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Basic Concept

In this game, you are an ambitious man who is willing to start a cult and eventually achieve Immortality. However, at the beginning of this
game, you are merely a lowlife in struggle.

On the table, where the whole game is presented, there are two different types of objects that you can interact, they are called "cards" and "verbs".
Cards are mostly the nouns that is important to you, it is devided into different types:

 Skill/Attributes: Through these cards, you can boost your basic Health/Passion/Reason as well as carry out other works.
 Language: Some of these books need to be translated before studying.
 Resources: These are the basic resources you need to carry out actions.
 Rites: The rites have various usage including summoning, restoring health, converting passion/reason and killing certain enemy.
 Dream Paths: These are needed for Mansus usage.
 Enemies: The hunters are always trying to put you on trial.
 Patrons: Your allies who offer you commissons to earn funds.
 Ambition: Your way to success.
 Work and Places: Earn funds and acquire books.
 Lores: Important doctrines that can be used in various ways.
 Books: Study them to acquire rites and lores.
 Sensations: Feelings that fade away quickly, mostly used in rites.
 Vaults: Carry out adventures toward these places for the precious loot.
 Followers and Minions: Your loyal instrument and Wards.
 Tools: Mostly ritual tools, some of them has other usage.
 Ingredients: Mostly ritual tools, some of them has other usage.
 Paintings: Your masterpieces, functions the same as tools.

Verbs are presented in squares. The main verbs are the action can be conducted for different purposes. There are also other verbs that progress
automatically like Time and Seasons.
This guide will be presented mainly in terms of Verbs.

All of these little cards has different Aspects, which are used to describe the characteristics of the object.
Among these Aspects, there are nine aspects that is most important to this game. They represent the nine different principles of invisible arts that you
and your cult are dedicated to.

 Knock represents the principle of stealth. It is associated with unlocking and sneaking.


 Moth represents the principle of untamed. It is associated with wilderness and peril.
 Lantern represents the principle of enligntenment. It is associated with knowledge and light.
 Forge represents the principle of transformation. It is associated with creation and destruction.
 Edge represents the principle of violence. It is associated with fight and strife.
 Winter represents the principle of silence. It is associated with coldness and death.
 Heart represents the principle of vitality. It is associated with life and perservance.
 Grail represents the principle of physical desire. It is associated with lust and seduction.
 Secret Histories represents the principle of unknown. It is associated with the forgotten part of the past.

One goal of this game is to found a cult of certain principle out of the nine above. Each principle has its own specialty (according to their characteristic)
that can be utilized in the game.
General Walkthrough

Unfortunately, this game does not yet have a tutorial, or at lest it is not very tutorial-like in the beginning. This walkthrough is quite
general, and is not very full detail in content. However, you can find more detail about how to use the main verbs to do things in the following section.

In the beginning, you have nothing but a menial job (unless you have already completed one course of the game and are playing as descendent). The
only thing you can do at the very beginning is to put your job card into your work-verb and press start.

Wait until you have finished your first task, a Dream-Verb will appear, indicating that you are home to sleep, as well as two funds and a health. Upon you
wake up, you will acuqire a passion as well as a fast-fading contentment.

Then clock starts to tick, you are now offically threatened by potential hunger, dread, fascination and illness. These are all automatical verbs brought by
seasons' passing. From now on, you will need 1 funds per minute to prevent hunger.

But don't worry, time will also bring along with it the study-verb, the initiation money of 8 Funds, one reason as well as a package. Working with reason
will get you a postion at Glover & Glover. Working more at this place and you will be promoted to higher positions. The storyline of Glover and Glover will
be explained in the later section of Work-verb, at this time, you should always put all your effort into this job in order to make the ends meet. If you don't
know the requirement of a certain scenario, you can alway click on the empty slot to see the aspect requirement of this slot, and all card with such
aspects will glow on the table so that you can know which to be put in.

Studying the package with passion or reason will earn you the first level2 lore (reason-light,passion-forge) as well as two notes. After studied, one note
will unlock the talk-verb and the other explore-verb, the two verb then unlock the Morland bookstore and an acquaintance. Be aware the talk-verb will also
bring with itself a mystique card that can draw the attention of hunters in hunting season.

Exploring the first pink scrap and you will find your first treasure vault, and talk to your acquaintance will unlock an automatical verb: found a cult. You can
now find a cult by adding a certain type of lore into its slot. Notably, talking will bring you the first notoriety, if unlucky enough will be converted into an
evidence immediately. If that happens, I suggest just do your usual legel business like working, buying books and studying until it fade away. Founding
the cult will totally require you a lore of certain type, an attribute of certain type and the first believer (your acquaintance). It will remain active until all
needs are satified. Notably if the cult needs your health, it will become injury instead of fatigue, unlike reason and passion. WIthou treatment, an injury will
fade into nothingness and you will lose one health in result. To treat illness or injury, it would require you dreaming the ill health along with 1 funds or 1
vitality.

After acquire your Order Card, you will be able to use it to recruit new members, promote existing memebers and order your members to conduct various
works depending on their aspect, it will be further explained in the Talk-verb section later.

Now dream with passion and add any lore into the dream, you will acquire your first dream path.
Dreaming with the path along with its requirement will bring you into the mansus. There are three cards that you can choice each time you enter the
mansus. One is visible but its level is lower than the other two invisible ones. By choosing any of them, the other two will disappear, and you can bring
back the one you choose through the gate you enter. The loots of dream are mostly Secret Histories lore(which can be explored into the location of vault),
ingredients and influences of certain principle. The higher you go, the better you can find.

Now you should pay more attention on the season verbs.


If you are caught in dread or fasciantion, you must solve that problem immediately otherwise you will soon be crazy and lose the game. You can even out
absorbed dread with contentment and absorbed fascination with dread. But before they are absorbed, you can prevent it by dreaming them with its
counterpart, using them as a trapping in cult business or offering them in the rites. Remember, three of these card will trigger the losing alert, and
cause you to die in 60s.

If you are currently hunted by hunters, there are various ways to deal with it. All reputation and evidence have lifetime and will expire eventually. You can
just do only legel business long enough to wear them off. If you want to deal with it immediately, you can get rid of the evidence by talking to your moth
aspect believer/disciple; for reputation, you can talking to your heart aspect follower and let them conduct order business. The higher that follower's skill,
the more likely they will succeed. It will be furtherly explained in later section.
Personally I don't recommand you to kill, kidnap or drive crazy the hunter, even thoug you could potentially, because it also as a possibility to fail and
upon succeeding it will always leave bad reputation.
By strengthen your cult, you will be able to carry out expedition in the middle game. First find a place by exploring the Secret Histories lores you acquired
in the mansus. Then you can prepare an expedition team with followers, summoned minions and funds. In the exploration, you will encounter perils, the
types of peril depend on the vault you are entering, and their solutions depend on the peril type. You can find a complete list in later section.

To win the game, you will need to level up your desire card to level six and perform a rite of huge consumption.
Ambitious season will occur in the early game to bring you your level1 desire that can be transformed in three ways by dream-verb. It is very important
since it decides your type of victory, you can find it by clicking on the desire to see its mark aspect: shaping-forge victory, delight-grail victory, light-lantern
victory. You can convert your desire when it stays at level one by dreaming it with passion/reason/health, the three basic attributes are corresponding to
the marks of shaping, light and delight.

