![]() The higher you go, the better you can find. The loots of dream are mostly consist of history lore(which can be explored into vault), ingredients and influences of certain principle. By choosing any of them, the other two will disappear, and you can bring back the one you choose through the gate you enter. One is visible but its level is lower than the other two invisible ones. There are three cards that you can choice each time you enter the mansus. Now dream with passion and add any lore into the dream, you will acquire your first dream path.ĭreaming with the path along with its requirement will bring you into the mansus. To treat illness or injury, it would require you dreaming the ill health along with 1 funds or 1 vitality.Īfter acquire your Order Card, you will be able to use it to recruit new members, promote existing memebers and order your members to conduct various works depending on their aspect. WIthou treatment, an injury will fade into nothingness and you will lose one health in result. Notably if the cult needs your health, it will become injury instead of fatigue, unlike reason and passion. It will remain active until all needs are satified. Founding the cult will totally require you a lore of certain type, an attribute of certain type and the first believer (your acquaintance). If that happens, I suggest just do your usual legel business like working, buying books and studying until it fade away. Notably, talking will bring you the first notoriety, if unlucky enough will be converted into an evidence immediately. You can now find a cult by adding a certain type of lore into its slot. Be aware the talk-verb will also bring with itself a mystique card that can draw the attention of hunters in hunting season.Įxploring the first pinck scrap and you will find your first treasure vault, and talk to your acquaintance will unlock an automatical verb: found a cult. After studied, one note will unlock the talk-verb and the other explore-verb, the two verb then unlock the Morland bookstore and an acquaintance. ![]() Studying the package with passion or reason will earn you the first level2 lore (reason-light,passion-forge) as well as two notes. If you don’t know the requirement of a certain scenario, you can always click on the empty slot to see the aspect requirement of this slot, and all cards with such aspects will glow on the table so that you can know which to be put in. ![]() The storyline of Glover and Glover will be explained in the later section of Work-verb, at this time, you should always put all your effort into this job in order to make the ends meet. Working more at this place and you will be promoted to higher positions. Working with reason will get you a position at Glover & Glover. ![]() From now on, you will need 1 fund per minute to prevent hunger.īut don’t worry, time will also bring along with it the study verb, the initiation money of 8 Funds, one reason as well as a package. These are all automatical verbs brought by seasons’ passing. Then the clock starts to tick, you are now officially threatened by potential hunger, dread, fascination, and illness. Upon you wake up, you will acquire a passion as well as fast-fading contentment. Wait until you have finished your first task, a Dream-Verb will appear, indicating that you are home to sleep, as well as two funds and health. The only thing you can do at the very beginning is to put your job card into your work verb and press start. In the beginning, you have nothing but a menial job (unless you have already completed one course of the game and are playing as descendant). ![]()
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