Post by Kepi on Jun 22, 2004 9:55:28 GMT -5
I've recently started to make a list of the effects Shrines can give. Here's what I've got so far:
4 Signatures - You have now passed all the forts.
Black Poison - Give 5 damage to all creatures.
Black Vise - All creatures' ST-5.
Blue Seed - All Water creatures recover 20HP.
Breeze - The Wind Symbol value decreases 10%.
Broken Spell - All of the Curse effects on all Cepters will be removed.
Card Theft - One Cepter will lose a Spell card or an Item card.
Curse - Creature which does not match the land element will lose half of its HP.
Drought - The value of Earth symbols decrease 10%.
Escape - it does the same thing as the card "Escape", but I didn't write down the exact words...
Evil Power - For two rounds, you will be not be able to use an item card.
Feast - All Cepters gain 100G in magical powers.
Festival - You gain 10% more value of magical elements in the Symbol that you own.
Foresee - You can look at the next three cards from the book and draw one.
Found Talisman - You gain 10 Symbols of a certain element.
Gold Power - All creatures' ST+5.
Good Luck - You do not need to pay the toll fees if you stop in an enemy territory on your next turn.
Green Vice - All of Earth creatures ST-5.
Harvest - The Earth symbol value of one area increases 10%.
Imprisonment - One Cepter will be unable to move until the other Cepter rolls an even number with the dice.
Landslide - 10 damage give to all the creatures placed in level 4 territory.
Magic Power Theft - One Cepter will lose 10-60G of magical power.
Mercy - You gain ranking X 100G of magical powers.
Panic - The value of all of the Symbols decrease 10%.
Red Power - All Fire creatures' ST+5.
Reward - You will gain 50G of magical powers X number of laps.
Sleep - During one round, you will be unable to receive toll fees from your any of your territories.
Small Fortune - You gain 200G in magical powers.
Spirited Away - One Cepter will be unable to move until othe other Cepter rolls an even number with the dice. (it destroyed one of my opponents' Samurai card instead, so maybe it means "One Cepter will lose a Creature card."?)
Talisman Theft - One Cepter will lose one element of Symbol from a certain area at random.
Tax Reduction - During one round, the toll fee of your entire territory will decrease 30%
Typhoon - The Wind Symbol of one area increases 10%.
Yellow Poison - Give 5 damage to all Wind creatures.
Yellow Power - All Wind creatures' ST+5.
White Vice - All of Wind creatures' ST-5.
Anyway, if anyone comes across the others, please write it down and post it here
edit: added a few more and alphabetized the list.
4 Signatures - You have now passed all the forts.
Black Poison - Give 5 damage to all creatures.
Black Vise - All creatures' ST-5.
Blue Seed - All Water creatures recover 20HP.
Breeze - The Wind Symbol value decreases 10%.
Broken Spell - All of the Curse effects on all Cepters will be removed.
Card Theft - One Cepter will lose a Spell card or an Item card.
Curse - Creature which does not match the land element will lose half of its HP.
Drought - The value of Earth symbols decrease 10%.
Escape - it does the same thing as the card "Escape", but I didn't write down the exact words...
Evil Power - For two rounds, you will be not be able to use an item card.
Feast - All Cepters gain 100G in magical powers.
Festival - You gain 10% more value of magical elements in the Symbol that you own.
Foresee - You can look at the next three cards from the book and draw one.
Found Talisman - You gain 10 Symbols of a certain element.
Gold Power - All creatures' ST+5.
Good Luck - You do not need to pay the toll fees if you stop in an enemy territory on your next turn.
Green Vice - All of Earth creatures ST-5.
Harvest - The Earth symbol value of one area increases 10%.
Imprisonment - One Cepter will be unable to move until the other Cepter rolls an even number with the dice.
Landslide - 10 damage give to all the creatures placed in level 4 territory.
Magic Power Theft - One Cepter will lose 10-60G of magical power.
Mercy - You gain ranking X 100G of magical powers.
Panic - The value of all of the Symbols decrease 10%.
Red Power - All Fire creatures' ST+5.
Reward - You will gain 50G of magical powers X number of laps.
Sleep - During one round, you will be unable to receive toll fees from your any of your territories.
Small Fortune - You gain 200G in magical powers.
Spirited Away - One Cepter will be unable to move until othe other Cepter rolls an even number with the dice. (it destroyed one of my opponents' Samurai card instead, so maybe it means "One Cepter will lose a Creature card."?)
Talisman Theft - One Cepter will lose one element of Symbol from a certain area at random.
Tax Reduction - During one round, the toll fee of your entire territory will decrease 30%
Typhoon - The Wind Symbol of one area increases 10%.
Yellow Poison - Give 5 damage to all Wind creatures.
Yellow Power - All Wind creatures' ST+5.
White Vice - All of Wind creatures' ST-5.
Anyway, if anyone comes across the others, please write it down and post it here
edit: added a few more and alphabetized the list.