Culdcept FAQ/Walkthrough (PlayStation 2)
January 4, 2004
By Brian Nii (bnii at hawaii dot edu)
Table of Contents
1. What is Culdcept?
2. Version History
3. Game Overview
4. Game Flow
11. Creature List
12. Item List
13. Spell List
16. Culdcept Strategy
"CULDCEPT, the book of creation and destruction made by the absolute Goddess Culdra. Those who control the power can acquire the power of God. CEPTERS, individuals with the capability to summon from within the book fight for total control over Culdcept. Those who control the book become Gods, and many worlds were created or destroyed by those who took over this power."
"But, Culdra has foreseen the future..."
"There would be one Cepter who will stop this chain and use the power to destroy the entire universe..."
"Now...The fight for the fate of the universe is about to begin..."
- Culdcept story
Culdcept can be best described as a combination of Monopoly and Magic: The Gathering. Players move about a map using dice and try to accumulate as much territory as possible, while summoning creatures to attack and defend and casting spells via cards. While popular in Japan, Culdcept was virtually unknown outside of that country. Now, NEC brings an adaptation of the Japanese Dreamcast version of the game for the first time to the American market with the release of Culdcept for the PlayStation 2.
Version 1.1 (1/4/04)
- The spell "Anti-Element" was accidentally listed as "Anti-Amulet" in the spell list.
- For the Protector of the Earth medal, "Gooba" was misspelled "Goomba". Too much Super Mario Bros. for me. =)
- Updated information on the two secret Cepters Zeneth and Najaran.
- Added curse effects to the Creatures section.
- Added card details to the card lists.
- Updated the FAQ.
Version 1.0 (12/24/03)
- First version of FAQ.
In Culdcept you take control of a Cepter (a being who can use magic from cards) and must win battles in various maps by accumulating a target amount of magic (referred to as G). You can think of magic in this case as both money and magical power. Each Cepter has a "deck" of 50 cards (referred to as a Book) from which they draw cards to cast spells. The first person to return to the Castle (starting point) with the target G total wins the match.
A Cepter can obtain G by the following methods:
- Summoning a creature on an unclaimed territory (this adds to their G total, but in land value only and not G available to spend).
- Increasing the level of a territory (land value).
- Claiming a toll from another Cepter that lands on a territory they own and they decide not to fight (or fight and lose).
- Defeating another Cepter's monster and claiming their land (land value).
- Playing certain spells.
- Reaching a Fort (checkpoint) for the first time.
- Reaching the Castle after passing all Forts (called a lap bonus, resets all checkpoints).
A Book consists exactly of 50 cards. Cepters cast spells from these cards by playing their G costs. There is a maximum of four cards of each type that can be in your deck (except for Extra type cards, see below). Each Cepter begins the battle with four cards drawn from their Book. During the start of a Cepter's turn one card is added to the hand. Cepters can have a maximum hand size of six. If a card is drawn which would put the hand size at seven, a card must be discarded. Once all the cards have been drawn from the book, an entire new Book is created and reshuffled to draw from. Note that is new book is an exact duplicate of your original deck, so it's possible to draw more cards of a certain type than you had in your deck originally.
Cards are obtained after every battle regardless if you win or lose. Winning a battle gains you more cards, and the more Cepters involved in a match, the more cards you can obtain. Each card has a rarity, type, and cost associated with it.
Normal (N) cards for the most part can be obtained frequently. Strange (S) cards are less common. Rare (R) cards are difficult to find. Extra (E) cards are unique. You can only have one of each card in your deck and they can only be obtained after certain battles in Story mode or when certain conditions have been fulfilled.
There are three types of cards: Creatures, Items, and Spells.
Creatures are summoned to claim territory for the Cepter or to attack another Cepter's creatures. When a Cepter summons a creature on an empty territory, the land comes under their control. However, certain creatures cannot occupy certain territories. A Cepter can also summon creatures to attack other Cepter's creatures. However, certain creatures cannot be used to attack.
Each creature also has a type associated with it: Neutral (White), Fire (Red), Water (Blue), Wind (Yellow), and Earth (Green). Creatures that occupy a territory matching their type gain a defensive bonus. Neutral creatures usually do not gain defensive bonuses for territory.
Creatures have a ST, HP, and MHP value. ST indicates the amount of damage the creature inflicts in battle. HP indicates the current amount of damage the creature can withstand. MHP indicates the maximum amount of damage the creature can withstand at full health.
Items can be used during battles to increase a creature's attack or defense, or give them special abilities. Some items can be used outside of battle as well. However, certain creatures cannot use certain items.
Spells are cast outside of battle, and have various effects. Some spells target Cepters, while others target creatures.
Each card has a cost in G, which must be paid when the card is used (some cards have a cost of 0, which means they can be played for free). Some powerful cards require that you discard cards from your hand as an additional cost, while certain creatures require that you control certain land types before they can be summoned.
The first Cepter to return to the Castle with the target G value wins the battle. Next to each Cepter's name are their color (the number inside is which place they are currently in, this will flash if they have enough G to win the battle), current G (upper value), and total G (current G plus the total land and symbol values). Next to these values are letters, which represent each Fort (checkpoint) on the map (N for north, W for west, etc.). These letters will turn white when the appropriate Forts have been passed. Each Cepter starts with a predetermined amount of G and four cards drawn from their Book.
Start of Turn
1. CARD DRAW
One card is drawn from the deck and added to the Cepter's hand. If the Cepter has more than six cards one must be discarded. If the Cepter has drawn the last card from the Book, a duplicate of the original book the Cepter started with is created, shuffled, and drawn from.
2. CAST A SPELL (optional)
A Cepter can cast a spell from their hand for its G cost.
3. ROLL DICE
If a spell is played this automatically occurs. If not press up from the hand display to access the dice. Press the X button to stop the dice. Your Cepter will move forward the number of squares on the die. Note that the die value can vary from map to map (i.e. 1-6, 1-7, 1-8 etc.). If the Cepter reaches a branch in the path you have the option of which direction to move. If you reach a dead end you will travel back in the opposite direction.
4. SUMMON CREATURE/USE TERRITORY COMMAND (optional)
You can either summon a creature or use the Territory command, but not both during your turn.
[Summon Defending Creature to Claim Territory]
If you land on an unoccupied territory you can summon a creature from your hand by paying the G cost (and any other if applicable) and claim the territory. The territory's land value is added to your G total. Note that certain creatures cannot be summoned on certain territories.
[Summon Attacking Creature to Invade Territory]
If you land on a territory that is occupied by an opposing Cepter's creature, you can summon a creature to do battle with it by paying its G cost. Note that certain creatures cannot be used to attack. If you win you claim the territory with the creature you used. If you lose, you must pay a toll in G to the Cepter according to the land's value. This also happens if you decide not to attack the opponent's creature. If the battle is a draw, you must pay the toll as if you had lost the battle. If both creatures are destroyed then the territory reverts to unclaimed land.
Flow of Battle
To defeat a defending creature your creature's ST must equal or exceed the defending creature's HP. Before summoning a creature to attack you will notice several icons appearing above the creature cards. An up arrow indicates that that creature's ST exceeds the defender's current HP. An equal sign indicates that that creature's ST equals the defender's current HP. A down arrow indicates that that creature's ST is lower than the defender's current HP. It is very important to note that this DOES NOT guarantee victory or defeat, as it does not take into consideration any special abilities either creature has, or any items or spells in effect. This icon only represents a comparison of raw values, not victory.
Note: Some creatures have special abilities that can alter this flow of events. This is a basic flow of battle.
Step 1: Use an item. Both the attacking and defending Cepter can use an item by paying its cost before the battle.
Step 2: Any changes or abilities granted by items takes effect before the attacker strikes. Defending creature loses HP equal to the attacker's ST. If the defending creature's HP is reduced to zero or less the attacker wins.
Step 3: Defender strikes. The attacking creature loses HP equal to the defender's ST.
If the attacker wins the attacking creature occupies the territory for the invading Cepter. If the defender wins, the invading Cepter pays a toll to the defending Cepter. If the battle is a draw, the attacking creature is returned to the hand and the invading Cepter pays a toll (as if they had lost the battle). If both creatures are destroyed, the land reverts to unoccupied territory.
Any damage inflicted to a creature remains after the battle (ones that return to the hand recover all damage). A creature recovers 20% of its MHP every time its owner receives a lap bonus.
[Use Territory Command]
You can use the Territory command if you land on a square that you control, have moved past a territory you control, or land on a Fort or Castle. If you move past multiple territories you control, you can only select one of them with the territory command. If you land on a Fort or Castle you can use the Territory command on any territory you control. Regardless of how many territories you can select you can only use the Territory command once per turn. If the Territory command is available you can access it by pressing down from the hand display.
The following commands can be used with the Territory command:
Level Up Land: Allows you to increase the level of the land (level 5 max). As the land level increases so does its cost to increase. For each increase in level the toll fee for the territory increases. Also, defending creatures that share the same type as the terrain (excluding neutral creatures) gain a bonus of +10 HP for each level.
Land Change: Allows you to change the territory type of the land to fire, water, wind, or earth for a cost in G. This is usually used to match the defending creature on the territory, or to increase Chains (see Territory below).
Creature Movement: Allows you to move the creature to an adjacent territory. If the space is unoccupied, the creature claims the territory. If an opposing Cepter's creature occupies it, combat ensues as if you had invaded that territory. Certain creatures cannot move.
Creature Exchange: This allows you to exchange a creature in your hand with the creature currently occupying the territory. Note that you must pay for the cost of the creature as if you were summoning it on an unoccupied territory. Creatures are still affected by Land Limit (see Creatures below). This is usually used to match a creature to its terrain type, to recover a creatures HP (cards that return to the hand recover all HP), or to remove a Curse (all Curses disappear from a creature when it returns to the hand).
Creature Power: Certain creatures have special abilities that can be activated for a cost by using the Territory command. This is usually denoted on the card by Territory[X]: Effect, where X is the cost in G to activate the effect.
5. END OF TURN
You must draw a card and roll the dice before you end your turn. You can end your turn without casting a spell or summoning a creature. The next Cepter's turn begins.
There are two land types in the game: regular and special.
Cepters can occupy regular lands by summoning a creature on them, or by defeating an occupying creature. There are six types of regular lands: Fire, Water, Wind, Earth, Multi-attribute, and Neutral attribute. A creature that occupies a land type matching its own type gains a defensive bonus of +10 HP for each level of the land. For example, a Fire creature occupying a level 3 Fire land gains a defensive bonus of +30 HP. Certain creatures cannot occupy certain land types. Multi-attribute lands give a bonus to all non-Neutral creatures, but do not contribute to Chains (see below). Neutral lands do not usually give a defensive bonus, and they do not contribute to Chains. In addition to defensive bonuses, if a Cepter controls any land adjacent to the territory, the creature on the territory gains a +10 ST bonus. Note that this applies to both attacking and defending creatures. It is possible to gain multiple bonuses from adjacent squares (i.e. +20 ST bonus if you control two adjacent squares).
A Chain is formed when a Cepter controls multiple land types. For example, a Water x2 chain is formed when a Cepter controls two Water territories, a Water x3 chain for three, etc. This has the effect of increasing the toll fee for all lands of that type under their control. The higher the Chain, the greater the toll fees will increase. Note that some maps are broken up into areas. In this case, Chains will only occur for lands in that area. A Chain can be reduced if the Cepter loses lands of that type, or broken completely if the Chain drops to one land.
Special lands are indicated by structures on the map. Cepters cannot occupy these lands.
Castle: The Castle is the starting point of the map. If all Forts (checkpoints) are passed on the map and the Castle is reached, the Cepter gains a lap bonus of G, and an additional bonus based on the territory and Symbols (see Shrine) owned by that Cepter. If the Cepter has the target G for the map, landing on or crossing the Castle wins them the game. If the Castle is landed on directly, the Cepter can use the Territory command on any of their territories.
Fort: A Fort gives a G bonus the first time it is passed. You can think of this as a checkpoint of sorts. When a lap bonus occurs at the Castle, all the Forts reset and give out a bonus again. If the Fort is landed on directly, the Cepter can use the Territory command on any of their territories. Note that certain maps have multiple Forts of the same direction. In this case, you cannot gain G from a Fort of the same type you already passed.
Prophet: When this tent is landed on, you can draw a random creature, item, or spell card from your deck.
Altar: This Stonehenge-like structure causes a random spell effect to occur when landed on. This can be good, bad, both, or neither.
Bridge: When a Cepter enters a land with a Bridge, they are immediately transported to another Bridge and continue the remaining movement.
Warp: This sun symbol transports the Cepter to another area when landed on. Unlike the Bridge, passing the Warp does not trigger it.
Shrine: You can purchase Symbols here (see Symbols below) by either landing or passing the Shrine. Your turn continues as normal after you decide/decline to buy Symbols. You can purchase up to 50 Symbols during each visit.
Symbols are purchased at the Shrine, and are available in all four basic land types (Fire, Water, Wind, Earth). The value of Symbols contributes to your G total. As you increase the level of your lands, the value of the Symbols associated with it increases. For a Symbol to be affected by land value, the land must be in the area that you purchased it in. For example, if you purchase Fire Symbols in the north area, only Fire lands in the north area will affect those Symbols. Symbols give a Cepter a 10% G bonus based on the value of the Symbols during a lap bonus, provided that the Cepter controls more Symbols of that type than any other Cepter. If Cepters have the same number of Symbols, no one gets the Symbol lap bonus.
Each creature in the game has the following statistics: Attribute, ST, HP, MHP, Cost, Land Limit, Item Limit, and Special.
Attribute: There are five attributes in the game: Fire, Water, Wind, Earth, and Neutral. Fire creatures tend to have high ST. Water creatures tend to have high HP. Wind creatures tend to have the First Attack special. Earth creatures tend to have the Support special. Neutral creatures usually do not get a defensive bonus, but they are usually cheaper to summon than other creatures.
ST: Strength or Striking Power. This is the amount of damage that this creature deals in an attack. A creature gains a +10 ST bonus for every adjacent territory they control (this applies to both attacking and defending creatures).
HP: Hit points or health power. This is the amount of damage that the creature can currently withstand. If a creature's HP is reduced to 0 it is destroyed. A creature gains a +10 HP defensive bonus for every land level if they match the type of territory they occupy.
MHP: Maximum hit points or maximum health power. This is the maximum amount of damage the creature can withstand at full HP. A creature regains 20% of MHP every time its owner gains a lap bonus.
Cost: This is the cost in G to summon this creature. Some creatures have an attribute or card symbol listed in the cost as well. For example, the Dragon has a cost of 90 + Fire x 2. This means that in addition to paying 90 G, the Cepter must control at least 2 Fire territories. If a card symbol is present, you must discard a card from your hand as part of the cost.
