recursal/Fanatic-Fandom huggingface dataset:
Intermediate Tutorial Part 1/4: How do I Add a Health Meter to the FirstPersonAvatar?

2. From **Library Panel:** Drag the "Capitan BlackClaw" with a cube next to it into your **Avatar** in the **Project Hierarchy**.
3. From your **Project Hierarchy**, expand "Capitan BlackClaw" so that its child "UI" is visible.
4. Next, take that "UI" **Asset** and drag it onto the existing **Asset** "First Person Avatar". Now, "UI" is a child of "First Person Avatar".
5. Expand "First Person Avatar", and right click on the "HealthBar" child. Select "Delete" from the dropdown menu that appears. Now your objects should look like the screenshot.
6. Now that we have taken the UI of Capitán BlackClaw and placed it inside our existing **Avatar**, we don't need the rest of Capitán BlackClaw. Go ahead and right-click "Capitan BlackClaw" from your **Project Hierarchy** and Delete it.
7. That's it! if you play to test you should be controlling the First Person Avatar, and you should be able to see that you have the health bar from Capitán BlackClaw.
8. From here, you can optionally save your current Game under a new name, and you can move on to the next part.

* **Index Page For This Tutorial**
The 'Hebe Stanton'

**The 'Hebe Stanton'** is a Vault.

## Text

* Description:

A battered but surprisingly plush steamer, much used by actors fleeing scandal, by shy millionaires, by occult scholars who feel safer with moving water under them; and, just once, by the Ligeia Club, who chartered the whole ship for the use of seven cabins.
* Start Description:

It is rare for passenger vessels to visit the grim island where the 'Hebe Stanton' is docking - but we can charter a fishing boat, and trust the sea behaves. The real work, of passing guards and doors, will begin if we get on board.
* Success Description:

There are few passengers on board - no wonder, if this cheerless icy isle was the ship's destination. But there's at least one passenger - someone who had protected their cabin door with more than physical locks. They must have gone ashore. They might return at any moment -
* End Description:

We empty the luggage, upend the books to shake them, turn pictures to check the backs. We find clothes, tickets, maps, nothing out of the ordinary... although there is a curious translucent material like a sheet of snakeskin draped over a chair-back. At last, when we slash the mattress to search its stuffing, we find a little collection of ivory scroll-cases.
## How to acquire

There is a chance to aquire for exploring one of the following fragments:

* An Occult Scrap (Secret Histories 2): 2%
* A Furtive Truth (Secret Histories 4): 5%
* A Forgotten Chronicle (Secret Histories 6): 10%
* Forbidden Epic (Secret Histories 8): 25%
* Unresolved Ambiguity (Secret Histories 10): 50%
* Vagabond's Map (Secret Histories 12): 50%
* Port Noon Anecdote (Secret Histories 14): 50%

## Obstacles

* Watchers - overcome with one of: Edge, Grail, Moth
* A Warded Door - overcome with one of: Forge, Knock
* A Western Sea - overcome with one of: Forge, Heart

## Rewards

* The Ceaseless Tantra (Book)
* The Fire-Circle Tantra (Book)
* The Incandescent Tantra (Book)
* The Leonine Tantra (Book)
Society of St Hydra

Hirelings
 Summons

**Society of St Hydra** is the Secret Histories-aligned cult, dedicated to Lore itself, and the multiform powers of the Mansus. Its founders can promote followers of any aspect to its fifth rank (Disciple) at maximum, but may use any aspect other than Secret Histories to power the promotion.

#### Strategy

The **Society of St Hydra** is a jack-of-all-trades cult with mastery of none. Secret Histories lore is very common, since you can acquire it through the Dream verb as well as from books. However, the lore itself has essentially no power beyond location discoveries, as it cannot be used for follower promotions or rites except for the summoning ritual of Teresa, which requires only 2 Secret Histories aspect. The **Society of St Hydra** is no better situated to gain or make use of the lore, rather, its strength lies elsewhere. The **Society of St Hydra** is slightly better suited to pursuing a Power victory.

With no Secret Histories-aligned followers, The **Society of St Hydra** has no distinct cult business.

##### Other Strengths

With the ability to promote followers using any aspect of sufficient strength, The **Society of St Hydra** excels at rapidly populating the cult with Disciple-level followers, arming them against any future challenge. The **Society of St Hydra** is therefore the fastest cult out of the early game.

Quick access means that founders should use their extra time to be better prepared. Collecting two Disciples of every aspect is highly recommended, as this arrangement can usually allow the founder to address any problem on-demand.

Without Exalted-level followers, cult business is less likely to succeed than it might be in a more focused society, and explorations cannot be as reliant upon a single follower to bypass obstacles. With dedication, multiple Disciples can easily shore up this latter limitation.

Because the Society of St Hydra can promote using any lore it can recruit Troublemakers with any tool, giving it far more options. This is especially worthwhile for recruiting Hunters, who have stats above and beyond standard Cultists.

##### Victory

The **Society of St Hydra** is slightly better suited to pursuing a Power victory. Prisoners and corpses (for other victories) are more difficult to acquire than funds (Power victory), and the Notoriety produced is more difficult to eliminate. Also, when pursuing a Major Power Victory, The **Society of St Hydra** does not need to sacrifice followers to satisfy Mrs E..
Passionate Memory

**Decay Time** | 300s

**Passionate Memory** can be randomly acquired after each Season of Ardours. It is one of the three possible memory cards:

* Bittersweet Memory
* **Passionate Memory**
* Pleasant Memory

Dreaming of a Passionate Memory yields Restlessness, Contentment, and Vitality.

