Professional Documents
Culture Documents
Version 1.1
January 4, 2004
By Brian Nii (bnii at hawaii dot edu)
Table of Contents
1. What is Culdcept?
2. Version History
3. Game Overview
4. Game Flow
5. Territories
6. Creatures
7. Items
8. Spells
9. Characters
10. Walkthrough
11. Creature List
12. Item List
13. Spell List
14. Gallery
15. Medals
16. Culdcept Strategy
17. FAQ
18. Acknowledgements
O--------------------O
|1. What is Culdcept?|
O--------------------O
"CULDCEPT, the book of creation and destruction made by the absolute Goddess
Culdra. Those who control the power can acquire the power of God. CEPTERS,
individuals with the capability to summon from within the book fight for total
control over Culdcept. Those who control the book become Gods, and many worlds
were created or destroyed by those who took over this power."
"There would be one Cepter who will stop this chain and use the power to
destroy the entire universe..."
- Culdcept story
O------------------O
|2. Version History|
O------------------O
O----------------O
|3. Game Overview|
O----------------O
[Basic Goal]
In Culdcept you take control of a Cepter (a being who can use magic from cards)
and must win battles in various maps by accumulating a target amount of magic
(referred to as G). You can think of magic in this case as both money and
magical power. Each Cepter has a "deck" of 50 cards (referred to as a Book)
from which they draw cards to cast spells. The first person to return to the
Castle (starting point) with the target G total wins the match.
[Book]
A Book consists exactly of 50 cards. Cepters cast spells from these cards by
playing their G costs. There is a maximum of four cards of each type that can
be in your deck (except for Extra type cards, see below). Each Cepter begins
the battle with four cards drawn from their Book. During the start of a
Cepter's turn one card is added to the hand. Cepters can have a maximum hand
size of six. If a card is drawn which would put the hand size at seven, a card
must be discarded. Once all the cards have been drawn from the book, an entire
new Book is created and reshuffled to draw from. Note that is new book is an
exact duplicate of your original deck, so it's possible to draw more cards of a
certain type than you had in your deck originally.
[Cards]
Cards are obtained after every battle regardless if you win or lose. Winning a
battle gains you more cards, and the more Cepters involved in a match, the more
cards you can obtain. Each card has a rarity, type, and cost associated with it.
Normal (N) cards for the most part can be obtained frequently. Strange (S)
cards are less common. Rare (R) cards are difficult to find. Extra (E) cards
are unique. You can only have one of each card in your deck and they can only
be obtained after certain battles in story mode or when certain conditions have
been fulfilled.
Creatures are summoned to claim territory for the Cepter or to attack another
Cepter's creatures. When a Cepter summons a creature on an empty territory, the
land comes under their control. However, certain creatures cannot occupy
certain territories. A Cepter can also summon creatures to attack other
Cepter's creatures. However, certain creatures cannot be used to attack.
Each creature also has a type associated with it: Neutral (White), Fire (Red),
Water (Blue), Wind (Yellow), and Earth (Green). Creatures that occupy a
territory matching their type gain a defensive bonus. Neutral creatures usually
do not gain defensive bonuses for territory.
Creatures have a ST, HP, and MHP value. ST indicates the amount of damage the
creature inflicts in battle. HP indicates the current amount of damage the
creature can withstand. MHP indicates the maximum amount of damage the creature
can withstand at full health.
Spells are cast outside of battle, and have various effects. Some spells target
Cepters, while others target creatures.
Each card has a cost in G, which must be paid when the card is used (some cards
have a cost of 0, which means they can be played for free). Some powerful cards
require that you discard cards from your hand as an additional cost, while
certain creatures require that you control certain land types before they can
be summoned.
O------------O
|4. Game Flow|
O------------O
The first Cepter to return to the Castle with the target G value wins the
battle. Next to each Cepter's name are their color (the number inside is which
place they are currently in, this will flash if they have enough G to win the
battle), current G (upper value), and total G (current G plus the total land
and symbol values). Next to these values are letters, which represent each Fort
(checkpoint) on the map (N for north, W for west, etc.). These letters will
turn white when the appropriate Forts have been passed. Each Cepter starts with
a predetermined amount of G and four cards drawn from their Book.
Start of Turn
1. CARD DRAW
One card is drawn from the deck and added to the Cepter's hand. If the Cepter
has more than six cards one must be discarded. If the Cepter has drawn the last
card from the Book, a duplicate of the original book the Cepter started with is
created, shuffled, and drawn from.
A Cepter can cast a spell from their hand for its G cost.
3. ROLL DICE
If a spell is played this automatically occurs. If not press up from the hand
display to access the dice. Press the X button to stop the dice. Your Cepter
will move forward the number of squares on the die. Note that the die value can
vary from map to map (i.e. 1-6, 1-7, 1-8 etc.). If the Cepter reaches a branch
in the path you have the option of which direction to move. If you reach a dead
end you will travel back in the opposite direction.
You can either summon a creature or use the Territory command, but not both
during your turn.
If you land on an unoccupied territory you can summon a creature from your hand
by paying the G cost (and any other if applicable) and claim the territory. The
territory's land value is added to your G total. Note that certain creatures
cannot be summoned on certain territories.
Flow of Battle
Note: Some creatures have special abilities that can alter this flow of events.
This is a basic flow of battle.
Step 1: Use an item. Both the attacking and defending Ceptor can use an item by
paying its cost before the battle.
Step 2: Any changes or abilities granted by items takes effect before the
attacker strikes. Defending creature loses HP equal to the attacker's ST. If
the defending creature's HP is reduced to zero or less the attacker wins.
If the attacker wins the attacking creature occupies the territory for the
invading Ceptor. If the defender wins, the invading Ceptor pays a toll to the
defending Ceptor. If the battle is a draw, the attacking creature is returned
to the hand and the invading Ceptor pays a toll (as if they had lost the
battle). If both creatures are destroyed, the land reverts to unoccupied
territory.
Any damage inflicted to a creature remains after the battle (ones that return
to the hand recover all damage). A creature recovers 20% of its MHP every time
its owner receives a lap bonus.
You can use the Territory command if you land on a square that you control,
have moved past a territory you control, or land on a Fort or Castle. If you
move past multiple territories you control, you can only select one of them
with the territory command. If you land on a Fort or Castle you can use the
Territory command on any territory you control. Regardless of how many
territories you can select you can only use the Territory command once per
turn. If the Territory command is available you can access it by pressing down
from the hand display.
Level Up Land: Allows you to increase the level of the land (level 5 max). As
the land level increases so does its cost to increase. For each increase in
level the toll fee for the territory increases. Also, defending creatures that
share the same type as the terrain (excluding neutral creatures) gain a bonus
of +10 HP for each level.
Land Change: Allows you to change the territory type of the land to fire,
water, wind, or earth for a cost in G. This is usually used to match the
defending creature on the territory, or to increase Chains (see Territory
below).
Creature Exchange: This allows you to exchange a creature in your hand with the
creature currently occupying the territory. Note that you must pay for the cost
of the creature as if you were summoning it on an unoccupied territory.
Creatures are still affected by Land Limit (see Creatures below). This is
usually used to match a creature to its terrain type, to recover a creatures HP
(cards that return to the hand recover all HP), or to remove a Curse (all
Curses disappear from a creature when it returns to the hand).
Creature Power: Certain creatures have special abilities that can be activated
for a cost by using the Territory command. This is usually denoted on the card
by Territory[X]: Effect, where X is the cost in G to activate the effect.
5. END OF TURN
You must draw a card and roll the dice before you end your turn. You can end
your turn without casting a spell or summoning a creature. The next Cepter's
turn begins.
O--------------O
|5. Territories|
O--------------O
There are two land types in the game: regular and special.
