Ruinarch

Ruinarch

44 ratings
Tips, Tricks and Ideas to Have Fun With
By Duxatious
Now with Dragons!
Here is a collection of info I have gathered from playing Ruinarch, and reading through the Devlogs.
I hope this may give lots of people fun new ideas for how they can play.
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Miscellanious Monster Info.
If there aren't many Monsters on the map then here's how to get more.
With the introduction of Spawn Ratman, and Monster Spawner this section has lost much of its value in reading, but perhaps it can still be of use to you.

If you want Monsters to use to eliminate Villagers or to defend your structures from attack then here are a few ways to get some, which don't involve the Monster Spawner.


If a Villager dies while they have a grudge (I expect this refers to having another Villager as an Enemy) then they may return as a Ghost, unable to move on due to their grudge in life.

If a Villager dies while holding the Ankh of Anubis it shall activate, summoning a Vengeful Ghost of the Villager, and any Villagers who die after it activates shall also spawn a Vengeful Ghost.

Though exceedingly rare, a killed Villager may turn into a Revenant – a powerful Invader with the Frost element. This is a great combo. If the Revenant doesn't spawn inside of a location that can house Monsters then the Revenant will look for one.

A Cultist who is the Faction Leader and Village Leader of a Demon Cult faction will produce Bone Golems if there is a Cult Temple in the Cult Village, and enough corpses of Monsters and Villagers to do so. I believe you need at least three. Bone Golems also take increased damage from fire, so keep that in mind when using them.

Cave Fungus can turn any Villager or Ratman who eats it into an Abomination provided that the Cave Fungus has the Abomination Germ trait, otherwise it's just food. Ratmen who live in caves often end up eating the Fungus.

Trees, whether they spawn naturally in their region or if they spawn as part of your Demonic Infestation, can be awakened into Ents. Remember to be quick when capturing them as they may choose to turn back into a tree, though said tree will show "Last used by Ent." when hovered over with the cursor. Ents are also weak to fire, so keep that in mind when using them. Ents spawn when Villagers cut down too many trees, or randomly when trees receive damage. You can entice Ents to spawn by using AOE spells like Earthquake or Tornado to damage enough trees. You can also use Rain, then strike the water with Lightning to zap all nearby wet trees. Ents aren't common, so they won't always spawn.

Mimics can spawn from Treasure Chests, but it is entirely random. There are also only a limited number of Treasure Chests on the map.

If there is a Necronomicon then you can give it to a Cultist, or an Evil or Treacherous Villager to turn them into a Necromancer. This Necromancer will then spawn their own Monster Lair and begin summoning Skeletons after a period of time. These Skeletons can then be used in a Kennel, though this seems a waste of space if you can just unlock a Crypt.

Another method of gaining Monsters is to use the Plague. The On-Death effects of plague can produce Fire Elementals through the Explosion branch, and Zombies through the Zombie Branch, but note that Zombies technically count as Villagers and cannot be bred.

Tritons also count as Monsters, however they are extremely rare, despawn in a matter of seconds, are extremely difficult to catch, and can't even be used as minions, so there isn't much point in trying. If you wish to catch a Triton then it's best to trap them with an upgraded Snare Trap or Freezing Trap, then deploy a Snatch Party nearby to capture the Triton before it escapes. Tritons have a small chance of spawning whenever a Villager or Monster passes near a lake, and are guaranteed to knock out their target with their first attack. They are also completely ignored by other Villagers, even if you Agitate one and it starts a fight in the middle of a Village. Only the Villager attacked will respond.
[Note, I haven't seen a Triton since their before spawnrates were reduced. I can't check whether this still holds true, but if anyone is lucky enough to be able to test this then I'd appreciate your results.]

I'm not sure whether to include Werewolves as Monsters, but I don't consider them Villagers when in wolf form.

It is also possible to use Raise Dead to create Skeletons, which can be captured and used to produce more Skeletons in a Kennel, but a Crypt is far better suited to getting you Skeletons.

It is possible to Snatch Warrior Angels and Magical Angels to use as minions if you happen to be attacked by them, but they cannot be healed by either the Kennel's Full Heal ability, or by the Player's Heal Ability. This means that their health can only ever go down, so take care not to kill them.

Dragons can also be used as minions, and the method to do so is in the following section.
Dragons
Dragons can be Snatched into Kennels and used to create Dragon minions.
"How, you can't Snatch Sturdy creatures?" I hear you ask, and to that I reply: Mothmen!

All you need to have your very own Dragons is a single Mothman to steal Sturdy from the Dragon. You can get Mothmen by placing a Monster Spawner in a Dragon Lair, though this can also spawn non-hibernating Dragons.

Dragons and Mothmen only spawn in Dragon Lairs, and you need to either start in a world that has a hibernating Dragon already, or you need to keep hitting an awake Dragon with Splash Water / Rain and Blizzard so that it freezes. With the Dragon either Frozen or hibernating it won't leave the map, giving a Mothman a better chance at stealing a trait.

