recursal/Fanatic-Fandom huggingface dataset:
Cracked Wildering Mirror

**Cracked Wildering Mirror** is the Lantern 2 Ingredient.
It can be used in any Rite with the appropriate slot.

## Locations

* Kerisham chance of receiving as reward for completing this vault
* Keglin's Scratch

## Notes

* It can be repaired by talking to a Forge follower about it. You will need Spintria to repair it to Wildering Mirror.
Beginner Tutorial 5: Add More Competitors In The Arcade Racer

* First, enter the **Editor**.
* Then, press the 'Load' button, and load the **Arcade Racer** Core Game.
* Before you start, select "Save As" using the drop-down next to "Save" the top of the screen, and give the Game a new name, like "MyTutorialRacer". Now, you can save your progress whenever you want just by pressing "Save", and you will be able to Load your tutorial Game and come back to it anytime.

In this tutorial, we will increase the number of vehicles you're racing against to make the race more challenging. We will show you how to add one more competitor. You can repeat this pattern to add as many competitors to the race as you want, or even remove competitors as you see fit.

2. Select any one of these children, then press "F" in order to zoom the camera to look at it. You will now see all of the competitors at the starting line.
3. Open the **Library Panel**, and search for "racer ai". Now, from the Library Panel, drag "Racer AI Light" and drop it on top of "AI" in the **Project Hierarchy**.
4. Let's rename this competitor we just added so we can tell it apart from the others. Make sure the item you just dragged over to the Project Hierarchy is selected, then in the **Inspector Panel**, change its name to "New Racer AI Light".
5. Next, we are going to reposition the competitor we just added to make sure that it is placed just above the track, to ensure that it doesn't fall through the track when you play. Use the 3D Widget Tools to move it upward just enough so that it isn't intersecting the track floor. You can also change its rotation to make it face in the direction of travel.
6. That's it! You can now press the blue Play button to test.
7. You can continue to add more competitors if you like. To delete a competitor, just right click any one of the "Racer AI..."s in the **Project Hierarchy** and select Delete.
A Human Corpse (Exile)

**Element ID** | corpse.exile

*For the Ingredient found in the main game, see A Human Corpse.*

**A Human Corpse** is a type of Supplies found in the Exile legacy. As it has the Trace aspect, it can draw Reckoners to your Place of Residence.

## Obtaining

* Defending against the Foe's attacks with an Ally has a 30% chance of creating a Human Corpse.
* Fatigue a Damned cultist in an Operation or Caper.

## Getting rid of Corpses

### A Discreet Burial

Relinquish the Corpse with two Assists Deception cards to destroy it and create an Obscurity.

### 'LIGEIA REMEMBERS'

Corpses can be given to Ligeians as gifts to ensure their friendliness. This consumes the Corpse without leaving further Traces.
Curio: Adept's Powder

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

Worth 1
Portable
Asset
Forge 4

## Acquisition

Curio: Adept's Powder is acquired by Employing Opportunity: Purchase a Dangerous Substance? Unlike most curios, Adept's Power may be purchased multiple times. It may be found for sale in Algiers, Baghdad, Kaunas, Meshad, Nizhny Novgorod, and Valletta.

## Uses

### Forge

Curio: Adept's Powder can be used anywhere a principle Aspect is accepted, such as in Operations and Capers.

### Notes

* Adept's Powder is probably Bitterblack Salts.
Discreet Office

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

Space 1
Worth 1
Asset
Heart 2
Assists Deception

## Acquisition

Discreet Office is acquired by Employing an Opportunity: Discreet Office?

## Uses

### Space and Comfort

A Discreet Office can be used with Medical Credentials, Connection: Holy Man, or A New Faith? to launch Operations requiring 1 Space and 1 Comfort.

### Heart

Discreet Office can be added to Operations or Capers to address Needs Heart.

### Contentment

Because it has Comfort, Discreet Office can be Employed to produce Contentment, which may be useful when planning or running Operations or Capers requiring Heart or Lantern.

### Assists Deception

Discreet Office can be consumed with a non-Space source of Assists Deception to Relinquish a Trace.
Cultist Simulator Wiki

Welcome to the *Cultist Simulator* Wiki
the *Cultist Simulator* compendium by the players, for the players.
We are currently maintaining 3,019 pages (1,045 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

Principles

* Lantern
* Edge
* Heart
* Moth
* Forge
* Winter
* Grail
* Knock
* Secret Histories

Game mechanics

* Actions
* The Mansus
* Legacies
* Victory Conditions

Cards

* Lore
* Followers
* List of Books
* Spirits
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General info

* Screenshots
* Modding
* Weather Factory
* Prototype
* Beginner's Guide

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* Community portal
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Participate
Have a page you'd like to add to the Cultist Simulator Wiki? Get started by giving your article a name and hitting "Create Page." Edits and improvements to existing pages are also appreciated.

* Adding content
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.

