recursal/Fanatic-Fandom huggingface dataset:
Chapel of St Andrew Stratelates

Location
 **Element ID** | loc.shrine.colonel.aachen

**Chapel of St Andrew Stratelates** is a Shrine to the Colonel that can be found through reconnaissance in Rhenish Aachen. It can only be encountered once.

# Use

## Visit an Iron Shrine

Travel to this Shrine with Lore while not consecrated to the Colonel in order to upgrade the Lore to the next level.

Doing this with The Mysteries of Force while unconsecrated will provide a Vitality.

## A Consecration to the Colonel

Travel to this Shrine with Temptation: Defiance to gain a mark of Defiance and a Wound. This can only be done once. It will prevent you from accessing Shrines dedicated to the Lionsmith, but will allow you to access additional mysteries at Shrines to the Colonel.

## An Unflinching Vow

Travel to this Shrine with Temptation: Escape while consecrated to the Colonel to destroy the Temptation and gain a mark of Defiance and a Wound. This can only be done once.

## Make a Pilgrimage to an Iron Shrine

Travel to this Shrine with Lore while consecrated to the Colonel in order to upgrade it to the next level of Colonel Lore and gain a Wound.

## Make a Pilgrimage to an Iron Shrine, for a Revelation

Travel to this Shrine with The Scarred Mysteries while you still have Unknown Foe's Weaknesses to reveal one of the Weaknesses and gain a Wound.

## Make a Pilgrimage to an Iron Shrine, to Retrieve a Relic

Travel to this Shrine with The Scarred Mysteries once all of your Foe's Weaknesses have been revealed to gain Histid's Dart and a Wound.
Consecrated Lintel

**Consecrated Lintel** is the Knock 8 Tool.
It can be used in any Rite with the appropriate slot, or gifted to a follower to increase their Knock by 2 and reduce their Resentment by 1.

## Locations

* Miah chance of receiving as reward for completing this vault
* Temple of Seven Coils
* Tombs of the Shadowless Kings chance of receiving as reward for completing this vault
* The Eye of Ikirmawi
Bones, Surrendered

*In the Season of Ambitions, this can upgrade your Change desire.*

This card is created by dancing in the Ecdysis Club with Change: Pupil as a *Purpose* and at least 15 Heart or Moth, then send the Sending created (Guise: Dove or Instar: Avid) to Port Noon. In the Season of Ambitions, this card will be used to upgrade *Change: Pupil* to Change: Ivory.

* Heart
* Moth
My Unhealing Wound

**Element ID** | wound.exile.medusa

**My Unhealing Wound** is a Pentiment in the Exile legacy.

## Obtaining

In Budapest, Communicating with What-Is-Not-Seen and providing her any card with the Moth aspect will consume the Moth card and provide you with My Unhealing Wound.

## Use

### Winter and Knock

Like other Wounds, My Unhealing Wound can be used in Operations and Capers to address requirements for Winter and Knock.

### Pentiment

* My Unhealing Wound can be shown to the stranger in Candia-Heraklion to receive a Half-Smoked Cigarette.
* My Unhealing Wound can be offered to the mist or Mme Matutine.

## Notes

There is currently no way to get rid of My Unhealing Wound once it is acquired, but the description of 'extraordinary measures' and some unimplemented code suggests that at one point it could be Relinquished with a Stolen Decade *and* Vitality (unlike regular Wounds, which require either the Decade or the Vitality).
Heights

**Element ID** | op.heights

**Heights** are a Distraction available in the Exile legacy.

## Acquisition

Heights can be found by Reconnoitering in the following Places of Residence:

* Algiers
* Candia-Heraklion
* Cluj-Napoca
* Granada
* Istanbul
* Kiev
* Kraków
* Hermitage of the Scythe
* Paris
* The Tiger's Nest
* Tiflis

## Uses

* As a Distraction, Heights can be used to counter attacks by reckoners.
* Heights provide a small amount of Lantern and Moth. Using it in an Operation or Caper consumes the Distraction.
* Heights is among the three Quirk Weaknesses that the Foe may possess, along with Cats and Faith.
Deep Mandaic

**Deep Mandaic** is one of the Languages of Cultist Simulator. It is related to Aramaic, which suggests that (like ordinary Mandaic) it is a Semitic language. It was spoken by the Shadowless Kings, and by the Mother of Ants prior to her ascension. Given its associations with Mesopotamia and its Semitic roots, it may be based on Akkadian.

## Written in Deep Mandaic

*Written in Deep Mandaic* is an Aspect which appears on Books written in **Deep Mandaic**. Such books can not be studied without prior translation to English using Scholar: Deep Mandaic.

## Scholar: Deep Mandaic

To learn Deep Mandaic and be able to translate Books written in Deep Mandaic, one must gain *Scholar: Deep Mandaic* in one of the following ways:

* Using Study with King Crucible and Scholar: Aramaic.
* Using Study with The August Stone and Scholar: Aramaic.

## List of Books written in Deep Mandaic

* A Second Glory
* Commandments For the Preservation of All That Exists
* The Book of Dissolution
* The Book of the Extinguished Heart
* The Focus of Amber
* The Songs of the Carapace Cross
* The Time of Division
Marrakech

Destination

Marrakech is a possible Destination or Place of Residence in the Exile legacy. It can be reached from Algiers and Granada. Arrival in Marrakech provides Connection: Holy Man and (if Lalla Chaima is present) A Reunion. This is the only Destination you can encounter Echidna and the Fallen Labhite.

## Reconnoitre Marrakech

### Connections and Licenses

* Opportunity: A Connection with a Holy Man?
* Opportunity: An Official Connection?
* Opportunity: An Underworld Connection?
* Opportunity: Medical Credentials?

### Property

* Opportunity: Discreet Office?
* Opportunity: Grand Townhouse?
* Opportunity: Secluded Villa?
* Opportunity: Quiet Warehouse?

### Items

* Opportunity: Purchase a Mutilated Manuscript?
* Opportunity: Purchase a Profane Weapon?
* Opportunity: Purchase the 'Drinker's Knife'?

