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Creatures, Items, & Spells - Rarity N

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!

If you're looking for a sortable and filterable offline list, you can download Whooh05's spreadsheet here.

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Jump to: Neutral ~ Fire ~ Water ~ Earth ~ Air ~ Items ~ Spells

Neutral Neutral Creatures


Archbishop Normal Neutral
ST:30 HP:30 MHP:30 G:50
Immune to Destroy Item and Steal Item effects / Vigorous / Secret Art (30G): Removes Enchant from target creature. (Ignores Anti-Spell.)
Flavor

An archbishop who borrows power from the gods to remove curses cast on living things and even bless the land itself.

Explanation

Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.
Secret Art = Used as a Spell in the Spell Phase.
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.

Advice

Has a Secret Art to remove enchantments, and the Vigorous ability allows it to use its Secret Art every turn.


Baldanders Normal Neutral
ST:0 HP:30 MHP:30 G:20
In Battle: Transforms into a random creature.
Flavor

A creature that can morph its body into that of any other living thing. Its true form is both confusing and hideous.

Advice

There's no way to know what this creature will transform into, so battles with it will be a test of your luck. Truly, it is a card of dreams.


Bandit Normal Neutral
ST:20 HP:20 MHP:20 G:20
Support: All / Attack Bonus: Steals (damage dealt x2)G from opponent.
Flavor

A bandit who wanders the roads attacking passing Cepters. Steals not only money, but magic as well.

Explanation

Support = In battle, this creature can use creatures in your hand as items.

Advice

If you use a powerful creature as support, you'll be able to steal a lot of magic with this creature.


Fighter Normal Neutral
ST:40 HP:40 MHP:40 G:30
Flavor

Mercenaries that fight for coin. With the world in constant turmoil, they are a common sight.

Advice

Has high performance for a low cost. However, since it's neutral element, it can't gain the land effect bonus while defending.


Goblin Normal Neutral
ST:20 HP:30 MHP:30 G:0
Flavor

A terrible little imp. It tends to group up and attack lone travelers wandering the roads at night.

Advice

The cost to summon them is 0, so use them freely. However, they have generally poor performance in battle.


Halfling Normal Neutral
ST:30 HP:30 MHP:30 G:50
Anti-Spell / Receives land effect from lands of any element.
Flavor

A member of a race of small people known for their ability to hide well. Can use any terrain to his advantage and can even dodge spells.

Explanation

Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.

Advice

This creature can be placed anywhere without worrying about the land's element. Good at the start of a match when there's land to grab.


Skeleton Normal Neutral
ST:30 HP:40 MHP:40 G:30
Regenerates
Flavor

A skeleton manipulated by magic. Even if it's damaged, it will just reform over and over. The only way to defeat it is to shatter it to pieces.

Explanation

Regenerates = If not killed, HP returns to full after battle.

Advice

Has average combat performance, but its Regenerates ability ensures it remains at full health between battles.


Statue Normal Neutral
ST:0 HP:50 MHP:50 G:10
Item Limit: Cannot use Weapons Cannot use Armor Cannot use Scrolls
Defensive / Does not receive lap recovery.
Flavor

A statue in the shape of a creature. This is the eternal end faced by all those who are petrified.

Explanation

Defensive = Cannot invade or be moved with Move Creature.

Advice

Has high HP, but it won't heal when you complete a lap like other creatures do. You're best off Exchanging it as soon as it's damaged.


Thief Normal Neutral
ST:20 HP:40 MHP:40 G:30
Battle Start: Steals opponent's item if using no items of your own.
Flavor

A skillful thief. By the time you realize she's even taken something, she's already long gone.

Advice

Enemy Cepters will think twice before using an item against this creature, so it may survive a surprising amount of battles.


Trojan Horse Normal Neutral
ST:0 HP:30 MHP:30 G:30
Item Limit: Cannot use Weapons Cannot use Armor Cannot use Scrolls
Support: All / Penetrates: All
Flavor

The wooden horse used to infiltrate Troy. The enemy will think it's a gift and take it inside, but there are soldiers hidden inside it.

Explanation

Support = In battle, this creature can use creatures in your hand as items.
Penetrates = Attacks ignore extra HP gained from the land effect.

Advice

A creature that can raise its ST with Support and ignore the enemy's land effect with Penetrates. It's best used to invade high level enemy lands.


Jump to: Neutral ~ Fire ~ Water ~ Earth ~ Air ~ Items ~ Spells

Fire Fire Creatures


Ba-al Normal Fire
ST:50 HP:50 MHP:50 G:40+Fire+Card
Attacks First / Battle End: Destroys a random card from user's hand.
Flavor

The brutal general of the demon army. It appears with a burning wind and rips out its victims' hearts with horrifying power.

Explanation

Attacks First = Attacks first in a battle, even when defending.

Advice

Its Attacks First ability and high ability values make it good for both attack and defense, but it destroys a card from your hand every battle.


Burnacle Normal Fire
ST:30 HP:60 MHP:60 G:70
Land Limit: Cannot be placed on Air
Item Limit: Cannot use Scrolls
Defensive / Secret Art (50G): Adds "Blind" Enchant to target enemy creature. (Toll fees are halved.)
Flavor

A colony of fiery barnacles that belch out smoke. Their thick smoke can blanket an entire territory, making it difficult to catch intruders.

Explanation

Defensive = Cannot invade or be moved with Move Creature.
Secret Art = Used as a Spell in the Spell Phase.
Blind Enchant = Toll fee is halved.

Advice

A basic Defensive creature. It can use its Secret Art to lower the tolls your opponent's creatures take.


Cait Sith Normal Fire
ST:20 HP:30 MHP:30 G:50
Land Limit: Cannot be placed on Water
Neutralizes: Attacks from creatures with ST of 40 and up. / Anti-Spell
Flavor

A fairy in the form of a cat. Cunning and swift, it can defeat creatures much bigger than itself and dodge even the trickiest of spells.

Explanation

Neutralizes = Does not receive damage from opponent during battle.
Anti-Spell = Can't be targeted by single-target spells. Is still affected by multi-target spells.

