Difference between revisions of "Decks"
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== Overview == | == Overview == | ||
− | Decks are magical devices which are used by e''' | + | Decks are magical devices which are used by e'''V'''oking them, similar to [[wand]]s. This draws a random [[Cards|card]] from the deck to produce a certain effect. Each deck comes with 4-13 cards. |
Decks are made up of subunits that are also called decks, which are made up of a range of possible effects that are called [[Cards|cards]]. | Decks are made up of subunits that are also called decks, which are made up of a range of possible effects that are called [[Cards|cards]]. |
Revision as of 01:34, 15 April 2015
Contents
Overview
Decks are magical devices which are used by eVoking them, similar to wands. This draws a random card from the deck to produce a certain effect. Each deck comes with 4-13 cards.
Decks are made up of subunits that are also called decks, which are made up of a range of possible effects that are called cards.
Archetype decks
Archetype decks are the arrangements of the various cards from which the "physical" decks (those that a character can possess and evoke) are built. 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. The others are sometimes called "mixed decks." Not all single-source decks can be found by players. The decks of oddities and punishment are never found as items.
Composition
Three tables below detail the compositions of physical decks from their parts. The archetype decks are composed of changing lists of cards, and these card compositions of the archetype decks are the subject of the first table. The physical decks are then composed of changing lists of archetype decks, and these deck compositions are the subject of the second table. Finally, the physical decks resulting from these combinations contain varying sets of possible cards across versions, and these deck compositions by cards are the subject of the third table. Together, they describe exactly how all cards and decks are related. A fourth, separate, card availability table under the cards topic also illustrates these relationships from that direction.
Prior to 0.14, there was relative stability in these structures, but the changes beginning with 0.14 and picking up steam in 0.15 have literally shuffled the decks to a large extent, bringing significant changes to this part of the game, as these tables illustrate.
Composition of archetype decks by cards and version
Composition of physical decks by archetypes and version
Physical deck |
Component archetypes by version | |||
---|---|---|---|---|
pre-0.14 | 0.14 | 0.15 | trunk | |
Deck of changes | ||||
Deck of defence | ||||
Deck of destruction | ||||
Deck of dungeons |
removed |
removed | ||
Deck of escape | ||||
Deck of oddities | ||||
Deck of punishment | ||||
Deck of summoning | ||||
Deck of war |
Battle
|
Battle
|
||
Deck of wonders |
Composition of physical 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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