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STRATEGY GUIDE SOLID AND SHADE VERSION 26.13c "Dualities" 01/14/2019
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*CONTENTS
* I: THE PLAYER CHARACTER
~ I1 ~ CALENDAR AND BIRTHSIGNS
~ I2 ~ CHARACTER CREATION
~ I3 ~ STATES OF BEING
~ I4 ~ INVESTIGATOR CLUES
~ I5 ~ ARCHAEOLOGIST COSTS AND REWARDS
~ I6 ~ TROUBADOUR SONGS AND OTHER FUN
~ I7 ~ ANTIHERO REQUIREMENTS
~ I8 ~ RELICMASTER REQUIREMENTS
~ I9 ~ NIGHTMARES
~ I10 ~ THE FAIRE
~ I11 ~ THE BLACK DEATH
~ I12 ~ PLAGUE CURES
~ I13 ~ PROPHECY CHARACTERS
* II: MENU RECIPES
~ II1 ~ GOODS PRODUCTION
~ II2 ~ WOODLORE RECIPES
~ II3 ~ OLD CREEL RECIPES
~ II4 ~ OLD COOKBOOK RECIPES
~ II5 ~ FARMER'S ALMANAC RECIPES
~ II6 ~ CRAFTSMAN'S JOURNAL RECIPES
~ II7 ~ MAN OUT OF TIME RECIPES
~ II8 ~ MALLEUS MALEFICARUM RECIPES
~ II9 ~ NECRONOMICON RECIPES
~ II10 ~ CORPSEHUSBANDRY
* III: LOCATION RECIPES
~ III1 ~ HEBE'S CUP RECIPES
~ III2 ~ BLOODFOUNTAIN RECIPES
~ III3 ~ MARSHMALLOW CAULDRON RECIPES
~ III4 ~ UNDERWORLD GATE RECIPES
* IV: ITEMS
~ IV1 ~ ITEM SKILL BONUSES
~ IV2 ~ NECROMANTIC SKILL ARTIFACTS vs ANTIHERO SKILL ARTIFACTS
~ IV3 ~ FAMILIARS
* V: TROOPS
~ V1 ~ RESPITE AND NEPENTHE
~ V2 ~ REGULAR TROOPS
~ V3 ~ COMPANIONS
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I: THE PLAYER CHARACTER
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~ I1 ~ CALENDAR AND BIRTHSIGNS
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DAYS OF THE WEEK
DAY ~ NAME ~
Sunday ~ Heliou ~
Monday ~ Selenes ~
Tuesday ~ Areos ~
Wednesday ~ Hermou ~
Thursday ~ Dios ~
Friday ~ Aphrodites ~
Saturday ~ Kronou ~
* Names of the days of the week are modeled after the Greek, corresponding to the Sun, Moon, Mars, Mercury, Jupiter, Venus and Saturn, respectively.
MOON PHASES
PHASE ~ NAME ~
New ~ Silent ~
Waxing Crescent ~ Whispering ~
First Quarter ~ Chanting ~
Waxing Gibbous ~ Screaming ~
Full ~ Howling ~
Waning Gibbous ~ Pleading ~
Third Quarter ~ Muttering ~
Waning Crescent ~ Echoing ~
* Vampire characters, Lamia, and Vampire troops all receive a 50% hit point bonus during the Silent Moon phase.
* Werewolf characters, Crossbones, and Werewolf troops all receive a 50% hit point bonus during the Howling Moon phase.
MONTHS AND DAYS OF THE YEAR
MONTH ~ NAME ~ 1ST-15TH SIGN/16TH-31ST SIGN ~ 1ST-15TH EQUIV/16TH-31ST EQUIV
January ~ Wolf Moon ~ The Door/The Dagger ~ Capricorn/Aquarius
February ~ Candle Moon ~ The Dagger/The Writer ~ Aquarius/Pisces
March ~ Death Moon ~ The Writer/The Skull ~ Pisces/Aries
April ~ Drought Moon ~ The Skull/The Dead Tree ~ Aries/Taurus
May ~ Wither Moon ~ The Dead Tree/The Cripple ~ Taurus/Gemini
June ~ Locust Moon ~ The Cripple/The Shroud ~ Gemini/Cancer
July ~ Plague Moon ~ The Shroud/The Doctor ~ Cancer/Leo
August ~ Storm Moon ~ The Doctor/The Lunatic ~ Leo/Virgo
September ~ Famine Moon ~ The Lunatic/The Crown ~ Virgo/Libra
October ~ Blood Moon ~ The Crown/The Cannibal ~ Libra/Scorpio
November ~ Ice Moon ~ The Cannibal/The Raven ~ Scorpio/Sagittarius
December ~ Ghost Moon ~ The Raven/The Door ~ Sagittarius/Capricorn
* Game starts on Aphrodites, Howling Blood Moon 13, 1313.