[Regular Lands]
A Chain is formed when a Cepter controls multiple land types. For example, a
Water x2 chain is formed when a Cepter controls two Water territories, a Water
x3 chain for three, etc. This has the effect of increasing the toll fee for all
lands of that type under their control. The higher the Chain, the greater the
toll fees will increase. Note that some maps are broken up into areas. In this
case, Chains will only occur for lands in that area. A Chain can be reduced if
the Cepter loses lands of that type, or broken completely if the Chain drops to
one land.
[Special Lands]
Special lands are indicated by structures on the map. Cepters cannot occupy
these lands.
Castle: The Castle is the starting point of the map. If all Forts (checkpoints)
are passed on the map and the Castle is reached, the Cepter gains a lap bonus
of G, and an additional bonus based on the territory and Symbols (see Shrine)
owned by that Cepter. If the Cepter has the target G for the map, landing on or
crossing the Castle wins them the game. If the Castle is landed on directly,
the Cepter can use the Territory command on any of their territories.
Fort: A Fort gives a G bonus the first time it is passed. You can think of this
as a checkpoint of sorts. When a lap bonus occurs at the Castle, all the Forts
reset and give out a bonus again. If the Fort is landed on directly, the Cepter
can use the Territory command on any of their territories. Note that certain
maps have multiple Forts of the same direction. In this case, you cannot gain G
from a Fort of the same type you already passed.
Prophet: When this tent is landed on, you can draw a random creature, item, or
spell card from your deck.
Bridge: When a Cepter enters a land with a Bridge, they are immediately
transported to another Bridge and continue the remaining movement.
Warp: This sun symbol transports the Cepter to another area when landed on.
Unlike the Bridge, passing the Warp does not trigger it.
Shrine: You can purchase Symbols here (see Symbols below) by either landing or
passing the Shrine. Your turn continues as normal after you decide/decline to
buy Symbols. You can purchase up to 50 Symbols during each visit.
[Symbols]
Symbols are purchased at the Shrine, and are available in all four basic land
types (Fire, Water, Wind, Earth). The value of Symbols contributes to your G
total. As you increase the level of your lands, the value of the Symbols
associated with it increases. For a Symbol to be affected by land value, the
land must be in the area that you purchased it in. For example, if you purchase
Fire Symbols in the north area, only Fire lands in the north area will affect
those Symbols. Symbols give a Cepter a 10% G bonus based on the value of the
Symbols during a lap bonus, provided that the Cepter controls more Symbols of
that type than any other Cepter. If Cepters have the same number of Symbols, no
one gets the Symbol lap bonus.
O------------O
|6. Creatures|
O------------O
Each creature in the game has the following statistics: Attribute, ST, HP, MHP,
Cost, Land Limit, Item Limit, and Special.
Attribute: There are five attributes in the game: Fire, Water, Wind, Earth, and
Neutral. Fire creatures tend to have high ST. Water creatures tend to have high
HP. Wind creatures tend to have the First Attack special. Earth creatures tend
to have the Support special. Neutral creatures usually do not get a defensive
bonus, but they are usually cheaper to summon than other creatures.
ST: Strength or Striking Power. This is the amount of damage that this creature
deals in an attack. A creature gains a +10 ST bonus for every adjacent
territory they control (this applies to both attacking and defending creatures).
HP: Hit points or health power. This is the amount of damage that the creature
can currently withstand. If a creature's HP is reduced to 0 it is destroyed. A
creature gains a +10 HP defensive bonus for every land level if they match the
type of territory they occupy.
MHP: Maximum hit points or maximum health power. This is the maximum amount of
damage the creature can withstand at full HP. A creature regains 20% of MHP
every time its owner gains a lap bonus.
Cost: This is the cost in G to summon this creature. Some creatures have an
attribute or card symbol listed in the cost as well. For example, the Dragon
has a cost of 90 + Fire x 2. This means that in addition to paying 90 G, the
Cepter must control at least 2 Fire territories. If a card symbol is present,
you must discard a card from your hand as part of the cost.
Item Limit: If a creature has an Item Limit, it cannot use that Item in battle.
For example, the Dragon has an Item Limit of Armor so it cannot use Armor type
Items in battle.
Special: If a creature has any special abilities it is listed here.
[Special Abilities]
Critical Hit: This creature deals 1.5 times damage under certain conditions.
Defense: This creature cannot invade a territory, and cannot move using the
movement command.
First Attack: This creature always attacks first in battle, even on defense. If
both creatures have First Attack, the attacker attacks first.
Last Attack: This creature always attacks last in battle, even on offense. If
both creatures have Last Attack, the attacker attacks first.
Neutralize: This creature takes no damage from this attack. This does not
include scroll attacks.
Paralyze: This creature adds the Paralyze effect to a creature when it attacks.
Paralyzed creatures cannot attack, use items, or use special abilities.
Penetration: This creature ignores the defensive land effect of the opposing
creature.
Poison: This creature adds the Poison effect to a creature when it attacks.
Poisoned creatures receive additional damage after every battle.
Scroll Critical Hit: When a scroll is used, it causes 1.5 times more damage.
Support: This creature can use a creature card in battle like an Item. The used
creature adds its ST and HP to the Support creature.
Territory[X]: This creature can use this ability by paying X G using the
Territory command.
There are many other special abilities than the ones listed here, but these are
the most common ones featured on creatures.
[Curses]
[Creature Curses]
There are many other creature Curses than the ones listed here, but these are
the most common ones.
[Cepter Curses]
There are many other Cepter Curses than the ones listed here, but these are the
most common ones.
O--------O
|7. Items|
O--------O
Creatures in battle can use Items to give them an advantage over their
opponents. Certain creatures cannot use certain Items as indicated in their
Item Limit. There are four types of Items: Weapons (sword icon), Armor (armor
icon), Tools (ring icon), and Scrolls.
[Weapons]
Armor usually increases the HP of a creature, although some have other effects
such as neutralizing the attack of a certain type.
[Tools]
Unlike other Items, Tools can be used both right before a battle starts as well
as outside of battle. These usually give a permanent ability or increase ST/HP
for a target creature.
[Scrolls]
Scrolls are offensive in nature and usually deal damage to the opposing
creature. They have the advantage of penetration, meaning that they ignore
defensive bonuses due to territory.
O---------O
|8. Spells|
O---------O
There are two basic spell types: Instance and Curses. Some powerful spells
require a card sacrifice in addition to its normal cost.
[Instance Spells]
Instance spells take effect immediately and are indicated by a lightning icon.
They can affect one target (one icon) or multiple targets (two icons).
Examples:
[Curses]
Curses (balloon icon) can be temporary or permanent, and can affect one target
(one icon) or multiple targets (two icons).
Examples:
O-------------O
|9. Characters|
O-------------O
Note: The spells listed for each character are not a comprehensive list and may
vary depending on when they are encountered in story mode.
Book Focus: Dependent on player. Initially you will receive a Book focusing on
either Water and Wind or Fire and Earth.
--------------------------------------------------------------------------------
Playing Style: Very conservative. Doesn't attack unless he's sure of winning.
His deck has a lot of cheap creatures so he can fill up the map in a hurry.
Fortunately, they don't have much staying power, so his deck tends to do badly
in the late game.
Creatures: Dragonfly, Kobold, Marfolk, Remora, Pan, Tiger Beatle, Giant Bat,
Sprite
--------------------------------------------------------------------------------
Description: An evil bounty hunter always looking for a way to make easy money.
His skills as a Cepter make him a formidable foe. A mercenary at heart, he'll
work for anyone as long as the price is right.
Playing Style: Very aggressive. He takes any land he sees open. This aggressive
style often leaves him with creatures occupying territories different from
their attributes.
Creatures: Decoy, Werewolf, Bard, Minotaur, Will O' the Wisp, Giant Amoeba,
Grendel, Pirate, Wall of Ice
--------------------------------------------------------------------------------
[Zagol, the Head Thief]
Description: The leader of a band of thieves in Dombwood forest. He's all brawn
and no brains. Zagol uses his Cepter abilities to physically intimidate his
foes, but isn't smart enough to realize when he's outclassed.
