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I will give you two specific examples:
1. You can use any Spintra to repair a mirror. Bronze is just the minimum. This is one of many reasons I advise Commissions as one's primary income pretty much as soon as you can pull it off. Painting as a primary funding source is overrated and actively harms you in cases like these.
2. You can keep Influence going forever, so you don't have to worry about it running out before you get the Key. The most effective way of doing this is talking to Sulochana or a Summon about it. You can also paint with it, but that interferes with your Spintra production a lot more. Still, you can paint with it while you're turning in Commissions.
It is possible to combine two identical influences into a more powerful influence of that aspect by studying the two aspects together with a high-enough level of lore of the corresponding aspect.
For example, two level 2 Lantern influences, studied with a piece of Lantern lore, becomes the level 6 Lantern influence. You can also subvert Influences just like lore, again just study them together with a lore of the aspect you are converting into. Note also that this does NOT consume the lore, so feel free to repeat this as often as you want. Takes only 10 seconds to do, too!
I tested this just for fun today by taking a constant stream of Forge 2 Influences from my headquarters at the Abandoned Warehouse, and was able to preserve and combine them until I had a Forge 15 Influence (An Incandescence). For reference that is seven combination steps, as Influences come in Level 2,6,10,and 15 variations for each aspect.
I needed at most to preserve 3 different Influences at a time during this process, and the places I stored them were Talking to Mme. Sulochana about the Influence, Painting using the imagination skill (NOT just working with a passion, but the actual painting skill), and using the influence as an inspiration, and finally storing a remaining influence in the study verb if neccesary as I mentioned above. Finally, I believe I was able to use a Forge 8 Lore for all of the combinations.
A pity I didn't actually need 'An Incandescence' for anything at that moment, but it made for some nice paintings, at least. I'm just saying that it IS doable if you are patient and plan things out. In the future I will probably start with Forge 10 or 6 Influences instead of building up from Forge 2, just because that was still a tad tedious.
Good luck with your apostle run!
I don't know if the Evening Isle deck is random, or if it appears in a set order. Either way, your focus should be on finding Fort Geryk, and if there's any shortcut to doing that, I would love to know.
So think about it this way: a splendor is something you will randomly encounter along your mansus journey to find vagabond's maps. You're real goal is the Frangiclave, because you're going to need a few items from the Evening isles.
When you stumble upon a splendor; if you're ready to get your witnesses lined up, then you can start using it then and there. If you need to tie it up for a while, talk to someone about it. Gathering the witnesses is hard, until you figure out how to do it. My first effort to gather the witnesses ended catastrophically, but it forced me to reconsider the most reliable way to generate them. And FYI -- they'll stabilize once you've got them all assembled.
All things considered, I think the apostle lantern is the hardest of the three.
I suppose that's viable now. Thanks for testing it.
That said, the current set up makes me lament; I would much rather have the notoriety follow me, but allow me to change my headquarters back and forth depending on the type of influence I need to harvest.
All you need now is little of luck, explore Port Noon Anecdote and you'll have 1/4 chance to gain The Wreck of the Christabel. After completely explored it, you will have Frangiclave as reward, which means you don't have to repair the mirror anymore.
Then, summon Maid-in-the-Mirror and trap her by dragging into Talk, you'll need her to get the final allure (I assume you've already collected 7 allures and done a little chitchat with Teresa by now)
After that, try to get A Splendour by dreaming Way: Peacock's Door with Frangiclave and trap it with Painting.
If you have edge or grail cultists, consider using the spider door if you don't have mirrors or spintra are limited. After a point, more notoriety is not more dangerous if you just accept you will be destroying evidence instead.
Your second point would be useful were it not for the fact that I can't get the Splendor to begin with. I'm well aware of the ability to delay decay, but it doesn't do me any good unless I actually get the influence.
As for what LupisLight said: Doing that requires a lot of time, maybe as much time as it would take to get a Splendor from the Peacock Door, and also a detailed understanding of where to farm low-level lantern influences. The whole thing seems really gamey to me, like cheating. I feel bad enough keeping my Maid-in-the-Mirrors around forever.
