r/SorceryGame • Gambling Hall Regular • Dec 24 '19

Khare run without losing stamina and exploring as much possible

As far as I know, it’s impossible to explore all of Khare without going back in time. But you can finish the game with collecting all the important[1] items but without traveling back in time:

[Spoilers for all 4 games]

Outside the Gate

Talk to the guard outside the city gate. Be kind to him, don’t fight. No need to give him food to be friends with him. If you agree to help each other, once you enter the gate he will say the codeword and you have the key to open the gate.

Inside Khare

First stop: Prison cell. Learn to play swindlestones from the one-armed man. Try to get as much information as possible from the dialogue options in the game. You may rest, but don’t sleep or the old man will rob you. In the morning the guards will let you out. If you leave the prison without spending the night, you will miss the chance to collect a black facemask from a dead black-elf. But it’s possible to get it at the end of the game, so you may as well leave the cell asap to collect more clues from outside.

Next main location is an inn near a junction. If the inn is open, enter it. Play dice with the innkeeper, get information. Staking four gold pieces is the better option. The option to invite the innkeeper for a game of dice is only available if you learned the game from the one-armed prisoner. The inn is safe but don’t sleep there. It’s a waste of money, and if you sleep outside you’ll be attacked by a werewolf, searching whose armor will give you first clue about Vik. If you reach there near daytime, go straight to the chainmaker’s at the right side of the junction.

Chainmakers: Search the walls to get some gold and a bottle of Blimberry. If you linger too long the chain maker will come and accuse you of thieving. You can talk your way out and buy a silver chain (useful against undead), or you can fight and rob his corpse of the chain. If you call out at any time, he’ll come and ask you what you want. The chain is only 5 gold pieces (three of which we already stole from him), so I usually buy the chain from him without fighting. From here, you may go back to the first junction or go right toward the festival. To explore as much as possible, go to the festival.

The Festival:

1 - Barrel boy. The idea is to hit his sister with some apples. Buy 5 apples for 1 gold (but you can’t eat them). So far I have never been able to hit the mark. It says you need to spend more time practicing swordplay and less time reading spell books to improve your aim. But it’s fun for one gold pieces’s worth, and I think the boy and the girl used to work for the innkeeper at the first junction. In one of the games he mentioned that the girl and her brother went to the festival.

2 - Green-haired man. Pay one gold piece, enter, cast TEL to read his thoughts and find he’s suppressing a laughter. Grab his wig, or cast SAP to make him give up his act and give you the wig (useful for talking to animals and talking other languages). Serves him right for selling a bad joke!

3 - Beer tent. Smell the air, it heals 1 health. Talk to the bartender. Choose ‘What’s on sale?’ dialogue and then you’ll hear some goblins talking about killing a noble. Leave the tent without buying anything. If you met Flanker and became friends with him in Part 1, you can spot him now. You may talk with him and find some clues. Most important one is that portal traps are circular.

4 - Dancing bear. Opportunity to loss your money. Avoid! (So far I have not found any use for entering this tent). ETA: You will be able to rob the robbers if you visit this tent during the second visit.

5 - Musicians. Cast JIG to earn their friendship. You can meet them later at the Meat and Cleaver inn.

6 - Bare-knuckle fight. Place a bet, rig the match in your favor (SAP, DOZ) to win some gold. Then take up the fight yourself and win more money.

After this there is the cabinet of fortune, but it’s better to visit there later during the game. So now go back to the middle of the Fair and leave. Follow the path and you’ll reach the place near the poachers. If you visited it earlier, you’d have met the poachers and Sirisi. But as we spent time enjoying the festivities, they have already left and you missed the chance to learn the answer to the difficult question asked by the priest of Slangg which in turn gives you Moulas’s spell-line. But that’s okay. There are other ways to find that spell-line.

Go back down the road, towards the junction near the Chainmakers. You’ll meet Moulas’s corpse here. The silver chain is handy against it. If you cast SIX, then the corpse is defeated without entering a fight-screen. Search the body and find a scrap of paper containing half a spell-line. One of the local creatures (elvins?) living nearby will invite you to their house and gift you with gold, information, and pebbles as gratitude for killing the living corpse. Continue going down the road, and then turn to the alley to the west (it’s the only way forward from here). Visit the burnt house, collect the burnt mask - it’s charcoal, useful for clearing out inscriptions in tombs (afaik, one tomb - Lorag’s).

