Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
these creatures appear to like poetry and writing - there is a definition for mushroom poetry in Fallen London. some of them can travel independently and become servants (Sunless Skies is a good example of how far they can go). supposedly these types are more intelligent than the docile blemmigans you need for the quest. there is no indication of any lasting effect of propagation, it's just one way to get the items you need.
@Sintonir your comment about the magician is great! i'll probably test it next time ^_^
- West, which never changes.
- Far south, same.
- Far north: Palmerstone, Void's Approach, Frostfound, Stormbones and Irem. Irem always stays in the same place, others can shuffle in any order.
- Center-west, or "close to home waters": Corsair's Forest, Shepherd's Wash, Snares, Salt Lions, Demaux Gate.
- Cener-east: Principles of Coral, Sea of Lilies, Salt Steppes(Khannite), Rattsey (Nuncio and Nook), Sea of Voices (Dahut,Polythreme and Godfall).
- Center-south: Sea of Autumn(Mangrove College), Stamford's Expanse(Isle of Cats, Visage and Rosegate), Myceligaea and the Promised Sea(The Fathomking's Hold and Aigul).
- Far East: Calumnies (Aestival and Hideaway), Gossamer Way (Saviour's Rocks), the Chelonate( with Gant Pole) and Empire of Hands.
To get Weeping Scar you need to have at least one point of "Unaccauntably Peckish". You can get it right there in the Chapel of Lights, but it is either random event (just eating there has a chance of giving it) or would cost you (5 supplies and Pages check).
Also, some images are wrong: image above Principles of Coral description shows Palmerstone Reach, and image for reward in Low Barnett shows creation of Zong of the Zee.
But there are some inaccuracies and missing parts:
Wiki states there is a chance to lose Maybe's Daughter in the final part of her quest. Never lost her myself, though.
You can lose Magician if your Terror is high enough (90, i think) as random event, or you can kill "him" if he fails final part of his quest (he asks that himself, actually, before going to fight).
Haunted Doctor only starts thieving if you promote him once. If you catch him, you can then promote him further, and he stops.
Merciless Modiste can upgrade your Veils for free - but only if you beat her in her game. If you fail, she gets your Secret without upgrading your Veils.
One thing which makes Magician's quest much more important than Mechanic's: if you finished it and transferred Satisfied Magician as a part of your Legacy, you can build his engine right away(for 1200 Echoes). With Mechanic you need to start the quest from the beginning every time.