Advice

It is strong against magic and creatures with high ST, and is a reliable creature for defending territories.


Chimera Normal Fire
ST:30 HP:50 MHP:50 G:80+Fire
Item Limit: Cannot use Scrolls
Attacks First / ST+10 each time user receives a lap bonus (up to a max of 100).
Flavor

An artificial creature created by a wizard. Its body has not yet fully formed, but with time, it will become monstrously powerful.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Changes to the Base ST last until the creature reverts to a card.

Advice

Its ST increases as you make more laps. If you place it at the beginning of a match, it will become your strongest creature.


Creeping Flame Normal Fire
ST:30 HP:50 MHP:50 G:55
Item Limit: Cannot use Armor Cannot use Scrolls
Defensive / Secret Art (30G): Moves to a neighboring land.
Flavor

A bonfire made of angry spirits. Normally a violent pillar of flame, once it's given a target, it will charge towards it as a chaotic firestorm.

Explanation

Defensive = Cannot invade or be moved with Move Creature.
Secret Art = Used as a Spell in the Spell Phase.

Advice

A rare Defensive creature that can move by using its Secret Art.


Fay Normal Fire
ST:20 HP:40 MHP:40 G:70
Scroll Critical Hit / Secret Art (50G): ST+20 to target creature (up to a max of 100).
Flavor

A beautiful witch who grants magical boons to valiant knights who earn her favor.

Explanation

Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.
Secret Art = Used as a Spell in the Spell Phase.
Changes to the Base ST last until the creature reverts to a card.

Advice

It has a Secret Art that increases ST. Use it to strengthen creatures you're planning to use for Move Invasions.


Gas Cloud Normal Fire
ST:30 HP:30 MHP:30 G:45
Item Limit: Cannot use Armor
Neutralizes: 1/2 of damage received from Normal Attacks.
Flavor

A creature made entirely of smoke. Mundane attacks will simply pass through its intangible body.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

It can cut the enemy's attack in half. Because of that, it's useful for both attack and defense.


Gladiator Normal Fire
ST:40 HP:40 MHP:40 G:75
Item Limit: Cannot use Armor Cannot use Scrolls
Critical Hit: FireWaterEarthAir
Flavor

A swordsman of formidable skill who is always training and seeking new opponents. His honed blade always seems to find his enemy's weak spots.

Explanation

Critical Hit = Deals 1.5 times more damage to the opponent.

Advice

A powerful creature that can inflict a critical hit on almost any opponent. However, it can't use armor, so its ability to defend is limited.


King Varan Normal Fire
ST:60 HP:50 MHP:50 G:100
Item Limit: Cannot use Scrolls
Flavor

King of the lizards. It has no need for special abilities, as its powerful body and razor-sharp fangs can destroy most anything that stands against it.

Advice

A creature with high ST suited for invading. Invasions can be made from your hand or by using Move Creature.


Minotaur Normal Fire
ST:40 HP:40 MHP:40 G:60
Flavor

An ancient creature that is half man, half bull. It stalks its prey and devours it whole. It is feared far and wide.

Advice

A balanced, easy to use creature with solid base stats.


Phlogiston Normal Fire
ST:30 HP:30 MHP:30 G:35
Critical Hit: Creatures with MHP of 40 and under.
Flavor

Tiny fire spirits that usually float about peacefully. When provoked, they become enraged and torch their surroundings to nothing but ash.

Explanation

Critical Hit = Deals 1.5 times more damage to the opponent.

Advice

Has Critical Hit, the signature ability of the fire element. This creature can do x1.5 times the damage against the enemies its effect targets.


Phoenix Normal Fire
ST:40 HP:30 MHP:30 G:40
Item Limit: Cannot use Scrolls
Upon Defeat: Returns to user's hand.
Flavor

An immortal bird with a body of flames. When it dies, its body burns away and a new Phoenix is born from the ashes.

Explanation

If owner's hand has 10 cards in it, this card will be destroyed instead of returning to their hand.

Advice

It doesn't have high base stats, but if it's defeated, it will return to your hand. Use it to invade aggressively and don't worry about it dying.


Red Ogre Normal Fire
ST:40 HP:50 MHP:50 G:80
Flavor

A member of the ogre tribe, which are strong, but not very bright. Its body color is red and it prefers to live in far-off mountains.

Advice

Its ability values are high, but it's more expensive than other basic creatures. Be sure not to recklessly summon too many all at once.


Jump to: Neutral ~ Fire ~ Water ~ Earth ~ Air ~ Items ~ Spells

Water Water Creatures


Amazon Normal Water
ST:40 HP:40 MHP:40 G:70
Attack Bonus: Steals (user's lap number x30)G from enemy Cepter if this creature is not equipped with an item.
Flavor

A member of an all-female tribe. Their battle prowess surpasses that of most men. They're excellent hunters known to even steal magic.

Advice

The more laps you've completed, the more magic it can steal. However, its ability values are somewhat limited if it's not using a weapon.


Aquahorn Normal Water
ST:50 HP:30 MHP:30 G:70
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use Scrolls
Neutralizes: WaterEarth / Secret Art (30G): Transforms into Mistwing.
Flavor

An oceanic creature with a single large horn. Master of both land and sea. When it senses danger, it swims to the surface and transforms.

Explanation

Neutralizes = Does not receive damage from opponent during battle.
Secret Art = Used as a Spell in the Spell Phase. Mistwing = Water / ST:30 / HP:40

Advice

This creature's Secret Art lets it swap between two forms. Each form Neutralizes different elements, so use whichever is best for the match.


Aqualing Normal Water
ST:20 HP:30 MHP:30 G:40
Neutralizes: Creatures with MHP of 30 and under.
Flavor

A water-dwelling fairy. It absorbs water into its body and dodges enemy attacks. Attacking this fairy is just as difficult as slicing water.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

Has Neutralizes, the signature ability of the water element. Has low stats, but is able to completely block certain attacks.


Blue Ogre Normal Water
ST:40 HP:50 MHP:50 G:80
Flavor

A member of the ogre tribe, which are strong, but not very bright. Its body color is blue and it prefers to live near large bodies of water.