### Times

* Dawn
* Sunset

### Distractions

* Faith
* Cats
* Trembling Heat
* Echidna

## Send Discreet Messages from Marrakech

* Algiers
* Granada
* The Pentapolis
* Priory of Captains

Default: A Dash Cross-Country
Bronze Spintria

**Bronze Spintria** is the Forge 4 Ingredient.
It can be used in any Rite with the appropriate slot, or sold at auction for a minimum of 4 Funds.
Bronze Spintria are given as rewards for substantial commissions, can be looted from burglaries, and be given as payment for working at the Ecdysis Club. It can also be used to repair a Cracked Wildering Mirror.

## Locations

* The Forsaken Reach (Gotten Randomly)
* Kerisham (Gotten Randomly)
Forge

6: A Shaping Chant
10: Formula Fissive
14: Mysteries of Making
8: Callidate Invocation
 Converts from
8: 'The Forge of Days' Painting

* Tristan
* Laidlaw
* A Practical Disciple
 Hirelings
 Summons
* Caligine

**Forge** is the Principle of The Forge of Days, The Madrugad, and The Meniscate, of transformation, artifice, fire, and destruction. Its followers are characterized by ingenuity, mechanical thinking, and superhuman strength. It is the aspect the Unflinching Order is dedicated to. Before The Lithomachy, Forge was known as "Flint" and was the principle of The Flint, a God-from-Stone. Its lore is referred to as "the Lore which Burns".

## Lore Fragments

A Smith's Secret [ **Forge** 2 ]

*In five continents, smiths have whispered the same words to the iron. Murderers have been known to whisper these words, too. And adepts, of course. These words are spoken in ritual to inspire an unmerciful Change.*
An Ardent Orison [ **Forge** 4 ]

*When we watch a fire, what are we watching for? When we find it, these are the words it will speak: a word that sanctifies the change that comes when the seared skin peels.*
A Shaping Chant [ **Forge** 6 ]

*The proper words must be employed when the Change comes. [Use this in a Rite with a Knock influence and a Bone Flute - or other resources of equal power - to summon a Caligine.]*
Callidate Invocation [ **Forge** 8 ]

*The Names of the Forge have all spoken these words. [Use this in a Rite with a Knock influence and a Bone Flute - or other resources of equal power - to summon a Caligine.]*
Formula Fissive [ **Forge** 10 ]

*Break a thing, and you have fragments. Break those fragments, and you have dust. Break the dust, and then break what remains. Here is fire. [Use this in a Rite with a Consecrated Lintel and a little Refulgin - or other resources of equal power - to summon King Crucible.]*
Furnace Paean [ **Forge** 12 ]

*This is the hymn the heat sings to the iron. If we imitate it faithfully enough we will parch our lips and crisp our tongue, but O, the rewards. [Use this in a Rite with a Consecrated Lintel and a little Refulgin - or other resources of equal power - to summon King Crucible.]*
Mysteries of Making [ **Forge** 14 ]

*The Forge of Days, the Meniscate and the Madrugad are gods-from-Light. Mercury, silver and gold are the seeds of the Work, and here is their secret doctrine... [Use this in a Rite with a Consecrated Lintel and a little Refulgin - or other resources of equal power - to summon King Crucible.]*
## Tools

 Carcass Spark | 12
 Cinnabar Amulet | 4
 Malleus Imperative | 8

## Ingredients

 Iotic Essence | 12
 Xanthotic Essence | 8
Achievements

The following is a list of achievements for the game Cultist Simulator. There are **83** total achievements across all DLC and the base game.

## Romance Achievements

A list of the achievements obtainable by averting an Ascension to remain with a (living) Follower who has the Interested Aspect. Each of the 21 Named Followers (but not Rivals) has a corresponding achievement, and the requirements are substantially identical for each; see here for how to add the Interested Aspect to a Follower.

## Dancer Achievements

A list of the achievements only obtainable through the Cultist Simulator: Dancer DLC.

## Priest Achievements

A list of the achievements only obtainable through the Cultist Simulator: Priest DLC.

## Ghoul Achievements

A list of the achievements only obtainable through the Cultist Simulator: Ghoul DLC.

## Exile Achievements

A list of the achievements only obtainable through the Cultist Simulator: Exile DLC.
Messana

**Messana** is a Vault.

## Text

* Description:

A quietly prosperous village rests in the crook of the river: a surprising splash of green against the dusty land behind. The longevity of the villagers surpasses the natural. What are they hiding?
* Start Description:

Messana, where the villagers routinely remain hale and vigorous past their hundredth year. They will resist attempts to pry into their secrets, and they may have curses at their disposal - if we can even penetrate the desert to reach them.
* Success Description:

Beneath the granary, we find the deepest secret of Messana: an altar on which are displayed segments of an embalmed human body. Little of it still remains. The visitors must have been feasting on this for years. Is it Long-flesh? That might account for their longevity.
* End Description:

Items of note are displayed on the walls. They might be trophies from unwise travellers, or they might have been possessions of the Long. There is no indication whether the Long was a willing victim, an ancestor, or a prisoner, and we'll learn nothing from the villagers now. A Greek inscription on the altar reads: FOR THE FLOOD.
## How to acquire

It is randomly awarded for exploring Vagabond's Map (Secret Histories 12).

## Obstacles

* Desolation - overcome with one of: Forge, Grail
* Watchers - overcome with one of: Edge, Grail, Moth
* The Creeping Breath Curse - overcome with one of: Grail, Heart

## Rewards

* The Songs of the Carapace Cross (Book)
* The Sevenfold Slaying of the Seven-Coiled (Book)
* Kingskin Bodhrán (Tool)
Algiers

Troubled
Destination

**Algiers** is a possible Destination or Place of Residence in the Exile legacy. Arrival in Algiers provides Connection: Underworld. It can be reached from Avignon, Marrakech, Tripoli, and Valletta. It is transformed into **Algiers in Flames** after betraying or assisting an Uprising.

