Deck of dungeons

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Revision as of 12:18, 18 August 2014 by Bwijn (talk | contribs) (0.14: Trowel card no longer included here)
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Type Miscellaneous item
Name deck of dungeons
Icon Deck of dungeons.png
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.

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

  • Prior to 0.14 the Trowel card was part of the deck of dungeons. It was moved to Deck of wonders.
  • In 0.11, the following cards were removed: Spade card (dig) and the Map card (magic mapping).