[quote=Stygota][spoiler]
Now that I’ve unlocked the question…I find myself lacking a bit in Melancholy, and I find myself lacking a lot in Heartless.
After the quirk revisions, I don’t have any Taste left or I’d be getting as low as the lacre pits to grind Melancholy. I did see, however, that the Knave of Regrets has an option (marsh-mired?) that increases Melancholy. I’m guessing it’s uncapped; if not, well, there’s always the Iron Republic.
Do we know if that option is uncapped?
[/spoiler][/quote]
Fate option at Iron is capped. You can (slowlyyyy) raise Melancholy via Old Bones at Nadir, if have the Daughter.
Heartless through Spirifer - selling souls, or a slow process (but faster than Old Bones) of "borrowing" pearls from Sardonic Music-Hall Singer. You’ll have to regain acquaintance after that, raise to level 5 before doing it again. So make sure your Heartless 10 via other options before starting that route - It’s a slow one. edited by Gonen on 6/17/2016
[quote=Stygota][spoiler]
Now that I’ve unlocked the question…I find myself lacking a bit in Melancholy, and I find myself lacking a lot in Heartless.
After the quirk revisions, I don’t have any Taste left or I’d be getting as low as the lacre pits to grind Melancholy. I did see, however, that the Knave of Regrets has an option (marsh-mired?) that increases Melancholy. I’m guessing it’s uncapped; if not, well, there’s always the Iron Republic.
Do we know if that option is uncapped?
[/spoiler][/quote]
I’m in the same boat as you with melancholy. I’m stuck at 11 and without tears there’s no clear way to get that last point. My only hope is that that KNAVE OF REGRETS option will get me there but I have to wait unti next week to find out.
Heartless, on the other hand, is easy. Just zail around the unterzee ignoring sailors as their ships sink. It will take a while but you only need 7 so you’ll get there.
[quote=dov]I’ve also recently reached SMEN 12 and can choose a question and in a need of a bit of Melancholy.
Any other good sources (since I haven’t played the Lost Daughter story)?
From the wiki I gather that I can use Weather at Last to get to 10 and to warm Tears of the Bazaar for the rest (potentially very expensive).
Any other viable method from the quirk experts on the forum?
(I don’t particularly care if it comes at the expense of another quirk)
[/quote]
Not from what I know. the Tears are the best (and without Daughter, or without random one-time EF stories) choice. You need around 4 (3 if lucky) activation. The risk is moderate (20% of losing the Tears). Count that as SMEN price.
Also, You are going to lose Tears anyway on the Isle. GO FOR IT! =)
i haven’t successfully gotten a point of SMEN from Winking Isle for most of a day (by which I mean like 20 hours), I suspect the RNG is using me as an experiment to test the depths of human Misery edited by Spacemarine9 on 6/17/2016
So I just got 2 more points of SMEN. After yesterday’s 0 points in 36 hours I’m happier. I’m up to 56 SMEN. I’ll update people when I hit 63 and Sir Gawain’s unlocks.
[quote=Gonen][quote=Alexander Feld]
H? An eighth candle, perhaps?[/quote]
That is mind blowing.
Melt all 7 candles to create the H one. Use yourself as the wick. Be the Seeker of Glory.[/quote]
Nah, being a Seeker of Glory is probably what Gawain will end up being. Given the Sunless Sea storyline and that unlike the others Gawain is a quality, not an item.
Welp, I got myself a calling card. What should I bring to the isle? I’m thinking some soup, and maybe some dice. Soup will be good. Everything else I can leave behind.
Any ideas on how to conveniently increase Unaccountably Peckish so that I can get Knave of Regrets? I’ve yet to obtain a Starveling Cat, and my Scandal’s getting pretty high.
You DO know your readers well. I never thought about that yearning for an ending and still be able to continue.