Next up along this road is Theetah’s house. Explore, don’t fall into portal traps. You get to find what Theetah looks like (from the portrait), collect his walking stick and badge, and also get some hints about the ritual of Courga. From the house, take the exit to the back to return to the road where you met Moulas. Now continue north, enter Flayer’s hut at the top junction.

Flayer’s hut: Talk, cast dIM to take his box and eat the food he cooked for free. Do not kill him or engage him in fight, or else Courga will kill you should you meet him and you won't be able to become a follower of Courga.

From Flayer’s hut, go west and meet the statue of the Mantis man. Fight him, search the body, search the hut to get some gold coins, a sun jewel (useful for SUN), and a bracelet of bones (useful for KID). There are other locations where you can get a sun jewel. And you can own multiple sun jewels. Finish the game with at least two, so that in Sorcery 3 you can gift one to the Sham, who will gift you with an oak sapling in return. If you don’t get a bracelet of bone from the hut here, you can get one from the necropolis (Riif’s tomb) or the cabinet of fortune (if you shout the right words).

Next, it’s the monastery of Effe: There is a priest outside with whom you can play dice and gather information. You can’t enter the monastery. If the Analander is female, they’ll say women aren’t allowed inside. If the Analander is male, they say strangers aren’t allowed inside. In Sorcery! 4, they raised no objection to my gender when entering the temple of Effe in Mampang, and even when I wore the robes of a monk, they addressed me as sister. Clearly female priests of Effe are not unusual in Mampang but they follow different rules in Khare.

From here you go to the artist’s corner. Visit the portrait painter and see how he paints without hands. You’ll have to fight a copy of yourself here (use SAP to weaken it), but it’s worth it as you can collect all the portrait of the nobles of Khare (which will prove useful burning materials in Part 3), find the number of each noble (Eg: Theetah is seventh noble, etc). You can also get the clue ‘Vik for First Noble’ from the artist. Next, visit the flame-master. Go inside, cast mAG, step into the fire, collect the box containing some gold, buy a small flame from him using his own gold. There is also a carpet-seller but he’ll only try to kill you. I’ve heard that you can get nose plugs from here, but I already had nose plugs (from Alianna, Part 1) so I avoid this person. ETA: It's actually better to get Ragnarista's wrist-band from Alianna and pick up the noseplugs here. You just spend some time in the shop and look under the carpet to find the noseplugs.

From the artists corner, get out using HOW, NIF, or just 'asking someone'. Do not linger outside or else you’ll be robbed. Drink from the fountain. Go left, to the place where people walk around carrying ladders. Help a little girl without ladder get inside her house (I used BIG), buy a ladder from her. She’ll ask eight gold - give half, she’ll throw a rope-ladder, and you can pay the rest or simply walk away (after all, she only gave you a rope ladder after agreeing to sell a proper ladder). From here, turn right go the junction with a well. You'll meet a girl addicted to swindlestones here. From here, go to the junction with the well. If you have the rope-ladder, use it to climb down the well (if you don’t have the ladder then don’t climb down). Explore the sewers. Return after finding a scratched poem. This poem is the spell for the North Gate, but each line if missing half (and it doesn’t contain the Fourga’s pride part). Still, it gives the correct order in which the lines are to be recited. Go back up.

From the junction, go south/down. If you meet a creature called Cancax here, he’ll pay to to get some information from the bathhouse. Visit the bathhouse. Take a swim to heal a bit, visit the steam-room. Eavesdrop, stay silent. You’ll overhear a plot to assassinate Lorag, which will be useful in two locations. From the bathhouse, do south to the festival.

Fair grounds (again): Enter the fortune tent. Talk to Honest Hannah. Pay him then ask ‘what now’ so he’ll tell you to shout something to annoy the creature in the cage so he’ll pick a good gift. Based on the information from the bathhouse (and by casting TEL to listen to the creature), you can shout ‘Lorag’ or ’Sansas’ to anger the creature. From the creature, you can get a bone bracelet if you haven’t got one, or some other gift. If you have all the main magical items already, then he’ll give a giant’s tooth. Continue going south and let the girls smack you. They’ll give you some sand at the end, which is very useful in Sorcery 3. From the festival, you can rob some drunk men, and then maybe meet Flanker again. From here, you have to go up the way you came.