Dream the desire once again with the corresponding lore will level it up into level 2. At this point you can no longer change your victory type.

When you make it into the stag door, you will be able to level it to level three by working it with stag door and its corresponding lore. From now on, you
can only level it up when ambitious season occurs. It requires differently the material to level up, but it will level down if the need is not satisfied. The
minimum level is three and the maxium level is six.

When you reach level six desire, you can perform a rite to earn victory. For this, you will probably need a rite call Intercalate in order to reach 50 level of
certain principle to earn a major victory.
The rite will be explained in later sections.

After victory, you can start over your game with a different type of profession. In the current version, you can only choose from 5 career: physician,
detective, promoted detective, rich descendent and menial startover. Each careerhas its own opening, but they are similar in the middle and late game.
Study

Study verb is the most fundamental verb in the game.


Attributes Gain
This will be the very first type of study you encounter except for the package. By studying a primary attribute: health, reason or passion, you will gain a
temporary attribute advancement lasting 180s: vitality, erudition or glimmering. With enough amount of advancement, you may acquire a permanent
attribute.

 In the first attribute gain, you can simply put together two advancement together to study. By gaining your first attribute, you will as well gain a skill
card which is needed for further attribute gain. (But that is not necessarily the only function of this card. For other functions, see the work-verb section
below.)
 In the second attribute gain, you will need four advancement as well as the skill card. The study will level up the skill card to level two as well as
granting you an attribute.
 In the third attibute gain, you will need six advancement as well as the level 2 skill card. The card will become level three after study.
 In further attribute gain, you will need eight advancement as well as the level 3 skill card. However, it is significantly more difficult to gain attribute
at this point since the advancement only lasts for 180s. But combing with other means of attribute gain, you will probably have enough to the end.
(Unless you are hit by some cursed, which will be explained later.)

Books
Books can be acquired through various ways.However, not all books were written in English, some of them were written in old and dead languages that
you don't speak. In this case, you will need scholarship in that language to translate it first.

Other than English, there are eight different languages you can master, four of them are basic type and the other four are more advanced. You can either
acquire the language from learning it from a book or taught by a tutor.

 Latin: Can be acquired from Gildersleeve's Latin Grammar or taught by Count Jannings.


 Greek: Can be acquired from Kühner and Gerthor taught by Mme Bechet.
 Sanskrit: Can only acquired from Gartside's Sanskrit Reader.
 Aramaic:Can be acquired from THE MAGUS VON BRANDT'S AUTHENTIC AND UNIQUE ACCOUNT OF THE TRUE TONGUE OF THE TRUE
HOLY LAND OF THE HIGHMOST or taught by Dr. Ibn al-Adim.
 Fucine: Can be acquired from The Journal of Alexander LaCroix or taught by Teresa (requires Latin as prerequisite).
 Phrygian:Can be acquired from The Velshorn Inscriptions or taught by Ezeem, the Second Thirstly (requires Greek as prerequisite).
 Mandaic:Can be acquired from The August Stone or taught by King Crucible (requires Aramaic as prerequisite).
 Vak:Can be acquired from The Uyrus or the door of Peacock.

All basic textbooks except for Aramaic can be found in the bookstore or auction house.
All basic textbooks are in the reward pool of common vault treasures.
All advanced textbooks except for Vak are in the reward pool of uncommon vault treasures.
Vak textbook is in the reward pool of rare vault treasures.
However, all advanced textbooks were written in basic languages so that they needs to be firstly translated.

There are two different types of book that can be studied into Passion or Reason. In this study, it requires two corresponding attribute advancement.
There will be five attribute book each for one play through, three in the bookstore and two in the auction house. This means once you have spent all of
them, either by studying or selling, you can get no more.

Apart from language textbook and attribute books, most books will turn into lores upon studying, it background color indicates the type of lore you can
acquire. A book of more rarity cusually contains a higher level of lore, and is usually written with more a more archaic language. Some books also contain
rites within. For the type of rites, see the Work-verb section below.

Lore Upgrade and Downgrade


Book is not the only source where you can gain a high level lore. You can also combine two lore of the same type and level into a higher level lore of that
type.
The level of lore is described by its Aspect, the minimum level is 2 and maxium 14. For each successful combination, you will gain a +2 level lore.
In the process, there will be several checks where either a reason or a erudition or a glimmering is required, each successful check will provide the
process with 1 insight. Three insights will ensure the success of this upgrade. The combination may fail, however, in the process if the need is not
satisfied within 30s before it reaches three insights. (The possibility for check type is about 50% reason, 25% erudition and 25% glimmering.) The
success rate is 70% with two insights, and 30% with only one. Upon failure, you will also receive an Erudition as consolation as well as your original two
low level lore. All reasons will be turned dimmed by the process, and all advancement will be consumed.

You may also break down a higher level of lore into two -2 level lore by study it with one reason. This has a 100% success rate, but be aware the difficulty
of put them back together.
If you cannot find a same type of lore, you may be able to use a certain other type of same level lore to upgrade a certain lore. The conversion of lores
are designed in to a circle:

 Any lore except for Secret Histories can be used to upgrade a Knock lore.
 Moth->Lantern->Forge->Edge->Winter->Heart->Grail->Moth......
 No lore of other kind can be used to upgrade Secret Histories.

And this kind of combination uses the same function as the same type upgrade. And there can only be one Max level lore existing on the table, if you
create another, the first one will vanish, the same scenario happens when you acquires a rite you already have.

Tutoring
As mentioned before, you can learn a certain language for a tutor. This tutor can be one of your patrons or one of the minions you have summoned. (See
other sections to know how to meet or summon them.)
You can study three basic languge, all except for Sanskrit, with three of your patrons, however, this study is not for free. It will cost you at least a Bronze
Spintria to learn the language. The Spintria can be acquire through vault exploration or commission.
You can study three advanced language, all except for Vak, with three of your strong summonings, in the process, they will ask you if you know the
prerequisite language and only teach you if you meet the requirement.
Work: Funds

Work verb conducts a series of actions ranging from earning fund to summon creatures.

Job at Glover & Glover

This is probably the first job of yours. Starting by inserting Reason into Work-verb, as a result you will get a Junior Job at the company. In this postion,
you earn 1 fund per 60s. This junior position requires nothing else but the job card, however, you can make extra effort by using one Reason during work.
This effort will earn you a promotion thus you will earn a medium position at the company.

In this position, you will be asked by your boss Mr. Alden to work overtime after a 60s regular work. During the overtime, you will be able to add one
Reason to satisfy him, if so you will get 2 fund, otherwise only 1 fund will be given. Either you choose to add the Reason or not, the 30s overtime will still
be consumed.

In an extremely rare occasion(2%), Mr. Alden retires from the company, and if you are tired of waiting for your turn, you can use your own method to get
rid of Mr. Alden for good. You can either use a follower either of Moth, Edge or Grail aspect to make him disappear (see the talk section for more detail).
Either Way when he is gone, you will be given a senior job at Glover & Glover.

The senior position requires you to add a Reason when working. If you add one Passion during work, you will trigger a Minor Victory of Job, to avoid
this, you should not put anything in the slot. In this position, you earn 3 fund per 70s, and you cannot get any promotion since your younger boss shall not
retire in any circumstances. However, you could get rid of him with your follower, and if succeed, you can now add Passion during work and earn a
promotion, however it may take several try to actuall get promoted.

