Depersonalization

Depersonalization

39 ratings
Guide for New Players
By zombie1928374655
This guide will teach you the fundamentals of this game as well as the best build to get started.

Warning: Apart from the Prologue, I won't help with the scenarios, they are for you to explore.
I'll just show you a good way to get started.
   
Award
Favorite
Favorited
Unfavorite
Introduction
Let's start with the basis: What is Depersonalization?

To make the summary of the premise as brief as possible: It is a mystery and story-driven game about a man named Anan getting abducted by an Eldritch Being "Yog-Sothoth" to help correct the timeflow of any corruption. This premise is accompanied by some RPG mechanics, a management part, as well as DnD style of dice throw to determine if an action is successful or not. (which can range from investigation, combat, or even craft)

So, after completing the prologue, you'll be in Anan's shoes to manage your expeditions across time as well as your instigators. Be careful though, death will be involved.

Indeed this game is pure "die and retry" as there's a lot of ways to die, reach an unavoidable bad ending, or get slaughtered by the monsters around you. (Just to give you an idea, your base max hp is 16, the lowest is 4, and for the creatures, the minimum is 10, and the max is a flat 100.) So when you create a character, be ready to lose them at any point.

Note: Since the game is still in early access you'll notice plenty examples of sloppy translation, oversights in the story depending on your choices (like the Hunter in Lies and Fraud who can get separated from you then treated as a stranger in another cutscene), as well as unavailable features. (The most noticeable is called "Combat/Challenge mode" and gets "unlocked" after completing the "Lies and Fraud" scenario. As well as the "Team Mode" which only gets unlock if you beat a specific god in Solodnit.) So this guide will be updated once those gets added.
Basic Movement and Investigation
The main draw of Depersonalization is to play as a normal human trying to survive, understand, and maybe solve a desperate situation akin to H.P Lovecraft's nightmarish novels.

Well the tutorial explains the very basis pretty well:

-WASD to move (Not modifiable for now sadly.)

-F to interact

-C to see what you can interact with. (And the key items required to trigger deeper interactions)

-And the spacebar for confirmation when required.

-F11 and the escape key are for the option menu. (Allowing you to return to the lobby or quit the game at anytime. You can also activate the synthetic voice, game's volume and other stuff.)

-By clicking on the top-left portrait of a character in your party, you'll get the basic information on them and just a recap of their status or their traits.

-Pressing the shift key one switches your character from walking to running and vice-versa, no need to hold it.

-Finally, Tab opens the RPG menus. I'll go over them a bit later.

Like a point and click, you want to interact with everything and everyone to make sure you're not missing out of some content. (Speaking bubbles are white and thought bubbles are black) Most of the time, the game will warn you if you're making a major decision by indicating which option is for the main plot, but not always sadly. Also, anytime text appear you can activate an auto mode or skip it (not recommended at all because the game does the non major choices for you depending on your character's moral compass so you can miss content or even worse, be locked out of an ending because the non minor choices can lead to essential side quests).
Dice Rolls, Luck, and Death
Most actions require a dice check to see if you're able to do it.



The goal is to have the lowest score possible.

You can get anything from 01 to a 100 (if you get both 0 dices)

The first dice is the most important since it'll determine if you got 10, 20, 30 etc...

See the yellow thing on top of the gold line? That's the stat which is checked by the dice. When creating a playable character you'll be able to choose what they are adept at, meaning how likely it is for them to successfully pass a dice roll in one try.

Here it's a pure 50, meaning you have 1/2 chance of getting it right.

The lowest possible is 20% chance without modifiers and the highest is 80%.

We'll see how to create that in the instigator creation later.

There's a second type of dice roll that can happen, the oral confrontation.

Sometime when you're trying to convince someone with diplomacy, or need to see if someone is trustworthy with psychology, you'll have to confront them in a dice roll.



Here the opponent's results are shown so it's easier to understand, but they can be hidden if they're important plot characters and you'll only have their red arrow to gauge how much they succeeded.

These confrontations oppose two things:
-Who has the lowest dice roll?
-Who managed to succeed their dice rolls?

Basically, if one succeeded and the other didn't, for example say, one has 60 in psychology and the other 50, well if they both do a 52 dice rolls, the one with 60 as a base stat wins.

And if both succeed or fail, that's when the difference between the dices' numbers matter most.

Here's a successful one:



I precise that this mechanic is basically the same for fights, except depending on the spell, weapon, skill, or traits, monsters or the humans can still hit each other despite both failing their dice rolls.

Finally the last mechanic to talk about in the overworld is Luck:

Think of it as another resource like money. Except you can only get more through specific items, like the four-leaf clover, or by getting clues to understand the overarching plot or side quests. (By being a detective.) Luck can then be used to reroll investigation dice rolls or major plot actions.