The Mothman isn't likely to target the Dragon to steal from if there are many other targets, so you have to clear out any neighbours. I am uncertain of the range they'll target within, but I'd recommend clearing a very, very wide area to save time.

Now it's just a matter of luck. You need to either wait patiently, or Agitate a Mothman to get them to steal a trait from the Dragon. Dragons have three traits (Fire Resistant, Sturdy, and Flying), so you may want to save after spotting the Mothman about to steal from the Dragon, and reload if they steal a trait other than Sturdy.

After the Dragon has lost the Sturdy trait it may be Snatched into a Kennel, and will slowly provide charges of Dragon to use in various way.

Congrats, if you got this far you're now a Dragon tamer.
Chaos Orbs
You now need to focus on collecting Chaos Orbs in order to progress.
Each Archetype gets a special source of Chaos Orbs.

For the Puppeteer you get Chaos Orbs by having a Villager become a Rival or an Enemy to another Villager. I recommend using Unfaithful, Music Hater, and Hothead, as well as making the best possible use of your Watchers to gather intel and share with those it negatively affects most.

For the Lich you get Chaos Orbs whenever a unit belonging to the Undead Faction dies, ie Skeletons, Ghosts, Revenants, Zombies, Ghouls, Necromancers, and Whisperers.
I do not believe this applies to Skeletons spawned in Parties using Crypts or Imprisoned Skeletons.

For the Ravager all units spawned by the player drop Chaos Orbs when they die. Snatch and Raid often to make good use of this trait.

Some basic ways of collecting Chaos Orbs are by using Snare Traps and Freezing Traps to incapacitate Villagers. The longer they stay incapacitated, the more Chaos Orbs they will drop.
You also get Chaos Orbs from inflicting damage to Villagers, so placing a Landmine or casting Wind Blast in a group of people is a decent way get some points too.
You can also use afflictions which grant Chaos Orbs when triggered, such as when a Villager acts Gluttonous, or shares a Vampiric Embrace with another Villager. Trigger Flaw can speed this up significantly at the cost of renewable Mana.

Cultists are another way of gaining Chaos Orbs as they will pray to you and Perform Demonic Rituals.

You can also Snatch or Imprison Monsters or Villagers and Drain them for Chaos Orbs through either the Kennel (for Monsters) or the Prison (for Villagers and Ratmen).

The Meddler allows you to Scheme for Villagers to do things, such as leave home or Break Up. Schemes also grant varying amounts of Chaos Orbs.

The Biolab can also be used to Spread a plague where people drop Chaos Orbs on death, if you customise it for that purpose.

The Marauder allows you to send out Raiding Parties which destroy things in Towns to create Chaos Orbs.

Remove Buff also grants Chaos Orbs if used on a Villager who is part of a faction that is hostile to the Demon Faction, so not Cultists or anyone in a Village ruled by a Cultist.
Spell Interactions
Poison explodes when it touches fire, you learn this in the tutorials. But did you know that using Wind Blast or Tornado over poison puddles turns it into many mini Poison Clouds? These then spread even more poison, resulting in a bigger explosion when finally set alight. These clouds can also combine into bigger clouds should they overlap.

Here is a quote from a devlog:
"Poison Clouds have a hidden stack value that determines how large they are. Multiple colliding Poison Clouds can merge into one bigger cloud. Certain elements interact with Poison Cloud in various ways."

Poisoned objects will also explode when exposed to fire damage.

Casting Wind Blast or Tornado over water will cause Vapour to be created.

Devlog:
"In addition to Poison Clouds, we have Vapor and Frosty Fog. As mentioned previously, Vapor is produced when water is hit by Wind damage. Frosty Fog can be produced when a Vapor receives Ice damage."

Hitting Frosty Fog with electric damage will create one or more Ball Lightnings.

If you cast Rain in a Snow region then any items, objects or villagers will get wet and eventually freeze. This can be especially devastating if you cast Rain on a town center with lots of items stored.

Anything Frozen will explode when hit with electric damage, splashing water around the explosion. This can create a cycle of freezing, exploding, splashing, freezing, etc. The explosions also deal significant damage to things around, especially buildings. If you cast Splash Water inside a house (in a Snow biome) with plenty of items in, then they will freeze, letting you destroy a whole house with one cast of Ball Lightning.
Affliction Interactions and Info
The Lustful and Pessimist traits combo well with Unfaithful. This is because a Lustful villager is more likely to fool around, and a Pessimist loses Entertainment faster. Unfaithful allows Villagers to gain Happiness by fooling around with an affair.
Chaste and Optimist have adverse effects for Unfaithful. Chaste villagers can still flirt, but won't fool around. And Optimists won't be Unfaithful as often as Pessimists.

