recursal/Fanatic-Fandom huggingface dataset:
Miss Naenia

**Miss Naenia** is a Name of The Elegiast who takes the form of a painting. She can be obtained as a Patron in the Medium? Legacy, by Exploring The Montmerenzi-McDonald Gallery. The Medium can speak to her about various cards with the Memory Aspect.

## Interactions

Miss Naenia can be Talked to about any card with the aspects Memory or The Elegiast's Price. She will give you various Influences and Ingredients for most memories, except for the three memories produced from the Season of Ardours, for which nothing is given.

### The Top Shelf of the Study

The first time the Medium Talks to Naenia (using any Memory), she will unlock Study and provide Formula: Elixir Zeboim? and A Red Secret.

### Seek Consolation from Miss Naenia

Talking to her with Restlessness consumes it and produces Fleeting Reminiscence.

### Share my recollections with Miss Naenia

Talking to her with Fleeting Reminiscence consumes it and produces Restlessness.

### Speak to Miss Naenia of my Dread

Talking to her with Dread gives two Dread.

### Speak to Miss Naenia of my visions

Talking to her with Fascination gives two Fascination.

### Share a joyful memory with Miss Naenia

Miss Naenia says nothing...

Talking to her with Something Joyful produces Contentment, Pulsing Airs, or Pounding Airs.

### Share a menacing memory with Miss Naenia

Miss Naenia says nothing...

Talking to her with Something Menacing produces An Icy Atmosphere, A Rousing Air, or Vitality: A Lesson Learnt.

### Share a profitable memory with Miss Naenia

Miss Naenia says nothing...

Talking to her with Something Profitable produces 1 Funds, Jumble, or Iron Spintria.

### Share a memory of secret sin with Miss Naenia

Miss Naenia says nothing...

Talking to her with Something Shameful produces An Urgency of Appetite, Contentment, or A Favour from Authority.

### Share an outré memory with Miss Naenia

Talking to her about Something Unexpected will produce a random drop from the Kerisham deck.

### Falling Through Time

Talking to Naenia about one of the magnitude-5 memories (Honeyed, Golden, Luxurious, Furious, Splendid, Glorious, Liminal, Wildering, or Endless Memory) will produce Restlessness.

### Show Miss Naenia the Palest Painting

Talking to Naenia about The Palest Painting will cause the Miss Naenia card to be destroyed.
Evidence Level

**Evidence Level** is an Aspect of Evidence cards Hunters use in their investigation against you. Cards with this Aspect are created or upgraded by using Reputation cards.

Leaving these cards on the table may allow the Hunters to bring you or your follower to court, in which case you have a chance to submit a Favour from Authority, if available.

To get rid of Evidence cards, use followers with high Moth aspect (including spirits).

### Cards with Evidence Level Aspect

* Tentative Evidence - Evidence Level 1
* Damning Evidence - Evidence Level 2

Note that the job Inspector's Position creates cards with the same name and icon as these, but they are different cards with the Suspicious aspect instead of the **Evidence Level** aspect.
Leningrad

A Cult of the Colonel
Destination

Leningrad is a possible Destination or Place of Residence in the Exile legacy. It can be reached from Kaunas, Kiev, and Nizhny Novgorod. It is transformed into **Leningrad in Flames** after assisting an Uprising. Arrival in Leningrad provides Connection: Underworld.

## Reconnoitre Leningrad

### Connections and Licenses

* Opportunity: An Underworld Connection?
* Opportunity: A Connection with Radicals?
* Opportunity: Medical Credentials?

### Property

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

### Items

* Opportunity: Purchase a Profane Weapon?
* Opportunity: Purchase an Unusual Weapon?

### Times

* Dawn
* Sunset

## Send Discreet/Hasty Messages from Leningrad

* Kaunas
* Kiev
* Nizhny Novgorod
* Fogfire Point

Default: A Dash Cross-Country
Lantern

6: An Unmerciful Mantra
10: Formulae Concursate
14: Illuminate Mysteries
8: Phanaen Invocation
 Converts from
8: 'The Door in the Eye' Painting

* Slee
* 'Pope' Clifton
 Hirelings
 Summons
* Teresa

**Lantern** is the Principle of The Door in the Eye, the Gods-from-Light (the offspring of The Sun-in-Splendour, The Forge of Days, and The Flowermaker), The Colonel, unkindness, knowledge, the Mansus, and the Glory. Its followers are characterized by mystically powerful dreams and a devotion to the Sun. It is the aspect the Mirror of Glory is dedicated to. Its lore is referred to as "the Glorious Lore".

## Lore Fragments

A Watchman's Secret [ **Lantern** 2 ]

*It has been expressed like this: 'Each Hour has its colour, but colour exists only where there is light'.*
A Mansus-Glimpse [ **Lantern** 4 ]

*A snatch of poetry; a single memory of a certain house that all of us visit at least twice in our lives. For one's first visit to the Mansus, this lore is almost essential.*
An Unmerciful Mantra [ **Lantern** 6 ]

*'Mercy', saith the Watchman, 'is found only in shadow.'*
Phanaen Invocation [ **Lantern** 8 ]

*The Door-in-the-Eye navigates; he is not merciful; but first and always, he illuminates. [Use this in a Rite with a Knock tool and a Thrilling Air - or other resources of equal power - to summon a Hint from behind mirrors.]*
Formulae Concursate [ **Lantern** 10 ]

*The Concursum waits at the Lantern of the Mansus. It has been called the Chamber of Ways and also the Chamber of Endings. Its intricacies are probably beyond human comprehension, but these formulae are a first approximation. [Use this in a Rite with a Knock tool and a Thrilling Air - or other resources of equal power - to summon a Hint from behind mirrors.]*
Mantra of Ascent [ **Lantern** 12 ]