Land Limit: If a creature has a Land Limit, it cannot be summoned to that territory. For example, the Dragon has a Land Limit of Water, so it cannot occupy or attack a Water territory.
Item Limit: If a creature has an Item Limit, it cannot use that Item in battle. For example, the Dragon has an Item Limit of Armor so it cannot use Armor type Items in battle.
Special: If a creature has any special abilities it is listed here.
Bonus Attack: This creature as an added effect if it successfully attacks the opposing creature.
Boost: This creature affects all creatures of the indicated type.
Confusion: This creature deals damage to itself after a successful attack.
Critical Hit: This creature deals 1.5 times damage under certain conditions.
Death: A successful attack destroys the opposing creature under certain conditions.
Defense: This creature cannot invade a territory, and cannot move using the movement command.
First Attack: This creature always attacks first in battle, even on defense. If both creatures have First Attack, the attacker attacks first.
Global Effect: This creature affects the entire game.
Last Attack: This creature always attacks last in battle, even on offense. If both creatures have Last Attack, the attacker attacks first.
Neutralize: This creature takes no damage from this attack. This does not include scroll attacks.
Paralyze: This creature adds the Paralyze effect to a creature when it attacks. Paralyzed creatures cannot attack, use items, or use special abilities.
Penetration: This creature ignores the defensive land effect of the opposing creature.
Poison: This creature adds the Poison effect to a creature when it attacks. Poisoned creatures receive additional damage after every battle.
Regenerate: This creature recovers all HP to MHP at the end of battle.
Scroll Critical Hit: When a scroll is used, it causes 1.5 times more damage.
Support: This creature can use a creature card in battle like an Item. The used creature adds its ST and HP to the Support creature.
Territory[X]: This creature can use this ability by paying X G using the Territory command.
Untargetable: This creature cannot be targeted by spells or territory effects.
There are many other special abilities than the ones listed here, but these are the most common ones featured on creatures.
Curses are effects placed on either a creature or Cepter. They appear as balloons over the creature's/Cepter's head. Most curses are negative, while others are beneficial. Some curses have a limited duration, while others are permanent. Curses on Cepters are never permanent. There are several ways to get rid of Curses. The most direct way is to cast Remove Curse. On creatures, you can remove a Curse by either exchanging it or moving it with the Territory command. Curses are not cumulative, so casting another Curse will replace the previous one.
Anti-Element: Creature receives no land effect.
Confuse: Creature receives 30% of damage inflicted to the enemy.
Disease: Creature loses -20 ST/HP.
Paralyze: Creature cannot attack, use Items, or special abilities.
Poison: Creature loses HP after every battle.
Sleep: Toll cannot be collected.
Vitality: Creature gains +20 ST/HP.
There are many other creature Curses than the ones listed here, but these are the most common ones.
Barrier: Cepter cannot be targeted by spells.
Bind: Cepter cannot move.
Despair: Cepter discards drawn cards.
Haste: Cepter's die roll is 6-8.
Haunt: Cepter becomes controlled by the computer.
Silence: Cepter cannot summon creatures.
Slow: Cepter's die roll is 1-3.
Waste: Cepter pays 50% more to play spells.
There are many other Cepter Curses than the ones listed here, but these are the most common ones.
Creatures in battle can use Items to give them an advantage over their opponents. Certain creatures cannot use certain Items as indicated in their Item Limit. There are four types of Items: Weapons (sword icon), Armor (armor icon), Tools (ring icon), and Scrolls.
Weapons usually increase the ST of a creature, but some increase HP as well, or give abilities such as First Attack.
Armor usually increases the HP of a creature, although some have other effects such as neutralizing the attack of a certain type.
Unlike other Items, Tools can be used both right before a battle starts as well as outside of battle. These usually give a permanent ability or increase ST/HP for a target creature.
Scrolls are offensive in nature and usually deal damage to the opposing creature. They have the advantage of penetration, meaning that they ignore defensive bonuses due to territory.
There are two basic spell types: Instance and Curses. Some powerful spells require a card sacrifice in addition to its normal cost.
Instance spells take effect immediately and are indicated by a lightning icon. They can affect one target (one icon) or multiple targets (two icons).
Cure - Restores target creature's HP to MHP.
Holy Word 6 - Target Cepter's next die roll is 6.
Manna - User receives lap number x 50 in G.
Meteor - Reduces target land level to 1.
Weakness - Reduces target creature's ST to 0 permanently.
Curses (balloon icon) can be temporary or permanent, and can affect one target (one icon) or multiple targets (two icons).
Barrier - User cannot be targeted by spells for five rounds.
Haste - Target Cepter's die roll is increased to 6-8 for two rounds.
Silence - Target Cepter cannot summon creatures for two rounds.
Slow - Target Cepter's die roll is reduced to 1-3 for two rounds.
Vitality - Target creature gains +20 ST and +20 HP.
Note: The spells listed for each character are not a comprehensive list and may vary depending on when they are encountered in Story mode.
[Performer of the Mission]
Description: This is you, the hero of our story. You are selected by Goligan to save the universe from destruction at the hands of the evil Cepter Geminigh.
Book Focus: Dependent on player. Initially you will receive a Book focusing on either Water and Wind or Fire and Earth.
Playing Style: Dependent on player.
Creatures: Dependent on player.
Items: Dependent on player.
Spells: Dependent on player.
[Goligan, the Magical Staff]
Description: A magical talking staff sent to Soltaria by Culdra to find the Cepter who would save the universe from destruction by defeating the evil Cepter Geminigh. He becomes your companion throughout your journey in Soltaria.
Book Focus: Neutral, Fire, Water, Earth
Playing Style: Very conservative. Doesn't attack unless he's sure of winning. His deck has a lot of cheap creatures so he can fill up the map in a hurry. Fortunately, they don't have much staying power, so his deck tends to do badly in the late game.
Creatures: Dragonfly, Kobold, Marfolk, Remora, Pan, Tiger Beatle, Giant Bat, Sprite
Items: Leather Armor, Mace
Spells: Dimension Door, Fly, Manna, Weakness
[Ryvern, the Bounty Hunter]
Description: An evil bounty hunter always looking for a way to make easy money. His skills as a Cepter make him a formidable foe. A mercenary at heart, he'll work for anyone as long as the price is right.
Book Focus: Neutral, Fire, Water, Earth, Wind
Playing Style: Very aggressive. He takes any land he sees open. This aggressive style often leaves him with creatures occupying territories different from their attributes.
Creatures: Decoy, Werewolf, Bard, Minotaur, Will O' the Wisp, Giant Amoeba, Grendel, Pirate, Wall of Ice
Items: Chain Mail, Sling
Spells: Drain Magic, Haunt, Shrink
[Zagol, the Head Thief]
Description: The leader of a band of thieves in Dombwood forest. He's all brawn and no brains. Zagol uses his Cepter abilities to physically intimidate his foes, but isn't smart enough to realize when he's outclassed.
Book Focus: Neutral, Fire, Wind
Playing Style: Very aggressive. Zagol always attacks even if he has no chance of winning. While this might seem counter-productive, it is also dangerous for you as it can wear your creatures HP down to the point where they can be taken out next turn. Interestingly enough, Zagol is the only character in the game that does not play spells.
Creatures: Berserker, Statue, Thief, Dragonfly, Fire Giant, Minotaur, Giant Rattler, Hornet, Leveler, Roadrunner, Spectre
Items: Bandit's Glove, Chain Mail, Leather Armor, Long Sword, Morning Star, Power Bracelet
[Selena, the Fighting Princess]
Description: This spunky lass is the Princess of Malthessburg. She's also an accomplished Cepter, and loves challenging rival Cepters for the fun of it. Being kept in the royal palace all her life she is very naive about the outside world.
Book Focus: Fire, Earth
Playing Style: Conservative. She utilizes a lot of support creatures, which makes taking territory from her a real guessing game. Sometimes she'll let a territory fall in one instance, and then defend another one to the death.
Creatures: Cleric, Fighter, Ninja, Cait Sith, Gladiator, Minotaur, Valkyria, Dryad, Dwarf, Grimalkin, Odradek, Sage, Trench Worm, Woodfolk
Items: Claymore, Earth Amulet, Fire Amulet, Petrify Stone, Plate Mail, Trident
Spells: Fairy Light, Fog, Holy Word 6, Peace, Shrink, Shatter, Silence
[Leo, the Revenger]
Description: A warrior from a far away land who comes searching for the one who murdered his sister Claire. When he swears revenge a hidden Cepter ability arises from within.
Book Focus: Water, Wind
Playing Style: Aggressive. Leo usually prefers land that matches his creature's attributes. He'll also attack other creatures when he gets the opportunity.
Creatures: Samurai, Amazon, Bunyip, Lizardman, Storm Giant, Gremlin, Griffon, Knight, Nike, Pegasus, Wyvern
Items: Crossbow, Flame Tongue, Gaseous Form, Gremlin Amulet, Masamune, Plate Mail, Scale Armor, Sword of the Falcon
Spells: Banishing Ray, Black Out, Echo, Erasure, Growth Body, Haste, Magic Bolt, Squeeze, Telekinesis, Vitality
[Luthien, the Prophet]
Description: One of the three sages of Soltaria, Luthien has the gift to see into future events. Our hero visits her to learn the location of Geminigh.
Book Focus: Water, Earth, Wind
Playing Style: Very conservative. She won't attack unless she feels absolutely sure of victory. Many of her creatures have Curse effects.
Creatures: Cleric, Amazon, Fate, Nymph, Dark Elf, Harpy, Nike, Succubus, Witch
Items: Gaseous Form, Trident, Vestment
Spells: Binding Mist, Freeze, Holy Word 1, Holy Word X, Mass Growth, Simulacrum
[Pickett of the Rabbid Tribe]
Description: A member of the Rabbid tribe, Pickett possesses power that belies his diminutive size.
Book Focus: Water, Earth
Playing Style: Conservative. Many of Pickett's creatures can use support ability, and his deck is loaded with defensive items. Pickett frequently uses the Territory command, which makes his defensive creatures even more effective.
Creatures: Giant Amoeba, Hydra, Cerberus, Coati, Cockatrice, Mudman, Troll
Items: Battle Axe, Diamond Armor, Morning Star, Mujina Mask, Rock Biter, Spike Shield
Spells: Backwards, Growth Body, Influence, Manna
[Aldha, the Sage]
Description: The second sage of Soltaria, Aldha possesses the rare Erasure card, which can remove any spell effect. Our hero visits him to obtain this card to remove a curse placed on Luthien.
Book Focus: Fire, Water, Earth
Playing Style: Very conservative. Aldha will take lands when possible, but avoids conflict unless absolutely necessary.
Creatures: Domovikha, Fire Giant, Lava Worm, Sorcerer, Bunyip, Storm Giant, Wizard, Angostura, Sage, Spitting Cobra
Items: Glaive, Holy Grail, Trident, Vestment
Spells: Barrier, Dream Terrain, Erasure, Fly, Holy Word 3, Relief
[Morroc, the Alchemist]
Description: This mad scientist is researching the power of the cards to develop new technology. He believes that the power of Cepters can be harnessed for his scientific research.
Book Focus: Neutral
Playing Style: Aggressive. Morroc only uses Neutral creatures in his deck, which can be surprisingly effective since they're both cheap and sturdy to use. He takes any open land and frequently levels them up.
Creatures: Battle Gear Beta, Decoy, Steam Gear, Trojan Horse, Wonder Wall, Wraith
Items: Battle Axe, Catapult, Petrify Stone
Spells: Avalanche, Drain Magic, Simulacrum
[Gemmory, the Heretic Apostle]
Description: One of Balberit's three henchmen/women. Gemmory delights in causing great suffering with his/her powers as a Cepter. He/she is sent to the tournament in Cratos to defeat the one chosen by Goligan.
Book Focus: Earth
Playing Style: Aggressive. Gemmory invades territory as much as possible. His/her deck is loaded with many curse type spells, which he/she casts at any opportunity.
Creatures: Gold Idol, Basilisk, Dark Master, Dwarf, Ghoul, Gooba Queen, Quake Beast, Wereboar
Items: Chameleon Armor, Dagger of Mite, Earth Shield, Nunchaku
Spells: Binding Mist, Changeling, Disease, Pain, Ruin
Description: A proud member of the avian Fard tribe, Whirlwind has sworn to seek out and defeat the Cepter who would eventually become Geminigh.
Book Focus: Wind
Playing Style: Aggressive. Whirlwind takes any open land and often uses the Terrain command to increase his chains.
Creatures: Archer, Elf, Gremlin, Griffon, Harpy, Hurricane, Nightmare, Quetzalcoatl, Sphinx, Wyvern
Items: Air Slasher, Amber Wing, Battle Axe, Wind Shield
Spells: Bind, Haste, Influence, Magic Bolt, Plain Leap
[Gamygin, the Master of Fire]
Description: Balberit's right hand man, Gamygin is a master of fire magic. Only Balberit himself exceeds his sheer offensive power.
Book Focus: Fire
Playing Style: Very aggressive. Gamygin's entire deck is designed to destroy opposing monsters with either powerful weapons or offensive spells.
Creatures: Catoblepas, Golem, Manticore, Old Willow, Salamander, Sorcerer
Items: Claymore, Long Sword, Ruby Ring
Spells: Dimension Door, Magic Bolt, Shatter, Subsidence
[Mullyn, Master of Water]
Description: Balberit's left hand man (or in this case woman). Mullyn is a master of water magic. She is Gamygin's counterpart, and the two work well as a team together.
Book Focus: Water
Playing Style: Conservative. Most of her spells are defensive in nature, which makes taking land from her a real chore.
Creatures: Grendel, Hydra, Lilith, Lizardman, Megarodon, Undine, Vision, Wall of Ice
Items: Sapphire Ring, Trident
Spells: Land Protection, Life Force, Slow, Temperance
[Balberit, Founder of Heretic]
Description: The third sage of Soltaria, Balberit founded the Gem Sect, whose purpose was to bring about the coming of Geminigh to power.
Book Focus: Fire, Water, Wind
Playing Style: Aggressive. Balberit uses extremely powerful cards in both attack and defense. While this makes him very tough, most of his cards also force him to discard cards, so he can be vulnerable when he runs out of cards to discard.
Creatures: Horned Chameleon, Dragon, Fanatic, Larvae, Behemoth, Trench Worm, Gremlin, Knight, Night Fiend
Items: Diamond Armor, Holy Grail, Lance of Odin, Morning Star, Necro Scarab, Storm Causer
Spells: Bind, Thunder Storm, Telekinesis, Waste
Description: The goddess Culdra foretold that this evil Cepter would destroy the universe. His true identity remains unknown.
Book Focus: ???
Playing Style: ???
