recursal/Fanatic-Fandom huggingface dataset:
A Ciphered Diary

**A Ciphered Diary** is a Bright Young Thing legacy card obtained during the series of events when working with This and That.
It can be studied to unlock Talk and get 1 Reason as well as other starting items for your Desire.

### Study

#### Studying a Troubling Diary

*Papa's diary. It's a catalogue of obsessions. But perhaps it will make some sort of sense of recent events?*

* Takes 10 seconds.

*The name of (Previous Character) appears again and again in these pages. They were 'a locus for impossibility', a 'fount of the future'...'one who has cut the eye.' And, on the last page, there is a correspondence address, and a name.*

* Removes **A Ciphered Diary**.
* Gives 1 Reason.
* Gives a level-2 Grail lore fragment - A Red Secret.
* Unlocks Talk, initialized with *Summoning a Stranger*.

### Talk

Automatically starts *Summoning a Stranger* when unlocked.

#### Summoning a Stranger

*I've contacted the individual named in this troubling document. I have little reason to believe they will be able to enlighten me on the nature of what went before. But perhaps they can help with what is to come.*

* Takes 60 seconds.

*My new acquaintance speaks authoritatively of Papa. He knew he was dying. He had hoped to taste unknown pleasures before his end - pleasures denied to healthy society. My new acquaintance suggests that I might finish what he began - that if I do so, I might save myself from the despair which haunts my family.*

* Gives Temptation: Sensation.
* Acquaints Poppy Lascelles.
An Injury

Ingredient

**An Injury** can occasionally be gained while working using Health. 1 Funds will still be gained but the Health card will be consumed to produce An Injury.

## Usage

An Injury can be restored to Health by Dreaming it with either 1 Funds or 1 Vitality before it expires. If An Injury is allowed to expire, then the player will not be able to regain the lost Health and will gain Decrepitude instead.

An Injury can also be used as a Knock 2 Ingredient in Rites or to promote Followers. In this case, the card will be consumed and the lost Health will not be recovered.
Auctionable

Auctionable is an aspect which shows up on several different kinds of cards. It allows them to be sold at Oriflamme's Auction House, giving you Funds.

The more Auctionable an item has. The more Funds it gives when sold.

## Translation and Auctioning

In general, translating a text does not change its Auctionable value. There are five exceptions: The Uyrus is worth 2 more when translated, while The August Stone, The Geminiad, The Journal of Alessandro LaCroce, and The Velshorn Inscriptions are each worth 1 more.
A Bequest

**A Bequest** is an item given to the player near the beginning of their first playthrough, or any playthrough using the Aspirant legacy. It has no aspects. It is said to be a package of peculiar papers, including poetry, riddles, and metaphysical speculations.

Studying the Bequest with Passion gives Directions to Morland's, Notes on a Possible Collaborator, A Smith's Secret, and Temptation: Power.

Studying the Bequest with Reason gives Directions to Morland's, Notes on a Possible Collaborator, A Watchman's Secret, and Temptation: Enlightenment.
Decrepitude

Remnant
Winter

**Decrepitude** is obtained when An Affliction, An Injury or Hunger is left to decay its full time. Decrepitude can also be obtained by speaking to a Spirit with the Thresher of Thoughts aspect (with Reason as the subject), converting a Reason to a Decrepitude. The same goes for Spirits with the Lamp of Loss aspect, instead converting Passion to Decrepitude. Additionally, in Apostle legacies, the enemy Long can launch assaults against you if they gather sufficient strength. The stronger attacks, if not defended against, can turn Health into Decrepitude.

## Usage

Decrepitude can be used in Work to generate Dread and Funds, e.g. to counter Fascination. Sometimes however, it generates 2 Funds only.

You can dream with decrepitude and a corpse to generate an erudition. This is a convenient way to swallow the evidence before it can decay into notoriety or be used by an investigator.

With the Medium? Legacy, studying with decrepitude and the Formula: Elixir Zeboim grants the Honeyed Memory, which is necessary for completing The Palest Painting. Note that this will destroy the card, making the lost Health impossible to recover.

## Curing

Decrepitude can be cured by the Forge's Redemption Ritual or by drinking the True Blood of St. Januarius through the Dream verb. These are the only ways to recover the lost Health.
A Favour from Authority

**Element ID** | favour

## Obtaining

**A Favour from Authority** can be obtained by several ways:

* Possible choice in the **Red Church** while dreaming on Way: The Peacock's Door.
* Possible choice in the **Spider Door** while dreaming on Way: The Spider's Door.
* Possible choice in the **Lodge of the Sage Knight** while dreaming on Way: The White Door.
* Creating and using Damning Evidence as a Detective to create an investigation upon a Quarry, and successfully taking them away.
* Possible reward when speaking to Miss Naenia with Something Shameful.

## Usage

A Favour from Authority will allow a Detective to achieve a minor victory with Inspector's Position, or, if a Hunter brought a Damning Evidence to court, grants a chance to allow the Player or a Cult member to be let off from the case. Multiple Favors can be used for this should the initial application fail to work.
Christopher Illopoly

**Christopher Illopoly** was a human occultist who wrote several books on the occult and earned a reputation as "the only readable occultist". He was the lover of Teresa Galmier, who he called Baldomera after St. Baldomerus, the patron saint of Locksmiths. He does not appear in-game, unlike Teresa, but his ultimate fate is unknown. Some of Teresa's dialogue in-game suggests that he either died of natural causes, or they separated due to her becoming Name. She also suggests that he may have been mistreated by the Suppression Bureau.

