Jump to content
Toggle menu
  • 3.1K articles
  • 4.4K files
  • 19 users
  • 91.5K edits
Ashenzari's Archive
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Helix card: Difference between revisions

From Ashenzari's Archive
imported>Bwijn
updated to 0.17
imported>JStrange
No edit summary
Line 21: Line 21:


==History==
==History==
The Helix card could be found in the following [[Decks|decks]] over the past several versions.
The Helix card could be found in the following [[Decks|decks]] in the past. It is going to be removed in [[0.19]].


{| class="prettytable"
{| class="prettytable"
Line 31: Line 31:
![[0.16]]
![[0.16]]
![[0.17]]
![[0.17]]
![[trunk]]
![[0.18]]
|----
|----
!style="text-align:left;vertical-align:top;font-weight:normal"|
!style="text-align:left;vertical-align:top;font-weight:normal"|

Revision as of 00:58, 30 May 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