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Creatures - Air

This list draws its information directly from the English release of Culdcept Revolt. Some info has been updated to add clarity and/or to correct errors. If you spot an error we've missed, please let us know!

If you're looking for a sortable and filterable offline list, you can download Whooh05's spreadsheet here.

Click a card to view it full size. Click on Flavor, Explanation and Advice for a card to show or hide the extra text.

Air Air Creatures


Aero Duchess Rare Air
ST:50 HP:50 MHP:50 G:60+AirAir
Attacks First / Scroll Critical Hit / Secret Art (50G): HP&MHP-10 to target enemy creature.
Flavor

A messenger of the Wind God. In the Wind God's absence, she acts as a surrogate and gives power to the spirits of wind.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Secret Art = Used as a Spell in the Spell Phase Changes to MHP last until the creature reverts to a card.

Advice

A heavyweight creature with top-tier ability values and abilities. You can use its Secret Art to soften up formidable enemies from afar.


Blitz Raven Normal Air
ST:30 HP:20 MHP:20 G:30
Item Limit: Cannot use Scrolls
Attacks First
Flavor

A huge raven charged with lightning. It flies in a thundercloud and attacks faster than the eye can see.

Explanation

Attacks First = Attacks first in a battle, even when defending.

Advice

Has Attacks First, the signature ability of the air element. This allows your defenders to get the first strike in a battle.


Breeze Spirit Strange Air
ST:20 HP:30 MHP:30 G:50
Land Limit: Cannot be placed on Fire
Can move to any vacant Water or Air land.
Flavor

A soft spirit made of a summer's breeze. It drifts on the wind and can slip past enemies and fly far and free.

Advice

A creature that can move to faraway empty lands. Useful at the start of a match when there are plenty of lands available.


Caladrius Normal Air
ST:30 HP:30 MHP:30 G:60
Item Limit: Cannot use Scrolls
Attacks First / Secret Art (40G): Adds "Ability +20" Enchant to target creature.
Flavor

A sacred white bird. The light that falls from its shining wings can revive the weak.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Secret Art = Used as a Spell in the Spell Phase.
Ability +20 Enchant = In Battle: ST & HP +20.

Advice

Has a Secret Art that increases your creatures' ST and HP. It's not flashy, but if used well, it can be the support a low-cost book needs.


Centaur Normal Air
ST:30 HP:40 MHP:40 G:80
Attacks First / Battle End: Recycles equipped items to user's book.
Flavor

Half-human and half-horse. An intellectual and dexterous race, they are very good at using tools and take very good care of their equipment.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Recycles = After it is used, the card returns to the user's hand or book (depending on the card).

Advice

A creature with fairly good ability values and the Attacks First ability. Since it sends used items back to your book, it's very efficient.


Cloud Gizmo Strange Air
ST:10 HP:30 MHP:30 G:30
Secret Art (20G): User chooses a card from target Cepter's hand and destroys it. Target Cepter draws a new card.
Flavor

A mischievous cloud fairy that swaps out cards in Cepters hands without them noticing. It thinks it's just a prank, but that's no excuse.

Explanation

Secret Art = Used as a Spell in the Spell Phase.

Advice

This creature's Secret Art can be used both for getting rid of an opponent's important card or a useless card from your own hand.


Cornfolk Normal Air
ST:30 HP:40 MHP:40 G:70
If destroyed in combat or by a spell, user gains 200G.
Flavor

A corn man. When it's defeated, the kernels on its body explode. Reportedly, they're delicious and make fine popcorn.

Advice

Even when this creature is defeated, it leaves behind magic, so plant as many as you like all over the field.


Cu Sith Strange Air
ST:40 HP:30 MHP:30 G:70
Synergy: Water (ST+10, HP+20) / Anti-Spell
Flavor

A hero in the form of a dog. While it's usually calm and follows orders, it becomes excited when near water, as it loves to swim.

Explanation

Synergy = ST and/or HP are increased when a creature of a certain element is in play.
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.

Advice

Its Synergy ability is fairly easy to fulfill and gives it good ability values. On top of that, its Anti-Spell ability makes it immune to spells that target it.


Devastator Strange Air
ST:50 HP:40 MHP:40 G:80+Air
Battle End: Lowers level of battle territory by 1 when invading.
Flavor

A living stone machine said to have been made by an ancient civilization. It crushes the land itself beneath its massive feet.

Advice

Even if your invasion isn't successful, lowering the enemy's land level is useful. However, it needs to stay alive to do so, so give it armor.