Illopoly is probably best known for his three-volume dream-journal *Travelling at Night*, which describes the lower portions of the Mansus:

* The first volume describes the Wood and the bounds of the Mansus, and gives A Barber's Warning, which can be used to reach the Wood.

* The second volume suggests that the Roman Emperor Elagabalus was a pawn of the Sun-in-Rags, and talks about Winter and the White Door. Illopoly states that he never passed the White Door due to a lack of knowledge of Winter, which is a hint that A White Ceremony can be used to unlock the White Door.

* The third volume deals with the Stag Door, which Illopoly also never passed, because he was too devoted to Teresa to want anything else. This corresponds with the fact that to reach the Stag Door in game, the player must use their Desire. In this volume, Illopoly worries that Teresa wants the Stag Door more than she wants anything else, including him.

In his later years, Illopoly took up writing the *Sunset Diaries*.
Damning Evidence

**Decay Time** | 600s

*With Damning Evidence of occult activities in the city, the Suppression Bureau will be able to convict you. Evidence may survive the death of the Hunter who created it.*

Allowing a Hunter to grab a Notoriety card and a Tentative Evidence card may result in this card. You're one step short from court. Better quickly getting rid of this with a follower high in Moth aspect or get a Favour from Authority.

## Inspector's Position

**Damning Evidence** created by the Inspector's Position has the Suspicious aspect instead of Evidence Level, and lasts only 300 seconds. They cannot be used against you.

It can be obtained by investigating a Tentative Evidence with *Suspicious* aspect.

Investigating it may result in capturing a Troublemaker.
An Affliction

Winter 2

An Affliction is a Card produced by Sickness after consuming 1 Health. It has a duration of 180 seconds.

## Usage

An Affliction can be restored to 1 Health by Dreaming with it, adding either 1 Funds or 1 Vitality, before it expires. If An Affliction is allowed to reach the end of its timer, the Health used to create it is lost and the card will decay into Decrepitude.

An Affliction can also be used as a Winter 2 Influence in Rites or to promote Followers. If used in this way the card is consumed, and the lost Health will be permanently destroyed.
Dawnbreaker Technique

**Dawnbreaker Technique** is an instruction card of the Apostle Aestuant legacy. You obtained it by working with a Favoured Place. It loosely describes on how to achieve a Major Forge victory.

	+ Perform a rite with Carcass Spark and Shaper's Guidance to create Dormant Dawnbreaker Core.
	+ Perform a rite with Dormant Dawnbreaker Core and the highest level lore fragment Mysteries of Making. This will awaken the core to Dawnbreaker Core.
* Create Blue Gold. Perform a rite with Shaper's Guidance and Forge ingredients will upgrade them to higher level, up to Blue Gold which is not available normally.
	+ Bitterblack Salts
	+ Xanthotic Essence
	+ Iotic Essence
	+ Blue Gold
* Choose the Compass.
	+ Perform a rite with a follower and Shaper's Guidance, giving them the Chosen Compass aspect.
	+ Awaken the Chosen Compass to Thine Eyes Have Seen by succeeding an expedition on Kerisham with the Compass. The Compass will lose all other principle aspects.
* Acquire the highest level lore fragment Mysteries of Opening.
* Acquire the rite Rite Intercalate.
* Get Mrs E.'s Assistance.
	+ Talk to Sulochana Amavasya about Shaper's Guidance. She will introduce you to Mrs E. who will take 180 seconds to arrive.
	+ Mrs E. demands you to give her *Someone Tasty* (an Exalted) in exchange for her help. Society of St Hydra exempts you from sacrificing a follower.
	+ *Mrs E.'s Assistance* lasts only 600 seconds. You need complete your great task before then.
* Acquire a magnitude-15 Forge influence: An Incandescence.
* **Finally,** Perform a *Rite Intercalate* with:
	+ Dawnbreaker Core
	+ Blue Gold
	+ A follower with Thine Eyes Have Seen aspect
	+ Mysteries of Opening
	+ An Incandescence
	+ Mrs E.'s Assistance

The Savage Door is an old wound, and it does not open easily, but once again it opens. Even the Gods-from-stone employed it, and how many before them? Our Shaper passes both the Door and the Gate, and is become a Name of the Forge, and a single place has opened in the ranks of the Long. It is not for me. I am Nowhere. Nowhere is lit by lamps of black nephrite. In Nowhere, we hear the voices prophesying. In Nowhere it is very cold. But it is always possible to be deader.
*[Congratulations on a major victory. Perhaps one in twenty players ever achieve even a minor victory: fewer still rise this far. We, and Janus, salute you.]*
Beguiling Curio

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

Worth 1
Portable
Asset
Grail 2

## Acquisition

* A **Beguiling Curio** can be acquired by completing the Caper at Chateau Tarascon.
* A **Beguiling Curio** is all that remains when the Lionhunter's Rifle ammo is depleted.

## Uses

### Grail

A Beguiling Curio can be used anywhere a principle Aspect is accepted, such as in Operations and Capers.

### Worth

A Beguiling Curio can be sold for 1 Cash or used to address up to 1 Price.