Video

Images

About

**Cultist Simulator** is a game created by Alexis Kennedy of Weather Factory and ported to mobile by Playdigious.
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. Study ancient tomes of occult knowledge. Indoctrinate innocents. Choose between sane and insane victory conditions. Become the herald of a new age.**Developer:** Weather Factory**Publisher:** Weather Factory**Engine:** Unity**Genre:** Digital board game**Mode:** Single-playerPlatforms and Release dates
May 31, 2018April 2, 2019February 2, 2021

News
Advent Calendar 2023 - - 2023/12/01 12:05
2023.10.r.9 RANUNCULUS - - 2023/11/13 13:05
2023.5.p.12 PEONY - - 2023/09/13 12:10
THIS UPDATE JUST PUTS A 'BOOK OF HOURS IS OUT NOW' BUTTON IN THE MENU - - 2023/08/17 17:39
Cultist Sim has a new baby sister: enter BOOK OF HOURS - - 2023/08/17 17:30
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Links

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Cultist Simulator Wiki/Section 1

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Cultist Simulator Wiki/Section 4

Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Distraction

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

**Distraction** is an Aspect found on some Opportunity cards in the Exile legacy. Distractions can be used against Reckoners trying to attack you. You can use any these to stop the Assassin or Underboss when they are trying to attack you, but your Foe is only weak to three of the nine distractions and distractions are lost when you Travel to a new Destination. Some distractions have special uses.

* Freezing Winds (2 Edge/2 Winter)
* Trembling Heat (2 Grail/2 Forge)
* The Sea (2 Winter/2 Moth)
* Heights (2 Moth/2 Lantern)
* Cats (2 Moth/2 Grail)
* Faith (2 Lantern/2 Heart)
* The Wolf Divided's Shadow (6 Edge/6 Winter)
* The Horned-Axe's Shadow (6 Winter/6 Knock)
* The Flowermaker's Shadow (6 Lantern/6 Grail)

### Ligeian Presence

Ligeian Presence cards are Unique, so you'll see each one only once. These Distractions can be used against Reckoner attacks, including the Foe. Against the Foe, they will cause Wounds. Ligeian Presence cards can also be used with the Communicate action.

* Echidna
* Frau Schlüssel
* Our Lady of Wires
* What is Not Seen?
* Mme Matutine
* Sulochana
Change: Ivory

*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: Pupil.

To obtain the final Guise, dance in the Ecdysis Club with this as a Purpose and at least 18 Heart or 18 Moth to create Guise: Boar or Imago.
Communicate

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

**Communicate** is an Action available in the Exile Legacy.

Requires: Cash, Destination

## Take Advantage of My Preparations

Requires: Place of Residence, having Sent Cash Ahead to this location

## Send Discreet Messages from (My Location)

Requires: Place of Residence

Effect: Gain a random Destination from your location's deck. If none remain, A Dash Cross-Country

## Seek out a Ligeian

Requires: Ligeian Presence

Optional Gift: A Remnant, a Stolen Decade, an Associate, or an Ally

A few Ligeian Presence cards have different actions instead.

## Temptations

#### Send a Defiant Gift

Cost: Sacred Weapon

Effect: Increases your defiance (once).

#### Send a Defiant Summons

Requires: Place of Residence

Effect: Summons the Foe, and increases your defiance (once).
Desolation

**Desolation** is an Obstacle appearing during Expeditions. Its Aspect is Peril.

## Defeating

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

### Grail

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

* **1 < Grail < 5**:  *... who cannot be separated. We'll call upon the Sister-and-Witch to keep us together through the dust storms of the dry land. It might be enough.* 30% chance of success.
* **5 <= Grail < 10**:  *... who cannot be touched. We'll call upon the Sister-and-Witch to shield us from the scorching heat of the sun and the mirrors of the horizon. It should see us through.* 70% chance of success.
* **10 <= Grail** :  *... who are pearl. The Sister-and-Witch should see us safe through the dry places.* 90% chance of success.

### Forge

*The ... Road*

* **1 < Forge < 5**: *... Pitiless. Forge-aspected followers are competent and practical, but this is a blighted place. We might make it through.* 30% chance of success.
* **5 <= Forge < 10**: *... Dry. We are practical souls, strong in Forge. We should be able to make it between the baking rocks to the green places.* 70% chance of success.
* **10 <= Forge** : *... Sun-Scorched. Our Forge skills should keep us safe and lead us through the baking rocks to the green places. We'll almost certainly be fine.* 90% chance of success.

## Success

Crossing the desert will remove the Obstacle and continue the expedition.

## Failure

Failing to cross the desert will result in a 70% chance of a Follower becoming injured.
Alexandria

Destination

**Alexandria** is a possible Destination or Place of Residence in the Exile legacy. It can be reached from Baghdad, Candia-Heraklion, and Istanbul. Arrival in Alexandria provides The Invisible Serapeum. It is the only city with access to the Serapeum Peristasis.

## Reconnoitre Alexandria

### Connections and Licenses

* Opportunity: A Connection with a Holy Man?
* Opportunity: An Official Connection?
* Opportunity: An Underworld Connection?
* Opportunity: Import Licence?