Painting with a Passionate Memory also yields Notoriety
Opportunity: Discreet Office?

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

 **Decays To** | None

Opportunity: Discreet Office? is an Opportunity in the Exile legacy.

## Acquisition

This opportunity can be found by Reconnoitre in most cities.

## Use

Employ this Opportunity with 1 Worth to gain Discreet Office. Purchasing this Opportunity in Tripoli will also provide special story text and the Last Antaean Initiate.
Pursuer's Wound

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

 **Decays To** | None

## Acquisition

### Striking

Employing a Weapon and/or Lore may produce a Pursuer's Wound if reckoner rank is present and the Foe is not.

### Theft or Sabotage

Defending against "Theft or Sabotage" with a Connection produces Pursuer's Wound.

## Remediation

Pursuer's Wound is purged when a reckoner is killed, replaced by reinforcements, or left behind.

## Reckoning

Accumulating enough Pursuer's Wounds will end the reckoner Action and provide A Reckoner Corpse.
Beginner Tutorial 4: Add Some Obstacles From A Different Game 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.

Just because we are editing the **Arcade Racer** doesn't mean we can't use **Assets** from other Games! In this tutorial, we will add some obstacles, originally from the **Platformer**, to the **Arcade Racer**, to make negotiating the track more challenging.

2. From the **Library Panel**, drag "Ruins Block 01" out into your viewport and onto the track roughly where you would like to place it. It's a good idea to move your camera to the part of the track you want to add the obstacle to first, to potentially avoid having to move this **Asset** a long distance in the viewport. You may want to make some adjustments to position, rotation and scale too. Try 0.5,0.5,0.5 for the scale for example since the default size is pretty big. Try different rotations relative to the track direction too.
3. You can now press Play to test. Optionally, you can rename this **Asset** in your **Project Hierarchy**, and you can also optionally move the position of this **Asset** in your **Project Hierarchy**.
4. You can now bring in other obstacles for the track as you see fit.
Reckoner Informants

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

 **Decays To** | None

**Reckoner Informants** is a type of reckoner Action. It can appear whenever Time finishes a cycle if there is no reckoner Action already active. Some cards can prevent their appearance.

### Aggressive

If there is a Trace on the board, the Informants call for reinforcements, replacing themselves with a Reckoner Assassin or Operative. Otherwise, they will spit a Trace.

### Passive

If there is a Trace on the board, the Informants are hesitant, doing nothing for an Action cycle. If there are no Traces, the Informants will leave the city, ending the Action.
Prague

Prague is a possible Destination or Place of Residence in the Exile legacy. It can be reached from Kaunas, Rhenish Aachen, Rostock, Vienna, and Nizhny Novgorod in Flames. Arrival in Prague provides Connection: Underworld.

## Reconnoitre Prague

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

### Times

* Night
* Dawn

## Send Discreet Messages from Prague

* Rhenish Aachen
* Kaunas
* Rostock
* Vienna

Default: A Dash Cross-Country
Opportunity: a Connection with a Ruler?

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

 **Decays To** | None

Opportunity: a Connection with a Ruler? is an Opportunity in the Exile legacy.

## Acquisition

This opportunity can be acquired in the following ways:

* It can be found by Reconnoitre in a few cities:
	+ Baghdad
	+ Cluj-Napoca
	+ Kaunas
	+ Prague
	+ Tirana
* It is provided on arrival in Tirana and Valletta.
* It is the result of exhausting Connection: Ruler.

## Use

Employ this Opportunity with a Stolen Decade to gain Connection: Ruler. If you have one or more Connection: Radicals, one will be purged.
Refulgin

**Refulgin** is the Lantern 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 Lantern Masterpiece.

## Locations

* Forgotten Mithraeum
* Kerisham chance of receiving as reward for completing this vault
* The Unnumbered Stones chance of receiving as reward for completing this vault
* Foxlily Meadows chance of receiving as reward for completing this vault
* The Forsaken Reach chance of receiving as reward for completing this vault
List of books

Books are important objects of study. They can be dry scholarly tomes, inscriptions in forgotten places, scrolls that reveal unsettling truths, or the half-baked ideas of charlatans. Books can be used to learn fragments of occult lore, powerful eldritch rites, and even languages never meant for mortal mouths.
Opportunity: Quiet Warehouse?

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

 **Decays To** | None

**Opportunity: Quiet Warehouse?** is an Opportunity in the Exile legacy.

## Acquisition

This opportunity can be found by Reconnoitre in most cities.

