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- Comprehensive Guide to Portals of Phareon (As of V0.8.1.1)
- Index
- 1. Character Creation
- 2. Stats
- 3. Character Mechanics
- 4. Kings' Camp
- 5. Making Money
- 6. Home & Location movement
- 7. Farm
- 8. Hatchery
- 9. Species
- 10. Recruitment
- 11. Shop
- 12. Equipment
- 13. Combat
- 14. Portals
- 15. Arena
- 16. Tavern
- 17. Brothel
- 18. Breaking the Game
- 1. Character Creation
- 1A. Character types
- You first decision will be which character you want to play; Evolution currently has the most CG's, and will likely be the first one to be finished and see new content. Prince/Druid has the least CG's and developed mechanics. From difficulty: Evolution is the easiest character to play by far, Creation is rather middle-of-the-road, while Prince/Druid is the weakest.
- Evolution's gimmick is transformation; she can change into any breed that you have obtained, as well as super-powerful unique forms after you've leveled specific breeds. She is the most player-centered of the three, and most of the time your character will be the one in the middle of the fight, being given the best equipment, and generally be the one you opt to beef up.
- Creation's gimmick is being able to create (duh) any breed she's obtained, as well as being able to mix/match skills and onhit effects for them. She also has access to a number of unique breeds like Evolution's special forms, however they tend to be more balanced. Creation herself is fairly weak, and will rely on her girls the most. You'll usually keep her in the back, with the most supportive equipment.
- Prince/Druid is a halfway mix of both; his first gimmick is that he has multiple level progressions that he can work on, and in doing so obtain points that he can then allocate to one of two paths per progression. His second gimmick is that he can create Seedlings; creatures that start out very weak, but level twice as fast as girls and animals, and can evolve into different niches on reaching max level. He will usually be at the forefront of your party, but is not invincible, and will require allies to back him up (or vice versa). Is totally not the villain of the setting, despite dressing in all black, having the goal of killing the other two characters, and wielding some powerfully crazy eyes.
- 1B. Difficulty
- First and foremost, you need to keep this above 100% to be able to unlock new starting traits, breeds, and classes.
- Your first choice is what happens when a girl/animal reaches 0 HP; The default is Injury, which is fairly benign (they cannot fight until they recover, either by special ability or resting at home). Nothing is exactly as it says (after the fight they are still in the party, same mana, but with 1 hp). Death is permadeath, X-COM style (if they die in the fight then they are completely gone). Of note is that the Main Character can not permadie, which makes it an appealing choice for Evolution and Prince/Druid.
- MC Points are what you use in the next section to beef up your main character. All classes enjoy this, and it will be the choice that you will usually dump excess difficulty modifier into. Of note is that very few of the choices there are available outside of character creation.
- Starter Points are similar to MC Points, but for your two starting girls. Everything in this section is available in the game, and so you will likely bring this down to 10 or even 0 points once you are more familiar with the game. For your first time I recommend you keep it at 20.
- Starting Money is fairly insignificant. You can get by with 100 without much difficulty, and the max (2000) is ultimately a paltry sum. Stick with the default for your first time, as it will afford you a mistake or two.
- Game Length determines certain story events (as of writing there is only one, ten days before the chosen end of the game), as well as the speed of which enemies will scale in difficulty. Because the game is not yet finished there is no actual "end" to the game; on the last day it rolls over to the start again, making Free Play rather pointless. You can go for whatever other option you fancy; they all have the same difficulty modifier. Short will make the enemies scale faster, Long will make the enemies scale slower.
- Saving Type is the most significant decision in here. Unlimited is the default, and if you are starting out I heavily recommend you keep it there for now. Only Town prevents you from saving in the middle of a fight or expedition. Limited is a Silent Hill/Resident Evil style system; you can save as often as you want, however whenever you load a save the number of saves available decreases by one, and at zero you will no longer be able to save (note that loading the same save multiple times still only removes on save point, obviously).
- Kings Quest Types are what your weekly goals will be. Breeding involves giving the king a girl with specific details (stats, genes, size, gender, breed, sex prowess, etc.) and is easiest for Creation. Portal Exploration/Fights involves exploring new portals (explained later); this is easiest for Evolution and hardest for Prince/Druid (not hugely difficult if you know what you're doing, but if you're starting out and not reading the rest of this guide it is very possible to end up with a portal quest that you simply cannot access with your current girls). Combat/Arena involves arena fights of low difficulty, and is easy for every character. Training (you are given 1-2 weak girls and must level them) is moderately annoying for everyone, although there are things you can do to make it easier.
- 1C. Traits/Profession
- This is where you will customize your character, and where MC Points from the difficulty tab come into play.
- Profession/Hobby is your biggest choice here. Certain professions are available in the game, others aren't. In order:
- - Farmer used to be the default trap choice, but with new Egg mechanics (detailed in chapter 8) is a very solid choice for starting out. Also begins with a few farm upgrades which aren't too special.
- - Trainer doubles EXP gain, and starts you out at level 3 (you'll have gotten there already in 2-3 fights, though). Useful for Prince/Druid and Evolution as they both have multiple paths to level up, but is by no means crucial. Good for cutting down on grinding. Is *technically* in the game, but the game one only shares the name.
- - Doctor is half-in the game as Medic (gives access to the Doctor activity while camping). Provides a 50/50 chance for girls/animals to not permadie (if permadeath is on) when killed, or a 50/50 chance to not get injured (if injury is on). Also heals the team after battles, which can be useful for Prince/Druid (the other two will have access to good out of combat healing early on). Also removes injuries when returning home (otherwise you would need to rest for a day with them off your team)
- - Entertainer increases your chance to recruit wild girls, and increases relation with unique NPC's. Useless mid-lategame for Evolution, not too bad for Creation and Prince/Druid, especially if you plan on getting the unique NPC's quickly.
