Deck of Changes
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* Gateway | * Gateway | ||
Ports you somewhere randomly. Also drops your things beforehand, making it kinda interesting =D | Ports you somewhere randomly. Also drops your things beforehand, making it kinda interesting =D | ||
+ | |||
+ | You draw the Gateway card from the deck of changes. | ||
+ | The room shimmers and disappears! | ||
+ | You feel completely disoriented. | ||
+ | You have been stunned. | ||
+ | a fishing village outside a smithy [n, s, e, w, u, in, ei, wi] | ||
+ | Above you is a still, clear sky. Waves from the ocean lap gently onto the white sand of the beach. The ocean stretches off unbounded to the horizon. There is a small region of shallows and tidal pools here, after which the depth of the ocean drops off rather sharply. Northward and westward is the ocean surface. Southward and eastward is the island's fishing village. A pair of small docks extend into the bay here, connecting at the end with a perpendicular dock, in a sort of double-T. A house is on either side of the docks. A granite building, fairly low to the ground, is further up the beach here. It is obviously a smithy. Waves of heat emenate from a chimney, and an oak plank above the door bears a picture of a katana. There is no path or road, but the villagers keep the ground fairly free of rocks and overgrowth. | ||
+ | Obvious exits are north, south, east, west, up, in, eastin and westin. A couple of tan-skinned male human fishermen, a yellowish-skinned male human fisherman, a black female dog, an elderly brown-skinned male human and a yellowish-skinned female human child are here. | ||
+ | You fall painfully to the ground. | ||
+ | You recover from being stunned. | ||
+ | |||
+ | |||
* Gem | * Gem | ||
Pouch of gems for you. Moneys. | Pouch of gems for you. Moneys. | ||
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--Remembrance: switches your handedness. | --Remembrance: switches your handedness. | ||
* Knight | * Knight | ||
- | You draw the Knight card from the deck of changes. | + | Summons a Knight Templar. May be friend or foe. I think it's based on your current alignment, but that's a guess. |
- | A Knight Templar of Cianna appears. | + | You draw the Knight card from the deck of changes. |
- | The Knight Templar of Cianna exclaims, "Die, evil one!" | + | A Knight Templar of Cianna appears. |
- | The Knight Templar of Cianna attacks you. | + | The Knight Templar of Cianna exclaims, "Die, evil one!" |
+ | The Knight Templar of Cianna attacks you. | ||
* Lens | * Lens | ||
--90% sure: a bunch of lenses of insight and one lens of changes appear. See below for the lens of changes. | --90% sure: a bunch of lenses of insight and one lens of changes appear. See below for the lens of changes. | ||
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* Menagerie | * Menagerie | ||
* Moon | * Moon | ||
+ | |||
* Nova | * Nova | ||
+ | BOOOOOOOOOOOOOOOOOOOOOOOOOOM! | ||
+ | You draw the Nova card from the deck of changes. | ||
+ | A fiery explosion envelops the room! | ||
+ | A beelzebug is smashed violently, and it is slightly staggered by the attack. | ||
+ | A beelzebug's right wing is seared into uselessness. | ||
+ | A beelzebug's left wing is seared into uselessness. | ||
+ | A beelzebug has been stunned. | ||
+ | A beelzebug catches fire. | ||
+ | A beelzebug is pummelled, and it is slightly staggered by the attack. | ||
+ | A beelzebug has been stunned. | ||
+ | A beelzebug catches fire. | ||
+ | The apagion's glow is smashed violently, though it is largely unaffected by the attack. | ||
+ | The apagion catches fire. | ||
+ | You are pummelled, though you resist the attack slightly. | ||
+ | Your right wing is seared into uselessness. | ||
+ | Your left wing is seared into uselessness. | ||
+ | You have been stunned by the pain and trauma. | ||
+ | You have been blinded. | ||
+ | The world goes silent. | ||
+ | You catch fire. | ||
+ | |||
* Peasant | * Peasant | ||
* Rainbow | * Rainbow | ||
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* Star | * Star | ||
* Sun | * Sun | ||
- | --Remembrance: plus one level in XP. | + | Plus one level in XP. |
+ | You draw the Sun card from the deck of changes. | ||
+ | You feel a rush of power. | ||
+ | > xp | ||
+ | You currently have 5,580,000 experience, requiring a further 0 experience to attain the next level. | ||
* Talon | * Talon | ||
--All your items are stripped from you. | --All your items are stripped from you. |
Revision as of 03:21, 8 November 2007
The Deck of Changes is found in Mage Curan's back room in Camille, but you will have to prove your worth to him first before partaking.