*The Ascent of Knives is the bloodiest of the Watchman's tests. Those who pass it and are dead enter the service of the Sun-in-Rags. Those living who pass it are a little closer to the Glory. [Use this in a Rite with a Knock tool and a Thrilling Air - or other resources of equal power - to summon a Hint from behind mirrors.]*
Illuminate Mysteries [ **Lantern** 14 ]

*The Meniscate, the Madrugad, the Flowermaker and the Forge of Days are the gods-from-Light. There is a fifth, but now we know it is not the Watchman. Yet the Watchman shares a secret doctrine with those five, and here is that doctrine... [Use this in a Rite with a Subtle Rupture and a Paradoxical Curio, and someone will come. Speak it to a Hunter, and it might drive them insane on the spot.]*

## Ingredients

 Ichor Vitreous | 12
 Refulgin | 4
Marruvine Idol

**Marruvine Idol** is the Heart 4 Tool.
It can be used in any Rite with the appropriate slot, or gifted to a follower to increase their Heart by 1 and reduce their Resentment by 1.

## Locations

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

## Notes

* The Marruvii were the people of Marruvium, located on the eastern shore of lake Fucino. They were the original speakers of the Fucine language.
* Outside of expeditions, a copy of the **Marruvine Idol** can be acquired through pursuing Desire: Change with Heart.
Fermier Abbey

**Fermier Abbey** is a Vault.

## Text

* Description:

Robert Fermier spent much of his unsavoury fortune on the endowment of this monumental, forest-crowded abbey. The monks dislike visitors. Their ways are not exactly orthodox. They celebrate a certain harvest festival with unsavoury vigour.
* Start Description:

Fermier Abbey, folded into the forest like a jewel-box smuggled in a green robe. If we can make it through the forest, we'll still have to face the monks.
* Success Description:

The monks and their miseries lie behind us. Here in their chapel-courtyard, a great yew rises beside a granite altar, lidded like a sarcophagus. What's within?
* End Description:

The space inside the altar is filled with broken cups, every one painted red, every one scrawled with vile graffiti and otherwise befouled. The monks must have held great ceremonies of detestation, and kept the remains as trophies. Buried among the cup-corpses are other treasures.
## How to acquire

It is randomly awarded for exploring A Forgotten Chronicle (Secret Histories 6).

## Obstacles

* Peril-Prowled Forest - overcome with one of: Forge, Moth
* Monks - overcome with one of: Edge, Moth

## Rewards

* The Thirsting Tantra (Book)
* Against the Sisterhood of the Knot and... (Book)
* THE MAGUS VON BRANDT'S AUTHENTIC AND UNIQUE ACCOUNT OF THE TRUE TONGUE OF THE TRUE HOLY LAND OF THE HIGHMOST (Book)
* The Tantra of Worms (Book)
* De Horis (Book 2) (Book)
* Rose-Pearl Dust (Ingredient)
Health

Ingredient
Heart 2

**Health** is an Ability Card that represents the player's physical well-being. Loss of all Health can result in death. When used it may be consumed or returned as "Health (Fatigued)", which is unusable but will be restored to Health after 60 seconds.

A "Health (Fatigued)" card can be recovered early by dreaming, it takes 30 seconds to recover instead of 60.

## Uses

* Work: Takes 60 seconds, yields 1 Funds, 1 Vitality or turning the Health card to An Injury. If using with Skill: a Stronger Physique, the chance of getting injuries will be lowered, the necessary time may be reduced to 40 seconds at max skill level. *Skill: a Hardened Physique* and higher prevent injuries entirely.
* Study:
	+ Takes 60 seconds, yields 1 Vitality.
	+ Possible solution when upgrading lore. May return An Injury instead of "Health (Fatigued)".
* Dream:
	+ With "Health (Fatigued)", recovers the card in 30 seconds.
	+ With "Health", may create Contentment, most of the time nothing. Occasionally creates negative influences.
	+ Dreaming on Way: The White Door requires 1 Health to enter.
* Explore: Run around the city looking for Locations and Hirelings.

## Increase Health

* Study two Vitality. Only the first time when you don't have Skill: a Stronger Physique or its upgrades.
* Study the Skill: a Stronger Physique or its upgrades with Vitality: a Lesson Learnt. This is repeatable three times, requiring two Lessons Learnt, then three, then four. The last study require a suitable lore.
* Reason and Passion can be transformed to **Health** in a round-about way (this is a one-way process):
	+ Talk to a Spirit with Thresher of Thoughts or Lamp of Loss aspect to change your Reason or Passion to Decrepitude.
	+ Return Decrepitude to Health via a ritual, or using True Blood of St Januarius.

## Loss of Health

**Health** can be lost in several ways:

* Getting An Injury during work, or studying lore.
* Sickness action turns Health into An Affliction, failing to provide a Health card will result in death.
* Starvation action turns Health into Hunger, failing to provide a Health card will result in death.
* Dormant Creeping Breath Curse action turns Health directly into Decrepitude if failed to resist.

Injuries and illness will turn back to Health by dreaming with 1 Funds or 1 Vitality, but hunger only accepts Funds. They will turn into **Decrepitude** if left untreated.

A Stay of Execution can be used to delay the otherwise inevitable death.