- - Magician is the magic-focused of the two combat-based professions. Not bad for Prince/Druid, helps Creation out early on, and is ultimately useless on Evolution.
- - Scout increases odds of getting rare events on expeditions, reduces random encounters, and increases overworld vision. Not too significant for Evolution and Creation, but quite nice for Prince/Druid. Also lets you see the enemy team setups from farther away on the overworld, which is convenient.
- - Scientist gives you money for discovering stuff. Stated benefit is becomes useless pretty fast. However there is a second use for Scientist that is much better. Good for Prince/Druid, alright for Creation, ultimately useless for Evolution.
- - Quester increases the number of tavern requests, doubles the gold reward for them, and improves milestone rewards for expedition milestones. The number of tavern requests and milestone rewards are fairly pointless (the former because you get a hefty number in the first place, the latter because the milestone rewards are already very nice). The doubled gold reward is very nice if your interest is in breeding a bunch of different girls. Very useful for Creation who can simply create a number of requested girls, alright for prince/druid, and Evolution can trivialize some of the requests.
- - Biologist gains twice as many skillpoints. Alright for Creation and Evolution starting out (however both have effectively unlimited opportunity for skill points), extremely good for Prince/Druid (who does not).
- - Tamer is the Animal version of Entertainer. Animals are extremely weak and limited compared to girls, so this profession is a trap choice. It's also not only available in the game, but one of the unique NPC's in the game always has it.
- - Architect lowers the cost of upgrades. Not literally useless like Tamer, but still very bad compared to other professions. It's available in the game as well, but I dont think it actually does anything when on a girl and not the main character.
- - Madam increases gold earned from the brothel. It's rather eh, but it does what it says on the tin. Mostly overshadowed by...
- - Prostitute, which improves in-combat sex (which is obviously a big mechanic), and makes you train girls' sex prowess faster.
- - Knight is the melee-focused combat profession. It's alright for Prince/Druid, fairly wasted on Creation, and ultimately insignificant on Evolution.
- - Alchemist, like Farmer, used to be bad, but has improved. The first two effects (unlocked breeding potions from the start, halved cost) are pretty pointless, but the third one is very useful with the new egg system.
- Traits are generally character-specific talents, and you can take more than one compared to profession, and just like profession there's a few that are available in the game (all the genetic ones, but no normal way to get them onto the MC, which is kind of the point of them). Hope you're ready for another list.
- - Beautiful is in the game, and half-useless on the main character. Beautiful is a brothel related stat (the main character cannot serve the brothel in the traditional way). The lust damage is alright on Creation and Prince/Druid, but it's obscenely priced for what it does.
- - Resillient increases your health by 20%. Not bad for Prince/Druid, can be useful in situations for Creation. Because of Evolution's stat gain setup this is really good on her.
- - Intelligent increases mana by 20% and EXP gained by 50%. Very welcome on Creation and Prince/Druid, especially if you go with Trainer for your profession. Evolution gets a lot of mana out of this, but at the same time she already ends up with hilarious mana already (especially with her early access to Drain Mana On Attack)
- - Strong increases strength by 1 and carrying capacity by 50%. Pretty insignificant on all three, but if you dont have anything else to use MC points on it's not worthless.
- - Eagle Eyed increases vision when traveling the overworld. Eagle Eyed does not stack and you can find girls with Eagle Eyed, so not very useful, especially for the price.
- - Fast increases AP regeneration. AP is needed for almost every action in combat, so it's welcome on all three.
- - Lucky has the helpful description of "slightly increases positive chances". As far as I can tell it increases the chance for rare random events, and might increase random chance checks at a mechanical level.
- - Cook allows the MC to double healing while camping. It's available as a learnable profession for your girls, so it's not too useful. At least it's cheap.
- - Perceptive increases the chance of rare events and decreases encounter rate. You may have noticed that there's a lot of professions and traits like this. I wouldn't recommend stacking too heavily on these; there's a lot of rare events that are one-offs.
- - Swimmer increases travel speed on water tiles in the overworld. Like Cook you can learn this for your girls, however you move as fast as your slowest party member, and since you can never go on an expedition without the MC this isn't too bad to pick up. Technically works for Evolution, but she has access to ludicrous overworld mobility already.
- - Magic Adapt increases mana reserves by 30%. Useful on all three, but especially Creation.
- - Focussed increases lust resistance by 2. -very- useful on Prince/Druid, alright on Creation, alright but not a big deal on Evolution.
- - Potential increases the maxlevel of every form (evolution), breed experience (Creation), and level progressions (Prince/Druid). Good on all of the above...except that it is bugged on Prince (changing to a new level progression resets it back to 20). Derp.
- - Experienced unlocks all base breeds for Creation and Evolution. As far as I know it does literally nothing for Prince/Druid.
- - Endurance doubles your exhaustion cap. VERY useful for all three characters. With its stupidly cheap price it's a definite must-get.
- - Adaptable raises the cap on permanent improvement items from 5 to ONE HUNDRED. A well deserved high price. Cannot be used on Evolution (perm effects disappear after first transformation)
- Genetics are not important enough to use MC points on. Read chapter 2 for a rundown on what they all do.
- 1D. Starter Girls
- As I mentioned in the Difficulty section your starting breeds are fairly unimportant all things considered. I will of course give them a rundown all the same.