### Comfort

A Beguiling Curio can be Employed to produce 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.
A Western Sea

**A Western Sea** is an Obstacle appearing during Expeditions. Its Aspect is Peril.

## Crossing

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

### Heart

*We call upon the Sister-and-Witch,...*

* **1 < Heart < 5**: *... who are pearl. The Sister-and-Witch are not of the sea, but they walk beside it. Perhaps their protection will be sufficient.* 30% chance of success.
* **5 <= Heart < 10**: *... who cannot be separated. If storms strike, the Sister-and-Witch will keep our crew and our vessel in one piece. Probably.* 70% chance of success.
* **10 <= Heart** : *... who cannot be touched. Storms rise for the Thunderskin and subside for the Sister. The right words will carry us safe across the sea.* 90% chance of success.

### Forge

*The Sailor's...*

* **1 < Forge < 5**: *... Hope. Forge-aspected followers are competent and practical, but the sea is tricksy. We will struggle to stay on course.* 30% chance of success.
* **5 <= Forge < 10**: *... Strength. We are practical souls, strong in Forge. We'll probably be fine.* 70% chance of success.
* **10 <= Forge** : *... Surety. Our Forge skills represent plenty of expertise. We'll make it through.* 90% chance of success.

## Success

Crossing the Western Sea will remove the Obstacle and continue the expedition.

## Failure

Failing to safely cross the Western Sea will result in a 70% chance of a Follower becoming injured.
A Snoozing Undergoer

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

 **Decays To** | None

**A Snoozing Undergoer** is provided as the reward for completing a Caper at Yeshiva Tigris. It can be shown to Vasil, the Fivegoer to recruit him as an Ally.

Note: This is in all likelihood a sleeping Raw Prophet.
Cater & Hero Limited

**Cater & Hero Limited** is a Vault.

## Text

* Description:

It's been abandoned since the explosion, when both the owners died. The machines stand silent; the building is a collapsing shell. Mr Cater was known to display peculiar trinkets in his office. Perhaps some yet remain.
* Start Description:

The remaining factory walls could topple at any moment. Blackened timbers creak in pain. We must equip ourselves properly and move with dreadful care.
* Success Description:

Here is the capacious room where Mr Cater once watched his workers on the factory floor. The window-glass is long gone, and rats and crows have made this place their battle-ground, but perhaps there is still something of use here...
* End Description:

Two floorboards lift away to reveal a hollow beneath Cater's desk! The rats have made free with the biscuits he stored there against the peckishness which haunts the entrepreneur, but they could not penetrate this iron lock-box. A moment with a crowbar will open it.
## How to acquire

It is randomly awarded for exploring An Occult Scrap (Secret Histories 2).

## Obstacles

* Treacherous Ground - overcome with one of: Forge, Lantern

## Rewards

* An Abandoned Warehouse (HQ potential location)
* Apollo and Marsyas (Book)
* Lord Franklin Bancroft: Diaries, 1750-1790 (Book)
* Marruvine Idol (Tool)
* Vital Pigment (Ingredient)
Change: Pupil

This is a stage of Temptation: Change. It is obtained by upgrading Change: Stigma.

To upgrade this card to Change: Ivory, dance in the Ecdysis Club with this as a Purpose and at least 15 Heart or 15 Moth to create Guise: Dove or Instar: Avid. Then send it on an expedition to Port Noon to create the card Bones, Surrendered, which will be consumed in the Season of Ambitions to advance this card.
Cultist Simulator Reference Doc

This page is a stub serving as a link to the external Cultist Simulator Reference Doc. It was created and is maintained by Steam user Jikosh.

It is a Google spreadsheet including information on:

* Expeditions
* Vault loot tables
* Auction house
* Dreaming
* Talk verb with cult interaction
* Mansus
* Rites

## Things to do:

* Incorporate info from doc into wiki, primarily
	+ Expeditions
	+ Vault loot

## Reference

Jikosh Steam user profile: https://steamcommunity.com/profiles/76561198010312888

Cultist Simulator Reference Doc: https://docs.google.com/spreadsheets/d/1mlMriKn63RtUGu47wX97Jvnno0\_hLWlWRqZWM3hMiP0/edit?usp=sharing
Dangerous

**Dangerous** is an Aspect signifying your strength. Cards with this aspect can be used to attack your enemies directly. The following cards have this aspect:

* Skill: a Matchless Physique
* Ascension: Power - The Fifth and Sixth Marks

## Hunters

Talking to a Hunter with a card with the **Dangerous** Aspect has a 30% chance of allowing you to kill the Hunter with your own hands. Tenacious Hunters have a 30% chance of surviving this regardless. If the attempt fails, the Hunter will become Wary and will not speak to you again. Success will produce A Human Corpse and Notoriety.

## Rivals

Talking to a Rival with a card with the **Dangerous** Aspect has a 30% chance of allowing you to kill them with your own hands. If the attempt fails, the Rival will become Wary and will not speak with you again; they will also gain a Resentment. Success will produce A Human Corpse and Notoriety.

## An Immortal Enemy

In Apostle legacies, An Immortal Enemy will occasionally attack directly, and can be defended against with Skill: A Matchless Physique (the only card with the Dangerous aspect available in Apostle legacies).

### A Dart in the Dark

The Enemy may send assassins to attempt to either attack and kill a Follower or convert a Health card into an Injury. Defending against this attack with your Skill card has a 30% chance of success. Regardless of success or failure, the assassin will be thwarted; however, on failure, your Skill card is destroyed.

### A Direct Assault

The Final Confrontation with the Enemy has a chance of being a Direct Assault, where the Enemy periodically mounts Savage Onslaughts, each of which converts a Health card into an Injury. Defending against a Direct Assault with your Skill card will delay the next Savage Onslaught by 60 seconds and cause the Skill card to be destroyed. There is also a 30% chance of inflicting a wound on the Enemy.
Spirit Walk

thumb|300px

## Description

During combat, activate artifact to turn ethereal, avoiding all damage until your next attack.