The Priest can use Health to create Lock-Scar. Succeeding changes your Health to a Lock-Scar, while failing turns it to **An Injury**.
Hunter's Pits

**Hunter's Pits** is a Vault.

## Text

* Description:

The Tearing Tribes enlarged this cave system, digging shafts, preparing traps. It may have been a place of execution, or a proving ground. In either case it's sacred, and the tribes don't want us here. If we survive them, there is still one more terror in the cramped tunnels.
* Start Description:

The trap-labyrinths of the Tearing Tribes. We'll have to scale the mountains and battle our way through the tribes. After that, no doubt, there will be something else.
* Success Description:

In the crumbling depths of the Hunter's Pits, we've found a room where battle-scenes are painted on the walls. Here are the shrines of all the greatest hunters of the Tearing Tribes.
* End Description:

These are the trophies the hunters won. Not all the beasts they slew are beasts that walk the earth today.
## How to acquire

It is randomly awarded for exploring Unresolved Ambiguity (Secret Histories 10).

## Obstacles

* The High Passes - overcome with one of: Forge, Winter
* Watchers - overcome with one of: Edge, Grail, Moth
* Younger Sister - overcome with one of: Edge, Knock

## Rewards

* The Book of Dissolution (Book)
* The August Stone (Book)
* Malleus Imperative (Tool)
* Bitterblack Salts (Ingredient)
* Skaptodon Fang (Ingredient)
Frangiclave

**Frangiclave** is the Knock 12 Tool.
It can be used in any Rite with the appropriate slot, or gifted to a follower to increase their Knock by 3 and reduce their Resentment by 1.
It can also be used to enter the Peacock Door. Using it this way will not cause it to break, unlike the other methods of entering the Peacock door.
As such, the Frangiclave is more valuable than even other twelfth-order tools.

Due to its value, it is highly recommended that you never discard the Frangiclave, such as by gifting it to a Follower, sacrificing it in the Rite of the Rebel Striving, or selling it at Oriflamme's Auction House. If lost, it can be randomly reobtained by exploring Port Noon, but acquiring Port Noon Anecdotes is extremely slow and/or expensive without the Frangiclave's easy access to the Peacock Door. Both the Frangiclave and the Port Noon Anecdote lore are Unique, but the location Port Noon itself is not - if you need to give up your Frangiclave for some reason, building a stockpile in advance may be wise.

## Locations

* Port Noon chance of receiving as reward for completing this vault
* The Wreck of the Christabel

## Trivia

* The word "frangiclave" is likely a portmanteau of the Latin words "frangere" (to break) and "clavis" (key).
Enigma

**Enigma** is an alternate-reality game (ARG) woven into *Cultist Simulator*. It attracted a community of hundreds of *Cultist Simulator* players who solved its various puzzles and uncovered hidden lore from the *Secret Histories* universe. Alexis Kennedy also used Enigma to seed hints of Weather Factory's future projects, *Book of Hours* and the canceled Procopius.

## Lore

Lore snippets uncovered by Enigma players includes the following notable revelations, among others:

* Mentions of Hush House, the setting of *Book of Hours*.
* Implications of a broader ideological factionalism among followers of the occult: "Birds of a Feather", who desired to ascend within the power structure created by the Hours, and "Worms of a Scale", who desired to destroy that system.
* The *Sunset Diaries*, a journal written by Christopher Illopoly describing events in the latter half of 20th century in the *Secret Histories* universe, decades after the 1920s setting of *Cultist Simulator*.

## References

* On the Smoky Satisfaction of the Mumu Boarts: Justified and Ancient Pronouncements from the House of Lapsang (a fan compilation of Enigma lore)
* WEATHER FACTORY: Enigma: what it is, what it isn’t
Formula: Elixir Zeboim

**Formula: Elixir Zeboim** is a special Lore fragment of the Medium? legacy. It is obtained by studying Formula: Elixir Zeboim? with Temptation: Remembrance, A Human Corpse and 1 Funds.

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

Studying *Formula: Elixir Zeboim* requires Dedication: Remembrance and a Remnant. It is repeatable and yields the following results:

* A Memory.
* Reduce Graveyard Mouth aspect by 1.

Studying this card with certain remnants will yield the memories required for the Palest Painting.

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.
Kraków

**Kraków** is a possible Destination or Place of Residence in the Exile legacy. It can be reached from Budapest, Kaunas, Kyiv, and Vienna. Arrival in Kraków provides Church of St Marzanna the White.

## Reconnoitre Kraków

### Connections and Licenses

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

### Property

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

### Items

* Opportunity: Purchase a Profane Weapon?
* Opportunity: Purchase a Mutilated Manuscript?

### Distractions

* Heights
* Faith

## Send Discreet Messages from Kraków

* Budapest
* Kaunas
* Kiev
* Vienna

Default: A Dash Cross-Country

## Note:

* "The hill where the dragon died" in the description refers to the legend of the Wawel Dragon.
Medical Credentials

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

Worth 1
Portable
Asset

## Acquisition

Medical Credentials are acquired by Employing an Opportunity: Medical Credentials?

## Uses

Medical Credentials are used with Space and a Stolen Year to launch Operations:

* Run a Doctor's Practice - Requires 1 Comfort.
* Run a Sanatorium - Requires 2 Space and 4 Comfort.

The Stolen Year is consumed. The Credentials and Space are returned at the end of the Operation.

### Challenges

1. Cure the sick, or give the old a shot of youth? (Heart 4 or Grail 4)
2. Quietly cure the sick, or focus on miraculously healing the wounded? (Heart 8 or Knock 8) **[Warning**: Appears to be Heart 8 or Grail 8 with the Sanitarium, needs testing]
3. Quietly cure the sick, or build showy props? (Heart 12 or Forge 12)
Maggot-Spice?

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

Portable
Asset
Winter 12
Supplies

## Acquisition

Maggot-Spice? is acquired by completing the Caper at Skyrius T.

### Winter

Maggot-Spice? could be used anywhere a principle Aspect is accepted, such as in Operations and Capers. Any such use consumes the spice.

