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Avatar Parts Guide

Table of Contents:

1. Intro

2. Back Gear
2a. Air/Earth/Fire/Water Cloak
2b. Angel Wings
2c. Black Cat Tail
2d. Champion Cloak
2e. Devil Wings
2f. Neutral Cloak
2g. Squirrine Tail

3. Body Gear
3a. Cepter Robe
3b. Chain Mail
3c. Darkness Robe
3d. Dwarven Armor
3e. Gladiator Mail
3f. Jester Suit
3g. Leather Armor
3h. Lion Heart
3i. Magma Armor
3j. Mummy Tights
3k. Ninja Suit
3l. Pirate Coat
3m. Plate Mail
3n. Scale Armor
3o. Shining Robe
3p. Shogun Armor
3q. Snake Armor
3r. Soldier Armor
3s. Training Coat

4. Hand Gear
4a. Air/Earth/Fire/Water Shield
4b. Aura Blade
4c. Battle Axe
4d. Blade of Culdra
4e. Buckler
4f. Claymore
4g. Holder Blade
4h. Knight Shield
4i. Mace
4j. Magic Shield
4k. Masamune
4l. Prismatic Wand/Wizard Staff
4m. Storm Causer
4n. Tower Shield
4o. Trident
4p. Vorpal Sword

5. Head Gear
5a. Black Cat Ears
5b. Chain Helm
5c. Cowboy Hat
5d. Crown
5e. Dwarven Helm
5f. Goat Helm
5g. Golden Brave
5h. Jester Hood
5i. Leather Helm
5j. Lion Helm
5k. Mummy Mask
5l. Ninja Mask
5m. Pirate Hat
5n. Plate Helm
5o. Scale Helm
5p. Shogun Helm
5q. Snake Circlet
5r. Squirrine Ears
5s. Valkyria Helm
5t. Wizard Hat


1. Intro

Hello and welcome to Culdcept Central's Avatar Parts Guide! We've put a lot of work into this thing and we hope the information herein helps you get those parts that have eluded you thus far.

All strategies within this guide are verified to ensure they do, in fact, get you the part in question. If you have a suggestion for a better strategy, please message us or post to the Avatar Parts Guide improvement thread located on Central's forum.

Realize that every strategy detailed in this guide is a suggested strategy and not the only way to achieve these parts. We are not about starving creativity and wholly encourage each of you to figure out things on your own. Many of the parts can be obtained in any number of ways, these are simply the methods we feel are simplest for us. We're also not about insulting your intelligence, so a few of the strategies will be very minimal (i.e. pay 5 tolls in a match).

Note that every part can only be obtained in matches against Story mode characters offline. You cannot get together with your buddies or create a Virtual Cepter and cheat your way to getting all of the parts. However, 90% of the parts listed can be acquired in Versus mode and that is where we recommend you do most of them.

The format for our strategies is broken down into several parts. You may not see all of these listed for a particular avatar part, depending on the part's requirements:

Part Name. i.e. Earth Cloak, Mace, Storm Causer, etc.
Part Image.
The actual in-game image of the avatar part.
Part Description.
The actual in-game description of the part after you acquire it.
Allegory.
The actual in-game hint on how to acquire the part (we're still in the process of obtaining all of the hints - please help us by posting in this forum thread!)
Conditions to Acquire.
The actual in-game conditions listed to acquire the part.
Suggested Story Character(s).
List of Story characters best suited to face off against for obtaining the part.
Suggested Map(s).
Some maps just work better than others for some parts. You'll see Mt. Etumer listed here a lot, due to its branching layout.
Suggested G Goal.
Some parts need a high G goal due to the time needed to complete the requirements, while others need the lowest possible G goal.
Required Cards.
These are the cards required to acquire the part in question. It only applies to a few specific parts like the Scale Helm or the Mummy Tights.
Suggested Creatures.
Creature base for the deck we suggest you utilize based on the strategy you're using and/or the Story mode characters you'll be facing.
Suggested Items.
As above but for items.
Suggested Spells.
As above but for spells.
Suggested Strategy.
Detailed outline of the proposed strategy.
Difficulty.
Our fairly subjective opinion of how hard the part is to acquire.

Please let us know if there is any way we can improve this guide. Any contributions that are placed in the guide will be credited appropriately.

Enjoy!

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2. Back Gear

Earth CloakAir Cloak2a. Air/Earth/Fire/Water Cloak
Air Cloak:
A twilight gold cloak blessed with the protection of the god of air. It is decorated with an image of stormy winds. Earth Cloak: A forest green cloak blessed with the protection of the god of earth. It is decorated with an image of the living earth. Fire Cloak: A crimson cloak blessed with the protection of the god of fire. It is decorated with an image of roaring flames. Water Cloak: An azure cloak blessed with the protection of the god of water. It is decorated with an image of rippling water.
Water CloakFire CloakAllegory: Air Cloak: Ones who possess sharp wills. When you master the whispering winds, you shall wrap your body in a twilight gold blessing. Earth Cloak: Ones who possess strong wills. When you master the roaring earth, you shall wrap your body in a forest green blessing. Fire Cloak: Ones who possess burning wills. When you master the roaring flames, you shall wrap your body in a crimson blessing. Water Cloak: Ones who possess raging wills. When you master the sparkling waters, you shall wrap your body in an azure blessing.
Conditions to acquire: Using a book containing only Air/Earth/Fire/Water creatures, obtain a total magic of 10,000G or more in story mode, and achieve victory.
Suggested Story Character(s): Borival, Krone, Meltia, or Wongen (each uses a mono-color deck, making it very easy to build a deck to counter them)
Suggested Map(s): Mt. Etumer (very few battles due to the layout; choose morphing land to make chaining and prereqs simple)
Required Cards: Creatures of only the element you're going for (dual-element creatures do not count). You can include items and spells of any kind.
Suggested Creatures: Since battles happen infrequently on Mt. Etumer, you're free to use the lowest-G creatures available. You might include a few creatures you know the Story character can't kill, to use as G dumps.
Suggested Items: You won't need many items on Mt. Etumer, and if you play against Meltia, you won't have to worry about them being crushed (she doesn't use spells). Other than that, add items as you see fit.
Suggested Spells: As many G spells as you can cram into the deck. Land Drain, Drain Magic, and Permission are especially effective. You might include Burning Hail or Freeze Cyclone (to hit your opponent's creatures while not hitting your own) and level-lowering spells like Comet or Subsidence as well.
Suggested Strategy: Make a 10,000G goal Versus match against a suitably easy Story mode character and use a basic creature-spam strategy. Get as many creatures onto the map as possible, as quickly as possible, to turn as much of the map to your color as you can. The morphing land also ensures that everything gets land bonus right away. Put your strongest defenders in the fort paths and you'll be very likely to take high tolls with ease. You'll have no trouble getting all four elemental cloaks this way.
Difficulty: Easy

Angel Wings2b. Angel Wings
The pure white wings of an angel. The symbol of one who possesses the favor of the gods.
Allegory: Cause a miracle in a land with no gods. To one who produces symbols of faith using only his own power and obtains wealth, the angels shall stretch out their hands.
Conditions to acquire: On a map with no temples, obtain 3,000G or more using only symbols and achieve victory.
Suggested Story Character(s): Borival, Krone, Meltia, or Wongen (as mentioned before, they're easy to counter)
Suggested Map(s): Santana Village, Colosseum, Dinar Mts., X (small maps; map cannot have a temple; choose morphing land)
Suggested G Goal: Set a high enough G goal to allow you time to reach 3,000G in symbols. A 10,000G goal should be enough, but you may want to set it higher.
Required Cards: Sanctum Guard (you gain 5 symbols of the battle territory's color Upon Victory), Coin of Piety (you gain 10 symbols of the battle territory's color Upon Victory), Aurora (raises the value of all symbols by 20%)
Suggested Creatures: Fay (to pump Sanctum Guard's ST up and make the symbol acquisition easier), Centaur (he recycles items to deck, use him with Coin of Piety)
Suggested Items: Boomerang (+20ST/+10HP makes Sanctum Guard that much more effective), Prismatic Wand (this is a guaranteed +40ST/+40HP if you play against one of the mono-color Story mode opponents!), Counter Amulet and Spiked Shield (help your enemies kill themselves!)
Suggested Spells: Paralyzer (so you can pounce on defenseless AI creatures with Sanctum Guard + Coin of Piety), Intrusion/Chariot (to combo with Paralyzer and to just wreak havoc in general), lots of deck lube to draw your 3 symbol cards as often as possible. (Reincarnation, Gift, Wind of Hope, Find)
Suggested Strategy: Sanctum Guard gains you 5 symbols with each victory, which means you must destroy the creature you are fighting to get the symbols. Combine this with Coin of Piety and you can be getting 15 symbols with each victory. Set up a Versus mode match against one of the mono-color Story mode opponents on morphing land. Make sure the map has no temple. Try to include a couple Chariot and several Prismatic Wands. Since Sanctum Guard will be your primary attacker, you're guaranteed to get the +40/+40 in each fight. Cruise her around the map with Chariot and your opponent will be scrambling to keep up with you. As you play, use Aurora every time you see it. This will raise the symbol value quickly. Once you have acquired approximately 30 symbols worth 99G, you should have the required amount for the win.
Difficulty: Hard

Black Cat Tail2c. Black Cat Tail
A cute black cat tail. Put this on and everyone's heads will turn.
Allegory: Even ordinary power can be threatening. If your strategy can draw forth their power, you shall obtain a charming blessing.
Conditions to acquire: Using a book containing only N cards, obtain a total magic of 10,000G or more in story mode and achieve victory.
Suggested Story Character(s): Meltia (you know why)
Suggested Map(s): Mt. Etumer (more AI abuse on the avatar part map of choice!)
Required G Goal: 10,000G
Suggested Creatures: There are so many good ones... see suggestions below.
Suggested Items: Gaseous Form (neutralizes all non-scroll attacks), Gremlin Claw / Tooth (smash their items!), Spectre's Robe (up to 70ST/70HP for 40G? yes, please!)
Suggested Spells: So many awesome N spells... Fame, Feast, Manna, Refuge, Gift, Find, Wind of Hope, Backward, Haste, Holy Word 1/2/3/6, Crusher, Land Protection...
Suggested Strategy: To clarify, N cards are Normal cards, not Neutral. This relates to the rarity of said card. We've created a list of all the N cards in the game, for your convenience. You'll find that it's surprisingly easy to beat the crap out of the AI with an N card deck, and there are several very good methods. The first is to just fill your deck with the cheapest cards possible (Baldanders, Giant Rat, Goblin, Hive Worker, etc.) and flood the map. Simple and effective. The second is to make a Support deck (Bandit, Dryad, Squirrine, Woodfolk). The third is a bit more advanced, but even more fun: build a Land Transfer deck. The core of the Hall of Fame deck Rockebi is all neutral creatures (Tokebi, Rock Shell, and Herald Spirit)! You should have little trouble getting the Black Cat Tail with any of these three methods.
Difficulty: Medium