Playing Style: Very aggressive. Zagol always attacks even if he has no chance
of winning. While this might seem counter-productive, it is also dangerous for
you as it can wear your creatures HP down to the point where they can be taken
out next turn. Interestingly enough, Zagol is the only character in the game
that does not play spells.
Items: Bandit's Glove, Chain Mail, Leather Armor, Long Sword, Morning Star,
Power Bracelet
Spells: None
--------------------------------------------------------------------------------
Items: Claymore, Earth Amulet, Fire Amulet, Petrify Stone, Plate Mail, Trident
Spells: Fairy Light, Fog, Holy Word 6, Peace, Shrink, Shatter, Silence
--------------------------------------------------------------------------------
Description: A warrior from a far away land who comes searching for the one who
murdered his sister Claire. When he swears revenge a hidden Cepter ability
arises from within.
Playing Style: Aggressive. Leo usually prefers land that matches his creature's
attributes. He'll also attack other creatures when he gets the opportunity.
Items: Crossbow, Flame Tongue, Gaseous Form, Gremlin Amulet, Masamune, Plate
Mail, Scale Armor, Sword of the Falchon
Spells: Banishing Ray, Black Out, Echo, Erasure, Growth Body, Haste, Magic
Bolt, Squeeze, Telekinesis, Vitality
--------------------------------------------------------------------------------
Description: One of the three sages of Soltaria, Luthien has the gift to see
into future events. Our hero visits her to learn the location of Geminigh.
Playing Style: Very conservative. She won't attack unless she feels absolutely
sure of victory. Many of her creatures have Curse effects.
Creatures: Cleric, Amazon, Fate, Nymph, Dark Elf, Harpy, Nike, Succubus, Witch
Spells: Binding Mist, Freeze, Holy Word 1, Holy Word X, Mass Growth, Simulacrum
--------------------------------------------------------------------------------
Description: A member of the Rabbid tribe, Pickett possesses power that belies
his diminutive size.
Items: Battle Axe, Diamond Armor, Morning Star, Mujina Mask, Rock Biter, Spike
Shield
--------------------------------------------------------------------------------
Description: The second sage of Soltaria, Aldha possesses the rare Erasure
card, which can remove any spell effect. Our hero visits him to obtain this
card to remove a curse placed on Luthien.
Playing Style: Very conservative. Alhda will take lands when possible, but
avoids conflict unless absolutely necessary.
Creatures: Domovikha, Fire Giant, Lava Worm, Sorcerer, Bunyip, Storm Giant,
Wizard, Angostura, Sage, Spitting Cobra
--------------------------------------------------------------------------------
Playing Style: Aggressive. Morroc only uses Neutral creatures in his deck,
which can be surprisingly effective since they're both cheap and sturdy to use.
He takes any open land and frequently levels them up.
Creatures: Battle Gear Beta, Decoy, Steam Gear, Trojan Horse, Wonder Wall,
Wraith
--------------------------------------------------------------------------------
Creatures: Gold Idol, Basilisk, Dark Master, Dwarf, Ghoul, Gooba Queen, Quake
Beast, Wereboar
--------------------------------------------------------------------------------
[Whirlwind]
Description: A proud member of the avian Fard tribe, Whirlwind has sworn to
seek out and defeat the Cepter who would eventually become Geminigh.
Playing Style: Aggressive. Whirlwind takes any open land and often uses the
Terrain command to increase his chains.
--------------------------------------------------------------------------------
Description: Balberit's right hand man, Gamygin is a master of fire magic. Only
Balberit himself exceeds his sheer offensive power.
--------------------------------------------------------------------------------
Description: Balberit's left hand man (or in this case woman). Mullyn is a
master of water magic. She is Gamygin's counterpart, and the two work well as a
team together.
Playing Style: Conservative. Most of her spells are defensive in nature, which
makes taking land from her a real chore.
--------------------------------------------------------------------------------
Description: The third sage of Soltaria, Balberit founded the Gem Sect, whose
purpose was to bring about the coming of Geminigh to power.
Items: Diamond Armor, Holy Grail, Lance of Odin, Morning Star, Necro Scarab,
Storm Causer
--------------------------------------------------------------------------------
[Geminigh]
Description: The goddess Culdra foretold that this evil Cepter would destroy
the universe. His true identity remains unknown.
Creatures: ???
Items: ???
Spells: ???
--------------------------------------------------------------------------------
Playing Style: Aggressive. Frequently plays offensive spells such as Magic Bolt
and Evil Blast. On a side note, he only uses cards that were featured in the
original Playstation version of the game.
Creatures: Berserker, Decoy, Gas Cloud, Hell Hound, Lilith, Storm Giant,
Cerberus, Troll, Woodfolk, Griffon, Gremlin
Items: Battle Axe, Claymore, Gaseous Form, Gremlin Amulet, Plate Mail, Sword of
the Falchon
--------------------------------------------------------------------------------
Playing Style: Aggressive. Has a reckless playing style, and often makes hasty
decisions.
Creatures: Decoy, Samurai, Domovikha, Minotaur, Gremlin, Knight, Succubus
O---------------O
|10. Walkthrough|
O---------------O
[Battle 1]
Opposition: Ryvern will be your first opponent. He's not too tough to beat, but
considering that this is your first battle in Culdcept, and chances are good
you don't know what the heck you are doing, it might prove to be a bit of a
challenge. I'm not actually sure if you can lose this battle, so even if you
fall behind don't give up.
One of the more important things you should note is whether or not Ryvern has a
Mace or Leather Armor in his hand during his draw phase. A Mace gives an
additional 20 ST to a creature, and the Leather Armor gives a creature an
additional 20 HP. Keep this in mind before you attack, as the Mace will most
likely be used if he suddenly decides to attack you with a weak creature, and
the Leather Armor will be used if you decide to attack one of his creatures.
This habit of looking at your opponent's hand during his draw phase is a very
important strategy in Culdcept. Make a habit of recognizing ST/HP boosting
items on sight, as this will greatly increase your chances of winning battles.
Results of Victory: After the battle Ryvern will run away in defeat (he'll be
back) and Goligan will recruit you to save the universe from destruction
(whether you want to or not). The roads to Malthessburg and Dombwood will open
up, but you should spend some time to play this map again a few more times to
build up your stock of cards. Goligan will be your opponent, and his Book is
pretty much the same as Ryvern's was. Feel free to beat on him as much as you
want, and maybe experiment with some of the cards. Once you're done, you can
head for either area next, but for the sake of this walkthrough we'll go to
Malthessburg.
[Battle 2]
Area: Malthessburg, the King's Metropolis
Goal: 6,000 G
Opponent: Selena
Description: Malthessburg is shaped like a figure eight, with the Castle being
in the connecting center point. The Forts are located in the top and bottom
parts of the 8, so you'll have to go both ways to get the lap bonus from the
Castle. This map introduces the Prophet square, which looks like a tent. If you
land on this you can draw a random card of a certain type (creature, item,
spell) from your deck.
Opposition: Selena is your opponent, and she can be tricky to beat as most of
her creatures have the Support ability. The Support ability allows creatures to
use creature cards as items. For example, if you attack her Dryad and she has a
Fighter (40 ST/ 40 HP) in her hand, she can use the Fighter card to add 40 ST
and 40 HP to her Dryad in the battle. Note that she'll need to pay the cost of
playing the creature as if she were summoning it on the map.
Strategy: While the support abilities of her creatures makes her defense tough
to get around, it does have the effect of depleting her of creature cards.
You'll have to hit her hard and fast if you want to take advantage of this. If
you're lucky she won't have any creatures left to use as items, and support
creatures aren't very strong without their support. Be careful of her Silence
spell, as not only does this prevent you from claiming territory with your
creatures, but also leaves you defenseless against her creatures since you
can't summon them to attack either. Try to chain and claim as much territory as
possible, as the offensive bonus for adjacent allied creatures can make the
difference between winning and losing a battle.