And finally, if promoted again, you will secure a seat at the board meeting. At this point, the job will become extremely profitable. It takes you 50s to earn
4 funds. However, it will automatically absorb any notoriety on the table, and there will be a 30% chance for the elder to notice this notoriety. He will give
you a warning at the first time, and if another notoriety is absorb again, the chance of getting noticed will raise to 70%, and you will be fired in that
occasion. However, you do get 8 funds as severance, and you will lose the job card forever.

For all positions at G&G, if you don't attend your job on a regular basis, you will be demoted by your boss. Each position has a different lasting time.

 Junior Position: 90s


 A Position: 60s
 Senior Position: 60s
 Board Seat: 100s

If you are demoted, you will need one Passion to persuade your boss to reemploy you and it will put you right back at the beginning. However, your
annoying boss will no longer be in your way if you have already get rid of them.

Manual Labor and Painting


You can also perform other work with primary attribute except for Reason, since you used Reason to get the job at G&G.

Using Health and Health Skill card, you can perform unskilled labor for 60s. Each time you will earn 1 vitality and 1 Fund. However there is a chance of
injury in this manual labor (30% for no skill card, 10% for level 1 skill card), and in the scenario of injury, you will receive no vitality.

Using Passion and Passion Skill card, you can paint for money.
Without skill card, you are using only one Passion to paint for 60s. During painting, you can add on Restlessness to consume it and prevent it from turning
into dread. However, in this case, there is only 30% of chance for you to succeed in selling your paint. If you succeed, you will receive 2 funds and 2 extra
bonus (contentement or glimmering), if not you will only receive 1 bonus and no fund.

With skill card, you can actually do some real painting. Each level of the skill will require you a +1 number of focus: you can either add Passion to make
the painting more distinctive, or add reputation cards (mystique & notoriety) to make more money. Do note that notoriety and mystique will generate more
notoriety that can be used by the hunter.
After you have decided your focus, you will be able to pick a subject of this painting during the first 20s of the process, it can either be a Lore, a
Follower/Acquaintance/Summoning or a Sensation/Influence.
After you pick your subject, you will be able to choose pigment in another 20s. 1 Fund would be enough to trigger an insight, but you can also add your
mystic ingredients with pigment aspect (usually the level 4 ingredient for each principle). If the subject is a level 5+ lore and it matches the special
pigment, and you are using level 3 skill card, you can create a unique painting of that principle, and since Secret Histories has no ingredient, you cannot
create a unique painting of Secret Histories.
Any mystic related object (lore, ingredient, summoning) that is used in the process will generate one Notoriety. Each passion, subject and pigment will
trigger one insight, and if you are lucky, there are two checks that give 1 extra insights each (30% each) for an extra 5s each. So you can gether up to 8
insights in a painting.
For the result, you will be given reward sensation judging by the accumulated insights, the reward pool includes contentment, mystique and glimmering.

 For a Unique Painting, you receive 3 glimmering and 1 contentment


 For 8 insights, you receive 6 bonus rewards and 1 Fascination
 For 6-7 insights, you receive 5 bonus rewards and 1 Fascination
 For 4-5 insights, you receive 4 bonus rewards.
 For 2-3 insights, you receive 3 bonus rewards.
 For 1 insight, you receive 2 bonus rewards.
 For no insight at all, you receive 1 dread.
The fund gain depends on your painting reputation, any mystique or notoriety in the preparing stage will be taken consideration and each time you finish a
painting with 6+ insight, your reputation rises. The more reputation you have, the more funds you will receive.

Commissions
When you are talking about invisible art in public to attract potental recruit (more information in talk section), you may encounter four unrecruitable allies,
they are your allies in pursuit of exotic art, some of they are able to teach you ancient languages, and all of them will offer you oportunity to earn some
legel tender of the mystical world, whic is called commissions. Each Patron will offer you a certain type of commission.

Name
Dr. Ibn al-Adim
Mme Bechet
Count Jannings
Poppy Lascelles
Commission Type
Secret Histories, Lantern
Forge, Grail, Moth
Edge, Heart
Winter, Knock

The commissions from your patrons has two requirements that you need to meet. When working with the commission as a subject, it firstly requires you
to add a corresponding lore in the second slot; for different difficulties of the commission, you will need different levels of lore. There are three levels of
commission:normal, substantial and very substantial, which require a level 2+, 4+ and 6+ lore of certain principle. In addition to the lore, you also need 1
Reason for level 2 and 4 commissions and 2 Reason or 1 Reason and 1 Passion for level 6 commissions. The process takes 60s, and it will automatically
exhaust your Passion or dim your Reason upon completion as well as receiving the report.

By giving both the report and commission to your patron, he will reward you with a spintria (level2: iron, level4: bronze, level6: silve), 1 Erudition or
Glimmering and 1 Mystique. The spintrias can be sold at the auction house for regular funds, and they are also very useful in various ways.

Work: Ritual
You can also use the work verb to perform the arcane art. Once you receive your a rite from a book, you can put it in the work slot to
prepare a ritual for different purposes.

You can find the following ritual in the books below.

 Rite of the Sea's Feasting: The Thirsting Tantra/Those Who Do Not Sleep
 Rite of the Map's Edge: A True and Complete Accounting of the Asclepian Mysteries of the Roots of the House/On Matthias and the Amethyst
Imago': Loss
 Rite of the Crucible Soul: The Burning of the Unburnt God/The Book of Dissolution
 Rite of the Watchman's Sorrow: On What is Contained by Silver/Those Indignities Perpetrated By the Deceitful Fraternity of Obliviates/The
Watchful Tantra
 Rite of the Rebel Striving: The Furious Tantra/As The Sun His Course
 Rite of the Mother's Mercy: The Gospel of Zacchaeus/The Twin-Serpent Tantra
 Rite of the Sea's Marriage: The Geminiad
 Rite of the Beast's Division: The World Does Not Weep/A Second Glory
 Sunset Rites:STUMM/The Ivory Book
 Rite Intercalate: The Book of the Extinguished Heart/The Time of Division/The Scar in the Sky

However, type of the rites does not matters too much to the result. It only decides what object is used in the ritual. All the rites except for the last one
require three object in the ritual, first of which is always a lore fragment. The other two varies is picked from this category: follower, sensation/influence,
tool and ingredient. One of the three object is always consumed by the rite.

Primary attribute management Rituals


 Forge's Redemption regenerates your health, it requires no knock aspect, level1+ Grail and level5+ Forge. The success rate depends on the
Forge level (15+:90%; 10~14:70%;6~9:30%). Upon success, it will turn 1 Decrepitude into 1 Health as well as granting 1 notoriety and 1 Fascination;
upon failure, it will grant 1 Dread and 1 Mystique.
 Passion's Gyre enhances your Passion at the cost of your Reason, it requires no knock aspect, level1+ Edge and level5+ Moth. The success
rate depends on the Moth level (15+:90%; 10~14:70%;6~9:30%). Upon success, it will turn 1 Reason into 1 Passion; upon failure, it will grant 1 Dread.
 Reason's Glory enhances your Reason at the cost of your Passion, it requires no knock aspect, level1+ Edge and level5+ Lantern. The success
rate depends on the Lantern level (15+:90%; 10~14:70%;6~9:30%). Upon success, it will turn 1 Passion into 1 Reason; upon failure, it will grant 1
Fascination.