## Reconnoitre Algiers

### Connections and Licenses

* Opportunity: An Official Connection?
* Opportunity: A Connection with Radicals?
* Opportunity: An Underworld Connection?
* Opportunity: Import Licence?

### Property

* Opportunity: Discreet Office?
* Opportunity: Quiet Warehouse?
* Opportunity: Grand Townhouse?
* Opportunity: Secluded Villa?

### Items

* Opportunity: Purchase a Dangerous Substance?
* Opportunity: Purchase a Profane Weapon?
* Opportunity: Purchase the 'Drinker's Knife'?

### Distractions

* Heights
* Cats
* Trembling Heat
* Sea

## Send Discreet/Hasty Messages from Algiers

* Avignon
* Marrakech
* Tripoli
* Valletta
* The Pentapolis

Default: A Dash Cross-Country
Hermitage of the Scythe

Map's Edge
Remote

**Hermitage of the Scythe** is a Map's Edge Destination or Place of Residence in the Exile legacy. It can be reached from Alexandria, Baghdad, Candia-Heraklion, Meshad, and the Lonely Places Between. Arrival in Hermitage of the Scythe provides Obscurity and replaces the Destination Aspect with Place of Residence and Safety from Pursuit. As a Map's Edge destination, your allies cannot follow you here, but neither can lesser reckoners. There is no traveling on from Hermitage of the Scythe.

### Time

* Dawn
* Sunset

### Distractions

* Trembling Heat
* Heights
* The Horned Axe's Shadow

## Rest and Wait

Reconnoitering Hermitage of the Scythe after your Foe is defeated provides 3 Obscurity.

## Notes

* This location appears to be another name for Messana, which also appears as a Vault.
Ezeem, the Second Thirstly

Edge 12
Grail 12
Devourer 12
Follower
Tutor
Phrygian Speaker
Phylaxian
Thresher of Thoughts

Phrygian! The Great Mother's tongue! Of course. If you have enough Greek, I guarantee that the experience of learning Phrygian will be *very* pleasant.

**Ezeem, the Second Thirstly** is a powerful spirit that can be summoned by using any rite.

If you already know Greek, it can teach Phrygian.

Speaking to **Ezeem, the Second Thirstly**:

* With a Reason will give you the Thresher of Thoughts option, which will convert the Reason to a Decrepitude and provide you with the level 6 Knock lore, A Consent of Wounds.
* With a Health to "request a Stay of Execution." This creates A Stay of Execution card that prevents sickness from killing you if you have no health left.

### Summoning

Summoning **Ezeem, the Second Thirstly** requires performing a Rite with at least 10 Grail, 2 Forge and 5 Knock.

### Ezeem is Sulking

When killed or decayed, **Ezeem, the Second Thirstly** becomes **Ezeem is Sulking**, which last for 180s and cannot be used. Ezeem, the Second Thirstly is a unique spirit, so this period is a cooldown time when you cannot use it.

## Trivia

* Thirstly is one of the titles awarded to Names of the Red Grail, the other two known titles being Lovely and Ivory.
* Ezeem is the only spirit out of the 3 tutor spirits (Ezeem, King Crucible and Teresa) who speaks a language that exists in real life, that being Phrygian. The other two languages, Deep Mandaic and Fucine, do not exist.

1. ↑ Way: The Peacock's Door#The Red Church
Glimmering

Advancement
 **Decay Time** | 180s

**Glimmering** is a type of Advancement that can increase Passion.

### Uses

* The first time you Study two Glimmerings, you will gain an additional Skill: A Vivid Imagination and an extra Passion.
* Studying two Glimmerings yields *Glimmering: A Lesson Learnt*.
* Glimmering can be required to solve Intuition challenge when upgrading Lore fragments.

### Sources

* Studying Passion always produces Glimmering.
* Painting can generate Glimmering.
* Glimmering is one of the possible choices when Dreaming on Way: The White Door.
* Exploring Streets Strange by Moonlight can generate Glimmering.
* Studying some Books can generate Glimmering.
* Sometimes obtained by completing Patron's commissions.
* Sometimes granted randomly by actions involving Grail aspect: The Place Behind Desire.

## Glimmering: a Lesson Learnt

Aspects: Influence Advancement Moth 2

Decay Time: 300s

### Uses

* Study with your Imagination skill to improve it and gain a Passion card. This can be done three times, requiring two Lesson Learnt cards, then three, and finally four plus a Lore card of the appropriate aspect.

### Sources

* Studying two Glimmerings.
* Studying a Buzzing in the Brain and 1 Glimmering.
* Reading A Collection of Poetry.
Destination

**Destination** is an Aspect that appears on various cards in the Exile Legacy, representing various locations throughout 1920s Europe and western Asia where the player may, for a time, take refuge, increase their wealth, gain allies, and prepare to confront their pursuers or flee elsewhere.

### Place of Residence

Travelling to a **Destination** will replace the Aspect with the **Place of Residence** aspect. This Aspect is required for Reconnoitre, Send a Defiant Summons, retrieving cash that was sent ahead, finding new Destinations, Travelling with A Dash Cross-Country, and Uprisings. Only one card has this Aspect at a time, so only one of these actions can be taken at a time.

### Troubled

**Troubled** is an Aspect of some Destinations / Places of Residence. This Aspect is required to Assist or Betray an Uprising. It typically signals the availability of Opportunity: A Connection with Radicals? and a dearth of opportunities for Comfort, other than Discreet Offices. For a full list of Troubled cities, see *Category:Troubled*.

### Remote

**Remote** is an Aspect of some Destinations / Places of Residence. Travelling to a Remote Destination costs 2 Cash, and it takes 60s instead of 30s to get new Destinations from a Remote Destination. Arrival at a Remote Destination provides an Obscurity. For a full list of Remote Destinations, see *Category:Remote*.

### Cult of the Colonel / Cult of the Lionsmith

**Cult of the Colonel** / **Cult of the Lionsmith** are Aspects on several Destinations / Places of Residence. They indicate the presence of a Shrine in the city.

For a full list of cities, see *Shrine: Colonel* or *Shrine: Lionsmith*.