[Zeneth, Wander of Dimensions]
Description: A mysterious dimensional wanderer from another world. He arrives in Soltaria looking for powerful Cepters to battle against.
Book Focus: Neutral, Fire, Water, Earth, Wind
Playing Style: Aggressive. Frequently plays offensive spells such as Magic Bolt and Evil Blast. On a side note, he only uses cards that were featured in the original PlayStation version of the game.
Creatures: Berserker, Decoy, Gas Cloud, Hell Hound, Lilith, Storm Giant, Cerberus, Troll, Woodfolk, Griffon, Gremlin
Items: Battle Axe, Claymore, Gaseous Form, Gremlin Amulet, Plate Mail, Sword of the Falcon
Spells: Evil Blast, Haste, Magic Bolt
[Najaran, Disciples of Horowitz]
Description: An apprentice of the powerful wizard Horowitz accidentally transported to Soltaria via a dimensional door.
Book Focus: Neutral, Fire, Wind
Playing Style: Aggressive. Has a reckless playing style, and often makes hasty decisions.
Creatures: Decoy, Samurai, Domovikha, Minotaur, Gremlin, Knight, Succubus
Items: Mujina Mask, Vorpal Sword
Spells: Feast, Fly, Magic Bolt, Peace, Shatter, Weakness
Area: Dunnan, Land of Destiny
Goal: 5,000 G
Opponent: Ryvern / Goligan (after battle)
Description: Dunnan is a pretty straightforward area. It's basically a version of a Monopoly board, so you don't have to worry about getting all the Forts (checkpoints). By the time you've reached the castle you've already gotten them all, so the castle is basically like the Go square in Monopoly. Don't get too comfortable with this, as things get a lot more complex in later maps.
Opposition: Ryvern will be your first opponent. He's not too tough to beat, but considering that this is your first battle in Culdcept, and chances are good you don't know what the heck you are doing, it might prove to be a bit of a challenge. I'm not actually sure if you can lose this battle, so even if you fall behind don't give up.
Strategy: Initially you'll have either a Fire/Earth deck or Water/Wind deck. Either one is enough to deal with Ryvern, but since neither deck is what you would call overpowered it might take a while. Basically you will want to play creatures on the same type of land whenever possible for the defensive bonus. If you don't have matching creatures don't worry about it. Play them anyway, as you can switch them out on the next pass. Remember that you get a bonus for every territory you control during your lap bonus, so if you don't get as much land as you can, Ryvern will happily snap them up for you. Ryvern will switch his creatures to the matching territory type as often as he can. This is a good idea so you should follow his example.
One of the more important things you should note is whether or not Ryvern has a Mace or Leather Armor in his hand during his draw phase. A Mace gives an additional 20 ST to a creature, and the Leather Armor gives a creature an additional 20 HP. Keep this in mind before you attack, as the Mace will most likely be used if he suddenly decides to attack you with a weak creature, and the Leather Armor will be used if you decide to attack one of his creatures. This habit of looking at your opponent's hand during his draw phase is a very important strategy in Culdcept. Make a habit of recognizing ST/HP boosting items on sight, as this will greatly increase your chances of winning battles.
Results of Victory: After the battle Ryvern will run away in defeat (he'll be back) and Goligan will recruit you to save the universe from destruction (whether you want to or not). The roads to Malthessburg and Dombwood will open up, but you should spend some time to play this map again a few more times to build up your stock of cards. Goligan will be your opponent, and his Book is pretty much the same as Ryvern's was. Feel free to beat on him as much as you want, and maybe experiment with some of the cards. Once you're done, you can head for either area next, but for the sake of this walkthrough we'll go to Malthessburg.
Area: Malthessburg, the King's Metropolis
Goal: 6,000 G
Description: Malthessburg is shaped like a figure eight, with the Castle being in the connecting center point. The Forts are located in the top and bottom parts of the 8, so you'll have to go both ways to get the lap bonus from the Castle. This map introduces the Prophet square, which looks like a tent. If you land on this you can draw a random card of a certain type (creature, item, spell) from your deck.
Opposition: Selena is your opponent, and she can be tricky to beat as most of her creatures have the Support ability. The Support ability allows creatures to use creature cards as items. For example, if you attack her Dryad and she has a Fighter (40 ST/ 40 HP) in her hand, she can use the Fighter card to add 40 ST and 40 HP to her Dryad in the battle. Note that she'll need to pay the cost of playing the creature as if she were summoning it on the map.
Strategy: While the support abilities of her creatures makes her defense tough to get around, it does have the effect of depleting her of creature cards. You'll have to hit her hard and fast if you want to take advantage of this. If you're lucky she won't have any creatures left to use as items, and support creatures aren't very strong without their support. Be careful of her Silence spell, as not only does this prevent you from claiming territory with your creatures, but also leaves you defenseless against her creatures since you can't summon them to attack either. Try to chain and claim as much territory as possible, as the offensive bonus for adjacent allied creatures can make the difference between winning and losing a battle.
Result of Victory: Nothing new opens up by defeating Selena alone, but defeating her and Zagol in Dombwood forest opens up the path to the next area. Selena will offer to challenge you again if you reenter Malthessburg, and doing so will gives you the opportunity to obtain several new spell cards to add to your Book. If you need more creatures it would be better to go back to Dunnan, as Goligan seems to give you more creatures than Selena.
Area: Dombwood, Forest of the Thieves
Goal: 6,000 G
Description: Dombwood is basically a larger version of Dunnan, except that there are two branching paths on the map along the way. This allows you more flexibility in aiming for the territory you want.
Opposition: Zagol is your opposition, and as you might imagine he relies on brute force to get things done. Unlike Goligan or Selena, Zagol will attack even if he has no chance of winning. Interestingly enough, despite the fact that he's a Cepter, Zagol uses no spells whatsoever.
Strategy: This map is much longer than either Dunnan or Malthessburg, so you'll need to be a bit more conservative with your G or risk running out of it halfway through the map. As mentioned previously, Zagol will always attack you regardless of whether or not he can win. While this seems foolhardy, it does deplete your creatures of HP fairly quickly, making them vulnerable the next time he comes around. Of course, if your creatures have Regeneration it becomes a moot point. Defensive creatures have an advantage here due to Zagol's aggressive tendencies. Anything that increases movement such as Fly or Holy Word 6 can be useful as well, as this map is longer than Dunnan or Malthessburg, and you'll need to get that lap bonus quickly to replenish your creature's HP more often than not.
Result of Victory: Defeating Zagol and Selena opens up the path to the next area. You can come back to Dombwood to challenge Zagol again if you like, but it would probably be faster to just head back to Dunnan if you want to get more creature cards.
Area: Alta, Mountain of Advent
Goal: 8,000 G
Description: This map is similar to Malthessburg, except that now the areas are divided into east and west. The Bridges present here automatically transport you to the next area when you enter their square.
Opposition: Your opposition is Leo, and man, is he pissed or what? He's just as aggressive as Zagol, but unlike Zagol he has a whole lot of spells, and he's not afraid to make use of them.
Strategy: Don't go with expensive creatures and spells here. If you fall behind in the territory game Leo will overpower you by sheer attrition. You'll need to get several creatures up and running, and hope that he falls on one of them before he gets on a roll. Leo will play Haste frequently, giving him an advantage in getting lap bonuses. He'll also use Magic Bolt to weaken your strongest creature, and use Vitality (+20 ST/HP permanent boost) on his strongest creature. Watch out for the Gremlin Amulet (it looks like a golden amulet). It can destroy your Item at the start of battle, and he'll usually save it for when you land on his strongest creature, giving you an incredible headache. Don't be surprised if you lose several times trying to beat him. If he gets a good deal he can be almost impossible to stop once he's on a roll.
Result of Victory: Leo runs away swearing revenge, and the path to Luthien opens up. You won't be able to enter Alta for a while, but if you've played against Leo several times, chances are you already have a sizeable increase in your card stock already.
Area: Temple of the Medium
Goal: 8,000 G
Opponents: Luthien, Ryvern / Luthien (after battle)
Description: This is a fairly simple square map, and marks the first appearance of Temples where you can purchase Symbols for the first time.
Opponents: This will be your first multiplayer battle in Story mode, as not only must you deal with Luthien, but Ryvern as well. Fortunately for you, they're not allied, so they will be equally happy to attack and cast spells on each other if you're not around.
Strategy: This can be somewhat of a chaotic battle, as both your opponents have an equal chance of attacking you as they have each other. The battle can swing in either direction depending on who's attacking who, especially if Ryvern starts casting Haunt (target Cepter becomes AI controlled for two turns) with wild abandon. It's probably more useful to increase land levels than purchasing Symbols on this map, as Chains can drastically increase your odds of hitting a jackpot (i.e. humongous toll) with one of the Cepters. In case you're wondering, Ryvern is probably the bigger of the two threats here, as his creatures are slightly tougher than they were previously, and he still plays aggressively as ever. Don't ignore Luthien, however, as many of her creatures have varying Curse effects.
Results of Victory: Ryvern runs away again, and Luthien returns to her normal self. Unfortunately, she can't locate Geminigh until she recovers from the spell she was under. You'll need to get the Rainbow Shard and Erasure spell to cure Luthien, and you'll find those at Rabbid and Durhan respectively. Since it's closer we'll head for Rabbid. You can return to the temple for a friendly match with Luthien if you want, as she has quite a bit of spell cards for you if you win.
Area: Rabbid, Mine in the Snowfield
Goal: 8,000 G
Opponents: Pickett, Ryvern / Pickett
Description: Rabbid introduces dead ends on the northwest and northeast of the map. If you hit them you'll go back in the opposite direction you came from. There are two Forts in the northern dead ends, and one in the south via two bridges. This map also introduces neutral territory, which doesn't give any defensive bonuses, but can be changed to another type with the Territory command.
Opposition: Geez. Didn't we just get rid of this guy? Ryvern once again intervenes in your business, and he's just as annoying as he was in the last battle. Pickett plays defensively, and chances are good that Ryvern will wear himself out if he tries to go for the little fur ball's territory. Unfortunately, this also applies to you as well.
Strategy: This is a smaller map than the temple, and the dead ends to the north and branching paths to the south allow for more flexibility in choosing your path. Ryvern is still the same as last time, and can either be a help or hindrance depending on his die roll. If you have Holy Word spells you might be able to use them to your advantage by directing him to attack Pickett's creatures. Pickett has a bunch of defensive items, so it might actually be worth it to attack his low toll creatures even if you end up in a draw, just to make him use up his items.
Results of Victory: Ryvern runs off yet again, and Pickett gives you the Extra Rainbow Shard card. It might not be too useful right now, but it sure is pretty. You can enter Rabbid again to challenge Pickett to a one on one match, which will probably be much easier to win this time around without Ryvern as a random element. With the Rainbow Shard in hand it's time to head on over to Durhan.
Area: Durhan, Island of the Sage
Goal: 9,000 G
Opponents: Aldha, Leo / Aldha (after battle)
Description: Durhan is shaped like a figure eight like Malthessburg, but also has an entire separate area as well. This map introduces two new features: multi-attribute lands and warps. Multi-attribute lands count as all land types (Fire, Water, Earth, Wind), but do not contribute to chains. Like neutral land these can be changed with the Territory command as well. Warps transport a Cepter to another area, but unlike Bridges they must be landed on exactly to do so. On this map there are several warp areas that lead to a separate area on another island with warps leading back to the main island.
Opposition: Aldha is a complete pacifist, and is just as likely to pay a toll than fight for a territory. This is a stark contrast to Leo, who will happily invade territories any chance he gets.
Strategy: Just when you thought you could take a nice relaxing vacation on a tropical island that king sized jerk Leo arrives to spoil everything. He's just as annoying as before, but this time you have several things working in your favor. First of all, Aldha is present, and while he's pretty much a pacifist, Leo will be more than happy to vent his anger out on him as he would on you. Second, there are warps that might possibly trap Leo on the other island. The bad part is that it's equally possible for you or Aldha to get trapped as well.
Result of Victory: Aldha gives both you and Leo the Extra Erasure card (Leo will actually add it in his Book). If you have both the Rainbow Shard and Erasure cards, you can return to the temple to cure Luthien. Aldha will happily challenge you again if you revisit Durhan.
Area: Temple of the Medium
Goal: 9,000 G
Opponents: Ryvern + Zagol
Description: Looks like Luthien did some remodeling. The temple map now features many dead end paths along the way, making this map one of the few areas where you can reverse your direction relatively easily. There's also some warp points leading to an inner area on the map.
Opposition: Ryvern and Zagol have now teamed up, and both are eager for revenge. This can be trouble, considering that both of them play quite aggressively.
Allies: It's the Cepter code of honor that if two Cepters are allied with each other, the other Cepters are allowed to have a partner as well. Considering how weak Goligan's Book is, it's a relief to have Selena with you for this battle.
Strategy: This is the first battle featuring allies. This means that they both Cepters in an alliance share combined land values, and can move freely through each other's territory. Selena is here to help you out, and she'll even cast beneficial spells on you if it looks like you need it. Her deck still has support creatures, but she also some offensive ones thrown in as well. Since you both share the same G total value, you can either try to level up your lands as fast as possible, or concentrate on taking out the other creatures on the board while Selena racks up the G. In either case, remember that once you get the target G it doesn't matter which one of you reaches the Castle first. If Selena is closer to the Castle when this happens, cast Haste or Holy Word X on her to push her towards the finish line.
Result of Victory: Ryvern and Zagol once again retreat in defeat, and Luthien recovers fully from her condition. According to her vision, Geminigh will appear in a tournament being held at Cratos. At this point all of the other areas in the game are closed off, save for Dunnan and Cratos. If you want to get additional cards, Dunnan is the only choice available, as all the other areas will remain closed until you win the tournament at Cratos. Once you feel that you're ready, proceed to Cratos and get ready for one heck of a battle.
Area: Cratos, Land of the Warriors
Goal: 9,000 G
Opponents: Selena, Pickett
Description: This looks like one humongous map, but it's actually two maps in one. The reason being that it's the only map that has two Castles. This means that you'll be getting lap bonuses twice as often, but so will your opponents. The map is linear so you won't have to worry about movement (well actually you do, but you get what I mean), just old school Culdcept action.
Opposition: Yep. It's Selena and Pickett. You probably know how these two play already. Their decks have been buffed up a bit, but that shouldn't be a problem, as you probably have added some new tricks to your Book as well.
Strategy: You might want to invest in some speed boosting cards (Fly, Haste, Holy Word X) since the map is quite long and you'll want to rack up those lap bonuses as quick as possible. Manna might be good too, since you'll be on this map for quite a while. There isn't any real pattern on this map, so you'll want to bring a variety of creatures to get terrain advantage. Defensive creatures are good here, since chances are you'll have plenty of opportunities to place one on the map since it's quite huge. Also by the time you get back to them they'll have recovered 40% of their HP, so cumulative damage shouldn't be a problem. The only random element (well there's always a random element, but you know what I mean) is whether or not Selena and Pickett fight you or each other. Selena's Silence spell is still as annoying (and effective) as ever. Remember that you can counter it by casting a boosting spell on yourself.
