Tabletop Simulator is a physics-driven sandbox where you can play virtually any tabletop game imaginable. From classic board games and intricate RPG campaigns to complex wargames and custom-made creations, the possibilities are endless. It’s the ultimate digital tabletop for friends to gather, strategize, and have fun, no matter where they are.
This guide dives deep into mastering Tabletop Simulator's core mechanics and creative sandbox options. We'll cover everything from efficient tool usage and setting up unique game environments to advanced character management for RPGs and sharing your own custom game creations. Get ready to explore a universe of tabletop possibilities.
11-4-2022: Added Apostle victories. Removed some typos.
Discover the latest updates for Cultist Simulator in Tabletop Simulator, including new Apostle victories and typo fixes. Get back into the game with this quick guide update!
Hey there! So, the guide got a little refresh on 11-4-2022. The main thing is they've added in ways to achieve victory as an Apostle, which is pretty cool for those of you looking for a real challenge after mastering the basics. They also squashed some pesky typos, so things should read a bit smoother now. If you're diving into Cultist Simulator on Tabletop Simulator, this means you've got a bit more content to explore, especially if you're aiming for those higher-tier wins.
For those new to the game, don't worry about the Apostle stuff just yet. Focus on getting a handle on the Legacies, like the Aspirant (which is the default and what this guide assumes you're using), or maybe the Bright Young Thing for a bit of a head start. Just be aware that the Bright Young Thing can sometimes be a bit *too* much of a head start and lead to an early demise if you're not careful!
The core mechanics, like Verbs (Work, Study, Rest, Talk, Explore) and Seasons (Roses, Ambition, Silence), are still the heart of the game. You'll be using those Verbs to interact with cards on your table, and the Seasons are how the game throws events at you. Keep an eye on that 'Time' square to see what Season might be coming up – it can help you prepare, especially if it's a Season of Roses and you've got a lover who needs appeasing!
| 4 | 3 Eru. lessons | 3 Glim. Lessons | 3 Vit. lessons |
Learn about the 4 Eru, 4 Glim, and 4 Vit lessons in Tabletop Simulator, including their requirements and names.
- 1Eru Lessons: There are 4 Eru lessons. The requirements for these lessons are Lntrn/Knck/Forge for '5 A' and Edge/winter/SH for '5 B'. The names of these lessons are Rarefied Mind (I) for '5 A' and an unnamed lesson for '5 B'.
- 2Glim Lessons: There are 4 Glim lessons. The requirements are Heart/Moth for '5 A' and Graui/Knock for '5 B'. The names are Never-No (O) for '5 A' and an unnamed lesson for '5 B'.
- 3Vit Lessons: There are 4 Vit lessons. The requirements are Grail/Heart/Moth for '5 A' and Edge/Forge for '5 B'. The names are Flawless (Dancer) for '5 A' and an unnamed lesson for '5 B'.
- Pay close attention to the specific item requirements for each lesson to ensure you have them ready.
- The lesson names provide clues to their content, especially for the named lessons like Rarefied Mind (I), Never-No (O), and Flawless (Dancer).
|5 B| Silent Intens (G) | Open Soul (P) | Matchless (Danger) |
Learn how to get the Silent Intens (G) and Open Soul (P) skills for lore ascensions in Tabletop Simulator, and the Matchless (Danger) trait.
The fifth level skills in Tabletop Simulator offer two possibilities. For Passion (P) and Reason (R), they aid with certain Lore ascensions (Read 4.4.). Health (H) will either grant you the dancer trait, which is required for the Change Victory, or the "Dangerous" trait, which is only useful in Apostle games where physical attacks are possible.
- 1Acquire the Open Soul (P) and Silent Intensity (G) skills.
- 2These skills cover (press the cover button to crouch behind walls or objects) all lore ascensions.
Tips:
- Collection books like poetry and essays provide direct lessons. Use one for a 3-lesson boost and the other three for the final lesson.
- Your maximum stat number is 15 (5 Health, 5 Reason, 5 Passion), though some legacies offer extras. Rituals can also convert stats.
- Time passes constantly, costing 1 Fund every 60 seconds, or it will turn Health into hunger.
- Hunger must be recovered with Funds or Vitality, or it disappears. Always aim to have money.
- Start by raising your Health to II via study, as menial labor can cause injury, which can be fatal if you don't have enough Health to cover illnesses.
- Once you have Health II and the associated skill, work with the skill and upgrade Reason. This reduces the chance of injury.
- Fuse Vitalities into lessons. If possible, fuse two eruditions to get Reason II.
