Difference between revisions of "Helix card"
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*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 |
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