Playing with the Deck of Changes is a sure way to ruin a perfectly good character. You've been warned.
Yep, yep.
This whole thing is a spoiler so the rest is....
Leolla here. I've drawn the deck, oh, a couple of times...
You have drawn the Axe from it six times, the Talon five times, the Idiot, Juggler, Rainbow, Shield, Void and Wolf four times, the Comet, Fool, Gambler, Gem, Healer, Hierophant, Jester, Knight, Lens, Nova, Rebis and Skull three times, the Chameleon, Crone, Donjon, Flame, Gateway, Hoard, Horde, Leper, Lion, Peasant, Rogue, Ruin, Sun and Throne twice and the Balance, Chain, Eye, Menagerie, Moon and Star once. You have seen the Axe, Balance, Chain, Chameleon, Comet, Crone, Donjon, Eye, Flame, Fool, Gambler, Gateway, Gem, Healer, Hierophant, Hoard, Horde, Idiot, Jester, Juggler, Knight, Lens, Leper, Lion, Menagerie, Moon, Nova, Peasant, Rainbow, Rebis, Rogue, Ruin, Shield, Skull, Star, Sun, Talon, Throne, Void and Wolf cards drawn from it in your total experience. You have seen the Axe, Axe, Axe, Axe, Axe, Axe, Balance, Balance, Chain, Chameleon, Chameleon, Comet, Comet, Comet, Crone, Crone, Donjon, Donjon, Eye, Flame, Flame, Fool, Fool, Fool, Fool, Gambler, Gambler, Gambler, Gateway, Gateway, Gem, Gem, Gem, Healer, Healer, Healer, Hierophant, Hierophant, Hierophant, Hoard, Hoard, Hoard, Horde, Horde, Idiot, Idiot, Idiot, Idiot, Jester, Jester, Jester, Jester, Juggler, Juggler, Juggler, Juggler, Knight, Knight, Knight, Knight, Lens, Lens, Lens, Leper, Leper, Leper, Lion, Lion, Lion, Menagerie, Moon, Nova, Nova, Nova, Peasant, Peasant, Rainbow, Rainbow, Rainbow, Rainbow, Rainbow, Rebis, Rebis, Rebis, Rebis, Rogue, Rogue, Rogue, Rogue, Ruin, Ruin, Ruin, Shield, Shield, Shield, Shield, Skull, Skull, Skull, Skull, Star, Sun, Sun, Talon, Talon, Talon, Talon, Talon, Throne, Throne, Throne, Void, Void, Void, Void, Wolf, Wolf, Wolf and Wolf cards drawn from it since the last time you saw it cycle through (though the appearance of cards more than once must mean that it cycled through out of your sight), leaving, to your knowledge, no further cards.
...
So anyway, the Deck itself says:
This is a deck of large, white-lacquered horn cards. The backs of the cards bear a series of eight golden symbols arranged in a circle. It is a Deck of Changes, imbued with powerful magicks. Its power is such that its properties are not wholly known, and its use can be quite dangerous. One may choose to draw cards from the deck and reap the rewards or suffer the consequences of the drawing.
Please, PLEASE read this as "the more you draw the more you'll likely regret it".
I do it for fun, because I like seeing new and strange stuff, and that's what a game's all about, right?
By the way, I have horrendeous amounts of luck and Chaos favour and it doesn't seem to matter.
I'm going to be drawing for awhile to confirm what affects there are--some of these are guesses or rememberances, but I'll mark those as such. Honestly, I'm pretty sure on most of them, but just for full disclosure, they'll be noted as such until I draw and verify. (Or someone else does! =D )
So, without further ado:
- Axe
--Chops off a limb. Hasn't been my head, yet.
- Balance
--Remembrance: alters your alignment to the opposite.
- Chain
- Chameleon
--Possibly: changes your colors (hair/skin/eyes/etc).
- Comet
--Remembrance: an admantium longsword you can use. It smack talks. It's at least a decent weapon, not sure exactly how uber it is.
- Crone
- Donjon
Locks you up. You can beg for folks to come find you in the Exoma and free you.
