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Pharaon Guide 2/18

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  1. Comprehensive Guide to Portals of Phareon (As of V0.8.1.1)
  2. Index
  3. 1. Character Creation
  4. 2. Stats
  5. 3. Character Mechanics
  6. 4. Kings' Camp
  7. 5. Making Money
  8. 6. Home & Location movement
  9. 7. Farm
  10. 8. Hatchery
  11. 9. Species
  12. 10. Recruitment
  13. 11. Shop
  14. 12. Equipment
  15. 13. Combat
  16. 14. Portals
  17. 15. Arena
  18. 16. Tavern
  19. 17. Brothel
  20. 18. Breaking the Game
  21.  
  22. 1. Character Creation
  23.  
  24. 1A. Character types
  25. 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.
  26.  
  27. 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.
  28.  
  29. 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.
  30.  
  31. 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.
  32.  
  33. 1B. Difficulty
  34. First and foremost, you need to keep this above 100% to be able to unlock new starting traits, breeds, and classes.
  35.  
  36. 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.
  37.  
  38. 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.
  39.  
  40. 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.
  41.  
  42. 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.
  43.  
  44. 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.
  45.  
  46. 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).
  47.  
  48. 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.
  49.  
  50. 1C. Traits/Profession
  51. This is where you will customize your character, and where MC Points from the difficulty tab come into play.
  52. Profession/Hobby is your biggest choice here. Certain professions are available in the game, others aren't. In order:
  53. - 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.
  54. - 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.
  55. - 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)
  56. - 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.
  57. - 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.
  58. - 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.
  59. - 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.
  60. - 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.
  61. - 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).
  62. - 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.
  63. - 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.
  64. - Madam increases gold earned from the brothel. It's rather eh, but it does what it says on the tin. Mostly overshadowed by...
  65. - Prostitute, which improves in-combat sex (which is obviously a big mechanic), and makes you train girls' sex prowess faster.
  66. - Knight is the melee-focused combat profession. It's alright for Prince/Druid, fairly wasted on Creation, and ultimately insignificant on Evolution.
  67. - 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.
  68.  
  69. 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.
  70. - 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.
  71. - 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.
  72. - 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)
  73. - Strong increases strength by 1 and carrying capacity by 50%. Pretty insignificant on both all three, but if you dont have anything else to use MC points on it's not worthless.
  74. - 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.
  75. - Fast increases AP regeneration. AP is needed for almost every action in combat, so it's welcome on all three.
  76. - 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.
  77. - 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.
  78. - 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.
  79. - 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.
  80. - Magic Adapt increases mana reserves by 30%. Useful on all three, but especially Creation.
  81. - Focussed increases lust resistance by 2. -very- useful on Prince/Druid, alright on Creation, alright but not a big deal on Evolution.
  82. - 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.
  83. - Experienced unlocks all base breeds for Creation and Evolution. As far as I know it does literally nothing for Prince/Druid.
  84. - Endurance doubles your exhaustion cap. VERY useful for all three characters. With its stupidly cheap price it's a definite must-get.
  85. - 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)
  86.  
  87. Genetics are not important enough to use MC points on. Read chapter 2 for a rundown on what they all do.
  88.  
  89. 1D. Starter Girls
  90.  
  91. 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.
  92.  
  93. 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.
  94.  
  95. 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.
  96.  
  97. 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.
  98.  
  99. 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.
  100.  
  101. 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.
  102.  
  103. 2. Stats
  104. 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.
  105. -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").
  106. -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.
  107.  
  108. 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.
  109. - Next is Gender: Your girls can be Male, Female, or Futa. This is primarily important for breeding, but also for Rituals (see Chapter 3).
  110. - Across from that is Species: This is the girl's type, and determines their special abilities, skills, movement, and base stats.
  111. - 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.
  112. - 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.
  113. - 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.
  114. - 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.
  115. - 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.
  116. - 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.
  117. - 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).
  118. - Across from health is Mana: what you use to cast skills. Most skill use mana, with the biggest exception being non-teleport movement skills.
  119. - 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.
  120. - Across from strength is Magic: this determines the strength of most magic skills. Nothing besides that.
  121. - 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 both the initial points the girl starts a fight out with and the max AP they can hold at one time, while APreg is what they get every turn in combat.
  122. - 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)
  123. - 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.
  124. - 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.
  125. - 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.
  126. - 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.
  127. - Across from max lust is Armor: the health equivalent of lust resistance. Same type of protection; subtract armor from the damage of the attack.
  128. - 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.
  129. - 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.
  130.  
  131. Below those stats are the girls' skills, which you can hover over to see a more in-depth description of the skill.
  132. - The description box starts out with the Name of the skill. It's the name. Duh.
  133. - After the name is the Mana cost of the skill (if one exists).
  134. - After the mana cost is the Action Point cost of the skill (if one exists)
  135. - 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.
  136. - Below those stats is a Description of what the skill does.
  137. - Below the description is the Range of the skill (if one exists).
  138. - Below the range is whether or not the skill is Inheritable; if the skill can or cant be passed on to their children.
  139.  
  140. 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...
  141. - 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.
  142. - 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.
  143.  
  144. 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.
  145.  
  146. 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.
  147.  
  148. 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.
  149.  
  150. 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.
  151.  
  152. 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.
  153.  
  154. 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).
  155.  
  156. 3. Character Mechanics
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