## Use

Employ this Opportunity with 2 Worth to gain Quiet Warehouse. Purchasing this Opportunity in Tripoli will also provide special story text and the Last Antaean Initiate.
St Agnes Hospital

**St Agnes Hospital** is a Vault.

## Text

* Description:

They did good work here, once. Certainly there were a few too many amputations, but then there are individuals one would prefer not to walk the city streets.
* Start Description:

Only echoes walk the hospital halls now, but malice lingers in the air. We must search meticulously, room by room.
* Success Description:

What was this place? The door bore no sign. There were no windows. The walls were painted a rich violet - rich even now after the ravages of rain through the leaking ceiling. A rotting chair has leather straps on the arms. The floor is porcelain, and runnelled.
* End Description:

There is a padlocked cupboard in the wall: it does not long resist our strength. It contains instruments tipped with flint and glass - instruments one would not expect a surgeon to use. It contains other matters of more interest to us too...
## How to acquire

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

## Obstacles

* Dry Soul Curse - overcome with one of: Heart, Lantern

## Rewards

* Empty Hospital (HQ potential location)
* The Rose of Hypatia (Book)
* The Locksmith's Dream: Trespasses (Book)
* Stained Gloves (Tool)
* Rose-Pearl Dust (Ingredient)
Opportunity: Purchase the 'Drinker's Knife'?

**Decays To** | None

**Opportunity: Purchase the 'Drinker's Knife'?** is an Opportunity in the Exile legacy.

## Acquisition

This opportunity can be found by Reconnoitre in the following cities. It may only be seen once.

* Alexandria
* Algiers
* Granada
* Istanbul
* Marrakech
* Meshad
* Samarkand
* Tripoli

## Use

Employ this Opportunity with 2 Worth to gain Biedde's Blade.
Stalingrad

Troubled
Remote
Destination
Unique

**Stalingrad** is a possible Destination or Place of Residence in the Exile legacy. It can be reached from Kyiv, Nizhny Novgorod, Sverdlovsk, and Tiflis. It is transformed into **Stalingrad in Flames** after assisting an Uprising. Arrival in Stalingrad provides Obscurity and Zulfiya, the Barber. The Knotwingknot Nest Caper can be accomplished here.

## Reconnoitre Stalingrad

### Connections and Licenses

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

### Property

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

### Items

* Opportunity: Purchase a Profane Weapon?
* Opportunity: Purchase an Unsettling Doll?

### Times

* Dawn
* Night

### Distractions

* Freezing Winds
* The Wolf Divided's Shadow

## Send Discreet/Hasty Messages from Stalingrad

* Kiev
* Nizhny Novgorod
* Sverdlovsk
* Tiflis

Default: A Dash Cross-Country
Repurposed Datsan

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

**Repurposed Datsan** is a Shrine to the Colonel that can be found through reconnaissance in Leningrad. It can only be encountered once.

# Use

## Visit an Iron Shrine

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

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

## A Consecration to the Colonel

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

## An Unflinching Vow

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

## Make a Pilgrimage to an Iron Shrine

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

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

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

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

Travel to this Shrine with The Scarred Mysteries once all of your Foe's Weaknesses have been revealed to gain Histid's Dart and a Wound.
Opportunity: Purchase an Antique Guitar?

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

Opportunity
 **Decays To** | None

**Opportunity: Purchase an Antique Guitar?** is an Opportunity in the Exile legacy.

## Acquisition

This opportunity can be found by Reconnoitre in Avignon.

## Use

Employ this Opportunity with 3 Worth to gain Rarity: Grese Guitar.
Peculiar Rumour

Secret Histories 1
 **Decay Time** | 60s

A Peculiar Rumour is an Ingredient card that can be used in the Explore verb to find a random Follower and 1 Notoriety. It expires after sixty seconds.
It can be randomly acquired from Way: The Wood, it can result after a failed attempt to eliminate Notoriety by talking to a Heart Follower about Cult business, and it is given if you find a patron through Talking after you have drawn every patron from the deck.
Pentiment

**Pentiment** is an Aspect in The Exile DLC.

There are ten different Pentiment Aspects, each with the same icon but a different description. While there are eleven unique cards with a Pentiment aspect, only ten of them can be acquired. Bringing enough Pentiments to a place of power or a particular contact may enable commerce with the Nameless Name of the Velvet.

Pentiments
 Perhaps something strayed in from another History.
 Was the choice life, or death?
Priory of Captains

Map's Edge
Remote

**Priory of Captains** is a Map's Edge Destination or Place of Residence in the Exile legacy. It can be reached from Granada, London, Marrakech, Paris, Strasbourg, and the Lonely Places Between. Arrival in Priory of Captains provides Obscurity and replaces the Destination Aspect with Place of Residence and Safety from Pursuit. As a Map's Edge destination, your allies cannot follow you here, but neither can lesser reckoners. There is no traveling on from Priory of Captains.

### Time

* Dawn
* Night

### Distractions

* Faith
* Sea
* The Horned Axe's Shadow

## Rest and Wait

Reconnoitering Priory of Captains after your Foe is defeated provides 3 Obscurity.

## Notes

* This sea being referred to appears to correspond to the Gulf of Morbihan, a natural harbor off the coast of France containing as many as 40 small islands. Specifically, the priory being referred to is probably the one on Île-d'Arz, which currently functions as the town's city hall.

1. ↑ Wikipedia article for the priory, only in French.
Pigment

Pigments are a type of Ingredient necessary for Painting Masterpieces and will always generate Notoriety when used to do so. They can also be Auctioned. When used in a painting, regardless of whether they are used for a Masterpiece, they will be consumed and produce an intensity six influence of the appropriate aspect.

