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Post by avatthee on Jan 1, 2006 16:02:38 GMT
I have been using my character called Kerian Smith to do some experiments regarding the deck of hazards. I assume most people after their first go soon leave this object alone as they may have recieved a bad card or two. I have used about 7 currently and always use three cards. I have made a list of what the cards effects are to show people what could happen if they use the deck. I will put it in my next post.
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Post by avatthee on Jan 1, 2006 16:03:14 GMT
This is what i have so far...
Deck of Hazards Card possibilities
I know that many people have used the deck of hazards in the past and come across awful consequences. Though others have received special items and things that they didnt have before so i have decided to make a list of these cards and their effects by using the deck over and over on one of my unused characters.
So far this is what i have found and it will be updated regularly: Plague: Diseases you and keeps damaging you a bit every minute or so. Avatar: Gives you an object which allows you to transform into an avatar dependent on your alignment. Bequest: Gives you a piece of armor based on your class Wyrm: Summons a randomly coloured adult dragon to attack you Hatchling: Summons a friendly dragonling Prince of lies: Takes you down by 10,000 exp and draws another two cards from the deck Knave: Takes all items in your inventory apart from equipped things Fountain: Makes all your stacked items (e.g Thieves tools or potions) become full Traitor: Turns you to your opposite alignment e.g Lawful Good becomes Lawful Evil Blank Card: Does nothing Oracle: Gives your character PERMANENT effects of having premonition cast on it. Mentor: Gives your character 10,000exp (opposite of prince of lies) Hoard: Gives your character 50,000gp
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Post by Ironfang on Jan 4, 2006 15:01:01 GMT
Oracle: Gives your character PERMANENT effects of having premonition cast on it. Hmm that is tempting...
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Post by Balduvard on Jan 4, 2006 17:06:24 GMT
While it may not wear off, a server crash/reset would get rid of it (otherwise you'd be seeing a lot more people wandering about with premonition)
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Post by ocath on Jan 4, 2006 18:58:49 GMT
Actually one of my characters did have this and it did wear off. Seemed like as stated above a crash would cause this, but I also had it happen after a regular log off as well. This was many many months ago, so I am not sure if this has changed since then.
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Post by FunkySwerve on Jan 4, 2006 20:22:06 GMT
The effect is not permanent. Also, the information for the fountain card you have posted is wrong. I had to alter it some time ago when people posted about an abusive use for it on the forums.
Funky
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Post by avatthee on Jan 4, 2006 20:27:34 GMT
well when i used the fountain card it replenished my thieves tools and heal packs to full. and about the premonition thing i found it wore off after a reset but stayed after relogging. thank for correcting me although im still not sure about the fountain card
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Post by Balduvard on Jan 4, 2006 22:18:46 GMT
Here is a listing of all the Deck of Hazard Cards as commented in the script itself, with bolded notes for those modified/not present as far as I am aware.
The Fool card (negative) Lose 10,000 XP and get 2 extra cards.
The Donjon card (negative) - Not present due to no corresponding area for it. If a donjon area is available, the caster and associates are transported there. The area should be tagged X0_DECK_DONJON1. The starting location should be tagged X0_DECK_START. See the Gauntlet area in module 3 of XP1 as an example. (This is a good model to use if you want to create a "Keep" or "Void" type card for your own module.)
The Traitor card (negative) Change to diametrically-opposed alignment instantly.
The Knave card (negative) All non-plot possessions not currently equipped are destroyed.
The Plague card (negative) Permanent disease effect applied for duration of the module (until reset/crash).
The Looking Glass card (negative) - Not present due to lack of henchmen in module. Caster's henchman is replaced with an evil doppelganger.
The Wyrm card (negative) A hostile ancient dragon is lured to the caster.
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The Joker card (positive) Gain 10,000 XP and get 2 extra cards.
The Hoard card (positive) Gain 50-100,000 gold instantly
The Oracle card (positive) Gain permanent premonition effect for duration of the module (until reset/crash).
The Avatar card (positive) Caster is transformed into an avatar of their alignment.
The Fountain card (positive) - Modified to prevent abuse All of caster's items are recharged and all stacked items are filled up to the maximum possible number. The player is given two stacks of greater restore potions.
The Hatchling card (positive) A wyrmling of alignment-appropriate color appears and follows the caster as a summoned creature until damaged, at which point it transforms into an adult dragon and fights on the caster's behalf until all enemies are slain, then vanishes.
The Bequest card (positive) Gain a major (by XP1 standards) unique magical item (this will respect the XP1 treasure system if it is used in the module, otherwise random boss-level treasure will be generated).
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Post by avatthee on Jan 6, 2006 18:44:59 GMT
yeah that seems right except for a few things, my plague didnt go away after reset, the fool card is called prince of lies and the joker card is called mentor, and the dragon thing for me has been random. Thx for posting all those.
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Post by FunkySwerve on Jan 6, 2006 20:18:11 GMT
My modification to the script was not the first, and some of my predecessors had a bad habit of not commenting changes, so those descriptions could all be radically different from the actual effects. Funky
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Post by Delfestra Ruinvorn on Jan 7, 2006 21:54:49 GMT
Ah, that would be the 'lets prevent an instant armory of millions of Ssithrak arrows' fix...
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