## Details

Buy value: 40-44

Sell value: 14

Number of uses: 8

Note: Spirit Walk is temporally and does not seem to provoke aggro or traps. Not recommended for combat.

Note: Spirit Walk can be used to walk pass Dark Dweller encounter at no cost of the artifact's combat use counter, if it is equiped.
Challenge

Redirect to:

* Challenges
**Challenges** in Cultist Simulator are encountered when upgrading Lore and during Operations.

## Challenges when Upgrading Lore

Challenges when upgrading Lore must be overcome to complete the upgrade. Progress is recorded on a failed attempt by the removal of the satisfied Challenges' Aspects from the Fragments of Lore. Each type of Challenge can be overcome in multiple ways, as indicated in their descriptions.

## Challenges during Operations

Challenges during Operations can be overcome by supplying a matching principle of sufficient intensity. Overcoming Challenges provides Effectiveness or Subtlety, depending on the principle used. Overcoming an Operation's Challenges is not required for the Operation's success.
Congregation of St Felix of Schüren

**Congregation of St Felix of Schüren** is a Vault.

## Text

* Description:

A Nonconformist enclave of a heterodox sect of a Calvinist offshoot, tucked away in an odd corner of the city. They belt out hymns with unsuitable gusto, in a throat-scraping language that is very much not quite Latin.
* Start Description:

Membership of the Congregation is strictly controlled. It may even be inherited. The safest approach is to burgle the minister's residence while he's conducting a service - but the sworn mothers of the Congregation guard the place in shifts, and they are not easily distracted.
* Success Description:

The minister's bed-chamber is grand in proportion, but sparsely furnished. Beneath the window, a feathered ornamental axe rests besides an enameled chalice-drum on a little altar of yew-wood.
* End Description:

Beneath the altar, in a box secured with a complicated triple knot, we find a trove of books - and more besides - a knife rank with old blood, a twist of cloth, a leathery remnant of something the minister must have surrendered at his ordination.
## How to acquire

It is randomly awarded for exploring An Occult Scrap (Secret Histories 2).

## Obstacles

* Monks - overcome with one of: Edge, Moth

## Rewards

* Unattended Church (HQ potential location)
* The Rose of Waznei (Book)
* De Bellis Murorum (Book)
* The Rose of Nuriel (Book)
* Chione at Abydos (Book)
* Kühner and Gerth (Book)

When playing as Medium?, a temporary action will occur - called **One More Treasure** - which will give you a Leathery Remnant after 10 seconds.
Blue Gold

Aspects: An element of the Great Work, Ingredient

Blue Gold is created when Iotic Essence is used in a rite with Shaper's Guidance. It is one of the six things necessary to win an Apostle Aestuant victory.

The enemy Long can attempt to sabotage the Great Work. If they are successful, Blue Gold becomes Unstable Blue Gold. If sabotaged, it may be repaired with a Forge follower and Silver Spintria.

Aspects: Sabotaged!, Ingredient
Children of Silence

* Violet
 Hirelings
 Summons
* Shattered Risen
* Burgeoning Risen
* Voiceless Dead

**Children of Silence** is the Winter-aligned cult, dedicated to the principles of silence and endings. Its founders can promote the followers of the Winter aspect to its tenth rank (Those who are Silent).

### Strategy

Winter is a flavorful, efficient cult that shares many strengths with the Church of the Bright Edge. Its biggest strengths lie in the elimination of Hunters, giving it a certain advantage in the Sensation and Enlightenment victories. Winter-lore is not very common but neither is it very uncommon, and the magnitude-eight Winter tool can be found inside the Forgotten Mithraeum, a vault In the Capital. This makes it simple to promote your Winter cultists fairly early, with a little luck.

##### Murder a Stranger

The Winter cult business is *Murder a Stranger*, which, if successful, rewards you with 1 Funds, A Human Corpse, and two random other treasures, the full list of which is contained below:

* Iron Spintria
* Bronze Spintria
* Martensite Paste
* Bitterblack Salts
* Vital Pigment
* Rose-Pearl Dust
* The Byzantine Tinct
* Piebald Pigment
* Jumble

(Note that Funds, Iron Spintria, and Jumble are much more common results of hoodwinking than ingredients and Bronze Spintria)

With one of your Winter-cultists exalted to one who is silent, the success rate for Murdering is 90%. It's a good way of raising emergency funds, but the Notoriety acquisition builds up much too quickly to be relied upon as income.

##### Other Strengths

Winter followers are good at destroying Hunters. While they have a lower success rate than Edge-cultists, they will not die on a failure. Given that there are only two named (nameless, rather) they who are silent, this means that you can take risks with them you otherwise couldn't.

Winter has a limited use on expeditions. It can be used to defeat The Fifth Eye Curse, destroy The Fretful Dead, or cross The High Passes. Generally speaking, Forge or Edge will serve you better.

Winter's major summon is the Maid-in-the-Mirror, a 10 Edge/10 Winter summon which will serve you very well in expeditions or in getting rid of annoyances and Hunters.

##### Victory

The **Children of Silence** are best suited for the Sensation victory. Its cult business provides a corpse, which you can devour to keep your marks up.
A Poor Lunatic

Heart 3
Grail 3
Moth 3
Mortal

**A Poor Lunatic** is a Mortal that went mad in their attempt to ascend. You may become one if you let a Trembling in the Air consume 3 Fascination.