Killing Ritual
 The End is Beautiful is a ritual that will cause 1 random mortal to decease, it requires no knock aspect, level1+ Lantern and level5+ Winter. The
success rate depends on the Winter level (15+:90%; 10~14:70%;6~9:30%). Upon success, it will turn one random Mortal into Corpse as well as
granting 1 Fascination and 1 Notoriety; upon failure, it will grant 1 Dread an 1 Mystique. Do note that enemy has no priority in this ritual, it may as well
kill your follower and patron.

Dead Animating Ritual


There are two diffrent type of Dead Animating Ritual, both of them require a corpse. The risen body of the two type is slightly different in aspects. Since
the corpse is always required, you can only perform these two ritual with the rites that consumes ingredient. Each risen dead lasts 60s before it
decomposes.

 Burgeoning Risen: Winter 4+/Edge 2+/1 Corpse


 Shattered Risen: Winter 4+/Moth 2+/1 Corpse

Summoning Rituals
With these rituals, you are able to summon different spirits from another plane. All of these rituals require a certain level of Knock to initial. Besides the
Knock, each creature to be summoned also requires two certain principle: a major one and a minor one. The requirement of the minor one is always
level2+, and the requirement of the major one depends on the strenghth of spirit. All summoning creatures last 180s before they vanish.

 Voiceless Dead:Winter4/Knock2/Heart2
 Caligine:Forge 6+/Knock 2+ /Winter 2+
 Raw Prophet:Grail 6+/Knock 2+/Moth 2+
 Hint:Lantern 6+ /Knock 2+ /Edge 2+
 Percussigant:Heart 6+/Knock 2+/ Edge 2+
 Maid-in-the-Mirror:Winter 8+/Knock 2+/ Edge 2+
 King Crucible:Forge 10+/Knock 5+/ Lantern 2+
 Ezeem, the Second Thirstly:Grail 10+/Knock 5+/ Forge 2+
 Teresa:Lantern10+/Knock 5+/ Secret Histories 2+

Once you have summoned these spirit, there will be a 30% chance that they go out of control, you will need to use either 1 Passion to suppress them or 1
Reason to send them back. If you choose to suppress them, there wil be a 30% chance of failure. In that case, it will become rebellious. There are two
type of spirit in terms of rebellion: deceiver and devourer. When it goes free it will attempt to assualt you or another mortal (50%-50% chance), however,
at current stage of the game, the spirit will cause you no harm and return to its own plane.

List of All Beings that could be called by Ritual


Name
Aspect-1
Aspect-2
Rebellious Type
Extra
Burgeoning Risen
Winter 4
Edge 4
Shattered Risen
Winter 4
Moth 4
Voiceless Dead
Winter 6
Moth 6
Deceive
Caligine
Forge 8
Moth 8
Deceive
Raw Prophet
Grail 8
Moth 8
Deceive
Hint
Lantern 8
Edge 8
Devour
Percussigant
Heart 8
Edge 8
Devour
Maid-in-the-Mirror
Winter 10
Edge 10
Devour
King Crucible
Forge 12
Edge 12
Devour
Mandaic
Ezeem, the Second Thirstly
Grail 12
Edge 12
Devour
Phrygian
Teresa
Lantern 12
Secret Histories 12
Devour
Fucine
Dream
Dream verb is the bridge between you and the spirit world called Mansus. In the Mansus you are able to find the fragments of Secret
Histories, which can be explored into vault, as well as other useful things such as sensation and ingredient. It also functions as a way to take rest and
treat injury and illness.

Rest
When you are bothered by sickness and injury, your health card will be turned into an affliction or injury. These two cards with ill health aspect will perish
if no treatment is applied. The treatment takes 1 Funds or 1 Vitality to restore your Health. Also if you are striked by Hunger due to lack of Funds, you can
restore it when you have a Funds later with dream, however, Hunger cannot be restored by Vitality.

You can also rest other ill feeling off with dream verb. Since Dread and Fascination is quite dangerous for certain seasons, you will need to get rid off
them as soon as possible. Except for using them in a ritual, you can simple Dream it with its counterpart to calm down. For Fascination you can dream it
with a Dread, and for Dread you can dream it with a Contentment. Note that when you dream with Fascination and Dread, the Dread will not go away;
thus you need one more Contentment.

All the restoration above takes 60s, however, you can also recover from Fatigue by dreaming it for 30s. In addtion to recovery, you can also dream with
Reason, Funds or Health to get a Random Attribute Advancement or certain Sensation.

 With 1 Funds and 30s, you will get a Contentment.


 With 1 Reason and 60s+10s, you will get a random reward from its reward pool: Vitality, Glimmering, Contentment, Restlessness, Dread,
Fascination. Also as for Dread and Fascination, there is a 30% chance that they are turned into a Knock or Lantern Influence.
 With 1 Health and 60s, there is a 30% chance you get a Contentment. And then it will give you a reward from the same reward pool as dreaming
Reason.

Mansus
Mansus is the place you get most of your Secret Histories lore. It has 5 levels, and each level requires a special card called Way to enter.
 The Wood: For the first level can be reached by Dream with Passion. When dreaming with Passion, you can add one addition lore into the open
slot. If the principle of this lore is level 4+ Moth, level 2+ Lantern or level 2+ Knock, you can reach the first level of Mansus, the Wood. If the
requirement is not met, you will go through the same process of Reason and Health. After getting the card, dreaming it with Passion for 60s will provide
you with the reward.

 The White Door: After reaching the wood, you can simply dream it and add a lore of Lantern, Knock or Winter with 4+ level to reach the next level
of Mansus-the White Door. After getting the card, dreaming it with Health for 60s will provide you with the reward.

 The Stag Door: After passing thorugh the White Door, you can dream it with your ambition card to get a riddle for the Stag door. At this point, you
have already reached the door, but you cannot enter until you find the answer. The riddle is described in the description of the Riddle card, the answer
is a level 6 lore of certain kind.
o Moth: What may be lost?
o Lantern: Where is mercy found?
o Grail: What are the words that make sacrifice sweet?
o Knock: What must open, before this Way opens?
o Secret Histories: Where is the queen who was not born?

After the answer, you will be allowed into the Stag door. Dreaming it with Reason for 60s will provide you with the reward.

 The Spider's Door: After passing thorugh the Stag Door, you can simply dream it with a lore of Lanter, Knock or Grail with 8+ level to reach the
Spider's Door of Mansus. After getting the card, dreaming it with a Prisoner for 60s will provide you with the reward.

 The Peacock's Door: After passing thorugh the Spider's Door, you can simply dream it with a lore of Lanter, Knock or Edge with 10+ level to
reach the Peacock's Door of Mansus. After getting the card, you will need one of the three Tools to unlock it so that you may have the reward.
o Frangiclave: The level 12 Tool of knock. Simple Dream it with Peacock's Door to collect the reward.
o Watchman's Glass & Wildering Mirror: The level 12 & 8 Tool of Lanter. Dream it with Peacock's Door will also allow you to enter. However,
the mirror will be cracked afterwards. It requires a Forge follower and 1 Silver Spintria to repair so that you can reuse it in the Mansus.

