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发表于 2005-5-16 12:44 · 吉林
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7.3) Spell List
---------------
Spell cards are used before movement to give various effects.
There are four types of spells:
(Att) Attack - inflicts damage to a creature, or affects creatures negatively
(Def) Defense - increases defense, or aids creatures
(Mov) Movement - affects a player's movement
(Oth) Other - miscellaneous spell effects
R Spell Name Type Cost Effect
--------------------------------------------------------------------------------
N Acid Rain Att 80 20 Damage to all Dragons in an area
S Anti-Element Att 40 Creature receievs no terrain bonus
N Aports Mov 60 Moves player to your location
R Armor Smith Oth 30 Transforms a card into a random armor card
N Backward Mov 30 Player moves backwards
S Balance Att 20 Players gain MP depending on ranking
S Babble Att 10 Player cannot shop for three rounds???
S Barricade Oth 80 Increases rent in an area (3 rounds)
N Barrier Def 40 Cannot casts spells on player (6 rounds)
N Bind Att 50 Player skips a round
N Binding Mist Att 20 Paralyzes creature
S Camoflage Oth 30 Creature receives terrain bonus
R Catastrophe Att 400 All creatures take damage=50% of MHP
R Changeling Att 100 Turns 3 cards into Goblins from deck
S Chaos Panic Oth 40 All players change direction of their movement
S Chariot Oth 30 Creature can move 2 squares
R Corruption Att 150 Player loses 5x(#of units in bank) MP
N Cure Def 5 Restores creatures HPs to maximum
S Death Cloud Att 80 All A in an area take damage=30% of MHP
N Dimension Door Mov 40 Random teleport
N Dispel Magic Def 10 Restores player's status to normal
S Drain Magic Att 80 Steal 30% of player MP
S Drought Oth 50 Can't change terrain level on square
R Earth Shaker Att 400 All terrain level=1
R Evil Blast Att 100 30 Damage to a Creature
S Fire Explosion Att 80 All creatures in an area take damage=30% of MHP
N Fog Mov 50 Player movement is halved
R Forest Leap Mov 40 Player is teleported to nearest E square
N Fly Mov 30 Roll 2 dice for movement this round
N Grace Oth 10 Receive 10% of MP savings in bank
N Growth Body Def 30 Creature's MHP+10
N Haste Mov 50 Roll 6-8 for movement (3 rounds)
R Haunt Oth 40 Human player is computer controlled (2 rounds)
N Holy Bright Att 80 All U take 20 damage
S Holy Word 0 Mov 40 Don't move this round
N Holy Word 1 Mov 30 Move 1 square this round
N Holy Word 2 Mov 20 Move 2 squares this round
N Holy Word 3 Mov 20 Move 3 squares this round
N Holy Word 6 Mov 20 Move 6 squares this round
N Holy Word X Mov 20 Move 10 squares this round
S Ice Storm Att 80 All F in an area take damage=30% of MHP
S Insect Swarm Att 80 All creatures in an area take 20 damage
R Judgement Att 80 Player loses 80% of MP
N Jump Mov 20 Teleport the nearest location you own
R Lake Leap Mov 40 Player is teleported to nearest W square
N Land Protection Def 30 Can't target land with spells
S Land Transfer Oth 10 Sells off one of your locations
R Lifeforce Oth 80 Can't cast spells, but summons half cost
R Lifestream Def 80 Restores HPs to all your creatures
S Locust Att 100 Lowers Terrain level by one
N Magic Bolt Att 50 20 Damage to a Creature
R Magic Dice Mov 40 Move 5 or 6 (3 rounds)
N Mana Oth 10 Gives the player MPs=50x(#times reached Castle)
R Meteor Att 300 Puts a square to level 1 terrain
S Mind Blast Att 50 Player loses 5 MP / round
R Mind Seeker Att 20 Gives you a card from opponent's deck
N Mine Att 20 If player lands on this square, MP are halved