Advice

Its ability values are high, but it's more expensive than other basic creatures. Be sure not to recklessly summon too many all at once.


Giant Eel Normal Water
ST:30 HP:50 MHP:50 G:60+Water
Item Limit: Cannot use Scrolls
Neutralizes: EarthAir
Flavor

Usually found at the bottom of the sea, this colossal eel will surface to attack boats. Because most attacks slip off its slimy body, few can defeat it.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

A creature with high HP. It has the Neutralizes ability to negate damage from certain enemies. It's useful for defending territories.


Giant Nautilus Normal Water
ST:10 HP:70 MHP:70 G:80
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use Weapons Cannot use Scrolls
Flavor

An enormous nautilus. It has a gentle nature and has been living quietly in the ocean for hundreds of years. It is sometimes mistaken for an island.

Advice

It has extremely high HP. However, its ST is very low and it cannot use weapons, so it's best used for taking a vacant land.


King Tortoise Normal Water
ST:50 HP:60 MHP:60 G:100
Item Limit: Cannot use Scrolls
Attacks Last
Flavor

The king of all tortoises, also known as a Tarasque. It moves slowly, but there are few that can oppose its awesome power.

Explanation

Attacks Last = Attacks after the enemy, even when invading.

Advice

Although its basic stats are high, its cost is hefty. On top of that, its Attacks Last ability makes it a poor choice to use for invading.


Lizardman Normal Water
ST:30 HP:40 MHP:40 G:70
Attacks First
Flavor

Part man, part lizard, this creature can camouflage itself with its surroundings. Any invaders to its territory are met with a swift ambush.

Explanation

Attacks First = Attacks first in a battle, even when defending.

Advice

Its Attacks First ability paired with a good weapon can let it defeat invaders before they even get a chance to strike.


Megalodon Normal Water
ST:50 HP:50 MHP:50 G:40
Land Limit: Cannot be placed on FireCannot be placed on EarthCannot be placed on Air
Item Limit: Cannot use Scrolls
Flavor

A man-eating shark from ancient times. It is so massive, it only needs to bump a small boat with its nose to completely destroy it.

Advice

Has high basic ability values. However, it cannot be summoned in fire, earth, or air lands, making its use somewhat limited.


Mistwing Normal Water
ST:30 HP:40 MHP:40 G:70
Land Limit: Cannot be placed on Earth
Item Limit: Cannot use Scrolls
Neutralizes: FireAir / Secret Art (30G): Transforms into Aquahorn.
Flavor

A creature with the form of a manta ray that flies through the air. Master of the sun and sky, when it senses danger, it dives underwater and transforms.

Explanation

Neutralizes = Does not receive damage from opponent during battle.
Secret Art = Used as a Spell in the Spell Phase.
Aquahorn = Water / ST:50 / HP:30

Advice

This creature's Secret Art lets it swap between two forms. Each form Neutralizes different elements, so use whichever is best for the match.


Triton Normal Water
ST:30 HP:40 MHP:40 G:70
Scroll Critical Hit / Battle End: User draws a card if an item was equipped to Triton during battle.
Flavor

Half-mermaid warriors known for being master tacticians with a fully-stocked arsenal of weapons.

Explanation

Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.

Advice

A creature that uses scrolls well. When you equip this creature with an item, you can draw a card, so it's quite useful for keeping your hand full.


Undine Normal Water
ST:30 HP:30 MHP:30 G:55
Item Limit: Cannot use Armor
In Battle: HP=(number of user's Water territories x20). / Neutralizes: Water
Flavor

A spirit that effortlessly controls the power of water. It becomes stronger as it absorbs more water energy and any water attack against it will fail to hit its mark.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

Its HP increases depending on the number of water territories you have. That plus its Neutralizes ability makes it a good defender.


Wall of Ice Normal Water
ST:0 HP:40 MHP:40 G:25
Item Limit: Cannot use Armor Cannot use Scrolls
Defensive / In Battle: HP+20
Flavor

A wall made of ice. Even after it's summoned, it stays frozen due to the frigid winds surrounding it. It will never melt naturally.

Explanation

Defensive = Cannot invade or be moved with Move Creature.

Advice

The temporary HP it gets during battle make it a great defender, but means it's more vulnerable to damaging spells than other walls.


Jump to: Neutral ~ Fire ~ Water ~ Earth ~ Air ~ Items ~ Spells

Earth Earth Creatures


Dragon Zombie Normal Earth
ST:40 HP:60 MHP:60 G:85
Land Limit: Cannot be placed on Air
Item Limit: Cannot use Armor
Flavor

A dragon that revived as a corpse. Its power and stamina are the same as when it was alive, but it has lost its special abilities.

Advice

Has high HP and is a reliable defender. However, its cost is high and it cannot use armor.


Dryad Normal Earth
ST:20 HP:30 MHP:30 G:55
Land Limit: Cannot be placed on Air
Item Limit: Cannot use Weapons
Support: NeutralFireEarth / Can move to any vacant Earth land.
Flavor

Forest fairies that can teleport from tree to tree. When spotted by travelers, they disappear before the lucky person can even capture their beauty in their memory.

Explanation

Support = In battle, this creature can use creatures in your hand as items.

Advice

A creature that can swiftly secure empty land. Its Support ability will be helpful for defending the territory it captures.


Gigantherium Normal Earth
ST:50 HP:60 MHP:60 G:70+Earth
Item Limit: Cannot use Scrolls
In Battle: HP-20 if battle territory has an Enchant effect upon it.
Flavor

A Fierce Mammalia. When it's enraged, it has a violent temper and tramples trees. It has low resistance to magic, so it weakens when there's magic placed on it.

Advice

It has high ability values, and is exceptional in offense and defense. However, once it's cursed, it drastically weakens.


Great Tusker Normal Earth
ST:60 HP:50 MHP:50 G:80+Earth
Item Limit: Cannot use Scrolls
Neutralizes: Attacks First
Flavor

A beast with giant fangs. When it's enraged, it charges forward. Once that happens, it becomes difficult to land an attack on it.