## List of Pigments

* Piebald Pigment
* Rose-Pearl Dust
* Vital Pigment
* Bitterblack Salts
* Refulgin
* Martensite Paste
* Greydawn Oil
* The Byzantine Tinct

## A Worthy Medium

Text when creating the corresponding Masterpiece
 The Byzantine Tinct | Sooner or later, this canvas will be slashed, but its colour will only grow richer.
Something something DEEP MYSTERIES something

**Something something DEEP MYSTERIES something** is a Book.

## Locations

* Morland's Shop when everything else has been purchased.
* Oriflamme's Auction House when everything else has been purchased.

## Notes

* Unlike other cards with Text, this book cannot be studied.
* Its purpose is to mark that there is nothing left to purchase and it can be safely sold at Oriflamme's Auction House.
Silver Spintria

**Silver Spintria** is the Grail 6 Ingredient.
It can be used in any Rite with the appropriate slot, or sold at auction for a minimum of 8 Funds.
Silver Spintria are given as rewards for completing a very substantial commissions, can compensation from Poppy Lascelles, found when exploring a certain book and be given as payment for working at the Ecdysis Club. It can also be used to repair a Cracked Watchman's Glass or a Cracked Wildering Mirror.

## Locations

* The Unnumbered Stones (Gotten Randomly)
* Foxlily Meadows (Gotten Randomly)
Snare

*Edge, Forge, Moth or Winter are useful for creating Snares. Once created, a Snare can be used when an Independent makes an attempt on any Vault.*

**Snares** are cards used to ambush a Rival, interrupting their attempting on a Vault and potentially wounding them, as well as increasing their Resentment.

**Snares** can be created by talking to a follower about a rival or about a vault.
Spirits cannot create **Snares**.

## Snare Effectiveness

**Snare Effectiveness** is an aspect specific on snares, signifying the chance of success upon using.

*While any follower can create snares, some are good at it, some are not.*

A snare created initially has an effectiveness of 1. Then, the highest aspect of
Edge, Forge, Moth or Winter is used as reference to improve its value.

Snares and their effectiveness
 3
 7
 10
*My follower has set a perilously cunning ambuscade - one that will almost certainly succeed.*
Sending

**Sending** is a kind of spirit that split off from you when dancing at the Ecdysis Club. It is sent to learn lessons required by The Forms of Change.

Heart Sending:

* Guise: Viper
* Guise: Cat
* Guise: Fox
* Guise: Eagle
* Guise: Dove
* Guise: Boar

Moth Sending:

* Instar: Silent
* Instar: Creeping
* Instar: Russet
* Instar: Far Travelling
* Instar: Avid
* Imago
Temptation: Defiance

Desire

**Temptation: Defiance** is a Desire exclusive to the Exile legacy. It is obtained when Employing either a sacred Weapon or Edge lore, alongside with 3 Unknown Foe's Weaknesses.

## Upgrading

**Temptation: Defiance** begins with one mark of defiance and must be increased to at least 7 to achieve an Edge victory. It can be upgraded in several ways, some of which are mutually exclusive.

### Send a Defiant Gift

Communicate using Temptation: Defiance and any sacred Weapon (i.e. not a Profane Weapon) to increase Defiance by one. This can only be done once.

### Send a Defiant Summons

Let your Foe know your location by Communicating with Temptation: Defiance and your location. This will increase Defiance by one, destroy all Obscurity, and summon your Foe to your location. It can be done multiple times, but will only increase Defiance once.

### Celebrate My Victory

Relinquish a Reckoner Corpse with Temptation: Defiance to increase Defiance by one. This can only be done once.

### Foment Chaos for the Wolf Divided

At any time, add The Wolf Divided's Shadow to a non-betrayed Uprising to spread chaos and increase your Defiance by **two**. This can be done multiple times, but only Stalingrad and Tiflis have both Connection: Radicals and The Wolf Divided's Shadow available. It can also be done regardless of consecration.

### A Consecration

Travel to a Shrine of either The Colonel or The Lionsmith with Temptation: Defiance to consecrate yourself to one of the Edge Hours and increase Defiance by one. Consecrating yourself to the Colonel will produce a Wound; consecrating yourself to the Lionsmith will produce Rage. This will make the Eternal Enmity (The Wolf Divided) victory impossible. It can only be done once.

### The Unflinching Vow / The Brazen Vow

Travel to a Shrine of the Hour that you are consecrated to with Temptation: Escape to increase Defiance by one. Doing so at a Shrine of the Colonel will produce a Wound; doing so at a Shrine of the Lionsmith will produce Rage. This can only be done once and will make an Obscurity victory impossible.

### Betray an Uprising / Assist an Uprising

Employ Connection: Radicals with Temptation: Defiance and add Winter to betray the Uprising or Forge to assist it. Betraying or assisting an uprising will only increase Defiance if you are consecrated to an Hour. If you are consecrated to the Colonel, betraying an uprising will increase Defiance by one, while assisting an uprising will decrease Defiance by one; if you are consecrated to the Lionsmith, the opposite is true. This can only be done once.

### Laugh as the Lionsmith Laughed

When your Foe is attacking, defend using Temptation: Defiance to increase your Defiance by one. This can only be done if you are consecrated to the Lionsmith. Your Foe will still successfully hit you, creating two Wounds.

## Use

Communicate using Temptation: Defiance with seven marks of defiance and six Foe's Wounds to achieve an Edge victory.
Obscurity

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

Moth 2
 **Decay Time** | 300s

Obscurity is a type of Supplies in the Exile DLC. Seven Obscurity are required for the A Quiet Life, Comfort and Safety, and A Life of Rare Delight victories (together with Temptation: Escape).