* Characters born on the 15th of Drought Moon will receive Diamonds, at creation.
* Characters born on the 23rd of Locust Moon will receive a White Owl, when summoning a Familiar.
* Characters born on the 27th of Storm Moon will receive Ghostwood, at creation.
* Characters born on the 12th of Blood Moon will receive Blood Pudding and Nog, at creation.
BIRTHSIGNS
~ The Door, The Dead Tree, The Lunatic ~ (Str-1)
~ The Skull, The Doctor, The Raven ~ (Agi-1)
~ The Dagger, The Cripple, The Crown ~ (Int-1)
~ The Writer, The Shroud, The Cannibal ~ (Cha-1)
* Each Birthsign is responsible for a single point of stat loss, as listed.
OMENS
~ The Mark of the Beast (Silver Resistance)
~ The Solar Eclipse (Salt Resistance)
~ The Flood of Heket (Iron Resistance)
* Omens have a 3 in 3000 chance of appearing on a Birthdate, and result in a complete lack of supernatural sensitivity to a substance, as listed.
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~ I2 ~ CHARACTER CREATION
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BASE STATS
~ All characters start with Str 4, Agi 4, Int 4 and Cha 4.
STEP 1: GENDER
~ Completely Random Character. (!!!) ~ Random choice for all five sections. Jumps immediately to skill selection - or to banner selection, if An impoverished noble is randomly selected as the character's father.
~ Random. (???) ~ Random choice.
~ Male. (Str+1,Cha+1)
~ Female. (Agi+1,Int+1)
* All characters also get Str+1, Agi+1, Cha+1, and a random Birthdate with possible Omen assigned during this step. See above.
STEP 2: YOUR FATHER WAS...
Page One
~ An omen appears!!! (***) ~ A rare omen has marked your character's birth. See above. Replaces "Reroll birthdate" option.
~ Reroll birthdate. (...) ~ Chooses another random Birthdate, and another random possibility of an omen.
~ Completely mundane character. (---) ~ Begins the game with An impoverished noble, A page at a nobleman's court, A squire/lady-in-waiting, and Desire for money and power. Jumps immediately to banner selection.
~ Random. (???) ~ Random choice.
~ An executioner. (Str+3) ~ Starts the game with a Tempered Bastard Sword and 200 Denars.
~ A thief. (Agi+3) ~ Picks Pockets 25% faster for Street Urchin characters. Also only loses half as many Denars when randomly pickpocketed.
~ A mortician. (Int+3) ~ Starts the game with Coffin Nails and Formaldehyde. Can create up to 10 Preserved undead per Formaldehyde.
~ A chandler. (Cha+3) ~ Starts the game with Candles and Oil. Can create up to 10 Burned undead per Oil. Creates twice as many candles per recipe, via Craftsman's Journal.
~ A dark knight. (Str+2,Agi+1) ~ Starts the game with a random piece of the Dark Knight set.
~ A manhunter. (Str+2,Int+1) ~ Starts the game with a very high One-Handed Weapon proficiency.
~ A maneater (Str+2,Cha+1) ~ Starts the game with high Polearms skill, a Human Corpse, and a War Spear. +25% boost to health during battles if a Human Corpse is in the character's inventory. Stalks Human Prey 25% faster. Can access the menu at the Happy Boar immediately.
~ A hunter. (Str+1,Agi+2) ~ Starts the game with the Hunting ability. Allows hunting for game in the wilderness, based on which biome the character is currently in.
Page Two
~ A fisherman. (Str+1,Int+2) ~ Starts the game with the Old Creel. Allows fishing in Villages, and Smoked Fish recipe. Can experience a random encounter while fishing that leads to the Whale of a Tale storyline.
~ A fairy. (Str+1,Cha+2) ~ Starts the game with the Woodlore ability, and a mild sensitivity to Iron. +10% boost to health during battles if a Wooden weapon/shield is equipped. +25% boost to health during battles if a Ghostwood weapon/shield is equipped.
~ An anarchist. (Agi+1,Cha+2) ~ Starts the game with the Old Cookbook, and widespread weapon proficiencies and survival skills.
~ A travelling merchant. (Int+2,Cha+1) ~ Starts the game with 1000 denars.
~ An impoverished noble. (Male:Int+1,Cha+2,Female:Int+2,Cha+1) ~ Same as Native; starts the game with a Banner selection. "Mundane" choice.
~ A steppe nomad. (Str+1,Agi+1,Int+1) ~ Camp is invisible and cannot be attacked.
~ A veteran warrior. (Str+1,Agi+1,Cha+1) ~ Starts the game with Bloody Banner and extra Renown.
~ A writer. (Str+1,Int+1,Cha+1,???+1) ~ As shown, starts the game with +1 to a random attribute. Can use Poe's Rewrite ability without gathering the other companions required.