Kleptomania combos well with Pessimist for the same reason as Unfaithful. A Kelptomaniac can refill their Happiness bar by stealing from other villagers.

Hotheaded combos well with many afflictions. They can go berserk from mood debuffs, so an Unfaithful wife, being wet, cold, dolorous, Agoraphobic, Alcoholic going through withdrawals, anything that adds a mood penalty can cause an outburst.

Pyrophobia seems like the perfect affliction to give to a Fire Mage.
I'd say it's also good to afflict anyone trying to kill your Fire Elementals, or anyone trying to extinguish a fire with.

Lazy Villagers will let their house become dirty, giving a mood debuff to anyone who sees how dirty it is. This could combo well with any Hotheaded Villagers who visit.

Vampirism

Hemophilic Villagers will make Vampirism legal if they become Faction Leaders.

Gluttony increases the speed at which a Villager loses fullness. This combos with Vampirism, causing the Vampire to drink blood far more often to feed themself.

A Vampire may transform into a Vampire Lord. This occurs if they Embrace a set number of Villagers.


Devlog:
Sometimes, a Village may enter a Vampire Hunt state where it is in a heightened alert against possible Vampires.
While in Vampire Hunt state, Shamans will produce Phylacteries that non-Vampires can pick up to protect them from Drink Blood or Vampiric Embrace.
While in Vampire Hunt state, Villagers moving around late night may be correctly or falsely accused of being a Vampire.
While in Vampire Hunt state, a Villager may accuse someone of being a Vampire simply because they hate them.

"At Level 5 [Healing Magic], [Healers] can even dispel Vampirism and Lycanthropy, but only those that actually dislike being one will visit asking to be cured."

Vampiric Embrace allows a Vampire to transform someone into another Vampire. A Vampire may do this on their own if they are unhappy or if they want to reanimate a dead loved one.


Lycanthropy

Lycanphilic Villagers will make Lycanthropy legal if they become Faction Leaders. Wolves will also stop being hostile to a faction that Reveres Lycans.

Narcolepsy causes a Villager to randomly fall asleep. This combos with Lycanthropy which grants a chance for a villager to turn into a Werewolf every time they go to sleep. Lycanthropy can also be triggered by Feeble Spirit, which drains Energy. If you drain their Energy completely then the villager will fall unconscious. It's best to do this when they're already low so as to not waste mana.

Elves do not consider Lycanthropy to be a crime unless a Lycanphobic Elf is the Faction Leader.

Werewolf Pelts cause Lycanthropy to whomever interacts with them.


Devlog:
Sometimes, a Village may enter a Werewolf Hunt state where it is in a heightened alert against possible Lycanthropes.
While in Werewolf Hunt state, Shamans will produce Phylacteries that non-Lycanthropes can pick up to protect them from becoming Lycanthropes.
While in Werewolf Hunt state, a Villager may accuse someone of being a Lycanthrope simply because they hate them.

"At Level 5 [Healing Magic], [Healers] can even dispel Vampirism and Lycanthropy, but only those that actually dislike being one will visit asking to be cured."

When the player turns a character into a Lycanthrope, that character has a chance of transforming into a wolf each time he sleeps. He forgets all his relationships and acts as if it is a wild wolf, which will be hostile to all other non-wolf characters. The wolf may also eventually transform back into his true form each time it sleeps.
Artifacts and Elemental Crystals
The Ankh of Anubis remains in a character's inventory until they die. When they die the Ankh activates, and spawns a Vengeful Spirit to attack whatever killed the Villager, or to attack the Demon Portal if there's no attacker.
This can ruin a plague-based playthrough as it will keep spawning Vengeful Spirits to attack your structures.

The Heart of The Wind spawns a Tornado when inspected.

The Berserker Orb causes Villagers to go berserk when they interact with it.

The Necronomicon causes any Evil, Treacherous, or Cultist characters who interact with it to turn into Necromancers, who will raise Skeletons to attack settlements.

Excalibur will turn a Blessed Villager into a Hero upon being pulled from its stone. This removes all flaws and grants buffs to the Villager. The villager will gain Mighty, Inspiring and Robust as traits, as well as gaining the Hero class. Excalibur doesn't remove Neutral traits, such as Chaste, Lustful, and Music Hater, and level 4 Music Haters will go about murdering singers and musicians.
The Hero, though having the Blessed trait, can still have Excaliber taken from them with Seize Object, negating any added threat of there being a Hero by simply using magic to pick-pocket a whole sword from their inventory.
An interesting thing to note is that the Hero can have Blessed removed by a max-level Remove Trait after the Hero has picked up Excaliber and gained the Hero class. Removing Blessed does not remove the class, but does allow you to use other abilities, such as Seize Villager on the Hero. This means that the Hero is rendered rather mundane in the grand scheme of things, and can be Drained in a Prison rather anticlimactically.
Note: Excalibur, though it looks like a sword it is in fact an item, and doesn't take up a Villager's weapon slot.


