Shrine Effects

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Shrine Effect 0-10

Name Description
0 Vengeance All creatures not

matching the land's attribute lose 50% of HP

1 Spirited Away An enemy Cepter loses

1 creature card from their hand

2 Card Theft An enemy Cepter loses

1 item or spell card from their hand

3 Magic Theft An enemy Cepter loses

10~60G

4 Symbol Theft An enemy Cepter loses

2~10 Symbols of a single attribute

5 Squander An enemy Cepter gives you

5% of his or her magic power

6 Barricade For 1 round, the toll of

every land you possess is increased by 30%

7 Tax Cut For 1 round, the tolls of

an opponent's lands are decreased by 30%

8 Slumber For 1 round, an enemy

Cepter collects no tolls

9 Find Symbol You gain 10 Symbols of

a single attribute

10 Flood {EF}{42} symbol value increases

by 10% in one area

Shrine Effect 11-21

Name Description
11 Typhoon {EF}{44} symbol value increases

by 10% in one area

12 Eruption {EF}{41} symbol value increases

by 10% in one area

13 Great Harvest {EF}{43} symbol value increases

by 10% in one area

14 Hush For 1 round, an enemy

Cepter cannot use creature cards

15 Fortune Next turn, if you stop on

an enemy Cepter's land, you do not pay the toll

16 Misfortune Next turn, if enemy Cepter

stops on another's land, they pay a 30% toll raise

17 Depression The values of all Symbols

are decreased by 10%

18 Life Flow All of your creatures

recover to full HP

19 Gods' Gift You gain 5 Symbols of

every attribute

20 Black Plague All creatures lose ST-5
21 Festival You gain magic power

equal to 10% of the total value of Symbols you own

Shrine Effect 22-32

Name Description
22 Blessing You take 10% of magic

power from each Cepter

23 Evil Force For 1 round, an enemy

Cepter cannot use item cards

24 Magic Fountain For 2 rounds, the costs

of your item and creature cards are reduced by 30%

25 Red Power All {EF}{41} creatures gain ST+5
26 Yellow Power All {EF}{44} creatures gain ST+5
27 Green Power All {EF}{43} creatures gain ST+5
28 Blue Power All {EF}{42} creatures gain ST+5
29 Black Poison All creatures lose HP-5
30 Red Seeds All {EF}{41} creatures recover

HP+20

31 Yellow Seeds All {EF}{44} creatures recover

HP+20

32 Green Seeds All {EF}{43} creatures recover

HP+20

Shrine Effect 33-43

Name Description
33 Blue Seeds All {EF}{42} creatures recover

HP+20

34 Golden Seeds All creatures recover

HP+20

35 Vacation For 1 round, all deployed

creatures are Paralyzed

36 Reverence Your next Lap Bonus will

be 150% of normal (fades after passing the Castle)

37 Prayer Choose 1 effect from a

list of 7

38 Nix Curse Effects{EF}{66} on all lands

and creatures are removed

39 Reward You gain magic power

equal to your lap number * 50G

40 Balance Each Cepter gains magic

power equal to their rank number * lap number * 30G

41 Ejection An enemy Cepter is

teleported to a new land

42 Lucky Strike You gain magic power of

200G

43 Four Signatures You pass all Forts

Shrine Effect 44-54

Name Description
44 Slow Your roll will be 1~3

next round

45 Haste Your roll will be 6~8

next round

46 Banquet All Cepters gain magic

power of 100G

47 Windfall You gain magic power of

50G

48 Mercy You gain magic power

equal to your rank number * 100G

49 Hope You draw 2 cards from

your book

50 Counterspell Effects{EF}{66} on all Cepters

are removed

51 Magic Seal For 2 rounds, you cannot

be the target of spells

52 Heat Wave The values of all

{EF}{42} symbols are decreased by 10%

53 Calming Winds The values of all

{EF}{44} symbols are decreased by 10%

54 Rainy Season The values of all

{EF}{41} symbols are decreased by 10%

Shrine Effect 55-65

Name Description
55 Dry Season The values of all

{EF}{43} symbols are decreased by 10%

56 Revelation This turn, you may use

the Territory Command on any of your lands

57 Illusionary Land For 2 rounds, you gain

20% of tolls collected by enemy Cepters

58 Rock Slide All creatures on a land

of level 4 or higher lose HP-10

59 Foresight Look at the top 3 cards

of your book, and choose 1 to add to your hand

60 Escape You teleport to the

nearest empty land

61 Revival Your book returns to the

state it was in at the beginning of the match

62 Reincarnation You discard your entire

hand, and draw 6 new cards

63 Hike An unclaimed land's level

is raised by 1

64 Harvest All Cepters gain magic

power equal to the amount of lands they own * 20G

65 Shock Wave All creatures with

"Attacks First" ability lose HP-10

Shrine Effect 66-72

Name Description
66 Hatred All creatures with

"Support" ability lose HP-10

67 Civil War All creatures matching

the most numerous race deployed lose HP-10

68 Mass Growth All creatures gain MHP+10
69 Hunger All creatures with

MHP50 or more lose HP-10

70 Paralysis Attacks and

items cannot be used

71 Confusion Receive 30% of

dealt damage

72 Poison Receive damage

equal to 30% of MHP at battle's end