[Battle 3]
Strategy: This map is much longer than either Dunnan or Malthessburg, so you'll
need to be a bit more conservative with your G or risk running out of it
halfway through the map. As mentioned previously, Zagol will always attack you
regardless of whether or not he can win. While this seems foolhardy, it does
deplete your creatures of HP fairly quickly, making them vulnerable the next
time he comes around. Of course, if your creatures have Regeneration it becomes
a moot point. Defensive creatures have an advantage here due to Zagol's
aggressive tendencies. Anything that increases movement such as Fly or Holy
Word 6 can be useful as well, as this map is longer than Dunnan or
Malthessburg, and you'll need to get that lap bonus quickly to replenish your
creature's HP more often than not.
Result of Victory: Defeating Zagol and Selena opens up the path to the next
area. You can come back to Dombwood to challenge Zagol again if you like, but
it would probably be faster to just head back to Dunnan if you want to get more
creature cards.
[Battle 4]
Description: This map is similar to Malthessburg, except that now the areas are
divided into east and west. The Bridges present here automatically transport
you to the next area when you enter their square.
Opposition: Your opposition is Leo, and man, is he pissed or what? He's just as
aggressive as Zagol, but unlike Zagol he has a whole lot of spells, and he's
not afraid to make use of them.
Strategy: Don't go with expensive creatures and spells here. If you fall behind
in the territory game Leo will overpower you by sheer attrition. You'll need to
get several creatures up and running, and hope that he falls on one of them
before he gets on a roll. Leo will play Haste frequently, giving him an
advantage in getting lap bonuses. He'll also use Magic Bolt to weaken your
strongest creature, and use Vitality (+20 ST/HP permanent boost) on his
strongest creature. Watch out for the Gremlin Amulet (it looks like a golden
amulet). It can destroy your Item at the start of battle, and he'll usually
save it for when you land on his strongest creature, giving you an incredible
headache. Don't be surprised if you lose several times trying to beat him. If
he gets a good deal he can be almost impossible to stop once he's on a roll.
Result of Victory: Leo runs away swearing revenge, and the path to Luthien
opens up. You won't be able to enter Alta for a while, but if you've played
against Leo several times, chances are you already have a sizeable increase in
your card stock already.
[Battle 5]
Description: This is a fairly simple square map, and marks the first appearance
of Temples where you can purchase Symbols for the first time.
Opponents: This will be your first multiplayer battle in story mode, as not
only must you deal with Luthien, but Ryvern as well. Fortunately for you,
they're not allied, so they will be equally happy to attack and cast spells on
each other if you're not around.
Strategy: This can be somewhat of a chaotic battle, as both your opponents have
an equal chance of attacking you as they have each other. The battle can swing
in either direction depending on who's attacking who, especially if Ryvern
starts casting Haunt (target Cepter becomes AI controlled for two turns) with
wild abandon. It's probably more useful to increase land levels than purchasing
Symbols on this map, as Chains can drastically increase your odds of hitting a
jackpot (i.e. humongous toll) with one of the Cepters. In case you're
wondering, Ryvern is probably the bigger of the two threats here, as his
creatures are slightly tougher than they were previously, and he still plays
aggressively as ever. Don't ignore Luthien, however, as many of her creatures
have varying Curse effects.
Results of Victory: Ryvern runs away again, and Luthien returns to her normal
self. Unfortunately, she can't locate Geminigh until she recovers from the
spell she was under. You'll need to get the Rainbow Shard and Erasure spell to
cure Luthien, and you'll find those at Rabbid and Durhan respectively. Since
it's closer we'll head for Rabbid. You can return to the temple for a friendly
match with Luthien if you want, as she has quite a bit of spell cards for you
if you win.
[Battle 6]
Description: Rabbid introduces dead ends on the northwest and northeast of the
map. If you hit them you'll go back in the opposite direction you came from.
There are two Forts in the northern dead ends, and one in the south via two
bridges. This map also introduces neutral territory, which doesn't give any
defensive bonuses, but can be changed to another type with the Territory
command.
Opposition: Geez. Didn't we just get rid of this guy? Ryvern once again
intervenes in your business, and he's just as annoying as he was in the last
battle. Pickett plays defensively, and chances are good that Ryvern will wear
himself out if he tries to go for the little fur ball's territory.
Unfortunately, this also applies to you as well.
Strategy: This is a smaller map than the temple, and the dead ends to the north
and branching paths to the south allow for more flexibility in choosing your
path. Ryvern is still the same as last time, and can either be a help or
hindrance depending on his die roll. If you have Holy Word spells you might be
able to use them to your advantage by directing him to attack Pickett's
creatures. Pickett has a bunch of defensive items, so it might actually be
worth it to attack his low toll creatures even if you end up in a draw, just to
make him use up his items.
Results of Victory: Ryvern runs off yet again, and Pickett gives you the Extra
Rainbow Shard card. It might not be too useful right now, but it sure is
pretty. You can enter Rabbid again to challenge Pickett to a one on one match,
which will probably be much easier to win this time around without Ryvern as a
random element. With the Rainbow Shard in hand it's time to head on over to
Durhan.
[Battle 7]
Description: Durhan is shaped like a figure eight like Malthessburg, but also
has an entire separate area as well. This map introduces two new features:
multi-attribute lands and warps. Multi-attribute lands count as all land types
(Fire, Water, Earth, Wind), but do not contribute to chains. Like neutral land
these can be changed with the Territory command as well. Warps transport a
Cepter to another area, but unlike Bridges they must be landed on exactly to do
so. On this map there are several warp areas that lead to a separate area on
another island with warps leading back to the main island.
Strategy: Just when you thought you could take a nice relaxing vacation on a
tropical island that king sized jerk Leo arrives to spoil everything. He's just
as annoying as before, but this time you have several things working in your
favor. First of all, Aldha is present, and while he's pretty much a pacifist,
Leo will be more than happy to vent his anger out on him as he would on you.
Second, there are warps that might possibly trap Leo on the other island. The
bad part is that it's equally possible for you or Aldha to get trapped as well.
Result of Victory: Aldha gives both you and Leo the Extra Erasure card (Leo
will actually add it in his Book). If you have both the Rainbow Shard and
Erasure cards, you can return to the temple to cure Luthien. Aldha will happily
challenge you again if you revisit Durhan.
[Battle 8]
Description: Looks like Luthien did some remodeling. The temple map now
features many dead end paths along the way, making this map one of the few
areas where you can reverse your direction relatively easily. There's also some
warp points leading to an inner area on the map.
Opposition: Ryvern and Zagol have now teamed up, and both are eager for
revenge. This can be trouble, considering that both of them play quite
aggressively.
Allies: It's the Cepter code of honor that if two Cepters are allied with each
other, the other Cepters are allowed to have a partner as well. Considering how
weak Goligan's Book is, it's a relief to have Selena with you for this battle.
Strategy: This is the first battle featuring allies. This means that they both
Cepters in an alliance share combined land values, and can move freely through
each other's territory. Selena is here to help you out, and she'll even cast
beneficial spells on you if it looks like you need it. Her deck still has
support creatures, but she also some offensive ones thrown in as well. Since
you both share the same G total value, you can either try to level up your
lands as fast as possible, or concentrate on taking out the other creatures on
the board while Selena racks up the G. In either case, remember that once you
get the target G it doesn't matter which one of you reaches the Castle first.
If Selena is closer to the Castle when this happens, cast Haste or Holy Word X
on her to push her towards the finish line.
Result of Victory: Ryvern and Zagol once again retreat in defeat, and Luthien
recovers fully from her condition. According to her vision, Geminigh will
appear in a tournament being held at Cratos. At this point all of the other
areas in the game are closed off, save for Dunnan and Cratos. If you want to
get additional cards, Dunnan is the only choice available, as all the other
areas will remain closed until you win the tournament at Cratos. Once you feel
that you're ready, proceed to Cratos and get ready for one heck of a battle.