Elemental Crystals, when destroyed, apply elemental damage to a small radius around them. If you drop them in front of Suspicious Villager then they will attack them, getting themselves caught in the elemental damage.


These aren't Artifacts, but they're somewhat related.
The Winter Rose and The Desert Rose are perhaps only available in the Campaigns. The Desert Rose apparently spawns in the Pangat Loo map, and can be activated by splashing it with water to cause the horde of Undead to attack.
Villager Classes
Knights / Barbarians / Nobles patrol and defend the village.

Craftsmen make potions, build furniture, and repair buildings.

Farmers and Fishermen are both self-explanatory. They gather food for the Village. Farmers can also neutralise Locust Swarms.

The Hero class is very dangerous to the player... No, I'm just kidding. The Hero is rather harmless due to how easy it is to counter. Said class is gained from having a Blessed villager pull Excaliber from its stone. The Hero gains Robust, Inspiring and Mighty as traits, making them immune to plague, and quite bothersome in combat – however Heroes possess two critical weaknesses — no protection from having Excaliber snatched away by Seize Object, and being able to have their Blessed trait removed by Remove Trait.
After the sword has been snatched you may grant the sword freely to anyone, gaining them the buffs, but not the Hero class as it only grants the class to Blessed Villagers.
After a Hero has had Blessed removed, they're rather helpless. You can freely afflict all the curses and spells you have at your disposal. You can also torture the Hero as well, that'll be fun. Sadly the Hero cannot be Brainwashed, even if you take Blessed away and give them the Evil trait through Torture. The Hero can, however, be Preached to — letting you take the Hero for yourself.

Shamans can remove Lycanthropy and Vampirism from friends and close friends if they become aware of it and the friend wants their affliction removed. They will also produce Phylacteries that non-Lycanthropes and non-Vampires can pick up to prevent them becoming Lycanthropes and Vampires. They will only produces these during a Werewolf Hunt or Vampire Hunt where the village has had too many rumours about them.

Vampire Lords are made when a Vampire Embraces enough Villagers. They can build their own Vampire Castle and possibly take someone or something prisoner from which they will drink blood.
Interesting fact, Vampires can embrace a dead loved one to bring them back to un-life as Vampires. They can also embrace if they're in a bad mood.
For more info on Vampires and Lycanthropes I recommend the devlogs here:
https://steamcommunity.com/games/909320/announcements/detail/2954884249130169111

A Cultist becomes a Cult Leader after the Cult gains enough members. The Cult Leader class allows a Villager to found their own Demon Cult Faction (provided the Cult Leader isn't already a Faction Leader). This requires there to be a free Village slot available on the map. If there are too many villages then the Cult Leader will start a Faction, but there won't be a new Village, essentially making them and any Cultists who join them homeless.
The Cult Leader is normally also responsible for making Bone Golems inside the Demonic Temple of a Demon Cult village, however this applies to all Demon Cult Village Leaders, and it's rare for a Cult Leader to lose their position as a Faction / Village Leader.
The Cult Leader also gains a rather powerful ability to convert Villagers should they become the Faction Leader of a faction. This may force some Villagers to leave, but those who stay will all become Cultists. Blessed Villagers will always leave, unless they are already Cultists.
A faction usurped by a Cult Leader will also become a Demon Cult Faction, and the crimes will change to those of a default Demon Cult unless influenced by the Cult Leader's traits.
Regular Cultists may start their own Demon Cult Faction if the player has them Rebel from their previous Faction. This can only be done if the cultist is a Village Leader, but not a Faction Leader.

Necromancers are made when an Evil, Treacherous, or Cultist character interacts with the Necronomicon. The Necromancer will then leave their current Village and Faction and create a Monster Lair from which they will Study the Necronomicon, Raise Dead to create their own army, then launch attacks against Villages. If the Necromancer was a Cultist before they became a Necromancer then they will make the Undead Faction Friendly with the Demon Faction if it wasn't already (Lich is automatically Friendly with the Undead Faction), and if they have a high enough liking of other Faction Leaders they will make Undead Neutral to their Factions as well.
Necromancers start off with the Poison Element, but can change their element if they get a weapon with a different Element.
When a Necromancer Absorbs Vitality from a corpse it increases their Piercing (+5), Resistances (+5% to all), and their Intelligence (+2).
Necromancers can also "regain strength", which replenishes their Necromantic power, which they spend to summon Undead. This is a hidden metre and doesn't show up in-game.