Reward Pool of Mansus


In the list, all principle indicate the type of Influence, all fragments is of Secret Histories that can be used to explore.
Way
Reward1
Location1
Reward2
Location2
Reward3
The Wood
Moth2, Fragment2,Rumor
The Well
Grail2, Vitality, Fragment4, Rumor
The Temple of the Wheel
Knock2, Fragment4, Rumor
The White Door
Winter6, Fragment4, Restlessness
Lodge of The Sage Knights
Knock6, Fragment6, Favor, Glimmering, Erudition, Fascination
The Orchard of Lights
Lantern6, Glimmering, Contentment, Fragment6
The Stag Door
Knock10, Forge6, Fragment6
The Ascent of the Knives
Winter10, Edge10, Grail6
The Painted River
Fascination, Erudition, Fragment8
The Spider's Door
Grail10, Fragment8, Favor
The Malleary
Forge15, Fragment10, Fascination, Ingredient Forge12
The Chamber of Ways
Knock15, Lantern10, Moth10, Fragment6, Winter10, Fascination
The Peacock's Door
Scholar:Vak, Fragment10, Lantern15, Fascination
The Red Church
Grail15, Fragment12, Favor, Fascination, Ingredient Grail8
The Worm Museum
Dread, Wintee10, Fragment12
Talk: Social Business

Talk verb is used to communicate with others. Usually you need this verb to conduct your Cult business. After you have founded your
Cult, you will need talk verb to expand it by recruiting new followers. But before that, you firstly need to meet new people. To do this, you can add any lore
to the talk verb and start to talk about mystic art in public. This will allow you to meet new people of interests, and there are two type of these people:
acquaintance and patron. It's a 50%-50% chance to meet either of these two group. However, the number of both is limited throughout the game.

When you start talking, you will need extra efforts to get to know them and convince them of your great deed. An acquaintance will need 1 Passion to be
won over, and a patron 1 Reason. Without this effort, the talking will turn out to be resultless(the verb will automatically use one Reason or Passion so it
only happens when you are running out of those). As a result of the mystical talk, you will find one Patron or one acquaintance. When the card deck runs
out of all possible option, you will get a shot lasting card-A Case of Mistaken Identity, it has no used except for notifying you that the pool has nothing left.

Patrons
There are currently only 4 patrons in the game: Dr. Ibn al-Adim, Mme Bechet, Count Jannings and Poppy Lascelles. The first three can teach you an
ancient language for a fee. And as for Poppy, you need to make more effort to get to know her before she could offer you any commission.

The first time you talk to Poppy, you need to use 1 Reason or 1 Passion to impress her. However, Reason is not the correct approach. If you add Reason
to the slot, you will progress nothing but receive a level 2 winter influence. If you add Passion to the slot, she will give you 10 Funds and 1 Iron Spintria.
But this will also trigger an automatical verb which will ask you to sacrifice one of your followers. Be aware if the sacrifice is not given in time, you yourself
will be sacrificed and thus end your game. After the sacrifice, she will start to offer you with commissions like other patrons.

By simply talking to a Patron, he or she will give you a project that can be worked on. After handing in the completed commission, your patron will be set
in cooldown for 120s. When the cooldown is over, he or she will offer you another commssion through talking. The reward of commission depends on its
difficulty. For more detail of commission, please see the work section.

Followers
There are two types of followers in this game, one of which has a unique portrait and the other doesn't. For the ones without portrait, they are called
Hanger-on before recruitment and not capable of too much. And for those with portrait, they are more powerful than Hanger-ons, enough to be
considered as your acquaintance. Both Hanger-ons and acquaintances have their unique principle aspect, and the specialty of each acquaintance is not
randomized. Secret Histoy has no specialized acquaintance.

 Knock: Enid, Naville


 Moth: Porter, Sylvia, Ysabet
 Lantern: Cat Caro, Clifton, Slee
 Forge: Tristan, Laidlaw, Valciane
 Edge: Rose, Victor, Elrigde
 Winter: Auclair, Violet
 Heart: Clovette, Dorothy, Leo
 Grail: Renira, Saliba

And as for Hanger-on, you can tell his aspect by the background color of its card.
All of them can be recruit within one game, and to reruit them, simply put the Cult card in Talk verb and you can find the rest requirements. The Cult card
can also be used to promote a follower to a higher rank. There are three ranks that followers can reach within a cult, Believer, Disciple and the Special
rank for each principle.

 Acquaintance-->Believer: a total 1 level principle aspect of your cult


 Believer-->Disciple: a total 7 levels principle aspect of your cult.
 Disciple--> Special Rank: a total 21 levels principle aspect of your cult. However, only the disciple of your own cult principle can be promoted to
rank 3 and no hanger-on can reach this rank.

You can also imprison your follower by adding Temporary Headquaters card in the talk verb. Then choose the individual you would like to imprison, he or
she need to be a not-summoned follower: this means you could also imprison the hirelings recruited when exploring (see more in explore verb, and by the
way, you can also give 1 Funds to your hireling to extend their lasting time by talk verb). Once a follower is imprisoned, it will only last 600s before turn
into a corpse, so be careful. A imprisoned person has various usage including leveling up Enligntenment Ambition, Sacrifice in ritual and offering to the
Spider's Door.

Dealing with Enemies


You can also use talk verb to get rid of your annoying boss and the hunter in persuit.
Put the hunter in the solt, and there will be several ways to deal with him. If not any way is chosen, he will remain safe and sound but leave you with 1
Notoriety.

 Poison him with ingredients: Some ingredients has Lethal Poison aspect.
 Share story: With a lore of either Lantern or Winter.
 Describe a horrible sensation: With Dread or Fascination.
 Attack him with follower or summoned spirit: No aspect required, a minion with more Edge or Winter aspect would have better success rate.

The success rate not only depends on your aspcet level, it also depends on the aspect of the hunter himself or herself. And the huner would become
harder to eliminate with the same method if they survived successfully in the first assault. There are five default detective in the game.

 Spencor Hubson: Mystic and Erratic


 Inspector Wakefield: Grim and Meticulous
 Connie Lee: Tenacious and Mystic
 Doctor Natalia Dragon: Meticulous an Idealist
 Weary Detective: No special aspect

Hunters' special aspects mechanism:

 For poisoning, there is a 30% chance that the hunter with Tenacious survives.
 For minion attacking with Edge, the success rate for minion with 0/1~4/5~9/10+ level of Edge is 10%/30%/70%/100%. However, even after
passing the success check, there will still be a 70% failure rate for Hunter with Mystic aspect when attacked by summoned creature or Tenacious
aspect in any circumstances . At the point where the action succeed eventually, the minion has a 30% chance to capture the hunter alive. In that case
your minion brings back the imprisoned hunter instead a body. On the other hand, if the action failed, you minion will be killed and there will be a 30%
chance for the hunter to gain Mystic aspect and 10% chance to gain Tenacious.
 For minion attacking with Winter, the success rate is slightly lower than Edge and is at 70%/30%/10% for 1~4/5~9/10+ level. However, as for the
aspect check, attack with Winter has only 30% chance to be blocked by Tenacious. And upon failure, you minion will come back and the hunter would
not gain any resistence since this is a stealthy attack.
 For sharing feeling or story, the Dread or Fascination funtions as the lowest level of Winter or Lantern lore. A hunter with Idealist aspect will not be
affected by Winter but will be more vulnerable to Lantern; a hunter with Grim aspect is just the opposite, immune to Lantern and vulnerable to Winter.
The general success rate of this action is 91%/79%/51% to vulnerable hunters and 70%/30%/30% to normal hunters when using a level 1~7/8~13/14
lore. Upon success, the hunter will be turned into a Poor Lunatic and you will get a Dread or Fascination if you are using the lore; upon failure, the
hunter will 100% gain the resistance aspect if he or she does not have it already.

