Difference between revisions of "Helix card"

From CrawlWiki
Jump to: navigation, search
(Created page with "{{Version015}} The Helix card manipulates the player's mutations in the following way: *Power level 0: If there are no mutations, gain one. Otherwise, with equal...")
 
m
Line 8: Line 8:
 
*Power level 1: If there are no mutations, gain one (likely to be [[Good mutations|good]]). Otherwise, with equal probability:
 
*Power level 1: If there are no mutations, gain one (likely to be [[Good mutations|good]]). Otherwise, with equal probability:
 
**Gain one mutation (likely to be [[Good mutations|good mutation]])
 
**Gain one mutation (likely to be [[Good mutations|good mutation]])
**Lose one mutation (likely to be [[Bad mutations|bad mutation]]if the player has any bad mutations).
+
**Lose one mutation (likely to be [[Bad mutations|bad mutation]] if the player has any bad mutations).
 
**Gain one mutation and lose one mutation, with following probabilities:
 
**Gain one mutation and lose one mutation, with following probabilities:
 
***25%: Lose one probably-[[Bad mutations|bad mutation]] and gain one random mutation.
 
***25%: Lose one probably-[[Bad mutations|bad mutation]] and gain one random mutation.

Revision as of 19:34, 3 December 2014

Version 0.15: This article may not be up to date for the latest stable release of Crawl.


The Helix card manipulates the player's mutations in the following way:

  • Power level 0: If there are no mutations, gain one. Otherwise, with equal probability:
    • Gain one random mutation.
    • Lose one random mutation then gain one random mutation.
    • Lose one random mutation.
  • Power level 1: If there are no mutations, gain one (likely to be good). Otherwise, with equal probability:
    • Gain one mutation (likely to be good mutation)
    • Lose one mutation (likely to be bad mutation if the player has any bad mutations).
    • Gain one mutation and lose one mutation, with following probabilities:
      • 25%: Lose one probably-bad mutation and gain one random mutation.
      • 25%: Lose one random mutation and gain one probably-good mutation.
      • 50%: Lose one random mutation and gain one random mutation.
  • Power level 2: With equal probability:
    • Lose a probably-bad mutation; no effect if there are no mutations.
    • Gain one probably-good mutation.
    • With equal probability:
      • Lose a probably-bad mutation if the player has any, then gain a random mutation.
      • Lose a random mutation, then gain a probably-good mutation.

History

The Helix card could be found in the following decks over the past several versions.

0.11 0.12 0.13 0.14 0.15 trunk

Changes
Wonders

Changes
Wonders

Changes
Wonders

Changes
Wonders

Changes
Oddities
Wonders

Changes
Oddities
Wonders

See also