- Eye
- Flame
It BURNS, IT BURNS! You (and anyone else around) is set on fire.
- Fool
--90% sure I got this yesterday... -1 level (and at minimum of that level) in XP. Ouch.
- Gambler
- Gateway
Ports you somewhere randomly. Also drops your things beforehand, making it kinda interesting =D
You draw the Gateway card from the deck of changes. The room shimmers and disappears! You feel completely disoriented. You have been stunned. a fishing village outside a smithy [n, s, e, w, u, in, ei, wi] Above you is a still, clear sky. Waves from the ocean lap gently onto the white sand of the beach. The ocean stretches off unbounded to the horizon. There is a small region of shallows and tidal pools here, after which the depth of the ocean drops off rather sharply. Northward and westward is the ocean surface. Southward and eastward is the island's fishing village. A pair of small docks extend into the bay here, connecting at the end with a perpendicular dock, in a sort of double-T. A house is on either side of the docks. A granite building, fairly low to the ground, is further up the beach here. It is obviously a smithy. Waves of heat emenate from a chimney, and an oak plank above the door bears a picture of a katana. There is no path or road, but the villagers keep the ground fairly free of rocks and overgrowth. Obvious exits are north, south, east, west, up, in, eastin and westin. A couple of tan-skinned male human fishermen, a yellowish-skinned male human fisherman, a black female dog, an elderly brown-skinned male human and a yellowish-skinned female human child are here. You fall painfully to the ground. You recover from being stunned.
- Gem
Pouch of gems for you. Moneys.
- Healer
Heals you of wounds at the minimum, potentially other stuff..
- Hierophant
- Hoard
--Remembrance: random items.
- Horde
A bunch of mobs appear. Some may actually befriend you, some will attack you.
- Idiot
--Remembrance: permanent negative Intelligence. Doh.
- Jester
- Juggler
--Remembrance: switches your handedness.
- Knight
Summons a Knight Templar. May be friend or foe. I think it's based on your current alignment, but that's a guess.
You draw the Knight card from the deck of changes. A Knight Templar of Cianna appears. The Knight Templar of Cianna exclaims, "Die, evil one!" The Knight Templar of Cianna attacks you.
- Lens
--90% sure: a bunch of lenses of insight and one lens of changes appear. See below for the lens of changes.
- Leper
--Remembrance: You get diseased. Nurgle's Rot, if I recall correctly.
- Lion
- Menagerie
- Moon
- Nova
BOOOOOOOOOOOOOOOOOOOOOOOOOOM!
You draw the Nova card from the deck of changes. A fiery explosion envelops the room! A beelzebug is smashed violently, and it is slightly staggered by the attack. A beelzebug's right wing is seared into uselessness. A beelzebug's left wing is seared into uselessness. A beelzebug has been stunned. A beelzebug catches fire. A beelzebug is pummelled, and it is slightly staggered by the attack. A beelzebug has been stunned. A beelzebug catches fire. The apagion's glow is smashed violently, though it is largely unaffected by the attack. The apagion catches fire. You are pummelled, though you resist the attack slightly. Your right wing is seared into uselessness. Your left wing is seared into uselessness. You have been stunned by the pain and trauma. You have been blinded. The world goes silent. You catch fire.
- Peasant
- Rainbow
--Possibly: changes your item's colors.
- Rebis
Changes your sex.
- Rogue
- Ruin
--Remembrance: your stuff is destroyed
- Shield
--You are protected by some shield-like aura. Not sure what it does.
- Skull
--A death appears. You have to kill it. It will teleport to you if you flee.
- Star
- Sun
Plus one level in XP.
You draw the Sun card from the deck of changes. You feel a rush of power. > xp You currently have 5,580,000 experience, requiring a further 0 experience to attain the next level.
- Talon
--All your items are stripped from you.
- Throne
- Void
--Welcome to Spiritual disjunction: population, you. Lasts quite awhile.
- Wolf
Lens of changes
This item lets you look at the top card and know what it is (so a safe draw, potentially). Really, really rare. Don't give these to Eris!
Mechanics of the deck
Commands that can be used with the deck of changes are 'cut deck', 'draw card', and 'choose <number> (to choose the number of cards you will draw, from 1 to 7). Choose carefully, because you will not be able to draw from the deck of changes again for one day.
If you leave the room (some cards will make you...) you forfeit all other draws.