack against the most healthy
enemy in your attack range.

This attack does reduced damage if your attack speed is slower than your casting
speed.
%%%%
accursed mutation

Your accursed nature makes it harder to dispel malignant energies from your
being, reducing the rate at which you can recover from Doom and Banes.
%%%%
stampede mutation

You rampage swiftly towards enemies and can continue to trample forward once
you reach them, pushing entire lines of enemies backwards as you attack.

Performing any action besides a rampage movement will end your stampede.

The second level of this mutation augments your stampede with the blessing of
one of the four winds, based on your highest skill:

 North Wind: Melee weapon skills (except Short Blades)\n
South Wind: Short Blades or Stealth\n
East Wind:  Magic skills (except Spellcasting)\n
West Wind:  Ranged Weapons skill\n
%%%%
North Wind's embodiment mutation

You rapidly regenerate up to 70% of all damage you suffer while Stampeding. The
rate of this regeneration increases with your maximum HP.
%%%%
West Wind's embodiment mutation

Whenever you rampage towards foes while wielding a ranged weapon, you also fire
a penetrating shot that does increased damage and your next normal attack
becomes empowered to fire at multiple foes at once.
%%%%
East Wind's embodiment mutation

Whenever you Rampage, you regain a small percentage of your maxmimum MP and
unleash a bitter wind that makes all enemies within 2 spaces of you Exposed,
increasing the damage they take from non-attack sources by 35% and also their
chance to be hit or affected by them.

Additionally, casting spells will not cause you to stop Stampeding.
%%%%
South Wind's embodiment mutation

Your stealth is increased by 50% while Rampaging and whenever you successfully
stab an enemy, your next Rampage movement becomes instant.
%%%%
# ------ Fakemut descriptions ------
fleshless physiology mutation

Your body lacks a metabolism that can be affected by poison or disease. You do
not need to breathe, protecting you from mushroom spores and drowning attacks.
You also cannot be put to sleep.
%%%%
plant physiology mutation

You do not need to breathe air, protecting you from mushroom spores and drowning
attacks. You cannot be blinded or put to sleep.
%%%%
undead mutation

You are fully undead, granting you immunity to poison, miasma, fear, sleep,
negative energy, torment, drowning, and the effects of spore attacks.

Your form cannot be further changed by magical means, protecting you from
polymorph, but also preventing you from wearing talismans. If an effect would
mutate you, your health will be temporarily drained instead.

You are vulnerable to weapons of holy wrath and certain magics, and cannot go
berserk.
%%%%
vampire fangs mutation

When you perform a stab attack against a living monster with blood, you heal for
a portion of the total damage dealt. When you are at 50% of your max HP or less,
this has a 2/3 chance to happen on all melee attacks.
%%%%
bloodcurse mutation

When you kill a living monster with a stab attack, they may rise again to serve
you as a vampiric thrall. Thralls possess all the abilities they had in life,
but are undead, and gain a vampiric bite attack as well as increased melee
damage against sleeping foes. Spellcaster thralls will also gain knowledge of
the Vampiric Draining spell.

You can only create a thrall if you do not have one already, and they will
inevitably turn to dust after a short time.
%%%%
insubstantial mutation

You are insubstantial and immune to many effects that require a solid body. You
cannot be constricted, petrified, skewered by barbs, covered in sticky flame, or
caught by webs, nets, or bolas.
%%%%
frigid aura mutation

Your breath radiates an intense chill which freezes nearby walls solid as you
fight.

Whenever you attack, you turn a random wall adjacent to your target or yourself
frigid. Frigid walls deal damage to any enemies adjacent to them each turn - up
to twice as much when an enemy is adjacent to as many as possible. This damage
increases with your shapeshifting skill.

The walls will rapidly melt again if you stop attacking.
%%%%
hive swarm mutation

Whenever an injury reduces your health to less than 50%, angry bees will swarm
out of your body to defend you.

This effect cannot happen again until your health is fully recovered.
%%%%
water reaching mutation

Your body is formed of elemental water that changes shape flexibly, allowing you
to reach and perform melee attacks from several tiles away - including auxiliary
attacks of all sorts.

The precision required to preform stab attacks is still impossible unless you're
adjacent to your target, and axes can only cleave to enemies adjacent to you,
regardless of where you strike.
%%%%
water splatter mutation

When injured, parts of your watery body may splatter as puddles of shallow
water nearby. The more damage you take at once, the more water is spread around.
%%%%
freeze response mutation

Whenever you are exposed to cold damage, you have a chance to become Frozen,
lowering your movement speed for a short while.
%%%%
steam response mutation

Whenever you take fire damage from a projectile, you have a chance (increasing
with the damage suffered) to spread steam clouds around yourself.
%%%%
airstrike attack mutation

Whenever you strike an enemy in melee, the wind twists around and strikes them
for additional damage which is increased for each empty space adjacent to them.
%%%%
hex mastery mutation

Your Hexes spells are much easier to cast (reduced miscast chance and severity)
and enemies have reduced willpower against all your effects.
%%%%
riddle compulsion mutation

You compulsively pose riddles to enemies when you encounter them. Every now and
again, these may confuse or vex them, but mostly they just attract their
attention.
%%%%
werefury mutation

Whenever you kill an enemy with a melee attack, you gain a temporary slaying
bonus that increases with your Shapeshifting skill.

This bonus stacks up to +12 and will not expire so long as you continue to
perform melee attacks.
%%%%
werehowl mutation

When you kill an enemy in melee, if your werefury bonus is at least 5, you may
unleash a terrifying howl that attempts to freeze all nearby enemies in place
with fear if it overcomes their willpower.
%%%%
stinger hair mutation

Your hair is made of long prehensile jellyfish-like tendrils. Whenever you
attack in melee, they will lash out and attempt to poison several visible
enemies within 2 tiles of the player at random.

