Difference between revisions of "Helix card"

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{{obsolete}}
 
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{{flavour|The card depicts figures walking up and down a double spiral staircase, becoming deformed as they descend and perfected as they ascend.}}
 
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:
 
*Power level 0: If there are no mutations, gain one. Otherwise, with equal probability:
 
*Power level 0: If there are no mutations, gain one. Otherwise, with equal probability:
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**Lose one random mutation.
 
**Lose one random mutation.
 
*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]])
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**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:
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[[Category: Deck]]
 
[[Category: Deck]]
[[Category:Crystal Ball Articles]]
 

Latest revision as of 21:10, 6 August 2019

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
The card depicts figures walking up and down a double spiral staircase, becoming deformed as they descend and perfected as they ascend.

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.

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

0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 and beyond

Changes
Wonders

Changes
Wonders

Changes
Wonders

Changes
Wonders

Changes
Oddities
Wonders

Changes
Oddities
Wonders

Changes
Oddities
Wonders

Changes
Oddities
Wonders

History

This card became unavailable in the deck simplification of 0.19.

See also