### Map's Edge

**Map's Edge** is an Aspect of seven Destinations. A Map's Edge Place of Residence cannot be exited, and its Reconnoitre deck features few if any Opportunities other than Distractions, though they uniquely include Obscurity. Allies will not follow you to a Map's Edge Destination. All Map's Edge Destinations are Remote, and as Places of Residence also have the Aspect Safety from Pursuit. For a full list of Map's Edge Destinations, see *Category:Map's Edge*.
Leo

Leo is a Heart Follower. He is earnest, kind, loving, and protective. He sometimes has trouble creating the changes he desires in himself. His loving and preserving nature implies a strong connection to The Sister-and-Witch.

One may engage in a romantic relationship with Leo if he is spoken to and The Ecdysis Club is chosen as the subject of discussion. Temptation: Change or any of its forms (ex., Change: Leaf) is also required to do so.

## Leo, a disciple

Aspects: Mortal, Potential, Heart 5, Follower, Disciple

## Leo, a Tarantellist

Aspects: Mortal, Heart 10, Exalted, Follower, Disciple

## Rival

Aspects: A Rival's Ascension 2, Mortal, Maverick, Suspicious

## Prisoner

Aspects: Mortal, Heart 5, Lantern 3, Prisoner, Grail 3
Foe's Wound

*This article is a stub. You can help Cultist Simulator Wiki by expanding it.*

 **Decays To** | None

## Acquisition

### Striking

Employing a Weapon and/or Lore may produce a **Foe's Wound** if the Foe is present.

### Ligeian Presence

A Ligeian Distraction against the Foe will deal a **Foe's Wound**.

### Associate's Defence

An Associate defending against the Foe's attack may be killed (30% chance). This produces a **Foe's Wound** and Grief.

## Remediation

**Foe's Wound** will decay given enough time (twelve hundred seconds). Unlike Pursuer's Wound, **Foe's Wound** does not get purged by departure.

## Reckoning

* Accumulating 7 **Foe's Wounds** produces A Trophy of My Foe, which ends reckoner pursuit and can be Employed to win the game.
* Accumulating 6 is required for "something unexpected."
Kyiv

Destination

****Kyiv**** is a possible Destination or Place of Residence in the Exile legacy. It can be reached from Cluj-Napoca, Kraków, Leningrad, and Stalingrad. It is transformed into **Kyiv in Flames** after assisting an Uprising. Arrival in Kyiv provides Our Lady of Wires.

## Reconnoitre Kyiv

### Connections and Licenses

* Opportunity: An Official Connection?
* Opportunity: An Underworld Connection?
* Opportunity: A Connection with Radicals?
* Opportunity: A Connection with a Holy Man?
* Opportunity: Medical Credentials?

### Property

* Opportunity: Discreet Office?
* Opportunity: Quiet Warehouse?

### Items

* Opportunity: Purchase a Profane Weapon?
* Opportunity: Purchase a Menacing Icon?

### Times

* Sunset
* Dawn

### Distractions

* Heights
* Faith

## Send Discreet Messages from Kyiv

* Cluj-Napoca
* Kraków
* Leningrad
* Stalingrad

Default: A Dash Cross-Country
Ichor Vitreous

**Ichor Vitreous** is the Lantern 12 Ingredient.
It can be used in any Rite with the appropriate slot, or sold at auction for a minimum of 20 Funds.
It is also one of the final requirements for the Apostle Entheate victory.

## Locations

* Foxlily Meadows chance of receiving as reward for completing this vault
* Miah chance of receiving as reward for completing this vault
* Port Noon chance of receiving as reward for completing this vault
* Cave of Candles
Grail

6: A Delightful Sacrament
10: Formulae Voluptuous
14: Devouring Mysteries
8: Thiatic Invocation
 Converts from
8: 'The Red Grail' Painting

* Saliba
 Hirelings
 Summons
* Ezeem, the Second Thirstly

**Grail** is the Principle of The Red Grail, The Flowermaker, and The Beachcomber, of desire, birth, seduction, and thirst. Its followers are characterized by inhuman desirability and an irresistible charisma. It is the aspect the Order of the Bloody Cup is dedicated to. Its lore is referred to as "the Succulent Lore".

## Lore Fragments

A Red Secret [ **Grail** 2 ]

*Some words are spelt correctly only when the proper ink is used.*
A Megalesian Incantation [ **Grail** 4 ]

*The Great Mother remembers.*
A Delightful Sacrament [ **Grail** 6 ]

*So pleasant upon the ear. One could listen over and over. These are the words that make sacrifice sweet. [Use this with Byzantine Tinct and a Moth influence - or other resources of equal power - to summon a Raw Prophet.]*
Thiatic Invocation [ **Grail** 8 ]

*Raucous shrieks attend the passage of the Names of the Grail. We reproduce them as best we can, for the pulsing power they lend. [Use this with Byzantine Tinct and a Moth influence - or other resources of equal power - to summon a Raw Prophet.]*
Formulae Voluptuous [ **Grail** 10 ]

*There exist some pleasures intense enough to corrupt the laws of the physical world. [This formula can be used in a Rite with Bitterblack Salts and a Subtle Rupture - or similar sources of power - to summon Ezeem itself.]*
Anthic Elaboration [ **Grail** 12 ]

*The Flowermaker cannot touch you; he cannot find you; he always has what you desire. Even an elaboration of the properties of his works can draw the attention of Hours. [This formula can be used in a Rite with Bitterblack Salts and a Subtle Rupture - or similar sources of power - to summon Ezeem itself.]*
Devouring Mysteries [ **Grail** 14 ]

*The Grail was the first god-who-was-blood. The Flowermaker came from Light. The Beach-Crow was flesh. Hunger and Greed and Yearning are the matrix of appetite, and here is their secret doctrine... [Use this formula in Rite with Bitterblack Salts and a Subtle Rupture - or similar sources of power - to summon Ezeem itself.]*
## Tools

 Chalice Murmurous | 12
 Hallowed Polos | 8
 Stained Gloves | 4
 Whispering Amulet | 2

## Ingredients

 Vital Pigment | 4
 Writhing Caul | 12
Mrs E.'s Assistance

**Element ID** | apostleforge.pillar5

**Mrs E.'s Assistance** is a token given by Mrs E. as a promise that she will help you perform the Dawnbreaker Technique. You receive this by Talking to Mrs E. and providing either an Exalted or the Society of St Hydra card.