Explanation

Neutralizes = Does not receive damage from opponent during battle.
Attacks First = Attacks first in a battle, even when defending.

Advice

With its high ability values and immunity to damage from creatures that have Attacks First, it makes an excellent invader.


Green Ogre Normal Earth
ST:40 HP:50 MHP:50 G:80
Flavor

A member of the ogre tribe, which are strong, but not very bright. Its body color is green and it prefers to live in the forest.

Advice

Its ability values are high, but it's more expensive than other basic creatures. Be sure not to recklessly summon too many all at once.


Lichenoid Normal Earth
ST:30 HP:30 MHP:30 G:60
Secret Art (30G): MHP+10 to target creature (up to a max of 100).
Flavor

A resident of the forest with a body of moss. It has a gentle personality and shares its powers of growth with others.

Explanation

Secret Art = Used as a Spell in the Spell Phase.
Changes to MHP last until the creature reverts to a card.

Advice

Its Secret Art can increase creatures' MHP. Use it to bolster your weaker creatures.


Mummy Normal Earth
ST:20 HP:50 MHP:50 G:45
Item Limit: Cannot use Weapons
Defensive / Upon Defeat: User gains (lap number x40)G.
Flavor

A mummified corpse that walks once more. When the mummy crumbles to dust, it reveals the way to the treasure buried with it in its tomb.

Explanation

Defensive = Cannot invade or be moved with Move Creature.

Advice

A creature that specializes in defense. If it does manage to be defeated, it leaves magic behind.


Rock Troll Normal Earth
ST:50 HP:50 MHP:50 G:90
Land Limit: Cannot be placed on Air
Regenerates
Flavor

A troll with skin is as sturdy as a rock. This creature has incredible regenerative powers. Because of that, it is feared by many.

Explanation

Regenerates = If not killed, HP returns to full after battle.

Advice

It has high ability values and the Regenerates ability. It recovers all of its damage from battle, so it is a reliable defender.


Sage Normal Earth
ST:20 HP:30 MHP:30 G:80
Support: All / Immune to Destroy Item and Steal Item effects. / Scroll Critical Hit
Flavor

A sage of the forest. He is very knowledgeable about magical items and takes care to keep them from being misplaced or broken.

Explanation

Support = In battle, this creature can use creatures in your hand as items.
Scroll Critical Hit = Your Scroll Attacks deal 1.5 times more damage.

Advice

Its ability values may be low, but its Support ability will let it defend your territory well.


Spitting Cobra Normal Earth
ST:40 HP:40 MHP:40 G:80
Item Limit: Cannot use Scrolls
Secret Art (30G): Adds "Poison" Enchant to target creature.
Flavor

A poison-spitting cobra. Since it spits poison from its fangs, it can attack without biting the enemy.

Explanation

Secret Art = Used as a Spell in the Spell Phase.
Poison Enchant = At end of battle, HP decreases by 1/2 of MHP.

Advice

The Poison enchantment itself is useful, but you can also use it to overwrite an enemy's beneficial enchantment.


Squirrine Normal Earth
ST:20 HP:30 MHP:30 G:50
Item Limit: Cannot use Scrolls
Support: All
Flavor

A small animal similar to a squirrel that lives in the forest. It's powerless on its own, but it moves in groups that work together to protect each other.

Explanation

Support = In battle, this creature can use creatures in your hand as items.

Advice

Has Support, the signature ability of the earth element. This ability lets you use the creatures in your hand as though they were items.


Wall of Stone Normal Earth
ST:0 HP:60 MHP:60 G:25
Item Limit: Cannot use Armor Cannot use Scrolls
Defensive
Flavor

A living wall of stone created with magic. It's extremely hard and difficult to destroy.

Explanation

Defensive = Cannot invade or be moved with Move Creature.

Advice

Has high HP and is good for defending territory. However, it cannot use armor, so be careful.


Woodfolk Normal Earth
ST:30 HP:40 MHP:40 G:75
Item Limit: Cannot use Weapons
Support: All
Flavor

Tree people known as the protectors of the forests. Loved by all the inhabitants of the forest. If need be, the entire forest will rise up to help them.

Explanation

Support = In battle, this creature can use creatures in your hand as items.

Advice

Since it can receive support from any kind of creature you have, it's good for defense. However, it cannot use weapons, so it's not great for invading.


Jump to: Neutral ~ Fire ~ Water ~ Earth ~ Air ~ Items ~ Spells

Air Air Creatures


Blitz Raven Normal Air
ST:30 HP:20 MHP:20 G:30
Item Limit: Cannot use Scrolls
Attacks First
Flavor

A huge raven charged with lightning. It flies in a thundercloud and attacks faster than the eye can see.

Explanation

Attacks First = Attacks first in a battle, even when defending.

Advice

Has Attacks First, the signature ability of the air element. This allows your defenders to get the first strike in a battle.


Caladrius Normal Air
ST:30 HP:30 MHP:30 G:60
Item Limit: Cannot use Scrolls
Attacks First / Secret Art (40G): Adds "Ability +20" Enchant to target creature.
Flavor

A sacred white bird. The light that falls from its shining wings can revive the weak.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Secret Art = Used as a Spell in the Spell Phase.
Ability +20 Enchant = In Battle: ST & HP +20.

Advice

Has a Secret Art that increases your creatures' ST and HP. It's not flashy, but if used well, it can be the support a low-cost book needs.


Centaur Normal Air
ST:30 HP:40 MHP:40 G:80
Attacks First / Battle End: Recycles equipped items to user's book.
Flavor

Half-human and half-horse. An intellectual and dexterous race, they are very good at using tools and take very good care of their equipment.

Explanation

Attacks First = Attacks first in a battle, even when defending.
Recycles = After it is used, the card returns to the user's hand or book (depending on the card).

Advice

A creature with fairly good ability values and the Attacks First ability. Since it sends used items back to your book, it's very efficient.


Cornfolk Normal Air
ST:30 HP:40 MHP:40 G:70
If destroyed in combat or by a spell, user gains 200G.
Flavor

A corn man. When it's defeated, the kernels on its body explode. Reportedly, they're delicious and make fine popcorn.

