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0. The Fool |
1. Obey the Law -> Negative Response |
2. Don't make empty promises -> Neutral |
3. Be kind to all you meet -> Positive Response |
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Drawn: Luck +1. The only luck boosting card.
Combat Effect: Non-leader characters run away, leaving only the leader. An
effective offense or defense weapon, as long as there is enough power to fight
the leader. Use when you need to send the unit back or buy more time. Also
good for picking off a single dangerous leader first, allowing a follow-up
attack to finish the rest of the unit. |
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I. The Magician |
1. Poison -> Slightly Positive |
2. A wealth potion -> Neutral |
3. An immortality potion -> Extremely Negative |
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Drawn: Intelligence +1.
Combat Effect: A wall of flame or lava blasts through the enemy. Strikes
all enemies with a Fire Attack. |
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II. The Priestess |
1. To decieve someone -> ?? |
2. To sacrifice someone -> ?? |
3. To steal from someone -> Negative Response |
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Drawn: Alignment +1.
Combat Effect: Restores 50 hit points to all allies in combat. Useful for situations
when items are running out or for tackling enemies with quick, strong attacks.
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III. The Empress |
1. Expansionism -> ?? |
2. Efficiency -> Neutral Response |
3. Putting things into action -> ?? |
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Drawn: Charisma +1.
Combat Effect: Restores all hit points to all allies in combat. Expend
Priestess cards and save Empress cards for major enemies. As with Priestess,
can be used to preserve your characters long enough to counter attack against
faster, more powerful enemies.
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IV. The Emperor |
1. Action -> ?? |
2. Leadership -> Positive Response |
3. Conquest -> Slightly Negative |
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Drawn: Charisma +2. Best charisma boost.
Combat Effect: Spinning sword appears over each character's head, granting
one additional attack during combat. With well constructed units, Emperor can
be the most useful and powerful card in the game. Use to finish off weak units
without the experience going to the hero and even the odds when your
attacks are fewer or weaker than your enemies. Best when used with small
characters and full units.
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V. The Hierophant |
1. Compassion -> Positive Response |
2. Self Respect -> ?? |
3. A sense of justice -> ?? |
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Drawn: Alignment +2. Biggest alignment boost.
Combat Effect: Falling leaves put the enemies to sleep. Since the
enemies awaken when hit, it's best used when allies are warriors who will
focus on the front row until it goes down. Enemies may be more powerful or
have dangerous attacks. Must be used early, but when used correctly can grant
a victory or take out several strong enemies with minimal damage to allies.
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VI. Lovers |
1. Tenderness -> Positive Response |
2. Purity -> ?? |
3. Physical beauty -> Neutral Response |
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Drawn: Reputation +2. Useful early on.
Combat Effect: Cupid shoots the enemy party, confusing some of them. As
with Hierophant, best used from the top. Can be very ineffective against
stronger enemies. Enemy attacks can be fairly weak against other enemies,
but the loss of a few attacks and some self-inflicted damage can grant a
surprise victory. Decent fodder card.
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VII. Chariot |
1. Military Force -> Neutral Response |
2. Religion -> Slightly Positive |
3. Leadership and charisma -> Slightly Positive |
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Drawn: Strength +2. Best Strength boost.
Combat Effect: Powerful charioteer strikes all enemies with his hammer.
Physical attack.
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VIII. Strength |
1. Justice -> Neutral Response |
2. Glory -> Negative Response |
3. Faith -> ?? |
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Drawn: Strength +1.
Combat Effect: Strength Up appears over allies' heads. Physical Defense is
boosted. Useful when all enemies are physical attackers or in close combats.
Relatively few situations require the Strength card. A decent fodder card, though.
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IX. The Hermit |
1. A lack of military strength -> Strong Neutral |
2. A lack of leadership -> ?? |
3. Destiny -> Neutral Response |
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Drawn: Intelligence +2. Greatest intelligence boost.
Combat Effect: Summons the Hermit(or Merlin) who unleashes a Lightning
attack on all enemies.
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X. Fortune |
1. Luck is something you create -> ?? |
2. Luck is inescapable -> ?? |
3. Bad luck can be good -> Neutral Response |
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Drawn: Random effect, choosing either -2, -1, +1, or +2 Reputation.
Combat Effect: Enemies panic and flee from combat. A desperation card,
but can be useful when an extra moment is needed to move troops or withdraw.