Dhampir Strange Air
ST:40 HP:40 MHP:40 G:60+Air
Instant Death: 60% against Earth creatures. / Neutralizes: Earth
Flavor

A group of half-blood Vampire hunters. The Vampire blood in their veins rejects the power of the earth, and their Saint blood lets them slay twisted fiends.

Explanation

Instant Death = Defeat the opponent regardless of remaining HP.
Neutralizes = Does not receive damage from opponent during battle.

Advice

This creature holds total power over earth element creatures. Be sure to include it when you know your enemy has an earth-heavy book.


Dune Titan Strange Air
ST:50 HP:60 MHP:60 G:75
Item Limit: Cannot use Armor
When Terrain Change or Land Level Up are used on the territory this creature is on, MHP-10 (to a minimum of 10).
Flavor

A titan born from a sand dune. Its body of sand collapses easily, so the more it moves, the smaller it gets.

Explanation

Changes to MHP last until the creature reverts to a card.

Advice

It has great ability values, but since it becomes more fragile as Territory Commands are used, you should swap it in to a land that's already leveled up.


Elven Archer Strange Air
ST:40 HP:40 MHP:40 G:70+Air
Attacks First / Secret Art (20G): HP-10 to target enemy creature.
Flavor

A beautiful elf who specializes in the bow. She can move swiftly and is skilled enough to hit 100 bull's-eyes in a row.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Secret Art = Used as a Spell in the Spell Phase.

Advice

A well-rounded creature that has average ability values and a Secret Art that lets you damage enemy creatures from a distance.


Enchantress Strange Air
ST:10 HP:20 MHP:20 G:30
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use Weapons Cannot use Armor
Scroll Critical Hit / If hit with a Enchant Spell, it will add that Enchant to all its ally creatures, then become Fatigued.
Flavor

A witch doctor who has mastered the art of spreading charms and hexes and can give her allies any magic she has on herself.

Explanation

Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.

Advice

Lets you spread single target enchantments to all your creatures. However, your enemies can also use it to spread harmful enchantments.


Garuda Rare Air
ST:0 HP:40 MHP:40 G:40+AirAir
Land Limit: Cannot be placed on Earth
In Battle: ST & HP= (Number of Air creatures in play x10).
Flavor

A messenger of the wind god. Its power is tied closely to that of the wind itself.

Advice

Its performance improves as the amount of air creatures in play increases. It's safe to say this creature will be the star of any air book.


Great Nimbus Normal Air
ST:30 HP:60 MHP:60 G:100
Item Limit: Cannot use Armor
Vigorous
Flavor

A giant Cumulonimbus King who rolls through the sky. His body is durable and does not know fatigue.

Explanation

Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.

Advice

Because this creature cannot be Fatigued, you can continually have it use Territory Commands.


Gremlin Strange Air
ST:20 HP:30 MHP:30 G:60
Item Limit: Cannot use Scrolls
Battle Start: Destroys opponent's item.
Flavor

A little demon that loves to work its mischief on items and make them stop working.

Advice

This creature can ensure that your opponent is unable to use items, leaving you to attack them however you please.


Griffon Normal Air
ST:50 HP:50 MHP:50 G:80
Land Limit: Cannot be placed on Earth
Item Limit: Cannot use Scrolls
Flavor

A noble beast with the upper body of an eagle and the lower body of a lion. It has power that rivals even dragons.

Advice

Has high ability values and can be useful for invasions, but be aware of its high cost and its land restriction.


Holy Llama Strange Air
ST:20 HP:40 MHP:40 G:60
Item Limit: Cannot use Scrolls
Secret Art (50G): Adds "Dice 6" Enchant to user.
Flavor

A llama with great wisdom and nobility. It spends its life trying to help people who are suffering from great burdens.

Explanation

Secret Art = Used as a Spell in the Spell Phase.
Dice 6 Enchant = Causes the next dice roll to be a 6.

Advice

Its Secret Art makes your next die roll a 6, so it's good for both landing on specific lands and avoiding enemy territories.


Kirin Rare Air
ST:20 HP:40 MHP:40 G:80
Attacks First / Synergy: Water (ST & HP+20)
Flavor

A holy beast that appears before people to deliver good omens. Its power awakens in the presence of water energy.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Synergy = ST and/or HP are increased when a creature of a certain element is in play.

Advice

With its Attacks First ability and the increased ability values from Synergy, it can become a powerful defender.