~ A taxidermist. (Agi+1,Int+1,Cha+1) ~ Starts the game with Salt, Wood, and good Tracking and Surgery skills.
STEP 3: YOU SPENT YOUR EARLY LIFE AS...
Page One
~ Random. (???) ~ Random choice.
~ A gravedigger. (Str+2) ~ Robs graves 25% faster.
~ A butcher's helper. (Agi+2) ~ Starts the game with Butcher gear and Meat Pie recipes (via Village menu). Can choose to receive two Blood when Dismembering for Blood only, and two Flesh or Venison when Rendering via Farmer's Almanac.
~ A mummer. (Int+2) ~ Starts the game with Mummer's Paint (In male or female, based on Gender choice). Can perform Mummer's shows for tips in Towns. Can receive a card for a great performance that leads to The Happy Boar storyline.
~ A farmhand. (Cha+2) ~ Starts the game with a Grain Scythe and a Hay Fork. Gathers via the Farmer's Almanac 25% faster.
~ A steppe child. (Str+1,Agi+1) ~ Starts the game with a Steppe Horse. Can smoke up to 10 fish per recipe with the Old Creel.
~ A craftsman's apprentice. (Str+1,Int+1) ~ Gathers via the Craftsman's Journal 25% faster.
~ A page at a nobleman's court. (Str+1,Cha+1) ~ Same as Native. "Mundane" choice.
~ A monk. (Str+1,Cha+1) ~ Starts the game with Meditation ability - can gather experience over time, half as fast as Man Out of Time gathering.
~ A street urchin. (Agi+1,Int+1) ~ Can Pick Pockets for money in Towns - this may attract unwanted attention from the town guard...
Page Two
~ A munitions worker. (Agi+1,Int+1) ~ Can craft Munitions via Camp menu, with quality and type based on Engineering skill - requires Tools as equipment. Random chance to rarely produce Sapper Charges with high Engineering.
~ An investigator. (Agi+1,Cha+1) ~ Gets special messages when entering a scene with secrets. Scavenges for Patchwork 25% faster.
~ A tailor. (Agi+1,Cha+1) ~ Starts the game with Wool, Linen, Silk, Velvet and Furs. Makes double yield recipes when making Linen or Velvet.
~ A distiller. (Int+1,Cha+1) ~ Can use Distilling via Camp menu, with quality and type based on Engineering skill - requires Pottery as equipment. Random chance to rarely produce Bloodwine with high Engineering.
~ A shop assistant. (Int+1,Cha+1) ~ Assesses trade goods in a city instantly.
~ A fletcher. (Str-1,Agi+3) ~ Starts the game with Arrows and Bolts. Makes double Arrows, Practice Arrows, and Ghostwood Elfshot, via recipes.
~ A baker's helper. (Agi-1,Str+3) ~ Starts the game with four Bread. Makes double Bread, Bread of the Dead, and Blood Pudding via recipes.
~ A bottler. (Int-1,Cha+3) ~ Starts the game with two Wine, and two Ale. Makes double Wine, Ale, Bloodwine, and Nog, via recipes.
~ A herder. (Cha-1,Int+3) ~ Starts the game with a Dusty Hat, and a herd of six Cattle nearby. Gets twice the amount of Cattle when stealing or buying them.
STEP 4: YOU BECAME...
Page One
~ Random. (???) ~ Random choice.
~ A sea raider. (Str+2) ~ Starts the game with three Sea Raiders in the party, Sea Raider gear, and two random trade goods. Spawns at one of the two Sea Raider spawn points.
~ A steppe bandit. (Agi+2) ~ Starts the game with three Steppe Bandits in the party, Steppe Bandit gear, and two random trade goods. Spawns at the Steppe Bandit spawn point.
~ A university student. (Int+2) ~ Starts the game with two books/Necronomicon-crafted artifacts. Can create up to 10 Putrid undead per Sulfuric Acid. Gathers experience via Man Out Of Time 25% faster.
~ A troubadour. (Cha+2) ~ Starts the game with an Old Lute. Can play music in scenes or on the world map. Can Play music for tips in Towns. Can receive a card for a great performance that leads to The Bone Lyre of Persephone storyline.
~ A game poacher. (Str+1,Agi+1) ~ Gathers via the Old Cookbook, Old Creel, and Hunting for Game 25% faster.
~ (Male only) A squire. (Str+1,Agi+1) ~ Same as Native. "Mundane" choice.
~ A smith. (Str+1,Int+1) ~ Starts the game with four Iron and Tools. Can do Armory work in Towns for money, if they have Tools. Can Smelt blood to build up blood iron at villages - with a total of 360 blood smelted, a legendary Blood Iron Bastard Sword can be made.