Best use is to repel a stronger enemy(non-flying unit only) off a cliff.
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XI. Justice |
1. Physical strength -> Neutral Response |
2. Mental Strength -> Neutral Response |
3. Moral Strength -> Slightly Positive |
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Drawn: Maximum Hit Points +1.
Combat Effect: Summons a vicious Ice Storm. All enemies affected by Ice
Attack.
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XII. The Hanged Man |
1. Lament your mistake -> Positive Response |
2. Retire from your post -> Neutral Response |
3. Shrug your shoulders -> Negative Response |
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Drawn: Strength -1.
Combat Effect: All enemies suffer Defense Down. Not worth the penalty to
draw it. Seldom seems useful, purely a fodder card.
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XIII. Death |
1. Give him 200 lashes -> Slightly Positive |
2. Banish him forever -> Slightly Positive |
3. Kill the traitor -> Negative Response |
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Drawn: Reputation -2.
Combat Effect: Summons Death to take the enemy. Enemies with approximately
half HP or less are defeated; all others are missed.
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XIV. Temperance |
1. An old man with a staff -> Positive Response |
2. An ill-dressed youth -> Negative Response |
3. A beautiful girl -> Neutral Response |
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Drawn: Reputation +2. Useful early on.
Combat Effect: "Rising Again" appears over allies' heads. Cures status
changes to all allies. Useful against witches and cockatrices, allowing
stoned or stunned allies to take their last hits after the enemies' attacks
are done. Occasionally changes the tide of battle.
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XV. Devil |
1. Your money -> Slightly Negative |
2. Your life -> ?? |
3. Your family -> Positive Response |
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Drawn: ??
Combat Effect: Summons a devil, who flings a bolt at all enemies. Appears
to be a black effect. Not worth the penalty.
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XVI. The Tower |
1. Send your followers -> Negative Response |
2. Send your army -> Neutral Response |
3. Abdicate your throne -> Negative Response |
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Drawn: Alignment -2.
Combat Effect: An earthquake strikes all non-flying enemies. Appears to
be a physical attack.
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XVII. Star |
1. Luck for your army -> ?? |
2. Bravery for your army -> Neutral Response |
3. Victory for your army -> Slightly Negative |
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Drawn: Agility +1. Only Agility boosting card.
Combat Effect: Agi Up appears over allies' heads, boosting speed. Not a
personal favorite, but has been credited with significant boosts to rate of
attack, hit percent, and evade. Could be very effective against bosses.
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XVIII. The Moon |
1. The results of the battle -> Neutral Response |
2. Your family -> Slightly Positive |
3. Your beautiful lover -> Slightly Negative |
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Drawn: Changes Day to Night.
Combat Effect: Switches enemies front row with back row. Can expose an
enemy leader to attack. If planned correctly, can reduce the effectiveness of
enemy attacks by switching powerful back row attackers, like Mages, to the front
row where their attacks are weak. Switched enemies use the new row to
determine attack type, but retain the same number of attacks for the current
combat. After combat enemies do not rearrange.
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XIX. The Sun |
1. Your personal luck -> Neutral Response |
2. Those who fought with you -> Neutral Response |
3. The gods' blessings -> ?? |
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Drawn: Changes Night to Day.
Combat Effect: Sun flare strikes both allies and enemies with a powerful
white attack. All members receive damage with low alignment allies and enemies
receiving a great deal. Ok, if a white attack is needed and any low aligned
allies are expendable. Affects Undead.
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XX. Judgement |
1. Your decrepit mother -> Positive Response |
2. Your beautiful lover -> Slightly Negative |
3. Your child -> ?? |
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Drawn: Maximum Hit Points +2.
Combat Effect: Solar blast deals a white attack to all enemies. Probably
the most useful damage dealing card. Affects Undead.
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XXI. World |
1. Filled to the brim -> Neutral Response |
2. About half full -> Strong Neutral |
3. Barely any -> Slightly Negative |
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Drawn: All future card draws on current map affect all deployed allies.
Combat Effect: Magic Shield appears over all allies. Allies are unaffected
by any magical attacks. The most useful, powerful card in the game. Extremely
effective in combat with any magical opponents, they are almost absolutely
necessary against bosses late in the game. When facing three back-row Mages or
missile attacks when you have Undead, the World card brings easy victory.
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