Champion's Cloak2d. Champion's Cloak
A cloak awarded to the lord of the colosseum. It is dyed crimson, the color of champions.
Conditions to acquire: Complete Colosseum III in story mode.
Suggested Creatures: Neutral-Fire-Earth or Neutral-Water-Air (whichever focus you started with, and few summoning requirements or you will have trouble getting a good start)
Suggested Items:
the best ones you have (but not the most expensive ones - this map is a bit stingy on the G)
Suggested Spells:
Movement spells (and lots of them, to help you skip big tolls while helping you collect big ones)
Suggested Strategy: Colosseum III is the 4th Story mode stage. It's a 1v1v1 match against Rilara (using her Plunder deck) and Markt (using his Champion deck). Assuming you've cruised through the first three Story mode stages, you're probably not going to have much of a card collection yet, but if you can, use more movement-control spells than usual (Backward, Holy Word 0 and Word of Recall work especially well). Dominate the castle area and the lands around the bridge and you should win this match without too much trouble.
Difficulty: Easy

Devil Wings2e. Devil Wings
The jet black wings of a demon. The symbol of those who trust not in gods, but in their own power.
Allegory: You who turn your back to the gods, when you cast aside your faith and your dwelling and yet still achieve victory, the devil shall smile upon you.
Conditions to acquire: Achieve victory without owning territories and without using a single symbol.
Suggested Story Character(s): Meltia (her: no spells, you: lots o' spells!)
Suggested Map(s): Mt. Etumer (very few battles, easy to loop back to castle; choose Neutral land)
Suggested G Goal: 5000G (but this doesn't matter, set the rounds to 10)
Suggested Creatures: Gemoid, Giant Rat, Goblin, Powder Eater (cheapest creatures possible)
Suggested Items: Earth Shield (just this, you don't need anything else)
Suggested Spells: All the G spells you can cram into the deck
Suggested Strategy: This part is ridiculously easy to acquire. Setup a Versus match against Meltia on Mt. Etumer with all Neutral land and 10 rounds. Walk the opposite direction from Meltia to minimize tolls and battles. Cast G spells every turn you can, and summon free creatures as often as possible. With the Neutral land, Meltia won't summon her creatures very often, and even if she does, yours are free! You should win with ease.
Difficulty: Easy

Neutral Cloak2f. Neutral Cloak
A grey cloak that rejects all divine protection. It is the symbol of those who bow before no god.
Allegory: Ones who have no god. When you gather in your hands every one of those chaotic powers, a neutral blessing shall be granted unto you.
Conditions to acquire: Collect all neutral creature cards except E cards.
Suggested Map(s): Altar of Darkness, Altar of Light, Eusia, Lalasati, Alcyon, Alcyon II (these maps give you more Neutral creatures as card rewards than other maps)
Suggested Strategy: This will come with time. You'll have to play, play, play until you get all Neutral creatures. Thesideburns' Card Farming guide can help with this.
Difficulty: Hard (Time)

Squirrine Tail2g. Squirrine Tail
An accessory made to look like a squirrine's tail. It's hard to resist wanting to touch it.
Allegory: Ones who are difficult to control and difficult to make into enemies. If you achieve victory using nothing but unusual powers, the faeries shall reward you.
Conditions to acquire: Using a book containing only S cards, obtain a total magic of 10,000G or more in story mode and achieve victory.
Suggested Story Character(s): Borival, Krone, Meltia, or Wongen (mono-color creatures - see Suggested Items)
Suggested Map(s): Mt. Etumer (Neutral land option)
Required G Goal: 10,000G
Suggested Creatures: Borgess (+20HP to Neutral creatures), Ground and Sky Gear (Support, and you can make Androgear!), Trap Spider (land bonus and paralysis!)
Suggested Items: Earth/Fire/Water/Wind Shield (match your opponent's element), Necro Scarab (even if you die, you live!), Boomerang (use it over and over and over)
Suggested Spells: Frost Needle / Venomous Boil (30HP damage to RG and BY creatures), Permission (speed up your laps), Poison Mind (smash cards before the AI draws them!), Paralyzer (take away high lands), Land Drain (steal plenty of G)
Suggested Strategy: We've compiled a list of all the S rarity cards in the game for you, for convenience. You might think it's difficult to make an S card-only deck, but you can make a very good Neutral deck with the suggested creatures above. In addition, everything in your deck will be nearly invincible with an elemental shield matching your opponent's color. Also, most of the idols are S rarity, and the AI has a really hard time dealing with idols. Even better, the AI is very hesitant to summon creatures on Neutral land, so setting the map to have all Neutral land will give you a massive advantage.
Difficulty: Medium

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3. Body Gear

Cepter Robe3a. Cepter Robe
A formal robe given only to those who have overcome the test and been recognized as true Cepters.
Conditions to acquire: Complete "Provedin, Palace of the Sun" in story mode.
Suggested Creatures: Bandit, Bloody Pudding, Grimalkin (Support), Colossus, Tyrannosaurus, Tarasque (supporting beef)
Suggested Items: supporting creatures
Suggested Spells: lots o' movement, Land Drain, Banishing Ray, Quicksand, Land Protection, Intrusion/Chariot
Suggested Strategy: The Provedin stage of Story mode is a 2v2 Alliance match, with Rilara as your ally (using her Awakening deck) and with Drachma (Chance!) and Rouetsoleil (Distort) as your opponents. Rilara's deck has all 5 elements, so you really can't exploit this match via a mass damage strategy. However, there is a way you can exploit it, and that is to force Drachma and Rouetsoleil onto the warps at your convenience with movement spells. Specifically, you want to force them onto the lower warps before they've passed the S fort, which virtually doubles their lap length. You can enhance this strategy by using Backward and Slow to reduce them to a crawl and by using Haste on yourself and on Rilara. This approach also has the added benefit of reducing the effectiveness of your opponents' massive pile of Cepter enchantments by overwriting them with your own. Creature-wise, you're not faced with overwhelming offense, but you will want to be wary of Drachma's negative creature enchantments, so you may want to include some untargetable creatures, like Grimalkin. Toward that end, a Support deck may be the best plan, using a DaBlob-style smash-and-grab approach with Bandit (and Land Drain) to really put the hurt on your opponents' G. Ally-wise, Rilara has about a 50-50 chance of being this match's MVP... if Rouetsoleil levels the wrong land at the wrong time, she will make him pay dearly for it with Saint, Banishing Ray, and 4x Bandit of her own. If you focus on dominating the paths near the S fort, you should own this match easily (and have a lot of fun doing it!)
Difficulty: Easy

Chain Mail3b. Chain Mail
Armor that resembles cloth woven from fine chain. It provides high defense but is weak to thrusts.
Allegory: Grieve not successive invasions. Though the body burns, the soul is strengthened. The soldier's heart dwells in the strong soul.
Conditions to acquire: Lose 5 or more lands. Achieve victory.
Suggested Strategy: You probably already have this part, but if you don't, the key really is to lose lands you don't care about. That is good strategy in any Culdcept match, really. Defend what's worth defending, defend the rest if it makes sense to. You should acquire this part easily, at any rate, and virtually any deck will work.
Difficulty: Easy

Darkness Robe3c. Darkness Robe
A jet-black formal robe given to those who walk the path of darkness. It is the sign of a master Cepter.
Conditions to acquire: Complete "The Altar of Darkness" in story mode.
Suggested Creatures: all Neutral creatures, Red Cap (massive firepower), and especially Armored Dragon (it neutralizes Neutral and has a 30ST direct-damage-to-Neutral Territory Ability!) and Possession (to steal anything tasty Faustina has)
Suggested Items: Gaseous Form, Counter Amulet, Necro Scarab (she can't get past these in battle, though she does have Crusher Storm)
Suggested Spells: Permission, Trade (especially for her Armored Dragons and Gears), Banishing Ray (she levels something, nuke it!), Goblin's Lair, Spartoi (flood the place with Neutral creatures!), Paralyzer+Intrusion/Chariot (with Red Cap)
Suggested Strategy: This is one if the later Story mode stages and can be a bit difficult if you don't prepare well. Dark Faustina's Despair deck is based around messing your world up, but you can keep her from doing that just by using a deck with all Neutral creatures yourself! Take her mass damage spells out of the mix and her deck becomes a pretty ordinary Neutral one that you can exploit.
Difficulty: Medium

Dwarven Armor3d. Dwarven Armor
Armor made with the unique smithing technique of the dwarves. Ordinary blades cannot scratch it.
Allegory: Honor all gods and bring prosperity to every type of land. When you achieve this, the people of the earth shall accept you.
Conditions to acquire: Raise to level 5 at least one territory for each of the four elements (fire, water, earth, and air). Achieve victory.
Suggested Story Character(s): Meltia (she has no spells, so she can't zap your high-level lands)
Suggested Map(s): Mt. Etumer (plenty of places to tuck away your level 5 lands so Meltia doesn't take them; choose multi-element land to protect your creatures and make it cheaper to change to your four elements)
Suggested G Goal: 12,000G (possibly more; you'll need some time to generate enough G to raise four different-colored lands to level 5)
Suggested Creatures: Tokebi, Herald Spirit, Rock Shell, Sakuya, Lichenoid
Suggested Items: Earth Shield, Magma Counter (you'll want to include enough to protect your high lands at all costs)
Suggested Spells:
Lots of G spells, Comet (to slow Meltia down and prevent you paying high tolls), Gift, Find, Reincarnation, Wind of Hope (to speed up your draws), Peace (Meltia can't attack a creature with Peace on it, because she can't remove the enchantment!)
Suggested Strategy: The quickest way, bar none, to acquire this part is to use an Immediate-based Land Transfer deck. Chain Earth, level something, sweep it up with Tokebi, repeat. Keep doing this until you've amassed enough G to start leveling one land of each of the other three elements (Fire, Water, Air). It won't take long, as long as you play keep-away from Meltia and don't lose a high land. Once you're ready, Rock Shell is the ideal choice for your level 5 lands. Use its Territory Ability to cast Peace on itself. You won't collect a toll with Peace on it, but you also don't care about that, because the Land Transfer strategy will ensure you have a massive lead. You'll want to raise your three off-color lands to level 5 fairly close to you reaching the G goal, so you minimize the chance of Meltia getting lucky and taking one or more from you. The chance of this is very minimal, regardless, with Earth-neutralizing items and Peace in your deck.
Difficulty: Medium

Gladiator Mail3e. Gladiator Mail
Armor worn by colosseum combatants. It offers the bare minimum of protection.
Conditions to acquire: Complete "Santana Village" in story mode.
Suggested Strategy: This is your first Story mode match. It's a 1v1 match against Rilara on Santana Village, with a 5000G goal. She uses her Robbery deck, which is a lot like the Fire+Earth and Water+Air Starter decks fused into one. Since you'll only have one of the two Starter decks at your disposal, your strategy in this match depends on which Starter deck you get. If you get the Fire+Earth version, Gas Cloud, Squirrine, and Woodfolk are your key land holders. If you get the Water+Air version, Wall of Ice is your key land holder, but you also have many other good ones. Put them on matching land and level at will... Rilara has nothing strong enough to kill them! Hold your Holy Word spells to help you dodge big tolls and push Rilara onto yours. As for offense, hold your one scroll as a trump card... it's by far your best offensive weapon early on in Story mode.
Difficulty: Easy