Result of Victory: Winning here advances you to the semi finals of the tournament. You can edit your Book if you like or get more cards in Dunnan before then. When you're ready, reenter Cratos for the semi finals.
Area: Cratos, Land of the Warriors
Goal: 8,000 G
Opponents: Leo, Morroc
Description: Yikes. This map is pretty crazy, considering that you almost have complete control over your movement. There's quite a bit of ways to get around on the map, so strategic movement is vital when the map starts filling up with creatures.
Opposition: Leo is back, and has added some beef to his Book. The newcomer here is Morroc, who plays nothing but Neutral creatures in his deck. While this might seem like a poor strategy on this map, it can be surprisingly effective since a lot of his creatures are cheap to summon, and you'll be seeing a lot of action on this map.
Strategy: Since this map is small you might want to trade your movement spells for some offensive or defensive items, as close quarters combat will be inevitable in a few turns. These two don't care who they fight, so with some strategic movement you can pick and choose your battles at will. The goal here is 1,000 G less than the previous battles, so you'll want to build up lands as quickly as possible or risk getting left behind as the two gobble up all the land on the map.
Result of Victory: Winning here gets you into the finals of the tournament. Before entering you might want put back your movement cards in your Book, and maybe the Barrier spell if you have it, as it might come in handy for the next battle.
Area: Cratos, Land of the Warriors
Goal: 9,000 G
Opponents: Ryvern, Gemmory
Description: In stark contrast to the last map, this map is quite big, so movement cards will be handy here. Three areas and two tough opponents make for an interesting Culdcept match.
Opposition: You probably could have guessed that Ryvern would show up, but Gemmory will just freak you out. I mean I'm not even sure what gender he/she is. Anyway, Ryvern is pretty much Ryvern, but Gemmory is a bit peculiar, as he/she plays nothing but Earth cards. Gemmory also specializes in casting unpleasant spells on other Cepters.
Strategy: If you have any creatures that neutralize Earth attacks, they will give you a huge advantage against Gemmory. Gemmory tends to cast negative spells on other Cepters frequently, most likely on the one that's in the lead at the moment. If Gemmory is in the lead he/she will cast spells on both of you with equal abandon. Interestingly enough, Ryvern is the closest thing to an ally you have here, as he will happily attack Gemmory every chance he gets. Unfortunately, the same applies to you. Barrier can give you some breathing room, as Gemmory's spells can wear you down, and Ryvern's Haunt can mess you up at a delicate moment in the match if he casts it on you.
Result of Victory: You become the champion and the King gives you the Lance of Odin Extra card as a reward. Selena and Leo join your party, and two new paths open up on the world map. All of the previously closed areas on the map become available again, with some new changes that you might want to check out.
Dunnan: When you return to Dunnan a little surprise awaits you. A new Cepter called Zeneth appears and challenges you to a fight. He's nowhere near the pushover that Goligan was, and defeating him will take some skill considering that the map and goal remains the same while the competition is much better. Defeating him gets you the same cards you would have gotten from Goligan. After the battle Zeneth remains here for the remainder of the game. While challenging him again might seem like a waste of time, there could be some hidden bonuses for you. You might even win a medal under certain conditions. If you defeat Zeneth enough times, maybe something special will happen as well...
Malthessburg: Selena will be happy to challenge you with her new Book here. It's a bit more offensive oriented than before, but it shouldn't be a problem for you.
Zagol: Zagol has a few stronger cards, but he's still, well, Zagol.
Alta: Leo will now challenge you here whenever you like. He's got a stronger deck than he had previously, and will be more than happy to demonstrate it on you.
Temple of the Medium: The map is still the second version you encountered here. Luthien will gladly challenge you if you like, but Selena will also participate as well. Luthien has some new cards in her Book, but she's still as conservative as ever.
Rabbid: Pickett is still here and will challenge you if you like, but once again Selena decides to join in on the fun. Pickett's Book has slightly more offensive cards thrown in to make things interesting.
Durhan: Aldha will happily challenge you to a duel again, but this time Leo decides to get in on the action as well. Like everyone else Aldha has some new cards in his Book.
Cratos: Reentering Cratos will randomly select one of the three maps and two opponents from the tournament for your pleasure. This can make for some interesting matches.
Once you're done revisiting the previous areas, you can head either towards the Alchemistic Laboratory or Kazatega. You'll need to clear both to move on, so for the sake of the walkthrough we'll head for the lab first.
Area: Alchemistic Laboratory
Goal: 9,000 G
Description: There is absolutely no elemental land here whatsoever. This is bad considering whom you're going up against. There are two areas on this map connected by Warp points, each with its own Forts and Castles. This can make things interesting, as both are essentially maps in and of themselves.
Opposition: Morroc is back, and he wants you in a bad way. He still has the same deck he had at the tournament, but this time he has a definite advantage, as all the territory here is Neutral.
Strategy: It would behoove you to put any creatures in your deck that have an advantage against Neutral creatures, as that's all you'll be seeing here. Take out speed boosting cards since the map here is small, and put in some items or offensive spells, and maybe a scroll or two. Since you'll get lap bonuses frequently here, you should get a steady supply of G for the battle. The only question is whether to spend it on leveling up the land or changing it. Both have their merits, depending on how well the battle is going. Of course, you can always try to build a Neutral deck yourself, but unless you have a great deal of those cards it would be easier to just stick with your own creatures. Just be careful of the Decoy (reflects all damage except for scrolls) and Wonder Wall (neutralizes all non-Neutral attacks), as these can definitely mess you up.
Result of Victory: Morroc grudgingly gives you his hospitality, and you get a lot of Neutral creatures. You can challenge Morroc again for the opportunity to win more, as you'll only receive Neutral creatures from the battles here. If you're lacking in Neutrals this is a great place to stock up.
Area: Kazatega, Valley of the Winds
Goal: 9,000 G
Opponents: Whirlwind, Ryvern / Whirlwind, Leo (after battle)
Description: This is fairly unique map. The Castle is located on a set of "stairs" leading to a lower and upper area. You'll need to head towards both, as the Forts are stationed there. Both the upper and lower areas have many paths to choose from.
Opposition: Whirlwind is yet another Cepter with a theme, as his deck features nothing but Wind creatures. Oh yes. Did I mention that Ryvern is here as well?
Strategy: If this battle was with Whirlwind alone, you might get a type advantage by bringing creatures that neutralize Wind attacks. Unfortunately, Ryvern's presence here complicates things a bit. You can still gain terrain advantage over Whirlwind since he only has one creature type, but he also carries Amber Rings that nullify that advantage. Ryvern is a bit more diversified, but he still has that habit of dropping creatures all over the map. He might also help out since Whirlwind is as much a valid target for him as you are. Most of Whirlwind's creatures have First Attack, so watch for items like his Air Slasher bow.
Result of Victory: Ryvern runs away (again), and Whirlwind opens the way to the next area. If you decide to return Whirlwind will challenge you again, only this time Leo will join in the fun. If you win this rematch you'll get the Extra Sanctum Guard card!
Area: Quanze, the Blazing City
Goal: 9,000 G
Opponents: Gamygin + Mullyn
Allies: Selena or Leo
Description: Now this is one funky city. One half of the city is frozen in ice and the other half is on fire. The frozen half of the map contains an abundance of Water territory, while the fire half is rich in Fire territory.
Opposition: Gamygin uses all Fire creatures, and his deck is mostly offense oriented. Mullyn uses all Water creatures, and her deck is mostly defense oriented. Put the two together and you have a formidable combination.
Allies: You have your choice of either Selena or Leo for this battle. Selena is more defensive, and Leo offensive, so it's a matter of personal choice who you choose.
Strategy: Creatures like Decoy and Wonder Wall might seem unstoppable here, but Gamygin's offensive spells can quickly put an end to them. This is a difficult battle to prepare for, as there are quite a bit of approaches you can use. You could stock up on creatures that neutralize or have an advantage over Fire and Water creatures, or maybe bring Fire and Water creatures of your own (along with Ruby and Sapphire Rings). Items that neutralize Fire and Water attacks (such as the Fire and Water Shields) could be useful as well. Regardless of your strategy, it's going to be one tough battle. Selena/Leo will be of some help, but luck plays a large factor in this one as well.
Result of Victory: Gamygin and Mullyn open the way to Promsdale. You can reenter and challenge them again if you like, but why you would want to do so is beyond me (unless you love the challenge). You can still select which ally you want, but the battle isn't any easier than before.
Area: Promsdale, the Holy Land
Goal: 10,000 G
Opponents: Balberit + Ryvern / Balberit, Ryvern (after battle) Ally: Selena
Description: A simple circular map, with warp areas leading to an inner circular map. Nothing fancy here.
Opposition: Ryvern makes his last stand here, but he's actually the least of your problems. Balberit is one of the toughest Cepters in the game, and he has a horde of grossly overpowered cards at his disposal.
Allies: You won't have any choice this time. Selena is your ally by default. And in this battle you'll need all the help you can get.
Strategy: You already know how Ryvern plays all too well, but Balberit requires special attention. He's not as land greedy as Ryvern, but like him he'll attack when the opportunity presents itself. The only Achilles heel he has is that many of his spells require him to discard a card. If Balberit plays too many of them at once, he may find himself out of creatures or items at a crucial moment. Drain Magic or Echo can help out, as most of his cards are quite expensive to play, and he'll usually have a large amount of G saved up for them. If Balberit gets a good distribution of creatures and items during his turns he can be unstoppable, so don't be surprised if you don't make much progress for most of the battle. As always luck plays a huge factor, even more so in this tough battle, so don't be disappointed if you lose several times in a row.
Result of Victory: The path to the Heavenly Altar is opened. You can reenter Promsdale again, but this time Ryvern is an independent entity unlike the last time. This of course makes things a whole lot different the second time around.
Area: The Heavenly Altar
Goal: 12,000 G
Opponents: Geminigh, Balberit
Description: The largest map in Story mode is appropriately the last one. The final area consists of four areas in each of the cardinal directions. You'll have to go through each one to get a lap bonus, and having to deal with two opponents doesn't make things much easier.
Opposition: Balberit has even more powerful cards than before (even the Lance of Odin!), but fortunately this time he doesn't have any allies. I won't spoil anything about Geminigh, except that you've probably seen his deck before. Needless to say, taking on either of them is tough, but taking on both of them is the ultimate test of your abilities as a Cepter.
Strategy: This is a long map with multiple paths, so just about anything is possible. There isn't really any one strategy that works well than any other, so stick to the creatures and spells that you favor the most and hope for the best. Good luck, because you'll definitely need it.
Result of Victory: Congratulations! You've won the game. You can save your game (which when reloaded starts back at the Heavenly Altar), or replay the game with all the cards you've previously collected.
C = Card Discard
LL = Land Limit
IL = Item Limit
T[X] = Territory Ability (cost X)
# Creature Rarity
- -------- ------
1. Amber Mosquito R ST:0 HP:40 G:10 IL:Scroll Transforms randomly to Tyrannosaurus (N ST:50 HP:60) or Giant Rat (N ST:20 HP:10) in battle.
2. Archbishop R ST:30 HP:30 G:60 T Remove target curse effect. Ignores item destroy/capture.
3. Baldanders S ST:0 HP:30 G:10 Transforms into random creature.
4. Bandit N ST:20 HP:20 G:20 Support Ability. Bonus Attack: User takes damage x2G from opponent.
5. Basalt Idol S ST:0 HP:20 G:50 IL:Weapon,Scroll Defense. Global Effect: No creatures can use abilities if destroyed at end of battle.
6. Battle Gear Alpha R ST:40 HP:20 G:60 IL:Scroll Support Ability. Coalition with Battle Gear Beta. Untargetable.
7. Battle Gear Beta R ST:20 HP:40 G:60 IL:Scroll Support Ability. Coalition with Battle Gear Alpha. Neutralize scroll attack.
8. Berserker N ST:40 HP:50 G:50 Confusion (receives 30% damage).
9. Borgess S ST:30 HP:30 G:50 Boost(Neutral creatures HP+20).
10. Brass Idol S ST:0 HP:20 G:40 IL:Weapon,Scroll Defense. Global Effect: All Cepters draw 2 cards each turn.
11. Cleric S ST:10 HP:30 G:55 Support Ability. Death to Neutral creature (80%).
12. Clockwork Owl S ST:0 HP:20 G:10 IL:Weapon,Armor T Target Cepter can move in direction of choice next turn.
13. Colossus R ST:70 HP:70 G:120 IL:Weapon,Armor,Tool,Scroll Does not recover HP from lap bonus. Untargetable.
14. Cray Idol S ST:0 HP:20 G:60 IL:Weapon,Scroll Defense. Global Effect: Damage reduced by 10 all creatures.
15. Cyclops N ST:50 HP:50 G:60 Last Attack.
16. Dancing Doll S ST:20 HP:20 G:30 T Lowers value of symbols 20%
17. Decoy S ST:0 HP:10 G:40+C IL:Sword,Armor Reflects attacks (except scroll attack).
18. Doppelganger R ST:0 HP:30 G:10+C Transforms into same creature as opponent.
19. Ebony Idol S ST:0 HP:20 G:40 IL:Weapon,Scroll Defense. Global Effect: All creatures cannot use territory ability.
20. Fighter N ST:40 HP:40 G:40
21. Giant Rat N ST:20 HP:10 G:0 IL:Scroll First Attack.
22. Goblin N ST:20 HP:30 G:0
23. Gold Idol R ST:0 HP:20 G:70 IL:Weapon,Scroll Defense. Global Effect: Creatures ignore all conditions except magical powers when summoned.
24. Golden Totem N ST:0 HP:30 G:0 IL:Weapon Defense. T User receives 300 G and self destructs.
25. Granite Idol S ST:0 HP:20 G:60 IL:Weapon,Scroll Defense. Global Effect: Users cannot use single spells except for "Dispel".
26. Horned Chameleon R ST:20 HP:30 G:40 IL:Scroll Land effect gained from any land element.
27. Iron Idol S ST:0 HP:20 G:40 IL:Weapon,Scroll Defense. Global Effect: Only 4-6 will be rolled.
28. Ivory Idol S ST:0 HP:20 G:60 IL:Weapon,Scroll Defense. Global Effect: S cards are 1.5x stronger. R & E cards cost 2x more to use.
29. Jade Idol S ST:0 HP:20 G:50 IL:Weapon,Scroll Defense. Global Effect: Territories do not receive level lowering effects (except territory ability).