Advice

Even when this creature is defeated, it leaves behind magic, so plant as many as you like all over the field.


Great Nimbus Normal Air
ST:30 HP:60 MHP:60 G:100
Item Limit: Cannot use Armor
Vigorous
Flavor

A giant Cumulonimbus King who rolls through the sky. His body is durable and does not know fatigue.

Explanation

Vigorous = Is not Fatigued, even after using Secret Arts or Territory Commands.

Advice

Because this creature cannot be Fatigued, you can continually have it use Territory Commands.


Griffon Normal Air
ST:50 HP:50 MHP:50 G:80
Land Limit: Cannot be placed on Earth
Item Limit: Cannot use Scrolls
Flavor

A noble beast with the upper body of an eagle and the lower body of a lion. It has power that rivals even dragons.

Advice

Has high ability values and can be useful for invasions, but be aware of its high cost and its land restriction.


Knight Normal Air
ST:50 HP:40 MHP:40 G:90
Critical Hit: Creatures with MHP of 50 or greater.
Flavor

An armored warrior. With nobility and outstanding sword skills, they are constantly seeking stronger enemies.

Explanation

Critical Hit = Deals 1.5 times more damage to the opponent.

Advice

Between this creature's naturally high ST and its Critical Hit ability, it's perfect for invading territories guarded by strong creatures.


Serpent Fly Normal Air
ST:40 HP:30 MHP:30 G:70
Land Limit: Cannot be placed on Fire
Item Limit: Cannot use Scrolls
Attacks First / Receives land effect from Water territories.
Flavor

A huge flying insect with the body of a snake. It sits on the surface of the water and waits for prey. Those that come near it are swiftly eaten.

Explanation

Attacks First = Attacks first in a battle, even when defending.

Advice

A rare creature that can obtain the land effect on two types of land: water and air.


Spectre Normal Air
ST:0 HP:30 MHP:30 G:30
In Battle: ST & HP= (random value between 10 and 70).
Flavor

An ethereal presence whose size and shape are constantly changing.

Advice

Because this card's ability values are completely random in battle, you'll have to trust your luck. Its randomness will scare your opponent.


Tornado Normal Air
ST:20 HP:50 MHP:50 G:55
Item Limit: Cannot use Armor Cannot use Scrolls
Defensive / Attacks First / In Battle: ST+20, HP-10.
Flavor

A tornado with a will of its own. Its winds spin even faster during battle, tearing its enemies apart.

Explanation

Defensive = Cannot invade or be moved with Move Creature.
Attacks First = Attacks first in a battle, even when defending.

Advice

This creature becomes stronger in battle and has Attacks First, making it very offense-oriented for a Defensive creature.


Wyvern Normal Air
ST:40 HP:40 MHP:40 G:60+Air
Land Limit: Cannot be placed on Earth
Item Limit: Cannot use Armor
Attacks First / Can move to any vacant Air land.
Flavor

A flying dragon whose beautiful appearance has been featured on many crests over the years. It is capable of flying long distances in mere moments.

Explanation

Attacks First = Attacks first in a battle, even when defending.

Advice

Is able to use Move Creature to go to any open Air land. Its good ability values and its Attacks First ability make it good at defense.


Yellow Ogre Normal Air
ST:40 HP:50 MHP:50 G:80
Flavor

A member of the ogre tribe, which are strong, but not very bright. Its body color is yellow and it likes to live in grassy plains.

Advice

Its ability values are high, but it's more expensive than other basic creatures. Be sure not to recklessly summon too many all at once.


Yowie Normal Air
ST:40 HP:40 MHP:40 G:70
Critical Hit: Neutral / Toll value for occupied territory randomly changes by 1/2 to 2.5x.
Flavor

A capricious beast that lives by stealing magic from those it happens across. The amount it takes depends on its mood.

Explanation

Critical Hit = Deals 1.5 times more damage to the opponent.

Advice

This creature's even ability values make it good for securing territory at the start of a match.


Jump to: Neutral ~ Fire ~ Water ~ Earth ~ Air ~ Items ~ Spells

Armor Items


Armet Normal Tool
G:45
ST-10 / HP+40
Flavor

A helmet that fits snugly on the head. It makes it a bit harder to see, but keeps you safe in battle.

Advice

Increases HP quite a lot for a tool. Because it's not armor, you can use it with creatures that normally can't get extra HP from equipment.


Battering Ram Normal Weapon
G:40
ST+30 / Instant Death: 100% against Defensive creatures.
Flavor

A weapon of war used for breaking down the gates of even the mightiest fortresses.

Explanation

Instant Death = Defeat the opponent regardless of remaining HP. Defensive = Cannot invade or be moved with Move Creature.

Advice

This weapon can easily destroy even the toughest Defensive creature. Also boosts ST, so it can be used as a normal weapon, too.


Battle Axe Normal Weapon
G:30
ST+40
Flavor

A heavy, two-handed axe. It has terrifying destructive ability and can slice a knight in two.

Advice

A weapon that gives a large boost to ST. Its cost is affordable and it can be used easily.


Binding Whip Normal Weapon
G:30
ST+30 / Attack Bonus: "Paralysis" Enchant.
Flavor

A magical whip that entangles the enemy and casts a paralysis curse on them.

Explanation

Paralysis Enchant = Can't attack or use items, and abilities do not activate.

Advice

A weapon that paralyzes your enemy when you hit them. Pairs well with defending creatures that have the Attacks First ability.


Buckler Normal Armor
G:20
Neutralizes: Attacks from creatures with ST of 30 and under.
Flavor

A small shield better used for deflecting than blocking. Can simply bat aside lighter blows.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

As long as the enemy has low ST, this will let you ignore it completely. This armor doesn't work against everything, but it can prove useful.


Catapult Normal Weapon
G:50
ST+30 / HP+30
Flavor

A weapon of war used to launch boulders at enemy armies from a distance.

Advice

A reliable weapon that improves both ST and HP. In return, it has a high cost.


Chain Mail Normal Armor
G:10
HP+30
Flavor

Armor made of layers of metal chains. It's flexible and doesn't hinder movement.