Jester Suit3f. Jester Suit
Jesters' clothes favored by street performers. They possess a strange charm.
Allegory: Destruction is but temporary. Though he loses all the magic power he has, the jester laughs and returns to the stage that is his battlefield.
Conditions to acquire: Become exhausted through tolls. Achieve victory.
Suggested Story Character(s): Meltia (she's slow to start, which makes your comeback easier)
Suggested Map(s): Mt. Etumer (set land to neutral)
Suggested G Goal: 10,000G (or high enough to recover from being exhausted)
Suggested Creatures: Tokebi, Rock Shell, Herald Spirit, Sakuya, Lichenoid, Hypno Sloth, Wolverine (all with Immediate ability)
Suggested Items: Earth Shield (to neutralize her attacks), Freezing Wind (scroll critical hit vs. Earth will kill nearly anything she has)
Suggested Spells: Drain Magic, Pain (to slow Meltia down and exhaust yourself more quickly, see below), Land Drain (to penalize Meltia for her head start and help you catch up), Magic Bolt, Frost Needle (to kill her green creatures), Comet (to drop the level of her high lands)
Suggested Strategy: Spend your first lap walking around the map. Do not pass the forts and do not buy symbols. Cast Drain Magic and Pain at the start to drain away your own G and Meltia's at the same time (use Drain Magic when she has less than 267G in hand or you'll gain G), so you get exhausted more quickly and Meltia builds up less of a lead. Land on Meltia's territory intentionally. Also, summon creatures and immediately change the neutral land to green, to help exhaust yourself even faster, and setup your green chain later on. Once you've been magic-exhausted, show Meltia what a punk she is for exhausting you. She will have a slight lead, but with a little effort and skill you can take her out with little problem. Cast Drain Magic, Land Drain, and Pain after you get exhausted to accelerate your comeback (use Drain Magic opposite of before, when they have more than 267G now). Using a Land Transfer strategy will help you overcome Meltia's small lead with ease, just be sure to protect your high lands at all costs. You can also dump your excess G into symbols if you're worried about Meltia taking it, since she won't be able to touch it there.
Difficulty: Easy/Medium

Leather Armor3g. Leather Armor
Armor made from tanned animal hide. It's considerably better than wearing nothing.
Allegory: Fear not the quagmire. Change forth! Cast aside hesitation and you will find your path. And when you do, you will obtain an adventurer's heart.
Conditions to acquire: Pay 5 or more tolls. Achieve victory.
Suggested Creatures: Swamp Spawn, Hypno Sloth, Holy Llama (they have Holy Word Territory Abilities)
Suggested Spells: Holy Word 1-8, Float (to move yourself onto your opponent's land)
Suggested Strategy: You'll probably get this part after your first Story mode match versus Rilara at Santana Village, without even trying to. If you're some kind of Culdcept god and somehow don't pay 5 or more tolls just by playing normally, you can make yourself pay tolls by using various movement spells on yourself and then not invading (or intentionally losing the battle). That's about all the strategy advice we have for this part - you really don't need any more!
Difficulty: Easy

Lion Heart3h. Lion Heart
Jet black armor decorated with a black lion. It fills its wearer with the strength of a lion.
Allegory: Believe in your own teeth and claws. Seize victory no matter the squalid condition of the land. A dark strength shall come to dwell in your soul.
Conditions to acquire: Achieve victory with all lands at level 1. (this includes your opponents' lands)
Suggested Story Character(s): Meltia (of course)
Suggested Map(s): any (Neutral land to discourage Meltia from summoning creatures)
Suggested G Goal: lowest possible (it won't matter with the 10-round limit)
Suggested Creatures: Gemoid, Giant Rat, Goblin, Powder Eater (the cheapest creatures possible)
Suggested Items: Earth Shield, Magma Counter (neutralizes Meltia's attacks)
Suggested Spells: Goblin's Lair, Spartoi (to summon more cheap creatures), Drain Magic, Refuge, Manna, Land Drain, Pain, Squeeze (spells to ensure you have more G than Meltia), Comet, Locust (lowers land level)
Suggested Strategy: Setup a 1v1 Versus match against Meltia and set the round limit to 10 rounds. Summon dirt-cheap creatures everywhere you can, cast your G spells as often as possible, and win. Meltia shouldn't have the opportunity to level up a land in 10 rounds, but if she does somehow, hit the land with Comet or Locust to knock it back down to level 1.
Difficulty: Easy

Storm ArmorMagma Armor3i. Magma/Storm Armor
Magma Armor: Magical armor that may only be worn by those who control the elemental powers of fire and earth. Storm Armor: Magical armor that may only be worn by those who control the elemental powers of water and air.
Allegory: Magma Armor: Burning wills and strong wills. When they cover the entire land, the fire that erupts from the earth shall protect you. Storm Armor: Raging wills and sharp wills. When they cover the entire land, the deluge that rains from the heavens shall protect you.
Conditions to acquire: Change all lands to fire and earth elements (Magma) or to water and air elements (Storm). Achieve victory.
Suggested Story Character(s): Borival (Red/Fire), Krone (Blue/Water), Meltia (Green/Earth), or Wongen (Yellow/Air)
Suggested Map(s): Santana Village, Colosseum, Second Morning, X (the smallest maps possible, choose morphing land)
Suggested G Goal: 10,000G (enough time to change all of the lands to your color)
Suggested Creatures: Immediates (for Fire and Earth), Powder Eater (for Air), any Water creatures you prefer
Suggested Items: Fire/Water/Earth/Wind Shield, Magma/Storm Counter (to neutralize attacks from the elemental Story mode character you choose)
Suggested Spells: Telekinesis, Chariot, Telegnosis, Revelation (to move creatures around and morph all lands to your color), Magic Bolt, Frost Needle, Venomous Boil (to remove your opponent's creatures from the map)
Suggested Strategy: Make a Versus match with all land set to morphing. Play a mono-color deck the same color as your mono-color opponent. Change all lands to the color of your choice by moving your mono-colored creatures around. Once the board is full, win. With elemental shields in your deck, this should be easy.
Difficulty: Easy

Mummy Tights3j. Mummy Tights
Special bandages that were cursed as they were made. A body wrapped in these will never decay.
Allegory: A land in which all enchantments mingle together. When the party of the cursed dolls begins, the sleeping king will awaken.
Conditions to acquire: Place all idols at once.
Suggested Story Character(s): Meltia (no spell-zapping idols)
Suggested Map(s): Zanador (choose Neutral land)
Suggested G Goal: 30,000G (high enough to ensure you get all 13 idols onto the map)
Required Cards: Basalt Idol, Brass Idol, Clay Idol, Ebony Idol, Gold Idol, Granite Idol, Iron Idol, Ivory Idol, Jade Idol, Lead Idol, Marble Idol, Opal Idol, Silver Idol
Suggested Creatures: Borgess, Poseidon (+20HP in battle, keeps your idols alive)
Suggested Items: Earth Shield, Magma Counter (to neutralize Meltia's attacks)
Suggested Spells: Replace (helps you get all of the idols onto the map more easily, since it ignores Marble Idol), Freeze Cyclone (mass-kill Meltia's creatures!), Find, Wind of Hope, Reincarnation (to help you draw your idols more quickly), Peace (to keep Meltia from attacking your creatures), Trade (to swap idols for Meltia's strong creatures), Phantasm (so you don't kill the Earth creatures you Trade for)
Suggested Strategy: At the start of this match, head immediately to Zanador's lower lap path and stay there. If you're lucky, Meltia will never even venture down there to bother you! The key in this match is to lock Meltia down quickly with Lead and Marble Idol. Once this is done, chances are she won't be able to play any of her creatures eventually. Trade your idols for Meltia's better creatures and level what you've taken away. This will quickly prevent her from playing anything she owns and she'll simply pay you due to lack of invasion ability. Ideally, you'll want to summon Ivory Idol last, or you'll cost yourself more G, due to all of the idols being S or R rarity. Note: You do not have to win this battle, only have all 13 idols on the map, though you'll win the battle anyway.
Difficulty: Medium

Ninja Suit3k. Ninja Suit
Combat attire worn by those who live in the shadows. They are highly functional and well-suited to clandestine operations.
Allegory: Together with your comrade, pierce the enemy's weak point. Divert the enemy's eyes completely. When your comrade has snuck by unnoticed, a new state of mind will open to you.
Conditions to acquire: Win a 2 vs. 2 alliance fight with your ally never once paying a toll.
Suggested Story Character(s): Slave Trader, Meltia, Borival
Suggested Map(s): Any of the really large maps (to minimize battle, choose Neutral land to discourage creature summoning)
Suggested G Goal: Lowest possible (it won't matter with the 10-round limit)
Suggested Creatures: Gemoid, Giant Rat, Goblin, Powder Eater (the cheapest creatures possible)
Suggested Items: Magma Counter (neutralizes Meltia and Borival's attacks)
Suggested Spells: Drain Magic, Gift, Pain, Refuge, Manna, Squeeze, Land Drain (the usual G spell assortment)
Suggested Strategy: Make a 2v2 alliance match for 10 rounds. Team up with Slave Trader because he knows how to make G. Cast your own G spells like mad and hope Slave Trader doesn't land on anybody's territory. It might take one or two games, but it largely comes down to the luck of the dice. Good luck.
Difficulty: Easy

Pirate Coat3l. Pirate Coat
Clothes with an ominous design that are said to have been worn by the most brash pirate captain on the seven seas.
Allegory: In plunder lies the greatest joy. Capture territory countless times and become a lord of invasion. That accom-plishment will dwell in your soul and manifest itself as a symbol of terror.
Conditions to acquire: Take land from the enemy 20 times or more. Achieve victory.
Suggested Story Character(s): Meltia (as usual)
Suggested Map(s): Colosseum II, Alcyon (mid-size maps to give you enough room for the Goblins, but small enough to still battle often)
Suggested G Goal: 20,000G (or enough time to take 20 lands)
Suggested Creatures: Goblin, Red Cap, Mothman, Magma/Storm Avatar, Coaloid
Suggested Items: Earth Shield, Magma Counter (to neutralize Meltia's attacks), Gremlin Tooth (to destroy her defensive items when you invade)
Suggested Spells: Goblin's Lair (summon lots of Goblins), Paralyzer (to set Meltia's lands up for the taking), Chariot, Telekinesis, Intrusion (to take her lands at will)
Suggested Strategy: This one isn't too difficult. It just takes a bit of time and dedication. Invade whenever you have an opportunity. You can even go so far as to build a deck based around invasion and move your creatures around the board until you have the required amount. Just summon enough Goblins to make your invaders into real killers. If you having a hard time taking 20 lands in the time it takes to reach the G goal, raise it by a few thousand in Versus mode. This shouldn't be an issue with a 20,000G goal, though. Probably the hardest part of getting the Pirate Coat is leaving enough space on the map for Meltia to keep summoning creatures for you to kill (and that's not very hard!)
Difficulty: Medium/Hard