~ A seer. (Str+1,Cha+1) ~ Can Tell Fortunes in Towns for money. Can sell Exstispicy at villages. Can use Exstispicy via camp menu. Can use a Ouija Board or Metatron to Ask Ouija or Ask Metatron via camp menu. Can use The Good Bone and The Bad Bone to Read The Bones via camp menu. Can use the Book of Thoth to Read The Tarot via camp menu.
~ (Female only) A handmaiden. (Agi+1,Int+1) ~ Starts the game with Linen, high Prisoner Management skill, a little Renown, and 100 Denars. Can do Domestic work in Towns for money, if they have Linen.
Page Two
~ An assassin. (Agi+1,Int+1) ~ Starts the game with high proficiencies in all ranged weapons, and Assassin gear. Gets twice the denar/reputation rewards for quests involving killing. Can receive Blackwolf. Can promote Mercenary Crossbowmen to Assassins by giving them Cartridges in party dialog.
~ A murderer. (Agi+1,Int+1) ~ Starts the game Pilgrim Hood and Pilgrim Disguise, and Axe of the Black Cat - which can be used to Chop Oak, Ash or Thorn into nine pieces of Wood.
~ (Male only) A barber. (Agi+1,Cha+1) ~ Starts the game with a Straightrazor, high First Aid skill, a little Renown, and 100 Denars. Can do Tonsorial work in Towns for money, if they have a Straightrazor.
~ A neophyte necromancer. (Agi+1,Cha+1) ~ Starts the game with The Necronomicon.
~ (Female only) A lady-in-waiting. (Int+1,Cha+1) ~ Same as Native. "Mundane" choice.
~ A goods peddler. (Int+1,Cha+1) ~ Starts the game with a Coachgun and Magnums, and an assortment of goods.
~ A charlatan. (Int+1,Cha+1) ~ Starts the game with a Coachgun and Magnums, and Snake Oil. Can create Snake Oil via camp menu. Auction Snake Oil in Towns.
~ An inventor. (Str-1,Int+3) ~ Starts the game with Torque, a Bicycle, a Flintlock Pistol, Cartridges, and full chainmail armor pieces. Can create Bicycles via camp menu. Can do Tinkering in towns, if they have Torque.
~ (Male only) A eunuch. (Str-1,Agi+3) ~ Can sell services as a guard for Courtesans in Towns.
~ (Female only) A courtesan. (Str-1,Cha+3) ~ Can sell services as a Courtesan for gentlemen in Towns.
~ A missionary. (Str-1,Cha+3) ~ Can use Bread to Preach in villages for more Bread, Renown, and occasional converts. Starts the game with a Slayer or an Alchemist in the party.
STEP 5: WHAT MADE YOU MAKE THIS DECISION WAS...
Page One
~ Random (???) ~ Random choice.
~ Personal revenge. (Str+2) ~ Power strike for deadly characters. Has a recurring Nemesis.
~ Wanderlust. (Agi+2) ~ Pathfinding skill for traveling characters. Starts the game with an Artificer's Wheel.
~ The pursuit of knowledge. (Int+2) ~ Tactics skill for advisory characters. Starts the game with a random Native book.
~ The loss of a loved one. (Cha+2) ~ Ironflesh for resilient characters. Can recruit Andre.
~ Sheer bloodlust. (Str+1,Agi+1) ~ Athletics skill for fast characters. Starts the game with a Meat Cleaver.
~ Being forced out of your home. (Str+1,Int+1) ~ Starts the game as hated by Praven, King Harlaus, and the Swadian faction. Can recruit Fortunato without Bloodwine - this allows a character who is also a Mummer talk to him in the attic of The Thirsty Boar, for a shortcut to the Marshmallow recipe.
~ Demonic possession. (Str+1,Cha+1) ~ Experiences constant bad luck at all kinds of divination or gambling. Can aqcuire the Terror Mask on permadeath. An exorcism is dangerous, but possible...
~ Desire for money and power. (Agi+1,Int+1) ~ Same as Native. "Mundane" choice.
Page Two
~ Fortune. (Agi+1,Cha+1) ~ Starts the game with Fortune - an artifact that makes it impossible to lose while gambling on dice. Also never loses Luck (a hidden Native attribute) unlike other characters who lose a point every 180 hours.
~ The paranormal. (Int+1,Cha+1) ~ Starts the game with a Camera, and the ability to research paranormal activity.
~ Madness. (???+1,???+1) ~ Experiences constant audible hallucinations in scenes, and nightmares while sleeping. Possibly curable...
~ Blindness. (???+1,???+1) ~ Starts the game Blind, and with a Staff. Possibly curable...
~ Illness. (???+1,???+1) ~ Starts the game infected with the Black Death. Possibly curable...
~ Prophecy. (???-1,???+3) ~ Starts the game at Old Zendar, with two Filth in the party and no Denars or Renown.
~ Undeath. (???-1,???+3) ~ Starts the game as a Zombie, and a pupil to the Great Artificer.