[Battle 9]
Description: This looks like one humongous map, but it's actually two maps in
one. The reason being that it's the only map that has two Castles. This means
that you'll be getting lap bonuses twice as often, but so will your opponents.
The map is linear so you won't have to worry about movement (well actually you
do, but you get what I mean), just old school Culdcept action.
Opposition: Yep. It's Selena and Pickett. You probably know how these two play
already. Their decks have been buffed up a bit, but that shouldn't be a
problem, as you probably have added some new tricks to your Book as well.
Strategy: You might want to invest in some speed boosting cards (Fly, Haste,
Holy Word X) since the map is quite long and you'll want to rack up those lap
bonuses as quick as possible. Manna might be good too, since you'll be on this
map for quite a while. There isn't any real pattern on this map, so you'll want
to bring a variety of creatures to get terrain advantage. Defensive creatures
are good here, since chances are you'll have plenty of opportunities to place
one on the map since it's quite huge. Also by the time you get back to them
they'll have recovered 40% of their HP, so cumulative damage shouldn't be a
problem. The only random element (well there's always a random element, but you
know what I mean) is whether or not Selena and Pickett fight you or each other.
Selena's Silence spell is still as annoying (and effective) as ever. Remember
that you can counter it by casting a boosting spell on yourself.
Result of Victory: Winning here advances you to the semi finals of the
tournament. You can edit your Book if you like or get more cards in Dunnan
before then. When you're ready, reenter Cratos for the semi finals.
[Battle 10]
Area: Cratos, Land of the Warriors
Goal: 8,000 G
Opponents: Leo, Morroc
Description: Yikes. This map is pretty crazy, considering that you almost have
complete control over your movement. There's quite a bit of ways to get around
on the map, so strategic movement is vital when the map starts filling up with
creatures.
Opposition: Leo is back, and has added some beef to his Book. The newcomer here
is Morroc, who plays nothing but Neutral creatures in his deck. While this
might seem like a poor strategy on this map, it can be surprisingly effective
since a lot of his creatures are cheap to summon, and you'll be seeing a lot of
action on this map.
Strategy: Since this map is small you might want to trade your movement spells
for some offensive or defensive items, as close quarters combat will be
inevitable in a few turns. These two don't care who they fight, so with some
strategic movement you can pick and choose your battles at will. The goal here
is 1,000 G less than the previous battles, so you'll want to build up lands as
quickly as possible or risk getting left behind as the two gobble up all the
land on the map.
Result of Victory: Winning here gets you into the finals of the tournament.
Before entering you might want put back your movement cards in your Book, and
maybe the Barrier spell if you have it, as it might come in handy for the next
battle.
[Battle 11]
Description: In stark contrast to the last map, this map is quite big, so
movement cards will be handy here. Three areas and two tough opponents make for
an interesting Culdcept match.
Opposition: You probably could have guessed that Ryvern would show up, but
Gemmory will just freak you out. I mean I'm not even sure what gender he/she
is. Anyway, Ryvern is pretty much Ryvern, but Gemmory is a bit peculiar, as
he/she plays nothing but Earth cards. Gemmory also specializes in casting
unpleasant spells on other Cepters.
Strategy: If you have any creatures that neutralize Earth attacks, they will
give you a huge advantage against Gemmory. Gemmory tends to cast negative
spells on other Cepters frequently, most likely on the one that's in the lead
at the moment. If Gemmory is in the lead he/she will cast spells on both of you
with equal abandon. Interestingly enough, Ryvern is the closest thing to an
ally you have here, as he will happily attack Gemmory every chance he gets.
Unfortunately, the same applies to you. Barrier can give you some breathing
room, as Gemmory's spells can wear you down, and Ryvern's Haunt can mess you up
at a delicate moment in the match if he casts it on you.
Result of Victory: You become the champion and the King gives you the Lance of
Odin Extra card as a reward. Selena and Leo join your party, and two new paths
open up on the world map. All of the previously closed areas on the map become
available again, with some new changes that you might want to check out.
[Area Changes]
Dunnan: When you return to Dunnan a little surprise awaits you. A new Cepter
called Zeneth appears and challenges you to a fight. He's nowhere near the
pushover that Goligan was, and defeating him will take some skill considering
that the map and goal remains the same while the competition is much better.
Defeating him gets you the same cards you would have gotten from Goligan. After
the battle Zeneth remains here for the remainder of the game. While challenging
him again might seem like a waste of time, there could be some hidden bonuses
for you. You might even win a medal under certain conditions. If you defeat
Zeneth enough times, maybe something special will happen as well...
Malthessburg: Selena will be happy to challenge you with her new Book here.
It's a bit more offensive oriented than before, but it shouldn't be a problem
for you.
Zagol: Zagol has a few stronger cards, but he's still, well, Zagol.
Alta: Leo will now challenge you here whenever you like. He's got a stronger
deck than he had previously, and will be more than happy to demonstrate it on
you.
Temple of the Medium: The map is still the second version you encountered here.
Luthien will gladly challenge you if you like, but Selena will also participate
as well. Luthien has some new cards in her Book, but she's still as
conservative as ever.
Rabbid: Pickett is still here and will challenge you if you like, but once
again Selena decides to join in on the fun. Pickett's Book has slightly more
offensive cards thrown in to make things interesting.
Durhan: Aldha will happily challenge you to a duel again, but this time Leo
decides to get in on the action as well. Like everyone else Aldha has some new
cards in his Book.
Cratos: Reentering Cratos will randomly select one of the three maps and two
opponents from the tournament for your pleasure. This can make for some
interesting matches.
Once you're done revisiting the previous areas, you can head either towards the
Alchemistic Laboratory or Kazatega. You'll need to clear both to move on, so
for the sake of the walkthrough we'll head for the lab first.
[Battle 12]
Opposition: Morroc is back, and he wants you in a bad way. He still has the
same deck he had at the tournament, but this time he has a definite advantage,
as all the territory here is Neutral.
Strategy: It would behoove you to put any creatures in your deck that have an
advantage against Neutral creatures, as that's all you'll be seeing here. Take
out speed boosting cards since the map here is small, and put in some items or
offensive spells, and maybe a scroll or two. Since you'll get lap bonuses
frequently here, you should get a steady supply of G for the battle. The only
question is whether to spend it on leveling up the land or changing it. Both
have their merits, depending on how well the battle is going. Of course, you
can always try to build a Neutral deck yourself, but unless you have a great
deal of those cards it would be easier to just stick with your own creatures.
Just be careful of the Decoy (reflects all damage except for scrolls) and
Wonder Wall (neutralizes all non-Neutral attacks), as these can definitely mess
you up.
Result of Victory: Morroc grudgingly gives you his hospitality, and you get a
lot of Neutral creatures. You can challenge Morroc again for the opportunity to
win more, as you'll only receive Neutral creatures from the battles here. If
you're lacking in Neutrals this is a great place to stock up.
[Battle 13]
Area: Kazatega, Valley of the Winds
Goal: 9,000 G
Opponents: Whirlwind, Ryvern / Whirlwind, Leo (after battle)
Opposition: Whirlwind is yet another Cepter with a theme, as his deck features
nothing but Wind creatures. Oh yes. Did I mention that Ryvern is here as well?
Strategy: If this battle was with Whirlwind alone, you might get a type
advantage by bringing creatures that neutralize Wind attacks. Unfortunately,
Ryvern's presence here complicates things a bit. You can still gain terrain
advantage over Whirlwind since he only has one creature type, but he also
carries Amber Rings that nullify that advantage. Ryvern is a bit more
diversified, but he still has that habit of dropping creatures all over the
map. He might also help out since Whirlwind is as much a valid target for him
as you are. Most of Whirlwind's creatures have First Attack, so watch for items
like his Air Slasher bow.