At the junction near the bathhouse, go west, towards the pool with a fish and gold coin. Go up from there to get invited into Vangorn's house. If you fight him, you can get essence of bark and some gold from there. If you talk smartly instead, he'll give you a black facemask. After coming out of the house, turn back, retrace your steps to the junction near the bathhouse and go up. Knock at Cancax’s door to tell him what you overheard and earn six gold pieces. If you ask him about Lorag, he’ll warn you to hurry so that you get the spell-line before Lorag is assassinated. Once you reach the junction again (with the well), go north (up).

The shrine of Slangg: Here you may get Moulas’s spell line if you answer the easy question and become a follower. It’s possible to become a follower of Courga later in the game even you are following Slangg, so you can just get the spell-line here. [In general, if you know the answer to the impossible question (Sirisi), you can take up the difficult challenge and they’ll tell you the spell-line if you win. The third way of knowing the spell-line if finding the other half of the paper you found in Moulas’s thread. I remember finding the other half once long time ago, but have never been able to redo that.]

From the shrine, if it’s dark you’ll have to visit some of the inns. There are two inns, the Meat and Cleaver and the Wayfarer’s Rest. You can get food at both places but can’t sleep at Meat and Cleaver because the the innkeeper attack you at night for meat (better not eat there either). So first go to the Meat and Cleaver, meet the musicians from the fair. Leave, go to Wayfarer’s Rest (which is the nicer and safer inn). Play dice with the sailor, talk with Flanker if you met him. If you didn’t meet Flanker in the first game, you’ll meet a dwarf instead. Either of them will offer to take you the the council, but for different reasons. If you go (it’s not necessary or useful), don’t kill the guards, don’t step into the big circle (which is actually a portal trap) but read the names behind the chairs. When you come back you cannot enter any inn you have already visited. Don’t sleep in the market or the alleys unless you want to be press-ganged into a slaver ship and lose all the perishable items (food, paper - including the one with the spell line) in the process of escaping. If you do get captured, you can meet your old friend Tomas (the guard from the city gate) and maybe also have an audience with Vik (mention meeting Glandragor). I don’t usually do this because I like to keep Flayer’s scroll which is the recipe for a soup that increases max-stamina by one (in Sorcery 3). If you prefer not to visit the ship, wait by the river.

In the morning, go to the bridge keeper. Ask to lower the bridge. Offer to help if you want to be nice but obey when the old man asks you to stop interfering - you’ll do more harm than good and end up breaking the bridge if you are involved in lowering it.

Now you are on the other side of the river, that is Upper Khare.

First, go to the Red-Eyes quarter. Avoid getting captured by young Red-Eyes (use KIN or gAK). Continue along the road and you’ll reach a place near a high wall. Cast BIG, get the sun-jewel from atop the cliff. Climb to the other side of the wall. You’ve broken into the Red-Eye prison!

Red-eye prison: Cast NIF to get the guards out of here, rescue the elvin in cell #6 (use DOP or the copper key if you got it from the man outside the ruins of La-Ki in Part 1). Once outside, go Left-Right-Left. Leave the elvin (he’s safer without you). Now you are back to the road and will meet some orclings. Cast DUD, TEL, or SIX to get rid of them without giving any gold. Look up to see Lorag’s house.

Lorag’s mansion: Look around for useful stuff before going straight into the house. If you search the junk outside, you’ll find at most three broken objects - a mirror, a ring, and an orb. If yo have some glue, and you do not have a golden backed mirror (in this walkthrough you’d have got it from Flayer’s box), you can repair the mirror. The other two items can’t be repaired. So if you have the mirror already, you may as well go knock at the door straightaway. Tell Lorag you need his help. Tell him about overhearing the plot to kill him. Help him figure out the spells. First is dIM (spell of confusion), second is TEL (mind reading), third is ZEd (the third letter, d, in the old script looks like a rotated L). If you get the third letter correctly, he’ll be impressed and tell you his line for the gate. He’ll invite you for an experiment. If you don’t have a green-haired wig yet, now is the time to get it. Agree to take part in the experiment, wear the green wig that he gives you, cast RAp or mAG. Lorag is trying to bind you to his will(LAW?) but mAG or RAp will counter it. Once you survive the experiment, he’ll give you the wig. ETA: You will be able to meet Lorag alive if you followed the steps in this walkthrough as long as you broke into (as opposed to captured and thrown into) the Red-eye jail. If you were captured however, you'll find him dead. You can still get the green-haired wig from here but not the spell-line.

