You click on the tarot card button when speaking to a noble. Tarot cards cost 1000 Ð. Five cards will appear to choose from, all of which are turned down. Pick one of the five cards. The table below will show you which tarot cards are available from each noble.
Additionally there are 6 special tarot cards available in game which are described below.
Gold tarot Can be produced with the Alchemy skill and can bring you the effect of The World, The Magician, The Hermit, or The Emperor.
Silver tarot Can be obtained from Luxor and Lima dungeons (middle floors) and will bring you the effect The Fool, The World, The Empress,The High Priestess or The Magician.
Alchemist's tarot Can be produced with the Alchemy skill. When used they can bring you The Star, Temperance, The Hierophant, The Lovers, The Hermit, The Chariot or The Magician.
Tarot card
Is produced with advanced alchemy on a lab bench or kiln in your quarters and requires Alchemist's Tarot's as an ingredient. It is said they differ from other Tarot cards of the same name in that this one has less negative possibilities. When used they can bring you Strength, The Emperor, The Star, The Hermit, The Magician.. (to be continued)
Found in dungeons etc. It is said these differ from those of the same name that are produced by an alchemy experiment. No further information at this time.
Shining tarot cards are NC or TB items. No information at this time.
Each cards have different effects and active duration but it lasts for 3 hours. Cards with effects upon expire only activates while sailing without any type of disaster. Exception for tarot card Wheel of Fortune.
Card name
Effect
Where it works
Explanation
The Justice (Rationality)
Increase Body Language & Correspondence success rate.
Justice
Rationality
Sea/Land
Increase Body Language & Correspondence success rate.
The Emperor (Control)
Increase negotiation success rate.
The Emperor
Control
Land
Increase negotiation success rate.
The Hermit (Pursuit)
Increase collecting trade goods while using Search, Collection, Procurement.
The Hermit
Pursuit
Sea/Land
Increase collecting trade goods while using Search, Collection, Procurement.
The High Priestess (Wisdom)
Decrease Vigour use when producing by 20%. Obtain dropped item when expired.
The High Priestess
Wisdom
Land
Decrease Vigour use when producing by 20%. Obtain dropped item when expired.
The Sun (Joy)
Decrease chance of being ambushed by NPC. Decrease supply consumption. Increased Sailor Loyalty when expired.
The Sun
Joy
Sea
Decrease chance of being ambushed by NPC. Decrease supply consumption. Increased Sailor Loyalty when expired.
Judgement (Rebirth)
Recovers after ship becomes incapacitated. Slightly recover maximum durability when expired.
Judgement
Rebirth
Sea
Recovers after ship becomes incapacitated. Slightly recover maximum durability when expired.
The World (Success) (Silver Tarot Card)
Increase Exprience gained by 20%. Restore equipments durability by 25% when expired.
The World (Silver)
Success
Sea/Land
Increase experance gained by 20%. Restore equipments durability by 25% when expired.
The Lovers (Choice)
Increase Persuasion rank.
The Lovers
Choice
Land
Increase Persuasion rank.
The Moon (Anxiety)
Increase disaster outbreak rate. Decrease Fatigue when expired.
The Moon
Anxiety
Sea
Increase disaster outbreak rate. Decrease Fatigue when expired.
The Magician (Creation)
Increase production skill's success rate.
The Magician
Creation
Sea/Land
Increase production skill's success rate.
Temperance (Harmony)
Decrease supply consumption.
Temperance
Harmony
Sea
Decrease supply consumption.
The Devil (Curse)
Increase Fatigue increase rate.
The Devil
Curse
Sea
Increase Fatigue increase rate.
The Chariot (Victory)
Increase sailing speed during battle. Increase artillery damage.
The Chariot
Victory
Sea
Increase sailing speed during battle. Increase artillery damage.