### Property

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

### Items

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

### Times

* Dawn
* Night

### Distractions

* Cats
* Faith
* Trembling Heat
* Sea

## Send Discreet Messages from Alexandria

* Baghdad
* Candia-Heraklion
* Istanbul
* Hermitage of the Scythe

Default: A Dash Cross-Country
Bitterblack Salts

**Bitterblack Salts** is the Forge 4 Ingredient.
It can be used in any Rite with the appropriate slot, or sold at auction for a minimum of 2 Funds.
It can also be used to Paint to create the Forge Masterpiece.

## Locations

* Kerisham chance of receiving as reward for completing this vault
* Hunter's Pits
* The Unnumbered Stones chance of receiving as reward for completing this vault
* Tower Revek
* Foxlily Meadows chance of receiving as reward for completing this vault
* The Forsaken Reach chance of receiving as reward for completing this vault

* There's a small chance to gain find this when talking to a **Moth**, **Forge**, or **Winter** Follower about Cult Business.
Chateau Raveline

**Chateau Raveline** is a Vault.

## Text

* Description:

The favourite stories of the Comtes des Raveline claim they descend from the *first* Sun-King. Other stories have them prowling the forest in wolf-shape. They are long gone. Their rotting chateau remains. Not all its malignities have been uncovered.
* Start Description:

The remote and rotting chateau of the Comtes des Raveline was looted long ago. We have found hints that it was not looted thoroughly enough. There may be a secret room. Equally, there may be a curse.
* Success Description:

Behind a rotting tapestry of wolves hunting men, a panelled wall. In the panelled wall, a secret door. The spring is long gone, of course. We had to smash it in with hammers.
* End Description:

The last treasures of the Comtes des Raveline lie here, in a surprisingly airy room. High skylight windows have long since broken, and the floor is lost underneath leaves and debris, but once the place was furnished as a nursery. Here is a cradle, with the skeleton of a puppy.
## How to acquire

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

## Obstacles

* A Hidden Door - overcome with one of: Knock, Lantern
* Dry Soul Curse - overcome with one of: Heart, Lantern

## Rewards

* The Morphy Codex (Book)
* The High Mysteries of the Innermost Chamber of our Church Solar (Book)
* Book of True Blood (Book)
* Cinnabar Amulet (Tool)
* Greydawn Oil (Ingredient)

## Notes

* The reference to the "first Sun-king" and the wolf associations, along with the sacred text of the Church of the Unconquered Sun, suggest that the Comtes des Raveline were affiliated with The Sun-in-Splendour.
* The Rarity: Case of 1865 Domaine Raveline was presumably produced at or near the Chateau Raveline. This suggests that the Chateau may have been inhabited into the 1800s.
A Furtive Truth

The War of the Roads, 1450-1580, CENSORED EDITION
The Well
The Temple of the Wheel

**A Furtive Truth** is the fourth level fragment of Secret Histories-lore. Exploring with it may uncover secret locations in the Shires.

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.
Cultist Simulator Cheatsheet (Massive Spoilers)

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

stub: referencing external document Cultist Simulator Cheatsheet (Massive Spoilers). by youtube user sporksaregoodforyou.

https://docs.google.com/spreadsheets/d/1SwnnEMOqjA0qcqMzAzfW-sD-VU2MMtBeDzZ2kIv-2iI/edit?usp=sharing
https://www.youtube.com/sporksaregoodforyou
Complication

**Complications** in Cultist Simulator are encountered during Capers. They are analogous to Obstacles in Expeditions but Complications' thresholds are different and they accept any type of card. A Complication will ask for up to 12 of one of the eight main Principles.

## Overcoming Complications

A Complication can be overcome by supplying a matching principle of sufficient intensity. If a Complication is not overcome, there is a 30% chance of bypassing it anyway; otherwise the Caper ends and the cards in it are returned (including the Vault).

### Aspect: Needs Knock

An equal or greater amount of Knock added to the Action will overcome the Challenge or **Complication**. Overcoming a Challenge with Knock adds Effectiveness, superseding any Subtlety that would otherwise be created from the same Challenge.

### Aspect: Needs Lantern

An equal or greater amount of Lantern added to the Action will overcome the Challenge or **Complication**. Overcoming a Challenge with Lantern adds Effectiveness, superseding any Subtlety that would otherwise be created from the same Challenge.

### Aspect: Needs Forge

An equal or greater amount of Forge added to the Action will overcome the Challenge or **Complication**. Overcoming a Challenge with Forge adds Effectiveness, superseding any Subtlety that would otherwise be created from the same Challenge.

### Aspect: Needs Edge

An equal or greater amount of Edge added to the Action will overcome the Challenge or **Complication**. Overcoming a Challenge with Edge adds Effectiveness, superseding any Subtlety that would otherwise be created from the same Challenge.

### Aspect: Needs Winter

An equal or greater amount of Winter added to the Action will overcome the Challenge or **Complication**. Overcoming a Challenge with Winter adds Subtlety, unless enough of another Aspect is provided to create Effectiveness instead.

### Aspect: Needs Heart

An equal or greater amount of Heart added to the Action will overcome the Challenge or **Complication**. Overcoming a Challenge with Winter adds Subtlety, unless enough of another Aspect is provided to create Effectiveness instead.