~ Fanaticism. (???-1,???+3) ~ Starts the game as a shipwrecked disciple of Poseidon, aligned against the Bloodfountain and the Evil faction.
~ You were convicted of a terrible crime. (???-2,???+4) ~ Starts the game near Halmar, after your trial, torture, incarceration, and eventual escape, for one of four crimes. Starts the game with a random number of Looters in party. Usherwood becomes the Thieves Den, where you can rest and recruit outlaw mercenaries. Manhunter, Slayer and Alchemist parties, will try to execute you. Outlaw parties are friendly to you.
NOTE: There are currently (365*3*2*17*18*20*17) = 227,847,600 possible character creation combinations.
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~ I3 ~ STATES OF BEING AND RACES
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- Incorporeal - (No Voice / No Body)
God
Homunculi
Golem
Ghost
Lich
- Corporeal - (Monstrous Voice / Flayed Body)
Undead
Demon
Vampire
Werewolf
- Mortal - (Normal Voice / Normal Body)
Ghoul
Alien
Human
Fairy-kin
Demigod
Clockwork
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~ I4 ~ INVESTIGATOR CLUES
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~ The Castle in Halmar; The Lost Reliquary in Halmar (Rasputin's Brain)
~ The Tavern in Khudan; The Basement in Khudan (The Telltale Heart)
~ Old Zendar (Hidden Chest, Rasputin, The Bloodfountain); The Chamber in Old Zendar (The Raven); The Happy Boar in Old Zendar (Marshmallow Cauldron)
~ The Dungeon in Praven; The Catacombs in Praven (Fortunato)
~ Tebandra; The Cave in Tebandra (Lamia)
~ Ambean (Crossbones)
~ Fenada (The Gold Bug)
~ Dashbigha (The Undying Sword of Vlad Dracula)
~ Uslum (Poe)
~ The Streets in Yalen (Oak)
~ The Streets in Curaw (Thorn)
~ The Streets in Wercheg (Ash)
~ The Tavern in Tihr (Ramun, the Slave Trader)
~ The Streets in Tihr (Hidden Chest)
~ The Streets in Rivacheg (Hidden Chest)
~ The Streets in Jelkala (Hidden Chest)
~ Aldelen (The Forlorn Man)
~ Fearichen (Poseidon's Temple, Strange Shell, Galatea)
~ The Tavern in Ichamur (The Purloined Letter, Dupin)
~ The Shop in Veluca (The Cask of Amontillado)
~ Veidar (The Underworld Gate, Charon)
~ Tulbuk (Stheno)
~ Old Salt mine; Salt Cave in Old Salt Mine (Cup of Hebe, Infinity Stone, The Great Artificer)
~ Chelez (The Sphinx)
~ Fisdnar (The Grave of Annabel Lee, The Lost Ring of Annabel Lee)
~ Zagush; The Tomb in Zagush (Imhotep)
~ Bhulaban (Jakfraust)
~ Chalbek Castle Yard, The Dungeon in Chalbek Castle (Mephistopheles)
~ Ergellon Castle Yard (Snake Altar)
~ Dugan (Plague Rats and Ishtar)
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~ I5 ~ ARCHAEOLOGIST COSTS AND REWARDS
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MINIMAL ARCHAEOLOGY COSTS:
2 Crystal
2 Silver
2 Gold
2 Diamonds
POSSIBLE REWARDS:
Horned Knife and Hellraiser's Guillotine
100 Denars and a Teleport to Curaw (repeatable for 1 Crystal)
100 Denars and +1 Charisma
+5% health effect in combat from carrying a Crocus
100-1000 Denars (repeatable for 1 Silver)
+1 Strength
Visibility of Old Four Ways Inn, Old Zendar, and Old Salt Mine, and information on other points of interest (Temporary)
+1 Intelligence OR -1 Intelligence (More if played over and over; terrible odds)(repeatable for 1 Gold)
+1 Agility and a -5% health effect in combat, OR +10000 Denars, OR +50 Renown
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~ I6 ~ TROUBADOUR SONGS AND OTHER FUN
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~ Flip a coin - Minus Key - Requires at least one Denar.
~ Roll 1d6 - 6 Key - Requires Fortune
~ The Burning Village - 7 Key - No instrument required.*
~ The Cold Hearth - 8 Key - Playable by Old Lute, Legion Drum, Bone Lyre of Persephone, and Bloodphone.*
~ Siege at Dhorak Keep - 9 Key - Playable by Legion Drum, Bone Lyre of Persephone, and Bloodphone.*
~ The Wedding of Hades and Persephone - 0 Key - Playable by Bone Lyre of Persephone, and Bloodphone.*
~ Banish Fog - Z Key - Requires Evil Eye or Eye of Izanagi.
~ Warcry - F3 Key - Cheer along with your party. Vampires hiss, Werewolves howl, and Ghouls squeak like rats as well.
