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Revision as of 22:38, 30 November 2014
Decks are magical devices which are used by wielding and evoking them. This draws a random card from the deck to produce a certain effect. Each deck comes with 4-13 cards.
Contents
Card power
There are two aspects to the potency of a card's effect, called "power" and "power_level" in the source code.
Power
Power is used as a basis for determining the power of any spells cast by the card, and is computed as follows:
- Everyone gets a base power of nine times their Evocations skill
- Ornate decks add 150 to the base power; legendary decks add 300.
- Characters under Nemelex penance subtract their penance score from the power.
- Nemelex worshipers in good standing add (Piety × (Evocation + 25) / 27) to the power.
Power level
Many cards use the power level to determine what they do. By default, the power level of a card is zero; ornate and legendary decks can boost the power level:
- Ornate decks get one (power in 700) chance to boost the power level.
- Legendary decks get one (power in 500) chance and one (power in 700) chance.
Composition of Decks
Archetype decks
Archetype decks are the arrangements of the various cards from which the "physical decks" are built. They have also been called "virtual" decks, but that is something of a misnomer since the physical decks would more appropriately be termed virtual, being themselves made up of the archetypes. They are called archetypes in the code, so that nomenclature resolves the conundrum nicely. Some of these archetype decks, by virtue of their being the only component archetype of a physical deck, can be found in the dungeons, and are sometimes called "pure" decks. Not all single-source decks can be found. The decks of oddities and punishment are never found as physical decks.
Below are two tables that explicate the matter more broadly. The physical decks are composed of a changing list of archetype decks. These deck compositions are the subject of the first table. The archetype decks are themselves composed of changing lists of cards. These card compositions of the archetype decks are the subject of the second table. Together, they describe exactly how all cards and decks are related.
Prior to 0.15, there was relative stability in these structures, but the changes beginning with 0.15 have literally shuffled the decks to a large extent.
Composition of physical decks by archetypes and version
Composition of archetype decks by cards and version
General notes
Scroll of identify reveals both the deck type and the current top card. If you have excess Identify scrolls, you can use the spares on useful Legendary decks as needed to keep the top card identified. Dangerous cards can then be peeled off in safe circumstances with defensive gear/allies/stairs/etc.
If you want to ID an unknown deck by drawing from it, take the following precautions. (You will probably need at least two draws to identify a deck.)
- Be at full health (Torment)
- Stand on solid ground (Water), and not at a chokepoint for the level (Tomb).
- If you'd have trouble getting out of a Tomb, stand next to something mobile (monster or ally) or destructible (plant, fungus, bush). A closed door will do as well.
- Have at least one monster around, preferably a couple. (Damnation).
- Make sure you have room to send a Fireball or Orb(s) off to a safe distance.
- If you have access to Abjuration, keep that handy in case of hostile summons.
- You may want to equip resistances, Sustain Abilities, Clarity, and have remedies for poison and mutation. (Venom, Helix, Potion, Wild Magic).
See also
Mundane | Ornate | Legendary |
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