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Battle Timetable

General Flow of Battle

Initiator is the creature attacking first, Terminator is the creature attacking last.

Start of Battle
1. Land effect calculation
2. Invader item selection
3. Defender item selection
4. Battle Start abilities

During Battle
5. Initiator offensive abilities
6. Terminator defensive abilities
7. Initiator attacks
8. Successful/failed attack ability activation
9. Terminator offensive abilities
10. Initiator defensive abilities
11. Terminator attacks
12. Successful/failed attack ability activation

End of Battle
13. End of battle abilities

Detailed Timetable of Battle

• Summary of the processing order of battle abilities
• Priority has two colors, red and blue. The colors aren't important but changes in color are as they describes changes in priority.
• During each battle phase abilities are processed in the following order
   - higher priority > lower priority
   - initiator > terminator
   - creature > enchantment > item

Example 1
Skeleton (Invader, Initiator) + Plate Mail vs. Minotaur (Defender, Terminator) + Angry Mask
Both survive the battle, and after damage is calculated, the end of battle abilities are activated in this order: Weakness Damage (Angry Mask) > Regeneration (Skeleton).

Example 2
Minotaur (Invader, Initiator) + Angry Mask vs. Skeleton (Defender, Terminator)
Both survive the battle, and after damage is calculated, the end of battle abilities are still activated in this order: Weakness Damage (Angry Mask) > Regeneration (Skeleton).

The order doesn't change because Angry Mask's weakness damage corresponds to a higher priority ability than regeneration.

Last Updated on Thursday, 26 October 2017 18:49

Read more: Battle Timetable

Evo Parts List

This list draws its information directly from the English release of Culdcept Revolt. Some info has been updated to add clarity and/or to correct errors. If you spot an error we've missed, please let us know!