R Mountain Leap Mov 40 Player is teleportted to nearest F square
S Mutation Def 30 MHP+20, Poisons creature
E Omnipotent Oth 80 Gives you a choice from the Shrine effects
N Permission Oth 100 Clears all checkpoints
S Phantasm Att 80 Creature can't regenerate or be healed
R Plain Leap Mov 40 Player is teleported to nearest A square
N Poison Mist Att 20 Poisons creature
N Pressure Att 50 Lowers the terrain value in an area
S Raise Dead Oth 50 Gives you the last creature that was destroyed
N Remove Curse Def 10 Sets status of terrain + creature to normal
S Recall Mov 80 Teleports you to the castle
S Reincarnation Oth 10 Gives you six new cards, discards old ones
N Revival Oth 20 Restarts your deck
N Shatter Def 20 Destroys an item card
R Sink Oth 150 Turns square into W square
S Silence Att 60 Player cannot cast summon spells (2 rounds)
N Slow Mov 50 Roll 1-3 for movement (3 rounds)
S Snatch Att 50 Steals a random card from player
N Solitude Att 30 Creature receieves no support bonus
R Soul Steal Oth 40 Each creature that dies gives you 50MP (3 rounds)
S Squeeze Def 50 Destroy a card, give opponent 150MP
S Swap Spell Oth 50 Exchange cards with another player
R Telekinesis Oth 80 Move a creature a square
N Teleport Mov 10 Teleports to castle
R Tempest Att 200 All creatures take 20 damage
S Time Bomb Att 20 3 rounds later, explodes in an area, halving MP
S Thunderstorm Att 0 All E in an area take damage=30% of MHP
R Unsummon Att 300 Returns creatures to player's hand
R Upheaval Oth 150 Turns square into F square
S Waste Att 60 Doubles cost of item cards for player
N Weakness Att 20 Reduces Str to zero
R Weaponsmith Oth 30 Transforms a card to a random weapon
R Weathering Oth 150 Changes a square to an A square
R Wild Growth Oth 150 Changes a square to an E square
S Wind of Hope Oth 30 Draw two cards from your deck
N Wizard Eye Oth 10 See next 6 cards of a player's deck
--------------------------------------------------------------------------------
Notes on abilities:
*******************
Archmage - inflicts 150% damage when using scrolls
Aversion - cannot be placed on this terrain
Charm - enemy creature is placed into your hand
Critical - inflicts 150% damage to these creatures
Invincibility - receives no damage from this item or creature
Lordly - all creatures of this type you control Str+10
Kill - %chance that creatures killed automatically
Paralysis - opponent cannot attack back or use cards in combat
Petrify - creature is turned into Wall of Stone
Poison - can poison opponent which deals extra damage at end of combat
Pillage - takes MPs away from opponent's controller equal to damage inflicted
Quick - inflicts damage first in combat
Rage - creature inflicts 30% of the damage done to opponent, on itself
Rebirth - if destroyed in combat, returns to players hand
Reflect - takes no damage, and damage inflicted equals damage received when
destroyed in combat
Regeneration - HPs restored to full at the end of combat, if survived
Revenge - takes only half damage and gives a quarter of damage received back to
the opposing creature in combat
Slow - inflicts damage last in combat
Strength Drain - reduces enemy's Str after attacking
Summoner - can summon other creatures in battle (discarded after use)
Unmoveable - creature cannot be moved in the command menu
Untargettable - creature cannot be targetted by spells
Vampiric - drains HPs from opponent at end of combat
*Special* - see FAQ at the start of this document
8) Game Effect Lists
---------------------
These are the lists for the various game effects, which are in Japanese.