Result of Victory: Ryvern runs away (again), and Whirlwind opens the way to the
next area. If you decide to return Whirlwind will challenge you again, only
this time Leo will join in the fun. If you win this rematch you'll get the
Extra Sanctum Guard card!
[Battle 14]
Description: Now this is one funky city. One half of the city is frozen in ice
and the other half is on fire. The frozen half of the map contains an abundance
of Water territory, while the fire half is rich in Fire territory.
Opposition: Gamygin uses all Fire creatures, and his deck is mostly offense
oriented. Mullyn uses all Water creatures, and her deck is mostly defense
oriented. Put the two together and you have a formidable combination.
Allies: You have your choice of either Selena or Leo for this battle. Selena is
more defensive, and Leo offensive, so it's a matter of personal choice who you
choose.
Strategy: Creatures like Decoy and Wonder Wall might seem unstoppable here, but
Gamygin's offensive spells can quickly put an end to them. This is a difficult
battle to prepare for, as there are quite a bit of approaches you can use. You
could stock up on creatures that neutralize or have an advantage over Fire and
Water creatures, or maybe bring Fire and Water creatures of your own (along
with Ruby and Sapphire Rings). Items that neutralize Fire and Water attacks
(such as the Fire and Water Shields) could be useful as well. Regardless of
your strategy, it's going to be one tough battle. Selena/Leo will be of some
help, but luck plays a large factor in this one as well.
Result of Victory: Gamygin and Mullyn open the way to Promsdale. You can
reenter and challenge them again if you like, but why you would want to do so
is beyond me (unless you love the challenge). You can still select which ally
you want, but the battle isn't any easier than before.
[Battle 15]
Opposition: Ryvern makes his last stand here, but he's actually the least of
your problems. Balberit is one of the toughest Cepters in the game, and he has
a horde of grossly overpowered cards at his disposal.
Allies: You won't have any choice this time. Selena is your ally by default.
And in this battle you'll need all the help you can get.
Strategy: You already know how Ryvern plays all too well, but Balberit requires
special attention. He's not as land greedy as Ryvern, but like him he'll attack
when the opportunity presents itself. The only Achilles heel he has is that
many of his spells require him to discard a card. If Balberit plays too many of
them at once, he may find himself out of creatures or items at a crucial
moment. Drain Magic or Echo can help out, as most of his cards are quite
expensive to play, and he'll usually have a large amount of G saved up for
them. If Balberit gets a good distribution of creatures and items during his
turns he can be unstoppable, so don't be surprised if you don't make much
progress for most of the battle. As always luck plays a huge factor, even more
so in this tough battle, so don't be disappointed if you lose several times in
a row.
Result of Victory: The path to the Heavenly Altar is opened. You can reenter
Promsdale again, but this time Ryvern is an independent entity unlike the last
time. This of course makes things a whole lot different the second time around.
[Battle 16]
Area: The Heavenly Altar
Goal: 12,000 G
Opponents: Geminigh, Balberit
Description: The largest map in story mode is appropriately the last one. The
final area consists of four areas in each of the cardinal directions. You'll
have to go through each one to get a lap bonus, and having to deal with two
opponents doesn't make things much easier.
Opposition: Balberit has even more powerful cards than before (even the Lance
of Odin!), but fortunately this time he doesn't have any allies. I won't spoil
anything about Geminigh, except that you've probably seen his deck before.
Needless to say, taking on either of them is tough, but taking on both of them
is the ultimate test of your abilities as a Cepter.
Strategy: This is a long map with multiple paths, so just about anything is
possible. There isn't really any one strategy that works well than any other,
so stick to the creatures and spells that you favor the most and hope for the
best. Good luck, because you'll definitely need it.
Result of Victory: Congratulations! You've won the game. You can save your game
(which when reloaded starts back at the Heavenly Altar), or replay the game
with all the cards you've previously collected.
O-----------------O
|11. Creature List|
O-----------------O
C = Card Discard
LL = Land Limit
IL = Item Limit
T[X] = Territory Ability (cost X)
[Neutral]
# Creature Rarity
- -------- ------
1. Amber Mosquito R ST:0 HP:40 G:10 IL:Scroll Transforms randomly to
Tyrannosaurus (N ST:50 HP:60) or
Giant Rat (N ST:20 HP:10) in battle.
30. Little Gray R ST:10 HP:20 G:50+C Bonus Attack: Randomly sends
opponent to vacant land.
36. Migoal R ST:40 HP:40 G:80+C Critical hit to Water & Earth.
Neutralize Fire & Wind attacks.
37. Mystic Egg R ST:0 HP:30 G:0 If item used, transforms into
creature depending on item used.
38. Ninja S ST:40 HP:40 G:80 First Attack. Scroll critical hit
[Fire]
# Creature Rarity
- -------- ------
54. Ares R ST:50 HP:60 G:90+Firex2 LL:Water
Boost(Offense creature ST+20).
75. Heat Imp S ST:20 HP:20 G:10+C T[50] Target Cepter loses
40% of symbols & self-destruct.
76. Hell Hound N ST:50 HP:40 G:80 50% damage to Fire creatures.
78. Larvae S ST:30 HP:50 G:75+C If user holds 3 more cards than
opposing Cepter, ST+20 HP+20.
[Water]
# Creature Rarity
- -------- ------
97. Alga Sphere S ST:10 HP:40 G:30 IL:Weapon,Scroll Defense.
T[30] MHP+10.
103. Book Worm R ST:10 HP:20 G:10+Water IL:Scroll T[40] Choose and
destroy card from target Cepter's hand.
[Earth]
# Creature Rarity
- -------- ------
140. Angostura N ST:20 HP:60 G:80 IL:Weapon,Scroll Defense.
Death to creature with 30 MHP or less (80%).
[Wind]
# Creature Rarity
- -------- ------
183. Archer N ST:20 HP:30 G:40 IL:Weapon
T[30]10 damage to target creature.
185. Centaur S ST:30 HP:40 G:80 First Attack. Used item recycles.
186. Chon Chon S ST:20 HP:30 G:40 If item not used HP+20 and casts
"Anti-Element" on defending creature.
191. Giant Rattler N ST:40 HP:40 G:70 IL:Scroll If item not used,
casts "Disease" on defending creature.
196. Holy Llama N ST:20 HP:40 G:60 IL:Scroll T[30] Cepter's roll
becomes 6 & can move to vacant Wind land in area.
211. Powder Eater S ST:1 HP:1 G:0 IL:Scroll Increases ST & HP during
movement.
222. Wendigo S ST:30 HP:50 G:70 If item not used casts Fog on
defending creature.
223. Wind Imp S ST:20 HP:20 G:10+C T[50] Reduces enemy Cepter's
magic by 50% & self-destruct.
O-------------O
|12. Item List|
O-------------O
229. Bandit's Glove N Tool G: Bonus Attack: Takes damage x2G from
opposing Cepter.
232. Bell of Chaos S Tool G:50 Item card opponent used will be
removed from all books and hands.
Ignore capture/destroy effects.
233. Bell of Law S Tool G:10 Destroys card with highest cost in
opponent's hand. Recycles back to book.
234. Black Orb S Tool G:30 Ignores opponent's neutralize or
reflect ability.
243. Coin of Piety S Tool G:0 After winning battle, gain 10 symbols
of element where battle took place.
259. Gem of Life S Tool G:20 Destroys either creature if they have
20 HP or less at end of battle.
278. Marker Flag R Tool G:30 Invading Cepter can use territory
command or fight battle again.
296. Ring of the Vampire N Tool G:30 First Attack. Bonus Attack: Adds
damage to own HP.
302. Silver Plow R Tool G:100 Land increases 1 lvl after battle.
308. Stink Bottle S Tool G:20 Destroys tool items and Support.
Recycles back to book.