### Worth

Maggot-Spice? could be sold for 1 Cash or used to address 1 Price.

## Notes

* Maggot-Spice? is presumably Watch-Worms.
Kaunas

**Kaunas** (Little Paris) is a possible Destination or Place of Residence in the Exile legacy. It can be reached from Kraków, Leningrad, Prague, and Rostock. Arrival in Kaunas provides Dominykas, the Baker. The Skyrius T Caper can be accomplished here.

## Reconnoitre Kaunas

### Connections and Licenses

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

### Property

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

### Items

* Opportunity: Purchase a Dangerous Substance?
* Opportunity: Purchase a Profane Weapon?

### Times

* Night
* Dawn

### Distractions

* Freezing Winds
* Faith
* The Wolf Divided's Shadow

## Send Discreet Messages from Kaunas

* Kraków
* Leningrad
* Prague
* Rostock
* Fogfire Point

Default: A Dash Cross-Country
Kerisham

**Kerisham** is a Vault.

## Text

* Description:

Drive through the downs to the coast where the grey-green land meets Atlantic grey. Search along the road for signs to Kerisham town. You will rarely find it, even if you have visited before; and its inhabitants guard their secrets with curse and cudgel and fast-bolted door. [You've found all the Expeditions in the Shires, although you can find and visit Kerisham several times.]
* Start Description:

Slink along the streets to a once-fine townhouse. Surreptitiously case the back garden. Odd stories circulate about the woman who lives here. She might be an adept, a collector, or even the rare thing called *empousa*. We must be watchful.
* Success Description:

Nothing remains to bar our way. Search the cellar first, then the upper rooms. We don't want to be trapped.
* End Description:

On the topmost floor is an altar to the Sun Divided - which could be one of many Hours. Sweep the items there displayed into a carpet-bag, and let's make haste into the back streets.
## How to acquire

It is randomly awarded for exploring A Furtive Truth (Secret Histories 4).

It is always awarded for talking to Sulochana Amavasya about A Furtive Truth (Secret Histories 4).

## Obstacles

* A Warded Door - overcome with one of: Forge, Knock
* Watchers - overcome with one of: Edge, Grail, Moth
* The Fifth Eye Curse - overcome with one of: Heart, Winter

## Rewards

* 3 random
	+ The Orchid Transfigurations, Vol 3: Noon
	+ The Shaven Lock Tantra
	+ Those Who Do Not Sleep
	+ The Concursum Diaries
	+ Gildersleeve's Latin Grammar
	+ On Matthias and the Amethyst Imago: Loss
	+ The Book of the Centipede
	+ The Victory of Crowns
	+ The Flayed Tantra
	+ Those Indignities Perpetrated By the Deceitful Fraternity of Obliviates
	+ Meteoric Bullet
	+ Bone Flute
	+ Biedde's Blade
	+ Cracked Wildering Mirror
	+ Wingèd Doll
	+ Icon of St Agnes
	+ Rose-Pearl Dust
	+ Vital Pigment
	+ Vital Pigment
	+ The Byzantine Tinct
	+ Refulgin
	+ Bitterblack Salts
	+ Martensite Paste
	+ Witch-Kissed Oil
	+ Piebald Pigment
	+ Piebald Pigment
	+ Greydawn Oil
	+ Greydawn Oil
	+ An Icy Atmosphere

## Notes

Kerisham is based on the mythical Breton city of Ys, which according to legend was swallowed up by the sea due to the folly of the King's daughter. "The City of Ys" in Breton is rendered *Kêr Is*, which, in addition to the common English suffix -ham for names of villages, renders "Kerisham".

"The Sun Divided" may refer to the Sun-in-Splendour, which was divided by the Forge of Days, or it may refer to one of the Hours produced from the Division: the Madrugad, the Sun-in-Rags, the Meniscate, and the Wolf Divided.
Forbidden Epic

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

 **Element ID** | fragmentsecrethistoriesd

Aspects: Secret Histories 8, Lore

Exploring with this scrap of knowledge may uncover secret locations in the Land Beyond the Forest, across the Continent.

Study with a Secret Histories lore fragment of the same level to upgrade to the next level. Or study with Reason to break the lore into lower-level fragments.

This Lore can be obtained by dreaming Way: Through the Stag Door if adding Reason, in order for Ghirbi to let you pass: the path is always a puzzle.
Ingredients

Ingredients are mystically potent powders and pigments that can be used in certain Rites to perform Rituals, summon Spirits, and sometimes more esoteric things. Like Tools, they have Lore principles, but unlike Tools, they are usually consumed upon usage.

Ingredients are often given as rewards for successfully completing expeditions.

The following is an incomplete table of ingredients that appear in the game Cultist Simulator.
Names

The **Names** are entities of great power that serve the Hours. Comparable to demi-gods, some Names are the creations of the particular Hour they serve, while others are Long who have been granted great favor. Names seek to one day become Hours, and the Hours watch their Names warily for treachery. Names can be temporarily summoned to the mortal world through certain arcane rituals.
Labhitic Grains

**Labhitic Grains** is the Edge 8 Ingredient.
It can be used in any Rite with the appropriate slot, or sold at auction for a minimum of 8 Funds.

## 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
Magnet

Actions usually have empty slots you can use to place Cards in them.

**Magnets** are empty slots with a magnet icon under the usual empty slots. A magnet, however, will automatically pull in any card meeting its requirements and refuse to let go. This may produce good or bad effects.