Reckoners cannot initiate attacks or theft while Obscurity is on the table, but attacking reckoners will destroy any Obscurity on the board. Instead, reckoners will draw in and destroy Obscurity one at a time, create Traces, or call reinforcements.

Sources of Obscurity (this list may be incomplete)
 completing an Operation with 3 Subtlety
 Misty Nook | * repeatable (1)
 Reconnoitre (in Map's Edge locations)
Skyrius T

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

Vault

**Skyrius T** is a Vault in the Exile legacy. It is received by talking to Dominykas, the Baker.

## Caper

A Caper on Skyrius T will encounter three Complications.

### Reward

Provides Maggot-Spice?, which can be given to Dominykas to recruit him as an Ally.
Cash

**Cash** is one of the currencies of the Exile legacy, and the Exile legacy's counterpart to Funds.

## Uses

* Used to Travel to new Destinations; 1 **Cash** for regular Destinations and 2 **Cash** for Remote Destinations.
* Obtain Assets by Employing them with **Cash**.
* Send **Cash** ahead to Destinations with Communicate so you don't have to pack it; forwarded **Cash** can be retrieved on arrival by Commicating with the Place of Residence. If you never travel to that Destination, the **Cash** is lost.
* 1 **Cash** with 3 Curio: Pages from the Book of Suns can restore Rarity: The Book of Suns, Reassembled.
* **Cash** can technically be used to resolve Complications and Challenges on Capers and Operations, but as Supplies are consumed on use and the amount of Principle Aspects are low, it may be better to save it for other things.

## How to obtain

* 2 **Cash** are awarded when beginning the Exile legacy.
* Relinquishing a Stolen Year provides 1 **Cash** but creates a Trace.
* Running successful Operations provides varying amounts of **Cash**.
* Relinquishing Assets provides **Cash** equal to the Asset's Worth.
* Completing the Chateau Tarascon Caper provides 1 **Cash**.
The Allure

**Element ID** | apostlelantern.pillar3

**The Allure** is an Influence in the Apostle Entheate legacy, key to achieving a major Lantern victory. It is obtained by Dreaming The Lesser Crossroads with A Dream of a Key and A Splendour.

## Uses

### Maintain The Allure

Studying **The Allure** with a Fascination will consume the Fascination and reset the Allure's decay timer to 180s.

### Send a Maid-in-the-Mirror to lure a Witness

Talk to a Maid-in-the-Mirror about **The Allure** and after 60s it will either create **The Witnesses: One of Seven** or grab an existing version of the Witnesses and upgrade it after 10s.

### The Gate Opens Outwards

The Allure may be used in the Rite Intercalate to achieve the Lantern major victory, the Third Mode.
Opportunity: Secluded Villa?

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

 **Decays To** | None

**Opportunity: Secluded Villa?** is an Opportunity in the Exile legacy.

## Acquisition

This opportunity can be found by Reconnoitre in most cities.

## Use

Employ this Opportunity with 8 Worth to gain Secluded Villa. Purchasing this Opportunity in Tripoli will also provide special story text and the Last Antaean Initiate.
Shadowless Empire

The **Shadowless Empire** was an empire in the Middle East in some Histories including the First, associated with Persia and possibly Akkad. The rulers of the Shadowless Empire spoke Deep Mandaic, a Semitic language related to Aramaic and associated with ancient Mesopotamia, which may be based on the Akkadian language. The Empire's origins are unclear, but if Deep Mandaic indeed corresponds with Akkadian then it may have originated as the Akkadian Empire. However, as of the 300s BCE in the First History, it corresponded with the historical Persian Empire and was ruled by the Achaemenids. Its kings were notable for pursuing immortality, and are buried in the Tombs of the Shadowless Kings.

## Conflict with Alexander

In the First History, Alexander the Great was under the patronage of the Scarred Man, who had founded Mycenae after the Lithomachy. Alexander attempted to conquer the Shadowless Empire, just as he conquered the Persian Empire in real-world history. The Golden General, the greatest general of the Shadowless Empire, had also been tutored by the Scarred Man, so he refused to fight against Alexander. Their armies were to meet at Issus, where Alexander historically defeated the Persian Empire once and for all. However, Darius, the Shadowless King of Kings, revealed a "great secret of betrayal" to the Golden General, prompting him to forsake all mortal ties, shatter his sword, and become the Lionsmith to fight the Colonel for the rest of history. Darius also revealed a secret - presumably, though not explicitly, the same secret - to Alexander, causing Alexander to turn back to Macedonia. The precise nature of the secret is unknown, but Captain Welland will reveal it to the player character if he is defeated.

## Later history

Later, the Shadowless Empire fought with Rome. It again opposed the Colonel, whose "Unnumbered Legion" secretly defended Rome. Eventually, the Shadowless Empire defeated Rome, brought Byzantium into its sphere of influence, and invaded India. It faced great difficulty against the armies of the Hooded Princes, and it is unclear who eventually prevailed.