Plate Mail3m. Plate Mail
Armor made from metal plate that covers the entire body. It shrugs off any attack.
Allegory: No matter how much magic power you lose, do not hesitate. When you have withstood countless humiliation, a heart of steel shall come to dwell within you.
Conditions to acquire: Pay 20 or more tolls. Achieve victory.
Suggested Story Character(s): Meltia (easy comeback)
Suggested Map(s): Colosseum II, Alcyon (enough room for the Goblins, small enough to still pay tolls often)
Suggested G Goal: 20,000G (or enough time to pay 20 tolls)
Suggested Creatures: Goblin, Red Cap, Mothman, Magma/Storm Avatar, Coaloid
Suggested Items: Earth Shield, Magma Counter (to neutralize Meltia's attacks), Gremlin Tooth (to destroy her defensive items when you invade)
Suggested Spells: Goblin's Lair (summon lots of Goblins), Paralyzer (to set Meltia's lands up for the taking), Chariot, Telekinesis, Intrusion (to take her lands at will)
Suggested Strategy: This is similar to the Pirate Coat in that you want to set a high G goal for the match. However, instead of completely destroying Meltia with every chance you get, pay the tolls you can afford and bide your time while you build a nice Goblin army for when payback time arrives. Of course, once you've paid at least 20 tolls, don't give Meltia any more free G... just beat her to a bloody pulp!
Difficulty: Medium/Hard

Scale Armor3n. Scale Armor
Armor made from scale-shaped iron plates fitted together. It is as effective as it is beautiful.
Allegory: At times you shall face more than one enemy. Depend not on faith. Destroy the conspiracy. The scales of the dragon possess an unyielding spirit.
Conditions to acquire: Win a 2 vs. 1 alliance fight without using symbols.
Suggested Story Character(s): Meltia, Borival
Suggested Map(s): Colosseum II (no shrines or temples)
Suggested G Goal: 10,000G (a lower goal may work if you use a very fast-starting deck)
Suggested Creatures: Kelpie, Undine, Drool, Ahuizotl
Suggested Items: Magma Counter (neutralizes attacks from Meltia and Borival), Water Shield (neutralizes all when equipped by your Water creatures)
Suggested Spells: Quicksand (see below), Freeze Cyclone (wipe the AI's creatures off the map!), Reflection (put this on Kelpie and laugh all the way to the bank)
Suggested Strategy: This one isn't overly hard if you know what you're doing. One way to do it would be to use a Kelpie deck against Meltia and Borival. The AI is helpless against a Kelpie deck. If you can defend your territory, you're assured a toll every time your opponents walk past it. Undine + Quicksand is a virtually guaranteed toll as well. You might set a slightly higher than normal G goal so that your opponents don't win before you can get ahead of them.
Difficulty: Hard

Shining Robe3o. Shining Robe
A shining formal robe given to those who walk the path of light. It is the sign of a master Cepter.
Conditions to acquire: Complete "The Altar of Light" in story mode.
Suggested Creatures: Borgess, Red Cap, Poseidon, Domovikha, Tokebi
Suggested Items: you won't really need many items, but you might include some Attacks First items
Suggested Spells: Goblin's Lair, Land Protection, Intrusion, Land Drain, Backward/Slow
Suggested Strategy: Altar of Light in Story mode is a 1v1 match against High Priest Sapphius (using his Dark Side deck). One thing that should stand out to you immediately is that Sapphius has no offensive items whatsoever, and a massive gaping hole in his defense. Given that Altar of Light is an enormous map, you know what that means... yep, you guessed it: Goblin's Lair and Red Cap. Spam Goblins all over the place, and tuck Borgess and Poseidon away somewhere safe and watch the G roll in (Sapphius can't defeat a 90HP Goblin in battle!) Then, just hold Intrusion and Red Cap and wait for Sapphius to level something up and POW... his land is yours. Of course, you'll want to put Land Protection on it immediately (he has Banishing Ray), or just use Tokebi immediately to convert your new land into G. Sapphius does have one combo you'll want to watch closely, and that is the dreaded Debility+Lunatic Light instant death Doublecast combo. One way around this threat is include some idols in your deck (he'll kill them immediately with Lunatic Light, saving your more valuable lands). Another is just to include lots of Land Protection (which he can't remove short of a very lucky shrine visit). You should win this with ease, at any rate.
Difficulty: Easy

Shogun Armor3p. Shogun Armor
Traditional armor worn into battle by generals in a country to the east. This thick armor can stop any blade.
Allegory: Falter not even before a horde of enemies. Fight on no matter how fatigued. When you achieve victory, you will have learned the way of the warrior.
Conditions to acquire: Win a 3 vs. 1 alliance fight.
Suggested Story Character(s): Meltia, Borival, Flammefleur
Suggested Map(s): any linear map will work
Suggested G Goal: 12,000G (a lower goal may work if you use a very fast-starting deck)
Suggested Creatures: Kelpie, Undine, Drool, Ahuizotl
Suggested Items: Magma Counter (neutralizes attacks from Meltia, Borival, and Flammefleur), Water Shield (neutralizes all when equipped by your Water creatures)
Suggested Spells: Quicksand (see below), Freeze Cyclone (wipe the AI's creatures off the map!), Reflection (put this on Kelpie and laugh all the way to the bank)
Suggested Strategy: This one is a bit more difficult than the Scale Armor part (win a 2v1 match). As in that one, Kelpie is your friend if you're able to keep him alive. Set the G goal high like you do for the 2v1 match, maybe even a bit higher, since the opposing team will gain a big lead early. Symbols are allowed for this so feel free to use any map you want.
Difficulty: Hard

Snake Armor3q. Snake Armor
Pure white armor decorated with a white snake. Its design leaves an impression of refined elegance.
Allegory: At times it is best to value the individual. If you achieve victory whilst leading a force of the unique, you shall obtain the ultimate shining light.
Conditions to acquire: Achieve victory using a book containing no more than 1 of any individual card.
Suggested Story Character(s): Meltia (as usual!)
Suggested Map(s): Any of the really large maps (to minimize battle, choose Neutral land to discourage creature summoning)
Suggested G Goal: Lowest possible (it won't matter with the 10-round limit)
Required Cards: a maximum of 1 of each card in your deck (so, 50 different cards)
Suggested Creatures: 1x each of the cheapest creatures possible, starting with 0G creatures and going up in G cost from there
Suggested Items: 1x each of Earth Shield, Magma Counter, Gaseous Form, Counter Amulet, Necro Scarab,
Suggested Spells: 1x each of every G spell in the game
Suggested Strategy: Using a deck built purely for speed in a 10-round match, it will be a challenge not to get this part with the greatest of ease. At the start, just walk the opposite direction that Meltia does, and flood the map with your dirt-cheap creatures. Cast as many G spells as you can. Win.
Difficulty: Easy

Soldier Armor3r. Soldier Armor
Armor provided to Cepters of the Advatarian Empire. It comes equipped with a card holder.
Conditions to acquire: Complete "Alcyon, the Imperial Capital" in story mode.
Suggested Creatures: As many with Attacks First ability as you have
Suggested Items: Eagle Rapier, Living Rapier, Ring of the Succubus, Sling, Metamorphose Belt (Attacks First items, if you're lacking creatures with the ability), Storm Counter (neutralizes over 3/4 of Ticomun's attacks), Counter Amulet
Suggested Spells: Paralyzer (preferably with Intrusion and/or Chariot, if you have them), Debility (at 0ST, Attacks First doesn't matter!), Magic Bolt, Venomous Boil (kill Ticomun's creatures directly)
Suggested Strategy: Alcyon is fairly early in Story mode and the match isn't too difficult. Ticomun's KILL deck is loaded with Attacks First creatures, so fill yours with them accordingly. This may not be easy, since you probably don't have a very large card collection early in Story mode, but Ticomun is a bit of a pushover once you counter his Attacks First, so it won't matter much. Another fun strategy in this match is to let Ticomun level a land up, then zap his creature with Magic Bolt and Venomous Boil and take the land for yourself. The AI never sees that coming, it seems. Heh. Note: You get the Holder Blade as well when you get this part.
Difficulty: Easy

Training Coat3s. Training Coat
A cloak and clothes given to those who face a test. Will life or death await them? *If you equip this, you cannot equip a cloak.
Conditions to acquire: Complete "The Anchoress' Mansion on Mt. Etumer" in story mode.
Suggested Creatures: Borgess, Goblin, Red Cap
Suggested Items: Gremlin Tooth and/or Attacks First items, Spiked Shield
Suggested Spells: Intrusion, Permission, Incineration, Aurora, Grace
Suggested Strategy: This is a 3-way free-for-all match against Diarna (using her Coacher deck) and Rilara (Exploit). With any luck, you've acquired Goblin's Lair and Red Cap. If you have, and you also have Burning Hail and Freeze Cyclone, this match will be a cakewalk. Spam Goblins all over and use Intrusion with Red Cap+Gremlin Tooth to take your opponents' high-level lands for yourself at will. Feel free to deposit your excess G into the temples, as neither of your opponents has anti-symbol cards of any kind.
Difficulty: Easy

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4. Hand Gear

Earth ShieldAir Shield4a. Air/Earth/Fire/Water Shield
Air Shield: A twilight gold shield decorated with the symbol for air. It grants great protection to those who worship the god of air. Earth Shield: A forest green shield decorated with the symbol for earth. It grants great protection to those who worship the god of earth. Fire Shield: A crimson shield decorated with the symbol for fire. It grants great protection to those who worship the god of fire. Water Shield: An azure shield decorated with the symbol for water. It grants great protection to those who worship the god of water.
Water ShieldFire ShieldAllegory: Air Shield: Wind blows away all. When you gather in your hands every one of those sharp wills, a twilight gold blessing shall be granted unto you. Earth Shield: Earth swallows all. When you gather in your hands every one of those strong wills, a forest green blessing shall be granted unto you. Fire Shield: Fire incinerates all. When you gather in your hands every one of those burning wills, a crimson blessing shall be granted unto you. Water Shield: Water washes away all. When you gather in your hands every one of those raging wills, an azure blessing shall be granted unto you.
Conditions to acquire: Collect all air/earth/fire/water creature cards except for E Cards.
Suggested Strategy: Nothing to it but to collect, collect, collect. It'll take some time and effort but you'll eventually get these after playing a bunch of matches. If you're looking to collect more of a certain type of card, our Reward Cards Chart can help.
Difficulty: Medium/Hard

Aura Blade4b. Aura Blade
A spirit sword that consists of only a hilt. It materializes its wielder's spiritual power to form the blade.
Allegory: You win one battle after another. Your enemies tremble before your staggering number of victories. No one can stop you. Unto you shall be bestowed both praise and prize.
Conditions to acquire: Win 100 times against story characters.
Suggested Strategy: You have to win 100 matches in Story mode. Not Versus mode. That's right. Story mode. Horrible endurance test of match after match. Nothing to do but get a good deck, some soda and snacks, and prepare for the long haul. Probably the most time-efficient scenario for this is to play the first Story mode stage over and over and create the fastest deck you can possibly make. This stage has a 5000G goal, so you should be able to knock out wins in 10-15 minutes easy.
Difficulty: Medium/Hard (Time)