Advice

Armor that increases a creature's HP. An inexpensive way to help out your defending creatures.


Golden Hammer Normal Weapon
G:50
ST+40 / Attack Bonus: Gain 200G if opponent was not destroyed.
Flavor

A magic hammer that dislikes killing and gives a bonus to those who show their enemies mercy.

Advice

This weapon can be used on a low ST defending creature or to give you some emergency G to pay a large toll when you know you can't win.


Long Sword Normal Weapon
G:10
ST+30
Flavor

A long, double-edged sword. The most common weapon in this world.

Advice

This weapon increases a creature's ST in battle. Be sure to equip it when you need a little extra damage.


Mace Normal Weapon
G:0
ST+20
Flavor

A spiky metal ball on a stick. It may seem simple, but it can punch through even thick metal armor.

Advice

This weapon increases a creature's ST in battle without costing you any magic, so use it whenever you'd like.


Magic Shield Normal Armor
G:20
HP+30 / Neutralizes: Scroll Attacks
Flavor

A round shield with a magic circle drawn on it. The enchantment on the shield cancels out any magic that strikes it.

Explanation

Neutralizes = Does not receive damage from opponent during battle.

Advice

This armor can block an opponent's Scroll Attack, but since it improves HP, it can be used for normal attacks, too.


Magma Hammer Normal Weapon
G:20
ST+20 / Critical Hit: When equipped creature is Fire or Earth.
Flavor

A hammer imbued with the power of magma. Not strong on its own, but fire and earth creatures can bring out its true power.

Explanation

Critical Hit = Deals 1.5 times more damage to the opponent.

Advice

To take full advantage of this weapon, it is best used in books with many fire and/or earth creatures.


Moon Scimitar Normal Weapon
G:30
ST+30 / Attack Bonus: "Sleep" Enchant.
Flavor

A sword forged of moonlight. Its cuts don't cause pain, but intense sleepiness.

Explanation

Sleep Enchant = cannot take tolls.

Advice

Even if you can't defeat the opponent, you don't have to pay any toll if they're sleeping. A good weapon for using during risky invasions.


Petrify Stone Normal Tool
G:20
ST=0 / HP=80
Flavor

A stone covered in magic runes. It can temporarily change its user's body to stone to protect them against attacks.

Advice

Sets your creature's HP to exactly 80 for one battle. This is enough to protect against most attacks, so use it to defend a weak land.


Ring of the Succubus Normal Tool
G:30
Attacks First / Attack Bonus: Opponent's Base ST=0.
Flavor

A ring that belonged to a succubus. Wear it, and those you touch will find their eyes heavy and their sword arm weak.

Explanation

Attacks First = Attacks first in a battle, even when defending. Base ST = A creature's listed ST without item cards or abilities. Changes to the Base ST last until the creature reverts to a card.

Advice

Because this lets you attack first and also reduces an opponent's damage, it's best used on a defending creature.


Scale Armor Normal Armor
G:30
HP+40
Flavor

Armor made of layers of scale-shaped metal. It is effective protection against swords and claws alike.

Advice

An upgrade from Chain Mail. Provides more HP for a reasonable cost.


Sling Normal Tool
G:30
Attacks First / ST+10 / HP+10
Flavor

Basic, but still deadly in the right hands. It allows one to attack from a distance before the enemy gets close.

Explanation

Attacks First = Attacks first in a battle, even when defending.

Advice

This item allows your creature to attack first and gives it a nice little ST and HP increase on top of that.


Spark Ball Normal Scroll
G:60
Scroll Attack: ST=40
Flavor

A scroll with a magic spell inscribed on it. It summons a ball of lightning to damage the enemy.

Explanation

Scroll Attack = Attack with a scroll instead of your creature. Penetrates the land effect.

Advice

Because Scroll Attacks ignore bonuses from the land effect, powerful scrolls like this will help you when invading high level territories.


Spectre's Robe Normal Armor
G:60
ST & HP+ (random value between 10 and 70).
Flavor

A ghost's robe that causes random parts of its wearer's body to turn partially to ether.

Advice

This armor gives randomized increases. Getting a large boost isn't a certainty, but the look on your foe's face when you do will be priceless.


Storm Spear Normal Weapon
G:20
ST+20 / Critical Hit: When equipped creature is Water or Air.
Flavor

A spear imbued with the power of a storm. It is not strong on its own, but water and air creatures can bring out its true power.

Explanation

Critical Hit = Deals 1.5 times more damage to the opponent.

Advice

To take full advantage of this weapon, it is best used in books with many water and/or air creatures.


Sword of Pluck Normal Weapon
G:40
ST+40 / Critical Hit: When equipped creature has a Rarity of Normal.
Flavor

A sword for the courageous. It grants great power to those who choose to fight, despite being weak.

Explanation

Critical Hit = Deals 1.5 times more damage to the opponent.

Advice

A useful weapon with high attack and a strong effect. Very useful in a book with lots of cards with a Rarity of Rare.


Trident Normal Weapon
G:50
ST+40 / HP+20
Flavor

A three-pronged trident. The long pole makes it difficult for enemies to get near, and its three tips can cause huge damage.

Advice

A strong weapon that increases both ST and HP, but it has a high cost.


Jump to: Neutral ~ Fire ~ Water ~ Earth ~ Air ~ Items ~ Spells

Multi-Instant Spells


Air Shift Normal Instant
G:100
Changes target territory belonging to user into a Air land.
Flavor

Amplifies the elemental air energy in the land to the point where it overtakes the other elements, causing the land itself to shift and reform.

Advice

A spell that changes your own territory's element. It's useful for chains of matching elements. An essential for any book.


Barrier Normal Enchant
G:30
Adds "Anti-Spell" Enchant to target Cepter. (For 5 rounds, target Cepter cannot be chosen as the target of a spell.)
Flavor

This spell conjures a bubble of dense magic around its user to protect them from enemy spells for a time.

Advice

You can protect yourself from your enemy's spells with this card. However, it only lasts for a certain number of turns, so you have to time it well.