8.1) Castle Effects
-------------------
When passing the Castle after the checkpoints, players may receive a bonus:
Depending on the number of times you've reached the castle
How many locations you possess
How much you have stored in the bank
Bonus effects from Shrine or other cards
All your creatures are healed 20% of MHP
8.2) Shrine Effects
-------------------
All creatures in area take damage=50% of MHP
All creatures of a single terrain in an area have strength reduced by 20%
All creatures of a single terrain in an area have MHPs reduced
All creatures of a single terrain in an area take damage=20% of MHP
Random player loses a card
Player loses a turn
Player loses MP
Activation cost of Items and Creatures are increased for three rounds
Activation cost of Spells are increased for three rounds
Don't pay for landing on opponent's squares (1 round)
All creatures of a single terrain in an area are healed
All creatures of a single terrain in an area have strength increased
All creatures of a single terrain in an area have MHPs increased
A random square's terrain changes to another
Ownership of a square is changed to a random player
Player gains 200 MP
Player gains 50 MP
Player rolls two dice for movement next round
Player is teleported to a random square
MP leader trades MP with person with the least MPs.
All players gain MP
Activation cost of Items are reduced for three rounds
Activation cost of Spells are reduced for three rounds
Activation cost of Creatures are reduced for three rounds
5% of your MPs is given to all other players
Your creatures are paralyzed for 1 round
Don't recieve MPs for opponents landing on your squares (1 round)
Draw two cards
Can't use item cards for three rounds
Bonus salary 30% when you reach the castle
Random player loses 10-60 MP
Player movement is 1-3 for two rounds
9) Deck Lists
--------------
This section is for Deck lists ideas. Feel free to email any of your ideas:
Here are the basic decks:
Stopper Deck - Old Willow(4), Kelpie(4), Ashra(4), Deep Spawn(4), Hellspawn(4),
Lilith(4), Nymph (4), Chimera (2), Holy Word 0 (3), Jump(2)
Earth Deck - Gargoyle(2), Ormec Head(1), Woodfolk(2), Vampire(2), Ghoul(3),
Cerberus(3), Dark Master(1), Dark Elf(1), Selenear(1), Sandman(3),
Dragon Zombie(1), Gnome(2), Troll(1), Mummy(2), Ninja(2), Samurai(2),
Wild Growth(3), Forest Leap(1)
Air Deck - Griffon(3), Knight(3), Thunerbeak(2), Saberclaw(1), Genie(2),
Siren(2), Spectre(1), Simurgh(1), Nightmare(2), Harpy(3), Paladin(2),
Leveler(2), Wyvern(1), Mermecoleo(2), Beezlebub(1), Dullahan(1),
Weathering(3), Plain Leap(1)
Fire Deck - Old Willow(4), Hellhound(4), Chimera(2), Dragon(1), Bistair(1),
Bandicoot(2), Fire Giant(2), Fire Drake(2), Drainroper(2), Gas Cloud(2),
Salamander(1), Ba-al(1), Manticore(1), Valkyria(1), Upheaval(3),
Mountain Leap(1)
Water Deck - Kelpie(4), Nymph(4), Ice Salamander(1), Anubias(2), Undine(1),
Charbydis(1), Sea Monk(2), Geophag(1), Giant Amoeba(1), Storm Giant(2),
Hydra(1), Mujina(2), Lilith(2), Lionmane(1), Lizardman(1), Sink(3),
Lake Leap(1)
These cards are suggestions to add to those decks, but they vary depending on
the style of game that you wish to use. Of course, you don't have to play a
single terrain deck. You can do anything that you wish. I personally find
that my best decks are the dual-terrain decks. If you know that your opponent,
then you can add some of the specialty attack and defense items and spells,
but I wouldn't add them unless you know your opponent well.