Battle Axe4c. Battle Axe
An axe built for combat use. In the hands of a strong warrior, it becomes an unparalleled weapon.
Allegory: Defeat a sea of enemies. Victory shall give rise to even greater power. And that power shall one day manifest itself.
Conditions to acquire: Win 50 times against story characters.
Suggested Strategy: This is the poor man's Aura Blade (see above). Use it as a halfway marker to your real goal. Fortun-ately, completing Story mode will get you most of the way to the Battle Axe, so it's not too bad.
Difficulty: Medium/Hard (Time)
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Blade of Culdra4d. Blade of Culdra
A divine sword into which Culdra, the time goddess, sealed a portion of her power. It has the ability to change fate.
Allegory: Your work is that of creation itself. Collect an untold number of powers and seize the truth. When you do, you shall obtain the power of the gods.
Conditions to acquire: Collect 1000 cards.
Suggested Strategy: There's really no strategy to this part other than winning as often as you can. Just keep playing matches and you'll get this part eventually. Thesideburns' Card Farming guide can help with this.
Difficulty: Medium/Hard
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Buckler4e. Buckler
A small, round shield. Even those without strength can use it, but it affords little protection.
Allegory: Harden your defenses. Turn back the encroaching enemy. This item is a symbol of unfailing mental strength.
Conditions to acquire: Defend land from the enemy 5 or more times. Achieve victory.
Suggested Strategy: You'll probably get this part after your first Story mode match versus Rilara at Santana Village, without even trying to. Even if you don't, you have an increasing chance of getting it with ease subsequent Story mode match, due to the increasing G goal as you continue on. Pretty much any deck build and strategy will work.
Difficulty: Easy

Claymore4f. Claymore
A longsword with a sharp blade. Favored by knights.
Allegory: Sharpen your blade and prepare for battle. To the one who takes a multitude of his enemy's lands shall be given a shining blade.
Conditions to acquire: Steal land from the enemy 5 or more times. Achieve victory.
Suggested Strategy: You'll probably get this part after your first Story mode match versus Rilara at Santana Village, without even trying to. If you somehow don't, take out your frustration at not getting it on Koenig at Colosseum in the second Story mode match. You should be able to take 5 of his lands and win with ease. Pretty much any deck and strategy will work.
Difficulty: Easy
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Holder Blade4g. Holder Blade
A sword provided to Cepters of the Advatarian Empire.
Conditions to acquire: Complete "Alcyon, the Imperial Capital" in story mode.
Suggested Creatures: creatures with Attacks First
Suggested Items: Eagle Rapier, Living Rapier, Ring of the Succubus, Sling, Metamorphose Belt (Attacks First items, if you're lacking creatures with the ability), Storm Counter (neutralizes over 3/4 of Ticomun's attacks), Counter Amulet
Suggested Spells: Paralyzer (preferably with Intrusion and/or Chariot, if you have them), Debility (at 0ST, Attacks First doesn't matter!), Magic Bolt, Venomous Boil (kill Ticomun's creatures directly)
Suggested Strategy: Alcyon is fairly early in Story mode and the match isn't too difficult. Ticomun's KILL deck is loaded with Attacks First creatures, so fill yours with them accordingly. This may not be easy, since you probably don't have a very large card collection early in Story mode, but Ticomun is a bit of a pushover once you counter his Attacks First, so it won't matter much. Another fun strategy in this match is to let Ticomun level a land up, then zap his creature with Magic Bolt and Venomous Boil and take the land for yourself. The AI never sees that coming, it seems. Heh. Note: You get the Soldier Armor as well when you get this part.
Difficulty: Easy

Knight Shield4h. Knight Shield
A large shield favored by knights. Its beautiful motif presents an image of honor and pride.
Allegory: Deploy the ultimate defense. Continue to protect your territory from one onslaught after another and you shall be granted the glory of a knight.
Conditions to acquire: Defend land from the enemy 20 or more times. Achieve victory.
Suggested Story Character(s): Krone (all Water creatures)
Suggested Map(s): Santana Village, Colosseum, or Second Morning (very small linear maps, Morphing land)
Suggested G Goal: 12,000G (possibly higher, see below)
Suggested Creatures: Deep-sea Dragon, Mistwing, Undine, Frost Beast (neutralize Krone's attacks), Swamp Spawn (Holy Word 0 Territory Ability)
Suggested Items: no defensive items needed, so focus on big offense
Suggested Spells: Holy Word (especially Holy Word 0), Slow, Backward (movement spells to force more battles), Mass Phantasm (see below), Exile (remove Krone's creatures with no reqs from play)
Suggested Strategy: This is one of those parts that you may want to set a higher TG goal for, to prevent you from winning before you defend your lands 20 times. You can also just do this one at the same time that you're playing the match for the Mummy Mask (90,000TG). Once you've defended your lands at least 20 times, go for the win. Don't worry at all about scroll attacks... neither of Krone's decks have any scrolls in them! Her Abyss deck does have 2x Paralyzer in it; however, so be sure to include some enchantments of your own. Mass Phantasm is a great counter, and it will help against her The Water deck's 2x Magic Bolt as well, should she use that one instead. An optional element to this strategy would be to include Kelpie, but make sure to include ways to protect it if you do!
Difficulty: Medium/Hard

Mace4i. Mace
A club with an angular block of metal attached to the end. This weapon can damage the body even through armor.
Allegory: A little at a time adds up to a lot. Stop them in their tracks and take what they have, over and over--and you will obtain a tool to inflict pain.
Conditions to acquire: Receive 5 or more tolls. Achieve victory.
Suggested Strategy: You're very likely to get the Mace in your first Story mode match, assuming you win. If not vs. Rilara at Santana Village, then you'll get it vs. Koenig at the Colosseum. If not... you get the idea. That's about as much strategy advice as we have to offer on this one. Good luck.
Difficulty: Easy

Magic Shield4j. Magic Shield
A shield made for warriors to defend against magic. It neutralizes magic.
Allegory: Cast aside your magic. When you achieve victory using only the power of monsters and tools, you shall obtain strength along with this item.
Conditions to acquire: Achieve victory using a book with no spell cards.
Suggested Story Character(s): Meltia (no spells)
Suggested Map(s): any (Neutral land to discourage Meltia from summoning creatures)
Suggested G Goal: lowest possible (it won't matter with the 10-round limit)
Required Cards: no spell cards allowed
Suggested Creatures: Gemoid, Giant Rat, Goblin, Powder Eater (the cheapest creatures possible)
Suggested Items: Earth Shield, Magma Counter (neutralizes Meltia's attacks)
Suggested Spells: none
Suggested Strategy: Other than Meltia-neutralizing items, cram your deck full of the lowest-G creatures you have. You'll defeat Meltia easily. If you somehow don't, just try again. 10-round matches take very little time to complete.
Difficulty: Easy

Masamune4k. Masamune
A signed sword made by a great swordsmith. Nothing can withstand its blade.
Allegory: You cannot walk a path with no light. Seize victory with a single strike and you will wield in your hand a flashing blade.
Conditions to acquire: Achieve victory via sudden death.
Suggested Story Character(s): Meltia (no spells)
Suggested Map(s): Santana Village, Colosseum, or Second Morning (very small linear maps, Morphing land)
Suggested G Goal: any (just give yourself enough time to setup your deathtrap)
Suggested Creatures: Kelpie (stop Meltia on your high toll), Swamp Spawn (and keep her there until she's out of G!), Living Mirror (reflects scrolls)
Suggested Items: Earth Shield, Magma Counter (neutralize Meltia's attacks)
Suggested Spells: Reflection (protect Kelpie), Holy Word (force Meltia onto your high tolls and keep her there), Freeze Cyclone, Frost Needle (destroy Meltia's creatures directly), Crusher (smash any threatening items or spells)
Suggested Strategy: Setup a Versus match against Meltia on a small linear map with Morphing land, and enable Sudden Death. Spend the first half of the match setting up your deathtrap (Kelpie), and as soon as Sudden Death activates (when one Cepter reaches the halfway mark to the TG goal), commence beating Meltia senseless. Between Kelpie + Reflection and Holy Word 0, you'll be amazed at how quickly you exhaust Meltia. The only thing to watch out for is that Meltia's Hades deck has 2x Fire Stone in it, which can kill Kelpie even with Reflection on it. So, be sure to hold a Living Mirror in hand just in case.
Difficulty: Medium

Wizard StaffPrismatic Wand4l. Prismatic Wand/Wizard Staff
Prismatic Wand: A crystal staff that responds to elemental spiritual power. Its light can bring destruction or peace. Wizard Staff: A magical staff, symbol of wizards everywhere. It enhances the spiritual power of the one who holds it.
Allegory: Prismatic Wand: Countless items imbued with magic exist in this world. When you have laid claim to them all, the light of destruction shall rain down before you. Wizard Staff: Countless terrifying spells exist in this world. When you have laid claim to them all, an ancient magic shall be reborn.
Conditions to acquire: Collect all item cards (Prismatic Wand) or spell cards (Wizard Staff) except E cards.
Suggested Strategy: There's no specific strategy to getting these parts, other than to just win as often as possible (which you'll be trying to do anyway). The more you win, the more cards you earn. Thesideburns' Card Farming guide can help with this.
Difficulty: Medium/Hard (Time)

Storm Causer4m. Storm Causer
A cursed sword that calls forth storms. In return for its great power, it saps the life of its user.
Allegory: No monsters means no territory. Eradicate monsters with great magics and obtain the ultimate evolution in destruction.
Conditions to acquire: Destroy 10 or more creatures at once. Achieve victory.
Suggested Story Character(s): Meltia (she's nearly powerless to stop you from getting this part)
Suggested Map(s): any large single-area map
Suggested G Goal: 12,000G (see below)
Suggested Creatures: Peluda (mass damage Territory Ability), Tokebi (sweep up Meltia's empty lands after you destroy her creatures with spells)
Suggested Items: Earth Shield, Magma Counter (the usual anti-Meltia defense)
Suggested Spells: Revelation, Telegnosis (to use Peluda at will), Insect Swarm (to complete your 10+ kill), Shrink, Temperance (for creatures with more than 40MHP)
Suggested Strategy: How do you kill 10 or more creatures at one time? Mass damage spells. We suggest building an all-Fire deck with Peluda. Throw in some Insect Swarms for after you use Peluda. Wait until Meltia has at least 10 creatures on the map and let loose the pain. With a little patience, you can pull this off with few problems. Wiping Meltia's army off the map makes winning very easy, so you won't have to worry about that part, really. You'll want to set the TG goal high enough to allow for the pre-extermination waiting game. Of course, if you're feeling especially vicious, you might just use Goavibe's Armageddon deck for this.
Difficulty: Hard

Tower Shield4n. Tower Shield
A large shield made from a combination of wood and iron. It is extremely durable and boasts high defense.
Allegory: Cast aside your tools. When you achieve victory using only the power of monsters and magic, you shall obtain wisdom along with this item.
Conditions to acquire: Using a book with no item cards, collect a total of 1000G or more in tolls and achieve victory.
Suggested Story Character(s): Meltia (as usual)
Suggested Map(s): any small linear map
Suggested G Goal: 10,000G (possibly higher, see below)
Required Cards: no item cards allowed
Suggested Creatures: Kelpie, Sea Bonze, Boggart, Wolverine
Suggested Items: none
Suggested Spells: Quicksand, Holy Word (to force Meltia onto high tolls), Greed (to increase your tolls), Reflection, Hustle, Fat Body, Mutation (to protect your high tolls)
Suggested Strategy: Since you can use no items, you must use spells and Territory Abilities to protect your creatures. A good way to do this is to increase your creatures' MHP and/or put a protective enchantment on them like Reflection or Hustle (and since Meltia uses no spells, she's not going to be overwriting your enchantments!) Sea Bonze and Kelpie are great creatures for this (Sea Bonze with its built-in Fistfight, Kelpie with its movement-stopping ability). If you're the knockout punch type, Boggart and/or Wolverine with Greed are your best bet. These guys multiply the toll by 2x and 1.5x respectively, and Greed's 1.5x stacks on top of that, making it possible to get the 1000G from a single toll easily, and on a much smaller chain.
Difficulty: Medium

