Elements of the Soul

There are nine Elements of the Soul:

Upon the start of the game, the player has 1 Health and can choose between one Chor, Shapt, or Fet, and one Mettle, Phost, Ereb, or Wist. The secondary element determines the player's starting acquaintance and shelter before making their way to Hush House.

## Tree of Wisdom

To gain new Elements of the Soul, the Librarian must commit a skill to the Tree of Wisdom.

The element gained depends on the Skill and the Wisdom. See the Skills page for more info.

## Evolution

Elements of the Soul can be upgraded to stronger variants. To do this you need to have two of the same Element, a Skill attuned to The Tree of Wisdoms that gave you that kind of an Element card, and a work station that has the same Wisdom as the Skill was attuned to. If all of those conditions are met, you can combine two Elements of the Soul into one higher Element (as denoted by a "+" sign in front of its name).

Each Skill can only be used once for evolving an Element. Evolved Elements can be evolved further by combining two of the same evolved Elements with a different Skill. The resulting Element will have a number of plus signs ("+") in front of its name.

Additionally, there are certain memories like e.g. Curious Hunch or Wormwood Dream having Wisdoms Aspects - with these you do not need the specialized workstation of that Wisdom anymore.

For example: with 2 Phost and a skill with the aspects: Attuned:Phost and Horomachistry, you are able to obtain a Phost+ card. Repeating this process, you can obtain a Phost++ card with 2 Phost+ cards.

The Principles per level of evolution are as follows:

* Starting Element = 2 for primary principle & 1 secondary principle. e.g. Phost = Lantern 2, Sky 1
* + level Element = 3 for primary principle & 2 secondary principle.
* ++ level Element = 4 for primary principle & 3 secondary principle.
* +++ level Element = 5 for primary principle & 4 secondary principle.

The exception to this rule is Health which upgrades as follows:

* Starting element = 1 Heart, 1 Nectar, 1 Scale
* + level Element = 2 Heart, 2 Nectar, 1 Scale
* ++ level Element = 3 Heart, 3 Nectar, 2 Scale
* +++ level Element = 4 Heart, 4 Nectar, 3 Scale

4th level (aka the +++ version) is the highest level an element can go up to. That'll take 8 base elements and 7 evolution opportunities, meaning that it should be possible, with proper planning, to max all 9 elements. While it's theoretically possible to heavily overspecialise and gather 16 base elements and 15 evolution opportunities for the same element, neither the 5th level of the element, nor the recipe for it's creation actually exist within the game's data.

1. ↑ Run a recipe through the Practice Equipment to update workstation if Edge is missing.
2. ↑ There is a bug currently with the Mirrors where knock may not show up correctly on the skill and soul element slots. Using another combination of cards to create any recipe will fix this issue.

## Maladies

Malady is an aspect that is inflicted on Elements of the Soul cards in specific circumstances. When inflicted with Malady, soul cards become distorted and an additional word is added after the soul card's name denoting the type of Malady that has been inflicted on the Soul. Maladies do not decay unlike in Cultist Simulator, and instead will be permanent until the Malady has been cured.

### Curing Malady

Maladies are cured by first occupying one of the many beds found around the Hush House. Every bed will have a specific Aspect required before you can occupy it. You may only occupy one bed at a time and need to decamp from your original bed before moving to a new one. Occupying a bed takes 1 minute and 30 seconds. It is recommended that you occupy a bed that accepts the Aspects required to cure your Malady.

After occupying a bed, it will accept 5 new cards. An Element of the Soul, a Skill, a Memory, a Malady, and a Beverage.

Put your Malady into the bed and fill the rest of the slots as required to meet the threshold to cure your Malady (5 of a specific Aspect). Every Malady will require a different Aspect to be cured. You MUST provide a drink as well or the game will turn it into a Crafting action rather than a Curing action.