- Top buttons determine the breed of your girl. Beginning players will notice on playing with them that they can't run any hybrid girls as their starters. To unlock a hybrid you must first obtain them in the game, then level them to level 10 (fairly trivial). Also unlocks if you obtain a wild hybrid that is at or above level 10. A rundown on all species will be available in Chapter 9.
- Genetics are not too important on your starters. See Chapter 2 for a full rundown on what genetics do. If you wish to put points into them I would recommender fertility and virility (depending on gender), for reasons that are explained in Chapter 2.
- The size of a girl will determine their initial stats, the larger the size the higher the stats, and the smaller the size the lower the stats. Large can be useful, as obtaining larger girls with good stats can sometimes be frustrating, and your girls can pass size on to their children. Do note that some portals have size limits; be comfortable with the idea of running your first portal with no starter girls if you decide to make them both large.
- Gender is obviously important for breeding; Male increases base virility and virility on levelup, Female the same for Fertility, and Futa has worse fer/vir but can pitch and catch. Before the egg system Futa was the best gender, now it's not too big a deal beyond ease of matching up pairs of girls.
- Traits, besides Size, are the biggest choice you'll make with your starter girls. Beginners will notice that all of the starter traits are bad traits that you would only pick to increase points. Just like with breeds you unlock new actually beneficial traits in the game, and as such you'll usually understand what they do when you unlock them.
- 2. Stats
- For ease of explanation, first time players should go to Home and hover over one of their girls to open up a card of stats. This section will be explaining them in the order they are presented here. Starting with the top left box.
- -The stat card starts out with the character's art. At the bottom of the art is their name (can be changed if you click on the girl and pick "rename").
- -To the top right of the art is the letter "F". This is the girl's Arena Rank. All girls start out at F rank, and can climb to E, D, C, B, A, and S. Arena Rank determines the girl's worth in the brothel and when milked.
- The box to the right of the art contains the girl's stats. Starting with Level in yellow; this is the girl's current level, max level, and current EXP progress.
- - Next is Gender: Your girls can be Male, Female, or Futa. This is primarily important for breeding, but also for Rituals (see Chapter 3).
- - Across from that is Species: This is the girl's type, and determines their special abilities, skills, movement, and base stats.
- - Below gender is LvType: This determines the type of stats the girl will obtain on levelup. Average will randomly allocate between everything, Support favors mana and health, and the others are self-explanatory.
- - Across from that is Move: this determines the girl's movement speed on the overworld, and how much AP she needs to spend to move onto certain tiles in combat.
- - Below lvtype is Size: This determines the portal they can enter (anything same or larger), and alters their base stats (smaller -> weaker, bigger -> stronger). Changing their size afterwards does not alter their base stats, and you will generally ignore naturally small girls in favor of shrinking bigger girls via potions.
- - Across is Attractiveness: This affects how much other girls want to bone the girl in the farm, and also increase brothel income. The number in parenthesis is the hard number that they have, with the yellow text being the tier of beauty that number grants her.
- - Below size is Morale: This determines a variety of actions (in a basic "cannot do if morale too low" way). Morale increases naturally over time (unless affected by other stats), increases when camping on expeditions, lowers/raises when having sex with the MC/girls they are attracted to, and when you lose a girl via death or abandonment. Additionally, low Morale will incur stat penalties in combat, while high Morale will grant benefits.
- - Below morale (and in the lower left corner of the screen for the MC) is Exhaustion: This determines how much energy the girl and MC have which is important for all activities. All activities cause exhaustion. For the MC resting reduces exhaustion, for the girls being located at Home by the end of the day will lower exhaustion.
- - Below exhaustion is Health: The girl's hit points. The layout for all the stats at this point forward is as follows, Statname: Number (Number after Equipment).
- - Across from health is Mana: what you use to cast skills. Most skill use mana, with the biggest exception being non-teleport movement skills.
- - Below health is Strength: How hard the girl hits with basic attacks and some skills. The total strength of an expedition team's party determines how much loot you can carry.
- - Across from strength is Magic: this determines the strength of most magic skills. Nothing besides that.
- - Below strength is AP: Action Points, which are used for everything in combat (and nothing outside combat) from moving to fucking to casting to punching to escaping. The additional parenthesis with a +number is to display AP Regeneration; the AP number is the max AP they can hold at one time, while APreg is both the amount the girl starts out with and what they get every turn in combat.
- - Below ap is Move Modifier: this is how many action points on top of the girl's normal Move cost is required for moving a tile. Thankfully this does not influence overworld movement speed. Needless to say, you dont want this number naturally above 0 (some items add move cost)
- - Across movemod is Attack Cost: how many action points are required for the girl to make a basic attack. All girls naturally have 3 attack cost, cannot lower it, but can increase it by using certain weapons.
- - Below movemod is Lust Damage: how much lust a girl will inflict when attempting to seduce an enemy (before resistance). This will be elaborated on further in the Combat chapter.
- - Across from lust damage is Lust Resistance: the girl's defense against seduction. Simple subtraction of the number from the opponent's lust damage. Lust resistance can be raised indefinitely, but cannot go below -1; numbers below -1 will be displayed, but will not cause any more effect than -1.
- - Below lust damage is Max Lust: the amount of lust a girl can have. At half lust a girl loses half their attack damage and takes 50% damage, and at max lust a girl cannot perform any actions save fucking (requires a nearby ally or half lust or more enemy, 5 AP) or masturbating (7 AP). After either the girl will suffer a debuff that increases damage taken by 50%, which can stack with half lust debuff.
- - Across from max lust is Armor: the health equivalent of lust resistance. Same type of protection; subtract armor from the damage of the attack.