April Devlog, April 30, 2019.
Location Job Queue
- We've revamped the way characters act for their faction by introducing a Job Queue system that logs new jobs needed by the faction. Available characters will then look at this queue to perform things that they can do.
- The different jobs available are:
- Obtain Supply (performed by Civilians, they will mine ore or chop wood and deposit the excess Supply to the warehouse for use by other members of the faction)
- Remove Cursed, Sick, Injured or Unconscious Status from a faction member (anyone in the faction may perform this as long as they have an action capable of removing the undesired status)
- Restrain (performed by Soldiers, Adventurers and Civilians, this will restrain an unconscious hostile character and bring him to the warehouse as a prisoner)
- Apprehend (performed by Soldiers, this will knock out a criminal, restrain him and then bring him to the warehouse as a prisoner)
- Judgment (performed by the Faction Leader, this will either Execute, Exile or Pardon a prisoner)
- Feed (performed by Civilians and Soldiers, this will feed hungry prisoners)
- Patrol (performed by Soldiers, they will roam around the town and engage any hostile characters they encounter)
- Explore (performed by Adventurers, they will visit a random dungeon and explore that location to obtain new items that he will then deposit to the warehouse)
- More jobs will be added later
- This will also be further improved so that the characters are much more reactive to the events in their immediate surrounding

May 31 2019 Devlog
NPCs with Craftsman trait may sometimes craft Guitars, Desks, Beds and Tables and place those inside Dwellings. They may also craft Healing Potions and Tools to replenish the City Warehouse stocks.

October 29 2020 Devlog
If there are no Worker-type Villagers in a Village, Combatant-type Villagers will be forced to perform Peasant-level Jobs but may not be very happy about it!

November 27 2020 Devlog
Druids can now take care and feed any quarantined Villagers inside the Hospice. They will do this once per day.
Villagers may now sometimes change their character class if deemed necessary. For now, the only class change that may occur is a change to a Shaman (when the Village feels like they need one due to a Werewolf Hunt or Vampire Hunt) or to a Druid (when the Village feels like they need one due to an active Plague event). Villagers can change to Shaman or Druid class from the Hospice.

There are also unique mental breaks for magic characters:
We made some unique mental breaks for magical-based classes. We call it Loss of Control. Basically, when a magic user have a mental breakdown, they lose control of their powers, causing some sort of magical disaster in the area. Druids trigger Electric Storms, Shamans trigger Poison Blooms, and Mages trigger Brimstones.
Village Buildings
The Town Center is where people can store items, and the well in the the middle is where Villagers collect water to put out fires. I believe you can destroy the well to stop them getting water, but destroying it leaves a temporary puddle for them to gather water from.

There's a prison which is where captured Criminals / Monsters / Ratmen / Undead / enemy Villagers get stored until a Faction Leader arrives to decide their fate.

The Hospice lets Villagers turn into Druids if there's a plague ongoing and there isn't already a Druid in the Village, and lets villagers turn into Shamans if there's a Werewolf Hunt or a Vampire Hunt ongoing.
The Hospice will either spawn in a Village at generation, or will be built if there's a plague ongoing. The Hospice is also where plagued Villagers get quarantined if the Village Leader declares a quarantine, as opposed to exiling the infected, or executing them (though this usually only happens if the leader has the Ruthless Trait).

The Mage Quarters has Magic Circles in it, so Cultists can use them for Dark Rituals to produce Chaos Orbs.

Taverns are where Villagers go to drink and be merry. Villagers from neighbouring Villages can visit taverns. Some Villagers may develop alcoholism. If a Villager gets drunk they may commit crimes, such as attacking other Villagers (this might be influenced by their relation status with said Villager).

Farms and Fishermen Huts provide food. Farms can be destroyed with Locust Swarms.

There's also a Mine, built next to caves. This lets Miners gather resources from the cave, which are stored in the Mine building, which then can be bought by Villagers and used for crafting and construction. Various materials can be gathered in the mines, letting Craftsmen turn them into gear, boosting the combat effectiveness of Villagers.

The Lumberyard is where the Lumberjack works, and where wood is stored until bought by other Villagers.

The Graveyard is a place for Villagers to store bodies, else they'll just bury them haphazardly across town.

There's a Vampire Mansion that gets built by Vampire Lords. The Lord will then take a victim captive and use them as a source of blood.

There's a Demon Cult Temple, which is where Demon Cultists store bodies for the Demon Cult Town Leader to turn them into Bone Golems, consuming three corpses per Golem.
Traits - 1
Accident Prone (Red) Villagers may stumble, taking damage and also providing intel which can be given to people who care about said Villager.

Agoraphobic (Red) Villagers dislike crowds. They will also produce a Chaos Orb whenever they encounter a crowd. If you upgrade this Affliction then it will make them Anxious (-5 mood debuff) at level 2, and they will no longer join parties at level 4.
•Gained by Affliction or Torture.

Alcoholic (Red) Villagers visit Taverns to drink more often, will occasionally drink too much - leading to them committing Assault, and will get increasing mood debuffs if deprived of their alcohol.
•Gained by Torture.

Authoritative (Green) Villagers are more likely to be picked as leaders.

