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		<summary type="html">&lt;p&gt;Importing CrawlWiki content&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{version033}}&lt;br /&gt;
{{flavour|The Dungeon contains many sources of mutagenic radiation and magical contamination, which may cause your character to gain semi-permanent mutations if affected. You can use the &amp;#039;A&amp;#039; command to view a list of any mutations that you have acquired. Individual mutations can be examined in further detail by pressing the letter they are labelled with.&lt;br /&gt;
&lt;br /&gt;
Many mutations are actually beneficial to your character, but there are plenty of nasty ones as well. Some mutations have multiple levels, each of which counts as a single mutation.&lt;br /&gt;
&lt;br /&gt;
It is more difficult to get rid of bad mutations than to get one. Using potions of mutation will remove a number of your current mutations, but will give you more mutations. These might be better to your taste. However, the only sure-fire ways is to join the gods Zin or Jiyva, each of whom provides some remedy against mutations.}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Mutations&amp;#039;&amp;#039;&amp;#039; are genetic oddities you may receive during your travels in the dungeon. Often acquired at random, they may be helpful or debilitating. To learn specifics about each mutation, see the &amp;#039;&amp;#039;&amp;#039;[[:Category:Mutations|full list of mutations]]&amp;#039;&amp;#039;&amp;#039; or read:&lt;br /&gt;
*[[Good mutations]]&lt;br /&gt;
*[[Bad mutations]]&lt;br /&gt;
*[[Demonspawn mutations]]&lt;br /&gt;
*[[Jiyva mutations]]&lt;br /&gt;
*[[Bane mutations]]&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Mutations induce various properties to your character, good or bad. [[Robust]] increases your max HP, [[Frail]] reduces it. Most species&amp;#039; gimmicks are defined by their mutations. Some mutations are transient (temporary), and are cured by gaining XP. Otherwise, mutations are permanent - they&amp;#039;ll last until you have a way to remove mutations, usually [[potions of mutation]].&lt;br /&gt;
&lt;br /&gt;
[[Undead]] characters cannot mutate. In situations where a living character would gain a mutation, the undead suffer max HP [[drain]], which can be cured by gaining XP.&lt;br /&gt;
&lt;br /&gt;
===Innate===&lt;br /&gt;
Mutations from your [[species]], whether on start or by level up, are considered &amp;quot;innate&amp;quot;. These mutations can never be reduced or removed, though they may be improved (e.g. [[Minotaur]]&amp;#039;s [[Horns]] 2 may lengthen into Horns 3). All other sorts of mutation you&amp;#039;ll get can be removed freely.&lt;br /&gt;
&lt;br /&gt;
Unless you are a [[Demonspawn]], innate mutations do not contribute towards [[silver]]&amp;#039;s damage bonus. For each &amp;quot;acquired&amp;quot; or demonspawn mutation you have, you take +5% damage from silver weapons (max. +75%).&lt;br /&gt;
&lt;br /&gt;
===Conflicting mutations===&lt;br /&gt;
Certain mutations conflict, so you can&amp;#039;t have Fire Resistance and Fire Vulnerability at the same time. Also, mutations may conflict with [[species]] physiology: e.g. [[Octopodes]] can&amp;#039;t get [[Claws]] or [[Horns]], and [[Merfolk]]&amp;#039;s tails don&amp;#039;t support [[Talons]] or [[Hooves]].&lt;br /&gt;
&lt;br /&gt;
==Viewing Mutations==  &lt;br /&gt;
You can view all of your current mutations by pressing &amp;#039;&amp;#039;&amp;#039;[[A]]&amp;#039;&amp;#039;&amp;#039;. In the default settings for the A screen, mutations are displayed in different colors according to type:&lt;br /&gt;
*Innate mutations (from your [[species]]), good or bad, are blue. They can never be permanently removed.&lt;br /&gt;
**Mutations that are a combination of innate and acquired are displayed in cyan (good) or magenta (bad).&lt;br /&gt;
*Acquired good mutations are light grey.&lt;br /&gt;
*Acquired bad mutations are red.&lt;br /&gt;
*Transient mutations (temporary) are light magenta and between brackets.&lt;br /&gt;
*Mutations that are currently suppressed due to a [[transformation]] are dark grey.&lt;br /&gt;
&lt;br /&gt;
==Gaining Mutations==&lt;br /&gt;