Knight Normal Air
ST:50 HP:40 MHP:40 G:90
Critical Hit: Creatures with MHP of 50 or greater.
Flavor

An armored warrior. With nobility and outstanding sword skills, they are constantly seeking stronger enemies.

Explanation

Critical Hit = Deals 1.5 times more damage to the opponent.

Advice

Between this creature's naturally high ST and its Critical Hit ability, it's perfect for invading territories guarded by strong creatures.


Lemures Rare Air
ST:20 HP:30 MHP:30 G:30+Air
Secret Art (50G): User steals a Creature Card from targeted enemy Cepter's hand and then this creature moves to the targeted Cepter's hand.
Flavor

A whimsical evil with the power of hypnosis. It confuses enemies just by staring at them, running off to steal cards from those it has put in a trance.

Explanation

Secret Art = Used as a Spell in the Spell Phase.

Advice

Its Secret Art lets it steal a creature from your opponent's hand. Your opponent gets this card in return, but it's useless unless they have air lands.


Lightning Dragon Rare Air
ST:50 HP:50 MHP:50 G:80+AirAir
Land Limit: Cannot be placed on Earth
Item Limit: Cannot use Armor
Attacks First / Secret Art (60G): HP-20 to target Water or Earth creature.
Flavor

A wind dragon with the power of lightning. It can send its bolts to destroy both earth and sea alike.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Secret Art = Used as a Spell in the Spell Phase.

Advice

A dragon with high cost, but undeniable power. Its Secret Art lets it damage water and earth element creatures remotely.


Lord of Bane Rare Air
ST:70 HP:60 MHP:60 G:80+AirAir+Card
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use Tools
Boost: ST+10 to Water & Air / Secret Art (60G): ST+20 to creatures with ST 30 or less, ST-20 to those with ST 50 or more.
Flavor

The Ruler of the Winds. The King Destroyer. Its four wings stir up the winds and bring great discord to the world.

Explanation

Boost = In battle, raises ST and/or HP of each creature on the map that meets the conditions.
Secret Art = Used as a Spell in the Spell Phase.
Changes to the Base ST last until the creature reverts to a card.

Advice

Can increase the ST of all water and air creatures on the map. Its ability values are high, but it has a lot of summoning conditions.


Mad Harlequin Strange Air
ST:20 HP:40 MHP:40 G:50
Land Limit: Cannot be placed on Earth
Item Limit: Cannot use Scrolls
Boost: ST & HP+ (Number of user's territories adjacent to battle territory x20). / Vigorous
Flavor

An insane clown that dances tirelessly. The fervor of its insane gyrations encourages its allies.

Explanation

Boost = In battle, raises ST and/or HP of each creature on the map that meets the conditions.
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.

Advice

Normally, Boosts affect both enemies and allies, so this creature's Boost that only affects allies is valuable.


Martial Monk Strange Air
ST:20 HP:50 MHP:50 G:70+Card
Synthesis: Items (ST+40, MHP-10). / Attacks First / Vigorous
Flavor

A monk with exceptional fighting skills. He is usually gentle, but becomes fierce when meeting a worthy opponent.

Explanation

Synthesis = Activate this effect by discarding a specific kind of card.
Attacks First = Attacks first in a battle, even when defending.
Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.

Advice

With this creature's Synthesis ability, it can become useful for movement invasions. Its Attacks First ability also makes it a good defender.


Nightmare Strange Air
ST:30 HP:30 MHP:30 G:40+Air
Penetrates
Flavor

A creature born of terror that turns people's dreams to nightmares. Those who fall victim to this creature are slowly driven insane.

Explanation

Penetrates = Attacks ignore extra HP gained from the land effect.

Advice

The Penetrates ability lets you bypass the boost your enemy gets from their land effect, so it's good for invading high level territories.


Nike Strange Air
ST:30 HP:30 MHP:30 G:40+Air
Item Limit: Cannot use Armor
Attacks First / Attack Bonus: "Paralysis" Enchant.
Flavor

The goddess of victory. Flying freely through the heavens, her very presence can make enemies lose the will to fight and surrender.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Paralysis Enchant = Can't attack or use items, and abilities do not activate.

Advice

This creature's ability values aren't high, but its Attacks First ability and its ability to paralyze make it an excellent defender.


Patronus Rare Air
ST:30 HP:20 MHP:20 G:30+Air
Anti-Spell / Secret Art (50G): Adds "Anti-Spell" Enchant to target Cepter.
Flavor

A sacred guardian that stands beside the one that called it and raises a holy barrier to protect them from evil magic.

