Difference between revisions of "Helix card"
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The Helix card manipulates the player's [[Mutation|mutations]] in the following way: | The Helix card manipulates the player's [[Mutation|mutations]] in the following way: |
Revision as of 01:59, 30 May 2016
Version 0.18: 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 in the past. It is going to be removed in 0.19.
0.11 | 0.12 | 0.13 | 0.14 | 0.15 | 0.16 | 0.17 | 0.18 |
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