And for the result of this action, it will always generate a Notoriety. Note that the Corpse or the Lunatic will also turn into Notoriety upon vanishing.
Talk: Followers' Specialty

Apart from talking to the social members, you can also talk to your followers and summoned creature to conduct Cult business. Simply
put your minion into the slot and you will be given 60s to pick a subject.

Repair Broken Tools


When talking to a Forge follower, you can choose the broken Mirror as the subject. The mirror could be broken when bringing back from the vault or
entering the Peacock's Door in Mansus. It is an action with 100% success rate, however it will consume one Silve or Gold spintria.

Attack a Hunter
This works exactly the same as the situation where you put hunter first and add minions next.

Get Rid of an Annoying Boss


When you set your job with Annoyance aspect as a subject, there will be three aspects that can be applied: Grail, Moth and Edge.
For Edge, the success rate will be 100%/70%/30%/10% for the minion with 10+/5~9/1~4/0 level of the aspect. Upon success, the annoyance will be
removed, and there is a 30% chance to capture your boss, you will get 1 Notoriety and 1 Corpse/Prisoner; upon failure, you will gain 1 Notoriety and lose
your minion.
For Grail, the success rate will be 70%/30% for the minion with 5+/1~4 level of the aspect. Upon success, the annoyance will be removed; nothing will
happen upon failure.
For Moth, the success rate will be 70%/30% for the minion with 5+/1~4 level of the aspect. Upon success, the annoyance will be removed; upon failure, 1
Notoriety will be generated.
Destroy an Evidence
When adding Evidence as a subject, the minion will attempt to destroy this evidence. A minion with high Moth aspect is more suitable for the task. The
success rate of this action is 70%/30%/10% for a minion with 5+/1~4/0 level of Moth. Upon success, the Evidence will disappear for good and no
Notoriety will generate; however, upon failure, the minion will not return and 1 Notoriety will be generated.

Conduct Cult Business


When adding cult card as a subject, the follower will apply their specialty to benefit the cult.
The success rate for all these action will be 100%/70%/30% for a Rank 3/2/1 follower no matter what the business is.

 Knock: The follower will commit burglary. The successful result will be 1 Funds and 2 random reward from the pool. However, in the occasion of
failure, 1 Notoriety will be generated and there is a 30% chance to lose your follower.
 Moth: The minon will try to hookwink the victim. The successful result will be 1 Funds, 1 Notoriety and 2 random reward from the pool. However,
in the occasion of failure, 1 Notoriety will be generated and there is a 30% chance to lose your follower.
 Lantern: The followe will perform augury. Upon success, you will gain 1 Erution and 1 Random level 2 or 6 influence. Upon failure, you will gain 1
Fascination and there is a 30% chance for your follower to turn into a lunatic.
 Forge: The follower will craft some object. The successful result will be 2 random reward from the pool. However, in the occasion of failure, there
is a 30% chance to lose your follower.
 Edge: The follower will commit abduction. The successful result will be 1 Funds, 1 Notoriety and 1 Prisoner. However, in the occasion of failure, 1
Notoriety will be generated and there is a 30% chance to lose your follower.
 Winter: The follower will commit murder. The successful result will be 1 Corpse, 1 Notoriety and 2 random reward from the pool. However, in the
occasion of failure, 1 Notoriety will be generated and there is a 30% chance to lose your follower.
 Heart: The follower will charm the society. One random reputation card will be removed upon success, and one rumor will be generated upon
failure.
 Grail: The follower will commit seduction. The successful result will be 1 Funds, 1 Notoriety and 1 Prisoner. However, in the occasion of failure, 1
Notoriety will be generated and there is a 30% chance to lose your follower.

The reward pool includes Funds, Jumble, Iron Spintria, Bronze Spintria, level 4 Tool(Lantern, Secret Histories, Grail), level 4 Ingredient(Knock, Grail,
Edge, Heart, Forge, Moth)

A Easter Egg
When talking to Teresa, you can give her the book she wrote when she was alive. There are three volume of books called the Locksmith's Dream. If you
give the book to her, she will autograph it for you. However, it only gives the book a special aspect, does not affect the value of it.
Explore: Town

Through Explore Verb, you can get most of the resources you need for your cult and ambition.

Explore the Town


The very first move is to step outside your headquaters. However, you can do this yourself or order a fellow minion to do it. By adding one minion or one
health into the explore verb, two different results with equal chance may happen.

You encounter a hireling. When this happens, you are given the option to hire this hireling with 1 Fund. The hireling is usually better in aspect than 1st
Rank followers and may a litter better than a 2nd Rank follower. However, they do expire after 120 seconds, unless you give them another Fund through
talk verb. These hirelings can be very useful in early games as a temporary follower, but they can also be considere as a great source of prisoner since
you can actually imprison them with your Headquaters as well as the fact you can hire a infinite number of them, unlike acquaintance and hangar-on.

You find a location in the city. There are three actual location that you can get resource from in the city: a bookstore-Morland's Shop, an auction house-
Oriflamme's Auction House, and a cabaret-The Ecdysis Club. Each of them has their own function, which will be discussed later. But after you get all
these real locations, the location event can still be triggered and as a result, you will gain 1 temporary location card-Streets Strange by Moonlight. This
card has a 120s lifetime, and it can be explored just like other locations and it will reward you with a random reward including: Glimmering, Fascination,
Contentment and level 6 Knock influence.

Buy books from Morland's Shop


This action is quite simple, you bring 1 Funds to the store and return with a random book. The book pool has a fixed number and variety of books, and
these books will not provide very high level lore. When the pool is exhausted, you will bring back its last book:Something something DEEP MYSTERIES
something. At this point, the book store will be closed forever; however Morland will give you a random level 4 lore as a farewell gift. You can no longer
explore the store afterwards.

Attend the Auction


The auction house has two functions. You can sell your unwanted things with auctionable aspect at the auction, and higher the aspect level, more funds
you can get from the auction. When the first bid is placed, there is a 30% chance that another bid will occur, and then you item will be sold and you can
bring back the Funds. If you are selling a level 1 item, there is also a 30% chance you get nothing in return.
Level
1
2
3
4
5
6
Base
1
2
4
8
16
20
Additon
1
2
2
4
4
8
You can also attend the auction to buy some books. Before bidding starts, you can see the book that is being sold. By adding Funds to the verb, you will
start bidding with others, for each round there will be a 30% chance for another bidder to act. If not, you win the bid and bring the book home. Like the
bookstore, the pool of auction house is also limited and once run out, there will only be Something something DEEP MYSTERIES something left to sell.
Visit the Cabaret
The Ecdysis Club requires you to pay 1 Fund as entry fee. You will spend 15s in the cabaret and trigger a random even. Most of these are good, some
are perils. After the event, you will recieve one feeling or advancement card. The event pool includes: Notoriety, Fascination, Erudition, Glimmering,
Vitality, level 2 Influence of Grail and Moth.