Explanation

Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.
Secret Art = Used as a Spell in the Spell Phase.
Anti-Spell Enchant = Grants the Anti-Spell ability.

Advice

This creature is immune to spells and can make its Cepter immune to spells as well.


Powder Eater Strange Air
ST:1 HP:1 MHP:1 G:10
Item Limit: Cannot use Scrolls
Multiplies via Move Creature, leaving copies in both former and new locations.
Flavor

A fuzzball-like creature. They appear one-by-one riding on the wind and can multiply within seconds to become a huge flurry.

Explanation

Will not multiply if moved by a spell effect.

Advice

Every time this creature moves, it can copy itself and claim more territory. It has pathetic ability values, so be sure to increase them before having it split.


Pulgasari Strange Air
ST:40 HP:40 MHP:40 G:90
Item Limit: Cannot use Scrolls
In Battle: ST+20 if equipped with an item. / Battle End: MHP+10 if opponent equipped an item.
Flavor

A demon beast that grows by eating metal. Whenever it sees an item, no matter whose it is, it will immediately eat it and grow even larger.

Explanation

Changes to MHP last until the creature reverts to a card.

Advice

Whether it's you or your opponent, the more items are used, the more this creature powers up.


Rokh Strange Air
ST:40 HP:50 MHP:50 G:60+Air
Item Limit: Cannot use Scrolls
Synergy: Water (ST+30)
Flavor

A giant bird with claws big enough to fly off with an elephant. It mainly lives on an isolated island, far off in the ocean.

Explanation

Synergy = ST and/or HP are increased when a creature of a certain element is in play.

Advice

Its base ability values are fairly high, but with the added benefit of its Synergy ability, it can become an excellent invader.


Samhain Rare Air
ST:20 HP:40 MHP:40 G:50+Card
Synthesis: Enchant Spells (ST+20). / Battle End: Opponent's MHP- (this creature's Base ST).
Flavor

Reaper with a pumpkin head. It tries to harvest its victims' souls with its scythe. Even if they block the scythe, the reaper takes its toll nonetheless.

Explanation

Synthesis = Activate this effect by discarding a specific kind of card.
Changes to MHP last until the creature reverts to a card.

Advice

Its Battle End effect is able to reduce the enemy's MHP, possibly even to 0. With Synthesis, its Battle End ability becomes even more effective.


Scolopendra Rare Air
ST:30 HP:40 MHP:40 G:50+Card
Item Limit: Cannot use Scrolls
Synthesis: Water (Evolves into Deep-Sea Dragon). / Attack Bonus: Adds "Poison" Enchant.
Flavor

A large centipede with deadly poison and a mysterious power. When it obtains enough water energy, it molts and becomes a giant dragon.

Explanation

Synthesis = Activate this effect by discarding a specific kind of card.
Deep-Sea Dragon = Water / ST:50 / HP:50
Poison Enchant = At end of battle, HP decreases by 1/2 of MHP.

Advice

Even if it can't defeat its opponent with its attack, its poison may finish them off. Once it's become a dragon, it has a powerful scroll attack when unarmed.


Serpent Fly Normal Air
ST:40 HP:30 MHP:30 G:70
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use Scrolls
Attacks First / Receives land effect from Water territories.
Flavor

A huge flying insect with the body of a snake. It sits on the surface of the water and waits for prey. Those that come near it are swiftly eaten.

Explanation

Attacks First = Attacks first in a battle, even when defending.

Advice

A rare creature that can obtain the land effect on two types of land: water and air.


Sleipnir Strange Air
ST:30 HP:40 MHP:40 G:70
Item Limit: Cannot use Scrolls
Secret Art (60G): Moves user's target creature up to 2 spaces.
Flavor

A horse of the gods. No matter how heavy the creature, it can carry it easily across the heavens with its 8 legs.

Explanation

Secret Art = Used as a Spell in the Spell Phase.

Advice

Its Secret Art lets you move your creatures multiple spaces. It can even move Fatigued creatures, making it a must for Move Invasion books.


Soul Collector Strange Air
ST:20 HP:30 MHP:30 G:30+Card
In Battle: ST+ (number of creatures destroyed thus far x5).
Flavor

A ghastly demon that collects wandering souls. It consumes the souls to increase its power to frightening levels.

Advice

The more creatures that have been destroyed, the stronger this creature gets. Best used late in a match or after a spell that attacks all creatures.


Spectre Normal Air
ST:0 HP:30 MHP:30 G:30
In Battle: ST & HP= (random value between 10 and 70).
Flavor

An ethereal presence whose size and shape are constantly changing.