30. Little Gray R ST:10 HP:20 G:50+C Bonus Attack: Randomly sends opponent to vacant land.
31. Living Shield S ST:0 HP:30 G:40 IL:Weapon,Armor,Scroll Can be used as an item (HP+30).
32. Living Spear R ST:20 HP:20 G:50 IL:Weapon,Armor,Scroll Can be used as an item (ST+20 HP+20).
33. Living Sword S ST:30 HP:1 G:30 IL:Weapon,Armor,Scroll Can be used as an item (ST+30 HP+1).
34. Lunatic Hare R ST:20 HP:30 G:20 Switches opponent's ST and HP at end of battle.
35. Marble Idol S ST:0 HP:20 G:70 IL:Weapon,Scroll Defense. Global Effect: Copies of creatures in play cannot be summoned.
36. Migoal R ST:40 HP:40 G:80+C Critical hit to Water & Earth. Neutralize Fire & Wind attacks.
37. Mystic Egg R ST:0 HP:30 G:0 If item used, transforms into creature depending on item used.
38. Ninja S ST:40 HP:40 G:80 First Attack. Scroll critical hit
39. Samurai R ST:50 HP:30 G:80 Death to creature with 30 MHP or less (60%)
40. Sanctum Guard E ST:40 HP:40 G:70 First Attack. If opponent destroyed, user gains 5 symbols of element where battle took place.
41. Silver Idol S ST:0 HP:20 G:50 IL:Weapon,Scroll Defense. All defense creatures receive First Attack.
42. Skeleton N ST:30 HP:40 G:30 IL:Scroll Regenerate.
43. Squonk S ST:20 HP:30 G:0 Support Ability. Returns to hand if opponent is destroyed.
44. Statue N ST:0 HP:50 G:20 IL:Weapon,Scroll Defense. Does not recover HP during lap bonus.
45. Steam Gear S ST:50 HP:50 G:60 IL:Scroll Toll fee for land is reduced 50%.
46. Thief N ST:20 HP:40 G:30 Steals opponent's item at beginning of battle (if not yet used).
47. Trojan Horse S ST:0 HP:30 G:50 IL:Weapon,Armor,Scroll Penetration. Support Ability.
48. Tyrannosaurus N ST:50 HP:60 G:80+C IL:Armor,Scroll
49. Werewolf S ST:30 HP:30 G:30 Bonus Attack: Transform opponent into Wolf (60%). Wolf Neutral ST:20 HP:40.
50. Wolf N ST:20 HP:40 G:10 IL:Scroll
51. Wonder Wall R ST:0 HP:30 G:30+C IL:Weapon,Armor Defense. Neutralize Fire, Water, Earth, and Wind attacks.
52. Wraith S ST:10 HP:30 G:40+C IL:Weapon Death(50%). Destroyed at end of battle.
53. Zombie N ST:20 HP:50 G:20 IL:Scroll HP-20 at end of battle.
# Creature Rarity
- -------- ------
54. Ares R ST:50 HP:60 G:90+Firex2 LL:Water Boost(Offense creature ST+20).
55. Ba=Al R ST:50 HP:50 G:80+Fire+C First Attack. Destroys random card from user after battle.
56. Bard S ST:30 HP:30 G:30 Bonus Attack: Warps to vacant land if opponent is not destroyed.
57. Barrow Wight R ST:20 HP:30 G:30+Fire+C Bonus Attack: Sleep.
58. Boggart N ST:10 HP:30 G:40 IL:Armor Toll x2. If destroyed by spell/territory ability returns to hand.
59. Cait Sith S ST:20 HP:30 G:60 LL:Water Untargetable. Neutralize attack of creature with 40 ST or more.
60. Catoblepas S ST:20 HP:50 G:80+Fire If item not used, in battle ST = opponent's ST.
61. Chimera S ST:30 HP:50 G:80+Fire IL:Scroll First Attack. ST+10 for every user's lap bonus (max 80 ST).
62. Conjurer R ST:20 HP:30 G:40 IL:Weapon T Summons Ba=Al to vacant land & self destruct. Scroll critical hit. Ba=Al Fire ST:50 HP:50
63. Domovikha R ST:10 HP:20 G:10 T Casts Land Protect on target creature.
64. Domovoi R ST:20 HP:20 G:10 T Casts Phantasm on target creature.
65. Dragon R ST:40 HP:60 G:90+Firex2 LL:Water IL:Armor In offense, ST+20 HP-20.
66. Dragonfly N ST:30 HP:20 G:20 IL:Scroll First Attack.
67. Efreet N ST:40 HP:60 G:60+Fire LL:Water Last attack. Scroll attack. User loses attack damage in G.
68. Executor N ST:70 HP:20 G:60+C IL:Weapon
69. Fanatic R ST:20 HP:20 G:25+Fire T Decreases own HP by 20, deals 20 damage to target creature.
70. Fire Giant N ST:50 HP:50 G:100+Fire Critical hit to Water.
71. Flame Lord R ST:70 HP:70 G:140+Firex2+C LL:Water Boost(Fire HP+10). User loses 100 G per battle.
72. Gas Cloud N ST:30 HP:30 G:70 IL:Armor Receives 50% damage (except scroll attack).
73. Gladiator R ST:40 HP:40 G:70 IL:Armor,Tool,Scroll Critical hit to Fire, Water, Earth, and Wind.
74. Golem N ST:40 HP:50 G:60 ST-10 HP-10 at end of battle.
75. Heat Imp S ST:20 HP:20 G:10+C T Target Cepter loses 40% of symbols & self-destruct.
76. Hell Hound N ST:50 HP:40 G:80 50% damage to Fire creatures.
77. Kobold N ST:20 HP:30 G:20
78. Larvae S ST:30 HP:50 G:75+C If user holds 3 more cards than opposing Cepter, ST+20 HP+20.
79. Lava Worm S ST:40 HP:50 G:90+Fire IL:Armor Penetration to Water.
80. Manes S ST:30 HP:40 G:50 LL:Water If territory has curse effect, HP+20.
81. Manticore S ST:0 HP:30 G:70+Fire In battle ST & HP = user's hand x 10.
82. Mephistopheles S ST:40 HP:30 G:50+C If destroyed by spells or territory abilities, spell user loses 200G.
83. Minotaur N ST:40 HP:40 G:70
84. Old Willow R ST:20 HP:40 G:40+Firex2 IL:Weapon,Scroll Defense. When placed on Fire land, opposing Cepters will be stopped in territory.
85. Peri S ST:30 HP:30 G:50+Fire If opponent's book has three more cards than user's, ST+20 HP+20. Untargetable.
86. Phoenix N ST:30 HP:30 G:40 IL:Scroll Returns to hand if destroyed in battle.
87. Pillar of Flame N ST:30 HP:50 G:30 LL:Water IL:Armor,Scroll Defense.
88. Pyrallis N ST:30 HP:40 G:50 LL:Water IL:Scroll In battle, ST = Fire land owned x 10. If user controls Water land HP-20.
89. Pyro Drake N ST:30 HP:40 G:80 LL:Water IL:Armor In battle, if no item used ST+20 HP+20.
90. Salamander N ST:40 HP:50 G:80+Fire LL:Water IL:Armor If attacked by Fire creature, gains HP in damage.
91. Sharazad S ST:20 HP:30 G:55 Support Ability. T Remove curse from all Cepters.
92. Son Ascetic R ST:0 HP:30 G:60 Support Ability.
93. Sorcerer N ST:0 HP:30 G:40 IL:Weapon Scroll critical hit. If no item used, ST=20 (Scroll attack).
94. Sulfurous Balloon S ST:10 HP:30 G:15+Fire IL:Scroll If destroyed in battle, opponent's HP-30.
95. Valkyria S ST:30 HP:30 G:70+Fire First Attack. Support. If opponent destroyed ST+10 (80 maximum)
96. Will O' The Wisp N ST:10 HP:50 G:60 IL:Weapon Last Attack. Bonus Attack: User takes remaining HP x 2G from opponent.
# Creature Rarity
- -------- ------
97. Alga Sphere S ST:10 HP:40 G:30 IL:Weapon,Scroll Defense. T MHP+10.
98. Amazon N ST:40 HP:40 G:80 Bonus Attack: If no item used, user takes lap # x 20G from opponent.
99. Anubias S ST:30 HP:50 G:70+Water LL:Fire In battle HP = # of creatures destroyed in match x 5.
100. Banshee R ST:20 HP:30 G:20+Waterx2 IL:Weapon T All creatures take 25% of HP damage.
101. Behemoth S ST:60 HP:60 G:90+Water LL:Fire IL:Armor,Scroll Last Attack. User loses random card after battle.
102. Bloody Pudding S ST:20 HP:20 G:30 IL:Scroll Support Ability. At start of battle, combines support's HP with its MHP (80 maximum).
103. Book Worm R ST:10 HP:20 G:10+Water IL:Scroll T Choose and destroy card from target Cepter's hand.
104. Bunyip S ST:50 HP:40 IL:Armor Neutralize Penetration attack (except Scroll).
105. Charon R ST:20 HP:30 G:70+Water IL:Armor Neutralize attack (except scroll). User loses damage x 2G.
106. Dagon R ST:60 HP:80 G:140+Waterx2+C LL:Fire Boost(Water HP+10). User loses 100G per battle.
107. Drool S ST:0 HP:40 G:70 IL:Weapon,Scroll Penetration. In battle, ST=controlled Water lands x 10.
108. Fate S ST:30 HP:40 G:60 T Draw one card. If Fate destroyed user draws a card.
109. Fungonoid N ST:30 HP:40 G:60 IL:Scroll At end of battle HMP+10 (80 maximum).
110. Giant Amoeba N ST:30 HP:30 G:50 IL:Armor,Scroll Neutralize Fire and Earth attacks.
111. Grendel S ST:50 HP:50 G:110+Water Critical hit to creature with 20 ST or less.
112. Grindylow N ST:20 HP:40 G:60 Neutralize attacks from creatures with 30 ST or less.
113. Hyde R ST:30 HP:30 G:50+Water LL:Fire T Paralysis to target creature.
114. Hydra S ST:40 HP:50 G:90+Water IL:Armor Regeneration (except on Fire land).
115. Kelpie R ST:30 HP:30 G:70+Water IL:Scroll Defense. When placed on Water land, opposing Cepters will be stopped on territory.
116. King Tortoise N ST:10 HP:50 G:45 IL:Scroll Last Attack.
117. Kraken S ST:50 HP:50 G:80+Water LL:Fire IL:Scroll Neutralize Neutral. If user has Fire land HP-20.
118. Leviathan R ST:30 HP:60 G:120+Waterx2 IL:Armor If opponent is defeated, land becomes Water land.
119. Lilith N ST:0 HP:30 G:80 IL:Armor First Attack. During battle ST = hand size x10.
120. Lizardman N ST:30 HP:40 G:70 First Attack.
121. Lung R ST:0 HP:30 G:50+Waterx2 LL:Fire IL:Weapon,Armor In battle ST & HP = # of Water symbols user owns.
122. Mad Clown R ST:10 HP:20 G:10+Water+C Boost(Ally creature HP+10).
123. Marfolk N ST:20 HP:30 G:20
124. Medusa S ST:30 HP:30 G:50+C Bonus Attack: Turn opponent into statue. Statue Neutral ST:0 HP:50.
125. Megarodon N ST:50 HP:50 G:70 LL:Neutral,Fire,Earth,Wind IL:Scroll
126. Mujina S ST:0 HP:30 G:50+Water In battle ST & HP = opponent's hand x 10.
127. Nymph R ST:10 HP:30 G:50+Water LL:Fire,Wind Neutralize Fire. Bonus Attack: Takes opponent with HP <= 30 (40%).
128. Pirate N ST:10 HP:30 G:45 Support Ability.
129. Remora N ST:20 HP:40 G:40 LL:Fire,Wind IL:Scroll Bonus Attack: Destroys random card from opponent's hand.
130. Sea Bonze S ST:20 HP:40 G:70 LL:Fire,Earth Defense. No effects or abilities can be used during battle.
131. Shell Creeper N ST:20 HP:30 G:50 IL:Scroll Neutralize Fire and Wind attacks.
132. Storm Giant N ST:40 HP:60 G:110+Water Critical hit to Fire.
133. Suiko S ST:20 HP:30 G:0+C LL:Fire Casts Vitality on defense creature at end of battle.
134. Undine N ST:30 HP:30 G:60 IL:Armor In battle HP = Water land owned x 20. Neutralize Water attack.
135. Vision N ST:40 HP:50 G:80 In battle HP=30. Neutralize Wind.
136. Vodyanoi R ST:40 HP:40 G:90+Water+C First Attack. Death if on defense (80%).
137. Wall of Ice N ST:0 HP:40 G: LL:Fire IL:Armor,Scroll Defense. In battle HP+30.
138. Wizard N ST:0 HP:30 G:45 IL:Weapon Support Ability. Scroll critical hit.
139. Yeti R ST:40 HP:40 G:80+Water IL:Scroll Neutralize Fire. Death to Fire creature (60%).
# Creature Rarity
- -------- ------
140. Angostura N ST:20 HP:60 G:80 IL:Weapon,Scroll Defense. Death to creature with 30 MHP or less (80%).
141. Armadillo N ST:20 HP:50 G:40 IL:Scroll In battle, during odd # round HP=60, even # round HP=30.
142. Barometz S ST:0 HP:30 G:20 LL:Fire IL:Weapon,Scroll Defense. T User gains lap # x 30G.
143. Basilisk R ST:30 HP:40 G:50+Earthx2 IL:Armor Death(50%). Land level decreases by 1 after battle.
144. Blynx N ST:20 HP:20 G:40 IL:Scroll Untargetable. Can move to distant vacant land in area.
145. Carbuncle N ST:20 HP:20 G:20 Support Ability. Reflects scroll attacks.
146. Cerberus S ST:20 HP:40 G:50+Earth LL:Wind IL:Scroll Attacks twice in battle.
147. Coati S ST:30 HP:30 G:60 In battle, ST increases by user's placed Earth creatures x 5.
148. Cockatrice S ST:30 HP:40 G:60+Earth IL:Scroll Bonus Attack: Turns opponent into "Stone Wall". Stone Wall (Earth) ST:0 HP:60
149. Dark Elf S ST:40 HP:30 G:70+Earth First Attack. Critical hit to Wind creatures.
150. Dark Master R ST:60 HP:80 G:140+Earthx2+C LL:Wind Boost(Earth HP+10) User loses 100G after battle.
151. Death Gaze R ST:50 HP:30 G:70+Earth LL:Wind Neutralize Scroll. Remove opponent's card from game if destroyed in battle (80%).