The number of enemies they can afflict at once is improved by Shapeshifting
skill.
%%%%
lithotoxin mutation

When your health drops to 60% of your max HP or less, your tendrils reflexively
attempt to petrify all poisoned enemies within 3 tiles of you.

This effect cannot activate again until you fully heal and its success chance
improves with your Shapeshifting skill.
%%%%
contaminating mutation

When you strike an enemy in melee, a portion of the transmutational energy
surging through will contaminate them. Upon landing the third strike in a row,
this contamination will grow so acute that it will twist their bodily form,
inflicting significant AC-ignoring damage and malmutating them.
%%%%
maw attack mutation

Your maw sometimes bites enemies in melee, at a rate independant of your own
attack speed (once per 15 aut, on average). Its base damage is directly
increased by 75% of your strength.
%%%%
devouring maw mutation

When you kill an edible enemy in melee (any hostile, non-summoned, living or
plant monster), your maw devours it, greatly increasing your regeneration for a
short while. More powerful enemies provide a longer duration of this effect.
%%%%
growling stomach mutation

Your maw's appetite is insatiable. Whenever you first encounter an edible
monster, there is a chance to become mesmerised by it and let out a loud growl.
%%%%
eel punch mutation

Your melee hits have a 50% chance of discharging an arc of electricity that
travels between several connected enemies.
%%%%
eeljolt mutation

When your health drops to 40% of your max HP, your eels violently discharge
electricity, striking all connected targets within 2 tiles of yourself - be they
friend or foe - for twice the damage their electricity normally does.

This effect cannot activate again until you fully heal.
%%%%
blade parry mutation

You briefly gain SH equal to your slaying whenever you perform a melee attack
(with an additional flat bonus based on your Shapeshifting skill).
%%%%
sporulate mutation

Your melee attacks cause multiple burstshrooms to begin growing on unoccupied
tiles behind your target. If they are allowed to grow for several turns, they
will explode in a burst of spores that damages nearby enemies and can briefly
daze them.
%%%%
armoured shell mutation

Your body armour is fused into your shell, multiplying its base AC by a factor
that increases with your Shapeshifting skill. The effectiveness of its ego and
most artefact properties will also be doubled, though certain rare artefacts may
be too unusual to enhance this way.
%%%%
hypnotic gaze mutation

Your gaze has a hypnotic effect on many creatures. Whenever a living, demonic,
or holy monster first notices you, it may become momentarily dazed, preventing
it from shouting. Creatures which fail a Willpower check will be dazed for even
longer.
%%%%
# ------ 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 ------
renounce potions mutation

You refuse to drink potions in combat unless badly injured. While enemies are in
your line of sight (and for several turns afterward), you will be unable to
drink anything unless your HP is below 50% of its maximum.
%%%%
renounce scrolls mutation

You refuse to read scrolls in combat unless badly injured. While enemies are in
your line of sight (and for several turns afterward), you will be unable to
read anything unless your HP is below 50% of its maximum.
%%%%
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
<input>$cmd[CMD_EVOKE]</input>, 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.
%%%%
# ------ Banes ------
lethargy bane

You cover ground slowly - moving to new positions takes you 30% more time than
normal. This has no effect on other types of actions, like attacking or casting
spells.
%%%%
heatstroke bane

When you are damaged by fire, you have a high chance to become slowed for a
moderate length of time. This chance is decreased by your current level of fire
resistance.
%%%%
snow-blindness bane

When you are damaged by cold, you have a high chance to become weak and blind
for a moderate length of time. This chance is decreased by your current level of
cold resistance.
%%%%
electrospasm bane

When you are damaged by electricity, you have a chance to become bound in place
and unable to move for a short length of time. This chance is decreased by your
current level of electrical resistance.
%%%%
claustrophobia bane

You suffer a penalty to the damage and accuracy of your attacks and the power of
your spells based on the number of solid feature you are currently adjacent to.
(-2 slaying and -10% spell power per solid feature.)
%%%%
stumbling bane

Your evasion is decreased by 25 on any turn where you either moved or waited in
place without doing anything else.
%%%%
succour bane

Whenever you kill an enemy, all other nearby enemies are healed for a large
fraction of that enemy's maximum health.
%%%%
multiplicity bane

Enemies in sight of you have a small chance each turn to create multiple clones
of themselves. These clones are very fragile and do reduced damage with attacks
and spells, but will not expire on their own.
%%%%
dilettante bane

Your skill with your highest weapon skill (at the time of becoming afflicted by
this bane) is reduced by 50% and your skill with your two highest skills among
magical schools, Invocations, and Evocations are reduced by 25%.
%%%%
paradox bane

Whenever you first spot a monster, it has a chance to become Touched by Paradox,
giving it the ability to use Manifold Assault as a natural ability (and a small
chance to blink randomly after doing so).
%%%%
warding bane

Groups of enemies you encounter may have Warding, preventing all damage they
would take from any source which is not currently adjacent to them (including
clouds, if their creator is currently non-adjacent).
%%%%
hunted bane

Whenever an enemy summons monsters against you, they will usually appear
adjacent to you instead of their summoner. Their duration is also increased and
they will never lose track of your position, no matter where you flee.
%%%%
mortality bane

When you are badly injured and alone, a reaper may come to claim you. These reapers
will be immune to all damage from non-adjacent sources and, if your XL is less
than 14, will additionally be slow. At higher XL, multiple reapers may appear at
once.

When this bane is lifted, all reapers summoned this way will immediately vanish.