Unlike other Prisoners, **A Poor Lunatic** will not create Notoriety upon decaying into a corpse.

## Obtaining

**A Poor Lunatic** can be obtained in the following ways:

* Use the Talk action on a Lantern Follower with the Society subject *(rare and consumes the Follower)*.
* Use the Talk action on a Prisoner with the Fascination subject.
* An Erratic Disciple decays into one after 600 seconds.
Dedication: Enlightenment

The Marks of Light 2

*This makes an Enlightenment victory possible. I must be a true initiate of the Mansus; I'll need to Work with Lantern-aspect to allow the Watchman to see me.*

This card can be upgraded from Temptation: Enlightenment.

To upgrade this card to Ascension: Enlightenment, work on it with Way: Through the Stag Door and 6 Lantern.
A Trembling in the Air

**A Trembling in the Air** is a seasonal action occasionally created by Time Passes. It's called the Season of Visions in the game.

This action has one magnet that grabs Fascination cards or, in case when at least one *Fascination* card was already grabbed and processed, it may also grab Dread and Fleeting Reminiscence cards.

Each *Dread* or *Fleeting Reminiscence* card grabbed by this action's magnet destroys a processed *Fascination* card.

Allowing magnet to grab and process three *Fascination* cards makes next countdown of this action also a countdown to losing the game, unless a *Dread* or *Fleeting Reminiscence* card is available.

Safely clearing this action leaves you with 1 Fleeting Reminiscence.

### Relationship with Bleak Thoughts

*A Trembling in the Air* and *Bleak Thoughts* are similar to each other, although with opposite tendency.

Both actions may be activated at the same time. In which case, *Bleak Thoughts* may grab *Dread* cards before *A Trembling in the Air* could, worsening your situation.

It is advisable to clear *Bleak Thoughts* first by creating Contentment, after which, it will leave 1 Fleeting Reminiscence that can be used to clear *A Trembling in the Air* and *Dread* cards can once again be used.
Cat Caro

Cat Caro is a Lantern Follower. She is calm and watchful. A Medium and fortune-teller, her power lies in dreams.

A romantic relationship with Cat Caro requires speaking to her with Streets Strange by Moonlight. Temptation: Enlightenment or any of its forms (e.g., Desire: Enlightenment) are also required to do so.

## Cat Caro, a disciple

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

## Cat Caro, a Seer

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

## Rival

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

## Prisoner

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

## Romance

Cat Caro can be romanced at Streets Strange by Moonlight.

## Trivia

Cat Caro's name may be a portmanteau of the names of two jazz singers: Dimie Cat and Caro Emerald.

Alternatively, it is a Kickstarter backers name, and thoroughly less interesting in origin. Alas
Amaranthine Nectar

**Amaranthine Nectar** is the Grail 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

* Possible draw from visiting the Red Church.
Clovette

Clovette is a Heart Follower. She is optimistic, joyous, and free-spirited. Even if she is imprisoned, she maintains her optimism.

One may engage in a romantic relationship with Clovette if she 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.

## Clovette, a disciple

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

## Clovette, 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

## Romance

Clovette can be romanced at The Ecdysis Club.
Caligine

Forge 8
Moth 8
Deceiver 8

The **Caligine** is a summon-able minion with a duration of 180 seconds. It requires at least 2 Knock, 2 Winter and 6 Forge to summon. They were summoned by the House of Lethe as well as their successors, the Obliviates.
When destroyed, the Caligine will leave behind A Rising Heat.

# Trivia

* *Caligine* is Italian for soot or smog, based off the Latin *caligo*, meaning fog or darkness.
Curio: Threadbare Angel

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

Asset
Moth 4
Grail 2

## Acquisition

Curio: Threadbare Angel is acquired by Employing Opportunity: Purchase an Unsettling Doll?

## Uses

### Moth and Grail

Curio: Threadbare Angel can be used anywhere a principle Aspect is accepted, such as in Operations and Capers.

## Notes

* The Threadbare Angel is presumably a Wingèd Doll. Interestingly, although the Wingèd Doll is auctionable, the Threadbare Angel cannot be sold for any price.
Change: Antumbra

The Forms of Change 4

*This card will allow you to win a Change victory, if you upgrade it far enough. Devote enough effort to your dances, and you'll find the next step.*

This card can be upgraded from Change: Pearl.

can be used in A Contract at the Ecdysis Club with 10 Heart or 10 Moth aspect to gain: Guise: Fox or Instar: Russet.

Upgrades to Change: Stigma after gaining the Hues, Surrendered from Foxlily Meadows using Guise: Fox or Instar: Russet.
Cultist Simulator

***Cultist Simulator*** is a game created by Alexis Kennedy of Weather Factory and the first game in the *Secret Histories* franchise. It was released on May 31, 2018. A spin-off game set in the same universe called *Book of Hours* is in development.

## Description

*Cultist Simulator* is a single-player digital board game filled with mystery, experimentation, and self-destruction. Find abominable rites in dreams. Craft tools and summon spirits. Indoctrinate innocents. Choose between sane and insane victory conditions. Become the herald of a new age.

## Editions

*Cultist Simulator* was released in three editions. A free demo is also available.

* **Cultist Simulator** - The standard version of the game. Includes access to all free updates, but no paid DLC, which must be purchased separately.
* **Perpetual Edition** - Includes the game plus free access to all updates and DLC. Only available by pre-ordering or buying during a limited post-launch window.
* **Anthology Edition** - A bundle with the game plus all updates, DLC, and the official soundtrack at a 15% discount off the total price.