## Mechanic

* While being active, magnet constantly attempts to pull an eligible card that fulfills its specific slot requirements. It is always completely satisfied by the first card it captures.
* Captured card cannot be taken by player.
* Cards residing inside running verbs are inaccessible to magnets. As a general rule — magnets cannot take what player cannot take. As a consequence, card captured by a magnet cannot be recaptured by another magnet.
* Eligible cards include:
	+ ones openly lying on the table;
	+ ones placed in some non-magnet verb slot;
	+ ones generated by a completed verb (both face up and face down — magnets get to know what you drew before you do).
* Some magnets have preferences for cases when multiple suitable cards are available (i.e., hunters looking for reputation will take Notoriety much more often than Mystique, albeit not always), some will pull at random.
* Card held in player's hand can be neither pulled by magnet (even if there are no other candidates) nor deliberately placed into magnet slot. This can be used for player's advantage.
	+ Holding the only existing Notoriety will force a hunter to take a Mystique for its investigation. With enough Mystique on board, player can safely ensure Notoriety decays before hunter gets to it.
	+ Holding almost-decayed Dread will force Bleak Thoughts to capture more recent one, letting older Dread card to decay safely before it gets stuck in Bleak Thoughts demanding Contentment to be resolved.
* In mobile (1.7) version, magnets are not active while game is paused. In PC version (2020.10.f.1), however, magnets can pull cards even when game is paused. This is probably the most gameplay-relevant difference between versions, since PC version greatly limits player's ability to manipulate magnets comparing to mobile version.

## Examples of Magnet actions

* Time Passes appears at the beginning of the game and grabs your Funds every 60 seconds.
* A Trembling in the Air will initially take Fascination, then continue to periodically take either *Fascination*, Dread or Fleeting Reminiscence.
* Bleak Thoughts will initially take Dread, then continue to periodically take either *Dread* or Contentment.
* Sickness will magnet your Health and turn it into an Affliction.
* Hunters will magnet Reputation and Evidence while they are trying to build a case.
* A variety of actions will magnet items that are used as resources.
Intercalate

The **Intercalate**, also known as the Division, was an event in which The Sun-in-Splendour was killed by The Forge of Days. This resulted in the ascension of The Madrugad, The Sun-in-Rags, and The Meniscate as Hours (having formerly been Names of the Sun), and also the creation of The Wolf Divided. The Worms bred in the Sun's corpse after the Intercalate. It was foretold in The Book of the Extinguished Heart, as well as in The Time of Division, which said that the Sun would be divided to prevent it from siring children. The Intercalate is commemorated by the Rite Intercalate.

The term "Intercalate" refers to an insertion, especially the insertion of a period of time into a calendar (which would be a particularly appropriate action for a being known as the Forge of Days). The Book of Hours Kickstarter suggests it postdates the War of the Roads, which could imply that it corresponds with the historical Gregorian calendar reform in 1582.

## Books

* The Time of Division

* The Book of the Extinguished Heart

* The Six Letters on Necessity

* Sunset Passages

1. ↑ https://pbs.twimg.com/media/D\_B4VUpW4AAxcAd.jpg:large
Lonely Places Between

**Lonely Places Between** is a possible Place of Residence in the Exile legacy. It is the only Place of Residence that can be visited multiple times. It is the result of A Dash Cross-Country.

## Attempt to Make Contact With Someone, Somewhere

Communication from Lonely Places Between may provide any Destination except A Dash Cross-Country. It always provides My Wound.
Hokobald's Alchemical Substance

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

Portable
Asset
Forge 12
Supplies

## Acquisition

**Hokobald's Alchemical Substance** is acquired by completing the Caper at Palazzo Dario.

## Uses

### An Ally!

Giving the substance to Orsolina, the Delver will recruit her as an Ally.

### Forge

Hokobald's Alchemical Substance could be used anywhere a principle Aspect is accepted, such as in Operations and Capers. Any such use consumes the substance.

### Worth

Hokobald's Alchemical Substance could be sold for 1 Cash or used to address 1 Price.
Lethal Poison

**Lethal Poison** is an aspect appearing on certain Ingredients.

## Poisons and their Uses

### List of Poisons

There are three separate poisons you can find in Cultist Simulator. They come in varying degrees of potency, and are all Ingredients.

* Sthenic Venom - Knock 8, Lethal Poison 2
* Glassfinger Toxin - Lantern 8, Lethal Poison 2
* Watch-Worms - Winter 12, Lethal Poison 3

### Using Poison

Talking with a Hunter using a Lethal Poison as the subject will poison the Hunter. Unless the Hunter is Tenacious or Wary, they have no chance of surviving the attempt. Successfully poisoning a Hunter will consume the Lethal Poison and leave behind a Notoriety.

If you use a Glassfinger Toxin to poison a hunter, they will leave behind no Notoriety on the event of their dissolution.

Attempting to poison a Rival is not a good idea. Any poisoning attempt will automatically fail, and they will become Wary.
Hues, Surrendered

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

This card is created by dancing in the Ecdysis Club with Change: Antumbra as a *Purpose* and at least 10 Heart or Moth, then send the Sending created to Foxlily Meadows.
In the Season of Ambitions, this card will be used to upgrade *Change: Antumbra* to Change: Stigma.

* Heart
* Moth
Knock

6: A Consent of Wounds
10: Formulae Ophidian
14: Mysteries of Opening
8: Meniscate Invocation
8: 'The Mother of Ants' Painting

* Enid
 Hirelings

**Knock** is the Principle of The Mother of Ants, The Horned-Axe, and The Meniscate, and of openings. It is associated with wounds, locksmiths, burglars, and oracles. Its followers are characterized by intense dreams, visions of other places, perceptiveness, manual dexterity, and a disconnect with reality. It is the aspect the Society of the Holy Wound is dedicated to.