Find Vault with Treasure


Unlike other type of lores, the Lore of Secret Histories actual records the location of unkown vault that contains precious treasure. With explore verb, you
can find these places from the lore of different level. There are 7 levels of these vaults corresponding to the 7 level of Secret Histories lores. Each level
has 5 different places that you can prepare a squad to explore it. However, you don't need to worry about how many time you can explore since the pool
will be automatically restored once exhausted. Read the next section to see more information about adventures.

Explore: Vaults

Once the supply of Morland's shop and the auction house has been depleted, you will need other source for your lore study. Thus the
best way to get more books will be exploring a vault that can be found with Secret Histories Lore.

Prepare and Start


For any vault exploration, you can supply the team with up to two minion of your choice(followers, hirelings or summoned beings) and 2 Funds, and the
minimum amount of the preparation will be 1 minion and 1 Funds. However, durng the exploration, you can also add more minion or Funds into the team
to get the upper hand. The exploration starts with a 10s exploring phase for you minions to reach the vault, after this you will be able to see all the perils
lying ahead and you will also be given 30s to reinforce your team. Note that every peril wiil consume 1 Funds, and if the team lose all its members or all
its Funds, it will be automatically considered as a failue.

When encountering a peril, there will always be a 30s preparing time that you can make your team stronger in certain aspect; then you will spend the next
30s dealing with the peril. No matter what the result will might be, 1 Funds will be removed from your team. After that you will be, again, given 30s to
reinforce your team before another peril arises. With all peril defeated, you will final spend the rest 30s to collect your loot and bring it home as well as 1
Notoriety. If you run out of Funds or Minions, the rest will come back with a Dread.

The perils are divided into 4 groups, and for each vault, the peril type is predetermined. As for each peril, you can overcome it with 2 or 3 types of
Principle. When determing the result, the sum level of all memebers in that aspect will be taken into consideration, and the success rate will be
100%/70%/30%/0% for a total level of 10+/5~9/1~4/0. Also the 4 types of perils have their own punishment when the team fails to conquer them.

Perilous Enviroment
Name
Treacherous Ground
Peril-Prowled Forest
The High Passes
Desolation
A Western Sea
Aspects
Forge, Lantern
Forge, Moth
Forge, Winter
Forge, Grail
Forge, Heart
Upon Failure, there is a 70% chance to lose one of you minions.
Seals
Name
A Hidden Door
A Warded Door
Aspects
Knock, Lantern
Knock, Forge
Upon failure, nothing will happen; however, the seal remains unsolved.
Guardians
Name
Younger Sister
Watchers
Monks
The Fretful Dead
Soucouyants
Long
Aspects
Edge, Knock
Edge, Moth, Grail
Edge, Moth
Edge, Winter
Moth, Lantern
Moth, Grail
Upon Failure, there is a 70% chance to lose one of you minions.
Curses
Name
Dry Soul Curse
The Fifth Eye Curse
The Creeping Breath Curse
The Worms in the World
Aspects
Heart, Lantern
Heart, Winter
Heart, Grail
Lantern, Moth
You will receive a automatical curse verb when failing to overcome the curse. The curse will be in dormant at the beginning, but for each lifetime counting,
if you don't have certain type of card on table(Reason-Dread, Passion-Fascination, Health-Decrepitude, Mortal-Notoriety), for a 30% chance it will be
activated. Then the active curse will consume one of your attribute and create a corresponding feeling before it vanishes.
Locations
There are totally 35 Vaults in the game, 5 for each level. And there are three rarity for the loot : common, uncommon and rares, this is showed after the
location name.

 Level2:
o Strathcoyne's Collection(3C):Watchers
o The Forgotten Mithraeum(2C):A Hidden Door
o Cater & Hero Limited(3C):Treacherous Ground
o St. Agnes Hospital(3C):Dry Soul Curse
o The Forsaken Reach(2C):Treacherous Ground/Watchers
 Level4:
o Gladwyn Lake(2C1U): Younger Sister
o Lockwood Fen(2C1U): Treacherous Ground/Watchers
o Crowkill Hill(1C1U): A Warded Door
o Keglin's Scratch(2C1U): Treacherous Ground/The Fretful Dead
o Kerisham(1C1U): A Warded Door/Watchers/The Fifth Eye Curse
 Level6:
o Chateau Raveline(1C2U): A Hidden Door/Dry Soul Curse
o Fermier Abbey(1C1U): Peril-Prowled Forest/Monks
o Orthos Wood(1C1U): Peril-Prowled Forest/Watchers
o The Vanderschaaf Collection(1C1U): A Warded Door/The Fifth Eye Curse
o The Unnumbered Stones(1C2U):Peril-Prowled Forest/A Hidden Door/Watchers
 Level8:
o The Cave of Candles(1C1U1R): The High Passes/Younger Sister
o The Voivode's Citadel1C1U1R): A Hidden Door/The Fretful Dead
o Grunewald's Permanet Circus1C1U1R): Watchers/The Worms in the World
o Tower Revek1C1U1R): A Hidden Door/The Creeping Breath Curse
o Foxlily Meadows(1C1U): The High Passes/Watchers/The Fifth Eye Curse
 Level10:
o Hunter's Pit(2U): The High Passes/Watchers/Younger Sister
o Snow's Keeper(2U1R): The High Passes/The Fretful Dead/The Worms in the World
o The Eye of Ikirmawi(2U1R): The High Passes/A Warded Door/The Fifth Eye Curse
o The Masoleum of Wolves(2U1R): The High Passes/A Warded Door/The Fretful Dead
o Tombs of the Shadowless Kings(2U): The High Passes/A Hidden Door/Watchers/The Creeping Breath Curse
 Level12:
o The Star-Shattered Fane(1U2R): Desolation/A Hidden Door/The Fifth Eye Curse
o Lagun's Tombe(2U): Desolation/A Warded Door/Dry Soul Curse
o Messana(1U2R): Desolation/Watchers/The Creeping Breath Curse
o The Temple of Seven Coils(1U2R): Desolation/A Warded Door/The Worms in the World
o Miah(1U1R): Desolation/A Hidden Door/The Fretful Dead/The Creeping Breath Curse
 Level14:
o Raven Isle(3R): A Western Sea/Soucouyants/The Fifth Eye Curse
o Fort Geryk(3R): A Western Sea/A Warded Door/The Fretful Dead
o The Wreck of Christabel(3R): A Western Sea/Younger Sister/The Creeping Breath Curse
o St. Tentro of the Deep Door(3R): A Hidden Door/Monks/The Fifth Eye Curse
o Port Noon(2R): A Western Sea/A Warded Door/Long/The Fifth Eye Curse

Loot
The reward pool of the vaults will not replenish upon depleted. After that, only spintria will be rewarded (Common-Iron, Uncommon-Bronze, Rare-Silver).
Common: Level 4 Ingredients, level 4 Tools, basic language textbook, low level lore books, Bronze Spintira, Iron Spintria.
Uncommon: Level 8 Ingredients, level 8 Tools, advance language textbooks(Except for Vak), medium level lore books, Bronze Spintira, Iron Spintria.
Rare: Level 12 Ingredients, level 12 Tools , Vak language textbook, high level lore books, Silver Spintira, Gold Spintria.
Time and Seasons

Time is a automatically running verb. It consumes 1 Funds each circle or day. Also, for each day, the time verb will generate 1 random
event that marks the subject of this day.