Mini ST Normal
SP:0 Gp:100 G:+5
ST+5
(SP used changes depending on the ST level)
ST Up Normal
SP:~2 Gp:100 G:+10
ST+10
(SP used changes depending on the ST level)
Hyper ST Strange
SP:~4 Gp:200 G:+20
ST+20
(SP used changes depending on the ST level)
Mini HP Normal
SP:~1 Gp:100 G:+10
MHP+5
(SP used changes depending on the HP level)
HP Up Normal
SP:~3 Gp:100 G:+20
MHP+10
(SP used changes depending on the HP level)
Hyper HP Strange
SP:~5 Gp:200 G:+40
MHP+20
(SP used changes depending on the HP level)
ST Down Normal
SP:~1 Gp:100 G:-10
ST-10 (SP used changes depending on the ST level)
HP Down Normal
SP:~2 Gp:100 G:-20
MHP-10 (SP used changes depending on the HP level)
Double Up Strange
SP:~4 Gp:200 G:+30
ST & MHP+10 (SP used changes depending on the ST and HP level)
Blocker Strange
SP:~3 Gp:200 G:+10
ST-10 / MHP+10 (SP used changes depending on the ST and HP level)
Attacker Strange
SP:~3 Gp:200 G:-10
ST+10 / MHP-10 (SP used changes depending on the ST and HP level)
Mega Up Rare
SP:~9 Gp:500 G:+60
ST & MHP+20 (SP used changes depending on the ST and HP level)
Mark of Fire Normal
SP:2 Gp:100 G:+30
Element: Fire
Mark of Water Normal
SP:2 Gp:100 G:+30
Element: Water
Mark of Earth Normal
SP:2 Gp:100 G:+30
Element: Earth
Mark of Air Normal
SP:2 Gp:100 G:+30
Element: Air
Favored Habitat Normal
SP:1 Gp:100 G:-30
Summon Condition: Territory+1
Card Eater Normal
SP:1 Gp:100 G:-30
Summon Condition: Card+1
Attacks First Normal
SP:5 Gp:100 G:+20
Attacks First
Attacks Last Normal
SP:5 Gp:100 G:-20
Attacks Last
Item Protection Strange
SP:5 Gp:200 G:+10
Immune to Destroy Item and Steal Item effects.
Magic Bullet Attack Rare
SP:5 Gp:500 G:+20
In Battle: Performs a scroll attack of ST=30 if not equipped with an item.
Cut Through Fire/Earth Rare
SP:6 Gp:500 G:+20
Disables enemy's Neutralizes and Reflects if it is Fire or Earth.
Cut Through Water/Air Rare
SP:6 Gp:500 G:+20
Disables enemy's Neutralizes and Reflects if it is Water or Air.
Cut Through Fire/Air Rare
SP:6 Gp:500 G:+20
Disables enemy's Neutralizes and Reflects if it is Fire or Air.
Cut Through Water/Earth Rare
SP:6 Gp:500 G:+20
Disables enemy's Neutralizes and Reflects if it is Water or Earth.
Transform Rare
SP:5 Gp:500 G:+20
In Battle: Transforms into a random creature.
Fire/Earth Support Normal
SP:8 Gp:100 G:+20
Support: NeutralFireEarth
Water/Air Support Normal
SP:8 Gp:100 G:+20
Support: NeutralWaterAir
All Support Rare
SP:10 Gp:500 G:+30
Support: All
Rising Power Normal
SP:5 Gp:100 G:+20
In Battle: ST+20.
Rising Barrier Normal
SP:5 Gp:100 G:+20
In Battle: HP+20.
Unstable Power Normal
SP:5 Gp:100 G:+10
In Battle: ST= (random value between 10 and 70).
Unstable Barrier Normal
SP:5 Gp:100 G:+10
In Battle: HP= (random value between 10 and 70).
Conqueror's Power Strange
SP:5 Gp:200 G:+20
In Battle: ST= (Number of user's territories x10).
Conqueror's Protection Strange
SP:5 Gp:200 G:+20
In Battle: HP= (Number of user's territories x10).
Power of Time Rare
SP:5 Gp:500 G:+20
In Battle: ST+ (number of rounds).
Protection of Time Rare
SP:5 Gp:500 G:+20
In Battle: HP+ (number of rounds).
Elemental Resonance Rare
SP:8 Gp:500 G:+20
In Battle: ST+ (number of the placed creatures with the same element x5).
Elemental Phalanx Rare
SP:8 Gp:500 G:+20
In Battle: HP+ (number of the placed creatures with the same element x5).
Power of Age Rare
SP:10 Gp:500 G:+30
In Battle: ST+ (Evo Age x 4).
Protection of Age Rare
SP:10 Gp:500 G:+30
In Battle: HP+ (Evo Age x 4).
Neutral Critical Hit Normal
SP:5 Gp:100 G:+5
Critical Hit: Neutral
Fire Critical Hit Normal
SP:5 Gp:100 G:+5
Critical Hit: Fire
Water Critical Hit Normal
SP:5 Gp:100 G:+5
Critical Hit: Water
Earth Critical Hit Normal
SP:5 Gp:100 G:+5
Critical Hit: Earth
Air Critical Hit Normal
SP:5 Gp:100 G:+5
Critical Hit: Air
Fire/Earth Critical Hit Strange
SP:8 Gp:200 G:+10
Critical Hit: FireEarth
Water/Air Critical Hit Strange
SP:8 Gp:200 G:+10
Critical Hit: WaterAir
Fire/Air Critical Hit Strange
SP:8 Gp:200 G:+10
Critical Hit: FireAir
Water/Earth Critical Hit Strange
SP:8 Gp:200 G:+10
Critical Hit: WaterEarth
Scroll Critical Hit Strange
SP:5 Gp:200 G:+20
Scroll Critical Hit: All
Fire Penetration Strange
SP:5 Gp:200 G:+10
Penetrates: Fire
Water Penetration Strange
SP:5 Gp:200 G:+10
Penetrates: Water
Earth Penetration Strange
SP:5 Gp:200 G:+10
Penetrates: Earth
Air Penetration Strange
SP:0 Gp:100 G:+5
Penetrates: Air
Fire/Earth Penetration Rare
SP:8 Gp:500 G:+20
Penetrates: FireEarth
Water/Air Penetration Rare
SP:8 Gp:500 G:+20
Penetrates: WaterAir
Fire/Air Penetration Rare
SP:8 Gp:500 G:+20
Penetrates: FireAir
Water/Earth Penetration Rare
SP:8 Gp:500 G:+20
Penetrates: WaterEarth