### Aspect: Needs Grail

An equal or greater amount of Grail added to the Action will overcome the Challenge or **Complication**. Overcoming a Challenge with Winter adds Subtlety, unless enough of another Aspect is provided to create Effectiveness instead.

### Aspect: Needs Moth

An equal or greater amount of Moth added to the Action will overcome the Challenge or **Complication**. Overcoming a Challenge with Winter adds Subtlety, unless enough of another Aspect is provided to create Effectiveness instead.
Cracked Watchman's Glass

**Cracked Watchman's Glass** is the Lantern 3 Ingredient.
It can be used in any Rite with the appropriate slot.

## Locations

* Tombs of the Shadowless Kings chance of receiving as reward for completing this vault
* The Eye of Ikirmawi

## Notes

* It can be repaired by talking to a Forge follower about it. You will need a Silver Spintria to repair it to Watchman's Glass.
Caper

Unlike in regular play, which uses Expeditions, the Exile legacy uses Capers to access the content of Vaults.

To launch a Caper, place a Vault Location into the Travel verb, with any principle Aspect. This will spit the Caper out as a separate verb, allowing use of the Travel verb for other purposes at the same time as the Caper. There is a small chance that launching a Caper will create a Trace.

A Caper will present three Complications, which can be resolved by providing sufficient Aspect of a matching principle. Any card with a principle's aspect can be provided. Opportunities and Supplies will be consumed (replaced with a Husk), while Connections will exhaust to their corresponding Opportunities. Associates, Weapons and Lore that are provided will be exhausted and will need time to refresh.

If a Complication is not resolved by providing sufficient Aspect, there is a small chance (30%) of getting lucky and proceeding to the next Complication (or completing the Caper) anyway. Failure will end the Caper and create a Trace, but the Vault Location will be returned and can be used to attempt the Caper again.

Most Vaults in the Exile legacy are acquired by Communicating with a local contact, the person you met on arrival in the current city. Each of these contacts can be made an Ally by communicating with them after the Caper is successful. Usually this will consume the memento. If the contact was used in the Caper (or for other purposes) they will need to refresh before you can contact them; if you have lost the memento in the meantime you will not be able to convert them to an Ally.

There are other Vaults which instead are available upon arrival in their cities.

An incomplete Caper will end if you leave the current city.
Connection: Underworld

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

Connection
Moth 8
Knock 6
Asset
Edge 8

## Acquisition

Connection: Underworld can be acquired in the following ways:

* Arriving in Algiers, Budapest, Cluj-Napoca, Leningrad, London, Nizhny Novgorod, Paris, or Prague
* Purchase Opportunity: An Underworld Connection?
* Provoking an Official Connection

## Uses

### Moth, Knock and Edge

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

### Operations

Placing a Connection: Underworld into the Employ verb opens slots Means and Location. Depending on which Means are provided, a different Operation may be launched.

* Providing Means: Stolen Year does not require a Location. This launches Illegal Fights. The connection is exhausted (so its Edge Aspect does not help) but the Opportunity remains in the Operation for its duration.
* Providing 6 Forge and 2 Space (total across the Means and Location slots; neither slot is required) launches a Counterfeiting Operation. This returns the connection (not exhausted) when the Operation begins.
* Providing Means: Sea and a Location: 2 Space launches a Smuggling Operation. The connection is exhausted / need to check whether opportunity is trapped in Operation or returned immediately / and the Sea Opportunity is consumed.

### Provocation

Consuming a Connection: Underworld with the Relinquish verb can create Official Connection or a Trace.

### Defence against Theft

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

**Biedde's Blade** is the Edge 8 Tool.
It can be used in any Rite with the appropriate slot, or gifted to a follower to increase their Edge by 2 and reduce their Resentment by 1.

## Locations

* Kerisham chance of receiving as reward for completing this vault
* Keglin's Scratch

Note: Biedde's Blade appears as a weapon in the Exile DLC, Wounds it delivers have a chance to be Unstaunchable, taking twice as long to heal.
Comfort

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

**Comfort** is an Aspect unique to the Exile legacy. It is one of the four values that is displayed on the Exile HUD, in place of the usual Funds, Health, Reason and Passion HUD (since those cards are not used in Exile).

## Uses

### with Medical Credentials

Operations using Medical Credentials require **Comfort**.

### Contentment

**Comfort** can be Employed to produce Contentment.

### Win More

The "Obscurity" and "Foe defeated" victories offer greater levels of victory with sufficient Comfort.

* At less than 20 Comfort, victory is achieved.
* At 20 to 29 Comfort, a greater victory is achieved.
* At 30 or more Comfort, the greatest victory is achieved.

If the player proposes to win in one of these ways with less than 30 Comfort, the game will warn that a greater victory could be achieved, and indicates the next threshold.
Change: Pearl

The Forms of Change 3

*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: Leaf.

can be used in A Contract at the Ecdysis Club with 8 Heart or 8 Moth aspect to gain: Guise: Cat or Instar: Creeping.