Starvation
If you cannot afford 1 Funds to buy food, you will enter the day of starvation. This verb will automatically turn 1 Health into 1 Hunger. Hunger expires very
fast and you need 1 Funds to turn it back to health with Dream. If the verb cannot find any Health, you will die of starvation.

A Pleasant Day
Nothing unusual about this day, you get a Contentment after this day.

Despair and Visions


These two days are simple, however, they may drive you into madness if not taken care of easily. A despair day will automatically eat up the dread on
your table. If any dread is absorbed, it will remain on the table until you even the despair with Contentment or until it ends your game. Vision has the
same mechanism, however the trigger sensation is Fascination and the cure is Dread. After absorbing 3 Dread or Fascination, the verb will start the
ending countdown, if still no Contentment or Dread is placed on table, you will die of craziness.

Ambition
The day of ambition is closely related to the victoy. However, before you reach level 3 desire, it will produce 1 Restlessness, which will become Dread if
not work it out with passion, each time it happens. After you have reached level 3 desire (Dream it with a lore to reach level2, Work it with Stag Door and
a level 6+ lore to reach level3), the ambition verb will help you to ascend to higher level of desire. The power desire requires 1 Funds for each ascension,
the enlightenment desire 1 Prisoner and the sensation desire 1 corpse, lunatic or prisoner. Each time you ascend your desire, it will also give you two
advancement for corresponding attribute (Power-Health, Sensation-Passion, Enlightenment Reason); on the other hand, if the desire is not satisfied, your
desire level will descend into a -1 level one(with 3 as minimum), and one of your attribute will be turned into cooldown as well. Upon reaching level 6
desire, you can used the Rite Intercalate to invoke victory with the desire card and a certain level of its corresponding aspect (36+ for minor victory and
50+ for major victory).

Suspicion
This is perhaps the most dangerous season you will encounter. It feeds on your reputation card.
Before a hunter is presented, it will absorb Mystique and Notoriety to create one. If it cannot find any reputation, you will get 1 Contentment.
After a hunter appears, it will still absorb the reputation, but the hunter will be able to create Evidence from Notoriety. There are two levels of Evidence,
Tentative Evidence and Damning Evidence. The Tentative Evidence is created from Notoriety and the Damning Evidence is upgraded from Tentative
Evidence with Notoriety. Not every attempt of the hunter will success, normally the success rate of creating and upgrading is 70%; but for a hunter with
Meticulous aspect, the rate will always be 100%; and for a hunter with Erratic aspect, the rate will be 63% but for a 10% chance, this hunter will create a
Notoriety out of nothing.
When your Evidence is upgraded into level 2, your follower will be questioned and put on trial. If they cannot find a follower, they will target you. This is
the time when the favor you get from Mansus comes in handy since it wil bill you out of the trial. If you don't have a favor, you will have a 70% chance
chance to lose that follower, or you yourself, which will end your game. Please make sure the situation would not get this bad by murdering the hunter or
destorying the Notoriety and Evidence.

However, in the season pool, there is also an option that nothing occurs at all. In that case, this verb will not be bothering you for 60s.
Career

Currently in the game, there are only 4 starting Careers. However, the dev will probably add more in the future updates.

Aspirant
The default mode you have when you enter the game for the first time.
See more detail in the walkthrough.

Detective
The mode you get through Arrested Ending and G&G Ending.
You start the game as a detective. Your special Job has the expire time just like G&G job. However, if the position is left alone for too much time, it will
vanish into nothingness.
You also start with a person of interests as well as a document of evidence. In this mode, you have an option to work hard with reasons and try to arrest
that person of interests. By doing so, you will eventually win a favor from authority and promote yourself to another work victory.
On the other hand, you can also study the document and walk on the path of mysticism. It works just like a normal game with cult. However, you will need
more than 21 level of your principle aspect to recruit the person of interests given in the beginning.
Physician
This mode offers you a better job as physician, you can get it through Death Ending.
Nothing more than the ordinary games except that this job is quite useful at the beginning (working 60s for 2 Funds).

Bright Young Thing


This mode also comes form Death Ending.
In this mode you will have 20+ Funds at the beginning and know Poppy Lascelles from the beginning (you still need to complete her story until she can
offer you with commission).
Useful Tips

At the end of this guide, I have prepared several tips for you.

1. Manage your table wisely! Put things in particular order.


2. The Physician opening will be the easiest way to get to know this game since it provide you with enough Funds to survive.
3. Learn any language as soon as possible.
4. Choose the Principle of your Cult wisely, the level 10 follower is quite strong at this stage of the game: Forge, Grail and Lantern could make you
win the game easier; Moth could destroy evidence easily. Note that you cannot have a level 10 follower if your founding principle is Secret
Histories.
5. Destroying evidence is much useful than killing the hunter himself, but you may want to get rid of the strong ones. The Weary Detective is the
weakest hunter, which means it is the best to keep on the table.
6. The game will not autosave when quitting from the Mansus map, you can just save before the map and then exit/load on the Mansus map to
optimize your gain.
7. Send 1 Summoned being and 1 Fund into the vault to see its requirement, OR COME TO THIS GUIDE FOR HELP!!!
8. Sun Rite will be the best ritual since it only consumes influence. Together with a Knock disciple will make summoning much easier.
9. The Commissions from 4 Patron could be handled easily if you have master a circle of time. And you can upgrade the lore easily when doing
commission since it will produce a lot of Erudition/Glimmering.
10. Keep an eye on Despair and Vision verb, not let it rise to level 3.
11. Frangiclave is much better than mirror since it will not break. However, you can obtain more than 1 level 12 mirror in the game.
12. You can prevent the summoned creature from expirin by talking to them or let them explore since their lasting time will not countdown when
working.
13. As for Mansus, the best reward is alwasy Secret Histories fragments. Sometimes a high level influence could also be useful in summoning.
14. Get all books that give Passion or Reason at any cost!
15. Sickness is quite annoying when you are low in Funds at the beginning, if you see an upcoming sicknees, you may want to Study health in
advance.
16. Somethings a visit of Cabaret will save your life, but for most of the time, it is just a waste of money.

There is something else I would like to say...


I fell in love with this game after the first 30 minutes of playing. This game has provided me with the same kind of thrill back when I was playing the
Darkest Dungeon for the first time several years ago. I just could not resist the joy of running something related to the mystical world... Also I would like to
see this game translated into Chinese, and I also plan to translate this guide into Chinese in future, if I can persuade my friends to buy it.

Thank you for bearing with this long and boring guide! I am not native in English so there might be several...well, a lot of grammatic errors in the guide.
Hope that will not be a problem for your reading. I will contiune to update this guide with the release of new versions, this game has great potentiality and
it will become even better in the future. Please let me know if there is any problem in this guide and leave your comment below. You can also ask me the
question you have encountered in game so that we can discuss.

I hope this guide will be any help to you, and make your experience in Cultist Simulator even better. If so, I would be grateful if you could rate me up~
Again, thank you very much!

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