This card is crucial for a Major Forge victory. It decays to nothing after ten minutes, and Mrs E. will not provide a second token, so obtaining it from her puts a time limit on fulfilling the other Apostle Aestuant victory conditions.
Funds

**Funds** are the primary currency of *Cultist Simulator*. Every cycle of Time Passes, 1 Funds is automatically consumed. If no Funds is available, the player will begin to starve and suffer afflictions, which consume Health.

## Uses

* Used in place of Vitality in order to restore Health when plagued with an affliction or injury in the Dream verb.
* Obtain Contentment by dreaming with Funds, however this can induce despair or sickness.
* Mend a cracked Noonstone by talking to a Forge follower about it and giving them 1 Funds.
* Heal a wounded follower.
* Purchase Books from Morland's Shop and Oriflamme's Auction House.
* Send supplies to the Followers in expeditions to Vaults.

## How to obtain

Funds can be obtained by working. But there are other ways to get Funds:

* Sending Forge followers on Cult Business.
* Sending Moth or Knock followers on Cult Business. However, you'll also get Notoriety.
* Sending Edge, Grail or Winter followers on Cult Business. However, you'll also get Notoriety and a Prisoner or Corpse.
* Agreeing to Poppy Lascelles' one-time proposition with 1 Passion to immediately gain 10 Funds and 1 Silver Spintria. However, in the Season of Rags Poppy will return and demand a sacrifice. If no followers are available to sacrifice, the player will be sacrificed and the game will end.
* Auctioning items in Oriflamme's Auction House, e.g. Spintriae gained from commissions, items obtained from expeditions.
	+ The value of items depend on their Auctionable value.
* Getting fired from your highest position job at Glover & Glover. This gives a packet with a high amount of Funds.
My Deeds, My Powers, My Achievements...

**My Deeds, My Powers, My Achievements...** is a Book.

## Locations

* Port Noon chance of receiving as reward for completing this vault
* Fort Geryk

## Notes

* Alexis Kennedy, one of the two main creators of the game, has confessed on a Discord AMA, that this book is his favorite from the ones present in the game.
* The name of the book in the files of the game, unlike most others, is not its title, but 'bighuff'.
* Pocsind's mention of 'alterations...after the consummation of that particular delight' and allegorical references to pyre fuel may indicate his having committed the Crime of the Sky and become an Alukite. This is less common for male Long, but not unheard of.
* In the Exile path one endgame state strongly suggests that the Exile killed Hokobold. This is an impressive feat considering both his status as a Forge Alukite and his knowledge of Lethean escape and evasion techniques.
Asset

**Asset** is an Aspect of some cards in the Exile legacy, describing basically any card that is useful to the Exile in some way. This includes Connections (temporary allies), Spaces (rented real estate), and Portable assets (useful objects). Portable Assets can be carried from one Place of Residence to the next, but packing them takes time. Assets that are not Portable are purged when departing for a new Destination.

Assets are an important source of Comfort, which is necessary for lesser and greater Obscurity victories. They can also be a way to store Cash; packing an Asset with 3 Worth is faster than packing 3 Cash. Assets can be used in various Opportunities, Capers, and Operations. Weapons are a type of Asset necessary to defend against reckoners.

## Connections

* Connection
* Lantern 4
* Heart 4
* Marrakech
* Samarkand
 Connection: Radicals | A mutually beneficial arrangement with revolutionaries or other enthusiasts.
* Connection
* Moth 8
* Forge 6
* Edge 8
* Provoke Connection: Ruler or Holy Man
* Istanbul
 Connection: Ruler | A mutually beneficial arrangement with someone of real power.
* Connection
* Knock 10
* Grail 10
* Edge 10
 Connection: Underworld | A mutually beneficial arrangement with relevant professionals.
* Connection
* Moth 8
* Knock 6
* Edge 8
* arrival (8 cities)
 Official Connection | A mutually beneficial arrangement with someone in authority.
* Assists Deception
* Grail 6
* Lantern 6
* Provoke Connection: Radicals or Underworld
* Amsterdam
* Baghdad
* Sulochana Amavasya

## Spaces

* Space 1
* Worth 1
* Heart 2
* Comfort 4
* Worth 4
* Grail 4
* Heart 4
 Jannings' Townhouse | The envy of every passerby. Let's close the curtains tightly.
* Comfort 4
* Grail 4
* Heart 4
* Comfort 8
* Worth 8
* Grail 6
* Forge 6
* Heart 6
* Worth 2
* Forge 4
* Heart 4
Fervour

*Keep your congregation satisfied. Fervour, if unused, will decay to Dread.*

**Fervour** is an Influence card created by the job An Appointment to a Quiet Parish. It can be used in the same job to induce Exultation or simply as a Heart influence.

Working with An Appointment to a Quiet Parish and an appropriate Lore increase the chance of creating **Fervour**.
Dr Ibn al-Adim

Aramaic Scholar
Tutor
 **Element ID** | aladim
aladimaway
aladimready

Dr. Ibn al-Adim is uncommon among the patrons in he doesn't have the Mortal aspect. This suggests that he may be immortal - possibly a member of the House of Lethe, which had an Aleppine branch, although his willingness to interact with the outside world would be strange if so. It has been speculated that he is Kamal al-Din ʻUmar ibn Aḥmad Ibn al-Adim, a 13th century biographer and historian from Aleppo.

Talking to **Dr Ibn al-Adim** gives a commission: Lantern and Secret Histories among them.

Studying with **Dr Ibn al-Adim** costs Spintriae (Iron is sufficient), and yields Scholar: Aramaic.
Malleus Imperative

**Malleus Imperative** is the Forge 8 Tool.
It can be used in any Rite with the appropriate slot, or gifted to a follower to increase their Forge by 2 and reduce their Resentment by 1.

