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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. Making Money
- 5. Home & Location movement
- 6. Farm
- 7. Hatchery
- 8. Tavern
- 9. Shop
- 10. Brothel
- 11. Portals
- 12. Recruitment
- 13. Arena
- 14. Kings' Camp
- 15. Species
- 16. Shop
- 17. Equipment
- 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 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 7) 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.
- - 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). EVOLUTION CANNOT USE CERTAIN TRAITS (NOTED AS SUCH BELOW). 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. Cannot be used on Evolution (disappears after first transformation)
- - Resillient increases your health by 20%. Not bad for Prince/Druid, can be useful in situations for Creation. Cannot be used on Evolution (disappears after first transformation)
- - 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. Cannot be used on Evolution (disappears after first transformation)
- - Strong increases strength by 1 and carrying capacity by 50%. Pretty insignificant on both Creation and Prince/Druid, but if you dont have anything else to use MC points on it's not worthless. Cannot be used on Evolution (disappears after first transformation)
- - 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. Cannot be used on Evolution (disappears after first transformation)
- - Fast increases AP regeneration. AP is needed for almost every action in combat, so it's welcome on both Creation and Prince/Druid. Cannot be used on Evolution (disappears after first transformation)
- - 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.
- - 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 15.
- 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 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
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