- - Below max lust is Fertility: how good the girl is at getting knocked up. Useless on males, higher on females (and gains additional fertility on all levelups), low on futas.
- - Across from fertility is Virility: how good the girl is at knocking up. Useless on females, higher on males (and gains additional virility on levelups), low on futas.
- Below those stats are the girls' skills, which you can hover over to see a more in-depth description of the skill.
- - The description box starts out with the Name of the skill. It's the name. Duh.
- - After the name is the Mana cost of the skill (if one exists).
- - After the mana cost is the Action Point cost of the skill (if one exists)
- - After the mana cost is the Cooldown of the skill (all skills have at least 1 cooldown). The number displayed is how many turns before you can use the skill again.
- - Below those stats is a Description of what the skill does.
- - Below the description is the Range of the skill (if one exists).
- - Below the range is whether or not the skill is Inheritable; if the skill can or cant be passed on to their children.
- The box below the art is Genetics; these affect the base stats of the girl, and will carry on to their children. Beyond the base stats, they can also affect levelup stats; when a girl would get one of the stats with a gene, a 1-10 number roll is made; if the rolled number is the same or smaller than the gene number, the girl will instead get two points of the stat. Stat genes wont be delved into as this section has already explained all of them, however...
- - Below the genetics title is the Ancestry of the girl; when two girls breed, one ancestor species from both will be selected, and the resulting girl will be a hybrid (or base if both ancestors randomly picked are the same) of those two breeds. Sometimes a child will only be one ancestor's breed.
- - MaxLV influences the maximum level the girl can reach, and unlike the other genes it's a direct 1-1 conversion of MaxLV to Max Level. Certain traits and specials can add more levels on top of this.
- Genetic Traits are special effects (usually passive) and stat boost/penalties. These traits can be passed on to their children, and will be the main reason for taming wild girls. Like skills, when you hover over a trait you will get a description of the trait, and how to unlock them for starter girls in future games.
- In the box below stats, the girl's unique abilities are displayed. These effects are obtained through traits or by being a specific breed, and are usually applied on attack, movement, fucking, or death. Hovering over them will provide an explanation of what they do.
- Below unique abilities is the Specials box; these effects are either added by being a specific breed, completing certain tasks, or randomly granted on birth. None of these can be passed on to their children.
- Personality typically affects how the girl gains morale, however certain personalities can also increase brothel income or reduce exhaustion. The parents' personalities may subtly bias the children in favor of those personalities, but if they do it is not well defined or noticable.
- Learned are professions that the girl has learned, usually by paying unique NPC's. Some wild girls already have professions, including some that can not be trained normally. Are not passed on to children.
- Being a hilariously complicated game, this dense card still does not display every detail of the girl, and as such, in the lower right corner, are additional features that you can hover over to get summaries of. Most of them relate to attraction (and as such will be detailed in Farm). The only non-sex information is -Other-, which displays how many permanent effect items can still be used on the girl, and their girl ID (for savegame editing or for identifying certain characters for king quests).
- 3. Character Mechanics
- 3A. Evolution
- Evolution, as described during Chapter 1, is a player-centric character, with all of her mechanics revolving around empowering herself, with the only significant benefits for others being the ease that she can breed hybrids (by simply transforming into whatever breed & gender is required, and making eggs with the other girl). She accomplishes this by leveling up separate forms; she has one form for every breed (base and hybrid), and special forms unlocked by achieving certain milestones. Evolution does not gain stats from levelups, but rather by boosting her various forms (which are enhanced by levels, but only after transforming to them again post-level).
- Evolution uses Rituals to increase global skill points and to unlock hybrid breeds to transform into. This can be done by clicking any Male or Futa girl, and selecting the "ritual" option. You only gain points when the girl is a higher Max Level than the last girl of that species you've performed a ritual with. You can also unlock breeds (but not global skill points) by having sex with different breeds in combat.
- First time players should open the Change menu to follow along. The top-left of the menu is filled with the portrait of the selected form; if the portrait is blank white, that means you have not yet unlocked that form. Below the portrait are dropdown menus for two Breeds (used to select the form you want), Size, and Gender. Below these menus is a list of buttons for the various special forms, with available ones highlighted in a lighter shade; these forms will be covered after the rest of the menu is explained.
- Across the top of the menu are buttons for each basic breed, as well as a white-text button for skills. You can double click any of these buttons to switch form selection to that base breed. To the right of the portrait will be a list of all breeds that can be born from that base breed selected via the buttons (and they can also be clicked to change form selection). The format is as follows: Name: Current Level/Max Level (EXP Progress). The current level is the level that you have personally leveled that form up to; all forms have their own separate levels, and progress in each form will be saved when you change forms. Below level progress is the Ritual progress; MaxLevel in this context refers to the highest maxlevel of that species you've had a ritual with. The Ritual: None refers to a mechanic that as of this version does not exist; all rituals are Basic, with no way to change that.
- To the right of the list are two columns; BaseSpecies Upgrades and Global Upgrades. BaseSpecies skillpoints are earned by obtaining levels in any of the breeds related to the base species, while global skillpoints are only earned through rituals. BaseSpecies upgrades only affect the forms attached to that species, whereas all global upgrades affect all the MC forms irregardless of species. **OF NOTE: Global upgrades offer both maxlevel and maxlevel [genes]. The former is the only way to increase the max level of your forms, the latter only affects the main character's genetics. Don't mix them up! There is one exception to the global/base divide; the skills and passives of a species can be unlocked for every form in the BaseSpecies upgrades, and not Global.