## Downloadable Content

Four paid add-ons were released for *Cultist Simulator* in the form of four new Legacies. All DLCs were included in the Perpetual Edition and Anthology Edition.

* **The Dancer** - *Peel off your skin at an occult cabaret!* Released October 16, 2018.
* **The Priest** - *Martyr yourself in the name of St Agnes!* Released May 30, 2019.
* **The Ghoul** - *Consume the dead, and paint in memory!* Released May 30, 2019.
* **The Exile** - *Flee your Foe across 1920s Europe!* Released May 27, 2020.

## System requirements

### Mac OS X

#### Minimum

* OS: Mac OS X 10.6 or later
* Processor: 2GHz or better
* Memory: 1 GB RAM
* Graphics: 1280x768 minimum resolution
* Storage: 500 MB available space
* Sound Card: DirectX v9.0c compatible

### Steam OS + Linux

#### Minimum

* Processor: 2GHz or better
* Memory: 1 GB RAM
* Graphics: 1280x768 minimum resolution, OpenGL Core
* Storage: 500 MB available space
* Sound Card: DirectX 9.0c compatible

### Windows

#### Minimum

* OS: Windows XP or later
* Processor: 2GHz or better
* Memory: 1 GB RAM
* Graphics: 1280x768 minimum resolution
* DirectX: Version 9.0c
* Storage: 500 MB available space
* Sound Card: DirectX 9.0c compatible

## See also

* Prototype
* Book of Hours

## External links

* Official site
* Steam
Auclair

Auclair is a Winter Follower. She is scholarly, quiet, and remorseless. She has an affinity for chess, and is corpse-like in mannerisms.

One may engage in a romantic relationship with Auclair if she is spoken to and Streets Strange by Moonlight is chosen as the subject of discussion. Temptation: Enlightenment or any of its forms (ex., Desire: Enlightenment) is also required to do so.

## Auclair, a disciple

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

## A gaunt woman, who is silent

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

## Rival

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

## Prisoner

Aspects: Mortal, Heart 3, Grail 3, Winter 5, Prisoner

## Romance

Auclair can be romanced at Streets Strange by Moonlight.
Aramaic

**Aramaic** is one of the Languages of Cultist Simulator.

## Written in Aramaic

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

## Scholar: Aramaic

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

* Studying with Dr Ibn al-Adim.
* Studying the Book THE MAGUS VON BRANDT'S AUTHENTIC AND UNIQUE ACCOUNT OF THE TRUE TONGUE OF THE TRUE HOLY LAND OF THE HIGHMOST.

*Scholar: Aramaic* is also one of the requirements to gain Scholar: Deep Mandaic.

## List of Books written in Aramaic

* A True and Accurate History of the Shadowless Kings
* As The Sun His Course
* On Matthias and the Amethyst Imago: Loss
* On Matthias and the Amethyst Imago: Pursuit
* On Matthias and the Amethyst Imago: Transformation
* The Account of Kanishk at the Spider's Door
* The August Stone
* The Morphy Codex
* The Sky, the Soul
* The World Does Not Weep
A New Faith?

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

 **Decays To** | None

**A New Faith?** is an Opportunity in the Exile legacy. It adds 2 Cash to the base payout when used in an Operation.

## Use

Employ this Opportunity with 1 Space, 1 Stolen Year, and optionally a "shadow" Opportunity to launch an Operation:

* With no Hour, this launches Continue a Faith-Healing Cult.
* With The Flowermaker's Shadow, this launches an Esoteric Cult of the Flowermaker.
* With The Horned Axe's Shadow, this launches an Esoteric Cult of the Horned-Axe.
* With The Wolf Divided's Shadow, this launches an Esoteric Cult of the Wolf Divided.

This consumes the Stolen Year and the optional influence.
A Hidden Door

**A Hidden Door** is an Obstacle appearing during Expeditions. Its Aspect is Seal.

## Defeating

As told in the description, Followers with Lantern or Knock aspects can overcome this Obstacle with a probability depending on the aspect magnitude.

### Lantern

*We call upon the Watchman,...*

* **1 < Lantern < 5**: *... who is not Compassionate. We carry light. We might find this Hidden Door. It'll be a struggle.* 30% chance of success.
* **5 <= Lantern < 10**: *... who Navigates. Our senses of sharpened. We should find this Hidden Door.* 70% chance of success.
* **10 <= Lantern** : *... who Illuminates. We'll almost certainly find this Hidden Door.* 90% chance of success.

### Knock

*We call upon the Beach-Crow,...*

* **1 < Knock < 5**: *... to whom belongs what is not possessed. We have some ability in the matter of opening. We might find this Hidden Door. It'll be a struggle.* 30% chance of success.
* **5 <= Knock < 10**: *... who opens the earth. We are skilled in uncovering hidden ways. We'll probably find this Hidden Door.* 70% chance of success.
* **10 <= Knock** : *... who sees what is lost. We bear a great power of opening. We'll almost certainly find this Hidden Door.* 90% chance of success.

## Success

Finding the Hidden Door will remove the Obstacle and continue the expedition.

## Failure

Failing to open the Warded Door will not put your Followers in danger but will trigger a 30s timer after which another attempt can be made.
Baghdad

Destination

**Baghdad** is a possible Destination or Place of Residence in the Exile legacy. It can be reached from Istanbul, Meshad, and Tiflis. It is transformed into **Baghdad in Flames** after betraying or assisting an Uprising. Arrival in Baghdad provides Official Connection and Althiban Abyss.