Beastmaster (Green) Villagers [?????] are better at taming captured Monsters, Undead, and Demons?

Blessed (Green) Villagers are protected from your influence, but the Trait can be removed by a level 4 Remove Buff. Blessed prevents being Brainwashed, but doesn't make them immune to being Preached to. A Blessed Villager will always leave a Faction if it becomes a Demon Cult Faction.

Cannibal (Red) Villagers have eaten Human or Elven meat, or if they are a Vampire then they have drunk Vampire Blood. They may search for corpses to dig up, butcher, and eat. A Vampire will search for another Vampire to drink from. Ratmen meat doesn't grant the Cannibal Trait. May be Triggered to make them search for Human or Elven meat.
•Gained by eating Human or Elven meat.

Chaste (Grey) Villagers aren't interested in fooling around, but can still flirt.

Cold Blooded (Grey) is a Trait that grants 85% Resistance to Freezing Damage, but doesn't prevent being Frozen.

Coward (Red) Villagers will flee from combat, producing a Chaos Orb. At level 3 they may pass out from fright. At level four they will flee from anyone they don't know.
•Gained by Affliction or Torture

Cultist (Grey) Villagers will pray to you and Perform Dark Rituals to produce Chaos Orbs. They will also Preach to Villagers to convert them to Cultists, but this may fail and result in them being burned at the stake.
•Gained by Brainwashing Villagers, or by Cultists Preaching to Villagers.

Dark Blessing (Grey) prevents you from influencing a Villager just like Blessed does, but cannot be removed.
•Gained by offering it as a Temptation in a Scheme.

Diplomatic (Green) Villagers lessen conflicts between Villagers who have bad reputations with eachother. They also have a 0.5x penalty for Scheming them to Instigate War.

Electric (Green) is a Trait that grants 100% Resistance to electricity, and prevents being Zapped. It also states that it deals Electric damage. (I should test whether it changed a unit's element if transferred via Mothmen.)

Enslaved (Grey) Villagers have been enslaved by Ratmen. They can be released by casting Release on them, or by having another Villager interact with them. While Enslaved the Villager will gather food for the Ratmen.

Evil (Red) Villagers are easier to Brainwash, and can become Necromancers by interacting with the Necronomicon.
•Gained by Torture.

Fast (Green) Villagers have increased movement speed.

Fire Master (Green) Villagers...

Flying (Green) is a Trait that allows a unit to ignore walls.

Glutton (Red) increases how fast a Villager loses Fullness. The increases are 25%, 50%, 75%, and 100% at levels 1-4, respectively. If Triggered it will make the Villager eat something, producing a Chaos Orb.
•Gained by Affliction or Torture.

Hemophiliac (Green) Villagers love Vampires and will make Vampirism legal if they become Faction Leaders. They are also less likely to loathe being Vampires. They will welcome their Vampiric urges.
Hemophobic (Red) are deathly afraid of Vampires, and may suffer adverse reactions if they see a Vampire. They are also likely to commit suicide if they become Vampires. They will resist their Vampiric urges, and may starve to death.

Hothead (Red) Villagers are liable to get angry any time they get a mood debuff, or if they see a Rival of theirs. At level 2 they will get angry when seeing their Enemies as well. Level 3 adds Acquaintances. Level 4 lets them get angry at anyone.
•Gained by either Affliction or Torture.

Ice Prone (Red) makes Villagers take more damage from Ice Damage.
Ice Resistant (Green) makes Villagers take less damage from Ice Damage, and increases their Resistance to the Ice Element by 100%.

Inspiring (Green) Villagers may give speeches, Inspiring other Villagers and granting them a mood buff.

Kleptomaniac (Red) Villagers may steal to increase their Entertainment metre. At level 1 they will steal objects, at 2 they will pickpocket coins, at 3 they will rob from other houses, at 4 they may rob any place.
•Gained by Affliction or Torture.

Lazy (Red) Villagers will refuse to clean their houses, resulting in a mood debuff to them and anyone who visits. They may also refuse to do work, thus producing a Chaos Orb. At level 3 they will frequently take naps. At level 4 they may ignore urgent tasks, like deciding what to do when a Plague is on-going, resulting in no quarantine, exile, or execution for the Plagued.

Lustful (Grey) Villagers will fool around more often, recharging their Entertainment metre.

Lycanphiliac (Green) Villagers love Lycanthropes, and will make Lycanthropy legal if they become Faction Leaders. They are also less likely to loathe being Lycanthropes.
Lycanphobic (Red) Villagers fear Lycanthropes, and may suffer adverse reactions if they see a Lycanthrope. They are also likely to commit suicide if they become Lycanthropes.