- Below the upgrades and list is a summary of your chosen form; if you have read Chapter 2 then these stats should all make sense. You are always limited to two chosen passives, and four active skills. Even if the form you have chosen has more than two passives. This is both a blessing and a curse; passive-heavy forms are less versatile on the MC, but forms with a passive drawback become better by virtue of not picking that drawback passive.
- The skills button in the breed selection row will take you to a new tab, which lists all skills and passives native to that form, as well as those you have unlocked for every form. To the left of the skills selection is an intimidating list of numbers; these are just the bonuses that you have unlocked via upgrades. Purple numbers are the bonuses unlocked from that speciies' Global Upgrades, while yellow numbers are the ones unlocked from that species' Base Upgrades. The bottom form summary already takes these numbers into account, so you can put away your calculator. Genetics are what you've unlocked so far from Global Upgrades, and is mostly just extra clutter, since you can also see these from your character's stat card.
- The special forms available to Evolution are, on average, obscenely powerful, with higher base stats than most species, and access to extremely powerful skills. Leveling up any of these forms will increase the stats of all other forms (both species and special). The only significant drawback of special forms is that you cannot change their size; special forms are always Medium size.
- - Human Form has no intrinsic advantages over any other form, beyond its max level of 20. You will still want to max this form out, simply for the global bonuses it grants as well as simplifying wild girl recruitment.
- - Strength Form is unlocked by having 4 or more Strength & HP genes and level 6 or higher SoldierBug (Lizard + Insect) and Dragon (Harpy + Lizard) forms. It has a higher carrying capacity, extreme strength, and access to Crush (a high base damage spell that uses less AP than an attack). Beyond its extreme strength this form is not as insane as the others, but still better than most species forms.
- - Lust Form is unlocked by having 4 or more Lust genes, Level 8 or higher Naga (Lizard + Mermaid) form, and a level 6 or higher Cowgirl (Centaur + Succubus) form. This form is extremely useful due to its access to Mind Control; a skill that will instantly recruit any animal or girl you target, provided they are a lower level than the form (OF NOTE: The tooltip suggests that Mind Control can recruit token characters and bosses. The opposite is true; these are the only things you -cannot- recruit). Also has access to a number of lust-raising skills and a high Lust Damage stat.
- - Magic Form (Damage) is unlocked by having 4 or more Magic genes and a level 10 or higher Seer (Lymean + Lava) form. This form has access to a variety of powerful spells as well as the high magic to use them. Pretty straightforward beyond that.
- - Magic Form (Support) is unlocked by having 4 or more Mana genes, level 8 or higher Fairy (Plant + Lymean) form, and level 6 or higher Angel (Lymean + Harpy) form. This form has the highest Plains tile overworld movespeed in the game, a variety of powerful support skills, and the extremely powerful Time Stop skill; this skill has a hefty AP cost and significant cooldown time, but will give your team another turn immediately after your current one, skipping over the enemy's turn. Unbelievably useful for leveling weak girls.
- - Speed Form is unlocked by having level 7 or higher Harpy, Mermaid, and Centaur forms, and will likely be the first form you unlock. While it is not as impressive combat-wise as the other forms, it does boast access to all portal types, lower random encounters (when alone in the party) the highest overworld tile movement speed (except for Plains, which Support Form beats out by one minute), and access to every mobility skill in the game, giving the MC complete control over the combat map.
- - God Form is unlocked by unlocking every other Special form. It has disgustingly high stats and access to Lightning Storm; a skill that hits all enemies on the map no matter where they are for your Magic stat as damage. It also has access to most skills in the game.
- Some beginner advice: aim to unlock Regenerate (found in Mermaid's upgrades), Fly (found in Harpy's upgrades), and Fireball (found in Lava's upgrades). These three skills will make you very versatile, with strong survivability, the ability to deal damage at range, and terrain-ignoring mobility. Consider starting out with a male mermaid and centaur; you can then ritual them, and harpies are a pretty common species, which will open up all the species you need to level to obtain Speed Form.
- 3B. Creation
- Creation, as was described in Chapter 1, is a character dependent on a team of girls, with decent support skills available to her and the ability to create any breed she is familiar with, as well as fine-tuning them to remove drawbacks and have higher stats. She has access to a number of special girls unique to her alone, which while not as obscene as Evolution's forms are still very useful. She is the only character that naturally gains stats on levelup, which are determined randomly.
- Creation uses Rituals to increase global skill points and to unlock hybrid breeds to then create herself. This can be done by clicking any Male or Futa girl, and selecting the "ritual" option. You only gain points when the girl is a higher Max Level than the last girl of that species you've performed a ritual with. You can also unlock breeds (but not global skill points) by having sex with different breeds in combat.
- First time players should open the Create menu to follow along. The top-left of the menu is filled with the portrait of the selected breed; if the portrait is blank white, that means you have not yet unlocked that breed. Below the portrait are dropdown menus for two Breeds (used to select the breed you want), Size, and Gender. Below these menus is a list of buttons for the various special girls, with available ones highlighted in a lighter shade; these girls will be covered after the rest of the menu is explained.
- Across the top of the menu are buttons for each basic breed, as well as a white-text button for skills. You can double click any of these buttons to switch breed selection to that base breed. To the right of the portrait will be a list of all breeds that can be born from that base breed selected via the buttons (and they can also be clicked to change breed selection). The format is as follows: Name: Current Level/Max Level (EXP Progress). The current level is the highest level (not max level) of the girl belonging to that species you've owned; all breeds have their own separate levels. Below level progress is the Ritual progress; MaxLevel in this context refers to the highest maxlevel of that species you've had a ritual with. The Ritual: None refers to a mechanic that as of this version does not exist; all rituals are Basic, with no way to change that.