## Reconnoitre Baghdad

### Connections and Licenses

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

### Property

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

### Items

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

### Distractions

* Trembling Heat
* Faith

## Send Discreet/Hasty Messages from Baghdad

* Alexandria
* Istanbul
* Meshad
* Tiflis
* Hermitage of the Scythe

Default: A Dash Cross-Country
Captain Welland

**Captain Welland** is a Long of the Forge aspect.

## Apostle Aestuant Legacy

In the Apostle Aestuant Legacy, Captain Welland is one of the possible Long enemies who seek to prevent the ascension of a new Name. In a Starlight confrontation, he cannot be harmed by Caligines.

When defeated, he leaves behind a letter urging the player to betray their Shaper:

Studying the secret removes the Mentor card, but enables a standard Forge victory.
A Language

**A Language** is an Aspect which appears on Cards that represent knowledge of certain languages. They allow books to be translated, so they can be further studied, yielding Lore Fragments.

Cards with this Aspect include:

* Scholar: Aramaic
* Scholar: Fucine
* Scholar: Greek
* Scholar: Latin
* Scholar: Phrygian
* Scholar: Sanskrit
* Scholar: Vak
Devourer

**Devourer** is an aspect that appears on certain Spirits. When summoning of a **Devourer** spirit is flawed, there is a chance that they may harm the player or an available follower.

There is an equal chance of a Devourer grabbing a Health card or a Mortal (including Patrons, Followers, Hunters, etc.). At less than Devourer 10, there is a 70% chance that Health will be transformed into An Injury or that a Mortal will be transformed into A Human Corpse; otherwise, Notoriety will be produced. At Devourer 10 and above, there is 100% chance of an injury or a dead Mortal.

### An Escaped Summoning Closes on its Victim

*The victim will know that something is amiss, by now. They will listen to the sounds in the night and try to make preparations.* - **Mid-level Devourer**
*Closer with each sweep of the clock's hand, like a circling wind, like the river's coil.* - **High-level Devourer**
There is a 50% chance a Devourer spirit will grab a Mortal; this includes Followers, Patrons, Hunters, Prisoners, etc. A spirit of Devourer 5-9 has a 70% chance of killing the Mortal; a Spirit of Devourer 10 or above has a 100% chance of killing the Mortal. A spirit of Devourer 1-4 has a 30% chance of killing the Mortal, but no spirits of such magnitude exist in-game.

If the spirit succeeds, A Human Corpse and Notoriety will be produced, along with an Influence corresponding to the spirit; if the spirit fails, only Notoriety and the Influence will be produced.

*The first rays of the day's sun will fall on the open eyes of a corpse. There is often a price for an unwise summoning: but it is not always the summoner who pays it.* - **An Escaped Summoning has Claimed a Victim**
*The victim has survived, after all! but the story of this night will spread like a stain.* - **An Escaped Summoning has visited Horror upon its Victim**
### An Escaped Summoning Awaits Its Moment

*There are so many ways to undo a human body. My skin feels vulnerable as an open door.* - **Mid-level Devourer**
*Is it toying with me?* - **High-level Devourer**
There is a 50% chance a Devourer spirit will grab a Health card. A spirit of Devourer 5-9 has a 70% chance of transforming the card into An Injury; a Spirit of Devourer 10 or above has a 100% chance of creating An Injury. A spirit of Devourer 1-4 has a 30% chance of creating An Injury, but no spirits of such magnitude exist in-game.

If the spirit succeeds, An Injury and Notoriety will be produced, along with an Influence corresponding to the spirit; if the spirit fails, only Notoriety and the Influence will be produced.

*I was too much for it! But I couldn't deal with it in silence. People will talk.* - **An Escaped Summoning Has Not Prevailed Against You**
*I will bear a scar, of the kind that one day might be photographed for a museum. And the neighbours will talk; how they will talk.* - **An Escaped Summoning has Savaged You**
### Spirits with the Devourer Aspect

* Hint (Devourer 8)
* Percussigant (Devourer 8)
* Maid-in-the-Mirror (Devourer 10)
* King Crucible (Devourer 12)
* Ezeem, the Second Thirstly (Devourer 12)
Associate

An **Associate** is Aspect indicating an individual whom can be persuaded or hired to aid the player in the Exile Legacy.

## Local Contact

**Local Contact** is an Aspect used in the Exile legacy to denote a level 1 **Associate**. They will be lost when you leave the current Place of Residence. Most local contacts will meet you when you arrive in their city, and have a Vault Location ready for you when you first talk to them. Completing the Vault's Caper and showing the reward to the contact will upgrade them to an Ally.

## Ally

**Ally** is an Aspect used in the Exile legacy to denote a level 2 **Associate**, replacing the Local Contact Aspect. Allies can be recruited by completing the Caper given by a Local Contact and supplying the reward to the contact with Communicate. They will remain on the board as you travel, unless you are going to a Map's Edge Destination. They can be used in Operations and Capers to fulfill Principle requirements, to defend against Reckoners, to create False Trails, and given as gifts to Ligeian Presences.

### Experience

Allies earn Experience whenever they become Exhausted, usually by participating in Capers or Operations. Communicating with an Ally with 3 or more Experience will increase their Principle Aspect by 1 and reduce their Experience by 3.
Cards

Everything you can do in Cultist Simulator is based around cards and actions.