~ Dance of the Bones - V Key - Playable if Crossbones is in the party.*
~ Weeping of the Widow - V Key - Playable if Lamia is in the party.*
~ The Dirge of The Necropolis - B Key - Playable by Bloodphone.*
~ Hymn to Mephistopheles - N Key - Playable by Pegasus.*
~ Siren Song - M Key - Playable by Strange Shell.*
~ Izanagi's Interlude - , Key - Playable if Tsukumogami Collection is in the party.*
~ Redemption - . Key - Playable if you are a Convict character.*
(*) = Troubadour only.
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~ I7 ~ ANTIHERO REQUIREMENTS
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* Being an Antihero means until level 30 you...
~ Can't pledge yourself to the Bloodfountain.
* This means you...
~ Can't use The Necronomicon or any of its recipes.
~ Can't recruit Rasputin.
~ Can't progress to High Priest in Necromancy, and therefore can't become a Lich, Vampire or Werewolf.
~ Can't receive the Skeleton Key to return to Old Zendar whenever you please.
~ Can't recruit Poe, and therefore can't use his "Rewrite my part in the story" ability to rearrange your stats.
~ Can't create Pandora's Box, and therefore can't receive Bone Lyre of Persephone, if you are a Troubadour.
~ Can't dismember Human Corpses, and therefore can only complete the Marshmallow quest, if you are a Maneater Mummer.
~ Can't create and trade all 13 necromantic artifacts to receive Hematite, The Sword of Hades, and so can't receive Bloodstone, The Robe of Hades by defeating Hades and his army.
* However, you...
~ Can still become a Ghost and receive the +1 bonus to all attributes from it, and the Horseman's Despair is the second-fastest mount.
~ Can still receive The Infinity Stone.
~ Can still use the Acolytes you can hire at taverns.
~ Can still use necromantic weapons, armor and mounts you find in combat.
~ Can still finish the Great Artificer storyline.
~ Can still dig enough graves to receive the Plague of the Red Death set.
* And in exchange, at level 30, you...
~ Receive the Helm of Prometheus, which grants a +1 to Wound Treatment skill while worn.
~ Receive the Fire of the Gods, which grants a +1 to Surgery skill while worn.
~ Receive Skyclad, which which is godlike armor.
~ Receive a +3 bonus to all attributes.
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~ I8 ~ RELICMASTER REQUIREMENTS
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* To receive the Relicmaster reward from the Great Artificer, you must find evidence of all the following sets of items, as follows, before speaking to him.
* Vampire and Werewolf characters must find evidence of three extra sets each, while Ghoul characters are exempt from these extra requirements.
* Main Legendary Sets:
~ MEDUSA'S BLOOD - when the character recruits Stheno
~ ALCHEMIST'S ADAMANT - when the character wins the secret of Adamant
~ HORSEMAN'S CURSE - when the character becomes a Ghost
~ KHAN'S FIST - when the character wins Khan's Fist from Sanjar Khan
~ MISFORTUNATE FORTUNATO - when the character recruits Fortunato
~ OAK, ASH AND THORN - when the character recruits Oak, Ash or Thorn
~ SCALES OF THE GORGON - when the character recruits Stheno
~ PLAGUE OF THE RED DEATH - when the character becomes Death itself
~ RASPUTIN'S REQUIEM - when the character recruits Rasputin
~ THE WOLFSBANE PACK - when the character recruits Dupin
~ THE GREAT ARTIFICER - when the character talks to The Great Artificer (automatic; if great artificer is met and leaves before the other requirements are achieved the relic master gift will not be received)
~ QUOTH THE RAVEN, 'NEVERMORE.' - when the character recruits Dupin or The Raven
~ GIFTS OF THE GODS - when the character recruits Lamia, or when the character receives Poseidon's Trident or Hematite, the Sword of Hades, or when the character becomes a Lich or an Antihero
~ THE BEHEMOTH WORM - when The Behemoth Worm joins the party
~ POE'S SHADE - when the character recruits Poe
~ THE RISING SUN - when any of the six items have been owned by the character
~ THE DARK KNIGHT - when any of the three items have been owned by the character
~ THE GARMENTS OF INVISIBILITY - when the character talks to Jakfraust
~ THE MUMMY - when the character recruits Imhotep
~ PYGMALION AND GALATEA - when the character talks to Galatea
~ PLAGUE OF THE BLACK DEATH - when the character talks to Mephistopheles.
* Vampire only:
~ THE UNDYING SWORD OF VLAD DRACULA - when the character recruits The Undying Sword of Vlad Dracula
~ LAMIA'S LAMENT - when the character recruits Lamia
~ THE VAMPIRE'S LIVERY - when the character becomes a Vampire
* Werewolf only:
~ HUNTER'S NIGHT - when the Hunter's Night is received
~ CROSSBONES' CRAFT - when the character recruits Crossbones
~ THE WEREWOLF'S HOWL - when the character becomes a Werewolf
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~ I9 ~ NIGHTMARES
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* Nightmares can occur randomly on Permadeath, or while Madness characters are waiting in a city, at a castle, or via camp menu.