## References

1. ↑ The Book of Thrones
2. ↑ As The Sun His Course
3. ↑ Book of True Blood
4. ↑ A True and Accurate History of the Shadowless Kings
Sovereigns of the Leashed Flame

The **Sovereigns of the Leashed Flame** were a group of twenty or more Long in England in the fifteenth century who made a treaty with the Forge of Days. Under their rule, England became devoted to the worship of the Forge (under the name St. Spark or the Leashed Flame), and attempted to conquer the world. After their defeat, the Leashed Flame inspired the Society of the Noble Endeavour, who sought to become Long through Forge ascension.

Fort Geryk may have been an outpost of the Sovereigns of the Leashed Flame, as it references an empire which does not exist "in any reputable History" and gives items closely related to the Forge of Days.

## War of the Roads

The War (or Wars) of the Roads is a term for the conquest waged by the Children of the Leashed Flame against the rest of the world in the fifteenth and sixteenth centuries. Though initially successful, the Sovereigns' fortunes faltered when the Church of the Unconquered Sun joined forces with the Sisterhood of the Knot to defend against the conquests. The Sovereigns burned the martyr-legions of the Sisterhood (presumably using powerful Forge magics), and might have gone on to conquer the rest of the world had they not lost control of the Forge of Days. Unleashed, the Forge devoured the Sovereigns, putting an end to their ambitions and to the War of the Roads.

The War of the Roads was fought in the Mansus as well as the waking world. The Church and the Sisterhood allied with the Vagabond, and the Forge of Days also fought the Red Grail, one of the Hours venerated by the Sisterhood. Implicitly, the Forge may have also fought the Ring-Yew, Horned Axe, and perhaps Thunderskin (the other Sisterhood Hours). If so, it is likely that it additionally fought the Sun-in-Splendour, to whom the Church of the Unconquered Sun was dedicated.

The War of the Roads was originally foretold in India, prior to India's conquest by the Great Hooded Princes.

## References

1. ↑ 1.0 1.1 The War of the Roads, 1450-1580, CENSORED EDITION
2. ↑ The Irreproachable Traditions...
3. ↑ The Vanderschaaf Collection
4. ↑ 4.0 4.1 How the End will Begin
5. ↑ Draw text from Way: the Spider's Door
The Beachcomber

**The Beachcomber**, also called **The Beach-Crow** and known to some as **Cryppys**, is one of the Hours, associated with hour X, or 10:00am. His Aspects are Grail and Knock. The Beachcomber is a God-from-Flesh, and it is suggested that he is a thief, a spy, and a voyeur. As *Birdsong* states, "He has hidden the memory of secret couplings among the Hours and their Names in the corners of the House, as treasures to gloat over."

## Books

* Birdsong
* Five Creations
Keglin's Scratch

**Keglin's Scratch** is a Vault.

## Text

* Description:

Here the Romans dug for silver, until they reached the unsanctioned space where the Names hid things not fit for sunlight. Many others have come since then, even as the tunnels crumble. Some have never left.
* Start Description:

We prepare for the descent. We bring rope, tools, light; we arm ourselves against anything down there that may yet move.
* Success Description:

The air is stale, and dust sifts worryingly down from the rock above, but the dead lie still. This chamber, with its chalked figures and ancient stains, looks promising.
* End Description:

In a lead-lined sarcophagus lies the skeleton of a woman. She wasn't buried here: it looks like she crawled in to die... something has happened to the shape of her skull, pushing out the jaw like the muzzle of a beast. Scraps of rotting linen swathe her bones. Treasures lie among the remains of her clutching hands between her ribs.
## How to acquire

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

## Obstacles

* Treacherous Ground - overcome with one of: Forge, Lantern
* The Fretful Dead - overcome with one of: Edge, Winter

## Rewards

* The Victory of Crowns (Book)
* Cracked Wildering Mirror (Tool)
* Biedde's Blade (Tool)
Opportunity: An Official Connection?

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

 **Decays To** | None

Opportunity: An Official Connection? is an Opportunity in the Exile legacy.

## Acquisition

This opportunity can be found by Reconnoitre in most cities. It is provided on arrival in Sverdlovsk. It is the result of exhausting an Official Connection.

## Use

Employ this Opportunity with 1 Stolen Lifespan to gain an Official Connection.
Raven Isle

**Raven Isle** is a Vault.

## Text

* Description:

An extinct volcano lifts its head from a fervid tangle of emerald jungle. Immortals fallen to the vilest crime of their kind are exiled here to roost, guzzling the blood and cracking the bones of unwary travellers. They must have acquired some interesting toys over the years.
* Start Description:

The chiefest peril of Raven Isle is the soucouyants, the fallen immortals. But the way there across the sea will be hard, and the isle is full of voices which carry the curse of visions.
* Success Description:

A mountain cave befouled by soucouyants. On the walls they have scrawled their sad histories, in a hundred languages, in script of striking elegance: the creatures they were, the histories they owned, the children they mourn.
* End Description:

At the back of the cave, the soucouyants have made a sort of museum-nest. The fine clothes they wore once, adorned now with raven feathers. A little miscellany of cameo portraits and rotting family albums. A few items of power.
## How to acquire

It is randomly awarded for exploring Port Noon Anecdote (Secret Histories 14).

## Obstacles

* A Western Sea - overcome with one of: Forge, Heart
* Soucouyants - overcome with one of: Lantern, Moth
* The Fifth Eye Curse - overcome with one of: Heart, Winter

## Rewards

* The Origins of Hours (Book)
* Five Creations (Book)
* A Manual for Departure (Book)
* Chalice Murmurous (Tool)
Opportunity: Purchase a Menacing Icon?