152. Dragon Zombie N ST:40 HP:60 G:100 LL:Wind IL:Armor
153. Dryad N ST:20 HP:30 G:60 LL:Wind IL:Weapon Support Ability Can move to vacant Earth land in area.
154. Dwarf N ST:30 HP:50 G:70
155. Gargoyle S ST:30 HP:50 G:90+Earth First Attack. If defending, ST=50.
156. Ghoul S ST:40 HP:30 G:50+C Bonus Attack: Paralysis. If opponent is destroyed, gains Regeneration.
157. Gigantherium R ST:50 HP:60 G:90+Earth IL:Scroll If land has curse effect HP-20.
158. Gnome S ST:20 HP:40 G:60 Toll fee is 1.5x higher.
159. Gooba Queen R ST:10 HP:40 G:30+Earthx2 IL:Weapon T Place Gooba on vacant land. Gooba Earth ST:0 HP:10.
160. Green Mold N ST:10 HP:50 G:45 IL:Weapon,Scroll Defense. Regeneration.
161. Grimalkin S ST:20 HP:30 G:60+Earth Support. Untargetable.
162. Healer S ST:10 HP:40 G:50 Regeneration. T HP+30 to target creature.
163. Huge Spider N ST:30 HP:40 G:70 IL:Scroll Bonus Attack:Paralysis.
164. Hunbaba R ST:50 HP:40 G:80+Earth+C LL:Wind Bonus Attack: Poison. Boost(Wind ST-10).
165. Leshy S ST:30 HP:40 G:50 Defense. Territory increases 1 level at end of battle.
166. Mandrake S ST:10 HP:50 G:55+Earth LL:Wind If Mandrake HP <=20 at end of battle, both creatures are destroyed.
167. Mudman S ST:20 HP:40 G:65 LL:Wind IL:Armor In battle HP increased by user's Earth creatures x 5.
168. Mummy N ST:20 HP:50 G:40 IL:Weapon Defense. If destroyed user gains lap # x 50.
169. Odradek R ST:20 HP:20 G:40 Support. Receives no damage from spells or territory ability.
170. Pan N ST:30 HP:40 G:60 Bonus Attack: Confusion.
171. Quake Beast R ST:50 HP:30 G:40+Earthx2 IL:Armor T Lowers land level of adjacent land by 1 & self-destruct.
172. Raksas R ST:50 HP:30 G:70+Earth If destroyed opposing Cepter loses 30% of most common symbol.
173. Sage R ST:20 HP:30 G:70 Support Ability. Ignore item destroy/capture effect.
174. Spitting Cobra N ST:40 HP:40 G:70 IL:Scroll T Poison to target creature.
175. T'ao T'ieh R ST:40 HP:40 G:70+Earth LL:Wind If opponent destroyed ST+10 MHP+10 (80 maximum each).
176. Tiger Beetle N ST:20 HP:30 G:20 IL:Scroll
177. Trench Worm S ST:40 HP:50 G:90+Earth IL:Armor Penetration to Wind.
178. Troll N ST:40 HP:40 G:70 LL:Fire,Wind Regeneration.
179. Vampire R ST:40 HP:40 G:80+Earth LL:Water,Wind IL:Armor First Attack. Bonus Attack: Adds damage to HP.
180. Wall of Stone N ST:0 HP:60 G:30 LL:Wind IL:Armor,Scroll Defense.
181. Wereboar N ST:20 HP:40 G:80 ST+30 if on offense.
182. Woodfolk N ST:30 HP:30 G:60 IL:Weapon Support Ability.
# Creature Rarity
- -------- ------
183. Archer N ST:20 HP:30 G:40 IL:Weapon T10 damage to target creature.
184. Beelzebub R ST:70 HP:70 G:140+Windx2+C LL:Earth Boost(Wind HP+10). User loses 100G after battle.
185. Centaur S ST:30 HP:40 G:80 First Attack. Used item recycles.
186. Chon Chon S ST:20 HP:30 G:40 If item not used HP+20 and casts "Anti-Element" on defending creature.
187. Cornfolk N ST:30 HP:40 G:70 If destroyed user gains 200G.
188. Dhampir R ST:40 HP:40 G:80+Wind Neutralizes Earth attack. Death to Earth creature (60% chance).
189. Elf S ST:40 HP:30 G:70+Wind First Attack. Critical hit to Earth creature.
190. Giant Bat N ST:20 HP:30 G:20 IL:Scroll
191. Giant Rattler N ST:40 HP:40 G:70 IL:Scroll If item not used, casts "Disease" on defending creature.
192. Gouda R ST:0 HP:40 G:60+Windx2 LL:Earth In battle, HP and ST equal placed Wind creatures x 10.
193. Gremlin S ST: 20 HP:30 G:70 IL:Scroll Destroys opponent's item at start of battle.
194. Griffon N ST:50 HP:50 LL:Earth IL:Scroll
195. Harpy N ST:30 HP:30 G:60 First Attack.
196. Holy Llama N ST:20 HP:40 G:60 IL:Scroll T Cepter's roll becomes 6 & can move to vacant Wind land in area.
197. Hornet N ST:40 HP:30 G:60 IL:Scroll Bonus Attack: Poison.
198. Hurricane N ST:20 HP:50 G:50 LL:Earth IL:Armor,Scroll First Attack.
199. Igneous Fatui R ST:10 HP:30 G:10+Windx2+C LL:Fire,Water Last Attack. Death (80%).
200. Knight N ST:50 HP:40 G:90 Critical hit to creature with 50 MHP or more.
201. Leprechaun R ST:20 HP:20 G:40+Wind+C Gives user's item to opponent(?).
202. Leveller S ST:40 HP:60 G:100+Wind+C IL:Scroll If land not Wind element, land level reduced by 1 after battle.
203. Master Monk N ST:20 HP:30 G:80 First Attack. If Item not used ST+30 HP-30 in battle.
204. Mermecoleo R ST:20 HP:30 G:60 LL:Earth IL:Scroll Last Attack. If destroyed in battle transforms into Dragonfly. Dragonfly Fire ST:30 HP:20.
205. Night Fiend R ST:0 HP:40 G:70+Windx2 LL:Water IL:Weapon,Armor First Attack. In battle ST = land level x 2.
206. Nightmare S ST:30 HP:30 G:50+Wind Penetration.
207. Nike S ST:30 HP:30 G:60+Wind IL:Armor First Attack. Bonus Attack: Paralysis.
208. Nue R ST:40 HP:50 G:80+Wind LL:Earth Boost(offensive creature ST-10).
209. Paladin R ST:50 HP:50 G:90+Wind LL:Earth Critical hit to Neutral. Regeneration.
210. Pegasus N ST:30 HP:20 G:60 First Attack. Untargetable. Neutralize scroll attack.
211. Powder Eater S ST:1 HP:1 G:0 IL:Scroll Increases ST & HP during movement.
212. Pushpull N ST:0 HP:40 G:70 IL:Scroll Attacks twice.
213. Quetzalcoatl S ST:30 HP:50 G:80+Wind IL:Armor Boost(trades First Attack for ST+10)
214. Roadrunner N ST:20 HP:30 G:60 IL:Scroll First Attack. Moves 2 spaces using movement command.
215. Soul Collector R ST:20 HP:30 G:60+C In battle ST increases # of creatures destroyed in match x 5.
216. Spectre N ST:0 HP:30 G:30 In battle ST & HP randomly transforms 10-70.
217. Sphinx R ST:40 HP:50 G:80+Wind+C LL:Earth Bonus Attack: Confusion. Boost(Earth HP-10).
218. Sprite N ST:20 HP:20 G:10 LL:Earth Neutralize attack of creatures with 40 MHP or more.
219. Succubus N ST:40 HP:40 G:50+C LL:Earth Bonus Attack: Opponent's ST = 0.
220. Trample Weed S ST:20 HP:60 G:30+Wind IL:Weapon,Scroll Defense. Cannot change land level.
221. Virus R ST:10 HP:10 G:0+Wind LL:Earth IL:Weapon,Armor,Scroll Boost(All creatures HP-10).
222. Wendigo S ST:30 HP:50 G:70 If item not used casts Fog on defending creature.
223. Wind Imp S ST:20 HP:20 G:10+C T Reduces enemy Cepter's magic by 50% & self-destruct.
224. Witch S ST:20 HP:30 G:50 IL:Weapon T Takes 20 G x # of spell cards in opposing Cepter's hand. Scroll critical hit.
225. Wyvern S ST:40 HP:40 G:80+Wind LL:Earth IL:Armor First Attack. Can move to vacant Wind land in area
# Item Rarity Effect
- ---- ------ ------
226. Air Slasher N Weapon G:10 ST+20. Critical Hit if used by Wind.
227. Amber Ring R Tool G:30 ST+20. Penetration if used by Wind.
228. Aura Blade S Weapon G:40 ST+Value of HP.
229. Bandit's Glove N Tool G: Bonus Attack: Takes damage x2G from opposing Cepter.
230. Battering Ram S Weapon G:30 ST+20. Death to Defense creature.
231. Battle Axe N Weapon G:30 ST+40.
232. Bell of Chaos S Tool G:50 Item card opponent used will be removed from all books and hands. Ignore capture/destroy effects.