Although, know that some of the dice checks are not that important, and others are even damaging if you win them. (For example, since it happens fairly early in the story, if you try to save Tonson from Horn by sneaking up on him and succeeding, the guy then immediately kills you as a reward and you have to reload.)

Speaking of which, anytime you die, you can spend a bit of time fragments (which you get everytime you clear a story, including the prologue), to retry a fight if you lost it, reload a save file, or sacrifice an instigator if you're soft-locked because of his personality. Luckily there's a bug where you can still leave to the main lobby, so by doing so, the loss is erased and you can go back to your savefile for free like this, and even change the instigator to retry the campaign with someone else if need be.
How to Navigate the Menu and Manually Save
Disclaimer: I don't really have anything to say regarding the fights, they're straightforward. Most of them require a lot of luck with the dice rolls, and some are impossible with bad equipment or a lack of magic. (The big monster at the Northern Alley in Townsend hits thrice in a row and will one-shot you for example if you can't dodge or impede his movement. The final boss of the "Good ending" of that same route regenerates 10% of her HP each turn. etc...)

That's why you MUST save at all time and don't hesitate to create multiple save files to check out routes and stuff like that. You don't even have to worry about having too many because as soon as you give up on an expedition or clear it, the save files associated will be erased. (And you can only have one active at a time.)

But how to save without relying on the auto-save? Well it's the game menu with Tab, that I mentioned!

Here's how it look when you enter it:



That's your backpack with the items you collected. This section are the consumables and materials, the left icon is for the equipment and weapons, and the right one key objects (and mythical ones that are also available in the equipment section if you brought any.)

For now, it seems you can only have two weapons on you (unless there's a trait to unlock the last two blocks) Regardless, what you need to understand is that the main weapon will be your attack and the off-hand one will only be useful if it has passive buffs. (You can check that by looking if the weapon has "equipment" on it.) More stats, some armor, heal, whatever. Also know that you can change equipment on the fly during a fight with the armor icon in the down right corner.

The only thing you can't change during a fight is the backpack's content of each character. Indeed, it is not shared by party members. So select "Give ... to ..." to trade between inventories, although know that depending on the route you're going for, characters might get separated and their inventories will reset. (Not sure if it's a bug or...) So only trade what you can afford to lose.

The items that aren't related to your character's job, or aren't mythical, will be lost at the end of a campaign so don't hesitate to use all consumables before the final battle/choice.

Since I already explained what the F11 does.

Let's go over the other icons.



That's just your current party. You can't really do anything except check out the sprites.



That's the crafting menu. Here, it's for the equipment. The second icon leads to the consumables and ingredients. The third to the runes (equipment but mystical and two of them have limited uses). And the fourth is a quick search of what you already crafted. Each time you want to get something, you have to do a dice check.

If it's an item/equipement, it'll be a craft check. If it's a material, it can be an erudition or craft check. If it's a drug/healing item, it'll be a medicine check. If it's a rune, it'll be a mysticism check.

You'll be notified of what will be tested down the components.



This is the spellbook. Most investigators won't have access to it until later, or only when equipping Anan's stick. Here, Theo, my character, is a scholar so it's the only class that has access to so many spells right away.

The spells themselves are divided into two parts: -The overworld ones used either to prepare a battle by giving you a weapon/buffs, or mess with the NPCs to get them to do what you want.
-The battle ones.

All require both SP (Sanity/Will) and MP (Mana) to work minus the spell from Anan's stick who only needs SP. SP only recharges if you have enough will to resist horrifying monsters, if you make choices in adequation with your character's ideology, or if you have items for it. For MP, you simply need to run around a little and it'll recharge over time.



This is just the clue window, where everything you learned or have done is put here. A gold patch will be marked on the left of completed quests.

If it's related directly to the main plot it's bright green.

Missable side content can be in red, blue, purple, or white. (Again, most of the time and sometimes, like in Townsend, it can relate directly to the main plot.) Luckily, if an event or item is the next step of a side quest, pressing the C key will reveal that information by showing the matching colored square.

(Btw the color lights up clockwise form their initial start to indicate the progression.)



Finally you have the last important menu, the save one!

A save is called an archive and all archives related to the current investigation will be erased once you finish it and settle with the result you got.

The auto save erases the previous one done.

When you add an archive, it stays for the duration of your investigation and you can overwrite it.

Although I personally suggest to have as many as possible.
Fighting
Personally I didn't do much research on the fighting as I always tried to avoid it with my previous characters, due to low ammo/low fighting skills, but I do know one thing: If you can craft the grenade, do it, it's super strong but very rare.