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

Opportunity
 **Decays To** | None

**Opportunity: Purchase a Menacing Icon?** is an Opportunity in the Exile legacy.

## Acquisition

This opportunity can be found by Reconnoitre in three cities:

* Kiev
* Prague
* Venice

## Use

Employ this Opportunity with 1 Worth to gain Curio: Bohemian Saint.
The Applebright

**The Applebright** is one of the Hours. She is a God-from-Nowhere. She watches over the Grove of Green Immortals, a mountain monastery of renegade Taoists, specialized in horticulture and medicine. She is believed to be the counterpart of The Flowermaker, and has an association with The Witch-and-Sister.

## Notes

* In *Cultist Simulator*, The Applebright is currently only mentioned once by name in The Feast Fulfill'd Major Victory.
* Applebright was confirmed as an Hour, in Weather Factory's blog posts on the development of their upcoming related game, "Book of Hours": https://weatherfactory.biz/mar-2-folio/
* Due to the scarcity of lore concerning The Applebright in *Cultist Simulator*, her status was a point of contention among the community. Some believed "The Applebright" is only an alias of The Flowermaker and/or The Witch-and-Sister. Conversely, proponents of her Hourhood argued that *A Catalogue of Uncharted Pleasures* explains The Applebright's origin: while some "sparks of delight" generated by The Forge of Days wafted to The Glory and became The Flowermaker, more of those same sparks also drifted into Nowhere to manifest as The Applebright.
Restlessness

Lantern 2
Forge 2
Heart 2
Grail 2
Moth 2

## Obtaining

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

* Leaving certain Moth Influences to decay. The most certain way to acquire a Moth influence is to dream Passion with any Knock, Lantern or Moth lore.
* Every time the Season of Ambitions comes, if you don't have any Rivals or Mentors and your Desire is 2 or less, you'll get **Restlessness**.
* Possible choice in the **White Door** while dreaming on Way: The White Door.
* Actions involving Moth have a chance to produce Old Unhappy Far-off Things, which produces **Restlessness** after 30 seconds.

## Removing

**Restlessness** can be removed by several ways:

* By letting it decay into Dread.
* By using Passion in Work, a process which requests Restlessness as "inspiration" for a painting.
* By using it as Influence in a Rite or as Trappings when promoting a Follower.

## Dangers

Accumulating too much **Restlessness** can lead to having many Dread cards in play. Dread should be disposed of as it can lead to DESPAIR.
That Old Yearning

**That Old Yearning** is the Moth 15 Influence.
It decays to A Howling in the Heart.

## Obtaining

* Can be obtained by studying two A Howling in the Heart

## Notes

**That Old Yearning** is not found behind any of the doors of the Mansus, but may be created by combining two A Howling in the Heart. The only apparent use for an influence with this level of Moth is to cast Passion's Gyre Grand, almost ensuring success. It could also be used for the final levels of Moth-ascension.
Rarity: 'Green as Remembered Rain'

**Rarity: 'Green as Remembered Rain'** is a Pentiment and Portable Asset in the Exile legacy.

## Acquisition

Rarity: 'Green as Remembered Rain' is acquired by Employing Opportunity: Purchase Art about Yearning? for 2 Cash, found by Reconnoitering Rostock.

## Uses

### Moth and Grail

Rarity: 'Green as Remembered Rain' can be used anywhere a principle Aspect is accepted. As it has a significant magnitude of Moth, it is very useful for Operations and Capers.

### Comfort

Rarity: 'Green as Remembered Rain' can be Employed to produce 1 Contentment. Accruing sufficient Comfort can achieve a greater "Obscurity" or "Foe defeated" victory.

### Worth

Rarity: 'Green as Remembered Rain' can be Relinquished for 2 Cash or Employed with Opportunities to address up to 2 Price.

### Pentiment

* Rarity: 'Green as Remembered Rain' can be shown to the stranger in Candia-Heraklion to receive a Half-Smoked Cigarette.
* Rarity: 'Green as Remembered Rain' can be offered to the mist or Mme Matutine.

## Notes

* Green and Gold is the name of a victory in the game Sunless Sea, which Alexis Kennedy also worked on.
Sealed Bureau File

**Sealed Bureau File** is legacy card you can obtain by working with the Inspector's Position.

It can either be burnt at Work, opened with Study, or consumed by Temptation by not using any Reason to resist.

Upon opening, you'll inherit the Temptation of your previous character, receive 1 Fascination and 1 Dread.

### Burning Bureau File

If you burnt the Sealed Bureau File, you'll receive a Burning Bureau File, which disappears after 10 seconds. While burning, you can still use it the same way with Sealed Bureau File.

### Troubling Bureau File

If you burnt the Sealed Bureau File and it perfectly disappeared, you'll receive a new Troubling Bureau File when you succeed capturing a Troublemaker. This card has the same function as Sealed Bureau File with only its name and description different.
Porter

Porter is a Moth Follower. He is callous and unpredictable, and has very specific preferences. His connection to The Moth seems be his former occupation as a barber, and the court case may have something to do with A Barber's Warning. The detective found Porter has begun to collect names, for a purpose that is known only to Porter.