Trident4o. Trident
A three-pronged spear with sharp blades. A powerful weapon that is also well-suited for throwing.
Allegory: Learn to win a war at inhuman speed. Seize victory with strategy so quick it can barely be seen. Achieve speed like that of a lance of lightning.
Conditions to acquire: Achieve victory within 20 rounds other than by sudden death.
Suggested Story Character(s): Meltia (of course)
Suggested Map(s): Any will work (choose Neutral land to discourage Meltia from summoning creatures)
Suggested G Goal: lowest possible (it won't matter with the 10-round limit)
Suggested Creatures: Gemoid, Giant Rat, Goblin, Powder Eater (the cheapest creatures possible)
Suggested Items: Earth Shield, Magma Counter (neutralizes Meltia's attacks)
Suggested Spells: Goblin's Lair, Spartoi (to summon more cheap creatures), Drain Magic, Refuge, Manna, Land Drain, Pain, Squeeze (spells to ensure you have more G than Meltia), Comet, Locust (lowers land level)
Suggested Strategy: This one is stupid-easy, given that you can force the game to end in less than 20 rounds. Setup a 1v1 Versus match against Meltia and set the round limit to 10 rounds. Summon dirt-cheap creatures everywhere you can, cast your G spells as often as possible, and win. Meltia shouldn't have the opportunity to level up a land in 10 rounds, but if she does somehow, hit the land with Comet or Locust to knock it back down to level 1.
Difficulty: Easy

Vorpal Sword4p. Vorpal Sword
A legendary dragon-killing sword with a crimson blade.
Allegory: Machines have no souls and know no fear. Produce a number of these ultimate machines and you shall be granted a power of great carnage.
Conditions to acquire: Achieve victory with three Gearions in play at the same time.
Suggested Story Character(s): Meltia (no spells and almost no Attacks First = Happy Fun Gearion Land!)
Suggested Map(s): X (lots and lots of side-attack opportunities = Gearion on the map faster)
Suggested G Goal: 10,000G (possibly higher, see below)
Required Cards: Beast Gear, Ground Gear, Sky Gear
Suggested Creatures: Borgess (+20HP to your Gears), Quicksilver (see below)
Suggested Items: Earth Shield, Magma Counter (not that you'll need these!)
Suggested Spells: Paralyzer (to make her victims... err, creatures... vulnerable to attack), Intrusion, Chariot (to invade more or less at will)
Suggested Strategy: First off... what is a Gearion? A Gearion is a special creature you get from first using a Ground Gear as support for a Sky Gear (or vice-versa) in battle to form an Androgear. Then support the Androgear with a Beast Gear in battle to form a Gearion. A Gearion is a nasty beastie with 80ST/80MHP that Attacks First, neutralizes scrolls, and can't be targeted by spells or abilities. As you can imagine, the work for this part isn't going to be in keeping Gearion alive, it's just getting one of these guys in play. Set the TG goal high enough to give you time to get at least three Gearions on the map. Fortunately, you don't have to repeat the support process for each Gearion. Once you have a Gearion on the map, throw down some Quicksilvers and use their territory abilities to evolve them into what should easily be the biggest creature on the board: Gearion. You'll have three of them out in no time. Winning this match is the easy part... Meltia can't even scratch a Gearion for the most part, because it'll kill her creature first!
Difficulty: Medium/Hard

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5. Head Gear

Black Cat Ears5a. Black Cat Ears
A cute hairband with black cat ears attached. Put this on, and you'll be the life of the party.
Allegory: We can fight, too! If you give us the power we'll defeat even a mighty dragon. If you prove that true, we'll give you a treasure.
Conditions to acquire: Defeat a dragon with a Powder Eater. Achieve victory.
Suggested Story Character(s):
Meltia (as usual)
Suggested Map(s): any (though single-area maps work best with Spirit Walk)
Suggested G Goal: 10,000G (enough time to set a dragon up for the kill)
Required Cards: Powder Eater, at least 1 dragon (Armored, Volcanic, Deep-sea, Hardrock, Lightning)
Suggested Creatures: Lightning Dragon
Suggested Items: Wind Shield, Magma Counter (neutralize Meltia's attacks), Counter Amulet (see below)
Suggested Spells: Spirit Walk (copy Powder Eater around the map), Chariot, Intrusion (invade the dragon at will), Trade (to give Meltia a dragon)
Suggested Strategy: How is a little 1/1 Powder Eater going to destroy a dragon? It's actually ridiculously easy if you set your deck up for it. You don't need to pump up your Powder Eater's ST and HP. You don't need to play a Story mode character that uses dragons. All you do is create a very mean Air deck that includes Powder Eaters and Lightning Dragons. At some point, Trade one of your Lightning Dragons to your opponent, preferably one that has a Powder Eater for a neighbor. Then, just invade the dragon with a Powder Eater and equip Counter Amulet. As long as the Lightning Dragon is on a level 1 land, it will kill itself via the amulet's reflection. Of course, you could spend a load of G pumping up a Powder Eater's ST and HP and then cast Paralyzer on the dragon and kill it that way, but why do that when you can do it so much more easily and for far less G? There's also a nice side bonus in using the Counter Amulet + Lightning Dragon method... the amulet can be used to protect the dragons you keep for yourself, and Lightning Dragon's Territory Ability is tailor-made for wiping Meltia's creatures from the map!
Difficulty: Hard

Chaim Helm5b. Chain Helm
A helmet woven from fine chain that completely covers the head. It provides strong defense, but the wide open face part is its weak point.
Allegory: Despite losing to a firm defense, the strong warrior believes in tomorrow's victory. This shall be given to those of true strength.
Conditions to acquire: Fail 5 or more invasions. Achieve victory.
Suggested Strategy: Virtually any strategy will work for the Chain Helm, and there's a good chance you'll get this part in your first Story mode match. Just play a game and invade 5 times with creatures you know going in that can't win the battle. Preferably, do this in a way that doesn't get your creature killed in the process... it makes achieving victory easier.
Difficulty: Easy

Cowboy Hat5c. Cowboy Hat
A hat favored by cowboys who ride across the wild plains. Put it on, and you can feel the winds of the plains.
Allegory: Knowledge of the land is part of strategy. He who deals fatal damage to opponents by leading them into the land he has cultivated shall be celebrated for his deep ingenuity.
Conditions to acquire: Receive 3000G or more in a single toll. Achieve victory.
Suggested Story Character(s): Meltia (no spells)
Suggested Map(s): any (linear maps work best)
Suggested G Goal: 12,000G (possibly more, see below)
Suggested Creatures: Boggart, Wolverine (2x and 1.5x normal tolls), Gogma (land level-up Territory Ability)
Suggested Items: Gaseous Form, Counter Amulet (neutralize Meltia's attacks, Boggart can't use Armor), Silver Plow (land level-up at Battle End)
Suggested Spells: Greed (1.5x toll multiplier), Frost Needle (kill Meltia's creatures directly), Holy Word (control your die rolls and Meltia's), Elevation (level-up land)
Suggested Strategy: How do you pull this off when the top toll on a level 5 territory chained to 5 is 2816G? Easy. Greed! You can actually accomplish this several ways. Our personal favorite is Boggart with Greed (Wolverine works well, too). Boggart naturally takes double the current toll. So, that 2816G toll will actually be 5632G. Add a Greed on there and you're multiplying that total by another 1.5x for 8448G. If Meltia can beat you after paying you nearly 10 grand in one toll, you have bigger problems than getting this hat. As odd as it sounds, you'll probably get this one in the same match that you get the Shogun Helm, assuming you follow the strategy laid out for that part. The same cards that you use to cost yourself a lot of G in tolls can also be used on Meltia when it's time for revenge. Set the TG goal high enough so you can set a deathtrap of a high toll before you win. Have fun!
Difficulty: Medium

Crown5d. Crown
A grandly decorated crown that gives off an air of royal dignity. It looks bad if worn together with plain clothes.
Allegory: To you who gather together countless powers and hold sway over innumerable minions shall be granted the symbol of a king.
Conditions to acquire: Collect 500 cards.
Suggested Strategy: There's really no strategy to this part other than winning as often as you can. This is your halfway mark to the Blade of Culdra. Collect, collect, collect. Thesideburns' Card Farming guide can help with this.
Difficulty: Medium/Hard (Time)

Dwarven Helm5e. Dwarven Helm
A helmet made with the unique smithing technique of the dwarves. It boasts unusually high defense.
Allegory: Devotion to a single god. Those who link the land to ultimate extents will be recognized by the proud people of the earth.
Conditions to acquire: Achieve victory after chaining 10 territories or more.
Suggested Story Character(s): Krone (all Water creatures)
Suggested Map(s): Colosseum II, Alcyon (mid-size single-area maps so you have enough room for your 10+ chain, choose Morphing land to make chaining easier)
Suggested G Goal: 10,000G (possibly higher, see below)
Suggested Creatures: Deep-sea Dragon, Mistwing, Undine, Frost Beast (neutralize Krone's attacks)
Suggested Items: no defensive items needed, so focus on big offense
Suggested Spells: Mass Phantasm (see below), Exile (remove Krone's creatures with no reqs from play)
Suggested Strategy: Setup a 1v1 Versus match against Krone and set the land type to Morphing. Set the TG goal high enough to give yourself time to make a 10-chain before winning. With you and Krone changing the land type to Water as you play, getting at least a 10-chain will be simple. Also, since your creatures neutralize hers, you can attack her repeatedly without fear of being killed until you kill her creature and take her land. Don't worry at all about scroll attacks... neither of Krone's decks have any scrolls in them! Her Abyss deck does have 2x Paralyzer in it; however, so be sure to include some enchantments of your own. Mass Phantasm is a great counter, and it will help against her The Water deck's 2x Magic Bolt as well, should she use that one instead. You'll be dominating this match in no time.
Difficulty: Easy