Tips by Rai "Apex Legends" Taki:
It is also important to note that performing a weapon attack will make you attack with every equipped weapon, and you may get counterattacked if the opponent rolls a higher dodge result bracket than your attack roll. Weapon attacking with an offhand Brawl weapon is a BAD idea on a low-brawl character. Additionally, if you main hand a melee weapon it will be used for your own counterattacks if your dodge result is higher-bracket than your opponent's melee attack roll--but the Mythic cane you get from the tutorial seems to be an exception for some reason, so gear up accordingly even on turns where you're just using magic.

Some minor equipment-related tricks to add: you can change equipment during your turn, with no cost and no penalty (doesn't cost actions, either). So you can, for example, walk around holding utility/unlimited durability weapons like crowbars, then switch to a gun for hard fights, and switch back when out of ammo and so on.

Tips by Darkter:

Every boss can be defeated with the used of the right item and there is always an item or clue in the same chapter that will help you if you can find it.

Everything that involves mystic, don't mess with it if you are not confident in your skill

Do not underestimate crafting. Runes or items can flip the odds in your favour

A rope is op bring one.
Stuck at the Prologue?
If you are stuck at the Prologue, Anan's origin story, no need to panic.

The first and second part, Anan's childhood and his life at university are all pretty straightforward. Just read the different dialogues, explore around, get familiar with the investigation gameplay, and when you're ready simply leave the campus and go to the bridge. (There is optional dialogues, secret mini boss fights, secret cutscenes most notably linked to his mother's room and the secret passage that can lead to non-canon endings, and little side quests to complete but you can just speedrun and redo the level later if you wish.)

In total there are three mythic items to collect. The later two are secrets and you have to do a lot of backtracking or zone reloading to progress them. (To help you, one involves the campus and the other, the ditzy girl at the library, a secret zone outside of school, and the library again.)

Now for the third part here's what you have to do. After exploring the ruins of your home, the castle, and fighting the rats, or sneaking past them with concealment, you'll find your grandpa's room. Here you can grab two runes hidden in the bookshelves and dodge an incoming rune. (Either way you won't get damaged by it, even if you fail the check so don't waste your luck.) In general, for this campaign, save your luck for the very end after the boss fight.

After doing all of this, you have a choice to make, which book on the desk to read? Well the ancient one gives you a game over, so pick the other. You'll get teleported to a fracture of time and space.

If you go towards the future, you die.

So go back in time.

In the main corridor, if you get chased, light one of the carpet on fire, the monsters can't reach you this way. (If you walk inside the fire and you get a burn, you can cleanse it water)

Your goal is to return to your grandpa's room, although exploring is still a possibility. (And make sure to visit the room of Anan's mother one last time to get the revelation of what he really is.)

Once inside, you get a cutscene and the start of Anan and Sothoth's partnership.

She'll ask him to flip the hourglass in the main corridor to make sure everything goes back to normal. Make sure to get equipped before trying to do so.

That's when you're confronted with the boss fight of the prologue, Afogomorn. (who's basically the ender of time and Sothoth's... rival/friend? It's a bit confusing.)

In this fight, Anan's completely outmatched but you can win.

You have two godly powers to help you: "Truth" and "Future Prediction" as well as your first two mythical items "Recita Stick" and the revolver.

To win you'll have to kill Afogomorn's avatar and not die more than seven time.

Basically, anytime you die, "Truth" restores your body and put you back at full health. But it also increases a stack, one that is also affected by the weird arrow from the eldritch god. If you get hit 8 times by the arrow/die 8 times, you get erased from History and a game over.

Since she has no armor, don't bother attacking her with the melee weapon. Instead, put the revolver as the main weapon and the stick on the off-hand. It does a bit more damage and doesn't require ammunition. (Although you can only shoot it six times.)

Now, to win, you'll have to quickly deal damage. You can heal for free between turns but don't bother blocking, spam the magic attack and the revolver for maximum damage.

Afogomorn's attack pattern is always the same: Magic => Magic => Arrow.

Since she's faster than you, if you need to block the arrow because you're running out of extra lives, do it in advance, so start to cast it on her second base magic attack, and you'll get protected from the arrow on the next turn.

After winning, hopefully, you'll have a sequence where the game asks you to get a critical success. (between 1 and 5) To survive the possession. Luckily even if you have no luck for reroll, and fail the subsequent rolls even with Sothoth's encouragement, you won't die and the prologue is done.
The Hall (Lobby) and its Usage
The lobby, as its name implies, is your main hub. This is where you'll always start and end an investigation. Controlling Anan, who now sports sick blue hair, his grandfather's cane and some sort of tuxedo, you can roam around and get to work as soon as you're done with the prologue.



In the top left you can see your numbers of shards and this is approximately how many you'll have once the prologue is over. These can be utilized in numerous ways, notably as retry buttons or save realoaders when you die during an investigation.