- To the right of the list are two columns; BaseSpecies Upgrades and Global Upgrades. BaseSpecies skillpoints are earned by obtaining levels in any of the breeds related to the base species, while global skillpoints are only earned through rituals. BaseSpecies upgrades only affect the breeds attached to that species, whereas all global upgrades affect all created girls irregardless of species. **OF NOTE: Global upgrades offer both maxlevel and maxlevel [genes]. The former is the only way to increase the max level of your girls, the latter only affects the main character's genetics. Don't mix them up! There is one exception to the global/base divide; the skills and passives of a species can be unlocked for every species in the BaseSpecies upgrades, and not Global.
- Below the upgrades and list is a summary of your created girl; if you have read Chapter 2 then these stats should all make sense. You are always limited to two chosen passives, and four active skills. Even if the breed you have chosen has more than two passives. This is both a blessing and a curse; passive-heavy breeds are less versatile on the MC, but breeds with a passive drawback become better by virtue of not picking that drawback passive.
- The skills button in the breed selection row will take you to a new tab, which lists all skills and passives native to that breed, as well as those you have unlocked for every species. To the left of the skills selection is an intimidating list of numbers; these are just the bonuses that you have unlocked via upgrades. Purple numbers are the bonuses unlocked from that speciies' Global Upgrades, while yellow numbers are the ones unlocked from that species' Base Upgrades. The bottom girl summary already takes these numbers into account, so you can put away your calculator. Genetics are what you've unlocked so far from Global Upgrades to naturally breed with.
- Unlike Evolution's special forms, Creation's special girls are by and large not game-breakingly powerful, but still very useful. The majority of these girls have Move: Slime. A punishing movement that significantly increases movement cost on all tiles except Slime (which most Move: Slime breeds generate on move). As a result most of these breeds lumber across the field, which is...not as painful as you'd think, actually. The enemy AI in Pharaon is still very dumb, only capable of seducing, base attacking, moving, and fucking (and will usually focus the first girl that engages them). As such you will usually find yourself positioning your party to intercept them, rather than trying to reach them. The easiest way to unlock these breeds is to take Biologist as your profession; with it you will gain exactly enough global points from rituals with MaxLevel species to purchase their cores, unlocking special breeds.
- - Tentacle is unlocked from the start. It's weak, slow, dumb, and cannot use equipment. You will likely never create a tentacle through the Create menu. HOWEVER, the Tentacle can also be spawned in two other ways; while on an expedition you can right click your portrait to open up overworld skills, and create a permanent tentacle ally in that menu (for mana instead of exhaustion), which can be useful early on if your girls die. The third way of creating a tentacle is to create it during combat; this tentacle uses less mana than the overworld-created tentacle and does not take up a party slot, but dies at the end of combat. The third use will be the most common situation that you'll have a tentacle on your team, and in that sense it is useful for spreading Slime and for tanking damage away from more important girls.
- - Tentacle Girl is unlocked by obtaining both Succubus and Plant cores from the Global Upgrades, and is a direct upgrade from Tentacles. On top of having higher base stats, being able to use equipment, and br eed, the Tentacle Girl has access to all the skills and passives that the Tentacle does, entirely obsoleting any use-case for the first method of creating tentacles.
- - Psychic Girl is unlocked by optaining Lava and Lymean cores. It has normal movement (which means that Slime tiles actually hinder them), and has skills primarily based around field control, including the ability to push enemies, teleport, and swap places with allies. It has high Magic and low HP, and is good at what she does, even if it's very specific.
- - Slug Girl is unlocked by obtaining Mermaid and Insect cores. Possibly the most useful early special breed, with high armor, good HP, the Tentacle's ability to heal on slime tiles, and a host of strong support skills (as well as the ability to transfer mana to allies via sex, and steal mana from enemies). Slug Girls remain viable supports the entire game, and their greatest flaw is simply that they do not have access to certain support skills such as Strengthen.
- - Slime Beasts are unlocked by obtaining Centaur and Beast cores. With high HP growth, high AP, low strength and magic, the Slime Beast is primarily good at one thing: running around. Conceptually their role is to spread slime across the board (their movement type is SemiSlime, which means they suffer less move penalties on normal tiles and are not hindered by slime tiles), but right now this role is hampered by the extremely limited enemy AI, making this a not very useful method. If enemy AI ever reaches a point where they actually use skills Slime Beasts will become significantly more useful in Special-heavy teams.
- - Slime Lizards are unlocked by obtaining Lizard and Harpy cores. Well-rounded stats and a balanced assortment of skills makes them versatile in both offensive and defensive roles. Not much else to say as a result, however; they have the useful SemiSlime movetype as well as Regenerate (one of the best self-heals).
- - Slime Girls are unlocked by obtaining all species' cores. Their basic stats are nothing special, but what makes them useful is their Copy ability; this copies all the genetic traits, stats, and three of the target's skills (overwriting all other skills except for Copy itself). This skill allows you to duplicate high-value girls, as well as pseudo-recruiting enemy girls. Two updates ago Slime Girls were actually the most broken type in the game (as one slimegirl could put on equipment, another could copy those equipped stats, then put on the same equipment for the first girl to copy, rinse and repeat), however that has since been patched out.
- Beginners would benefit greatly from taking the Biologist profession and male Insect and Mermaid starters; this allows immediate unlocking of Snailgirls, who you can then create a female of to allow breeding between the two starters if you so desire. Snailgirls' high armor, ability to heal on slime tiles, thorns (enemies take 1 hp on attacking you), and useful support skills makes them a very impressive early game breed.