You will probably won’t answer to not spoil, but from what I read the Eaten story will provide an ending. A true, final ending. You suggested it as one solution, meaning continuing FL, after finding the name is not a true ending, as stated. FL cannot be an epilouge, lasting for years, after the ‘ending’ that is Eaten.
So I conclude, just because you gave Eaten as an example to give them an ending, that it is truly the (first) true ending for FL, nothing else can be done afterward.
Also, yikes! You’re not text-green anymore! (Yea, I understand why). edited by Gonen on 6/18/2016
[spoiler]“Fallen London, notoriously, has almost no gameplay. It’s all story.”
I’d have to disagree somewhat on this point. It might be true there’s not a lot of inherent gameplay, but to say there’s little to no gameplay at all is misleading. It’s like looking at a deck of playing cards and saying all there is to these cards is the complex story its art tells, no one will do anything with these playing cards other than wonder what relationship the one eyed jack has with the king of hearts. But in reality, the amount of games people use cards for are near infinite.
Fallen london is a game -themed- around being a card deck. And while you might say that the rules it gives players on how they can interact with these cards are mild at best or barely present in the greater story, you are missing a lot if you don’t think the players are making their own rules on top of the existing ones. I’m sure you’ve at least heard of the concept “the game within the game”. People often look at the things I do and question if I’m even playing Fallen London at all anymore or a game of my own mad imagination. But I am playing cards (fallen london), its just the variety I’m playing is NiteBrite’s game (texas hold’em). This way of playing isn’t unique to me either. Fallen London isn’t a story, it’s a deck of cards.
Hallowmas last year (1893) was a prime example of players getting together to enjoy the ‘game within the game’. The highest rewards were set at 500 spirit, and you only needed like 50 new contacts on a regular/yearly basis to get that. But we had over 300 people participate in our game. Many people got over 1000 spirit on their first year. But did the lack of inherent/internal gameplay reasons for getting this level of spirit cause folks to forsake this type of play? No, in fact people were already making plans to aim for 2000+ spirit the next year, because the game we made out of and on top of the game that is fallen london was totally enjoyable, even if it did have its flaws.
Look beyond the pictures on the cards. See the games we make and play.[/spoiler]
[quote=NiteBrite][spoiler]"Fallen London, notoriously, has almost no gameplay. It’s all story."
I’d have to disagree somewhat on this point. It might be true there’s not a lot of inherent gameplay, but to say there’s little to no gameplay at all is misleading. It’s like looking at a deck of playing cards and saying all there is to these cards is the complex story its art tells, no one will do anything with these playing cards other than wonder what relationship the one eyed jack has with the king of hearts. But in reality, the amount of games people use cards for are near infinite.
Fallen london is a game -themed- around being a card deck. And while you might say that the rules it gives players on how they can interact with these cards are mild at best or barely present in the greater story, you are missing a lot if you don’t think the players are making their own rules on top of the existing ones. I’m sure you’ve at least heard of the concept "the game within the game". People often look at the things I do and question if I’m even playing Fallen London at all anymore or a game of my own mad imagination. But I am playing cards (fallen london), its just the variety I’m playing is NiteBrite’s game (texas hold’em). This way of playing isn’t unique to me either. Fallen London isn’t a story, it’s a deck of cards.
Hallowmas last year (1893) was a prime example of players getting together to enjoy the ‘game within the game’. The highest rewards were set at 500 spirit, and you only needed like 50 new contacts on a regular/yearly basis to get that. But we had over 300 people participate in our game. Many people got over 1000 spirit on their first year. But did the lack of inherent/internal gameplay reasons for getting this level of spirit cause folks to forsake this type of play? No, in fact people were already making plans to aim for 2000+ spirit the next year, because the game we made out of and on top of the game that is fallen london was totally enjoyable, even if it did have its flaws.
Look beyond the pictures on the cards. See the games we make and play.[/spoiler][/quote]
Very well said.
Although I think the NiteBrite variety of play is rather more like 52-card pickup.