Upgrades to Change: Antumbra after gaining the Steps, Surrendered from The Unnumbered Stones using Guise: Cat or Instar: Creeping.
Contentment

Lantern 2
 **Decay Time** | 60s

**Contentment** is a decaying Card that is used to counteract Dread and dissipate Bleak Thoughts. It has a duration of 60 seconds.

## Uses

* Neutralize Dread.
* Inspiration for Painting with Imagination.
* Study with Heart lore level 6 or higher and the following Influences to upgrade them to level 6 influences:
	+ A Consciousness of Radiance
	+ A Rising Heat
	+ A Chilly Atmosphere
	+ Trembling Airs

## Obtaining

* Dreaming using 1 Funds produces 1 Contentment, but has a low chance of deleterious effects instead.
* Dreaming using 1 Health can produce 1 Contentment but can also produce instead other Influences such as Fascination.
* Dreaming using 1 passion can produce 1 Contentment
* Exploring The Ecdysis Club using 1 Funds usually produces 1 Contentment.
* Exploring the Strange Streets by Moonlight can produce 1 Contentment
* Painting by using Work on Skill: a Wild Imagination (and subsequent upgrades) can produce a Contentment.
* Sometimes, Time Passing will let you take a liaison with your beloved (if you have one). Whether you have one or not, you will receive **Contentment**.
* Occasionally, the Work timer will create the timer A Pleasant Day. This timer always produces 1 Contentment when it expires. (Currently unused)
Claude Hersault

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

**Claude Hersault** was an 18th-century occultist and author. He is best known for his books An Introduction to Histories, which describes the five Histories, and The Treatise on Underplaces, which describes the Mansus. He gives his name to Hersault's Nightmare, in which the dreamer hides under floorboards.

Hersault was formerly a pupil of Julian Coseley, but later had an unspecified falling-out with him. He may be the student to whom The Six Letters on Necessity were addressed. According to Teresa Galmier in The Locksmith's Dream: Stolen Reflections, Hersault held that Janus was 'all the Gods'.
Deceiver

**Deceiver** is an Aspect that appears on certain Spirits. When summoning of these creatures is flawed, there is a chance that they may harm the player. This may result in permanently losing a Reason card. Despite what the description says, a Deceiver spirit will not attempt to grab a Follower.

### An Escaped Summoning Lies in Wait for You

*Human sanity is fragile, and this thing is potent.*
*The events of that night will live long in your memory; and for days, the newspapers question residents of the district.*
A Spirit of Deceiver 5 or higher has a 70% chance of destroying a Reason card permanently and producing Notoriety; otherwise, only Notoriety will be produced.

A spirit of Deceiver 1-4 would have a 30% chance of destroying your Reason, and a spirit of Deceiver 10 and above would have a 100% chance, but no spirits of these magnitudes exist in-game.

### Spirits with the Deceiver Aspect

* Voiceless Dead
* Caligine
* Raw Prophet
How do I Create my Own Asset?

Please note that custom creating certain aspects of **Assets** is relatively advanced. For example, the only way to create properties when creating an **Asset** from scratch is by writing new code.
On the other hand, other aspects of custom creating your own **Assets** are very simple. In this tutorial, we will create a single new **Asset** by combining other **Assets** together.

For example, suppose you have these three **Assets** in your Game:
- Empty (which we just created from the previous step)
- Building Block 2x2x1 (available from the **Library**)
- Building Block 2x2x1 (this is just a second copy you can drag in from the **Library**)
Notice in this screenshot that we have each of these **Assets** in our **Project Hierarchy Panel**, and they are separate **Assets**.

**1-** In the **Project Hierarchy**, drag the first "Building Block 2x2x1" into "Empty"
**2-** Next, drag the other "Building Block 2x2x1" into "Empty"
**3-** Now, you can rename "Empty" by editing the "Name" field in the **Inspector** to anything you want, like "BigBuilding"

A dialog box will appear, allowing you to Save the **Asset** to the **Library**.
Note that if you aren't the author of the **Asset**, you will not be able to Save it under the same name. You'll have to pick a different name.
Once you save an **Asset** under a different name, you then become considered the author of that **Asset**.
Cluj-Napoca

**Cluj-Napoca** is a possible Destination or Place of Residence in the Exile legacy. It can be reached from Budapest, Istanbul, Kyiv, and Tiflis. Arrival in Cluj-Napoca provides Connection: Underworld.

## Reconnoitre Cluj-Napoca

### Connections and Licenses

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

### Property

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

### Items

* Opportunity: Purchase Art about Finality?
* Opportunity: Purchase a Profane Weapon?
* Opportunity: Purchase an Unusual Weapon?

### Times

* Sunset
* Dawn

## Send Discreet Messages from Cluj-Napoca

* Budapest
* Istanbul
* Kyiv
* Tiflis

Default: A Dash Cross-Country
Chalice Murmurous

**Chalice Murmurous** is the Grail 12 Tool.
It can be used in any Rite with the appropriate slot, or gifted to a follower to increase their Grail by 3 and reduce their Resentment by 1.
It is required to win an Apostle Obsonate victory.

