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Occult Consilium

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Occult Consilium is a timed regular situation in the Rotten Willow rotation. It changes Crypt and Catacombs contract reputation and ingredient buying prices, and changes the related dialogue scene.

How Occult Consilium starts and ends

Select a node for its entry conditions. The first two stages are system-handled; the third shows the official effect and confirmed situation effects.

İçindekiler

Where it can occur

These settlements include this situation among their regular candidates; whether it occurs depends on the current world rotation, queue and situation state.

Stages and entry conditions

1 Enter the candidate pool

At 06:00 each day, the game checks regular situation generation. When the check succeeds, settlements are shuffled and a candidate is selected from an eligible settlement with no situation state, excluding the same main situation active elsewhere. At most one new situation is queued per check. Occult Consilium is one candidate, not a daily appointment in every town.

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2 Wait for activation

Entering the queue does not mean the situation has begun. An update activates the first queued event when no main situation is active and the queue is non-empty. Daily validation skips the player’s current settlement; transitions and some sleep updates can also process it. The 7-day timer starts on activation, along with the common restocking call.

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3 Inspect the active situation

While active, Rotten Willow uses the meeting scene, and related conversations still require their own dialogue conditions. A follow-up interaction tied to the Manticore quest is also updated if that quest is complete and the relevant dialogue state is set. The situation itself does not complete the quest again or award another quest reward.

A group of Occultists is holding a meeting at the tavern.

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4 End after the timer

After 7 full game days from activation, the situation becomes eligible to end during a later update. Daily validation skips the current settlement, but transitions or some sleep updates can end it. Ending removes the situation scene preset, schedules restocking and updates modifiers; later scene preparation switches layers according to the active situation.

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Modifiers and trade effects

The values show changes caused by the situation. They are settled together with other settlement conditions; a price value is not necessarily the final quote percentage.

Modifiers and trade effects
EffectValueMeaning
Crypt contract reputation+33 percentage pointsAffects reputation awarded for completing a Crypt contract.
Catacombs contract reputation+33 percentage pointsAffects reputation awarded for completing a Catacombs contract.
Food: merchant selling-price term+20 percentage pointsAdds to other price terms when buying food from a merchant.
Ingredients: merchant buying-price term+60 percentage pointsAdds to other price terms when a merchant buys ingredients.

Additional situation effects

Alongside trading parameters, these changes affect settlement scenes, wilderness exploration or contracts.

Additional situation effects
BehaviorValueScope and limits
Settlement sceneWhile the situation is active, returning to the settlement prepares its corresponding scene.
Manticore dialogue-flag clearingUpdates the follow-up interaction when the Manticore quest is complete and the corresponding dialogue state is set; this does not award the quest reward again.
Situation dialogue conditionThe follow-up conversation requires the earlier related dialogue to be complete and the Occult Consilium to be active.

Rotation and coexistence

Each settlement has one active main situation and a separate economic slot. Matching effects are added together. Regular generation requires the settlement to have no situation state, so this does not imply that the situation freely coexists with every economic situation.

Official description

The desire to grasp the very nature of things has never been deterred by laws and prohibitions.

Kaynaklar

Oyun sürümü 0.9.4.25

  1. 0.9.4.25 official situation names, descriptions and effects
  2. Settlement pools, daily scheduling, queues, timers and ending rules from the same release
  3. Same-release situation values and their game effects
  4. Same-release event-specific direct behavior and scene-layer rules
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