## Lore Fragments

A Locksmith's Secret [ **Knock** 2 ]

*Sooner or later, every locksmith has the Dream. Now we recite its seven phases... [Nearly every summoning rite requires Knock influence. This lore will provide it.]*
An Iguvine Rite [ **Knock** 4 ]

*Every door in the Mansus requires its sacrifice before it will open. The Iguvine Rites prescribe the manner of the sacrifice. [Nearly every summoning rite requires Knock influence. This lore will provide it.]*
A Consent of Wounds [ **Knock** 6 ]

*To open certain Ways, one must first open oneself. This practice outlines that opening, in the name of the Mother of Ants. [Nearly every summoning rite requires Knock influence. This lore will provide it.]*
Meniscate Invocation [ **Knock** 8 ]

*When the moon's face was wounded, these words appeared. [Nearly every summoning rite requires Knock influence. This lore will provide it.]*
Formulae Ophidian [ **Knock** 10 ]

*Serpents are the visitors which may not be denied. [Nearly every summoning rite requires Knock influence. This lore will provide it.]*
Liminal Evocation [ **Knock** 12 ]

*One god-who-was-stone remains, and she watches all thresholds. [Nearly every summoning Rite requires Knock influence. This lore will provide it.]*
Mysteries of Opening [ **Knock** 14 ]

*The Mother of Ants is the child of two rivers. The Horned-Axe is the last god-from-Stone. The Meniscate was born in the Moon from Light. The Wound and the Threshold and the Revelation are all the Gate's aspects, and here is their secret doctrine... [Nearly every summoning rite requires Knock influence. This lore will provide it.]*
Knock fragments can be upgraded using any same level fragments of every principle but Secret Histories.

## Tools

 Consecrated Lintel | 8
 Frangiclave | 12
 Icon of St Agnes | 4
 The Geminiad | 2

## Ingredients

 Sthenic Venom | 8
 The Byzantine Tinct | 4
Lord Timothy Munday

**Decay Time** | 180s

**Lord Timothy Munday** is a Benefactor that showed an interest during your job at A Contract at the Gaiety.

## The Gentlemen at the Stage Door

**The Gentlemen at the Stage Door** is an Aspect on the card A Contract at the Gaiety. It notifies you to the presence of **Lord Timothy Munday** watching your performance before he becomes a *Benefactor*.

## Meeting Timothy

To meet Timothy, Work with A Contract at the Gaiety and add Health or Restlessness when it asks for Extra Effort, as long as the aspect **The Gentleman at the Stage Door** is present. Once Timothy has been met, this aspect will disappear from A Contract at the Gaiety.
Holiest Hemolymph

**Holiest Hemolymph** is the Moth 12 Ingredient.
It can be used in any Rite with the appropriate slot, or sold at auction for a minimum of 20 Funds.

## Locations

* Lagun's Tomb
* Miah chance of receiving as reward for completing this vault
* Port Noon chance of receiving as reward for completing this vault

## Notes

Hemolymph is a substance similar to blood which many invertebrates, particularly arthropods, use for their circulatory systems.
Mystique

*Mystique may attract the attention of Hunters. They can't use it to build a case against you, but it will encourage them to look harder.*

**Mystique**, if present, may be taken instead of Notoriety when a hunter is searching for clues. If this happens the hunter will begin searching again after the time is up, rather than considering the Evidence.

*Mystique is not prioritized over Notoriety when a Hunter is searching for clues.*

## Uses

* Painting.
* Flooding the board with *Mystique* may distract Hunters from finding *Notoriety*, giving it time to decay, or a chance to get rid of it with a Heart follower.
* May be used as decoys to thwart certain intrigues launched by the enemy Long.

## Obtaining

* Painting.
* Talking publicly about the invisible arts (Lore).
* Talking to a Rival with no subject.
* Failing to complete a Vault.
* Completing Patrons' Commissions.
* Exploring with Dedication: Remembrance as the Medium?
Freezing Winds

Opportunity
Winter 2
 **Decays To** | None

**Freezing Winds** is a Distraction available in the Exile legacy.

## Acquisition

Freezing Winds can be found by Reconnoitre in the following Places of Residence:

* Sunshine Island
* Wounded Moon Lake
* Kaunas (Little Paris)
* Leningrad
* Nizhny Novgorod
* The Tiger's Nest
* Prague
* Rostock
* Fogfire Point
* Stalingrad
* Sverdlovsk
* Lonely Places Between

## Uses

* As a Distraction, Freezing Winds can be used to counter attacks by reckoners.
* Freezing Winds provides a small amount of Winter and Edge. Using it in an Operation or Caper consumes the Distraction.
* Freezing Winds is one of the three Environment weaknesses that the Foe may possess, along with Trembling Heat and The Sea.
Masterpiece

A Masterpiece is a Tool created when Painting with four Passion, an inspiration with principle aspect of 5-degree or higher and a matching Pigment. This will create 1 Notoriety for using pigment. Using Lore or Spirits as inspiration will create another Notoriety. Thus, it is advisable to use 6-degree influences or unique disciples.

An exception to the above formula is the The Moth, which only requires for there to be any matching inspiration slotted in as Passion provides enough Moth influence to create the painting.

Masterpieces are auctionable, but can only be created once.

Masterpieces cannot be given to followers as gift, thus they are more useful as tools to perform rites. Masterpieces can be given to insane hunters with lvl 14 lore to recruit them.

## The Red Grail

The Grail Masterpiece. Created by Painting with Vital Pigment.

Aspects: Grail 8, Tool, Auctionable 5

## The Forge of Days

The Forge Masterpiece. Created by Painting with Bitterblack Salts.

Aspects: Forge 8, Tool, Auctionable 5

## The Door in the Eye

The Lantern Masterpiece. Created by Painting with Refulgin.