There are many ways to gain external mutations - most are weighted towards the negative.&lt;br /&gt;
&lt;br /&gt;
===Good mutations===&lt;br /&gt;
*[[Jiyva]] offers mutation gifts as you gain [[piety]], including its own [[Jiyva mutations|selection of mutations]] to followers.&lt;br /&gt;
&lt;br /&gt;
===Random mutations===&lt;br /&gt;
*[[Xom]] can mutate you - depending on the action, it can be good, bad, or purely random.&lt;br /&gt;
*[[Potions of mutation]] removes 2-3 mutations, then gives 1-3. Each added mutation has a 60% chance to be good, and 40% chance to be random.&lt;br /&gt;
&lt;br /&gt;
===Bad mutations===&lt;br /&gt;
These sources (&amp;quot;malmutations&amp;quot;) have an 80% chance to give you a [[bad mutation]], and a 20% chance for a random one.&lt;br /&gt;
&lt;br /&gt;
*The [[Malmutate]] spell is most common source of malmutation, cast by a small variety of monsters ([[neqoxec]], [[shining eye]], [[cacodemon]], [[orb of fire]]).&lt;br /&gt;
*[[Mnoleg]] can malmutate you on melee attacks (25% chance).&lt;br /&gt;
*Any [[magic contamination]] over 5000 has a chance to malmutate you. Mutations induced this way will ignore mutation resistance 50% of the time (even bypassing [[Zin]]&amp;#039;s protection).&amp;lt;ref&amp;gt;{{source ref|0.31.0|timed-effects.cc|105}}&amp;lt;br&amp;gt;The 4th property, &amp;quot;force_mutation&amp;quot;, has its value set to coinflip - so it&amp;#039;s a 50% chance to ignore all resistances.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, [[Jiyva]]&amp;#039;s [[divine retribution|wrath]] can inflict bad mutations 100% of the time (no chance for random mutation).&lt;br /&gt;
&lt;br /&gt;
===Transient Mutations===&lt;br /&gt;
These mutations are always bad, but are temporary, and will be cured by gaining XP.&lt;br /&gt;
&lt;br /&gt;
*[[Hell&amp;#039;s mystical force]] - Whenever you go downstairs in any of the 4 [[Hell]] branches, you have a 25% chance to get a transient mutation.&lt;br /&gt;
*[[Corrupting Pulse]] inflicts 1-2 transient mutations per use. Most often seen from [[wretched star]]s.&lt;br /&gt;
&lt;br /&gt;
==Removing Mutations==&lt;br /&gt;
There are only a few ways to remove permanent mutations:&lt;br /&gt;
&lt;br /&gt;
*A [[potion of mutation]] removes 2-3 mutations, then gives 1-3.&lt;br /&gt;
**Followers of [[Zin]] at 6* piety can drink potions to remove mutations. There&amp;#039;s no chance to gain mutations, so there&amp;#039;s no hit to piety.&lt;br /&gt;
*[[Jiyva]] has a 25% chance to remove a mutation level for each existing mutation, doubled if its a bad mutation, whenever it gifts new ones.&lt;br /&gt;
*One possible effect of Zin&amp;#039;s wrath is to remove all of your good mutations.&lt;br /&gt;
&lt;br /&gt;
If you get a conflicting mutation (e.g. getting [[Frail]] when you have non-innate [[Robust]]), they&amp;#039;ll generally cancel each other out. Also, when you gain a random mutation, you may lose a mutation instead - see below for details.&lt;br /&gt;
&lt;br /&gt;
==Mutation Resistance==&lt;br /&gt;
Sources of mutation resistance stack multiplicatively:&lt;br /&gt;
*The rMut item property (found only on [[Hat of the Alchemist]] and [[lajatang of Order]]) gives a 66% chance to block bad mutations and a 50% chance to block transient mutations. The item property does not stack with itself.&lt;br /&gt;
*The [[Good mutations#Mutation Resistance|Mutation Resistance]] mutation can block mutations based on its level. Level 1 gives a 66% chance to block permanent mutations and a 50% chance to block transient mutations. Level 2 also gives a 50% chance to block mutations from being removed. Level 3 gives a 100% chance to block incoming mutations and their removal (except from gods and contamination).&lt;br /&gt;
*[[Zin]] provides a &amp;lt;code&amp;gt;piety / 1.6&amp;lt;/code&amp;gt;% chance to block mutations. At 6* piety, this is 100% immunity (except for contamination).&lt;br /&gt;
*[[Ashenzari]] provides immunity to mutations that would shatter a [[curse]]d item, like [[Horns]] with a cursed [[helmet]]. This applies 100% of the time to non-innate mutations, even from contamination.&lt;br /&gt;