But notice the little symbols with buttons in the down right corner.

These serve as quick travel to the main locations you'll need to go to, in order to prepare an investigation, create characters, or manage said characters in-between their missions. When pressing the corresponding key, Anan will teleport to them. So let's present them in order.

Firstly, there's Sothoth's desk. (I'm next to it in the above picture and here's what you see when you interact with it.)



You can do three things here.

-"Seek Answers" is for new players. It should get the basic information and lore across.

-"Mythical Item" refers to the different plot important equipment you'll have collected over a campaign. When you click on it, Sothoth will present the cards corresponding to everything you got (which you can see in the "Mythical Items" section after clearing a campaign), and let you pick one to embark for free. You can add two more for 1000 and 2000 shards respectively. This way, these items will be in the possession of your detective for their next adventure giving them a notable advantage. (No matter if they're freshly created or not)
After clearing the prologue immediately click on it and embark Anan's weapons. They are pretty good and will be valuable for your first real campaign.

-The last option isn't seen on screen but it is on our right. It's simply "Give up on investigation" and lets you stop for free, without sacrificing your character, the current investigation. You'll lose all archives but are now free to pick new Mythical Items. Indeed, you can't change them in the middle of investigating.

Now, the location associated with 2 is essential. It is the character/instigator creator!



As Anan puts it here:



We are actively creating the story of human beings, and live as them. Anan is the original, and he forgets his memory to become said human, but in the end they always gain some form of independence from him. It's probably where this game gets his name. (Also that technically means Anan can both be a woman and a boy, so that's pretty metal.)

However, the system itself is really complex so I'll give it its own dedicated section.

The third important location is a shelf full of different books.



This is the level selector. You can view which ending you got and what granted you shards, or restart/start playing it. Pretty straightforward. (This is the Prologue by the way.)

I'm actually not sure of the name for this location. It seems to just be called "Side Story". Basically it's a giant machine that will help you with managing your instigators between each story.



You see just as much as your characters gain traits and powers over the course of their adventure, they'll also lose a lot. It can be health or sanity/willpower (although in this image the drain wouldn't have been as bad if I simply used every consumables in my inventory before leaving), but it can also be luck.

As you'll see, when creating an instigator they can start more or less blessed by Lady Luck. However, throughout an adventure, there's no way you'll get every dice rolls right the first time, even if the stats of your character have greatly increased through repeated usage. So the luck will drain and it will NOT be replenished to its original state. You have to farm for it with this.

These different drawbacks encourage the player to create multiple characters. (This screenshot was taken after two completed adventures, one for each.)

Here's how it works:
-With the gold of your character, which is not shared, and the hourglasses that represent his free time, you'll send him on different activities. These activities can be failed or succeeded with a dice roll. The only exception seems to be the last option, Story, which costs shards instead.

-Vacation's paid options are purely to recover. It does have time-consuming but free options to farm some money among other things.

-Study serves as a stat increase. Some aptitudes are grouped together, so they only augment 5 points each, and the rest is a flat 10 per successful training. Although, the more adept a character is, the higher it costs obviously. Sadly if you fail, your character gets a negative trait. Luckily it can remedied, but it's a harsh penalty in my opinion.

-Turning changes the "mode" of the trait. When you gain one, it's in the "Wake" state. However if you wish you can change that mode to "Sleep" and gain other advantages. Most of the time it's a minus boost without any drawbacks but no big power up. The worse the state of your trait is, the higher the cost for turning is. The better, the less costly it is, since why would you want a ♥♥♥♥♥♥♥♥ power?

By the way, TRAITS ARE PERMANENT even if you change their state.

-Story costs 200 shards to play. If you pay, the game becomes a text-based adventure where you explore a cabin, you can choose which cabin to explore prior to paying. Careful though, you can quickly lose a lot of sanity, blow all of your character's luck, and find nothing interesting. (Luckily, if you die the story just ends, there's no penalty beyond the stats drop you got in the way.)

The last location is the gate to space and time travel. You can only use it when an investigation is ongoing and that's how you go back to your archives/saves after leaving to the lobby.



That covers everything available right now.
Creating a Newbie-Friendly Instigator
What makes a good instigator?

Well, they need to be good detectives, knowledgeable, familiar with supernatural stuff, athletic, good at fighting in general, have the basis of medicine, be diplomats, etc etc...

Yeah, everything is pretty much vital in some ways. That's why you can never drop something to zero. Otherwise you'd be stuck or unable to get the chance to find some things.

However, after multiple attempts at building a solid character, trying out every roles and all, I can safely affirm what is a good instigator to start the game. (Before getting more experimental)



The first page is pretty straightforward. The fighting stats + the roles.
Note that you are some of the dice rolls are based on these stats, but way less than the rest, and both array of stats are completely independent from one another.