## Locations

* Hunter's Pits
* Tombs of the Shadowless Kings chance of receiving as reward for completing this vault

## Notes

* The Malleus Imperative, or something very similar, appears in the Exile DLC as Rarity: Odd Little Bone.
Formula: Elixir Zeboim?

**Formula: Elixir Zeboim?** is a special Lore fragment of the Medium? legacy. It is obtained by talking to Miss Naenia.

When used to create a cult, you'll get the Towers of the Dove.

Study *Formula: Elixir Zeboim?*, Temptation: Remembrance, A Human Corpse and 1 Funds will upgrade them to Formula: Elixir Zeboim and Dedication: Remembrance.

Interestingly, “Zeboim” is an anagram for “Zombie”, which is in keeping with the theme of the Medium legacy. Whether or not this is intentional is unknown.
Glassfinger Toxin

**Glassfinger Toxin** is the Lantern 8 Ingredient.
It can be used in any Rite with the appropriate slot, or sold at auction for a minimum of 8 Funds.
Additionally, it can be used in Talk with a non-Wary Hunter to poison them, which will kill them unless they are Tenacious.
Uniquely among poisons, it leaves no Notoriety upon killing the Hunter.

## Locations

* The Unnumbered Stones chance of receiving as reward for completing this vault
* Foxlily Meadows chance of receiving as reward for completing this vault
* Miah chance of receiving as reward for completing this vault
* Tombs of the Shadowless Kings chance of receiving as reward for completing this vault
Lagun's Tomb

**Lagun's Tomb** is a Vault.

## Text

* Description:

A low slope-sided rectangle of mud brick, in an obscure fold of the desert. It is not remarkable to look at, but Lagun was counted among the immortal Long, and no robber has ever breached his tomb.
* Start Description:

Lagun's Tomb will be difficult to find in the desert. We must navigate by the stars. Its door has long resisted the assaults of tomb-robbers. We must bring what force we can. There will likely be a curse. We must be prepared for it.
* Success Description:

In the central chamber, Lagun, the once-immortal Long, lies peacefully naked on a sandalwood bier. He is perfectly preserved - a slender, dark-skinned man in excellent physical health - but at our approach, he crumbles into blackened flakes like fallen leaves. Objects glint from the remains.
* End Description:

We find a pocket-watch, a book, a quantity of Algerian currency - all from our own era. He must have come and gone many times from this place before he resigned himself to his final rest. On the back of the watch, we see engraved the closed eye of the Long society called the Obliviates...
## How to acquire

It is randomly awarded for exploring Vagabond's Map (Secret Histories 12).

## Obstacles

* Desolation - overcome with one of: Forge, Grail
* A Warded Door - overcome with one of: Forge, Knock
* Dry Soul Curse - overcome with one of: Heart, Lantern

## Rewards

* The Voyages of Ferninshun of Oreol (Book)
* Atlas of Dreams (Tool)
* Alakapurine Shears (Tool)
* Holiest Hemolymph (Ingredient)
* Azoth (Ingredient)
Moth

6: An Ecdysiast's Parable
10: Centipede Testament
14: Mare-in-the-Yew
8: Moldywarp Admonitions
 Converts from
8: 'The Moth' Painting

* Sylvia
* Porter
 Hirelings
* An Experienced Swindler
 Summons
* Raw Prophet
* Voiceless Dead
* Caligine

**Moth** is the Principle of The Moth, The Velvet, and The Malachite, of change, whimsy, unreason, secrecy, nature, and the Wood. It is associated with barbers and the shedding of unnecessary things. Its followers are characterized by stealth, erratic behavior, and agendas known only to themselves. It is the aspect the Wildwood Club is dedicated to. Its lore is referred to as "the Lore of the Wood".

## Lore Fragments

A Barber's Warning [ **Moth** 2 ]

*A power of the Wood enjoys the separation of the lock from the scalp. For attention, burn it. For opportunity, bury it. [Speak this over a corpse in a Rite, with a Winter influence present, and the corpse will rise.]*
A Wood-Whisper [ **Moth** 4 ]

*Lie awake, and listen. The wind speaks in the branches. The house cries out in its sleep. These are the roads that chaos ride. [Speak this over a corpse in a Rite, with a Winter influence present, and the corpse will rise.]*
An Ecdysiast's Parable [ **Moth** 6 ]

*The Ecdysiast's Riddle is 'What may be lost?' Each Ecdysiast's Parable is an attempt to answer the Riddle.*
Moldywarp Admonitions [ **Moth** 8 ]

*Moldywarp keeps her crowns in the moss and her feet in the dirt and the trees locked jaw-tight. Moldywarp has these warnings for you.*
Centipede Testament [ **Moth** 10 ]

*The Centipede came up out of the sands and went in under the roots. She found a new home but now she can't go home. She creeps in everywhere else: keyholes and histories and the channels of birth and sight and hearing. Here's what she has to say.*
Thigh-born Thorax-Sweet [ **Moth** 12 ]

*Vine-crowned moth-king hatched in the thigh of the thunder-king who's dead. Drink up his belly-lymph. These are the sights you'll see.*
Mare-in-the-Yew [ **Moth** 14 ]

*The real Hours don't meet the gods-from-Nowhere, but the Ring-Yew meets the Mare-in-the-Tree in where the Wood grows lush. Their couplings are forbidden, and forbidden things have power, and this is the story of their couplings.*
## Tools

 Alakapurine Shears | 12
 Dappled Mask | 8
 Whispering Amulet | 2
 Wingèd Doll | 4

## Ingredients

 Leathy | 8
 Piebald Pigment | 4
Mortal Shrine

Location
 **Element ID** | loc.shrine.colonel.valletta

**Mortal Shrine** is a Shrine to the Colonel that can be found through reconnaissance in Valletta. It can only be encountered once.

# Use

## Visit an Iron Shrine

Travel to this Shrine with Lore while not consecrated to the Colonel in order to upgrade the Lore to the next level.

Doing this with The Mysteries of Force while unconsecrated will provide a Vitality.

