Helix card

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Version 0.17: 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

Changes
Wonders

Changes
Wonders

Changes
Wonders

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Wonders

Changes
Oddities
Wonders

Changes
Oddities
Wonders

Changes
Oddities
Wonders

Changes
Oddities
Wonders

See also