Advice

Because this card's ability values are completely random in battle, you'll have to trust your luck. Its randomness will scare your opponent.


Sword Princess Rare Air
ST:40 HP:30 MHP:30 G:70+Air
Attacks First / HP and MHP cannot be altered by spells. / Secret Art (60G): Evolves into Armed Princess.
Flavor

A princess that fights on the front lines. Protected by the people's wishes, she is immune to destructive spells. She seeks to upgrade her arsenal to be even stronger.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Secret Art = Used as a Spell in the Spell Phase.
Armed Princess = Air / ST:40 / HP:40

Advice

Cannot be damaged by spells. Use its Secret Art to let it transform from a sparkling princess to an armored warrior.


Sylph Strange Air
ST:20 HP:20 MHP:20 G:30
Neutralizes: Attacks from creatures with MHP of 40 and up. / Secret Art (60G): Evolves into Garuda.
Flavor

A fairy whose body is made of air. Sometimes, once they accumulate enough power, they can change themselves into the messenger of the wind god.

Explanation

Neutralizes = Does not receive damage from opponent during battle.
Secret Art = Used as a Spell in the Spell Phase.
Garuda = Air / ST:0 / HP:40

Advice

The creature this evolves into becomes stronger as more air creatures are in play, so it's best to evolve it when there's plenty of them.


Tetrarm Rare Air
ST:20 HP:30 MHP:30 G:50+Air
Attacks Twice.
Flavor

Statue with four arms and a wicked heart. It attacks relentlessly with swords and curses.

Advice

You can take the most advantage of its ability to attack twice by equipping it with a powerful weapon.


Thunder Spawn Rare Air
ST:30 HP:40 MHP:40 G:50+Air
Item Limit: Cannot use Scrolls
In Battle: ST+ (Number of user's Water lands x10). / Can move to any enemy land with a mismatching element creature on it.
Flavor

A creature born of lightning. It can raid far- off lands in a flash. Its lighting powers increase when exposed to large amounts of water.

Advice

Its ST improves with the number of water lands you own, so make sure to bring some water creatures. Useful when invading far-off territories.


Tornado Normal Air
ST:20 HP:50 MHP:50 G:55
Item Limit: Cannot use Armor Cannot use Scrolls
Defensive / Attacks First / In Battle: ST+20, HP-10.
Flavor

A tornado with a will of its own. Its winds spin even faster during battle, tearing its enemies apart.

Explanation

Defensive = Cannot invade or be moved with Move Creature.
Attacks First = Attacks first in a battle, even when defending.

Advice

This creature becomes stronger in battle and has Attacks First, making it very offense-oriented for a Defensive creature.


Treasure Raider Strange Air
ST:40 HP:40 MHP:40 G:90
Battle End: User gains 100G when invading. / Vigorous
Flavor

An explorer in search of treasure. Without rest, she continues to visit ruins, sunken ships, and cemeteries all around the world.

Explanation

Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.

Advice

If it survives a battle, it will pay for itself. A good way to collect magic is to make use of its Vigorous ability to make lots of Move Invasions.


Typhon Rare Air
ST:60 HP:60 MHP:60 G:110+AirAir
Attacks First / Critical Hit: FireEarth / Upon Victory: Changes battle territory to a Air land.
Flavor

A wind dragon lord with powers of destruction feared by even the gods. Any land it makes its lair is turned to dust and filled with turbulent windstorms.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Critical Hit = Deals 1.5 times more damage to the opponent.

Advice

A heavyweight creature with top-tier performance. Changes any land in which it wins a battle into an air land, so it's good for invading anywhere.


Witch Rare Air
ST:20 HP:30 MHP:30 G:55
Item Limit: Cannot use Weapons
Scroll Critical Hit / Secret Art (30G): Steals (number of Spell Cards in target enemy Cepter's hand x40)G.
Flavor

A witch that claims to tell fortunes, but most of the time, her fortunes result in tragedy.

Explanation

Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Secret Art = Used as a Spell in the Spell Phase.

Advice

Can continually take magic from enemy Cepters, but once they decide they've had enough of her, she's easy to defeat.


Wyvern Normal Air
ST:40 HP:40 MHP:40 G:60+Air
Land Limit: Cannot be placed on Earth
Item Limit: Cannot use Armor
Attacks First / Can move to any vacant Air land.
Flavor

A flying dragon whose beautiful appearance has been featured on many crests over the years. It is capable of flying long distances in mere moments.