For the beginner's build here's what I recommend:
-50% in HP (10)
-60% in SP (60)
-50% in MP (10) (You need ten for this build)
-60% in Dmg (1-3)
-50% in Dodge (25)

Then pick the Scholar job/class, seen in the image.
It is a good class to get familiar with every aspect of the game. (I'll talk about the others later)
Obviously if you want a purely physical build drop MP for max Dmg and Constitution/Dodge.



After selecting your class and fighting stats, you'll be confronted with the skill tree. The blue points are your job affinity that you can max to 80. The other stats can be base maxed to 60.
Since I'm teaching you the Phy/Magic Scholar build, I think these are the best stats.
Depending on the level, Diplomacy is more or less important but the other three are goated:
-Observation because you'll need to find every secrets for the different endings.
-Brawl for physical damage and weapon that do not need reload or limited ammo.
-Mysticism for Magic Related damage and Spells.



Finally you need to pick an appearance, a name, the base reserve of luck (randomized by pressing i or clicking on it, the max is 90 but it's very rare so don't waste too much time, 60 is enough), and the different traits of your character.

This is where I'm really disappointed. (Personally)

Here's how it works:
-The first trait is an "origin" that will affect your characters. (I suggest picking "Left to Fate" because it has no real negative bearing and can even help you lend critical success.)

-The second is your character's main personality flaw which will lock certain options of dialogues. To give you an idea on how bad it can be, if you pick Impulsive, Hatred or Vanity, you can't complete Welcome to Townsend without spending extra resources. (Pretty sure Careful is also a soft lock if you don't have said resources) (Not even have a dull ending, no you just get a bad ending and can't bypass it because your character will not stop a key murder from happening.) If you pick Arrogant and this is your first character, you're encouraged to pick a fight that could be unwinnable depending on your build. (Since you're stuck at 1 hp with a fracture)
Advice? Always pick Stubborn. (It gives you the most freedom and the rest are standard Shounen Protagonist stuff so you're good. It's sad but it's like that.)

Complementary information from Aviator:

When you get locked out of a dialog option because of your second trait. You can click on the locked dialog and spend 10 sp points to unlock it and avoid getting locked out of an ending. No where does it say this in game but I thought i'd just share it here

This whole situation just reinforces how weird and pointless picking anything other than "Stubborn" is.... That's honestly pretty sad, but hopefully the other campaigns can shed light on this issue.

Now back to the character creation:

-The third is your way of life/ideology. The game precises when an answer corresponds to your way of life and if you answer that, you get bonus SP, very valuable. Although sometimes depending on what you picked, you might have to go against that ideology to get a good ending. (No matter if it's a "good" or "bad" one.)

Finally you have the "Experience" and "Inheritance". Again, for your first character, pick something that has no real relation to your direct stats, otherwise most dice rolls will be harder to do. "Windfall", "Self change", "Operating a store". You can also pick "Fake Identity" if you don't consider the items of your selected job valuable. Don't for this build. (Don't forget that if you get a bad trait in your scenario, or want to change the power of your traits, you just need to clear a campaign and change it from the wake to the sleep state.)

As for the "Inheritance", it's every traits you have unlocked during a campaign. Some are really op like "Panacea" or "Interacting with Cult", the latter for our build. You can get multiple, and even traits that are available right from the start. (Don't pick Windfall if you're trying to get the good ending of Liars and Fraud, since you'll get it here anyway, so go with "Self change" and "Operating a store".)

Follow these tips and there you go! You got a good strong protagonist to get familiar with the game and that can work in any scenario. Obviously the plot wants you to start with Liars and Fraud, but if you don't like the cult, play Welcome to Townsend and get the amulet of Wende, not telling how, but it's seriously going to give you a good boost to your already crazy magic damage. (With mystical dagger + wait a bit and get the other buff for bladed weapon and magic damage.)

As for the other roles: I think they all good perks and advantages, I'm pretty sure someone better than me is going to find really broken stuff, but I do have some criticism. (More precise advices available in the second part of the explanation of every base traits and job equipment.)



The police badge is excellent and using the cop's pistol as a buff in your off-hand does some serious damage. Sadly the ammo capacity is really limiting. (I did manage an okay one, but I was almost stuck in an impossible fight so don't forget to save.)



The first class I tested. The starting weapon is okay, although you can get much better fast, and the high brawl damage and sport for climbing is nice. However, put some observation point if you're trying to play it, also don't hyper-specialize in all of the fighting abilities, otherwise you'll get stuck in a bad end.



I personally think this class is too frail. It is excellent as a scout to try and get as many secrets as possible in your first run, but if you don't put anything in fighting, you're ♥♥♥♥♥♥.