Basic Spells - Meteor, Reincarnation, Holy Word 0, Evil Blast, Unsummon,
Silence, Drain Magic, Omnipotent, Judgement
Good Weapons - Odin Lance, Sling, Battle Axe, Morning Star, Sword of Falcon,
Crossbow, Claymore
Good Scrolls - Charm, Nuclear Fusion, Hellblaze
Good Armor - Platemail, Scalemail
Good Rings - Iksear, Terrair, Counter Amulet, Gaseous Form, Boomerang,
Necro Scarab, Silver Plow, The Hand, Holy Symbol
10) Maps
---------
Maps 1-10 are the Story Mode maps
Maps 11-14 are the Battle Mode maps
Map 15 is for downloading a map
11) Story Mode Strategy
------------------------
In story mode, the best advice is to tailor your deck to each map. The first
time that you play a new map, you are in trouble. You need to see your
opponent's cards and the terrain so that you can fix your deck to the
situation. Don't be discouraged if you lose a battle, because you will still
receive some new cards which can help you more next time. If you are losing a
battle, you should always play it through to the end, because you will still
get some cards from it. You get the most cards if you win, and the least if
you are last place. You can re-do maps again, and sometimes this is really
helpful once you receive a good card. Usually, if you have beaten them once,
it is not as hard the second time through. I found that when I start with a
new character, the most diffi*** map is the sixth or seventh one. It's hard
at the start, but once you have a stronger deck, you can out-smart the computer
opponents easier.
A good strategy to help you start off is to create four characters, play a four-
player Battle game with the characters, playing for ante. When the game(s) are
finished, trade the cards to the winning character that you will keep, making
one good deck and deleting the other players. It really helps you start off
with some better cards.
11.1) Story Mode Walkthrough
----------------------------
Story mode is divided into chapters, one for each new map that you conquer.
You can choose to do the maps in any order, so the chapters will be different.
There are ten maps in total to conquer. You can re-do a map if you wish and
gain cards again. To gain all of the cards, you will have to play the maps
multiple times or play battle mode more.
Since you have choices to make in the order you play the maps, I've made a
simple map of the island with the corresponding maps.
-----------------
/ 4 6
/ 9
/ 2 8
1 3 7 /
5 /
S /
-----------------
Map S) Start
Enemy - Zeneth
This is the simple starting map. It isn't that diffi*** as it is meant to be
an introduction to Story mode. Learn the basics here so that you can do better
later on. There are no intersections in the map, so movement is based mostly
on luck. Zeneth's deck is comparable to your starting deck, but you should
be able to beat him in the end, if you are playing right.
Map #1)
Enemy - Sebastion & Poco-Poco
This map is two circles joined together. The castle is the set at the
intersection of their connection. Sebastion's cards are mostly Water based,
so be careful. If you can control the water and keep it before he does, you
can win easily.
Map #2)
Enemy - Kou-Tetsu
This is map is shaped like a cross, with the castle in the middle. Kou-Tetsu's
creatures are basically Fire and Air creatures, so try and control those areas
if you can, but make sure that you can hold them. He has some good attacking
items and can take out a strong creature if you are not careful. His creatures
on the Earth and Water terrain receive no bonus so they are easier to destroy.
Because of the shape of the map, you can choose your intersections to benefit
your movement.
Map #3)
Enemies - Zeneth and King Weyden
Strategy - This map is large and the enemies have a good range of cards that
will probably beat you at the start. But, you can wear them down once you have
some better cards. King Weyden has good Air creatures especially. If you are
lucky, he won't land on many and will end up discarding them or using them in
squares that don't help. Zeneth has some good Earth and Water creatures,
especially the Earth ones. So, it will be diffi*** to handle them. You will
probably have better Fire creatures than them. So, taking control of those
squares will be easier. Unfortunately, there are intersections in key areas,
and the computer will avoid the squares that you often control. Be patient,
gain some better cards after a few loses and you will be better equipped.
Map #4)
Enemy - Miranda
Strategy - This map looks rather easy, but it is set up for Miranda rather
well. You probably won't be a strong as her in the Water areas and that is how
she will beat you. Plus, she has many weapons for destroying your Fire
creatures. She also has Decoys, which she will use to overtake your areas.
