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Shrine Effects

Azure Blessing - You will receive symbols from one area.
Azure Calamity - All creatures suffer 5 damage.
Azure Decadence - The value of all symbols in all areas falls 10%.
Azure Emaciation - All creatures ST -5.
Azure Glory - The value of symbols in one area rises 10%.
Azure Prosperity - All creatures ST+5.
Azure Tranquility - All creatures recover 20 HP.

Blessing - You will receive magic equal to your position x100G. (Good)
Break - For two rounds, you will be unable to use item cards. (Evil)
Celebration - You will receive 10% of the value of your symbols as magic. (Good)
Clemency - The next time you move, even if you stop in enemy territory, you will not need to pay a toll. (Good)
*Clinging Mud - During next round, the die will roll 1-3. (Neutral) [Shackles of Mud on DoD]
Compassion - All and ( and ) creatures recover 20 HP. (Good)

Crimson Blessing - You will receive symbols from one area.
Crimson Calamity - All creatures suffer 5 damage.
Crimson Decadence - The value of all symbols in all areas falls 10%.
Crimson Emaciation - All creatures ST -5.
Crimson Glory - The value of symbols in one area rises 10%.
Crimson Prosperity - All creatures ST+5.
Crimson Tranquility - All creatures recover 20 HP.

Curse - During this round, all of your creatures will become paralyzed. (Evil)
Deduction - For two rounds, the magic use for your creatures and item cards will be 30% of normal. (Good)
Disaster - All and ( and ) creatures suffer 5 damage. (Evil)
Disease - All and ( and ) creatures ST-5. (Evil)
Dissolution - During this round, you are unable to take tolls on any of your territory. (Evil)
Door of Decision - You may choose an effect from a list of seven. (Neutral).
Eminent Domain - You will take 10% magic from all Cepters. (Good)
Encouragement - All and ( and ) creatures ST+5. (Good)
Fall - During this round, the toll for all of your territory will decrease by 30%. (Evil)
Fear - During the next round, you cannot summon creatures to invade. (Evil)
Felicity - You will receive 10 symbols of one element from one area. (Good)
Foreknowledge - You will look at the top 3 cards in your book and draw one you like. (Good)

Forest Green Blessing - You will receive symbols from one area.
Forest Calamity - All creatures suffer 5 damage.
Forest Green Decadence - The value of all symbols in all areas falls 10%.
Forest Green Emaciation - All creatures ST -5.
Forest Green Glory - The value of symbols in one area rises 10%.
Forest Green Prosperity - All creatures ST+5.
Forest Green Tranquility - All creatures recover 20 HP.

*Fruits of Labor - All Cepters will receive 100G of magic. (Neutral)
*Global Treaty - You are considered to have passed all forts. (Neutral) [Grand Alliance on DoD]
Good Fortune - You will receive 200G of magic. (Good)
Hardship - One Cepter will lose 1 to 10 symbols of one element from one area. (Evil)
Harvest Festival - All Cepters will receive 30G of magic for each territory they possess. (Neutral)
High Price Increase - For this round, the toll for all of your territories will rise 30%. (Good)
Hope - You will draw two cards from your book. (Good)
Imprisonment - One Cepter will become unable to act until another Cepter rolls an even number. (Evil)
Inflation - For two rounds, the magic cost for your creature and item cards will increase by 30%. (Evil)
Magic Resistance - You will neutralize the next spell or territory ability cast upon you. (Excluding effects that remove effects.) (Good)
Margin - For two rounds, you will receive 30% of the tolls received by other Cepters. (Good)
Misfortune - One Cepter will lose 10 to 100G. (Evil)
*Nature's Bounty - You will receive 5 symbols of each element from one area. (Neutral)
Panic - The value of all symbols value will fall by 10%. (Evil)
Penalty - If you stop in an enemy territory in the next time you move, you will pay a 30% greater toll. (Evil)
Pioneer - You will jump to the closest empty land. (Neutral) [Founding Fathers on DoD]
Purging Storm - In all territories, creatures that are not if the same element as their occupied land will have their HP halved. (Neutral)
Purifying Light - effects on all Cepters will be removed. (Neutral)
Reward - You will receive magic equal to your lap count x50G. (Good)
*Rewards of Service - The next time you reach a fort, you will receive a 50% greater fort bonus. (Neutral)
*Scales of Balance - All Cepters will receive magic equal to 30G x their position x their lap count. (Neutral)
Separation - One Cepter will lose a creature card from their hand. (Evil)
Silence - For 2 rounds, you will be unable to use creature cards. (Evil)
Tax - You will receive magic equal to your territory count x30G. (Good)
Theft - One Cepter will lose either a spell card or item card from their hand. (Evil)
*Time of Peace - effects on all creatures and lands will be removed. (Neutral)

Twilight Gold Blessing - You will receive symbols from one area.
Twilight Gold Calamity - All creatures suffer 5 damage.
Twilight Gold Decadence - The value of all symbols in all areas falls 10%.
Twilight Gold Emaciation - All creatures ST -5.
Twilight Gold Glory - The value of symbols in one area rises 10%.
Twilight Gold Prosperity - All creatures ST+5.
Twilight Gold Tranquility - All creatures recover 20 HP.

*Victory Feast - The next time you reach the castle, you will receive a 50% greater lap bonus. (Neutral)
*Voice of the Emperor - During this round, you can use territory commands across all of your territories. (Neutral)
*Wandering Journey - You will jump to a different square. (Neutral)
*Wings of the Dragon - During the next round, the die will roll 6-8. (Neutral)

* Effects I got offered on Door of Decision. I only got that effect 3 times, so other effects with possible name changes may be encountered. It is noted in brackets when DoD changes the name. The wording of effects is exact.

Note that there are 16 "Good" effects (Wings) 16 "Evil" effects (Bats) and 16 "Neutral" effects (Culdra symbol). 48 Light/Dark + 28 Elemental effects mean 76 total! And they pretty much go through the whole cycle before repeating.

Last Updated on Wednesday, 15 May 2013 08:48

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Buckler 360
G:30
Neutralizes: Attacks from creatures with ST of 30 and under.

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