233. Bell of Law S Tool G:10 Destroys card with highest cost in opponent's hand. Recycles back to book.
234. Black Orb S Tool G:30 Ignores opponent's neutralize or reflect ability.
235. Boomerang R Weapon G:40 ST+20,HP+10. Recycles back to hand.
236. Buckler N Armor G:30 Neutralize attacks of creatures with 30 ST or less (except scroll attack).
237. Catapult R Weapon G:90 ST+30, HP+30.
238. Chain Mail N Armor G:10 HP+30.
239. Chameleon Armor S Armor G:30 HP=Land level x 20.
240. Changing Salve N Tool G:0 In battle, creature's ST & HP switch.
241. Claw of the Ghoul N Tool G:10 Bonus Attack: Paralysis
242. Claymore R Weapon G:60 ST+50
243. Coin of Piety S Tool G:0 After winning battle, gain 10 symbols of element where battle took place.
244. Counter Amulet R Tool G:100 Reflects attack back to opponent (except scroll attack).
245. Crossbow R Weapon G:70 ST+30 HP+20
246. Dagger of Mite S Weapon G:40 ST+game rank x 20.
247. Death R Scroll G:80 Death to opponent (60%). At end of battle death to user's creature (40%).
248. Diamond Armor R Armor G:60 Last Attack. ST-30 HP+60
249. Dynamite S Tool G:50 ST+60 Creature destroyed after battle
250. Earth Amulet S Tool G:30 ST+10 First Attack. Critical hit if Earth creature uses it.
251. Earth Shield S Armor G:25 Neutralize Earth attack. If Earth creature uses, neutralize all (except scroll).
252. Emerald Ring R Tool G:30 ST+20 If Earth creature uses, Penetration.
253. Fire Amulet S Tool G:30 ST+20 HP+10 Regeneration. If Fire creature uses, critical hit.
254. Fire Bolt N Scroll G:40 ST=30 Critical hit to Water.
255. Fire Shield S Armor G:25 Neutralize Fire attack. If Fire creature uses, neutralize all (except scroll).
256. Flame Tongue N Weapon G:10 ST+20 Critical hit to Water.
257. Freeze N Scroll G:40 ST=30 Critical hit to Fire.
258. Gaseous Form N Tool G:70 ST=0 Neutralize attack (except scroll attack).
259. Gem of Life S Tool G:20 Destroys either creature if they have 20 HP or less at end of battle.
260. Glaive S Weapon G:40 ST+20 HP+20
261. Golden Goose N Tool G:0 Receive HP x 10G is creature is destroyed in battle.
262. Gremlin Amulet N Tool G:70 Destroys opponent's item in battle.
263. Heart Fibula N Tool G:30 ST+20 MHP+20 if opponent is destroyed (80 maximum).
264. Hell Blaze S Scroll G:80 ST=40 Critical hit to creatures with 20 ST or less.
265. Holy Grail R Tool G:80 Neutralize all attacks(except scroll) User loses damage x 2G.
266. Hourglass S Tool G:10 First Attack. Neutralizes opponent's First Attack.
267. Icicle N Weapon G:10 ST+20 Critical hit to Fire.
268. Iksear E Tool G:50 HP increased by Water land owned x 20 Ignores item destroy/capture effect.
269. Knight Shield N Armor G:40 Neutralizes attack from creatures with 40 ST or more (except scroll attack).
270. Kris S Weapon G:50 ST+30 Ignore item destroy/capture.
271. Lance of Odin E Weapon G:80 ST+50 HP+10
272. Leather Armor N Armor G:0 HP+20
273. Long Sword N Weapon G:10 ST+30
274. Luna Stone R Tool G:50 Switch opponent's ST & HP at end of battle.
275. Mace N Weapon G:0 ST+20
276. Magic Shield N Armor G:10 HP+20 Neutralize scroll attack.
277. Magus's Mirror S Armor G:40 HP+20 Reflect scroll attack.
278. Marker Flag R Tool G:30 Invading Cepter can use territory command or fight battle again.
279. Masamune S Weapon G:50 ST+50 HP-10
280. Morning Star N Weapon G:40 ST+30 HP+10
281. Mujina Mask S Tool G:30 HP increased by opponent's hand x 10.
282. Necro Scarab S Tool G:60 If creature is destroyed, transforms into Zombie. Zombie Neutral ST:20 HP:50.
283. Neutral Amulet S Tool G:10 Changes creature to Neutral type. Recycles back to book.
284. Nuclear Fusion R Scroll G:120 ST=50
285. Nunchaku N Weapon G:0 ST+30 HP-10
286. Offering Doll N Tool G:0 Depending on invade/defend, user gains 30% value of element symbol.
287. Petrify Stone S Tool G:50 ST=0 HP=80
288. Phoenix Amulet N Tool G:20 Creature recycles back to hand if destroyed.
289. Plate Mail R Armor G:60 HP+50
290. Power Bracelet R Tool G:30 ST is doubled.
291. Prismatic Wand N Weapon G:80 If element of user's creature is different from opponent's, ST+40 HP+40.
292. Protean Ring R Tool G:0 Transforms into random creature.
293. Rainbow Piece E Tool G:50 Neutralizes scroll effect/curse.
294. Rat Hunter R Tool G:50 Bonus Attack: Transform opponent into Giant Rat. Giant Rat Neutral ST:20 HP:10
295. Ring of the Succubus N Tool G:30 First Attack. Bonus Attack: Opponent's ST = 0.
296. Ring of the Vampire N Tool G:30 First Attack. Bonus Attack: Adds damage to own HP.
297. Rock Biter N Weapon G:10 ST+20 Critical hit to Earth.
298. Ruby Ring R Tool G:30 ST+20 If Fire creature uses, Penetration.
299. Sapphire Ring R Tool G:30 ST+20 If Water creature uses, Penetration.
300. Scale Armor N Armor G:30 HP+40
301. Shadow Armor S Armor G:30 HP+(7-land level)x10.
302. Silver Plow R Tool G:100 Land increases 1 level after battle.
303. Sleep N Scroll G:50 Puts "Sleep" effect on creature.
304. Sling N Weapon G:40 First Attack. ST+10 HP+10.
305. Smoke Torch S Tool G:30 Neutralize scroll and Penetration.
306. Spear N Weapon G:20 ST+20 HP+10
307. Spike Shield S Armor G:60 Reflects 50% damage received to opponent (except scroll attack).
308. Stink Bottle S Tool G:20 Destroys tool items and Support. Recycles back to book.
309. Stone Hail N Scroll G:40 ST=30 Critical hit to Wind.
310. Storm Causer R Weapon G:60 ST+60 HP-30
311. Sword of the Falcon R Weapon G:30 First Attack. ST+20
312. Tearing Halo R Scroll G:80 ST=30 Critical hit to non-Neutral. Ignore item destroy/capture effect.
313. Terrair E Tool G:50 ST increased by # of Wind lands owned x 20. Ignore item destroy/capture effect.
314. The Hand R Tool G:80 Takes opponent's item in battle.
315. Tower Shield N Armor G:40 Reduce damage by 50% (except scroll)
316. Trapezon S Tool G:20 Transforms creature into Ba=Al. Ba=Al Fire ST:50 HP:50.
317. Trident R Weapon G:70 ST+40 HP+10
318. Venom S Tool G:20 Deals 50% HP damage after battle.
319. Vestment S Armor G:50 HP+30 Ignore item destroy/capture.
320. Vorpal Sword R Weapon G:40 ST+30 Critical hit to creatures with 40 MHP or more.
321. Water Amulet S Tool G:30 ST+30 Critical hit if Water uses.
322. Water Shield S Armor G:25 Neutralize Water attack. If Water creature uses, neutralize all (except scroll).
323. Wind Amulet S Tool G:30 ST+10 HP+10 Critical hit if Wind uses MHP+10 if opponent destroyed (80 maximum).
324. Wind Cutter N Scroll G:40 Critical hit to Earth.
325. Wind Shield S Armor G:25 Neutralize Wind attack. If Wind creature uses, neutralize all (except scroll).
326. Winged Boots N Tool G:10 First Attack. Recycles back to book.
# Spell Rarity Effect
- ----- ------ ------
327. Acid Rain N Multi G:70 30 dam to all defense creatures.
328. Anti-Element S Curse G:60 Nulls land effect bonus for creature.
329. Anti-Magic N Curse G:50 Neutralize spell or curse.
330. Aports N Multi G:60 Calls all Cepters on land matching user's land to user's land.
331. Aurora S Multi G:50 Value of all symbols increases 20%.
332. Avalanche R Multi G:150 Deals 30 damage to all creatures on level 5 territories.
333. Babble S Curse G:30 For 3 rounds, target Cepter cannot use Prophet or Temple. Recycles back to book.
334. Backward N Curse G:20 Target Cepter moves backward on next die.
335. Banishing Ray S Single G:70 Destroy target Neutral creature.
336. Barricade S Curse G:10 For next 3 rounds, user receives 30% more in toll fees.
337. Barrier N Curse G:30 For next 5 rounds target Cepter is untargetable except for "Dispel".
338. Bind N Curse G:60 Target Cepter cannot move for one round.
339. Binding Mist N Curse G:30 Casts "Paralysis" on target creature.
340. Bistair E Single G:80 Target creature receives Fire land owned x 10 damage.
341. Black Out S Curse G:40 Target Cepter cannot take toll fees for two rounds.
342. Camouflage S Curse G:40 Target creature gains land effect.
342. Catastrophe R Multi G:300+C 50% MHP damage to all creatures.
344. Changeling R Single G:100 Changes two cards in target Cepter's book to Goblin. Goblin Neutral ST:20 HP:30.
345. Chaos Panic S Multi G:90 Reverse all Cepter's directions.
346. Chariot N Single G:50 Moves user's creature two spaces. Recycles back to book.
347. Corruption R Single G:90 Target Cepter loses # of symbols owned x 10G.
348. Cramp S Multi G:60 All creatures ST-20 in target area.
349. Cure N Single G:10 Fully restores HP of target creature.
350. Death Cloud S Multi G:80 20 damage to all Wind creatures.
351. Demonic Trade R Multi G:200+C All user's creatures change to Goblin. User gains # of placed Goblin x 100 G.
352. Desert Storm R Multi-Curse G:80 Cannot change land levels in target area for two rounds.
353. Despair S Curse G:70 Target Cepter discards drawn cards for two rounds.
354. Dimension Door N Single G:20 Target Cepter transported to random location. User forfeits die roll this round.
355. Disbelief R Multi G:90 All Cepters lose # of their symbols x5G.
356. Disease N Curse G:40 In battle, ST-20 HP-20.
357. Dispel Magic N Single G:10 Remove curse from target Cepter.
358. Drain Magic S Single G:80 Caster gains 30% of target Cepter's G.
359. Dream Terrain N Curse G:40 User gains 50% of other Cepter's tolls until Castle is reached.
360. Drought S Curse G:50 Target land cannot change land level.
361. Dullness N Curse G:30 Cannot use offense/defense Items in target territory.
362. Earth Shaker R Multi G:300+C All lands decreased one level.
363. Echo S Single G:80 User's G becomes equal to 50% of target.
364. Eclipse S Single G:60 Takes 20 symbols of most common element from target Cepter. Target Cepter gains # of lost symbols x 10 G.
365. Elemental Rage S Multi G:80 All creatures with mismatched elements lose 50% HP.
366. Erasure E Multi G:50 Removes all curses from all Cepters and creatures.
367. Escape N Single G:20 User goes to nearest vacant land. User forfeits die roll this round.
368. Evil Blast R Single G:120 30 damage to target creature.
369. Exile S Single G:100 Return creature with curse to hand.
370. Exorcism S Multi G:60 Removes curse from all creatures in area. Affected creatures MHP+10.
371. Fairy Light N Curse G:60 Cepter gains hand x 10 G every turn until Castle is reached.
372. Feast N Multi G:20 All Cepters gain # of territory owned x50G
373. Find S Single G:40 User draws 1 card. Recycles back to book.
374. Fire Explosion S Multi G:80 20 damage to all Water creatures.
375. Fly N Single G:20 User moves sum of two dice.
376. Fog N Curse G:50 Toll fee of territory is halved.
377. Foresight N Single G:40 Look at six cards from Book and add one of them to your hand.
378. Forest Leap R Single G:20 Cepter moves to nearby Earth land. User forfeits die roll this round.
379. Goblin's Lair R Single G:10+C Positions Goblin if user is on vacant land. Recycles back to book. Goblin NeutralST:20HP:30
380. Grace N Single G:30 User gains 15% in G that target Cepter has in Symbols.
381. Gravity S Multi-Curse G:50 All Cepter's die roll is 1.
382. Greed N Curse G:20 Toll fee increases 1.5x. In battle, HP-10.
383. Growth Body N Single G:20 Target creature's MHP+10.
384. Haste N Curse G:50 Target Cepter's die is 6-8 for two rounds.
385. Haunt R Curse G:70 Target Cepter is controlled by the computer for two rounds.
386. Holy Word 0 S Curse G:30 Target Cepter's die roll is 0.
387. Holy Word 1 N Curse G:20 Target Cepter's die roll is 1.
388. Holy Word 2 N Curse G:10 Target Cepter's die roll is 2.
389. Holy Word 3 N Curse G:10 Target Cepter's die roll is 3.
390. Holy Word 6 N Curse G:10 Target Cepter's die roll is 6.
391. Holy Word X N Curse G:30 Target Cepter's die roll is 10.
392. Ice Storm S Multi G:80 20 damage to all Fire creatures.
393. Incineration R Multi G:10 User gains total # of destroyed creatures in match x 20 G.
394. Influence S Single G:80 Transform target land into element which caster owns most of.
395. Insect Swarm S Multi G:80 20 damage to all creatures in area.
396. Invisibility R Curse G:60 Territory cannot be targeted except for Remove Curse. Effect ends if user casts a spell.
397. Judgment R Single G:100 Target Cepter (66%) or casting Cepter (33%) loses 80% of their G total.
398. Lake Leap R Single G:20 Cepter moves to nearby Water land. User forfeits die roll this round.
399. Land Protection N Curse G:70 Target creature cannot be targeted except for Remove Curse.
400. Land Transfer S Single G:20 Abandon target territory and gain its value in G. Recycles back to book.
401. Life Force R Curse G:70+C For three rounds target Cepter can use creatures or items for half cost, but cannot cast spells.
402. Life Stream S Multi G:50 Fully restores HP to user's creatures.
403. Locust S Single G:80 Target territory loses one level.
404. Magic Bolt N Single G:50 20 damage to target creature.
405. Magic Fountain N Curse G:20 First Cepter to reach target territory gains 400 G.
406. Manna N Single G:0 Cepter gains lap # x 50 G.
407. Mass Growth R Multi G:30 All creature's MHP+5.
408. Mass Phantasm R Multi-Curse G:100 Casts Phantasm on all creatures in area.
409. Mesmerize R Single G:100+C Choose and use one card from target Cepter's hand except Mesmerize.
410. Meteor R Single G:200+C Target territory becomes level 1.
411. Mind Seeker R Single G:20 Choose one of six cards from target Cepter's book (without looking) and destroy it.
412. Mine N Curse G:10 First Cepter to land on target territory loses 50% of their total G (can be used on any land).
413. Mistletoe S Curse G:20 For two rounds User gains 50 G each time any Cepter rolls 5-7.
414. Mountain Leap R Single G:20 Cepter moves to nearby Fire land. User forfeits die roll this turn.
415. Mutation S Curse G:40 Target creature gains "Poison" & MHP+20.
416. Pain N Single G:20 Target Cepter loses 100G.
417. Parasite S Curse G:50 Owner of target creature loses 100G at the end of battle.
418. Peace S Curse G:70 Target territory cannot be invaded. Toll fee is reduced to 0.
419. Permission S Single G:80 All Forts become passed for Cepter.
420. Phantasm S Curse G;30 Creature cannot receive/regain damage from spells or territory abilities.
421. Plague S Multi-Curse G:100 Gives "Poison" to all creatures in area.
422. Plain Leap R Single G:20 Cepter moves to nearby Wind land. User forfeits die roll this round.
423. Pressure N Multi G:70 Lower all symbol values 30%.
424. Prophecy R Single G:40 Take a chosen card type from book.
425. Punisher R Multi G:100 20 damage to all creatures with curses.
426. Quicksand R Curse G:100 Stops all passing Cepters for two rounds.
427. Quintessence R Single G:60 Turns land into multi-element type.
428. Raise Dead S Single G:30 Adds most recently destroyed creature to Cepter's hand. Recycles back to book.
429. Ray of Law S Multi G:80 Destroys cards costing 100G or more.
430. Regeneration N Curse G:40 In battle, Regeneration and HP+20.
431. Reincarnation S Single G:50 Discard hand and draw cards equal to number discarded.
432. Reinforce S Multi G:60 All creatures ST+20 in target area.
433. Relief N Single G:30 Exchange two of user's creatures from their territories. Recycles back to book.
434. Remove Curse N Single G:10 Remove curse from target creature.
435. Replace R Single G:120 Exchange target creature with selected creature from hand.
436. Revelation S Curse G:50 For next two rounds Cepter can use territory command on all territories.
437. Revival N Single G:70+C Return target Cepter's book to the way it was at round 1.
438. Ruin R Single G:80 Destroy all spell cards in caster's and target Cepter's hands.
439. Rust S Single G:80+C Destroy all item cards in target Cepter's hand.
440. Scourge S Multi G:80 Decreases G 30% for all cursed Cepters.
441. Sculpture R Multi G:150+C All creatures with 30 MHP or less become Statues. Statue Neutral ST:0 HP:50.
442. Selenear E Single G:50 User gains # of Earth land owned x100G.
443. Senility R Curse G:100 Target creature destroyed at end of battle.
444. Shatter N Single G:20 Destroy non-creature card from target Cepter's hand.
445. Shine R Curse G:150 Increase value of all symbols 50% for two rounds.
446. Shrink N Single G:30 Target creature's MHP-10.
447. Silence S Curse G:70 Target Cepter cannot summon creatures for two rounds.
448. Simulacrum R Curse G:40 Neutralizes one attack (except scroll). User loses damage x 3 G.
449. Sink R Single G:150 Transform territory to Water.
450. Slow N Curse G:20 Target Cepter's die roll is 1-3 for two turns.
451. Soltis E Single G:80 Choose and regain one of the seven elements.
452. Sonic Wave S Multi G:70 20 damage to all creatures with First Attack.
453. Soul Hunt S Curse G:10 When target creature is destroyed by spells or territory ability, owner gains HP x 5G.
454. Soul Steal R Curse G:10 For three rounds, caster gains # of creatures destroyed in match x 50G.
455. Spartoi N Single G:40+C Summons Skeleton to random vacant land. Skeleton Neutral ST:30 HP:40.
456. Spirit Walk S Curse G:20 Target creature can move to vacant land in area.
457. Squeeze S Single G:50 Destroy one of target Cepter's hand cards. Card owner gains 150G.
458. Subsidence S Single G:120 Target Cepter's highest territory level is lowered by 1.
459. Suppression R Single G:100 Target card is removed from all hands and books.
460. Telegnosis N Curse G:60 User can use territory command on all territories. Recycles back to book.
461. Telekinesis R Single G:100 Moves target creature one space.
462. Teleport N Single G:10 Sends target Cepter to land behind Fort or Temple. User forfeits die roll this round.
463. Temperance S Single G:70 Target creature's MHP=30.
464. Tempest R Multi G:200+C 20 damage to all creatures.
465. Thorn Fetter N Curse G:50 Creature cannot move. HP-20 at end of battle.
466. Thunder Storm S Multi G:80 20 damage to all Earth creatures.
467. Torture N Curse G:50 Target Cepter loses # of spell cards in hand x 20 G every round until Castle is reached.
468. Triumph N Curse G:20 User's next lap bonus increases 1.5x. Effect ends when Castle is reached.
469. Turn to the Wall S Single G:80 Target creature becomes defense creature.
470. Upheaval R Single G:150 Transform territory to Fire.
471. Vitality N Curse G:40 In battle, ST+20 HP+20.
472. Vortex S Curse G:40 Effects/abilities cannot be used in target territory.
473. Waste S Curse G:70 Target Cepter pays double cost to summon creatures until Castle is reached.
474. Weakness N Single G:10 ST=0 permanently.
475. Weathering R Single G:150 Transforms territory to Wind.
476. Wild Growth R Single G:150 Transforms territory to Earth.
477. Wind of Hope N Single G:40 Draw two cards.
478. Wing N Curse G:40 Target creature gains First Attack & ST+20
479. Wizard Eye N Single G:0 Look at six cards from target Cepter's book. Recycles back to hand.
480. Word of Recall R Single G:80+C Target Cepter sent to Castle. User forfeits die roll this round.
# Name Rarity
- -------- ------
481. Astral Queen E Neutral ST:30 HP:40 G:70+C T All creatures "Camouflage" status. HP + Neutral creatures placed x5.
482. Leoknight E Neutral ST:0 HP:40 G:100 IL:Scroll In battle ST=opponent's land x 10, HP=user's land x 10.
483. Tetramorph E Neutral ST:30 HP:50 G:80+C Def. Boost (Off. Creature HP -20). T 50 dam to creature with land mismatch.
484. Dragon Helm E Tool G:70 Critical hit to Fire, Wind. Neutralize Water, Earth attack. Ignore capture/destroy.
485. Talisman E Tool G:100 Destroy opponent's item at start. Neutralize attack (except Scroll). "Land Protect" on defending creature.