Aspects: Lantern 8, Tool, Auctionable 5

## Colonel and Lionsmith

The Edge Masterpiece. Created by Painting with Martensite Paste.

Aspects: Edge 8, Tool, Auctionable 5

## The Wolf-Divided

The Winter Masterpiece. Created by Painting with Greydawn Oil.

Aspects: Winter 8, Tool, Auctionable 5

## The Mother of Ants

The Knock Masterpiece. Created by Painting with The Byzantine Tinct.

Aspects: Knock 8, Tool, Auctionable 5

## The Sister-and-Witch

The Heart Masterpiece. Created by Painting with Rose-Pearl Dust.

Aspects: Heart 8, Tool, Auctionable 5

## The Moth

The Moth Masterpiece. Created by Painting with Piebald Pigment.

Aspects: Moth 8, Tool, Auctionable 5

## Teresa and Christopher

The Secret Histories Masterpiece. It is worth noting that this painting is impossible to create and cannot be spawned outside of using the dev console, given that there is no Secret Histories pigment. It was probably included as a joke.

Aspects: Secret Histories 8, Tool, Auctionable 5
Know

The **Know** are mortals who have successfully penetrated the Mansus at least once and passed through The Stag Door. They are aware of the deeper mysteries of the world, and many are resolved to ascend to ever higher levels of the Mansus despite perils both supernatural and mundane. Those Know who reach the summit of the Mansus or curry favor with a particular Hour through other arcane methods can become Long.

## List of the Know

* Claude Hersault (disputed)
* Christopher Illopoly (disputed)
* Elagabalus (disputed)
* The Society of the Noble Endeavour
	+ "Oisin"
	+ "Parsival"
	+ "Roland"
Interested

**Interested** is an additive aspect on **any** follower (except pawns and hunters turned follower) that is in a romantic relation with the player. Romancing a follower gives you some advantage:

* Better Memory cards during the Season of Ardours.
* Extra Principle aspect on the follower.
* Unlock Ever After endings.
* Sacrificing the follower in a Grail ascension will reduce the intensity threshold for the ritual to 27.

## Start a Romance

A romance can be started by inviting a follower to a good date spot (talk to them about location) and share your Desire. Correct location and desire will initiate the romance.

* Temptation: Enlightenment or better and Streets Strange by Moonlight.
Success gives follower the **Interested** aspect and 1 extra Lantern aspect.
Requires 1 Reason during the *Season of Ardours*.
	+ Cat Caro
	+ Slee
	+ 'Pope' Clifton
	+ Auclair
	+ Neville
	+ Enid

* Temptation: Power or better and Oriflamme's Auction House.
Success gives follower the **Interested** aspect and 1 extra Forge aspect.
Requires 1 Health during the *Season of Ardours*.
	+ Valciane
	+ Tristan
	+ Laidlaw
	+ Elridge

* Temptation: Sensation or better and The Ecdysis Club.
Success gives follower the **Interested** aspect and 1 extra Grail aspect.
Requires 1 Passion during the *Season of Ardours*.
	+ Victor
	+ Rose
	+ Violet
	+ Renira
	+ Saliba

* Temptation: Change or better and The Ecdysis Club.
Success gives follower the **Interested** aspect, 1 extra Heart and 1 extra Moth aspects.
Requires 1 Passion during the *Season of Ardours*.
	+ Dorothy
	+ Clovette
	+ Leo
	+ Ysabet
	+ Sylvia
	+ Porter

Romancing a follower requires only the Temptation stage of Desire, thus, it is possible to romance all your followers. This is not recommended, as a harem is unachievable and trying will only result in bloodshed. During Season of Ardours, there is a chance that one of your lovers will be affected by you having other lovers. This will then lead to all involved followers gaining Resentment in addition to their Interested. The event can reoccur if you have more than 1 follower with the Interested Aspect (i.e. you will eventually gain a rival if you continue to have two lovers).

## End a Romance

A romance may end, depending on your responses during the Season of Ardours.
Mamurren Scar

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

Heart 2

## Acquisition

**Mamurren Scar** is acquired by completing the Caper at Corpshaus Mamurra München.

## Uses

### An Ally!

Showing the scar to Jannings, the Vivisectionist will recruit him as an Ally.

### Heart and Winter

Mamurren Scar can be used anywhere a principle Aspect is accepted, such as in Operations and Capers.
Influences

* Influences are mystically potent thoughts and feelings that can be used in certain Rites to perform Magic, summon Spirits, and sometimes more esoteric things.
* Like Tools and Ingredients, they have Lore principles, but unlike these both, they are temporary and not auctionable, usually only lasting 60s. They can also be used when painting.
* Influences are often found in the Mansus, or from satisfying your Desire.
* Lantern and Winter influences decay to Fascination and Dread respectively. It is advisable to handle them properly or risk losing the game.

## Upgrading and Subverting Influences

* Influences can be upgraded by studying two of the same magnitude, this requires lore fragments of level 6 or higher of the matching lore type.
	+ There are multiple ways to upgrade some lower-level influences: for instance, Trembling Airs can be upgraded with either a second Trembling Airs or a Vitality to yield Pulsing Airs.
* Influences can be subverted in a similar manner to subverting lore fragments.
* Upgrading or Subverting Influences requires a lore fragment of level 6 or higher of the Influence type in the first slot.
* The following is the cyclic order that lore fragments must be subverted in:

```
Lantern -> Forge -> Edge -> Winter -> Heart -> Grail -> Moth -> (restart with Lantern)

```

* Knock influences can subvert influences of any principle other than Secret Histories, so long as they are of the same magnitude. This always produces Knock influence.