Lycanthrope (Red) Villagers may enjoy or loathe being Lycanthropes. At level 1 they may turn into Wolves any time they lose consciousness. At level 2 they will become stronger Dire Wolves, increasing the Wolves' HP by 200, Str by 10, and decreasing their Speed by 0.25(?). At level 3 they will transform into Master Werewolves. If Triggered at level 3 or higher the Villager will no longer turn into a Wolf, but will turn into a Master Werewolf and hunt prey, then immediately turn back to their original form. At level 4 they may form Lycan Clan Factions.
They will produce 2 Chaos Orbs every time they shed a Wolf Pelt, and will produce 2 Chaos Orbs every time they kill Villagers.
Produces Wolf Pelts which may afflict anyone who touches them with Lycanthropy, and knock them unconscious. They will have no effect if the Villager is holding a Phylactery.

Mighty (Green) Villagers have double HP, and increased Strength (+56) and Intelligence (+65).
•Gained by either picking up Excalibur or by receiving it as a Temptation in a Scheme.

Music Hater (Grey) Villagers will lower their opinions of Villagers who they see singing or playing tunes on the guitar. They will also destroy their own guitars. At level 2 they will always get angry when they hear music or singing. At level 3 they will knock out musicians and singers. At level 4 they will murder musicians and singers.
•Gained by Affliction or Torture.
Music Lover (Green) Villagers will raise their mood of Villagers who they see singing or playing tunes. They also sing and play tunes more often.

Narcoleptic (Red) Villagers may randomly fall unconscious, producing a Chaos Orb. At higher levels the Trigger Rate of falling unconscious and the Nap Duration increase. TR: 3% - 4% - 5% - 6%, ND: 15 - 30 - 45 - 60 minutes, at levels 1-4 respectively.
•Gained by Affliction.

Necromancer (Grey) is gained when an Evil, Treacherous, or Cultist Villager picks up the Necronomicon. It does a lot.

Nocturnal (Grey) Villagers are awake at night and asleep at daytime.
•Gained by converting a Villager to a Cultist.

Noxious Wanderer (Green) is a Trait the makes the unit leave a trail of Poison where they walk.

Optimist (Green) Villagers' Fun metres decrease slower.
Traits - 2
Persuasive (Green) Villagers are more likely to be believed when they Spread Rumour, or witness a crime. Cultists with this trait are more likely to successfully Preach Demon Worship to a Villager.

Pessimist (Red) Villagers' Fun metres decrease faster.

Petrasol (Grey) is a Trait that turns the unit to stone in daylight.

Plague Reservoir (Green) makes the unit a permanent carrier of plague. And they're immune to the effects of Plague.

Poison Expert (Green) Villagers can cure the Poisoned status and remove Poison from objects. They can also neutralise Poison Clouds.

Poison Resistant (Green) Villagers gain 100% Resistance to Poison, and take less damage from Poison.

Poisonous (Green) units deal Poison damage.

Psychopath (Red) Villagers are serial killers who follow specific criteria in selecting victims. They will attempt to knock out their victim and bring them back to the Psychopath's home to murder them. The Psychopath will then take the body far out of town to bury it. Can be Triggered to make them find a victim.
•Affliction only.

Pyrophobic (Red) Villagers are afraid of fire and will flee from it or cower instead of putting it out. At higher levels it will make the Villager Anxious (-5 mood debuff), may cause them to pass out from fright, and may cause them to suffer a heart attack from fright.
•Gained by Affliction or Torture.

Robust (Green) Villagers are immune to Plague.

Ruthless (Red) Villagers are more likely to hand down harsh punishments to criminals if they become Village or Faction Leaders. They are also more likely to order the execution of Plague victims, and are quick to declare war with other Factions.

Sturdy (Green) units cannot be knocked out.

Subterranian (Green) units flee underground after a combat target leaves its range, leaving behind a Wurm Hole. Only Wurms have this Trait.

Suspicious (Green) Villagers who aren't also Cultists will attack items interacted with by the Player.
•Gained by Torture.

Thunder Master (Green) Villagers can neutralise Ball Lightnings.

Tower (Green) units are immobile. Only Wurms have this Trait.

Treacherous (Red) Villagers treat the values of Blackmail and Temptations in Schemes as double. Villagers with this trait may also pick up the Necronomicon and become Necromancers.

Unattractive (Red) Villagers are less likely to make others fall for them.

Unfaithful (Red) Villagers will flirt and form Affairs even if they're married. At level 2 they will actively search for an Affair. At level 3 they will search for multiple Affairs. At level 4 they will search for multiple Affairs, but will also drop all standards they previously had.
•Gained by Affliction.

Vampire (Red) Villagers drink blood to refill their Fullness metre.
•Gained by Affliction or Vampiric Embrace from a Vampire.

Venomous (Green) ?????

Vigilant (Green) Villagers will always catch stealthy actions performed on them, such as Knock Out.

Wind Master (Green) Villagers can neutralise Tornadoes, and have bonus Piercing with Wind attacks.
Other
Being a Leader of their Village or Faction will reduce the likelihood that a Villager gets brainwashed.

