Decks

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Version 0.15: This article may not be up to date for the latest stable release of Crawl.
Version 0.16: 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.

Composition of Decks

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. They have been called "virtual" decks, but that is something of a misnomer since the physical decks, being themselves made up of the archetypes, would more appropriately be termed virtual. These core decks 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. 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.

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. A separate card availability table under the cards topic also illustrates the relationships from the opposite direction.

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

Cards

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