Blackout Normal Enchant
G:40
Adds "Sleep" Enchant to target enemy Cepter. (For 2 rounds, target enemy Cepter cannot claim tolls.)
Flavor

Covers a Cepter in a sphere of darkness that is black as night. Cut off from the world of the waking, the Cepter will be unable to claim tolls.

Advice

Temporarily nullifies toll from enemy territory. Since the effect only lasts for a short time, you should wait for the right opportunity to use it.


Charging Step Normal Enchant
G:20
Adds "Magic Steps" Enchant to target Cepter. (Makes dice roll 2-4 for two rounds and user gains 50G every time they roll the dice.)
Flavor

Causes a Cepter's feet to absorb magic from the earth as he or she walks. Good for acquiring magic, but causes one to walk slowly and awkwardly.

Explanation

This Enchant will disappear when movement ends.

Advice

If you want to replenish magic, use it on yourself. If you want the enemy to decrease their speed, use it on them. It's a versatile spell.


Disease Normal Enchant
G:30
Adds "Ability -20" Enchant to target creature. (In battle, this creature is inflicted with ST & HP-20.) / User draws a card.
Flavor

A spell that saps the body of strength, leaving creatures weak and unable to do battle.

Advice

A spell that weakens creatures. Can even instantly defeat small creatures. And of course, it's always nice to draw an extra card.


Earth Shift Normal Instant
G:100
Changes target territory belonging to user into a Earth land.
Flavor

Amplifies the elemental earth energy in the land to the point where it overtakes the other elements, causing the land itself to shift and reform.

Advice

A spell that changes your own territory's element. It's useful for chains of matching elements. An essential for any book.


Elemental Wrath Normal Multi-Instant
G:70
HP-20 to all creatures whose element doesn't match the land they're on.
Flavor

Thou, whose element lies not in harmony with the land... Thou shalt be stricken with ruin, for thou hast incurred the wrath of the Four Gods.

Advice

Because this spell hits all creatures on non-matching lands, it will affect all neutral creatures. Can hit a lot of targets at the beginning of a match.


Escape Normal Instant
G:20
Transports user to the nearest vacant land. (User cannot roll the dice this turn.)
Flavor

When surrounded by the enemy, sometimes it's best to just...go somewhere else. Even if it's back the way you just came.

Advice

A convenient spell for avoiding an enemy's territory. Not only that, but you can then claim the vacant land you end up on.


Fire Shift Normal Instant
G:100
Changes target territory belonging to user into a Fire land.
Flavor

Amplifies the elemental fire energy in the land to the point where it overtakes the other elements, causing the land itself to shift and reform.

Advice

A spell that changes your own territory's element. It's useful for chains of matching elements. An essential for any book.


Fly Normal Instant
G:50
User uses 3 dice for their next roll.
Flavor

Borrows spirit energy from the upper atmosphere to create wings of light.

Advice

Roll an additional die to move faster. This is essential for making swift laps.


Greed Normal Enchant
G:30
Adds "1.5x Toll" Enchant to target creature. (This creature's toll fees are multiplied by 1.5.) / User draws a card.
Flavor

By borrowing the power of the god of the gnomes, you will be able to take even more magic from your enemies when they set foot in your territory.

Advice

A spell that increases toll. The higher the territory level, the greater the effect. And of course, it's always nice to draw an extra card.


Growth Body Normal Instant
G:20
MHP+10 to target creature (up to a max of 100).
Flavor

A spell to strengthen a creature's body. It's so effective, it will last until the creature dies or returns to the card it was summoned from.

Explanation

Changes to MHP last until the creature reverts to a card.

Advice

A spell that increases a creature's MHP. It's advised to use this on creatures with low MHP or on creatures that have been damaged.


Holy Banishment Normal Instant
G:90
Returns target creature to its Cepter's hand if the creature's element differs from the territory it inhabits.
Flavor

Amplifies the repulsive force between differing elemental energy to eject a creature from its territory if it is a different element from the land.

Explanation

If owner's hand has 10 cards in it, this card will be destroyed instead of returning to their hand.

Advice

A spell that removes powerful creatures. If there are enemy creatures whose elements do not match the land, then remove them with this.


Holy Word 1 Normal Enchant
G:30
Adds "Dice 1" Enchant to target Cepter. (Target Cepter's next dice roll yields a 1.)
Flavor

...It existed before Culdra created the first world...

Explanation

This Enchant disappears after the Cepter it is on has finished moving.

Advice

It will set the next dice roll to 1. Use it so you can stop at a specific land, or use it on an enemy Cepter who is one step away from a high toll territory.


Holy Word 3 Normal Enchant
G:10
Adds "Dice 3" Enchant to target Cepter. (Target Cepter's next dice roll yields a 3.)
Flavor

...Ultimately, even fate itself could not be foreseen...

Explanation

This Enchant disappears after the Cepter it is on has finished moving.

Advice

It will set the next dice roll to 3. Good for stopping at a specific land, passing enemy territories, and making enemies stop at your lands.


Holy Word 6 Normal Enchant
G:50
Adds "Dice 6" Enchant to target Cepter. (Target Cepter's next dice roll yields a 6.)
Flavor

...For Culdcept has surpassed even Culdra, its creator...

Explanation

This Enchant disappears after the Cepter it is on has finished moving.

Advice

It will set the next dice roll to 6. It's useful when you want to stop at a specific land or when you need to get past a stretch of hostile territories.


Life Stream Normal Multi-Instant
G:50
Fully recovers the HP of all creatures owned by the user.
Flavor

Requests aid from the messenger of the god of creation to come and heal the injuries of the user's creatures.

Advice

It's best used after multiple creatures are damaged from a wide-range spell. Good for keeping your creatures healthy when you're far from finishing a lap.


Liquid Form Normal Enchant
G:30
Adds "Random Ability Value" Enchant to target creature. (In battle, target creature's ST & HP= Random value between 10-70.) / User draws a card.
Flavor

Changes a creature's body to a liquid state. Liquefied creatures are in a constant state of flux, resulting in unpredictable strength and durability.

Advice

An enchantment that randomizes a creature's battle performance. The outcome will be a surprise!