* Actions (aka Verbs) are the events happens in the games. Some can be initiated by the player, while many automatically occurs as time passes or in respond to the player's actions.
* **Cards** are the resources created by *actions* and consumed by *actions*, like tools, knowledge, people, for examples. Not all cards are positive. Some, if not many, of them are on the darker side of things, especially since you're a cultist. A prime example of such cards is a Human Corpse, not exactly what you would call positive. These traits of cards are describe as aspects in the game.

See Cards § Actions and Cards to see how actions and cards work together.

### Actions and Cards

Actions, once started, will take time to complete (displayed as a countdown timer), during which, they may have empty slots that allow you to place cards in them. The cards placed will determine the outcome of actions, which may consume cards, change cards, create new cards or simply return them as is.

Some actions, however, use magnet to automatically draw in cards. The drawn card cannot be taken out. These are compulsory events, although, not necessarily bad ones.

Some actions remain on board as permanent actions once completed. During their idle time, the player can place cards on them to initiate an action of your own.

Like actions, cards may also have a timer. This is the lifetime of the card, once the timer ends, the card will either disappear or decay to another card. This is not always a negative result, since the resulting card may be more useful to you, or the original is just another nuisance you wanted to get rid of.

Cards have aspects on them which describe their properties. Aspects describe what cards can do, its strength, its weakness, its tendency, etc.
In most case, actions do not require a specific cards, but cards that satisfy certain aspects.

## Common Cards

Below is a breakdown of common cards, this list is by no means exhaustive and wasn't meant to be.

### Basic Cards

There are four basic cards which signify the foundation of life.

* Health - Your physical ability.
No one can survive without Health.
* Passion - Your creative ability.
You can not push on your cause without Passion.
* Reason - Your rational ability.
The light of Reason is needed to find the path.
* Funds - Your financial circumstance.
Time Passes will consume 1 Funds every 60 seconds, failing to provide Funds will result in Starvation, damaging your Health in the process.

### Kinds of Card

The major kinds of cards:

* Jobs - Work to earn Funds.
* Locations - Points of interest.
* Lore - Knowledge.
* Tools - Fists are not always the best solution to everything.
* Books - To gain Knowledge.
* Ingredients - If there are tools, there must be ingredients.
* Influences - A magical something.
* Rites - Stir a big pot with a stick.
* Followers - Helpers.
* The Ways - What's this? Where's this? Find the answer.

... and Desire.
'Abydos Unveiled'

**Element ID** | rarity.winter

'Abydos Unveiled' is an Asset acquired by Employing Opportunity: Purchase Art about Finality? with 2 Cash.

## Uses

### Winter and Grail

'Abydos Unveiled' can be used anywhere a Principle Aspect is accepted, such as in Operations and Capers.

### Comfort

'Abydos Unveiled' can be Employed to produce 1 Contentment. Accruing sufficient Comfort can achieve a greater "Obscurity" or "Foe Defeated" victory.

## Notes

* Abydos is the setting of Chione at Abydos.
* In the Medium? legacy, an oil painting entitled "The Seasons of Abydos" is mentioned in The Montmerenzi-McDonald Gallery, although this is evidently a different painting, described as being of "a street of marble temples in many weathers."
Connection: Ruler

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

Connection
Grail 10
Knock 10
Asset
Edge 10

## Acquisition

Connection: Ruler can be acquired in the following ways:

* Purchase Opportunity: a Connection with a Ruler?
* Betray an Uprising

## Uses

### Grail, Knock and Edge

Connection: Ruler can be used anywhere a principle Aspect is accepted, such as in Operations and Capers. Such use will exhaust the Connection, returning the Opportunity when the Operation is complete.

### Cover my Tracks

Connection: Ruler has the Assists Deception Aspect, so it can be used to Relinquish Traces to gain Obscurity. Doing so consumes the Connection (no Opportunity remains).

### Operation: Patronage

With a Stolen Year, a Connection: Ruler can be exhausted to initiate a Patronage Operation.

### Provocation

Consuming a Connection: Ruler with the Relinquish verb can create Connection: Radicals or a Trace.

### Defence against Theft

When reckoners try to steal your Assets, Connection: Ruler can be consumed to prevent any other Asset from being eaten and deal a Wound to the reckoner.

### Price: a Helping Hand

Connection: Ruler can be consumed to negotiate a licence Opportunity.
An Escape Plan

**An Escape Plan** is one of the starting cards for The Exile Legacy.

It has the Opportunity Aspect, which means it can be used with the Employ verb.

When Used, it will provide one of eight random Destinations, and unlock the Reckoner, Time, and Travel actions. This consumes the Escape Plan.

city.aachen
city.avignon
city.budapest
city.krakow
city.london
city.munich
city.prague
city.venice
Curio: Bohemian Saint

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

Portable
Asset
Knock 4
Grail 2

## Acquisition

Curio: Bohemian Saint is acquired by Employing Opportunity: Purchase a Menacing Icon?

## Uses

### Knock and Grail

Curio: Bohemian Saint can be used anywhere a principle Aspect is accepted, such as in Operations and Capers.

## Notes

* The Bohemian saint is presumably St. Agnes, making this an Icon of St Agnes.
Dedication: Power

The Marks of Shaping 2

*Upgrade this card further to make a Power victory possible. I must be a true initiate of the Mansus; I'll need to Work with Forge-aspect to invoke the Forge of Days and begin the change.*

This card can be upgraded from Temptation: Power.

To upgrade this card to Ascension: Power, work on it with Way: Through the Stag Door and 6 Forge.