## Influence Levels & Names

The following is an incomplete table of influences that appear in the game.
Inspector's Position

**Inspector's Position** is a Card that all Detectives begin with. Applying it to the Work Action will return the Card with a decay timer of 90 seconds, unlock Time Passes, and produce 2 Funds, 1 Health (Fatigued), a Troublemaker to investigate, and a Sealed Bureau File. The Troublemaker is the highest level follower of your last game, most often making them a Long in the making if they were previously an Exalted.

Upon applying Inspector's Position to Work a second time before the timer is allowed to expire, four other Cards will be requested:

* 1 **Subject** with the Suspicious aspect (e.g. rivals, evidences).
* 1 to 3 Reason.

Only 1 Reason in any of the three slots is necessary to complete the investigation, but adding more Reason, if available, to the remaining slots will improve results.

The investigation takes 60 seconds to complete and yields 2 Funds at minimum.

* A successful investigation on a *Troublemaker* produces a new Tentative Evidence, plus +1 Funds.
* A successful investigation on a *Tentative Evidence* upgrades the evidence to a Damning Evidence, produces a new *Tentative Evidence*, plus +1 Funds.
* A successful investigation on a *Damning Evidence* consumes the evidence, takes 60 extra seconds to capture 1 Troublemaker, and produces A Favour from Authority, plus +5 Funds.

Once the Troublemaker has been captured, a new one will appear after a 60 seconds timer. As these Troublemakers come from the same pool as your potential followers, capturing too many of them will leave your Cult desolated with few followers.
Any successful investigation has a chance of inducing Night Terrors. Making it easy to DESPAIR unless managed properly.

Note that the evidences you created and have the same name and icon as the evidences other Hunters created against you but they're completely different cards and cannot be used in place of each other. Your evidences only last half as long at 300 seconds compared to their evidences.

## Other states

### Inspector of Police [Suspended]

If the Card is allowed to expire, it will convert into "Inspector of Police [Suspended]", which has a 90 second timer. Applying it to Work with 1 Passion before it expires will restore it to "Inspector's Position".

### Inspector of Police [Disgraced]

If "Inspector of Police [Suspended]" is allowed to expire, it will convert into "Inspector of Police [Disgraced]", which has a 90 second timer. After expiration, it will turn into mystique.
Maverick

**Maverick** is an aspect appearing on potential Followers. If the **Maverick** aspect appears on a potential follower, it signifies that they are a Rival, and will work- not necessarily against you, but not in your interests- towards ascending to the ranks of the Long. If a Rival ascends before you, you will lose the game.

Refer to the Rivals page for more information on rival occultists.
Dry Soul Curse

**Dry Soul Curse** is an Obstacle appearing during Expeditions. Its Aspect is Curse.

## Defeating

As told by the description, Followers with Heart or Lantern aspects can defeat this Obstacle with a probability depending on the aspect magnitude.

### Heart

*We call upon the Ring-Yew,...*

* **1 < Heart < 5**: *... who is succulent. Perhaps the power of that old and fecund Hour, the Ring-Yew, can protect us from the Curse. Perhaps not.* 30% chance of success.
* **5 <= Heart < 10**: *... who encompasseth. We carry enough Heart aspect to quell the Curse... probably.* 70% chance of success.
* **10 <= Heart** : *... who is renewed. We are strong enough in Heart to be secure against the Curse.* 90% chance of success.

### Lantern

*We call upon the Colonel,...*

* **1 < Lantern < 5**: *... who is blind. The Colonel is an Hour which knows Light, but does he remember it? His power might yet protect us.* 30% chance of success.
* **5 <= Lantern < 10**: *... who is scarred. The Colonel is a scarred Hour, but a power which knows Light, and he has survived worse. His power should protect us.* 70% chance of success.
* **10 <= Lantern** : *... who cannot be denied. The Colonel is a fierce Hour, but a power which knows Light, and he has survived worse. His power will almost certainly protect us.* 90% chance of success.

In the Apostle legacies, an enemy Long may place the Dry Soul curse on you. This can be defeated by summoning and sacrificing a Percussigant, but it will also make the Long stronger.

## Success

Dispelling the Dry Soul Curse will remove the Obstacle and continue the expedition.

## Failure

Failing to dispel the Curse will trigger the Dormant Dry Soul Curse action. The Obstacle will however be removed.
In the Rending Mountains

The Rending Mountains can probably be identified with the real-world Zagros Mountains, which stretch from Anatolia to Persia. The Greek god Zagreus was dismembered and reborn, which explains the "rending", and the etymology of his name is related to pits used by hunters, although the real Zagros mountain and the god Zagreus are not related. Ninegala of Lagash identifies Zagreus with The Thunderskin, and claims that the Rending Mountains were named for him.

In the Rending Mountains is an aspect which appears on 5 vaults:

* Hunter's Pits
* Snow's Keeper
* The Eye of Ikirmawi
* The Mausoleum of Wolves
* Tombs of the Shadowless Kings

Vaults **In the Rending Mountains** can be found when Exploring with an Unresolved Ambiguity.

1. ↑ In The Mountains...
Elridge

Elridge is a Edge Follower. He is controlling, orderly, sociopathic, and yet somewhat elegant. As he becomes stronger, his attention to detail becomes far sharper.

One may engage in a romantic relationship with Elridge if he is spoken to and Oriflamme's Auction House is chosen as the subject of discussion. Temptation: Power or any of its forms (ex., Desire: Power) is also required to do so.

## Elridge, a disciple

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

## Elridge, an Assassin

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

## Rival

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

## Prisoner

Aspects: Mortal, Heart 3, Lantern 3, Edge 5, Prisoner, Grail 3

## Romance

Elridge can be romanced at Oriflamme's Auction House.