## Locations

* Port Noon chance of receiving as reward for completing this vault
* Raven Isle
Bleak Thoughts

**Bleak Thoughts** is a seasonal action occasionally created by Time Passes. It's called the Season of Despair in the game.

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

Each *Contentment* card grabbed by this action's magnet destroys a processed *Dread* card.

Allowing the magnet to grab and process three *Dread* cards makes next countdown of this action also a countdown to DESPAIR ending, unless a *Contentment* card is available.

Safely clearing this action leaves you with 1 Fleeting Reminiscence.

### Relationship with A Trembling in the Air

*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.

### Out of Season

Dreaming with Funds has a small chance of creating Bleak Thoughts.
Atlas of Dreams

**Atlas of Dreams** is the Secret Histories 8 Tool.
It can be used in any Rite with the appropriate slot, or gifted to a follower to increase their Secret Histories by 2 and reduce their Resentment by 1.

## Locations

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

## Exploring

Exploring with the **Atlas of Dreams** will destroy the Atlas and gain you a piece of Heart-lore, Grail-lore, or three Silver Spintria.

There is a 40% chance that your character will go out for a drink at the Seven Stars, and receive a Formulae Vigilant.

There is a 30% chance that your character will go out for a drink at the Saturn's Grapes, and receive a Formulae Voluptuous.

There is a 30% chance that your character will go out for a drink at the Old Wheel, and find three Silver Spintria.
Negotiations

## Event

*You are summoned to discuss business with the duke of a small province. "I have a message to send to the king and queen of the countries bordering my own. I will pay handsomely if you will deliver it."*

* A) Accept.

*"Excellent. Take this scroll first to the King of Arturia, our eastern neighbour. Do not open it until you get there."*
**Place "Negotiations Pt 2" card.**
* B) Decline.

*"That is an unfortunate attitude to take towards world affairs."*
## Event Part 2

*You arrive at the Kingdom of Arturia and meet the king, riding in his chariot through the castle grounds. He reads the scroll i silence for a moment. "So, the duke thinks his champion can defeat a squad of my best men?" He looks down on you with disdain. "Guards, take this foolish oaf into the city and pay some of the local tavern scum to teach him a lesson."*

**Draw 1 Monster card.**
(After Combat)*Hearing how you handled yourself in combat, the king summons you back. "I have no others that will fight you today. You may tell your master that he wins this round."*

**Place "Negotiations Pt 3" card**
## Event Part 3

*The queen is expecting you, having heard of your exploits in Arturia. She reads the scroll quickly and then examines you. "Perhaps the King of Arturia was merely exaggerating when he described you as a formidable warrior." "Well, we shall see what this Champion of the Duke is made of." The guards lead you to an arena.*

**Draw 2 Monster cards.**
(After Combat)*After the battle, the queen looks down on you and says, "You have proven your worth, champion." "You may return to your master - no doubt, he will be bragging of your exploits for many tedious weeks to come." The duke greets you warmly upon your return. "Good work, warrior! Those two conniving cut-throats will think twice before invading my territory again!"*

**Draw 2 Gain cards.**
*"Take some supplies, and this - my finest armour!"*

**Draw 1 Armour card.**
Antaeum

Location
 **Element ID** | loc.shrine.lionsmith.tripoli

**Antaeum** is a Shrine to the Lionsmith. It can be found through Communicating with the Last Antaean Initiate in Tripoli. It hides details of the Exile character's backstory. Unlike other Shrines, it can be visited more than once, and, with the use of the Last Antaean Initiate, can be visited if you are consecrated to The Colonel.

# In the Antaeum

Travel to this Shrine with the Last Antaean Initiate to receive Grief and the Kirqa-Caul. The Shrine will be returned to you.

# Use

## Visit a Brazen Shrine

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

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

## A Consecration to the Lionsmith

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

## A Brazen Vow

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

## Make a Pilgrimage to a Brazen Shrine

Travel to this Shrine with Lore while consecrated to the Lionsmith in order to upgrade it to the next level of Lionsmith Lore and gain Rage.

## Make a Pilgrimage to a Brazen Shrine, for a Revelation

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

## Make a Pilgrimage to a Brazen Shrine, to Retrieve a Relic

Travel to this Shrine with The Shattered Mysteries once all of your Foe's Weaknesses have been revealed to gain Skaptodon's Sacrifice and Rage.
RTS Assets

Below is an exhaustive list of assets, effects, and scripts available in the RTS Core Game. These assets can be found in the Editor and used to create games. RTS assets can be easily found in the *Asset Library* by clicking on the *Filter* button and selecting the *Genre: RTS* checkbox.

Note: Audio files and images files have not been included within these tables, as they are self explanatory within the *Asset Library*.
A Consent of Wounds

**Challenges** | Requires a Grim Lesson
 **Element ID** | fragmentknockc

**A Consent of Wounds** is the sixth level Knock-lore. It may be acquired through sacrificing your reason to a Thresher of Thoughts, in addition to its regular sources.