315. Tower Shield N Armor G:40 Reduce damage by 50% (except scroll)
321. Water Amulet S Tool G:30 ST+30 Critical hit if Water uses.
323. Wind Amulet S Tool G:30 ST+10 HP+10 Critical hit if Wind uses
MHP+10 if opponent destroyed (80 maximum).
O--------------O
|13. Spell List|
O--------------O
328. Anti-Element S Curse G:60 Nulls land effect bonus for creature.
330. Aports N Multi G:60 Calls all Cepters on land matching user's
land to user's land.
333. Babble S Curse G:30 For 3 rounds, target Cepter cannot use
Prophet or Temple. Recycles back to book.
334. Backward N Curse G:20 Target Cepter moves backward on next die.
336. Barricade S Curse G:10 For next 3 rounds, user receives 30% more
in toll fees.
338. Bind N Curse G:60 Target Cepter cannot move for one round.
340. Bistair E Single G:80 Target creature receives Fire land owned
x 10 damage.
341. Black Out S Curse G:40 Target Cepter cannot take toll fees for
two rounds.
351. Demonic Trade R Multi G:200+C All user's creatures change to Goblin.
User gains # of placed Goblin x 100 G.
352. Desert Storm R Multi-Curse G:80 Cannot change land levels in target
area for two rounds.
353. Despair S Curse G:70 Target Cepter discards drawn cards for two
rounds.
355. Disbelief R Multi G:90 All Cepters lose # of their symbols x5G.
357. Dispel Magic N Single G:10 Remove curse from target Cepter.
358. Drain Magic S Single G:80 Caster gains 30% of target Cepter's G.
359. Dream Terrain N Curse G:40 User gains 50% of other Cepter's tolls
until Castle is reached.
360. Drought S Curse G:50 Target land cannot change land level.
362. Earth Shaker R Multi G:300+C All lands decreased one level.
365. Elemental Rage S Multi G:80 All creatures with mismatched elements
lose 50% HP.
370. Exorcism S Multi G:60 Removes curse from all creatures in area.
Affected creatures MHP+10.
371. Fairy Light N Curse G:60 Cepter gains hand x 10 G every turn until
Castle is reached.
372. Feast N Multi G:20 All Cepters gain # of territory owned x50G
373. Find S Single G:40 User draws 1 card. Recycles back to book.
377. Foresight N Single G:40 Look at six cards from Book and add one
of them to your hand.
378. Forest Leap R Single G:20 Cepter moves to nearby Earth land.
User forfeits die roll this round.
380. Grace N Single G:30 User gains 15% in G that target Cepter
has in Symbols.
384. Haste N Curse G:50 Target Cepter's die is 6-8 for two rounds.
391. Holy Word X N Curse G:30 Target Cepter's die roll is 10.
394. Influence S Single G:80 Transform target land into element which
caster owns most of.
398. Lake Leap R Single G:20 Cepter moves to nearby Water land.
User forfeits die roll this round.
399. Land Protection N Curse G:70 Target creature cannot be targeted except
for Remove Curse.
400. Land Transfer S Single G:20 Abandon target territory and gain its
value in G. Recycles back to book.
401. Life Force R Curse G:70+C For three rounds target Cepter can use
creatures or items for half cost, but cannot cast
spells.
405. Magic Fountain N Curse G:20 First Cepter to reach target territory
gains 400 G.
409. Mesmerize R Single G:100+C Choose and use one card from target
Cepter's hand except Mesmerize.
411. Mind Seeker R Single G:20 Choose one of six cards from target
Cepter's book (without looking) and destroy it.
413. Mistletoe S Curse G:20 For two rounds User gains 50 G each time
any Cepter rolls 5-7.
414. Mountain Leap R Single G:20 Cepter moves to nearby Fire land.
User forfeits die roll this turn.
415. Mutation S Curse G:40 Target creature gains "Poison" & MHP+20.
417. Parasite S Curse G:50 Owner of target creature loses 100G at the
end of battle.
419. Permission S Single G:80 All Forts become passed for Cepter.
422. Plain Leap R Single G:20 Cepter moves to nearby Wind land.
User forfeits die roll this round.
424. Prophecy R Single G:40 Take a chosen card type from book.
426. Quicksand R Curse G:100 Stops all passing Cepters for two rounds.
428. Raise Dead S Single G:30 Adds most recently destroyed creature to
Cepter's hand. Recycles back to book.
429. Ray of Law S Multi G:80 Destroys cards costing 100G or more.
431. Reincarnation S Single G:50 Discard hand and draw cards equal to
number discarded.
434. Remove Curse N Single G:10 Remove curse from target creature.
436. Revelation S Curse G:50 For next two rounds Cepter can use
territory command on all territories.
438. Ruin R Single G:80 Destroy all spell cards in caster's and
target Cepter's hands.
440. Scourge S Multi G:80 Decreases G 30% for all cursed Cepters.
442. Selenear E Single G:50 User gains # of Earth land owned x100G.
445. Shine R Curse G:150 Increase value of all symbols 50% for two
rounds.
447. Silence S Curse G:70 Target Cepter cannot summon creatures for
two rounds.
450. Slow N Curse G:20 Target Cepter's die roll is 1-3 for two
turns.
451. Soltis E Single G:80 Choose and regain one of the seven
elements.
452. Sonic Wave S Multi G:70 20 damage to all creatures with First
Attack.
454. Soul Steal R Curse G:10 For three rounds, caster gains # of
creatures destroyed in match x 50G.
456. Spirit Walk S Curse G:20 Target creature can move to vacant land in
area.
459. Suppression R Single G:100 Target card is removed from all hands
and books.
460. Telegnosis N Curse G:60 User can use territory command on all
territories. Recycles back to book.
462. Teleport N Single G:10 Sends target Cepter to land behind Fort
or Temple. User forfeits die roll this round.
465. Thorn Fetter N Curse G:50 Creature cannot move. HP-20 at end of
battle.
466. Thunder Storm S Multi G:80 20 damage to all Earth creatures.
468. Triumph N Curse G:20 User's next lap bonus increases 1.5x.
Effect ends when Castle is reached.
469. Turn to the Wall S Single G:80 Target creature becomes defense creature.
473. Waste S Curse G:70 Target Cepter pays double cost to summon
creatures until Castle is reached.
478. Wing N Curse G:40 Target creature gains First Attack & ST+20
479. Wizard Eye N Single G:0 Look at six cards from target Cepter's
book. Recycles back to hand.
[Unreleased Cards]
# Name Rarity
- -------- ------
481. Astral Queen E Neutral ST:30 HP:40 G:70+C
T[60] All creatures "Camouflage" status.
HP + Neutral creatures placed x5.
487. Energy Flash E Spell G:100+C Destroys all creatures on level 1 lands.
488. Lightcraft E Spell G:50 All Cepter's Books return to start status.
Discard hands and draw five new cards.
O-----------O
|14. Gallery|
O-----------O
After every battle you receive a random piece of artwork you can view in the
gallery. Clearing the game allows you to view the various in game movies as
well. In addition, several new movies may appear if you fulfill certain
conditions, such as collecting all cards of a certain type.
1. Support Ability
2. Territory Ability
3. Global Ability
4. Gods Of Soltaria
5. Card Excavation
6. Gem March
7. Help For Cepter
8. Book Edit
9. Coliseum Tournament
10. Fard Tribe
11. Culdra
12. The World Of Culdra Universe
13. Creature Summon
14. Knight Of Armor
15. Creature Battle
16. Aria
17. Meteor
18. Undead Army
19. Effect Land
20. Culdra Looking Down At The World
21. Geminigh's Omen
22. The Rule Of Geminigh
23. To Soltaria
24. The Winner's Shrine
25. Dragon Summon
26. First Attack
27. Machine Army
28. Gremlins And Items
29. Warriors Of Flame
30. Storm Causer
O----------O
|15. Medals|
O----------O
Medals are unlocked when you fulfill certain conditions in the game, such as
collecting certain cards or winning a battle in a particular way. Some of the
requirements range from simple to almost impossible. Unlocking medals gives you
access to additional maps in versus mode and Extra cards unavailable in story
mode.