It seems like you guys are just assuming from the beginning that I don't know how to play the game. Some of you are even repeating stuff that I typed in my original post as though it's advice. I'm not saying that I don't know how to do it, guys. I'm saying that it just sucks.
You're being deliberately misleading in one of these two posts. Either you know you can keep it from being wasted, or you don't. If you do, you're deliberately misrepresenting the facts in the first post.
While the Lantern Long is, I find, very difficult compared to the others, the main objective is actually far easier. Both the mistakes you made that crippled you and the lack of knowledge on how to fix it is a you problem. You can get a second Wildering Mirror, for example. That's on you.
Don't get mad when people try to help you after you show your ignorance and ask for feedback. It's very rude.
This interaction is turning a little sour, and it really doesn't need to. I think it's fair for a person to say "I don't like being talked down to" at the same time I recognize that it's not always clear what mechanics/strategies are known/unknown, and efforts to explain can be misconstrued as something else. Lord knows I pontificate, so I won't be casting any stones.
I just think this is becoming personal and this probably isn't the best place for that.
Getting a second Wildering Mirror would also take about as much effort as getting a Splendor or a Frangiclave since it's only a predetermined drop in one location. Even with a Wildering Mirror, that would just change the 1/3 chance of getting the right Spintria down to a 2/3 chance. Not a big time save at all, considering that getting commissions is the fastest part. The time lost from getting a second Wildering Mirror would probably outweigh the time gained.
Now what's "very rude" here is you trying to dismiss my criticisms by talking down to me.
Features include:
- The Long permanently corrupting certain cards and followers with no way to undo any of it
This is particularly jarring because the game often offers you superficial capabilities like "transform your health into a temporary ward against sickness" (which essentially makes it an even worse form of health and a terrible way to get Lore), "convert your unconvertable passion/reason into decrepitude which can be converted to health" (which would probably be good in an emergency if you somehow outright lost the Health instead of it turning into Decrepitude), but it can't offer a way to make Reason not make you mad.
- Having no way to fight back against the Long until you weather out dozens of attacks as they slowly build up their power, so you're either speedrunning it or going for the long haul, probably even deliberately putting yourself in a situation where the Long gets lessons faster so you can wrap this up sooner
- Vague instructions on how to proceed with the quest, which is exacerbated by the aforementioned Long attacks putting pressure on it
- RNG-centric gameplay, such as the Dream Of A Key + A Splendor requirements already mentioned in the thread or rolling the Mansus gacha for Secret Histories as you still have to weather the Long's attacks
- Insane objectives like summoning 7 Maids-In-The-Mirror in a short period of time to improve the Witness card and creating Notoriety 7 times in the process
- The capability to lock yourself out of performing the quest (like the Mrs E. card expiring in the Forge Apostle legacy)
- If you lose the Legacy you have to start over from a regular game before you can access the Apostle Legacy again
- The Followers you sent after the Long randomly returning with no control over who returns, which essentially means your Lantern/Knock Follower returning while the ineffective Moth/Winter can't do anything about the upcoming Intrigue attack (that you don't know of), which means you send 3 cultists and suddenly they're all sent back to the board
The Apostle Legacies are where the game's worst gameplay aspects are predominant, you don't have any real freedom in dealing with things yourself, you essentially need a guide at hand and some serious mastery (or wiki-delving for literally everything, but wiki-delving ruins the main appeal) of the game to even attempt. I know that it is meant to be challenging but it is completely lacking in features that would make it fun. You can't mount attacks against the Long or sabotage their operations ahead of time (I do not consider the delaying actions to be enough), you don't have to deal with a rival Cult that tries to get their Long to be a Name before yours, you can't actually bring along your own Long to help with things (which is especially silly because there IS a Long that constantly tries to sabotage your efforts, Longs can be encountered in a vault or two and can only be distracted, but somehow your Long can't actually do anything and their entire cult somehow vanished with only one Lore and Follower remaining, leaving you to pick up the pieces and re-research every book and re-raid every vault).
Overall it's half-baked. The writing is good but the gameplay leaves too much to be desired.