Goat Helm5f. Goat Helm
A sinister helmet imbued with demonic insanity. Its wearer becomes filled with the impulse to destroy.
Allegory: Extraordinary power drives men mad. If you can claim victory using only the most difficult to control power, you shall obtain the demon lord's protection.
Conditions to acquire: Using a book with only R cards, obtain a total magic of at least 10,000G during story mode, and achieve victory.
Suggested Story Character(s): Borival, Krone, Meltia, or Wongen (elemental characters)
Suggested Map(s): Colosseum II, Alcyon, Dinar Mts. (mid-size maps, to give you enough space to get your summoning requirements, but small enough to keep the dragons' strength from being wasted)
Required G Goal: 10,000G
Required Cards: R cards only
Suggested Creatures: Armored Dragon, Dragon's Egg, Volcanic Dragon, Deep-sea Dragon, Hardrock Dragon, Lightning Dragon, Ahuizotl, Sakuya (land color-change Territory Abilities, to help you chain)
Suggested Items: Counter Amulet, The Hand, Force Bracelet (dragons can't use Weapons or Armor)
Suggested Spells: Goblin's Lair, Replace (get your dragons in play more easily), Upheaval, Sink, Wild Growth, Weathering (change land color), Comet (lower your opponent's land level)
Suggested Strategy: Similar to the Squirrine Tail (S cards) and Black Cat Tail (N cards), you use only R-rarity cards to build your deck for the Goat Helm. The hard part here is getting 50 R cards that make a good deck. For newer players who don't even have 50 R cards, this part will have to wait. A good deck to beat on the AI with would be a dragon deck. Each of the dragons suggested above are R cards, including the egg. Combine this with Gold Idol, which is also R, and you no longer have to worry about land prerequisites. You can also use Goblin's Lair, which is also R. Chain with ease using Sakuya or Ahuizotl. Also, remember that the dragon whose color matches you opponent's color is virtually invincible in battle. With some thought and careful building, you can come up with a very good R-only deck and acquire this part without too much trouble.
Difficulty: Medium

Golden Brave5g. Golden Brave
A golden helmet blessed with the protection of the war god, Ares. Its wearer is filled with endless strength.
Allegory: The one who creates astounding attack power great enough to annihilate anything shall obtain the protection of the war god.
Conditions to acquire: During battle, raise a creature's ST to 200 or more. Achieve victory.
Suggested Story Character(s): Meltia (of course)
Suggested Map(s): any small or medium-size map
Suggested G Goal: 10,000G (possibly higher, see below)
Suggested Strategy: This can be done several ways, and they're all more or less equal in difficulty. 1) You can throw down a lot of Fire or Air creatures and use Magma or Storm Armor respectively for a huge boost (this is also a good way to get the King of Thieves achievement). 2) You can throw down 10 Goblins via Goblin's Lair and attack your opponent with a Red Cap. 3) You can max out a Powder Eater's ST and MHP and use Aura Blade in battle (see Squirrine Ears). We suggest the Goblin route, as the Lion Helm requires you to pump a creature up to 200HP in battle. A Red Cap with 10 Goblins on the map will get you both parts at once.
Difficulty: Medium/Hard

Jester Hood5h. Jester Hood
A jester's hat favored by street performers. Anyone who wears this feels the desire to make people laugh.
Allegory: The jester causes passers-by to stop in their tracks. If you can fascinate the world and cause them to hand over every last penny they have, you shall obtain the power to control dreams.
Conditions to acquire: Exhaust the opponent through tolls. Achieve victory.
Suggested Story Character(s): Krone (all Water creatures)
Suggested Map(s): Santana Village, Colosseum, or Second Morning (very small linear maps, Morphing land)
Suggested G Goal: 10,000G (just give yourself enough time to setup your deathtrap, really)
Suggested Creatures: Deep-sea Dragon, Mistwing, Undine, Frost Beast (neutralize Krone's attacks), Swamp Spawn (Holy Word 0 Territory Ability)
Suggested Items: no defensive items needed, so focus on big offense
Suggested Spells: Holy Word (especially Holy Word 0), Slow, Backward (movement spells to help you take tolls more easily), Mass Phantasm (see below), Exile (remove Krone's creatures with no reqs from play), Pain, Land Drain, Drain Magic, Word of Recall (use these to help reduce her G to 0 more easily)
Suggested Strategy: This is one of those parts that you may want to set a higher TG goal for, to prevent you from winning before you exhaust Krone. Level your invulnerable creatures as high as you can, and encourage Krone to land on your territories with movement spells. Once you've exhausted Krone, go for the win. Don't worry at all about scroll attacks... neither of Krone's decks have any scrolls in them! Her Abyss deck does have 2x Paralyzer in it; however, so be sure to include some enchantments of your own. Mass Phantasm is a great counter, and it will help against her The Water deck's 2x Magic Bolt as well, should she use that one instead. An optional element to this strategy would be to include Kelpie, but make sure to include ways to protect it if you do!
Difficulty: Easy

Leather Helm5i. Leather Helm
A helmet made from tanned animal hide. Don't expect much defense from it.
Allegory: Solving the matter with the power of wealth can at times be a valid strategy. Only those who seize opportunity will achieve true strength. To those who seek strength shall this be given.
Conditions to acquire: Pay 400G or more in a single toll. Achieve victory.
Suggested Strategy: Pretty much any cards and strategy will work for this one, and you're likely to get the Leather Helm in your very first Story mode match. If you've played many matches and you somehow still haven't paid a 400G toll or more, you can always get this part at the same time you get the Shogun Helm.
Difficulty: Easy

Lion Helm5j. Lion Helm
A jet black helmet decorated with a black lion. It fills the wearer with the fighting spirit of a lion.
Allegory: Unto one who creates astounding endurance -- like that of the lion, the king of beasts -- shall be given a dark strength as proof of his achievement.
Conditions to acquire: During battle, raise a creature's HP to 200 or more. Achieve victory.
Suggested Story Character(s): Meltia (no spells to wreck your progress)
Suggested Map(s): one with enough space to summon as many creatures as you need to get to 200HP in battle
Suggested G Goal: 10,000G
Suggested Creatures: Goblin, Red Cap, Borgess (+20HP in battle to Neutral creatures)
Suggested Items: Earth Shield, Magma Counter (neutralize Meltia's attacks)
Suggested Spells: Goblin's Lair (summon lots of Goblins), Intrusion, Chariot (to invade at will when you have enough creatures on the map)
Suggested Strategy: Only the setup time can be difficult about this part. Probably the easiest way to get this part is to summon at least 10 Goblins normally and with Goblin's Lair and attack Meltia with a Red Cap (he gets +20ST and +20HP in battle for every Goblin on the map). Achieving victory will be no trouble at all with 200+ST/200+HP Red Caps terrorizing Meltia. This also goes well with the Golden Brave part.
Difficulty: Medium/Hard

Mummy Mask5k. Mummy Mask
Special bandages that were cursed as they were made. Any who touch them are afflicted with a death curse.
Allegory: Eternal rest awaits the one who achieves so much wealth and glory that he could obtain anything in this world.
Conditions to acquire: Achieve victory having obtained a total magic of at least 90,000G.
Suggested Story Character(s): Krone (all Water creatures)
Suggested Map(s): Santana Village, Colosseum, or Second Morning (very small linear maps, Morphing land)
Required G Goal: 90,000G
Suggested Creatures: Deep-sea Dragon, Mistwing, Undine, Frost Beast (neutralize Krone's attacks), Swamp Spawn (Holy Word 0 Territory Ability)
Suggested Items: no defensive items needed, so focus on big offense
Suggested Spells: Holy Word, Slow, Backward (movement spells to help you reach 20 tolls more easily), Mass Phantasm (see below), Exile (remove Krone's creatures with no reqs from play)
Suggested Strategy: This one is only hard because it's an endurance test. Set up a Versus match with a TG goal of 90,000G and go to town. A really good part to do the Mummy Mask with at the same time is the Pirate Hat. You're virtually guaranteed to collect at least 20 tolls on your way to 90,000TG, and that part's suggested strategy is ideal for minimizing the time it takes to reach 90,000TG. In fact, you can probably do many parts at once with this one. There's a good chance you'll get the Valkyria Helm because you're likely to own every land on the map at the end. You'll probably get the Lion Helm because Undine will easily have 200HP in battle late in the game. You're certain to get the Jester Hood because Krone will be exhausted often in this match. And, you're sure to get the Dwarven Helm, because it will be hard not to have at least a 10-chain on Water by the end. There are many more parts, but you get the idea.
Difficulty: Hard

Ninja Mask5l. Ninja Mask
A mask worn to hide the identity of those who live in the shadows.
Allegory: The greatest terror is an enemy you cannot see. He who achieves victory without once being spotted by the enemy is worthy of the name 'ninja.'
Conditions to acquire: Achieve victory without paying a single toll.
Suggested Story Character(s): Meltia
Suggested Map(s): the larger, the better (Neutral land to discourage Meltia from summoning creatures)
Suggested G Goal: lowest possible (it won't matter with the 10-round limit)
Suggested Creatures: Gemoid, Giant Rat, Goblin, Powder Eater (the cheapest creatures possible)
Suggested Items: Earth Shield, Magma Counter (neutralize Meltia's attacks)
Suggested Spells: Goblin's Lair, Spartoi (to summon more cheap creatures), Drain Magic, Refuge, Manna, Land Drain, Pain, Squeeze (spells to ensure you have more G than Meltia)
Suggested Strategy: Setup a 1v1 Versus match against Meltia and set the round limit to 10 rounds. Walk the opposite direction as Meltia, summon cheap creatures everywhere you can, cast your G spells as often as possible, and win. If you do happen somehow to land on one of Meltia's lands, invade and win, or you'll have to retry.
Difficulty: Easy

Pirate Hat5m. Pirate Hat
A hat favored by pirate captains. The skull insignia gives it an ominous look.
Allegory: To you who count exploitation as your greatest joy, your disposition is truly worthy of the king of brigands. The symbol you wear will make all who view it tremble.
Conditions to acquire: Receive 20 tolls or more. Achieve victory.
Suggested Story Character(s): Krone (all Water creatures)
Suggested Map(s): Santana Village, Colosseum, or Second Morning (very small linear maps, Morphing land)
Suggested G Goal: 12,000G (possibly higher, see below)
Suggested Creatures: Deep-sea Dragon, Mistwing, Undine, Frost Beast (neutralize Krone's attacks), Swamp Spawn (Holy Word 0 Territory Ability)
Suggested Items: no defensive items needed, so focus on big offense
Suggested Spells: Holy Word, Slow, Backward (movement spells to help you reach 20 tolls more easily), Mass Phantasm (see below), Exile (remove Krone's creatures with no reqs from play)
Suggested Strategy: This is one of those parts that you may want to set a higher TG goal for, to prevent you from winning before you collect 20 tolls. Don't level up too quickly, encourage Krone to land on your territories with movement spells, and once you've gotten your 20 tolls, go for the win. Don't worry at all about scroll attacks... neither of Krone's decks have any scrolls in them! Her Abyss deck does have 2x Paralyzer in it; however, so be sure to include some enchantments of your own. Mass Phantasm is a great counter, and it will help against her The Water deck's 2x Magic Bolt as well, should she use that one instead. An optional element to this strategy would be to include Kelpie, but make sure to include ways to protect it if you do!
Difficulty: Medium