# Medal Requirement
- ----- -----------
1. Performer of the Mission Complete story mode.
16. Loser Among Losers Lose at Malthessburg with less than 100G.
(Except on sudden death)
20. Stone of the One and Only Victory without duplicate cards in Book.
21. Soul of the Alchemist Victory with only Neutral creatures in Book.
22. Destroyer of the Land Quake Beast lowers the level of more than
four lands at once.
23. Dragon Slayer Defeat the Dragon with the Powder Eater.
28. Chief of the Commoners Victory with only N cards in Book totaling
over 10,000 G in cost.
29. Chief of the Extraordinaire Victory with only S cards in Book totaling
over 10,000 G in cost.
30. Chief of the Rare Tribe Victory with only R cards in Book totaling
over 10,000 G in cost.
31. King of the Wasteland Victory with all lands at level one.
37. Explorer of the Swamps Lose more than 3,000 G via tolls.
O---------------------O
|16. Culdcept Strategy|
O---------------------O
[Book Construction]
- For the most part you'll want to have at least half your Book comprised of
creatures, if not higher. While it is possible to win with less than 50%
creatures in the Book, chances are that you won't be able to do so early in the
game when your cards are fairly weak.
- Ideally a Book should have a balance of creatures, items, and spells, but
sometimes you may want to forgo spells in favor of items, or vice versa,
depending on the situation.
- Keep in mind the costs of the cards in your Book. Having expensive creatures
and spells may work well on a small map, but on a large map it will leave you
dangerously low on magic.
- Cheap creatures and items have the advantage of being able to deploy
creatures and items at will, allowing you greater control of the board in the
early game. In the late game this proves to be a deficit, as more expensive
creatures at this point often overpower cheap creatures.
- Expensive creatures and items have the obvious advantage of being quite
effective in the late game, at the cost of increased vulnerability in the early
game.
[Offensive Items]
- Early in the game Mace and Long Sword will be your primary offensive weapons.
Later you'll want to upgrade to Battle Axe and Morning Star. Late game weapons
are the Claymore and Masamune. Spear, Glaive, Crossbow, and Catapult give a HP
bonus as well as ST, which can come in handy when you need to prevent a bit of
damage and don't have any armor handy. The Mace and Nunchaku can be played for
free, making them handy weapons indeed.
- Later in the game you may obtain several ring items (Amber Ring, Emerald
Ring, Ruby Ring, Sapphire Ring). When used by a creature of the matching type
(Wind, Earth, Fire, and Water respectively), these rings give the Penetrate
ability, which allows them to totally ignore any defensive bonuses due to the
level of the land. If your Book is running heavy on a certain creature type, it
might be good to include some of these items.
[Defensive Items]
- Early in the game Leather Armor and Chain Armor will be your primary
defensive items. Scale Armor, Plate Armor, and Diamond Armor provide a great
deal of protection late in the game. The more powerful defensive items include
Gaseous Cloud, Necro Scarab, and Petrify Stone.
[Spells]
- If you need to get somewhere in a hurry, Fly and Holy Word 6 will certainly
help speed things along. Later on you'll want to replace them with Haste or
Holy Word X for even faster movement.
- Need a little more G? Manna works wonders on some of the later boards.
Squeeze is good for when you need a little boost. Echo and Drain Magic work
wonders on some of the harder opponents, since they'll usually have far more
magic than you most of the time.
- Want to delay the opposition? Slow, Bind, and Holy Word 0 can seriously
hamper their movement. If you want to delay them even more, try Despair or
Silence. Despair gives you a two-card advantage over your opponent, and Silence
will certainly put a damper on their plans for expansion.
- Keep in mind what you have in your hand before you roll the dice. This is
important when you reach a branch in the path and have the opportunity to
attack your choice of the opponent's creatures. Sometimes you'll forget that
the creature that you intended to attack the opponent with is defensive, has a
land limit, or has an attack that gets neutralized by the defender. Early on
this isn't as important when the toll fees are small, but when the tolls start
to skyrocket, you need to be absolutely sure of what your creatures can and
cannot do.
- If you're unsure of what cards you have in your hand during movement, you can
press the R1 button to review your cards. Thanks go to Tim Bolin for that tip.
- Try to match elements with creatures and lands. The +10 HP defensive bonus
can make a big difference between holding onto the land and losing it. If you
don't have matching creatures, try to summon defensive creatures since they'll
be more likely to survive long enough for you to exchange them on the next pass.
- Be aware of support bonuses when you invade, as this can allow even weak
creatures to take land away from your opponent. Be careful, as the same applies
to you as well.
- Get to know which cards your opponents are playing and be able to recognize
them on sight. When an opponent draws a card, you will be able to see their
hand for a split second. If you know what your opponent can and cannot do, it
will make life a lot easier down the road. For example, if you see your
opponent draw Leather Armor (+20 HP), you should take that into consideration
that HP addition before you decide to attack.
[Basic AI Behavior]
- The computer knows that it can remove curses by playing another curse on
itself, and will often do so. For example, if you cast Holy Word 1 on the
computer to make it land on your high toll square, it might counter with Fly,
Haste, or even Slow on itself.
- With the possible exception of Zagol, the computer will usually not attack
you unless it is sure it can defeat you, with or without an item.
- The computer will almost certainly use an item if doing so can prevent you
from stealing a land. Note that the computer only considers the base ST of your
creature only. It doesn't take into consideration that you might have a ST
boosting item in your hand. For example, if you decide to attack a Fighter (40
ST/40 HP) with a Knight (50 ST/40 HP) and the computer has Leather Armor (+20
HP) and you have a Mace (+20 ST), the computer will use the Leather Armor
thinking that the Fighter will have 10 HP left, not knowing that you plan to
use the Mace to neutralize the HP bonus of the Leather Armor.
O-------O
|17. FAQ|
O-------O
[Cards]
Q: Why was my Cait Sith was destroyed even though the opponent's ST was 40+?
A: A Bonus Attack only activates if the creatures get a chance to attack. For
example, if a creature gets destroyed first due to the opponent's First Attack,
its Bonus Attack will not activate. If the creature attacks first and gains
First Attack, then its Bonus Attack will activate.
A: After both creatures in battle have attacked, the poisoned creature receives
a random amount of damage. If the creature survives, the poison effect remains,
and the creature will receive poison damage at the end of each subsequent
battle that takes place on the territory.
A: There are 480 cards in the original set. There are 9 additional cards not
included in the set that can be obtained by earning medals during the game.
Q: What is the maximum number of cards you can have of each type?
A: You can have a maximum of 99 cards of each type, with the exception of Extra
cards.
A: You can only have one of each Extra card in your collection. Even if you win
the card again you will still only have one in your stock.
A: You can't obtain a Bundlegear card. You can only summon it using the Battle
Gear Alpha and Battle Gear Beta cards. Using Battle Gear Alpha as an item on
Battle Gear Beta, or vice versa, forms the Bundlegear.
Q: How do I obtain the Extra cards that weren't included in the original set?
Card Medals
---- ------
Leoknight 10
Polymorph 15
Astral Queen 25
Dragon Helm 25
Lightcraft ???
Tetramorph 40
Energy Flash 40
Talisman 45
Darkcraft 45
[Miscellaneous]
A: Najaran will appear at Dunnan when you defeat Zeneth three times. You can
only challenge him once before he leaves for his home world.
Q: I noticed I'm still missing some movies in the gallery. How do I get these?
A: You can unlock additional movies by collecting all the cards of a certain
type. Not only does this play a new movie, but earns you an exclusive Extra
card as well. Here's a list of them:
Card Requirement
---- -----------
Bistair Collect all Fire creatures.
Iksear Collect all Water creatures.
Selenear Collect all Earth creatures.
Terrair Collect all Wind creatures.
Soltis Collect all 480 cards.