Darkter's tips for Detective:

I use my detective to win mini-boss with concealment, explosives, and burning cause she sucks at fighting. Exposure debuff is also really strong thanks to a specific mythical item.



High medicine and heal is really nice but in two out of three campaigns, you're mostly on your own. So healing outside of combat is good, however you need to be able to fight or run away.



Starting with the most money isn't really useful to be honest. The huge diplomatic skill is excellent to resolve conflict peacefully, but again, you'll have to fight at some point.
Rerun + Every Job's Specific Equipment and Base Traits explained (Part 1)
First you have to know how reruns happen.

Once an instigator clears a scenario, they cannot go through it again. If you want to settle/register new endings, you'll have to create a new character.

New character that might be "sacrificed" in terms of powerful traits and stats, since about 70% of the endings cut the scenario short, by you leaving early, or missing on key boss fights. Only really one ending is the "good/true one" in each scenario and this is reinforced by these endings being the ones that progress the story/makes you see glimpse of future content, and have the most satisfactory conclusion. (The only exception is “Liars and Fraud” which has tons of content and routes, compared to “Soladnit” and especially “Welcome to Townsend”, the latter only having two endings, at least right now.)

In any case, if you're ready to accept that this new character probably won't be as powerful as the one that 100% a scenario, then you can jump right into it.

There is two main issues with reruns currently:

-The first is that shards are earned from achievements during a run, unlocking mythical items, gaining new traits, etc... Well most of it can't be obtained again by a rerun. For example, the mythical items don't give any shards if obtained a second time during a run. This makes shards a rare currency after finishing the three scenarios so don't spend them too hastily.

-The second is that the "inherited trait" works in a weird way when creating a new character. Firstly, it means that you're obviously not going to get it again in the story, even if you do the same event. (The only stackable traits are the "training" ones from the side story machine.) However more importantly, you can only seem to inherit a trait from the run of the previous instigator. So you actually can't inherit ♥♥♥♥ if the previous run was a failure, even if another character unlocked and has all of the secret traits from a scenario (side stories' ones are included). That's kinda wack. (Probably bugged out if I’m honest.)

Anyway, now that those rules have been established, let's describe what each staring item and each base personality trait actually do so you can properly craft your ideal character:

(By the way, the “base items” before a campaign are always the same no matter the class.)

Base items for each class:
-Scholar = Encyclopedia (+20 Int and restore 3 SP if during exploration you land a skill check below 50%) + Screwdriver (1-4 damage and a bonus dice to craft) + Exclusive spells like “Blade’s blessing” (Your main source of damage)

-Police = Police Badge (+20 Speed and the chance to cancel the attack of your enemy if your hit lands with a crit) + Pistol (4-6 damage, 3 shot max, +5 in Shoot if equipped, and can light up fire) + 8 extra bullets.

-Thug = Black Gloves (Gives you +1-3 bonus damage and makes your melee attacks immune to counter if you have more Strength than they have Dexterity) + Stick (1-4 melee damage)

-Detective = Monocle (3 clues = +10 Int, 6 clues = Bonus dice for observation and perception, 10 clues = Expose enemy’s weakness at the start of the fight) + Cagoule Parka (+10 Concealment)

-Doctor = First-aid Kit (+20 Willpower/POW, in exploration if you land a medicine skill check, it’ll always be critical, in battle it’s always successful and a crit) + 3 Bandages and 3 Splints

-Traveler = Hiking Boots (+20 Dodge and a bonus dice for Throws in battle) + Walking Stick (1-6 damage, you can apply Fractures and cancel a turn, there’s also +20 in Constitution.)

Base personality traits:

Origin/1st Row: -Congenital Illness = Start with -25 in Constitution/Health, for every trait acquired throughout the scenarios, you get +5 in Constitution, but if you put some to “Sleep/Inactive” mode, then you’ll lose that bonus.

-Left to Fate = +5% to both Critical (Really Good) and Fumble (Really Bad) dice rolls.

-Self Avoidance = Every time you go against your personality (Hatred, Careful, Stubborn, etc…) and unlock a locked choice with SP, you get +10 to a random skill.

-Broken Memories = -20 Willpower/POW but for scenario completed, you get +5 POW and +5 SP. (The two are linked in the character creation but can be made independent from each other.)

-Family Trauma = Anytime you unlock a locked choice, your “faith” will let you restore 3 SP. (Or it increases by 3 the number of SP you can restore by SP? Bad translation.)

-Burden of Duty = For each new trait gained during your scenarios, -10 SP, but +5 to a random skill that isn’t part of your specialty.