**A Consent of Wounds** is one possible solution to the Stag Door's Riddle.
Anvil of the Bull

Location
 **Element ID** | loc.shrine.lionsmith.alexandria

**Anvil of the Bull** is a Shrine to the Lionsmith that can be found through reconnaissance in Alexandria. It can only be encountered once. It cannot be visited if you are consecrated to The Colonel.

# Use

## Visit a Brazen Shrine

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

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

## A Consecration to the Lionsmith

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

## A Brazen Vow

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

## Make a Pilgrimage to a Brazen Shrine

Travel to this Shrine with Lore while consecrated to the Lionsmith in order to upgrade it to the next level of Lionsmith Lore and gain Rage.

## Make a Pilgrimage to a Brazen Shrine, for a Revelation

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

## Make a Pilgrimage to a Brazen Shrine, to Retrieve a Relic

Travel to this Shrine with The Shattered Mysteries once all of your Foe's Weaknesses have been revealed to gain Skaptodon's Sacrifice and Rage.
A Contract at the Ecdysis Club

**A Contract at the Ecdysis Club** is the first stage of the job at the Ecdysis Club. You can get this job by entering the Ecdysis Club with Sulochana Amavasya and talking to her about Temptation: Change. It can be upgraded twice using the Strength skill, which will allow you to pursue Temptation: Change but provides no benefit in terms of Funds. A Contract at the Ecdysis Club can only be Worked at when the Ecdysis Club is open.

## Stages

1. **A Contract at the Ecdysis Club**
2. A Superior Contract at the Ecdysis Club
3. A Particular Arrangement with the Ecdysis Club

## Working at the Ecdysis Club

### Earn Funds

Requires:

* The Ecdysis Club
* Health or Passion or Scar (*optional*)
* Influence (*optional*; will be consumed)
* 2 Heart or 2 Moth (*required*; 1 Heart and 1 Moth provided by the Ecdysis Club)
* 60 seconds

There is a 30% chance that using Health and Passion will scar them.

The Ecdysis Club guarantees at least 1 Funds and 1 Mystique. Dancing with at least 3 Heart or 3 Moth guarantees 1 additional reward from the guests:

* Funds (42%)
* Jumble (11%)
* Bronze Spintria (21%)
* Silver Spintria (11%)
* Kitling Ripe and the Moldywarp's Grave (and Other Stories) (5%)
* The Viennese Conundra (5%)
* Rapt in the King (5%)

### The Forms of Change

To pursue Change, place Temptation: Change or its upgrades as the *Purpose*. Everything else is the same as usual. However, the required intensity of Heart or Moth starts from 4, and increases with each stage of your Desire.

## A Superior Contract at the Ecdysis Club

**A Superior Contract at the Ecdysis Club** is the second stage of the job at the Ecdysis Club.

### Acquiring

To upgrade from A Contract at the Ecdysis Club, Work with Skill: a Hardened Physique or higher. No Funds will be awarded.

### Work

This job functions the same way as A Contract at the Ecdysis Club but has 2 slots to accept Health, Passion, or a Scar.

## A Particular Arrangement with the Ecdysis Club

**A Particular Arrangement with the Ecdysis Club**  is the third and last stage of the job at the Ecdysis Club.

### Acquiring

This job is upgraded from A Superior Contract at the Ecdysis Club by applying it to work with Skill: a Flawless Physique.

### Work

This job functions the same way as A Contract at the Ecdysis Club but has 3 slots to accept Health, Passion, or a Scar.
At the Fane of Owls

**At the Fane of Owls** is an event recipe in the Exile legacy. It requires Candia-Heraklion as the Place of Residence and consumes The Horned-Axe's Shadow.

### Visit the Fane of Owls

The Fane of Owls can be reached by Employing The Horned Axe's Shadow while Candia-Heraklion is your Place of Residence. Half-Smoked Cigarette or Stranger's Water must not be on the table or the Opportunity will simply be renewed as normal.

### At the Fane of Owls

Showing the stranger a Pentiment will provide Half-Smoked Cigarette.

Failing to provide a Pentiment before the timer ends will give Stranger's Water.
Cemetery

**Cemetery** can be found by exploring with Dedication: Remembrance when it has at least 1 Graveyard Mouth aspect.

It is temporary, lasting 300 seconds.

Exploring Cemetery takes 30 seconds and yields a Human Corpse and 1 Mystique.

## Closely Watched Cemetery

A *Cemetery* decays to a *Closely Watched Cemetery*. Exploring this location takes twice as long and yields Notoriety instead of Mystique.
An Appointment to a Quiet Parish

**An Appointment to a Quiet Parish** is a Job for the Priest Legacy which can be normally worked with Reason or Passion, but can also slot Health to start the process of creating a Lock-Scar.

Adding an appropriate lore will improving the chance of causing an Exultation, giving extra Funds and may create Fervour.

### Prepared Sermon

* Use Reason
* 60 seconds
* 1 Lore optional
* 1 Fervour optional
* Pays 1 Funds

Applicable lore: Lantern, Winter, Knock, Secret Histories.