*Being [[undead]] ([[Poltergeist]], [[Revenant]], [[Mummy]], [[Death Form]]) provides full, absolute immunity to mutation. Instead, you &amp;quot;rot&amp;quot; when mutating, causing [[drain]].&lt;br /&gt;
&lt;br /&gt;
When affected by &amp;quot;random&amp;quot; mutation (not &amp;quot;good&amp;quot; or &amp;quot;bad&amp;quot;), you have a &amp;lt;code&amp;gt;6.5% * non_innate_muts&amp;lt;/code&amp;gt; chance to prevent it. Each time you resist this way, you have 33% chance to lose a mutation. [[Xom]] ignores this 67% of the time.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The mutation system in &amp;#039;&amp;#039;Crawl&amp;#039;&amp;#039; can be quite punishing:&lt;br /&gt;
*Generally, the bad mutations are more bad than good mutations are good. [[Teleportitis]] randomly teleports you towards monsters, like you&amp;#039;re hit by constant [[sourceless malevolence]]. [[No Unsafe Scrolls]]/[[No Unsafe Potions|Potions]] prevents using life-saving consumables. The best good mutations are the likes of resistances &amp;amp; extra HP, which come nowhere close to compensating the potentially lethal effects of the worst mutations.&lt;br /&gt;
*Unless you worship [[Jiyva]], the only reliable way to remove mutations are [[potions of mutation]], which are finite and random. If you&amp;#039;re using potions to remove a specific mutation, you can fail to remove that mutation, or introduce even worse ones in the process.&lt;br /&gt;
&lt;br /&gt;
Therefore, you should treat potions of mutation as a &amp;#039;semi-permanent&amp;#039; resource, and bad mutations as a &amp;#039;semi-permanent&amp;#039; cost. Try to avoid malmutation at all possible - see the [[Malmutate#Strategy|Malmutate]] article for more details how. Also, it is unadvised to drink potions in hopes of a good mutation: they are your &amp;#039;&amp;#039;only&amp;#039;&amp;#039; way of curing bad mutations, and it often takes multiple potions to get a tolerable mutation set.&lt;br /&gt;
&lt;br /&gt;
Your [[species]]&amp;#039; innate mutations are often &amp;#039;&amp;#039;the&amp;#039;&amp;#039; defining aspect of your species. See the [[Species#Species List|individual species pages]] for more information.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.33]], the undead suffered [[stat drain]] instead of HP drain.&lt;br /&gt;
*Prior to [[0.29]], [[Ashenzari]] did not provide protection against mutations.&lt;br /&gt;
*Prior to [[0.28]], [[Jiyva]] had the ability to Cure Bad Mutations. Its mutation gifting logic was also changed between versions.&lt;br /&gt;
*Prior to their removal in [[0.27]], [[Halfling]]s started with a level of mutation resistance.&lt;br /&gt;
*Prior to [[0.21]], random mutations could be obtained by eating [[mutagenic corpse|mutagenic]] [[chunk]]s. Also, [[Zin]]&amp;#039;s mutation protection was 100% at 200 piety instead of 160 piety.&lt;br /&gt;
*Prior to [[0.20]], there were [[potions of cure mutation]] and [[potions of beneficial mutation]]; regular [[potions of mutation]] gave random mutations and didn&amp;#039;t remove any. Also, Zin offered a 1-time ability at 6* to cure every mutation you had (instead of cleansing mutation potions).&lt;br /&gt;
*Prior to [[0.20]], undead would sometimes rot instead of taking stat damage in place of mutations, and [[Mummies]] had a self-restoration ability.&lt;br /&gt;
*Prior to [[0.18]], there was an [[amulet of resist mutation]], and rMut from the amulet or from artifacts gave a 90% chance to resist.&lt;br /&gt;
*Prior to [[0.16]], the [[Hat of the Alchemist]] did not grant mutation resistance.&lt;br /&gt;
*Prior to [[0.15]], vampires had differing responses to mutations at different satiation levels.&lt;br /&gt;
*Prior to [[0.13]], there were [[potions of gain strength]], [[potions of gain dexterity|dexterity]], and [[potions of gain intelligence|intelligence]] in place of the [[potion of beneficial mutation]].&lt;br /&gt;
*Prior to [[0.12]], [[Polymorph Other]] (whether from a wand or the monster version of the spell) could inflict bad mutations on you. It was replaced by Malmutate.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mutations]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
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