Neutralizes: Neutral Strange
SP:5 Gp:200 G:+10
Neutralizes: Neutral
Neutralizes: Fire Strange
SP:5 Gp:200 G:+10
Neutralizes: Fire
Neutralizes: Water Strange
SP:5 Gp:200 G:+10
Neutralizes: Water
Neutralizes: Earth Strange
SP:5 Gp:200 G:+10
Neutralizes: Earth
Neutralizes: Air Strange
SP:5 Gp:200 G:+10
Neutralizes: Air
Neutralizes: Fire/Earth Rare
SP:10 Gp:500 G:+20
Neutralizes: FireEarth
Neutralizes: Water/Air Rare
SP:10 Gp:500 G:+20
Neutralizes: WaterAir
Neutralizes: Fire/Air Rare
SP:10 Gp:500 G:+20
Neutralizes: FireAir
Neutralizes: Water/Earth Rare
SP:10 Gp:500 G:+20
Neutralizes: WaterEarth
Neutralizes: Scroll Critical Rare
SP:8 Gp:500 G:+20
Neutralizes: Scroll Critical Hit
Neutralizes: Attacks First Rare
SP:10 Gp:500 G:+20
Neutralizes: Creatures with the Attacks First ability.
Neutralizes: Penetration Rare
SP:10 Gp:500 G:+20
Neutralizes: Creatures with the Penetrates ability.
Neutralizes: Vigorous Rare
SP:8 Gp:500 G:+20
Neutralizes: Creatures with the Vigorous ability.
Instant Death: Neutral Strange
SP:5 Gp:200 G:+20
Instant Death: 50% against Neutral creatures.
Instant Death: Fire Rare
SP:5 Gp:500 G:+20
Instant Death: 40% against Fire creatures.
Instant Death: Water Rare
SP:5 Gp:500 G:+20
Instant Death: 40% against Water creatures.
Instant Death: Earth Rare
SP:5 Gp:500 G:+20
Instant Death: 40% against Earth creatures.
Instant Death: Air Rare
SP:5 Gp:500 G:+20
Instant Death: 40% against Air creatures.
Instant Death: Support Rare
SP:8 Gp:500 G:+20
Instant Death: 50% against creatures with the Support ability.
Instant Death: Defensive Rare
SP:8 Gp:500 G:+20
Instant Death: 50% against creatures with the Defensive ability.
Instant Death: Vigorous Rare
SP:8 Gp:500 G:+20
Instant Death: 50% against creatures with the Vigorous ability.
Venom Attack Normal
SP:5 Gp:100 G:+20
Attack Bonus: "Poison" Enchant
Haze Attack Strange
SP:5 Gp:200 G:+20
Attack Bonus: "Blind" Enchant
Paralyze Attack Rare
SP:6 Gp:500 G:+30
Attack Bonus: "Paralysis" Enchant
Petrify Attack Rare
SP:6 Gp:500 G:+30
Attack Bonus: Transforms opponent into Statue (70% chance).
ST Drain Strange
SP:5 Gp:200 G:+20
Attack Bonus: Opponent's base ST=0.
Magic Steal Rare
SP:5 Gp:500 G:+20
Attack Bonus: Steals (Evo Age x10)G from opponent.
Toll Increase Normal
SP:5 Gp:100 G:+20
Toll value for occupied territory becomes 1.5x.
Defensive Strange
SP:5 Gp:200 G:-40
Defensive
Anti-Spell Strange
SP:8 Gp:200 G:+30
Anti-Spell
Fixed HP Strange
SP:5 Gp:200 G:+20
HP and MHP cannot be altered by spells.
Neutralizes: Move Invasion Strange
SP:5 Gp:200 G:+20
Cannot be invaded by Move Creature.
Distant Movement Rare
SP:5 Gp:500 G:+20
Can move to any vacant land of your own element.
Immutable Territory Rare
SP:5 Gp:500 G:+20
Immune to spells that lower land level or change its element.
Boost of Power Rare
SP:10 Gp:500 G:+30
Boost: ST+10 to user's creatures.
Boost of Protection Rare
SP:10 Gp:500 G:+30
Boost: HP+10 to user's creatures.
Regenerates Strange
SP:5 Gp:200 G:+10
Regenerates
Obtain Magic Strange
SP:5 Gp:200 G:+20
Battle End: User gains (remaining HP x2)G.
Growth Rare
SP:5 Gp:500 G:+20
Battle End: MHP+10 (Max. 100).
Land Blessing Rare
SP:5 Gp:500 G:+20
Battle End: Raises level of battle territory by 1.
Corrosion Rare
SP:5 Gp:500 G:+20
Battle End: MHP-20 to opponent.
Return to Hand Strange
SP:8 Gp:200 G:+30
Upon Defeat: Returns to user's hand.
Card Inheritance Rare
SP:5 Gp:500 G:+10
Upon Defeat: User draws a card.
Magic Inheritance Rare
SP:5 Gp:500 G:+10
Upon Defeat: User gains 100G.
Healing Art Normal
SP:5 Gp:100 G:+10
Secret Art (10G): User's targeted creature recovers 30 HP.
Magical Arrow Art Strange
SP:5 Gp:200 G:+20
Secret Art (20G): HP-10 to target enemy creature.
Magic Acquisition Art Strange
SP:5 Gp:200 G:+20
Secret Art (0G): User gains (lap number x30)G.
Enchantment Removal Art Strange
SP:5 Gp:200 G:+10
Secret Art (30G): Removes Enchant from target creature.
Global Spell Removal Art Strange
SP:5 Gp:200 G:+10
Secret Art (50G): Removes Global Enchant.
Smokescreen Art Strange
SP:5 Gp:200 G:+20
Secret Art (50G): Adds "Blind" Enchant to target creature.
Strengthening Art Strange
SP:5 Gp:200 G:+20
Secret Art (40G): Adds "Ability +20" Enchant to target creature.
Decay Spell Art Strange
SP:5 Gp:200 G:+20
Secret Art (40G): Adds "Ability -20" Enchant to target creature.
Part Eraser Normal
SP:0 Gp:100 G:+0
Erases set parts.
Anti-Spell Art Extra (Japan-only)
SP:10 Gp:800 G:+20
Secret Art (80G): Adds "Anti-Spell" Enchant to target creature.
Instant Death: Evo Cards Extra (Japan-only)
SP:10 Gp:800 G:+20
Instant Death: 60% against Evo Card creatures.
Neutralizes: Evo Cards Extra (Japan-only)
SP:10 Gp:800 G:+20
Neutralizes: Evo Cards