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

## Porter, a disciple

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

## Porter, a Skintwister

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

## Rival

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

## Prisoner

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

## Romance

Porter can be romanced at The Ecdysis Club.
Safety from Pursuit

**Safety from Pursuit** is an Aspect on a few endgame cards in the Exile legacy. Its presence prevents Reckoner actions triggered by either Time or the Foe. It does not prevent the Foe himself from appearing (unless it appears on A Trophy of My Foe).

## Cards with Aspect Safety from Pursuit

* Sunshine Island
* Wounded Moon Lake
* The Pentapolis
* Hermitage of the Scythe
* Priory of Captains
* The Tiger's Nest
* Fogfire Point
* A Trophy of My Foe
Strathcoyne's Residence

**Strathcoyne's Residence** is a Vault.

## Text

* Description:

The house of Mr Fraser Strathcoyne, a collector of rare objects. Strathcoyne will not sell his treasures. But a sufficiently cunning accomplice might gain entry.
* Start Description:

Mr Strathcoyne has forbidden entry to his library. Unfortunate. Let's see what we can do.
* Success Description:

Strathcoyne's cosy sanctum. A fire smoulders in the grate. Glass cases display hard-won trinkets. We must seize what we can, quickly! Strathcoyne may already have telephoned the police.
* End Description:

Out into the night! We escape unseen, but the next day there are reports of a fire at Strathcoyne's. Did someone knock a live coal on to the hearth-rug? Or did Strathcoyne destroy the place himself, as part of some larger scheme?
## How to acquire

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

## Obstacles

* Watchers - overcome with one of: Edge, Grail, Moth

## Rewards

* The Wainscot Histories (Book)
* Travelling at Night(Vol. 3) (Book)
* The Treatise on Underplaces (Book)
* The Journal of Alessandro LaCroce (Book)
* The Locksmith's Dream: Stolen Reflections (Book)
Sanskrit

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

## Written in Sanskrit

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

## Scholar: Sanskrit

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

* Using Study with Sulochana Amavasya.
* Using Study with Gartside's Sanskrit Reader.

## List of Books written in Sanskrit

* The Ceaseless Tantra
* The Devoured Tantra
* The Encircling Tantra
* The Fire-Circle Tantra
* The Flayed Tantra
* The Furious Tantra
* The Incandescent Tantra
* The Known-Unknown Tantra
* The Leonine Tantra
* The Shaven Lock Tantra
* The Tantra of Worms
* The Thirsting Tantra
* The Twin-Serpent Tantra
* The Uyrus
* The Watchful Tantra
Module docs

Here is a list of all the modules on the wiki. There are two types of modules:

* data modules: their name ends in data. Except for the reference data all the other ones are generated from the game files. You will find a link to the script used to generate them at the top of the module.
* all the other modules: these expose functions that can be used in pages. For example, the Template:Book template invokes just such a function to generate most of the content on a book page. The content is almost always generated by aggregating the data from the data modules.

The reference manual documents the language and the functions you can use in your modules.

It is important to note that it is more tricky to use templates in your modules. These would need to be expanded using the frame object. Debugging is made unnecessarily difficult because of this so it is generally recommended to write a function in your module to generate the content that would otherwise be generated by the usage of the template.

If you did a change that impacts a lot of modules, you can see if you broke any pages by checking Category:Pages\_with\_script\_errors. Please note that it may take a while for all the pages to be rerendered after you save your changes. Usually this should be in the range of 1-2 minutes.

If you want to get a list of pages that depend on a module, you can use the "What links here" tool from the side bar. It should redirect you to something like Special:WhatLinksHere/Module:Vaults.

### Debugging

You don't have to save the module to see if your changes are as expected. There is a debug console at the bottom of the page. Here is an example on how to use it:

* let's assume you are editing Module:Books
* type =p.byName({args={name="A Second Glory"}}) in order to test the p.byName function. Most of the functions also have a default value used for debug purposes. This way you can use =p.byName() to test it. After you press enter, if everything is correct you will see the wiki text that this function call generated.
* you can now go to any other page, edit source and replace everything with the output of the function. Clicking preview will show you how the wikitext will be rendered.
Temptation: Enlightenment

**Element ID** | ascensionenlightenmenta

*This card will allow you to win an Enlightenment victory, if you upgrade it far enough. Dreaming about it might advance or change it.*

This card can be obtained by dreaming certain Temptation with Reason.

To upgrade this card to Dedication: Enlightenment, dream on it with any Lantern lore. Once upgraded, you're set on this path and cannot change it to any other Temptations and their upgrades anymore.
Temptation: Power

The Marks of Shaping 1

*This card will allow you to win a Power victory, if you upgrade it far enough. Dreaming about it might advance or change it.*

This card can be obtained by dreaming certain Temptation with Passion.

To upgrade this card to Dedication: Power, dream on it with any Forge lore. Once upgraded, you're set on this path and cannot change it to any other Temptations and their upgrades anymore.
Scar: A Wandering Heart

Tool
Heart 4

*You've made a permanent sacrifice for power. Be careful: unlike Health, this card will not satisfy Sickness or Starvation.*

**Scar: A Wandering Heart** is a Scar created when scarring Health while working with a Contract at the Ecdysis Club. It behaves much like Health with higher aspects, but many actions that require Health will not accept a Scar in its stead.