Decks

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Version 0.15: This article may not be up to date for the latest stable release of Crawl.

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.

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

Physical
deck

Component archetypes by version

0.11 0.12 0.13 0.14 0.15 trunk
Deck of changes

Battle
Dungeons
Wonders

Battle
Dungeons
Wonders

Battle
Dungeons
Wonders

Battle
Dungeons
Wonders

Battle
Wonders

Battle
Wonders

Deck of defence

Battle
Emergency

Battle
Emergency

Battle
Emergency

Battle
Emergency

Battle
Emergency

Battle
Emergency

Deck of destruction

Destruction

Destruction

Destruction

Destruction

Destruction

Destruction

Deck of dungeons

Dungeons

Dungeons

Dungeons

Dungeons

removed

removed

Deck of escape

Emergency
Transport

Emergency
Transport

Emergency
Transport

Emergency
Transport

Emergency
Transport

Emergency
Transport

Deck of oddities

Oddities

Oddities

Oddities

Oddities

Oddities

Oddities

Deck of punishment

Punishment

Punishment

Punishment

Punishment

Punishment

Punishment

Deck of summoning

Summoning

Summoning

Summoning

Summoning

Summoning

Summoning

Deck of war

Battle
Destruction
Emergency
Enchantments
Summoning
Transport

Battle
Destruction
Emergency
Enchantments
Summoning
Transport

Battle
Destruction
Emergency
Enchantments
Summoning
Transport

Battle
Destruction
Emergency
Enchantments
Summoning
Transport

Battle
Destruction
Summoning

Battle
Summoning

Deck of wonders

Wonders

Wonders

Wonders

Wonders

Wonders

Wonders

Composition of archetype decks by cards and version

Archetype
deck

Component cards by version

0.11 0.12 0.13 0.14 0.15 trunk
Battle

Battlelust
the Blade
the Elixir
the Helm
the Mercenary
Metamorphosis
the Shadow

Battlelust
the Blade
the Elixir
the Helm
the Mercenary
Metamorphosis
the Shadow

Battlelust
the Blade
the Elixir
the Helm
the Mercenary
Metamorphosis
the Shadow

Battlelust
the Blade
the Elixir
the Helm
the Mercenary
Metamorphosis
the Shadow

the Blade
Dowsing
the Elixir
the Helm
Metamorphosis
the Potion
the Shadow

the Blade
the Elixir
Fortitude
the Helm
the Potion
the Shadow

Destruction

Flame
Frost
the Hammer
the Orb
Pain
the Spark
Venom
Vitriol

Flame
Frost
the Hammer
the Orb
Pain
the Spark
Venom
Vitriol

Flame
Frost
the Hammer
the Orb
Pain
the Spark
Venom
Vitriol

Flame
Frost
the Hammer
the Orb
Pain
the Spark
Venom
Vitriol

the Cloud
Degeneration
Fortitude
the Hammer
the Orb
Pain
the Storm
Venom
Vitriol

Degeneration
the Hammer
the Orb
Pain
the Storm
Venom
Vitriol

Dungeons

Dowsing
the Minefield
the Trowel
Vitrification
Water

Dowsing
the Minefield
the Trowel
Vitrification
Water

Dowsing
the Minefield
the Trowel
Vitrification
Water

Dowsing
the Minefield
the Trowel
Vitrification
Water

removed

removed

Emergency

the Banshee
Damnation
Flight
Solitude
the Tomb
Warpwright

the Banshee
Damnation
Flight
Solitude
the Tomb
Warpwright

the Banshee
Damnation
Flight
Solitude
the Tomb
Warpwright

the Alchemist
the Banshee
Damnation
Flight
Solitude
the Tomb
Warpwright

the Alchemist
the Banshee
Damnation
the Elixir
the Shaft
the Tomb

the Alchemist
the Banshee
the Cloud
Damnation
the Elixir
the Shaft
the Tomb

Enchantments

the Elixir

the Elixir

the Elixir

the Elixir

removed

removed

Oddities

the Bargain
the Curse
Famine
the Feast
the Genie
Wrath
Xom

the Bargain
the Curse
Famine
the Feast
the Genie
Wrath
Xom

the Bargain
the Curse
Famine
the Feast
the Genie
Wrath
Xom

the Curse
Famine
the Feast
the Genie
Wrath
Xom

the Curse
Famine
the Feast
Focus
the Helix
Wrath
Xom

the Curse
Famine
the Feast
Focus
the Helix
Wrath
Xom

Punishment

the Curse
Damnation
Famine
the Minefield
the Portal
the Swine
the Tomb
Torment
Wild Magic
the Wraith
Wrath
Xom

the Curse
Damnation
Famine
the Minefield
the Portal
the Swine
the Tomb
Torment
Wild Magic
the Wraith
Wrath
Xom

the Curse
Damnation
Famine
the Minefield
the Portal
the Swine
the Tomb
Torment
Wild Magic
the Wraith
Wrath
Xom

the Curse
Damnation
Famine
the Minefield
the Swine
the Tomb
Torment
Wild Magic
the Wraith
Wrath
Xom

the Curse
Damnation
Famine
the Swine
the Tomb
Torment
Wild Magic
the Wraith
the Wraith
Xom

the Curse
Famine
the Feast
Focus
the Helix
Wrath
Xom

Summoning

the Bones
the Crusade
the Dance
Foxfire
the Herd
the Pentagram
Repulsiveness

the Bones
the Crusade
the Dance
Foxfire
the Herd
the Pentagram
Repulsiveness

the Bones
the Crusade
the Dance
Foxfire
the Herd
the Pentagram
Repulsiveness

the Bones
the Crusade
the Dance
Foxfire
the Herd
the Pentagram
Repulsiveness

the Bones
the Crusade
the Dance
Foxfire
the Herd
the Illusion
the Pentagram
Repulsiveness

the Crusade
the Dance
the Elements
Foxfire
the Illusion
the Pentagram
the Rangers
Repulsiveness

Transport

the Portal
Swap
Velocity
the Warp

the Portal
Swap
Velocity
the Warp

the Portal
Swap
Velocity
the Warp

the Portal
Swap
Velocity
the Warp

Solitude
Swap
Velocity
Warpwright

Solitude
Swap
Velocity
Warpwright

Wonders

the Alchemist
Experience
Focus
the Helix
the Potion
the Sage
Shuffle
Wild Magic

the Alchemist
Experience
Focus
the Helix
the Potion
the Sage
Shuffle
Wild Magic

the Alchemist
Experience
Focus
the Helix
the Potion
the Sage
Shuffle
Wild Magic

Experience
Focus
the Helix
the Potion
the Sage
Shuffle
the Trowel
Wild Magic

the Alchemist
Dowsing
Focus
the Helix
the Mercenary
the Shaft

the Alchemist
Dowsing
Focus
the Helix
the Mercenary
Placid Magic
Wild Magic

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

List of cards

Mundane Ornate Legendary
Deck.png Deck 2.png Deck 3.png