So, you can either try and compete with her in the water areas, or concentrate
on the others. But, stock up on water weapons so that you can take her out.
But, in all, this map isn't that diffi***.
Map #5)
Enemies - Zeneth and O'Riely
Strategy - This one is diffi*** because Zeneth has a really strong deck. Not
many of his creatures are weak, and he is your main opponent most of the time.
O'Riely on the other hand has too many Earth creatures. Sometimes he can be a
problem if he gets his good creatures down early in the right spots, but usually
he is just a fool that almost never helps you, but just wanders around the game
board, occasionally killing off one of your creatures. There is a lot of
neutral terrain on this board, and it is also very big. There are no
intersections, and Zeneth will almost always go in the opposite direction that
you choose. This can be a pain because he lays mines a lot. His strong
creatures include Gas Cloud, Dwarves, Knights, Trolls, etc. Not many of them
are very weak. If you have them, use clerics against the Gas clouds. This is
probably the hardest map of them all.
Map #6)
Enemies - Guldberg and Zeneth
This board is not really too diffi***. Concentrate on the main path and you
can overcome your enemies. They will try to avoid them if they can, but if you
can hold out longer, they will fall. The enemies here are nothing special.
You should be able to beat them on your first or second try.
Map #7)
Enemies - Horowitz and Zeneth
Getting sick of Zeneth already? Well, you should be. Horowitz can be a bit of
a pain in this map too. Avoid the warps at all costs, but since you can't
control falling into them. Try to get out as soon as possible. It is a waste
of your time and MPs. Sometimes the computer opponents will build up their
forces in there, which is totally useless. Concentrate on the main board and
keep working your opponent. This one is a lot of luck, but if you have a strong
deck, you can prevail easily.
Map #8)
Enemies - Belkhayr and Zeneth
Don't fall into the warp in the middle and you should be okay. When the
computer opponents fall in there, they can waste a ton of their MPs in an area
that you aren't likely to spend a lot of time in. So, you have the advantage
here. It's rather easy so you should be able to take them out in a couple of
tries at least. By now, your deck should be rather strong, so it should be
easier.
Map #9)
Enemies - Baltheus and Zeneth
This is a big board, so it will be a while until you get your MPs back, so use
them wisely. Don't enter combat unless you can win. Otherwise, you're just
wasting your MPs if your opponent keeps the square. Make sure that your
creatures are on their home terrain. You can't afford to alter the terrain or
trade creatures either. You have to put the MPs into raising the level of the
terrain as soon as you can. Try and control the squares closest to the castle,
they're the most important. Baltheus has Permission spell which allows him to
get MPs at a much higher pace than you, so you have to hit him hard at the
start. The computer opponents probably have better decks than you do, so you
have to beat them by outsmarting them.
12) Secrets
------------
After clearing Story mode, you can play against your staff companion, Goligan.
After clearing the Story mode map, you can play it in Battle mode.
13) Miscellaneous / Et Cetera
------------------------------
Culdcept Homepage: www.culdcept.com
Omiyasoft Homepage: www.omiyasoft.com
Thanks to Omiyasoft and Media Factory for making this awesome game.
This FAQ is not associated with Omiyasoft, Media Factory, Sony, or any of
its products either software or hardware. The respective companies retain
all copyrights of their products mentioned in this FAQ.
If you liked this game, try Culdcept Expansion Plus (PS), Culdcept Second (DC),
Gaiamaster(PS, DC) or Dioramos(PS) too.
Feel free to email any advice or suggestions! Due to time constraints, do
not expect a reply on email.
Other FAQs written by me:
- Tetris with Cardcaptor Sakura: Eternal Heart (PS)
- The Typing of the Dead (DC)
- The Great Khan Game (Card game)
- Hundred Swords (DC)
- Advanced World War (DC)
- Gaiamaster (PS)
-- 4/30/01 Gene(intv@canada.com) |
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