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Helix card: Difference between revisions

From Ashenzari's Archive
imported>Bwijn
updated to 0.16
imported>Bwijn
updated to 0.17
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{{Version016}}
{{Version017}}


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:
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![[0.15]]
![[0.15]]
![[0.16]]
![[0.16]]
![[0.17]]
![[trunk]]
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!style="text-align:left;vertical-align:top;font-weight:normal"|
!style="text-align:left;vertical-align:top;font-weight:normal"|
[[Deck of changes|Changes]]
[[Deck of changes|Changes]]
<br>[[Deck of wonders|Wonders]]
!style="text-align:left;vertical-align:top;font-weight:normal"|
[[Deck of changes|Changes]]
<br>[[Deck of oddities|Oddities]]
<br>[[Deck of wonders|Wonders]]
<br>[[Deck of wonders|Wonders]]
!style="text-align:left;vertical-align:top;font-weight:normal"|
!style="text-align:left;vertical-align:top;font-weight:normal"|

Revision as of 16:57, 7 February 2016

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

See also