## A Consecration to the Colonel

Travel to this Shrine with Temptation: Defiance to gain a mark of Defiance and a Wound. This can only be done once. It will prevent you from accessing Shrines dedicated to the Lionsmith, but will allow you to access additional mysteries at Shrines to the Colonel.

## An Unflinching Vow

Travel to this Shrine with Temptation: Escape while consecrated to the Colonel to destroy the Temptation and gain a mark of Defiance and a Wound. This can only be done once.

## Make a Pilgrimage to an Iron Shrine

Travel to this Shrine with Lore while consecrated to the Colonel in order to upgrade it to the next level of Colonel Lore and gain a Wound.

## Make a Pilgrimage to an Iron Shrine, for a Revelation

Travel to this Shrine with The Scarred Mysteries while you still have Unknown Foe's Weaknesses to reveal one of the Weaknesses and gain a Wound.

## Make a Pilgrimage to an Iron Shrine, to Retrieve a Relic

Travel to this Shrine with The Scarred Mysteries once all of your Foe's Weaknesses have been revealed to gain Histid's Dart and a Wound.
Fascination

Moth 2
Memory
 **Decay Time** | 180s

**Fascination** is an Ill Health Card signifying your mental condition. It is the opposite of Dread. Your mind is brighter, but too BRIGHT and you'll end up a Poor Lunatic.

When a Trembling in the Air action is active. It will periodically seek out and capture existing *Fascinations*; when it accumulates 3 *Fascinations*, a countdown to Glory ending started. Unless you can provide Dread or Fleeting Reminiscence in time, you'll become a lunatic who thinks you've ascended.

Fascination can be used to upgrade lore with aspect Requires Illumination. This won't consume *Fascination* but may instead breed it.

## Obtaining

**Fascination** can be obtained by several ways:

* Exploring the Streets Strange by Moonlight.
* Exploring with Fleeting Reminiscence.
* Reading certain Books.
* Possible result of painting with Passion.
* Possible result of dreaming with Reason.
* Leaving Lantern Influences to decay.
* Possible choice in the **Painted River** while dreaming on Way: Through the Stag Door.
* Possible choice in the **Peacock's Door** or in the **Red Church** while dreaming on Way: The Peacock's Door.
* Possible choice in the **Lodge of the Sage Knight** while dreaming on Way: The White Door.
* Possible choice in the **Malleary**  or in the **Chamber of Ways** while dreaming on Way: The Spider's Door.
* Talking to rivals using lantern lore.
* Talking to The Witnesses before they become A Cloud of Witnesses.
* Decays from A Dream of a Key.

## Removing

**Fascination** can be removed in several ways:

* Using it as a Moth influence in a ritual.
The right rite is required: *Sunset Rite* or *Rite of the Map's Edge*.
Especially useful to summon a Raw Prophet, which can be used to get rid of Evidences or simply left to safely decay.
* Dreaming about it with Dread or Fleeting Reminiscence.
Dreaming with *Dread* will give you 1 *Fleeting Reminiscence* which can also be used to get rid of *Fascination*.
*Dread*, however, may be taken by Bleak Thoughts, so it is advisable to dream it away, leaving a safer *Fleeting Reminiscence*.
* Feeding *Dread* and *Fleeting Reminiscence* to a Trembling in the Air action.
* Early in the game you can use *Fascination* as trappings when recruiting believers.

See Dread and Fleeting Reminiscence for ways to obtain them.
Lord Franklin Bancroft: Diaries, 1750-1790

**Lord Franklin Bancroft: Diaries, 1750-1790** is a Book.

## Locations

* Cater & Hero Limited
* The Forsaken Reach chance of receiving as reward for completing this vault

## Trivia

During the kickstarter for cultist simulator, some names of the supporters have been incorporated into the game. In the case of Lord Franklin Bancroft: Diaries, it was taken from someone with the name of "Franklin Bancroft".
Grand Townhouse

*This article is a stub. You can help Cultist Simulator Wiki by expanding it.*

Space 2
Worth 4
Asset
Heart 4
Grail 4
Assists Deception

## Acquisition

Grand Townhouse can be acquired by Employing an Opportunity: Grand Townhouse? or completing a Patronage Operation.

## Uses

### Space and Comfort

A Grand Townhouse can be used to launch Operations requiring Space and/or Comfort.

### Heart and Grail

Grand Townhouse can be added to Operations or Capers to address Needs Heart and Needs Grail.

### Comfort

Grand Townhouse can be Employed to produce 4 Contentment, which may be useful when planning or running Operations or Capers requiring Heart or Forge. Accumulating Comfort is required to achieve some endgame conditions.

### Assists Deception

Grand Townhouse can be consumed with a non-Space source of Assists Deception to Relinquish a Trace.

### Worth

Grand Townhouse can be Relinquished for 4 Cash or Employed with Opportunities to address up to 4 Price.
Erratic

Erratic is an aspect that only appears on hunters.
This aspect gives the Hunter which is Considering the Evidence... a 10% chance to:

- Destroy Notoriety, which was grabbed by the action;

- Create Notoriety for the purpose of creating or improving Tentative Evidence, having found no Notoriety on the board.
Dread

Influence
Edge 2
Memory
 **Decay Time** | 180s

**Dread** is an Ill Health Card signifying your mental condition, the opposite of Fascination. Fear's gnawing its teeth on your hopes, unless you do something about it, DESPAIR will consume you.

When Bleak Thoughts action is active. It will periodically seek out and capture existing *Dreads*; when it accumulates 3 *Dreads*, a countdown to No More ending started. Unless you can provide Contentment in time, you'll be NO MORE.

Dread can be used to upgrade lore with aspect Requires a Grim Lesson. This won't consume *Dread* but may instead breed it.