- Do not work after creating your second Lesson, or the Skill card cannot be turned into Health III.
- Once you reach Health III, you are immune to injury.
- You can then choose to aim for Max Health (especially if you have Forge or Edge lore) or leave it at 3 or 4 Health, which is sufficient for the next section.
- If pursuing the dancer trait, you must use Moth/Heart for the ascension.
- With three Health, work with Reason and obtain the Glover position, then upgrade it after being sacked.
- Be attentive to timers while working with Glover; you only get one chance to plead your job.
- Use your second Reason to do extra work for promotion in the first tier of Glover.
- Under Mr. Alder, you may have to do overtime (60+30 seconds / 2 Funds). Use Reason during overtime.
- To deal with Alder, you can use a follower with a 5-value aspect to kill (edge), seduce (Grail), or drive him insane (Moth). Grail is recommended.
- Alternatively, ignore Alder; there's a chance he will retire. Starting early increases these chances. If he is still alive when you get Disciples, remove him. Using only 2 Grail is unlikely to succeed.
- While dealing with Alder, raise your other stats to Reason IV and Passion IV.
- Use money to buy books (Petry or essays) to gain stats. Use one book for Passion/Reason IV and the other three for Passion/Reason V.
- Only attempt the final skill-up when you have the suitable lore.
- These actions keep you occupied during initial expeditions and follower recruitment. Most Verbs should be running by this point.
- After Alder leaves, you become Junior. Use another Reason to get promoted to Senior.
- The Senior job pays 3 Funds for 70 seconds, with a new annoyance and a non-retiring supervisor.
- Deal with the new supervisor using a follower, preferably a Grail disciple. Success extends the off-time timer to 90 seconds, allowing for a commission/rite.
- It is recommended to stay in the Senior position for a while as it is lucrative, only requires Reason, and is less penalizing for trying rites.
- Staying longer is advised if pursuing Forge, as it consumes significant money.
- This is a good position for early and mid-game expeditions.
- Later, with a bank, ascend using Passion. If you reach 100 money, you can move on.
- Warning: Do not use Passion if you have not dealt with the Young Glover, or you will receive a Mundanee Victory instead.
- At the board, the job pays 50 seconds / 4 Funds with excellent dividends, no Reason cost, and a 100-second off-timer.
Lantern or Knock on that one.
Evaluate Lantern, Forge, and Edge cults in Tabletop Simulator. Lantern excels at early expeditions (7/10), Forge at obstacles (8/10), and Edge at killing.
Lantern (Yellow)
The Lantern cult in Tabletop Simulator is highly beneficial for early expeditions, particularly those involving hidden doors, dangerous terrain, and curses, earning a 7/10 expedition rating. It is less useful if you plan to evade Cursed Vaults, reducing its expedition rating to 5/10. Its Lore Speed is rated 6/10, but its CB Special is a low 1/10, offering random influences that can include Fascination and potentially turning Hunters into rivals instead of making them insane. However, acquiring high-level Lantern lore early is valuable for unlocking Dream ways, which is vital for the Lantern Apostle to remove dreams at the start.
Forge (Orange)
Forge in Tabletop Simulator specializes in demolishing obstacles and navigating difficult terrain, making it excellent for fifth and sixth-tier obstacles, with an expedition rating of 8/10. Its CB Special is rated 3/10, providing money and/or pigments, which are better obtained naturally or through unnumbered stones. The Lore Speed for Forge is 4/10, and obtaining its lore can be slow, often requiring subversion from Moth to Lantern, then to Forge. It is not recommended for any Apostle or for general use.
Edge (Green)
The Edge cult in Tabletop Simulator focuses on eliminating Hunters, Annoyances, and Watchers, with Watchers being common on expeditions, giving it a 6/10 expedition rating. It also deals with the Undead. Its CB Special is rated 8/10, providing a Prisoner with added risk, useful for the Spider or your Marks. The cult suffers from abysmal lore availability (2/10 Lore Speed), and its subversion target, Forge, does not help. Dread provides Edge, and there are 10-level influences on the Ascent of Knives (Stag door) that can be utilized. It is not recommended for beginners.
- Subverting Moth into Lantern and then into Forge can be a slow process for the Forge cult.
- The Lantern cult's CB Special is one of the worst, offering random influences and potentially turning Hunters into rivals.
- Edge cult's CB Special provides a Prisoner, which can be useful for specific situations.
- If you are evading curses in Tabletop Simulator, the Lantern cult's expedition effectiveness drops from 7/10 to 5/10.
- The Edge cult is not recommended for beginners due to its focus on killing and poor lore availability.
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