- 3C. Prince/Druid
- As mentioned in Chapter 1, Prince/Druid is both the middleground between the other two in terms of player/girl focus, as well as the most difficult to play due to underdeveloped mechanics. Prince/Druid has great ability to shift into any role right out of the gate, as well as not needing to Catch 'em All like the other two due to not using rituals in his mechanics. Combined with his fast leveling special girls, he is essentially the sprinter to the other two's marathon runners; a strong showing at the start, which then tapers out by midgame.
- Beginners should open the Change menu to follow along. If you have already played the other two characters, what will immediately stand out is just how simple this menu is compared to the others, to the point that space has to be filled with actual [gasp] instructions! As they explain, you can change between your six paths, each with their own separate levels. Earning levels in a path nets you both skill points for that path as well as global points to be used in any path you wish. While you cannot skip prior choices in the skill trees, you are still free to obtain both trees if you so wish.
- - Strength pertains to attacking (obviously), and is pretty straightforward. Establishing a pattern for the other paths, one skill tree is focused on adhering to that focus, while the other provides more support-ish upgrades. The latter increases virility for breeding and offers the ability to increase seedling max levels faster (a trap talent/pointsink to reach virility, as will be explained further down). If you wish to go for a magic-focused build you might want to note the last skill in the first tree, Crush, which deals 10 damage + your magic stat, for 2 AP.
- - Magic, obviously, goes for boosting your magic stat and being a wizard. The first tree goes all-in on offensive talents, ending in the powerful Lightning Storm skill (detailed in Evolution's writeup). The second tree is the support set, with the ability to spawn a healing unit, create water to inhibit enemy movement (and support mermaid girls), push enemies around, and ends with the best movement skill in the game.
- - Support tree is a bit funky. The first path is essentially Strenth: Redux, providing two on-hit modifiers before terminating with Growth (a solid terraforming skill which converts a giant area into grass, applying rejuvenate to allies, and poisoning enemies). The second tree provides a heal, debuff cleanse, and way to give mana (not too hot in-combat, but can be used to recover your other girls' mana between fights), before ending in a trap skill (Oxygen Provider can be obtained from your seedlings and costs a silly amount) and a meh skill (Rescue, which Evolution started out with and is basically just a way to cast Switch and Heal without AP)
- - Dexterity goes for enhancing mobility and providing AP, and almost bucks the focuse/support trend by spraying AP/regen talents all over both trees, but skill-wise sticks to the division. The first tree grants access to Jump (used to be the second worst mobility skill, now third-worst, though "worst mobility skill" here is like "worst gold bar") as well as Mobility (an extremely useful trait that lets you nope out of engagements, Harpies sacrifice having a decent HP pool to get this) and finishing with Swipe (a good AoE strength-scaling attack for situations where you get surrounded). The second tree provides the meh AP granting support skill first (which is useful for leveling seedlings, due to their abysmal mobility), as well as the vastly superior version, Energize, later on. Its final skill is the ho-hum support skill Switch...which is kind of a weak choice since, for those ten skillpoints, you could have gotten Push from strength and Jump from the first tree, providing what amounts to the same utility for one less point and more versatility.
- - Endurance is about enhancing your survivability (and strength, for some reason), and provides two very attractive trees to do so. The first tree is skill/trait lean but end with Regenerate (as mentioned before, one of the best self-heals), while the second tree provides Harden Skin (grants two armor to an ally, which can be exploited to let very frail girls get in melee range), Aegis (full damage immunity for 1-2 turns, upstaged by Teleport which gets that anyways at high enough MG), and ends with Protect (a version of Aegis you can cast on allies).
- - Seduction goes for boosting your ability to Make Fuck on the enemy. The first tree is about making you better at seducing enemies and ends with the decent Attract (raises enemy lust by Lust Damage + Magic, pulls them one tile closer), while the second tree is about resisting harlot temptations and helping your allies remain chaste. At some point between creating Evolution's forms and then making Prince/Druid's paths they realized "wait, Mind Control is ridiculously powerful), and decided to make it the most expensive talent and the last talent for the second skill tree; thirty points for the skill. At that point you might as well just bribe the girls WITH the skill points.
- On top of this path system, Prince/Druid is capable of creating Seedlings by clicking his portrait and then the "spawn seedling" button. Seedlings can get a random green or blue genetic trait, level twice as fast as girls, and can evolve into different paths:
- - Seedlings begin in their basic form, which is an impressively shit support that can basically waddle two tiles forward a turn, poison an enemy, rejuvenate an ally, cast Grass Trail (which will then prevent them from moving that turn due to its cost, derp), and Grass Explosion (a giant AoE explosion that deals 4 damage to everything affected, converts tiles to grass, and kills the seedling, with reprecussions appropriate to your chosen death difficulty). Their saving grace is that their base max level is five, at which point you can then evolve them into something actually useful.
- - When you evolve a seedling you have access to four options, one of which is "stronger basic form", which resets the seedling to level one, and increases their max level by 2-4 (depending on if the MC has seedling evolution). This is a complete trap choice, why will be detailed below.
- - Your simplest option is to turn the seedling into a Mana Battery; frail and slow, but with giant MP reserves and the ability to give allies said MP. They ideally should never see combat, so you dont need them to have much in the way of levels. Mana Batteries do not evolve further.
- - Your next step in terms of complexity is to go from seedling to Monster. They remain slow as balls, but are not tankier, and with a really good push skill which does high damage (which will usually grant a huge chunk of EXP, since it retains the Evolving trait that grants double exp). Also has access to Frighten, a skill that drains lust from everything around it, at the expense of lowering morale, usually not worth using. Arguably the only situation where you might want to raise the seedling's max level beforehand, but only if you dont intend on evolving the monster.