Plate Helm5n. Plate Helm
A helmet made from iron plate that covers the entire face. It protects the head from any attack.
Allegory: An impregnable fortress. Its impenetrable walls stop any aggressor's blade. This shall be given to the one who seizes victory without fighting.
Conditions to acquire: Achieve victory without fighting once.
Suggested Story Character(s): Meltia
Suggested Map(s): the larger, the better (Neutral land to discourage Meltia from summoning creatures)
Suggested G Goal: lowest possible (it won't matter with the 10-round limit)
Suggested Creatures: Gemoid, Giant Rat, Goblin, Powder Eater (the cheapest creatures possible)
Suggested Items: Earth Shield, Magma Counter (neutralize Meltia's attacks)
Suggested Spells: Goblin's Lair, Spartoi (to summon more cheap creatures), Drain Magic, Refuge, Manna, Land Drain, Pain, Squeeze (spells to ensure you have more G than Meltia)
Suggested Strategy: Setup a 1v1 Versus match against Meltia and set the round limit to 10 rounds. Walk the opposite direction as Meltia, summon cheap creatures everywhere you can, cast your G spells as often as possible, and win. If you do happen somehow to land on one of Meltia's lands, just pay the toll instead of invading. If she somehow lands on one of yours and invades, you'll have to retry.
Difficulty: Easy

Scale Helm5o. Scale Helm
A helmet made of scale-shaped iron plates layered together. It features both a beautiful appearance and strong defense.
Allegory: The dragons stand at the pinnacle of all living creatures. When the day comes that you bring them all together, you shall receive a prize like the scales of a dragon.
Conditions to acquire: Achieve victory while you have all the dragons in play at the same time.
Suggested Story Character(s): Meltia (she doesn't use spells, her decks are on the slow side, and you know going in that Hardrock Dragon is invincible due to her decks being all Earth)
Suggested Map(s): Mt. Etumer (very easy to get the land colors you need, and you can make an easy dash for the castle when the time comes)
Suggested G Goal: 10,000G (this should be more than enough time to get all 6 creatures on the map, and you'll win easily anyway)
Required Card(s): Armored Dragon, Volcanic Dragon, Deep-sea Dragon, Hardrock Dragon, Lightning Dragon, and Dragonewt (evolves into Dragon Lord)
Suggested Creatures: Dragon's Egg (evolves into a random elemental dragon), Gold Idol (ignores all creatures' summoning conditions except their G cost), Brass Idol (double your card draws so you get what you need onto the map quicker)
Suggested Items: Dragons can't use Weapons and Armor, and Volcanic and Deep-sea Dragon both have built-in scroll attacks, so you're really limited to Tools or Living creatures as your items. Gaseous Form, Counter Amulet, Gremlin Claw/Tooth, and Living Claw are just a few that will help.
Suggested Spells: Conspiracy (dragons are expensive - with Dragon Lord on the map, this spell makes all of your creatures free!), Goblin's Lair and Spartoi (to help you get your many land reqs), Revelation and Telegnosis (you have an arsenal of great TAs - use them quicker!), Relief (to switch your many different dragons onto matching land), Replace (ignores summoning reqs and is cheaper than a dragon!)
Suggested Strategy: Get Gold Idol and Dragon Lord onto the map ASAP. Once they're both down, cast Conspiracy as often as possible and flood the map with dragons. In the meantime, before you get these 2 key creatures on the map, use Goblin's Lair, Spartoi, and Replace to help you get your dragons on the map more quickly. What to do with excess G in your hand? Put Hardrock Dragon down on any color near the forts and level it to the sky - Meltia can't kill it!
Difficulty: Medium/Hard

Shogun Helm5p. Shogun Helm
A helmet worn by generals in a country to the east. The ornament sparkles proudly.
Allegory: Such a trifling amount of currency is of no concern to me. No matter how much magic power you take, a warrior's heart will not falter.
Conditions to acquire: Pay a total of 3000G or more in tolls. Achieve victory.
Suggested Story Character(s): Meltia (no spells)
Suggested Map(s): any (linear maps work best)
Suggested G Goal: 12,000G (possibly more, see below)
Suggested Creatures: Boggart, Wolverine (2x and 1.5x normal tolls), Gogma (land level-up Territory Ability)
Suggested Items: Gaseous Form, Counter Amulet (neutralize Meltia's attacks, Boggart can't use Armor), Silver Plow (land level-up at Battle End)
Suggested Spells: Greed (1.5x toll multiplier), Frost Needle (kill Meltia's creatures directly), Holy Word (control your die rolls and Meltia's), Trade (to give Boggart and/or Wolverine to Meltia), Elevation (level-up land)
Suggested Strategy: Recovering from paying 3,000G in tolls is pretty rough. Giving your opponent the ability to make you pay 3,000G in tolls is worse. But, that's pretty much what you're forced to do to acquire the Shogun Helm. Ideally, you want to pay the 3,000G as early as possible in the match, and then turn the tables as quickly as you can. One effective solution to this problem is to include Boggart and Greed in your deck. Summon Boggart, enchant it with Greed, then Trade it to Meltia and hit it with Elevation or Gogma's Territory Ability. Cast Holy Word spells on yourself to force yourself onto that same Boggart, then invade (and lose) while equipping a Silver Plow. With any luck, that one toll will get you to the 3,000G total (and it'll probably exhaust you). If not, visit Casper again. As soon as you've hit 3,000G in tolls, zap that Boggart with Frost Needle and take the high-level empty land for yourself. Then, get your revenge and use those same Holy Word spells to force Meltia onto your massive tolls and win. We highly recommend a game with a fairly high TG so you have the time to recover and deal with Meltia. Good luck.
Difficulty: Hard

Snake Circlet5q. Snake Circlet
A pure white helmet emblazoned with a twining white snake. It presents an image of grace and elegance.
Allegory: Those who receive not the protection of the gods. The purest shining light shall be given to one who masters the chaotic power which bows before none.
Conditions to acquire: Achieve victory using a book containing only neutral creatures.
Suggested Story Character(s): Meltia (as usual)
Suggested Map(s): any (Neutral land to discourage Meltia from summoning creatures)
Suggested G Goal: lowest possible (it won't matter with the 10-round limit)
Required Cards: Neutral creatures only (you can include items and spells as well)
Suggested Creatures: Gemoid, Giant Rat, Goblin, Baldanders, Shapeshifter, Doppelganger (the cheapest creatures possible)
Suggested Items: Earth Shield, Magma Counter (neutralize Meltia's attacks)
Suggested Spells: Goblin's Lair, Spartoi (to summon more cheap creatures), Drain Magic, Refuge, Manna, Land Drain, Pain, Squeeze (spells to ensure you have more G than Meltia)
Suggested Strategy: Like so many of the other parts, setup a 1v1 Versus match against Meltia and set the round limit to 10 rounds. Summon dirt-cheap creatures everywhere you can, cast your G spells as often as possible, and win. Simple.
Difficulty: Easy

Squirrine Ears5r. Squirrine Ears
A hairband modeled after squirrine ears. It feels great to the touch.
Allegory: We are a wind, a limitlessly expanding wind. When we have covered the land, we will give you the faeries' present.
Conditions to acquire: Fill the map with Powder Eaters. Achieve victory.
Suggested Story Character(s): Meltia (she uses no spells)
Suggested Map(s): X (smallest map, set to Neutral land)
Suggested G Goal: 10,000G (possibly higher, see below)
Required Cards: Powder Eater
Suggested Creatures: Fay (to increase ST), Lichenoid (to increase MHP)
Suggested Items: Earth Shield, Magma Counter (the usual anti-Meltia defense), Aura Blade (+100ST with a 100MHP Powder Eater!)
Suggested Spells: Fat Body, Mutation (to increase the Powder Eaters' MHP), Spirit Walk, Chariot (to spread your fuzzy mob to all parts of the map)
Suggested Strategy: Beef up a Powder Eater with Lichenoid, Fay, Fat Body, and Mutation until you get one to 100ST and 100MHP. You might want to multiply it before you max it out, to guard against Meltia killing it and wasting all your hard work. You can also cast Phantasm on one of the Powder Eaters with 100MHP and then cast Lunatic Light on it to instantly give it 100ST as well (though you'll find 4x Fay in your deck will get your fuzzy monster to 100ST very quickly anyway). Once you have a 100/100 turbo Powder Eater, cast Spirit Walk on it and copy it all over the map. If you're having problems getting into a section because it's currently full of creatures, use Chariot and move one of your big guys into the new territory. This will take some time and you could accidentally reach the TG goal before you've filled the map, so set the TG high enough to give yourself enough time to fill it. Meltia has almost nothing that can kill a 100MHP Powder Eater in one shot, and you'll virtually always have Earth-neutralizing items in hand to stop her anyway. To save yourself time, you can easily obtain the Golden Brave avatar part in the same match you get the Squirrine Ears.
Difficulty: Medium/Hard

Valkyria Helm5s. Valkyria Helm
A divine helmet blessed with the protection of the warrior goddesses known as Valkyries. Its wearer can seize victory under any circumstances.
Allegory: Awesome power overwhelms the enemy. If you fight with such overwhelming might that your opponent cannot hold a single territory, you shall obtain the war goddess' protection.
Conditions to acquire: Achieve victory in a way other than sudden death when the enemy holds no territory.
Suggested Story Character(s): Meltia (no spells)
Suggested Map(s): any (Neutral land to discourage Meltia from summoning creatures)
Suggested G Goal: lowest possible (it won't matter with the 10-round limit)
Suggested Creatures: Gemoid, Giant Rat, Goblin, Powder Eater (the cheapest creatures possible)
Suggested Items: Earth Shield, Magma Counter (neutralize Meltia's attacks)
Suggested Spells: Silence, Waste, Pain (keep Meltia from summoning creatures), Freeze Cyclone, Insect Swarm, Frost Needle, Magic Bolt, Zap, Fear (remove her creatures from the map)
Suggested Strategy: Having more G than Meltia is the easy part of this. Keeping her from putting creatures on the map isn't quite as easy. Setting the map to all Neutral land and the match to 10 rounds helps a lot, but you may have to retry this one a time or three until you get an ideal draw and can keep her creatureless for 10 rounds. It won't take very long, at any rate.
Difficulty: Medium

Wizard Hat5t. Wizard Hat
A hat favored by sorcerers. Its blue jewel strengthens the wearer's concentration when using magic.
Allegory: There is more to battle than hand-to-hand combat. To one who achieves victory through only tactics and magic shall be given the symbol of the wizard.
Conditions to acquire: Achieve victory using a book containing no creature cards.
Suggested Story Character(s): Meltia (of course)
Suggested Map(s): any (Neutral land to discourage Meltia from summoning creatures)
Suggested G Goal: lowest possible (it won't matter with the 10-round limit)
Required Cards: no creature cards allowed
Suggested Creatures: none
Suggested Items: Earth Shield, Magma Counter (neutralize Meltia's attacks)
Suggested Spells: Goblin's Lair, Spartoi (summon creatures with no creature cards), Drain Magic, Refuge, Manna, Land Drain, Pain, Squeeze (spells to ensure you have more G than Meltia)
Suggested Strategy: This is essentially the same setup as for the Lion Heart part, but with no creatures. Setup a 1v1 Versus match against Meltia and set the round limit to 10 rounds. Summon Goblins and Skeletons everywhere you can, cast your G spells as often as possible, and win. You should easily have more G than Meltia.
Difficulty: Easy


Thanks to IVIad IVIaxx, Skeptical Mario, VML, and Heretic Bleach for helping gather the Allegories. Thanks to deadlybeings for contributing suggested strategies.

Last Updated on Monday, 02 December 2013 20:02

Card of the Moment

Hyde 360
ST:30 HP:30 MHP:30
G:50+
Land Limit:
Territory (50G): Adds Paralysis to target creature.

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