Tarot
Tarot is a skill available to members of the Jester and Occultist classes (the latter having learned the art of Tarot from Silvestri and his famous Carnivalis family of Jesters), and it involves the ability to inscribe cards with various images, each able to empower the card's wielder with a unique type of magic.
Abilities in Tarot
Ability | Description |
Inscribing | The ability to inscribe images upon blank Tarot cards. |
With this ability, you may inscribe blank tarot cards with the various images of the Major Arcana. | |
Sun | Create a portable light source. |
This Tarot will create a small ball of light to illuminate your surroundings. In addition, for as long as the globe of light remains at your location, it shall periodically heal you of afflictions. | |
Cardpacks | Use the handy cardpacks for easier storage. |
Cardpacks is the ability to store and retrieve tarot cards using a tarot deck. You may store up to 5000 of each card type. This ability requires that you have a tarot deck in your inventory. | |
Emperor | Create the compulsion in others to follow you. |
The Emperor is a symbol of leadership and power. With this card, you will force other adventurers to recognize your leadership and follow you. | |
Magician | Replenish your mana with the might of the Magician. |
The Magician represents the power of magic and the power of the mind. This card will replenish the mana of the adventurer it is thrown at. | |
Priestess | Heal yourself with the benevolence of the Priestess. |
The Priestess represents benevolent healing. Flinging this card at an adventurer will heal some of his health. | |
Fool | Shrug off afflictions with blind courage. |
The Fool is pictured as being immune to fear and full of courage. With this Tarot you may throw off three afflictions by denying their existence. | |
Chariot | Create an infernal chariot to ride. |
The Chariot will create an infernal chariot upon which you may ride. It has the ability to fly also. BOARD CHARIOT will board your chariot. SPUR CHARIOT SKYWARDS will drive it up to the sky. LAND will bring you back down again. While in the Chariot, you may move about using the usual commands. Be warned: flinging cards at the ground while flying is a useless endeavour. | |
Hermit | Teleport to an uninhabited location. |
The Hermit is a solitary person. When you activate the hermit card, it will remember the location at which you activated it. Then, when you fling it, you will be transported to that location, provided there are no adventurers in that location at the time. SNIFF HERMIT will tell you the name of the location at which the hermit was activated. | |
Empress | Summon your friends to you. |
With this ability, you may summon someone from anywhere within the local area, provided you are on his or her allies list. If you have forced yourself onto that list via the Lust tarot, then you will be able to summon that person from anywhere on the continent. You may also SNIFF a card inscribed with this image to determine if you have someone lusted. | |
Lovers | Create a strong love for you in your target. |
The Lovers tarot will inspire your target to fall deeply in love with you. While in love with you, he or she will be generally unwilling to cause you harm. | |
Hierophant | Compulse your victim to do your bidding. |
This tarot card will allow you to order your opponent to do one thing. Fling the card, and then, when you have recovered balance, you may ORDER him to do whatever you wish. | |
Hangedman | Hinder your opponent with a mass of ropes. |
The Hangedman will entangle your foe in a mass of ropes. | |
Tower | Cause a crumbling tower to appear in your location. |
The Tower card will cause a crumbling tower to appear in your location, which will then collapse, making it difficult to leave via some of the exits. | |
Wheel | Spin the wheel and take your chances. |
The Wheel of Fortune is mysterious and represents luck, neither good nor bad. Sometimes it will bring good things, sometimes bad. The effects of this card are permanent, except those affecting adventurer statistics. Use of this card which affects anyone unwillingly could result in very serious repercussions. | |
Creator | Create an illusion in an adjacent room. |
This Tarot card will allow you to create an illusion of your choosing in an adjacent location. You may embed a single newline by including the characters \n at the appropriate spot. For limitations and restrictions, please refer to HELP ILLUSIONS. | |
Justice | Bring justice to the unjust. |
The Justice tarot will bring the wrath of Miramar, the Even-Handed, down upon your foe. | |
Star | Strike down a foe with a flaming meteor. |
The Star tarot will bring down a flaming meteor upon your unlucky foe's head. Your foe may be anywhere within the area but both you and he must be outdoors. | |
Aeon | Curse your foe with the mark of Chronos. |
The Aeon tarot will give the curse of Chronos the Eternal to an adventurer, slowing his passage through time. | |
Lust | Cause an opponent to hopelessly lust after you. |
With this Tarot, you may instill a lust for you in another adventurer, so that he or she will consider you an ally. | |
Universe | Transport yourself around the land. |
The Universe tarot will allow you to quickly travel throughout Achaea, with instant transport to a number of locations on the mainland of Sapience. The general areas and the keywords to get there are below:
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Devil | Call a Devil to serve you, though no more than once. |
The Devil is a rather unique card. When you fling it at the ground, a Devil will be called up, who will serve you once, and only once. He will possess your body and, the next Tarot card you fling, he will cause you to immediately fling another one of six random tarot cards. | |
Moon | Bestow the maladies of the moon upon your enemy. |
The moon tarot will give your enemy maladies associated with the mind. The affliction will be random if unspecified, and hidden from the victim. If you specify an affliction, the ability is faster to recover from, but the victim shall see what was delivered. You may pick from: stupidity, masochism, hallucinations, hypersomnia, confusion, or epilepsy. | |
Death | Call down Death itself to claim the soul of your enemy. |
To attune Death, you must first rub it on your enemy seven times. Sniffing the card will tell you how many times you have rubbed it on your foul oppressor, while flinging it will begin the process of calling Death himself to gather the soul of your enemy to him. Be warned though that this process takes concentration and you may not do anything else while Death is on his way. |