-Abandoned = Dice rerolls cost three times their normal luck price, but you begin with a rabbit’s foot. (You get 8 first reroll for free)

-Two Personalities = It’s easier to get “Mental Fatigue” for your character and you need to be at 80 SP for them to be “Energetic” instead of 70. (Basically, you’re more likely to fail your dice rolls.)

-Homeless = The only way to restore your SP, apart from items, is through recruiting people to your party, no matter the means.

-Mocked and Discriminated = Each time you get a critical success, you get +5 Luck, but if you get a fumble failure, you lose -5 SP.

-Lost Loved One = Max SP is now set to 50 (Willpower % is not affected, only the quantity of SP), anytime you get a successful SP check, by resisting the dread that comes from seeing the creatures, you get +5 Luck and +5 to your Max SP.

(In case you forgot for this next section, “Wake” = Base mode/Active, “Sleep” = Deactivated with Side Stories/Passive Buff or Malus.)

(Also, just in case it wasn’t clear, SP and Willpower/POW are associated when creating a character, but the two values have independent skill checks, and you can have a character with high SP but weak Willpower and vice-versa.)

(Penalty/Bonus dices are slight boost/malus to your stats but only when making a dice roll.)

Base Experience/2nd Row: -Imprisoned = Wake Mode: -10% to Knowledge, Sport and Diplomacy.
Sleep Mode: “Faith” make you permanently recover +3 SP, every time it’s active.

-The One Who Doesn’t Exist = Wake Mode: SP cannot go below or above 13.
Sleep Mode: Immune to any kind of mental debuff or fatigue.

-Puppet = Wake Mode: -10% to all of your dice rolls if you oppose someone.
Sleep Mode: +10% instead. (Diplomacy, Psychology, and Fights mostly)

-Changes in Family = Wake Mode: -15 SP
Sleep Mode: For every successful SP check, you will not lose any sanity. (Instead of having reduced losses)

-True Love = Wake Mode: +15 to Willpower/POW
Sleep Mode: -20 instead.

-Constantly Ill = Wake Mode: -5 in both Constitution and Willpower.
Sleep Mode: +10 instead.

-Workaholic = Wake Mode: -5 Constitution and Money +200 anytime you enter a new scenario.
Sleep Mode: +15 Luck instead.

-Antisocial = Wake Mode: -1 to 3 SP for failed Diplomacy checks.
Sleep Mode: +1 to 3 SP instead if successful.

-Ignorant Love = Wake Mode: +10 SP when you enter a new scenario.
Sleep Mode: -15 instead.

-Self Change = Wake Mode: Anytime you make a choice that goes against your personality (Hatred, Careful, Stubborn, etc…) by unlocking a locked option, it cost 5 SP instead of 10.
Sleep Mode: Same deal but instead of halving the cost, you can get +5 Luck if you pass a dice check.

-Fake Identity = Wake Mode: +5 random skill points to one of your non-specialty (the blue ones) anytime you enter a scenario (you need to clear it to keep it). However you lose all of your job’s exclusive items.
Sleep Mode: +5 skill points to one of your specialty when you clear a scenario. (The absolute max with items is 99% and without, I think it’s 95% but it needs confirmation.)

-Infamous = Wake Mode: +1 Penalty dice to Diplomacy checks.
Sleep Mode: +1 Reward (?) dice instead. (No idea if it’s a weird translation to
Every Base Traits Explained (Part 2) + What to focus with in each class
-Windfall = Wake Mode: +20 Money when your luck increases.
Sleep Mode: -20 Money when your luck decreases.

-Stuck in Debt = Wake Mode: When you enter a scenario, all of your cash gets reset to 0. (On that character)
Sleep Mode: Whenever you earn Money, +1-3 SP.

-Redemption Angel = Wake Mode: Less likely to get Mental Fatigue with low SP.
Sleep Mode: More Likely to be Energetic with high SP.

Now that this is out of the way. What to do with each class?

Although some are definitely worse than others at the moment, I believe it is possible to complete every scenarios with all of them. But you'll have to be creative.

Here's some advices I have for all of them:

-General Advice = Some traits, like Panacea or Left to Fate, bring way more benefits than downsides and some of the mythos items are beneficial no matter the character. (Also if you bring an item that comes from a campaign that you already completed with someone else, you can get a duplicate and twice the effects if they're stat-based.)
If your character is more "team-oriented", you're going to massively struggle with Welcome to Townsend's best ending due to the final boss' health regen. If your character is more "damage oriented", Soladnit can become a real problem if the boss targets your guy first.
So, depending on your character, finish with the one that looks the thoughest, based on my non-spoilery description. "Lies and Fraud" is the perfect way to determine your character's strength.
Every jobs benefit from really high dexterity.



