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The Light, Dark, and Normal Shrines in the game all give effects from the same set of possibilities. Here is the complete list, in alphabetical order:
Blessing - You will receive magic equal to your position x100G.
Break - For 2 rounds you can't use item cards.
Celebration - Receive 10% of the value of your symbols as magic.
Clinging Mud - During next round, the die will roll 1-3.
Compassion - All RG or BY creatures recover 20 HP.
Curse - All creatures you own are paralyzed for this round.
Deduction - for 2 rounds your creatures and items cost 30% of normal price.
Disaster - All RG or BY suffer 5 damage.
Disease - All RG or BY creatures ST-5.
Dissolution - During this round you will be unable to take tolls.
Door of Decision - Random 7 effects.
Eminent Domain - you will take 10% magic from all Cepters.
Encouragement - All RG or BY creatures get ST+5.
Fall - During this round, the toll for all of your territory will decrease by 30%
Fear - During the next round you cannot summon creatures to invade.
Felicity - You will receive 10 symbols from one element from one area.
Foreknowledge - You will look at the top 3 cards in your book and draw one.
Founding Fathers - Jump to the closest empty land.
Fruits of Labor - All Cepters receive 100G.
Global Treaty - You are considered to have passed all forts.
Hardship - One Cepter will lose 1 to 10 symbols.
Harvest Festival - All Cepters receive 30g x number of land owned.
High Price Increase - For this round the toll for all of your territories will rise 30%.
Hope - You will draw two cards from your book.
Imprisonment - One Cepter will be unable to act until another Cepter rolls an even number.
Inflation - Your creature and item cards cost 30% more for 2 rounds.
Margin - For 2 rounds you will receive 30% of the tolls received by other Cepters.
Misfortune - One Cepter will lose 10-100G.
Nature's Bounty - You will receive 5 symbols of each element from one area.
Panic - All symbols value falls by 10%.
Penalty - If you stop in an enemy territory in the next round you will pay 30% greater toll.
Pioneer - You will jump to the closest empty land.
Purging Storm - all creatures occupying lands that are not their element HP halved.
Purifying Light - All enchants are removed from Cepters.
Reward - You will receive magic equal to your lap count x50G.
Rewards of Service - The next time you reach a fort receive 50% more.
Scales of Balance - All Cepters will receive 30G x their position x their lap count.
Separation - One Cepter will lose one creature card from their hand.
Shackles of Mud - For the next round the die will roll 1-3.
Silence - for the next 2 rounds you will be unable to use creature cards.
Tax - You will receive magic equal to your territories x30G.
Theft - One Cepter will lose either a spell or item card from their hand.
Times of Peace - Remove all enchants from creatures.
Victory Feast - The next time you reach the castle you will receive 50% extra land bonus.
Voice of the Emperor - For this round you may utilize all territory abilities you own.
Wandering Journey - Jump to a different square.
Wings of the Dragon - For the next round the die will roll 6-8. |