- - Monster seedlings can evolve into Plant Dragons. These are extremely useful due to the fact that they have both Air Mount (girls & MC can access air portals if they are smaller than the plant dragon) and Oxygen Provider (girls & MC can access water portals, no size requirement). They also have access to Swipe and Powerflight (Fly, but one point more AP cost, 2 mana, and it knocks everything around the target tile away). This form almost entirely serves as a means to get into portals and should be picked up ASAP. Its actual combat ability is pretty mediocre, and as such you likely wont care about having a higher level plant dragon.
- - Seedlings can also evolve into Seedling Girls; these are essentially Not-Plantgirls which obtain the ability to use equipment and breed. They still have the Evolving special, which in conjunction with being able to use equipment means they level very quickly. When breeding they count as their own breed, and not as plantgirls, which means you can crossbreed them with higher maxlevel girls to obtain a higher maxlevel seedling girl, which is vastly superior in time and frustration versus grinding a seedling through 4-6 cycles of leveling (before then leveling it again as a seedling girl).
- - Seedling Girls can be further evolved into Nymphs; They basically get hornier and also look more like frogs (and appropriately, become amphibious and gain Oxygen Provider). Just as with seedling girls they also have their own breed that you can breed maxlvl into. Actually not always a good idea to evolve Seedling Girls into nymphs; nymphs lose Evolving (which doubles exp growth), and their main stat boosts are to Lust Damage (which is admittedly pretty high, but maybe your goal for whatever you've bred isnt seduction), some attractiveness, and a slight bump to fer/vir. Evolving a bred seedling girl also replaces their skills with the Nymph skillset, which is arguably not very good.
- When starting out as Prince/Druid, it's a good idea to spawn two seedlings and level them in the Arena (mana isn't carried over between arena fights, so they can just squat in place and spam grass trail & rejuvenate each other), evolve them into a Seedling Girl and a Monster, then head out with your party on expeditions to level them the rest of the way. Endurance is a good path to take up early on, as you'll get the most out of both Thorns and Armor in the early game.
- Because he's the Prince, he does not game over on losing multiple king quests; instead, he will fail if he loses too much reputation (which you coincidentally lose when you fail a kings quest). Keeping up your reputation without doing king quests is probably more trouble than it's worth, but if you're having a rough time it is a nice security blanket to know that failing a quest wont add to a permanent Game Over counter. You will just disappoint your dad, which shouldn't be anything new for you.
- 4. Kings Camp
- This is where you will turn in King Quests, and will be the closest thing to a motivating goal in the game's current state. The king, Arus, has the least interaction of the unique NPC's (and is not recruitable, obviously), here is what's available:
- - Ask provides you with a few options for him to exposit info and why you need to do his quests (because if you dont he'll steal your shit, basically)
- - Request allows you to trade relation with Arus for money (dont bother), rerolling the quest, adding another day to the deadline, fail the quest immediately (presumably for debugging). Prince/Druid will actually lose less reputation picking the fail quest option than the reroll option, oddly enough.
- In the Warcamps window will be the details of your current king quest (information on the kinds of quests available in chapter 1) and your current progress. Your first quest will always be to explore a recent opened low-hostility portal. You can also hire weak soldiers to then train and sell back; two levels to break even, anything more is profit. I personally think it's more trouble than it's worth, but there might be a strategy to exploit them for easy levels & profit.
- You can buy a packmule. Packmules are like the rats of portals, they're everywhere. Dont buy a packmule.
- 5. Making Money
- One of the biggest difficulties I've heard with regards to starting out in Phareon has been with regards to making money early on. Here are some quick tips on how to earn money:
- - Evolution can put on shows to earn money at the brothel; this starts out meager, but becomes fairly lucrative after a few shows. Details can be found in Chapter 17
- - Place girls in the brothel when you are not using them. If you've done all you want for the day, take some time to sex train girls with high attractiveness, this will increase their worth in the brothel.
- - Whenever you get a new hybrid that is weak/has bad traits, remember to donate them to your local library for a small but permanent amount of income/day.
- - Visit portals (chapter 14 for more details) with high wealth modifiers and/or milestone rewards that include money. If the former then go directly towards event markers, and dont bother with chest icons; those tiles tend to give paltry sums.
- - Check the tavern (details in chapter 16) regularly to see if any girls that you can part with can fit any current requests. Also check the board for any other requests that you might be able to accomplish.
- - Once you have three girls that are decent in combat, go to the Arena and fight ranked matches, which pay much more than normal fights (and sometimes give items).
- - An early portal event will mention that you have picked up a rare plant that you can sell for money; you can go to your home and build the plant farm as an upgrade, which nets you a free 100 gold/day.
- - If you are playing Prince/Druid or Evolution, there is a rare forest event where a plantgirl offers to sell you herbs, and you will have the option to get them in exchange for getting your dick milked. You can then sell these herbs at the shop for 200 each.
- Additionally, here are things you can do to avoid losing money:
- - Avoid having more girls than your home can house, this incurs a giant gold penalty per-day.
- - Don't linger in portals for too long; the more time you spend past the amount you paid for, the higher the penalty.
- - Besides capacity, the other source of cost from having girls is food consumption; you can purchase Field upgrades to gain more food/day, which then reduces the amount of gold you spend each day to feed them.
- - The more members you take with you into a portal, the higher the cost to enter. If your MC is fairly strong then consider going in solo.
- 6. Home & Movement Locations
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