Deck of emergency
The deck of emergency contains seven distinct cards. It cannot be found as an independent physical item, hence the absence of an item-data box.
Contents
Tomb card
The Tomb card surrounds the player with a single layer of temporary rock walls. This layer may not be complete, and the duration depends on your card power: 10 + power/20 + 1d(power/4) - 1.
Minimum duration (0 evocations, plain deck, without Nemelex): 10 turns. Maximum duration (27 evocations, legendary deck, full piety with Nemelex): 62 + 1d268 turns.
Mechanics
The entombment effect iterates over each adjacent tile, making the following checks:
- If a one-in-power chance occurs, skip the tile.
- If the tile contains a monster, any kind of wall, a door, a portal entrance, an altar, or deep water, skip it. (This list is not necessarily complete.)
If the tile is not skipped:
- Any clouds and mechanical traps in the tile are destroyed.
- The terrain type of the tile is changed to an ordinary rock wall. Any items on the floor will be displaced to the square where you are standing.
Chances of success
Assuming that you are not a worshipper of Nemelex Xobeh, for 8 and 9 wall tiles.
Evo | Plain | Ornate | Legend. | |||
---|---|---|---|---|---|---|
8 | 9 | 8 | 9 | 8 | 9 | |
0 | 0% | 0% | 20% | 76% | 11% | 87% |
1 | 0% | 0% | 19% | 76% | 11% | 87% |
2 | 10% | 3% | 18% | 78% | 11% | 87% |
3 | 26% | 16% | 18% | 79% | 10% | 88% |
4 | 33% | 29% | 17% | 80% | 10% | 88% |
5 | 34% | 38% | 16% | 81% | 10% | 88% |
6 | 34% | 43% | 16% | 81% | 10% | 89% |
7 | 33% | 49% | 15% | 82% | 9% | 89% |
8 | 31% | 55% | 15% | 83% | 9% | 89% |
9 | 29% | 59% | 14% | 83% | 9% | 89% |
10 | 28% | 63% | 14% | 84% | 9% | 90% |
11 | 27% | 64% | 13% | 84% | 9% | 90% |
12 | 25% | 67% | 13% | 85% | 8% | 90% |
13 | 24% | 70% | 12% | 85% | 8% | 90% |
14 | 23% | 72% | 12% | 86% | 8% | 90% |
15 | 21% | 73% | 12% | 86% | 8% | 91% |
16 | 21% | 74% | 12% | 87% | 8% | 91% |
17 | 20% | 76% | 11% | 87% | 8% | 91% |
18 | 19% | 77% | 11% | 87% | 7% | 91% |
19 | 18% | 78% | 11% | 88% | 7% | 91% |
20 | 17% | 79% | 10% | 88% | 7% | 91% |
21 | 17% | 80% | 10% | 88% | 7% | 92% |
22 | 16% | 81% | 10% | 88% | 7% | 92% |
23 | 16% | 82% | 10% | 89% | 7% | 92% |
24 | 15% | 82% | 9% | 89% | 7% | 92% |
25 | 14% | 83% | 9% | 89% | 7% | 92% |
26 | 14% | 83% | 9% | 89% | 6% | 92% |
27 | 14% | 84% | 9% | 90% | 6% | 92% |
Banshee card
The Banshee card attempts to Cause Fear in all monsters in sight of the player.
Damnation card
The Damnation card banishes random creatures in the player's vicinity (or possibly the player!) to the Abyss. If it banishes more than one creature, only the first victim can be the player.
Solitude card
The Solitude card casts the Dispersal spell at a spell power of (power / 4).
Warpwright card
The Warpwright card attempts to place a teleport trap near the player. It is completely ineffective in the Abyss. Often better than a Scroll of teleportation, because you can step on the trap for an instant getaway, rather than waiting for the scroll to trigger. (Plus, a deck with an identified Warpwright card will not be burned up by fire attacks.)
Flight card
The Flight card does one of the following:
- Level 0: Casts either Spider Form or Bat Form on the player.
- Level 1: Casts Flight and Swiftness on the player.
- Level 2: Casts Flight and Swiftness on the player, and places a shaft in the player's square if possible.
Additionally, it has a one-in-(4 - effect level) chance of making the player invisible.
Alchemist card
"You feel better. Some of your gold vanishes!"
Drawing this card restores some HP (and occasionally MP) in exchange for gold. The amount of healing and gold spent depends on the power level:
- Power level 0
- 80% chance that it will spend 0-66 gold to restore 0-33 HP
- 20% chance that it will spend 0-99 gold to restore 0-33 HP and 0-6 MP
- Power level 1
- 60% chance that it will spend 0-132 gold to restore 0-66 HP
- 40% chance that it will spend 0-198 gold to restore 0-66 HP and 0-13 MP
- Power level 2
- 40% chance that it will spend 0-198 gold to restore 0-99 HP
- 60% chance that it will spend 0-297 gold to restore 0-99 HP and 0-19 MP
The amount of gold you spend is directly proportional to the amount of healing you receive. Actual amounts healed and spent are weighted toward the averages.