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Earthcore: Shattered Elements



Earthcore: Shattered Elements Cheats...

  Earthcore: Shattered Elements Walkthroughs

   Elements...
   Factions...
   Hero cards...
   Risk...
   Skills...

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Elements

Elements are stronger and weaker to other elements. Fire is stronger than Earth. Earth is stronger than Water. Water is stronger than Fire. The relative strength of the related cards does not matter. Cards of the same element will draw against each other. Cards turned to Dust will lose to cards of any other element.

Factions

Select a faction that suits your play style. Mages have more skills that manipulate elements. Rogues are focused on moving cards around the board. Warriors have more cards that deal direct damage to their opponents. To change factions after you have made your initial choice, you must spend 15 Diamonds, which is the game's premium currency. All starting cards can be used by any faction. However, if you use cards from your own faction, they will have -2 Risk. It is usually better to build a deck mostly from your own faction, and only go outside them if you require skills from other cards.

Hero cards

Hero cards have slots for three different skills. To craft a Hero card, you must have a card with at least one skill slot still open and three copies of a compatible card. This can be checked by using the "Compatible" button at the crafting screen. The cards you use are sacrificed in order to give the Hero their skill. You must also pay a certain amount of gold in order to craft.

Risk

A card's Risk value is indicated at the bottom of it. If a card loses, its Risk value determines the damage done to your total health. In the case of a draw, the Risk value is saved in that column of the board and is added to the total you may lose in the next round.

Skills

A card's skill can be a passive effect that is activated automatically when the card is played (an Instant skill) or something that must be activate during your turn (a Manual skill). You can only use one active skill during your turn. The player who must move first in a round has the final chance to play a skill after both players have used up all three turns. Skills can only be used from cards in play, and not from those still remaining in your hand. They can be activated during your turn, before or after you play a card. For example, the Traitor card features the Betrayal skill. This allows it to switch places with the opposite card in exchange for changing its Risk to 2. The Fire Scout has the Revealer skill which shows the elements of the cards remaining in your opponent's hand.

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