Last Updated on Friday, 27 October 2017 12:00

(2017) Culdcept Revolt - Symphony of Cepters

View the embedded image gallery online at:
http://www.culdceptcentral.com/#sigProGalleria72258bfd39
Composed by:
Kenji Ito, Yuuki Watanabe, Chiemi Takano
Publisher:
NIS America
CD Info:
1 CD - 20 Tracks
Released:
October 3, 2017

Last Updated on Monday, 23 October 2017 18:26

Read more: (2017) Culdcept Revolt - Symphony of Cepters

Scrolls, Penetrates, Land Bonus and HP

What is base HP, and how is it different from MHP?

Base HP in Culdcept is the creature's HP that is on the card, the base stock HP. For example, let's look at Minotaur. Minotaur is a Normal rarity Fire creature. Its ST = 40, and its HP (base) = 40. Its MHP is also equal to 40. So, its base HP is 40.

Base HP and MHP are two different stats, MHP can affect the base HP, but not the other way around. MHP or Maximum HP, is the most HP any creature can have normally. This means that the most HP a creature can have (outside of battle) is whatever this stat says. You can raise or lower a creature's MHP, but 100 is the highest you can raise a creature's MHP to.

How does MHP affect base HP? If you increase a creature's MHP, you also increase its HP. If Minotaur took no damage and you increased its MHP by 20, its stats would now be seen as HP:60 MHP:60. Using an item to increase your HP past your MHP in battle will not affect your MHP.

Last Updated on Thursday, 26 October 2017 18:16

Read more: Scrolls, Penetrates, Land Bonus and HP

Handicap Levels and Bonuses

Here are the ten Handicap Levels and and the bonuses that the player and AI opponents receive. Handicap basically gives the AI a boost in the match.

Handicap Level Player Bonus AI Bonus
0 (no handicap) no bonus no bonus
1 +50% Gp +50% toll bonus
2 +100% Gp +25% lap bonus
3 +150% Gp 3 Statue
4 +200% Gp +50% tolls, 2 Halfling (level 2)
5 +250% Gp +25% lap, +25% tolls, 1 Phlogiston, 1 Aqualing, 1 Squirrine, 1 Blitz Raven (matching element)
6 +300% Gp +25% lap, +50% tolls, 3 Great Fossil
7 +350% Gp +50% lap, +50% tolls, One Ogre of each element (matching element)
8 +400% Gp +50% lap, +75% tolls, 2 Shieldmaiden (level 2), 2 Pixie (matching element)
9 +450% Gp +75% lap, +100% tolls, 2 Echinoderm (level 2), 2 Great Nimbus (matching element)
10 +500% Gp +100% lap, +100% tolls, Hell Pyron, Rahab, Brontides (level 2), Lord of Bane (level 2) (matching element)

Last Updated on Wednesday, 01 November 2017 14:47

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