-Scholar = Their greatest asset are the high Mysticism and the spells. However, you also need to make sure your Brawl stat is high enough, that way the physical spells, which are without a doubt the strongest, will be used at their full potential. If you can play this job well, there's no need for recommended order, you can complete every campaigns, no matter how freshly created the character is. I'd say Soladnit is the greatest challenge for them currently.
If you don't care about the best endings, or already unlocked all mythical items, you can make them evil for some sweet bonus mysticism. (Like getting Panacea, promising to go back, then losing to Nora and becoming a Cult Leader.)



-Police = There's three problems you will encounter with a purely "firearm" police character. The ammo supplies run out really low, extremely fast. Soladnit is going to become really tough since one of your teammate "Saya" is also a firearm expert. If you didn't bring Soladnit's mythical firearm, you'll have zero chance to beat the final boss of Welcome to Townsend for its best ending since you won't do enough damage per turn.
So you have to choose a substat to max, brawl for melee effiency (but at this point, Thug is just the superior class), concealment for support work (but Detective and Doctor are better at this), or Throw. (But you'll also need ammo) Maybe focusing on crafting ammunition can mitigate this problem, but you will also run out of resources.
In my opinion, focusing on increasing the chance of critical success is essential with this character, so that the police badge's effect can proc and stun enemies for a turn. (Won't really help with the lack of damage and ammo... still it's something.)



-Thug = Go full melee. It's incredibly strong and easily makes it top 2 when it comes to fighting. You can also use the doll mythical effect to truly become an almost unbeatable monster. However, if you plan to do that, focus your remaining skill points on covering the weaknesses created by the doll. Apart from that, this class works well without magic so you can put that aside. Soladnit will be tough the first time, but it's pretty simple with good strategy. (Also the well monster can be one-shotted with the item down there, so don't hesitate to use it.)
Also, I tried both high constitution and low constitution Thug. The high one allows to be mostly braindead fights, but struggles with everything else. The low one is riskier, but you have concealment to at least 50% and you can dodge AOE and other stuff with it, so just be smart.



-Detective = Play around concealment. According to a friend of mine who has a Detective that sucks at fighting, concealment + explosives is a really strong combo. If the scenario doesn't have enough gunpowder or throwables, put some points in brawl or make yourself a purely support character by having full willpower and dexterity to stun enemies with Decoy. The only scenario where you'll always be alone is "Welcome to Townsend" and they have tons of explosive.



-Doctor = The main problem I have with this class is that healing really doesn't seem that effective. Most enemies and the bosses can obliterate your health unless you have like 14+ health (and even then...) which requires a lot of investement. So just like Detective, play around the concealment. The massive boost in Willpower with their item does confirm that this class is extremely strong with allies protecting it, as it can stun easily a boss. Sadly in "Welcome to Townsend" this just won't be possible, and the cosmic horrors can be immune to this depending on the attack they're using. To top it all off, they don't have access to the Detective debuff, so their damage output will be really low.



-Traveler = The jack of all trade, master of none. It has no glaring weakness when looking at their items, but you can see they aren't really meant for combat, apart for throwing. I guess making them masters of throw and some sort of tank with the Constitution and Dodge boost is the way to go. They can also, like the doctor, have an easy time making people join them. Again, the main issue is "Welcome to Townsend" for them.
Conclusion
Don't hesitate to give me feedback or game knowledge.

I'll try to make this, the best guide possible!
16 Comments
Zatya 22 Jan @ 5:24am 
Hello. I've got a question real quick. So I know that we can unlock more mythical item slots using shards for an investigator. Will the unlocked slots be shared if I make a newer investigator? Or will I need to pay again to unlock the slot in the newer investigator?
endgenesis 15 Aug, 2024 @ 1:26pm 
this mod will let you run module repeatedly with the same investigator. it's unbalance of course
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2961722329
jaushabakkas 6 Jul, 2024 @ 11:58pm 
Hey, may I know how to restart the game? Like full reset?
Palas 26 Nov, 2023 @ 12:46pm 
Thanks for the guide
zombie1928374655  [author] 10 Apr, 2023 @ 7:50am 
Thanks
Lich™ 9 Apr, 2023 @ 1:03am 
Nice.:steamthumbsup::B1:
Vivi 12 Jan, 2023 @ 2:27am 
XD Yes!
zombie1928374655  [author] 7 Jan, 2023 @ 5:16am 
Well it's done normally. Can you see the two new sections? (Rerun and Every base traits Part 2)
Vivi 6 Jan, 2023 @ 9:21pm 
Oops I mean it can go up to +30 for the base state. XD

Cool~ I look forward to it!
zombie1928374655  [author] 5 Jan, 2023 @ 7:14pm 
You're right, I'll create a new section to talk on the starting personality traits and starting items because they can get confusing.