486. Darkcraft E Spell G:70 Cepter with most Symbols loses 30% of most owned Symbols.
487. Energy Flash E Spell G:100+C Destroys all creatures on level 1 lands.
488. Lightcraft E Spell G:50 All Cepter's Books return to start status. Discard hands and draw five new cards.
489. Polymorph E Spell G:80+C Random transform of target creature.
After every battle you receive a random piece of artwork you can view in the gallery. Clearing the game allows you to view the various in game movies as well. In addition, several new movies may appear if you fulfill certain conditions, such as collecting all cards of a certain type.
1. Support Ability
2. Territory Ability
3. Global Ability
4. Gods Of Soltaria
5. Card Excavation
6. Gem March
7. Help For Cepter
8. Book Edit
9. Coliseum Tournament
10. Fard Tribe
12. The World Of Culdra Universe
13. Creature Summon
14. Knight Of Armor
15. Creature Battle
18. Undead Army
19. Effect Land
20. Culdra Looking Down At The World
21. Geminigh's Omen
22. The Rule Of Geminigh
23. To Soltaria
24. The Winner's Shrine
25. Dragon Summon
26. First Attack
27. Machine Army
28. Gremlins And Items
29. Warriors Of Flame
30. Storm Causer
Medals are unlocked when you fulfill certain conditions in the game, such as collecting certain cards or winning a battle in a particular way. Some of the requirements range from simple to almost impossible. Unlocking medals gives you access to additional maps in versus mode and Extra cards unavailable in Story mode.
# Medal - Requirement
- ----- -----------
1. Performer of the Mission - Complete Story mode.
2. Supreme Ruler of the World - Collect over 500 cards.
3. Supreme Ruler of the Universe - Collect over 1000 cards.
4. Scholar of Monsters - Collect all creature cards. (Excluding E cards)
5. Scholar of Artifacts - Collect all item cards. (Excluding E cards)
6. Scholar of Sorcery - Collect all spell cards.
7. Two-Headed Attacker - Victory in a two on one match.
8. Solitary Swordsman - Victory in a three on one match.
9. Proof of Friendship - Win an alliance victory at Malthessburg. (Ally cannot be denied toll)
10. Death Bearer - Victory by Sudden Death.
11. Proof of Knighthood - Win versus Zeneth with a difference of more than 5000 G between totals.
12. Repeated Victory - Over 50 wins in Story mode.
13. Victors Among - Victors Over 100 wins in Story mode.
14. Roaring Flame - Victory with over 90,000G.
15. Cosmic Mystery - Set all Idols on map.
16. Loser Among Losers - Lose at Malthessburg with less than 100G. (Except on Sudden Death)
17. Stars of the Ascetics Victory using Book without creatures.
18. Destroyer of Articles - Victory with 10,000 G in tolls collected without any items in Book.
19. Denier of Spells - Victory using Book without spells.
20. Stone of the One and Only - Victory without duplicate cards in Book.
21. Soul of the Alchemist - Victory with only Neutral creatures in Book.
22. Destroyer of the Land - Quake Beast lowers the level of more than four lands at once.
23. Dragon Slayer - Defeat the Dragon with the Powder Eater.
24. Mechanical Duke - Play more than three Bundle gears.
25. Exiler of Existence - Make opponent's Book have less than 40 cards using Death Gaze.
26. Protector of the Earth - Fill the map with Gooba.
27. Wind Rider - Fill the map with Powder Eater.
28. Chief of the Commoners - Victory with only N cards in Book totaling over 10,000 G in cost.
29. Chief of the Extraordinaire - Victory with only S cards in Book totaling over 10,000 G in cost.
30. Chief of the Rare Tribe - Victory with only R cards in Book totaling over 10,000 G in cost.
31. King of the Wasteland - Victory with all lands at level one.
32. Emperor of the Desert - Victory with no Symbols or lands.
33. Unifier - Victory with opponent controlling no land. (Except in Sudden Death)
34. Fortune Bearer - Victory with building a chain of 10 territories consecutively.
35. Administrator of Fertility - Raise one territory to level 5.
36. Avaricious Smile - Gain more than 3,000 G in a single toll.
37. Explorer of the Swamps - Lose more than 3,000 G via tolls.
38. Lucky Scale - Take more than 20 tolls in a match.
39. Ominous Fang - Pay more than 20 tolls in a match.
40. Voice of the Sandman - Victory without paying toll.
41. Wings of Swiftness - Victory before round 20.
42. Denizen of the Sanctuary - Gain over 3,000 G in Symbols without a temple.
43. Merciless Breath - Dry out enemy via toll fee.
44. Shadow of the Pauper - Depleted magic via tolls.
45. Scythe of Insanity - Take opponent's lands more than 20 times in a match.
46. Solid Defense - Protect land more than 20 times in a match.
47. Roar of the Butcher - Destroy over 10 creatures at once.
48. Time Tramper - Roll 1 three consecutive times without using magic.
49. The Infinite Sword - Make a creature's ST over 200 in battle.
50. The Infinite Shield - Make a creature's HP over 200 in battle.
- For the most part you'll want to have at least half your Book comprised of creatures, if not higher. While it is possible to win with less than 50% creatures in the Book, chances are that you won't be able to do so early in the game when your cards are fairly weak.
- Ideally a Book should have a balance of creatures, items, and spells, but sometimes you may want to forgo spells in favor of items, or vice versa, depending on the situation.
- An ideal distribution of creatures should include types from all four elements, but you'll notice that later in the game several opponents might focus on three, two, or even a single element. Neutral creatures can be helpful in filling out the rest of your roster if you're a few creature cards short.
- Keep in mind the costs of the cards in your Book. Having expensive creatures and spells may work well on a small map, but on a large map it will leave you dangerously low on magic.
- Cheap creatures and items have the advantage of being able to deploy creatures and items at will, allowing you greater control of the board in the early game. In the late game this proves to be a deficit, as more expensive creatures at this point often overpower cheap creatures.
- Expensive creatures and items have the obvious advantage of being quite effective in the late game, at the cost of increased vulnerability in the early game.
- Early in the game Mace and Long Sword will be your primary offensive weapons. Later you'll want to upgrade to Battle Axe and Morning Star. Late game weapons are the Claymore and Masamune. Spear, Glaive, Crossbow, and Catapult give a HP bonus as well as ST, which can come in handy when you need to prevent a bit of damage and don't have any armor handy. The Mace and Nunchaku can be played for free, making them handy weapons indeed.
- Later in the game you may obtain several ring items (Amber Ring, Emerald Ring, Ruby Ring, Sapphire Ring). When used by a creature of the matching type (Wind, Earth, Fire, and Water respectively), these rings give the Penetrate ability, which allows them to totally ignore any defensive bonuses due to the level of the land. If your Book is running heavy on a certain creature type, it might be good to include some of these items.
- Early in the game Leather Armor and Chain Armor will be your primary defensive items. Scale Armor, Plate Armor, and Diamond Armor provide a great deal of protection late in the game. The more powerful defensive items include Gaseous Cloud, Necro Scarab, and Petrify Stone.
- If you need to get somewhere in a hurry, Fly and Holy Word 6 will certainly help speed things along. Later on you'll want to replace them with Haste or Holy Word X for even faster movement.
- Need a little more G? Manna works wonders on some of the later boards. Squeeze is good for when you need a little boost. Echo and Drain Magic work wonders on some of the harder opponents, since they'll usually have far more magic than you most of the time.
- Want to delay the opposition? Slow, Bind, and Holy Word 0 can seriously hamper their movement. If you want to delay them even more, try Despair or Silence. Despair gives you a two-card advantage over your opponent, and Silence will certainly put a damper on their plans for expansion.
[During Your Turn]
- Keep in mind what you have in your hand before you roll the dice. This is important when you reach a branch in the path and have the opportunity to attack your choice of the opponent's creatures. Sometimes you'll forget that the creature that you intended to attack the opponent with is defensive, has a land limit, or has an attack that gets neutralized by the defender. Early on this isn't as important when the toll fees are small, but when the tolls start to skyrocket, you need to be absolutely sure of what your creatures can and cannot do.
- If you're unsure of what cards you have in your hand during movement, you can press the R1 button to review your cards. Thanks go to Tim Bolin for that tip.
- Try to match elements with creatures and lands. The +10 HP defensive bonus can make a big difference between holding onto the land and losing it. If you don't have matching creatures, try to summon defensive creatures since they'll be more likely to survive long enough for you to exchange them on the next pass.
- Be aware of support bonuses when you invade, as this can allow even weak creatures to take land away from your opponent. Be careful, as the same applies to you as well.
[During the Opponent's Turns]
- Get to know which cards your opponents are playing and be able to recognize them on sight. When an opponent draws a card, you will be able to see their hand for a split second. If you know what your opponent can and cannot do, it will make life a lot easier down the road. For example, if you see your opponent draw Leather Armor (+20 HP), you should take that into consideration that HP addition before you decide to attack.
[Basic AI Behavior]
- The computer AI will almost always play a creature on an unoccupied land if it matches the land element. It will also attempt to exchange creatures to match the element whenever possible.
- The computer knows that it can remove curses by playing another curse on itself, and will often do so. For example, if you cast Holy Word 1 on the computer to make it land on your high toll square, it might counter with Fly, Haste, or even Slow on itself.
- With the possible exception of Zagol, the computer will usually not attack you unless it is sure it can defeat you, with or without an item.
- The computer is more likely to use items to defend territory guarded by a matching creature than it would a mismatching creature (see below).
- The computer will almost certainly use an item if doing so can prevent you from stealing a land. Note that the computer only considers the base ST of your creature only. It doesn't take into consideration that you might have a ST boosting item in your hand. For example, if you decide to attack a Fighter (40 ST/40 HP) with a Knight (50 ST/40 HP) and the computer has Leather Armor (+20 HP) and you have a Mace (+20 ST), the computer will use the Leather Armor thinking that the Fighter will have 10 HP left, not knowing that you plan to use the Mace to neutralize the HP bonus of the Leather Armor.
Q: Why was my Cait Sith was destroyed even though the opponent's ST was 40+?
A: Whenever a creature card mentions ST, it is referring to the creature's base ST before modifiers. This means that a Skeleton with a Mace can still destroy a Cait Sith, even if its ST becomes 50, since its base ST is still 30.
Q: Why didn't my creature's Bonus Attack activate?
A: A Bonus Attack only activates if the creatures get a chance to attack. For example, if a creature gets destroyed first due to the opponent's First Attack, its Bonus Attack will not activate. If the creature attacks first and gains First Attack, then its Bonus Attack will activate.
Q: How does Boost work?
A: Whenever a creature occupies a territory, if it matches the condition of the Boost it will receive the bonus. For example, if a Dark Master is in play (Boost: Earth HP+10), then all Earth creatures on the map gain +10 HP. This Boost applies to all creatures on the map, regardless of controller. Note that this Boost does not apply to attacking creatures. Also if the Boost creature leaves play, the Boost effect does as well. You cannot receive multiple Boost effects from copies of the same creature. Boost does not affect the creature itself.
Q: How does Poison work?
A: After both creatures in battle have attacked, the poisoned creature receives a random amount of damage. If the creature survives, the poison effect remains, and the creature will receive poison damage at the end of each subsequent battle that takes place on the territory.
Q: How many cards are there in the entire set?
A: There are 480 cards in the original set. There are 9 additional cards not included in the set that can be obtained by earning medals during the game.
Q: What is the maximum number of cards you can have of each type?
A: You can have a maximum of 99 cards of each type, with the exception of Extra cards.
Q: Where are all the Extra cards in Story mode?
A: The ones I've found so far are as follows:
Rainbow Shard: Defeat Pickett at Rabbid.
Erasure: Defeat Aldha at Durhan.
Lance of Odin: Win the tournament at Cratos.
Sanctum Guard: Defeat Whirlwind a second time at Kazatega.
Q: How come I can't get another Rainbow Shard/Erasure/Lance of Odin/etc. when I replay Story mode?
A: You can only have one of each Extra card in your collection. Even if you win the card again you will still only have one in your stock.
Q: Where do I find the Bundle gear card?
A: You can't obtain a Bundle gear card. You can only summon it using the Battle Gear Alpha and Battle Gear Beta cards. Using Battle Gear Alpha as an item on Battle Gear Beta, or vice versa, forms the Bundle gear.
Bundle gear Neutral ST:60 HP:70 G:250 IL:Scroll Neutralize scroll attack. Untargetable.
Q: How do I obtain the Extra cards that weren't included in the original set?
A: You need to unlock these by collecting medals.
Astral Queen 25
Dragon Helm 25
Energy Flash 40
Q: How do I challenge Zeneth?
A: Zeneth will challenge you at Dunnan after the tournament in Cratos.
Q: How do I challenge Najaran?
A: Najaran will appear at Dunnan when you defeat Zeneth three times. You can only challenge him once before he leaves for his home world.
Q: I noticed I'm still missing some movies in the gallery. How do I get these?
A: You can unlock additional movies by collecting all the cards of a certain type. Not only does this play a new movie, but earns you an exclusive Extra card as well. Here's a list of them:
Bistair - Collect all Fire creatures.
Iksear - Collect all Water creatures.
Selenear - Collect all Earth creatures.
Terrair - Collect all Wind creatures.
Soltis - Collect all 480 cards.
Special thanks go to the following:
- NEC for bringing Culdcept to the States.
- Omiya Soft for developing this game.
Tim Bolin: Provided the R1 trick to look at your hand during movement.
Copyright 2003 Brian Nii
Last Updated on Wednesday, 15 May 2013 12:48