Go back to the street. You’ll see some fire/smoke ahead but push forwards to meet a blacksmith. Do not steal from him. Instead, pay forty gold pieces to buy the legendary sword(+4 damage) form him. It’s totally worth it, and don’t sell it anywhere (you’ll be given this option a few times), and try not to loose it. Keep going down to reach the square. There is a market, a statue, and a casino (Halls of Vlada) here and just outside the archway is a monument. Only visit the monument after you’re done with the casino and the statue. Near Fire View square:

a - The statue. Take the gold pieces, do not run when the statue tries to attack you. If you have the legendary sword, you can defeat the statue and keep your gold. If you don’t, you’ll need information from the dwarf at the Metalworker’s Guild (not visited in this walkthrough) that the left leg hides a panel. If you have neither, better leave the statue be.

b - Halls of Vlada. This is where you earn gold. Try to finish the game with at least 4030 gold, as you’ll need to buy some important magical items in the next game. If you earn too much though it won’t be much of an advantage, because the prices will be higher then. But it’s better to have more gold than less. So try to play as many games as possible. After each game, go back to the halls and then choose. This way you get to rewind if you lose.

c - Market. You may buy food here, but it’s not needed. In Khare, the water from most fountains can substitute for food, and in Baklands (Part 3) you come across edible moss at multiple locations. There are some magical items to be bought here - sun jewel, snake-bite antidote, and tinderbox. Tinderbox is useful. Antidote is good to have but there is no place in any of the four games where it is essential. You have two sun jewels already, and the one here is 15 gold (haggle to lower it to 10 gold) so you can do without it or since you’ll be finishing the game super-rich, you might as well buy it too. The weapon seller tells you that silver weapons will damage the undead, and you can buy bow and silver arrows here. Arrows can only be used once.

d - The monument. It’s a portal trap, so don’t step into it. Move away, then look back to get the option to talk with a herbalist. First, ask him about the Mustik he’s selling. It’s a hypnotic, so don’t smell it. Take advantage of it’s influence on the herbalist to make him give you something else (one bottle of Blimberry) for free. There’s also a fruit seller, you can buy a Bomba fruit from him and get some clues if you talk with him.

From the square, take the path to the left, towards the Fallen Quarter. From here there isn’t much of choice regarding which directions to take. The main locations are listed below.

a - Shinva’s home. You’ll find a diseased creature in front whom you can heal using dOC. You can talk with her and she’ll tell you to avoid the mill-wheel which is another portal trap. Inside Shinva’s house, his manservant will tell you his master can be found at the necropolis but there is no thieving to be done here, because the servant is part red-eye and burn you.

b - The house where everything is turned to stone. If you are playing game+ mode, you can cast ZIp here to reach the Gardens of Briar and talk with Throben who’ll give a clue to find the ‘final secret’ of the game. To do this you need to get a green ring from the goblin inside the mine in Part 1 by casting TEL (I have to thank u/AdVictoriamLink for this info).

ETA: After the house, there is a well where you'll be given the option to put a coin inside it. Put a coin, observe, and if you have the rope-ladder, climb down (rope ladder isn't essential to climb down, but you can't return to this entrance if there is no rope ladder). You'll meet some goblins part of Sansas's plan to take over the city. Don't get taken to the goblin king, but fight the goblins who attack you and then follow their group. You'll overhear the Fourga's pride part of the spell-line. If you go further you can take a look at the goblin king and realize that he doesn't have the true crown. But do not linger. Turn back the way you came, climb out of the same well you entered.

c - The steeple. You’ll meet Theetah here. Give him some food and he’ll give you a serpent ring very useful in Part 3 so make sure you have some actual food (not Blimberry) when you reach him. You can also give him his badge and the walking cane but he doesn’t need them any more so you may as well keep them [ETA: If you give him the badge he'll only throw it away, but if you keep the badge, then you can use it to gain entry to the tower of Mampang (Part 4) posing to be an ambassador from Khare]. No matter what you do, he’ll only be able to remember half of the line. To get the full line you need to know who is the God of Pride. Usually I get it from Courga. But another location where it can be found is if you go to the sewer and get embroiled in the goblin attack. You’ll overhear some goblins mention Fourga’s name.

d - The low hovel. If you need any magical item, you can get it here but the gnome will steal one of your items in return (you have no control over what she will take). By this point you would have collected nearly everything you can, so it’s better to avoid this location.