* Nightmares occur while waiting at night for most Madness characters.
* Nightmares occur during the day while waiting, for Vampire, Werewolf and Ghoul characters with Madness.
* Ghost, Lich, and Death Itself characters do not sleep, and therefore have no nightmares, even with Madness.
* Alternately, Antihero characters can use the Nightmare Cube from the Museum (and later on, via their inventory), by entering the following sequence of numbers, which is the first thirteen digits of the square root of 2, a radical number:
~ 1.414213562373 (ignore the decimal point).
* On the cube, This translates to:
~ Dot, Square, Dot, Square, Cross, Dot, Triangle, Star, Pentacle, Cross, Triangle, Matrix, Triangle.
* You will begin in a random location withinin the Nightmare Realm, a land of horrors, filled with a mist that seems to be blood...
* Using an Evil Eye or the Eye of Izanagi while experiencing a Nightmare will blind you with thicker red fog. You have been warned.
* A Boogeyman will spawn nearby and try to attack. This can be almost any character in the game.
* This can be used as another form of Divination in the game - perhaps the Boogeyman represents the character's current anxieties?
* Permadeath is possible.
* The Nightmare ends when either the Boogeyman or the Player character are defeated. There is no other escape.
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~ I10 ~ THE FAIRE
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* The Faire happens as a dream sequence that occurs rarely when a Nightmare would ordinarily occur, for Madness characters, or on Permadeath.
* Alternatively, Fairy characters who have become Ghosts can enter The Faire via the Underworld Gate in Veidar whenever they want. This costs one Ghostwood per visit.
* The first character you must talk to is at the white circle just to your right as you enter The Faire:
~ 0 ~ Thyself (Black Robe and Assassin Mask)
* He gives you your first trade good, and tells you what trade good one of the final two characters want - it will not be the same good he gave you, so you will have to make at least one trade.
* These two characters are up on the hill at the north end, the king and queen of The Faire - you will need to remember which one wants which trade good:
~ 8 ~ The Queen Of Hearts (Persephone)
~ 9 ~ Old King Cole (Hades)
* Green fog slowly rolls in, from the moment you arrive, and gets thicker and thicker as time passes, signifying the dream fading away.
* You have a total of about 10 minutes until you wake up and automatically leave the faire.
* Every module music track is played in a row as well - when you hear Hell's Bells (Madness characters may already be hearing this) you have about 30 seconds left.
* There are seven characters around The Faire - all with lit locations - each wants certain trade goods, and will trade other items for them, randomly (as displayed at their booths). Listed below are each character, by number, and what that character has and wants (and the numbers relating to the characters you trade them to, or from):
~ 1 The Big Bad Wolf (Wendigo Butcher; Butcher outfit and Werewolf Head)
Has: Blood(2,4,5,6,7), Bones(2), Flesh(4), Dried Meat(3)
Needs: Human Corpse(5), Salt(3), Tools(3), Bread of the Dead(2), Milk(6), Mumiyo(4), Oil(7)
~ 2 Patty Cake (Witch Baker; Courtly Outfit and Felt Hat)
Has: Bread(3,6), Bread of the Dead(1,7), Blood Pudding(5), Nog(4,6,7)
Needs: Wheat(6), Salt(3), Bones(1), Milk(6), Blood(1), Honey(5), Crocuses(6), Wine(4), Oil(7), Eggs(6)
~ 3 Jack Be Nimble (Salamander Candlestick Maker; only Silver Spectacles)
Has: Candles(6), Salt(1,2), Tools(1,6,7), Graveyard Soil(4,5), Mulberries(4)
Needs: Wax(5), Dried Meat(1), Bread(2), Grapes(6), Mumiyo(4), Sulfuric Acid(7)
~ 4 The Pied Piper (Sylph Apothecary; Light Armor w/ Apothecary Helm)
Has: Ale(6), Wine(2,6), Bloodwine(5,7), Mumiyo(1,3)
Needs: Apples(5), Wheat(6), Grapes(6), Honey(5), Flesh(1), Blood(1), Crocuses(6), Graveyard Soil(3), Nog(2), Linen(7), Mulberries(3)
~ 5 The Hunter (Redcap Forester; Fur Armor w/ Vampire Helm)
Has: Human Corpse(1,7), Wax(3), Honey(2,4,6), Apples(4)
Needs: Blood(1), Blood Pudding(2), Bloodwine(4), Graveyard Soil(3), Wheat(6), Formaldehyde(7)
~ 6 The Farmer in the Dell (Gnome Farmer; plain apron and leather cap)
Has: Wheat(2,4,5), Milk(1,2), Grapes(3,4), Crocuses(2,4,7), Eggs(2)
Needs: Blood(1), Bread(2), Nog(2), Wine(4), Ale(4), Candles(3), Tools(3), Honey(5), Linen(7), Glogg(4)
~ 7 Three Blind Mice (Undine Healer; Graeae head, white dress)
Has: Linen(4,6), Oil(1,2), Formaldehyde(5), Sulfuric Acid(3)
Needs: Blood(1), Bread of the Dead(2), Tools(3), Bloodwine(4), Human Corpse(5), Crocuses(6)
* There are eight other characters at The Faire you should probably... just not talk to. They are all unseelie fairies with no human morals:
~ Hansel and Gretel (Brollachans)
Effect: Hansel steals Milk if you have it. Gretel steals Bread if you have it.