### Improvised Sermon

* Use Passion
* 50 seconds
* 1 Lore optional
* 1 Fervour optional
* Pays 1 Funds

Applicable lore: Edge, Forge, Heart, Grail, Moth.
Connie Lee

**Connie Lee** is one of several Hunters working for the Suppression Bureau.

## Strategy

Connie Lee is notoriously the most difficult Hunter to face off against. She has both the Mystic and Tenacious aspects, meaning assaults from spirits will not work, and she will survive an assault from a follower or hirelings if they are able to successfully attack her. A Follower with a high amount of Edge is most likely to succeed in killing her, but it is safer to attempt attacks with Winter followers, even though they have a lower chance of success, as they will only generate Notoriety upon failure, rather than becoming injured. Attempting to poison her at your first meeting may prove successful in using up her Tenacious save.

With high level Lantern and/or Winter, it is possible to sway her from her path, turning her into a renegade and then a Long in the making. She can be recruited into your cult if you invoke its Aspect to at least the 21st intensity, after which she will become a Follower with a unique title and description, but if her Rival's Ascension aspect is allowed to reach 7, she will win the game instead of the player.

## Connie, a renegade

Aspects: Mortal, Disciple, Suspicious, Maverick, A Rival's Ascension 3

## Connie, a Long in the Making

Aspects: Mortal, Exalted, Suspicious, Maverick, A Rival's Ascension 4

## Connie, a Disciple

Aspects: Mortal, Follower, Disciple, Exalted, Grail 4, Edge 5

This is the result of recruiting *Connie Lee* when she was *a renegade*.

## Connie, a Conqueress

Aspects: Mortal, Follower, Disciple, Exalted, Grail 7, Edge 10

This is the result of recruiting *Connie Lee* when she was *a Long in the making*.
Cracked Noonstone

**Cracked Noonstone** is the Lantern 1 Ingredient.
It can be used in any Rite with the appropriate slot.

## Locations

* Forgotten Mithraeum
* The Forsaken Reach chance of receiving as reward for completing this vault

## Notes

* It can be repaired by talking to a Forge follower about it. You will need one Fund to repair it to Noonstone.
Curses

**Curses** are a type of Obstacles. Curses are encountered after all other obstacle types, and can produce malign forces that may cause trouble later. When the Curse (Obstacle) is faced in a Vault and is not defeated, it will spawn a corresponding Curse (Situation), but it will not hinder the player's progress through the Vault.

Curse Obstacles possess the **Curse** aspect, whose image and description are displayed here.

Of the four Curses that exist, three of them can be counteracted with the principle of Heart, which is otherwise only useful against the Peril A Western Sea.

## Behavior

All curses have similar behavior, as noted above. Once the dormant curse appears, it will remain dormant for a random number of 60-second intervals. At the end of some interval of dormancy, it will become active with a magnet slot. It will remain active for 60-second intervals until it finds an acceptable card. Then, the player will have a 60-second window of time to insert a high-level Heart Influence, to counteract the curse. The curse will then consume the influence if one was provided, or transform the card that it had previously grabbed.

Curses
A Trophy of My Foe

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

Safety from Pursuit

## Acquisition

Kill the Foe.

This is accomplished by accumulating 7 Foe's Wounds on the table at the same time.

## Reckoning

Employ to win.

This will produce one of three victories; "Only the Best","Zurich, Christmas, 1926:" or "A Life of Rare Delight (Foe Slain)".
Curio: Crème de Carmine

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

Worth 2
Asset
Supplies
Portable
Grail 8

## Acquisition

**Curio: Crème de Carmine** is acquired by Employing an Opportunity: Purchase Red Temptation? As an ingredient, it may be acquired multiple times.

## Uses

### Grail

Curio: Crème de Carmine can be consumed to address Needs Grail.

### Comfort

Accumulating Comfort is required to achieve some endgame conditions. Or Curio: Crème de Carmine can be consumed to produce 1 Contentment.

### Worth

Curio: Crème de Carmine can be Relinquished for 2 Cash or Employed with an Opportunity to address up to 2 Price.

## Notes

* Crème de Carmine is extremely similar to Amaranthine Nectar and may be its Exile counterpart.
Carcass Spark

**Carcass Spark** is the Forge 12 Tool.
It can be used in any Rite with the appropriate slot, or gifted to a follower to increase their Forge by 3 and reduce their Resentment by 1.
It is used to create the Dormant Dawnbreaker Core during the Apostle Aestuant legacy.

## Locations

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

The Marks of Light 3-6

This card can be upgraded from Dedication: Enlightenment.

This card has 4 stages, in which the aspects of Desire and The Marks of Light range from 3 to 6.

At the Sixth Mark, you can perform a ritual to complete your ascension. The ritual requires 1 Rite, 6 Marks of Light and 36 Lantern.

I have passed through the Tricuspid Gate, and entered the high rooms of the Mansus. The Glory is very close here. It leaks through the fabric of the House to contribute its light. I have walked behind the Watchman: I've seen his shadow on the Stone. Sometimes I hear the Hours debate one with another on the matter of the courses of the world. I will not live. I will not die. Perhaps, one day, I will rise even higher.
*[Congratulations on a standard Enlightenment victory. You have wrestled the game to its knees. There are other paths.]*