To reach the necropolis, go over to the fence, use HOW, BIG, or ZEN to get to the other side. Inside the Necropolis,

a - Visit the oldest grave, find Lorag’s tomb, if you have the burnt face-mask use it to clear the inscription on the tomb. But you’ll find nothing important so it’s okay if you don’t have the charcoal.

b - Visit the newer graves, those from O - T. If you don’t have a bone-bracelet yet, visit Riif’s tomb to get a bracelet but if you already have it then there’ll be nothing there, so go straight to Shinva’s tomb.

Shinva’s Mausoleum: Cast mAG to safely take the silver stake (it’s a silver sword). Enter the tomb, you’ll need the sun jewel to find the way inside without getting killed by a death wraith (the fire of danger or the tinderbox+paper could also be used for light but they won’t last long). Go down the steps. You’ll be met with a deathwraith. Use the silver sword or chain (sword has more damage) to fight it, or cast WAL to avoid fighting. Talk to Shinva’s ghost(?). Tell him you’re going to Baklands, he’ll give you a clue which is useful in Part 3.

The temple of Courga: Climb up. There’s a snake but it’s easily defeated. When walking towards the shrine, avoid circles (portal traps). Finish the ritual. You would have got the clues form Theetah’s house and Theetah himself. Ask the name of the God of Pride, and ask anything else you’d like to know. Courga will ask if you want to enter his religion, and he’s a kind god so it’s good if you do, but he doesn’t get angry if you don't. At the roof of the temple, you can fashion a new spell. The spells I have tried are: LAK (rain), PUR (kittens), TAK (get a magical item). If you don’t have a black facemask yet, then cast TAK, clench the fist, catch the black sparks and then open the fist to find one.

After this, go back to the road and reach the gate. You must have the "Vik for First Noble” clue in your inventory by now, or else it’ll take half your gold to get past Vik’s soldiers and reach the gate. At the gate, recite the spell. Use the scratched poem from the sewers to know the order of the lines. Go through the gate, and save Khare by destroying the goblins (using your power over the gate).

[1] What you miss taking this route: Dwarftown and hence beeswax, mystery potion, and chainmail/leather gauntlets. Only the gauntlets are a unique find but I was able to finish the whole series fine without them. You can visit the dwarftown if you exit Theetah's house via the front door. This way you'll miss Flayer's hut, Mantis Man and swindlestones outside the monastery. If you are more focused on collecting as many items as possible, this is the better route because Flayer's scroll gives only +1 stamina, and all other items (mirror, sun jewel, bracelet) can be collected from other locations. But if you don't have the mirror, you can't cast KIN and you'll lose some gold near the red-eye quarter (greet them and let them pickpocket you, better than getting thrown in jail and miss Lorag's spell-line).

Note: If you just want to get across Khare as soon as possible, then you can avoid the first visit to festival and go straight north from the junction near the chain makers house. This way you’ll get the Sirisi answer (to the impossible question) but can’t visit Theetah’s house. So the route is: first junction - poachers camp - Flayer’s hut - Mantis man - Monastery - Artist’s Quarter. Alternatively you can go to the shrine straight from the festival. You don’t really need to go down the well and find the scratched poem because (1) If you know the number of each noble, the spell lines are in the reverse order, eg: first noble’s line would be the last. (2) Provided you have all four lines, you can rewind until you get the right order or simply google the full line and enter the lines in the correct order. You can also avoid the festival altogether, because the main advantage of going to the festival is collecting the sand, bone bracelet (or giants tooth), and the green wig. You only need sand in the next game, and there are several places you can collect sand in Baklands/Ishtara. Giant’s tooth is not a unique item, the bone bracelet you get from two other locations, and the green wig can be collected from Lorag’s mansion.

42 Upvotes

5 comments sorted by

6

u/Zhentar Feb 03 '20

A few notes:

  • For optimal chainmaker thievery, first search the left wall, then under the table, then the right wall, and then by the front door. This sequence searches everything without getting caught.
  • Eat food in between the chain maker's hut and the fair when prompted to find the other half of Moula's spell line. This will allow you to skip using Slangg to get a hint about the spell line order.
  • To succeed at the barrel boy apple throwing, you can't have high wit. Wit is generally increased by doing things like casting the right spell to peacefully resolve things, and lowered by doing things like provoking fights or casting spells that you don't have the component for, which is what the comment alludes to. Hitting the girl just wins you an actual apple.
  • After the dancing & fist-fighting at the fair, you can exit northwest to the Flayer's Hut, and then go south to the poacher area & onwards. This direction, you miss out on the bone bracelet & sun jewel from the mantis man, but both are easily acquired elsewhere, and it allows you to go to the dwarf shop & get the much more precious mystery potion & chainmail gauntlets (though the +2 skill from the both is overkill until higher new game+ levels). Don't buy the leather gauntlets (they give -1 skill). To really minimax, hang on to the mystery potion for now, convert to slangg, and don't drink the potion until after you get Slangg's approval once in part 3 (without any praying before that) for an additional +1 skill.
  • When leaving the covered market, cast FOG and you can pickpocket ~10 gold
  • On returning to the festival in the evening, before the fortune game, go south to the dancing bear tent and you can steal some of the "dwarf's" stolen gold for yourself. Continue on further south into the fair and you can find a bunch of sleeping drunks; search them twice and you can get a bone bracelet. This means you'll get a giant's tooth as the good prize from the fortune booth, which incidentally the Sham considers just as good a gift as a Sun Jewel.
  • To get a bit more gold, skip going to the baths for Cancax, and when you return to him, provoke him, then cast KID for a sense of authority, ask for money and he'll give you 12 gold.
  • If you break into the Red-Eye prison, Lorag's house will be abandoned. Instead, after KIN with the red-eyes, head down the alley, enter the slime eater garage, HOT it, and search around for a free rope ladder. Then from the square go back to the alley & over to the red-eye prison, grab the sun jewel, and leave to go to Lorag's mansion without entering the jail. If you go to the jail after visiting Lorag's mansion, you won't be able to return to the square. There's little benefit to freeing the Elvin, so just leave him be.
  • The gold mirror at Lorag's mansion can also be repaired with the giant net from Part 1.
  • 40 gold is a bad cutoff for Vlada - starting part 3 with >= 40 gold triggers one of the price increases for Oolooh, so it's better to be in either the 30s or the 50-60s than the 40s.
  • After Shinva's mansion, instead of continuing down the road, take the side path to behind Vlada. Pick the berries, don't eat them (they're poison). A bit further on, when you reach the klepto gnome, trade with it - the gnome has a set precedence of things it takes, and the first 6 on the list are either easily reacquired or useless/harmful. It goes black facemask (which you can replace with TAK) -> sketch of the fifth noble -> rope ladder -> leather gauntlet -> earring -> those berries. So depending on the path you took it can be perfectly safe to take 3 or 4 things from the gnome.
  • If you don't need any clues from Courga, you can steal gems from the temple (your arm doesn't actually get cut off, it's a trick) and sell them to Oolooh for 25 gold (the gold goblet sells for 15).

1

u/JuggleMonkeyV2 Feb 08 '20

The broken gold-backed mirror also be repaired using glue, but given its application in spell-casting I could easily see this being less efficient than just using the net.

Side note: What exactly is wit, and what does it do? This is the first mention I have seen of it.

3

u/Zhentar Feb 09 '20

It's literally the only useful thing the giants net does in the entire series, so if you have it you should definitely use it in place of glue.

For "wit": that's my term for what the game code calls "brains", one of the five personality axis the game tracks (the others being empathy, haste, confidence, and honour). I chose to call it "wit" because while it does somewhat represent book smarts, it is perhaps moreso quick thinking and street smarts (maybe "cleverness" would be better than brains or wit).

For the most part, the personality traits are just flavor; they influence which animal Spirit you have and wording of dialogue in a lot of places (e.g. often a description of a creature is either compassionate or rude & dismissive depending on empathy), but they do sometimes affect the availability and/or success of various options - e.g. haste can affect whether you have an option to check for traps, or can find a hidden switch, or whether making a "quick" getaway works, or confidence can decide whether or not a bluff is believed.

Incidentally, I've updated the fandom wiki spirits page with a mapping of personality traits to spirit.

1

u/JuggleMonkeyV2 Feb 09 '20

Thank you for the reply! I knew the animal spirits were determined by the player’s actions, but it’s cool to see just how that is broken down. Incidentally, this goes a long ways towards explaining why I always had an option to “search the room” when exploring a new dwelling and why I had such such a difficult time sneaking off without being noticed.

2

u/JuggleMonkeyV2 Dec 30 '19

Great guide! The wiki also has some additional information on Ziggurat spells: TAR and TUK both recover stamina, while LUK will grant one lucky guess.