~ Tweedledum and Tweedledee (Homunculi)
Effect: Both talk in circles 'til you give them 420 denars.
~ Jabberwock and Bandersnatch (Shadow Warriors)
Effect: Each gives a warning about the other, and scares the player awake!
~ Truth and Lies (Royal Guards)
Effect: Truth always tells the truth and Lies always lies, about which of the royalty want to see you.
* There is also another character that will eat any Iron in your inventory; other characters will snub you if you carry Iron, the Blood Iron Bastard Sword, or the Slayer's Hand-held Crossbow to The Faire.
~ Rust (Tartarus, The Black Pit)
* Items already in your inventory DO count.
* Speaking to the king or queen without the correct trade good is considered taboo and you will be removed from the Faire forever.
* Speaking to the king or queen when you should speak to the other of the two, even if you have the correct trade good, is considered taboo and you will be removed from the Faire forever.
* Speaking to the king or queen after delivering the proper trade good, and being told to speak to Thyself again, is considered taboo and you will be removed from the Faire forever.
* If you are a Female character and deliver the correct good to The Queen of Hearts, you will receive Persephone's Heavenly Raiment as a special reward from her, once only.
* If you deliver the correct good to the the correct ruler of The Faire, you will be told to go back to Thyself.
* The fog keeps rolling in at this point - if you don't finish speaking with Thyself before your time is up you will NOT receive your reward.
* When you finally speak with Thyself again, he gives you a Fairy Sunstone, which will allow you to return to The Faire, once, whenever you want.
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~ I11 ~ THE BLACK DEATH
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* The Black Death, or "bubonic plague" is a horrific and deadly disease, said to be a curse from the gods, spread by the fleas that infest Plague Rats.
* The plague has not found its way to Calradia yet, except...
~ Rats have invaded the food stores in one small village, known as Dugan, far to the southeast. The villagers are even showing signs of infection...
~ You can also acquire The Black Death, or begin the game with it, and cure it, becoming a Ghoul. This will enable you to summon Plague rats in exchange for Flesh.
~ There is also a Ghoul in the Dungeon of Chalbek castle whom Troubadour characters, who are also Antiheroes, can win Pegasus, Chrysaor and The Mask of the Rat King from. If you then play Hymn to Mephistopheles with Pegasus, for money at a town, with Chrysaor also in your inventory or equipped, you have a rare random chance of summoning Plague Rats each turn. Wearing the Mask of the Rat King as well, while playing music in a Town with Pegasus and Chrysaor, also has a random chance of turning a fully human character into a Ghoul.
* Once you have Plague Rats in your party you will be able to choose "Infestation" on the main menu of towns and castles. This will allow you to transfer Plague Rats to the garrison of that city.
* Every day, there will be a random check for every garrison/party, to see if there are Plague Rats.
* There will be a random chance each check that any human troop in that Party will be replaced by Infected Men/Women
* There will be the same chance of infection for the player character, if they are not a Ghost, Vampire, Werewolf, Lich, Ghoul, Death Itself.
* A Plaguedoctor's Filter will also prevent infection, if worn diligently in the presence of Plage Rats.
* If you do become infected with The Black Death you will experience reputation losses due to entering town castle, center, tavern or store scenes, if you have plague of progress level 4 or higher (mentions nausea), or if you are a Ghoul, unless you:
~ Wear Plague Wraps, Plaguedoctor's Filter, or Alchemist's Riposte to negate plague fear penalties.
~ Keep Crocuses in your inventory to negate Ghoul smell penalties.
* There will also be a random chance each check that each Infected Man/Woman in each garrison/arty dies of the Plague, and is removed.
* Each time an Infected Man/Woman dies of the Plague, there will be one Plague Rats added to that garrison/party.
* Once there are Plague Rats in a garrison at a town or castle you will be able to choose "Rat Hunt" from the main menu to add them to your party over time. They may build up quicker than you can remove them!
* Ghouls automatically succeed each turn of the Rat Hunt.