## Obtaining

**Dread** can be obtained in several ways:

* Leaving Restlessness to decay.
* Leaving Winter Influences to decay.
* Exploring with Fleeting Reminisence.
* Dreaming with Reason.
* Reading certain Books.
* Talking with a Hunter about Winter Lore.
* Possible choice in the **Worm Museum** while dreaming on Way: The Peacock's Door
* Using Decrepitude as work, it will either provide 1 Funds and 1 *Dread*; or 30% chance of 2 Funds and no *Dread*. It takes 90 seconds though, so plan ahead.
* Failing Expeditions

## Removing

**Dread** can be removed in several ways:

* Using it as an Edge influence in a ritual.
The right rite is required: *Sunset Rite* or *Rite of the Map's Edge*.
Especially useful to summon a Hint, Percussigant or Maid-in-the-Mirror. They're useful in expeditions or getting rid of Hunters.
* Dreaming 1 Dread with 1 Contentment; or 1 Fascination with 1 Dread.
*Contentment* decays quickly, so it is advisable to dream *Dread* away while you can.
* Feeding *Contentment* to Bleak Thoughts action.
* Early in the game you can use *Dread* as trappings when recruiting believers.

See Contentment for ways to obtain it.
Duty and Delight

**Duty and Delight** is the starting job of the Apostle Obsonate legacy. It can only be used once.

Working this job gives 7 Funds, Forlorn Blood, Delightful Blood and unlocks other permanent actions in order:

* Talk - *Our Cause*
	+ Gives your last cult, last follower and the Delight.
* Study - *What do I recall?*
	+ Gives Anthic Elaboration lore fragment.
	+ Gives 1 Reason.
	+ Gives Way: The Wood.
	+ Gives Way: The White Door.
	+ Gives Way: Through the Stag Door.
* Explore - *A Place to Begin*
	+ Gives Vitulation Recipe.
	+ Gives Temporary Headquarters.
* Dream - *Distant Light*
	+ Gives 1 Passion.
* An Immortal Enemy
Lady Tryphon

**Lady Tryphon**, also known as **St Tryphon** and **T.E.**, is a Long of the Grail aspect. Her ascension to Long-hood is described in *The Rose of Nuriel*.

## Apostle Obsonate Legacy

In the Apostle Obsonate Legacy, Lady Tryphon is one of the possible Long enemies who seek to prevent the ascension of a new Name.

When defeated, she leaves behind a letter urging the player to betray their Delight:

Studying the letter removes the Mentor card, but allows for a standard Sensation Ascension victory.
Integument, Surrendered

*In the Season of Ambitions, this can upgrade your Change desire.*

This card is created by dancing in the Ecdysis Club with Change: Leaf as a *Purpose* and at least 6 Heart or Moth, then send the Sending created to Kerisham.
In the Season of Ambitions, this card will be used to upgrade *Change: Leaf* to Change: Pearl.

* Heart
* Moth
Foxlily Meadows

**Foxlily Meadows** is a Vault.

## Text

* Description:

The scent of foxlilies inspires ferocious appetites. It is probably fortunate that they grow only at this altitude. The peasants have organised to keep treasure-seekers away, but some treasure-seekers fall prey to lily-hungers. Their own treasures lie among their bones; and so the cycle continues. [You've found all the Expeditions in the Land Beyond the Forest, although you can find and visit the Meadows several times.]
* Start Description:

The path through the mountains to the high meadow will be hard. The peasants of the mountains will seek to drive us away. If we return home safe, we may struggle to shake off the visions of the place.
* Success Description:

We've dipped cloths in ammonia, and bound them round our faces, to deaden the foxlily scent. Even so, our heads swim, our bodies respond to a half-dozen contradictory desires. Here are the bones we sought. Loot them and get out.
* End Description:

The foxlilies are white as cave-skin, white as frost, white as unsullied sheets. It is hard to look away. We will close our eyes and struggle away with our treasures.
## How to acquire

It is randomly awarded for exploring Forbidden Epic (Secret Histories 8).

It is always awarded for talking to Sulochana Amavasya about Forbidden Epic (Secret Histories 8).

## Obstacles

* The High Passes - overcome with one of: Forge, Winter
* Watchers - overcome with one of: Edge, Grail, Moth
* The Fifth Eye Curse - overcome with one of: Heart, Winter

## Rewards

* 3 random
	+ The Account of Kanishk at the Spider's Door
	+ How the End will Begin
	+ The Twin-Serpent Tantra
	+ The Furious Tantra
	+ Gartside's Sanskrit Reader
	+ The Burning Woman
	+ The Iron Book
	+ The Encircling Tantra
	+ On Matthias and the Amethyst Imago: Pursuit
	+ The Silver Book
	+ The Ivory Book
	+ The Known-Unknown Tantra
	+ A True and Accurate History of the Shadowless Kings
	+ A Catalogue of Uncharted Pleasures
	+ The Sky, the Soul
	+ The Book of Thrones
	+ The Gospel of Zacchaeus
	+ Twenty-Six Enticements, Seven Torments
	+ Sunset Passages
	+ Wakeful Tympanum
	+ Xanthotic Essence
	+ Labhitic Grains
	+ Greydawn Oil
	+ Sthenic Venom
	+ Amaranthine Nectar
	+ Witch-Kissed Oil
	+ Glassfinger Toxin
	+ Piebald Pigment
	+ Refulgin
	+ Vital Pigment
	+ Rose-Pearl Dust
	+ Leathy
	+ Bitterblack Salts
	+ The Byzantine Tinct
	+ Ichor Vitreous
	+ Bitterblack Salts
	+ Martensite Paste
	+ Writhing Caul
	+ Wolf-Snow
Lalla Chaima, the Huntress

*This article is a stub. You can help Cultist Simulator Wiki by expanding it.*

Local Contact
Respects the Colonel
Edge 6

Lalla Chaima is a Local Contact who will appear on arrival in Rhenish Aachen.

## Arrange an Initial Meeting

Communicate with her to add the Associate Aspect and get The Merry Feaster's Lair.

## An Ally

Showing Chaima The Merry Feaster's Carcass will consume the carcass and upgrade Chaima into an Ally, removing the Local Contact Aspect.

## Chaima's Prey

Attempting to Communicate with Echidna while Chaima is present will consume the Echidna opportunity and provide the Fallen Labhite.