Magic Bolt Normal Instant
G:50
HP-20 to target enemy creature.
Flavor

Focuses light energy in your fingertips and then fires it at your target.

Advice

This can defeat a creature with low HP in one shot. Even on tougher creatures, it's helpful for weakening them.


Manna Normal Instant
G:0
User gains (lap number x50)G.
Flavor

A potent energy known to some as the "food of the gods."

Advice

Lets you earn magic quickly. You can use it immediately or wait until you've completed your current lap.


Mass Phantasm Normal Multi-Enchant
G:70
Adds "Nullified HP Effects" Enchant to all creatures. (HP and MHP cannot be altered by spells.)
Flavor

Wraps all creatures in a shimmering veil of illusions, causing magic attacks to miss their mark.

Advice

An enchantment that renders spells useless against creatures. If you combine this with other cards, you will create unbelievable results.


Pacifism Normal Multi-Enchant
G:70
Adds "No Invasions" Enchant to all Cepters. (For 2 rounds, you cannot invade.)
Flavor

Drains the fighting spirit from all Cepters to temporarily prevent any battles. However, this false peace will only last for so long...

Advice

A spell that prevents invasions for all Cepters. When you're in the lead, the enemy won't be able to make a comeback if this spell is in their way.


Poison Mind Normal Instant
G:20
User views the top 6 cards in target enemy Cepter's book, then selects 1 to destroy. / User draws a card.
Flavor

See into a Cepter's mind, disrupting their thoughts and causing them to drop one of their cards.

Advice

This spell lets you destroy a card from your enemy's book and gives you a chance to look at the cards they'll be drawing in the near future.


Purify Normal Multi-Instant
G:20
Removes all Enchant effects from the map. User then gains (number of different Enchant removed x50)G.
Flavor

A spell that reverts all enchantments into the base magic used to cast them.

Advice

A spell that erases all enchantments. It can earn you a lot of magic if you spread a lot of enchantments before using this spell.


Release Normal Enchant
G:50
Adds "Unlock Limits" Enchant to user. (For 4 rounds, ignore item restrictions and land restrictions.)
Flavor

For a fleeing window of time, its user is freed from the shackles of impossibility. With greater freedom comes greater possibilities.

Advice

A spell that ignores item and land restrictions. Allows you to make combinations that are normally impossible.


Relief Normal Instant
G:30
Exchanges creatures in 2 of user's territories. / Recycles to Book
Flavor

Send the right man for the right job.

Explanation

Recycles = After it is used, the card returns to the user's hand or book (depending on the card).

Advice

Use this to match your placed creatures to the element of the land they're on. This card will return to your book, so you can continue to use it.


Restore Normal Instant
G:40
Removes Fatigued from target creature. / Fully recovers target creature's HP.
Flavor

Heals a creature's injuries and fatigue so they can rejoin the battle immediately.

Advice

This spell will remove Fatigued. When you combine it with a creature who has a Secret Art ability, it can activate its ability immediately.


Shatter Normal Instant
G:30
User selects an Item or Spell Card from target enemy Cepter's hand and destroys it.
Flavor

During the war of the gods, the rebellious god was wounded by finely forged weapons and armor. His grudge towards those items still lingers in this card.

Advice

Destroys a card from the enemy Cepter's hand. Aim for the enemy's most important cards.


Spartoi Normal Instant
G:30+Card
Places a Skeleton on a random vacant land.
Flavor

An ancient spell cast by planting the teeth of a hydra in the ground. From the teeth, an army of skeletons grows. It's a popular spell among evil wizards.

Explanation

Skeleton = Neutral / ST:30 / HP:40

Advice

A useful spell that will let you claim a territory. However, Skeletons are quite weak, so you should swap it out for a stronger creature as soon as you can.


Speed Penalty Normal Instant
G:70
User steals (target's lap # - user's lap # x100)G from the enemy with the highest lap number. (If user has highest lap number, no G will be taken.)
Flavor

A spell that brings poetic justice down upon Cepters who focus too strongly on making laps.

Advice

Hinders Cepters who earn their magic by making laps. If you're far behind in number of laps, you may be able to steal a lot of magic.


Spirit Walk Normal Enchant
G:20
Adds "Distant Movement" Enchant to target creature. (Creature can move to any vacant land.)
Flavor

By harnessing the same power as the tree spirit, Dryad, your creatures will be able to instantly reach faraway lands.

Advice

A spell that allows creatures to move freely. It's useful for connecting chains and moving creatures for invasions.


Squeeze Normal Instant
G:50
User chooses a card from target Cepter's hand and destroys it. / Target Cepter gains 150G.
Flavor

Forcefully extracts the magical energy from a card. Cards that have been drained of their magic crumble into ashes.

Advice

A spell that changes a card into magic. Can be used either to destroy your enemy's key cards or recycle your cards.


Vitality Normal Enchant
G:30
Adds "Ability +20" Enchant to target creature. (In battle, this creature is granted ST & HP+20.) / User draws a card.
Flavor

An untapped well of power lies deep in the heart of every living thing. Those who claim to know their limits are merely ignorant of their own potential.

Advice

A spell that strengthens creatures. It can also be used to overwrite harmful enchantments. And of course, it's always nice to draw an extra card.


Water Shift Normal Instant
G:100
Changes target territory belonging to user into a Water land.
Flavor

Amplifies the elemental water energy in the land to the point where it overtakes the other elements, causing the land itself to shift and reform.

Advice

A spell that changes your own territory's element. It's useful for chains of matching elements. An essential for any book.


Wind of Hope Normal Instant
G:40
User draws 2 cards from their book.
Flavor

Summons the messenger of Culdra, the Supreme Goddess to bestow cards upon a weary Cepter.

Advice

Lets you draw 2 cards. The more cards you have in your hand, the more options you will have.


Last Updated on Wednesday, 10 January 2024 12:29

Card of the Moment

Pyromancer Revolt
ST:30 HP:50 MHP:50
G:70
In Battle: Performs a Scroll Attack of ST=30 if not given an item. / Battle End: ST=20, MHP=30 if the enemy landed an attack.

Culdcept Revolt

culdcept_revolt_usa.png

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