Deck of dungeons
A deck of magical cards which deal with shaping the dungeon. |
The deck of dungeons is one of the "pure" decks. Its cards manipulate the terrain of the dungeon in various ways, some more useful than others. In addition to existing as "pure" decks, the cards of the deck of dungeons sometimes appear in the deck of changes.
Water card
Turns nearby dungeon floor into open water. The floor at your feet will remain unchanged.
- Power level 0: each floor square within four squares of your position has a 50% chance of becoming shallow water.
- Power level 1: each floor square within six squares of your position has a 25% chance to be turned into shallow water and 25% chance to be turned into deep water. The same six-square-radius area will then be "deepened" twice, increasing the proportion of the area that is water, and the proportion of the water that is deep.
- Power level 2: turns all visible floor into water, destroying traps in the process. Each floor square converted that is not your current square has a 50% chance of being deep water.
Vitrification card
At power level 0 or 1, this card vitrifies walls within a radius of 1d(Power/40) + 1 tiles around you are turned to clear rock and stone walls, which allow you (and others) to see through. At power level 2, it vitrifies the entire level.
This card doesn't work in Labyrinths.
Dowsing card
There are three possible effects for the Dowsing card: Magic Mapping, Detect Items+Detect Traps, and temporary telepathy.
- Power level 0: Get one of the three, selected randomly with equal probabilities.
- Power level 1: Get one (33%) or two (67%) of the three.
- Power level 2: Get all three.
Trowel card
If you are not standing on a "critical feature", drawing the Trowel card performs an action as shown below:
- Power level 0: 93% chance to create an altar to a random god,if it doesn't create an altar the terrain at your feet will become an ordinary floor.
- Power level 1: One or other of the following (50% chance for each)
- Attempts to create a random hostile statue (equal chance of ice, orange crystal, or silver) and a random friendly golem (equal chance of clay, wood, stone, iron, crystal, or toenail), both in your immediate vicinity. These are permanent creatures and count for experience.
- Create a random decorative statue (equal chance of granite statue or orcish idol) in your immediate vicinity.
- Power level 2: Creates a random portal (one of a bailey, bazaar, labyrinth, ziggurat, or trove) at the player's feet. Each portal type can be generated only once per game.
Minefield card
The Minefield card makes your immediate surroundings more dangerous.
- Power level 0: Each untrapped floor tile at distance 1 or 2 from you has 25% chance to be trapped. In the Abyss, affected squares turn into lava or deep water (equal chance for either); otherwise, a random trap is installed in each affected square.
- Power level 1: The range is extended to 4 tiles and the probability to create a trap is increased to 33%.
- Power level 2: The range is extended to 6 tiles and the probability to create a trap is increased to 50%.
History
In 0.11, the following cards were removed: Spade card (dig) and the Map card (magic mapping).