Being the Hero prevents the Villager from ever being brainwashed, but they can still be converted into a Cultist through Preaching.

You can use the Prison to Torture Villagers to give them certain traits:
Glutton (Red)
Alcoholic (Red)
Agoraphobic (Red)
Hothead (Red)
Pyrophobic (Red)
Music Hater (Grey)
Coward (Red)
Evil (Red)
Suspicious (Green)

You can Scheme to have a spouse break up with another. This causes a significant mood debuff, helpful for brainwashing or causing people to snap.

If a party is being sent out to rescue someone then you can counter this by incapacitating the members, leading to the party dropping the quest, however they won't do so if they are in combat, regardless of if you incapacitate them.

The Meddler building is useful for removing flaws which no longer suit your demonic plan to win. You don't want your Psychopath to kill your Cultists? The Meddler is the building for you.

Characters may replenish their happiness meter by reminiscing by the grave of someone they had a positive relationship with, or by spitting on the grave if they had a negative relationship.

Poisoned Healing Potions deal damage instead of healing.

Earth damage neutralises other elemental effects like Burning, Zapped, Poisoned, and Frozen.

You can use butchered Human Meat, gained from Monsters killing Villagers, to give starving Villagers and Ratmen the Cannibal trait. This can then be used to get them to dig up corpses to butcher, which also grants intel if it happens within range of an Eye.

Phylacteries, which protect Villagers from Vampirism and Lycanthropy, can be taken away from villagers using Seize Object.

Devlog:
"Ravager passive ability — All Monsters spawned by the Ravager produce 1 Chaos Orb when they
die.
Lich passive ability — Lich will initially have a friendly relationship with the Undead faction.
Lich passive ability — All characters belonging to the Undead Faction produce 1 Chaos Orb when
they die (except for Zombies that have a smaller chance of producing Chaos Orbs each time they
die).
Puppetmaster passive ability — Villagers produce 1 Chaos Orb each time they gain a personal
Enemy and produce 2 Chaos Orbs each time they gain a personal Rival.

When a magic user has a mental breakdown, they lose control of their powers, causing some sort
of magical disaster in the area. Druids trigger Electric Storms, Shamans trigger Poison Blooms,
and Mages trigger Brimstones.

Ruthless Leaders are more likely to punish offenders harshly. They are also more likely to have plague victims killed.

Ember is gained from burning objects and is used to remove Freezing or Frozen statuses.
Ice is obtained from Frozen objects and is used to quickly clean up Poison from objects.
(Note: I have only ever seen these items when a villager opens a Treasure Chest. I have yet to see these items generated any other way.)"
16 Comments
Duxatious  [author] Mar 7, 2024 @ 7:47am 
@Griffork, as far as I know, Werewolf pelts are shed by Lycanthroes when they change or after they change. It might be tied to the first level of Lycanthropy where the character only turns into a Wolf, not a Werewolf.
Griffork Mar 6, 2024 @ 6:56pm 
How do I get a warewolf pelt? I've had a warewolf clan and leader for ages, and I've even triggered the lycanthropy manually but they've never dropped a pelt. It's the last thing I need for that quest.
claytruck Nov 8, 2022 @ 10:07am 
i have seen a triton spawn recently, so they do exists
they seem to rapidly grab and drown the target in an instakill as stated, should be noted they also leave no body.
bumrum Jun 13, 2022 @ 8:07pm 
duxatious might be but with no way to tell why its happening in game i cant be sure would be nice if it listed common causes in game as it is now it just feels like im losing it for no reason. even if it was a print out that read this could be caused by a vilager trait
Duxatious  [author] Jun 13, 2022 @ 7:26am 
Update 10 - Random Events:
"Jinxed - Whenever a Jinxed character enters Bad or Critical Mood, it saps a small amount of Chaotic Energy from the player."

Might this be it, bumrum?
bumrum Jun 13, 2022 @ 1:49am 
wish the game would tell me why im randomly getting drained of chotic energy.... frusterating
Flubie Zoobleheimer Dec 26, 2021 @ 3:42pm 
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Killer Sep 4, 2021 @ 10:15pm 
I only know desert rose. You need to splash water it to activate the horde of undead to attack the village, including the necromancer. Can only be found in Pangat Loo scenario.
Duxatious  [author] Sep 4, 2021 @ 8:17am 
I just gave it a once-over. I'd say I got most of the outdated info. I haven't been playing much recently, so it's rather easy to forget I wrote a guide for it. If anyone has any suggestions for changes and updating information then I'd happily hear them.

And has anyone found out anything about the Desert Rose and Winter Rose yet? I haven't seen anything on those two items since first reading about them in an old devlog from before I bought the game.
Killer Sep 2, 2021 @ 6:34pm 
Outdated but still help. Nice work!