Explanation

Attacks First = Attacks first in a battle, even when defending.

Advice

Is able to use Move Creature to go to any open Air land. Its good ability values and its Attacks First ability make it good at defense.


Yellow Ogre Normal Air
ST:40 HP:50 MHP:50 G:80
Flavor

A member of the ogre tribe, which are strong, but not very bright. Its body color is yellow and it likes to live in grassy plains.

Advice

Its ability values are high, but it's more expensive than other basic creatures. Be sure not to recklessly summon too many all at once.


Yowie Normal Air
ST:40 HP:40 MHP:40 G:70
Critical Hit: Neutral / Toll value for occupied territory randomly changes by 1/2 to 2.5x.
Flavor

A capricious beast that lives by stealing magic from those it happens across. The amount it takes depends on its mood.

Explanation

Critical Hit = Deals 1.5 times more damage to the opponent.

Advice

This creature's even ability values make it good for securing territory at the start of a match.


Air Special Air Creatures


Armed Princess Extra Air
ST:40 HP:40 MHP:40 G:200+AirAir
Support: WaterAir / Attacks First / Anti-Spell
Flavor

A princess adorned in armaments and armor. She uses her intelligence, strength, nobility, and a holy heart to lead her army to victory.

Explanation

Support = In battle, this creature can use creatures in your hand as items.
Attacks First = Attacks first in a battle, even when defending.
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.
Cannot be added to your library of cards.

Advice

A beautiful princess that embodies true strength. She can show her full potential with a strong Supporting creature at her side.


Air Air Evo Cards

The Evo Card Primer has more detailed information on these creatures.


Puppy Dragon Extra Air
ST:0-55 HP:5-45 ST+HP<=60 G:(varies)
(abilities vary)
Flavor

A newborn dragon. Its small body is not yet ready for battle, but its potential is immense.

Advice

Newborn dragons have no strength. However, it holds infinite possibilities.


Young Dragon Extra Air
ST:0-65 HP:5-65 50<=ST+HP<=100 G:(varies)
(abilities vary)
Flavor

A young dragon that has begun to show the characteristics of the dragon tribe. Its body has started developing for fighting. It dreams of the day it's an adult.

Advice

Although it's young and inexperienced, it is already showing its innate powers. It's intimidating, but caring for it is worth the effort.


Massive Dragon Extra Air
ST:0-35 HP:60-80 70<=ST+HP<=90 G:(varies)
(abilities vary)
Flavor

A giant dragon with a sturdy body. It defends its territory with its solid frame and its thick scales repel all attacks.

Advice

An especially territorial dragon. It has been bred to protect its land and has excellent defensive capabilities.


Assault Dragon Extra Air
ST:60-80 HP:5-35 70<=ST+HP<=110 G:(varies)
(abilities vary)
Flavor

A dragon bred for assaults. With its sharp claws and fangs, it shows its great power when invading other creatures' territory.

Advice

Especially aggressive, even for a fully grown dragon. Bred to fight, it has overwhelming offensive capability.


Massive Dragon Super Extra Air
ST:30-55 HP:70-80 110<=ST+HP<=135 G:(varies)
(abilities vary)
Flavor

A giant dragon with scales as strong as steel. Its massive body makes it able to withstand attacks, but leaves it slow and ill-suited to invading.

Advice

As the Massive Dragon matures, it grows into the ultimate Massive Dragon.


Assault Dragon Super Extra Air
ST:70-80 HP:30-55 110<=ST+HP<=135 G:(varies)
(abilities vary)
Flavor

A powerful dragon bred for assaults. Its power has been pushed to the limit. However, because it's so focused on attacking, its body is fragile.

Advice

As the Assault Dragon matures, it grows into the ultimate Assault Dragon.


Great Dragon Extra Air
ST:40-75 HP:40-75 100<=ST+HP<=140 G:(varies)
(abilities vary)
Flavor

A dragon that has grown to an impressive size. Both strong and tough, it is very capable in combat.

Advice

A fully grown dragon of impressive size. It is a reliable partner. Proof of the care its caretaker put into raising it.


Great Dragon Super Extra Air
ST:60-80 HP:60-80 140<=ST+HP G:(varies)
(abilities vary)
Flavor

A fully-grown dragon with even greater power. Even stronger and tougher, but it uses more magic to maintain its immense body.

Advice

On top of its impressive strength, this dragon also has vast experience. Has an overwhelming presence, and demands dignity from its user.


Last Updated on Monday, 19 February 2024 11:02

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