Project Silverfish

Project Silverfish

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Tarot Cards
By Silvia and 2 collaborators
A guide describing how the tarot card deck works and how it impacts gameplay.
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Introduction
This guide is up to date as of version 0.1.8.3
How to obtain a deck
A tarot card deck can be obtained by either being bought at the strange shop found within M35 North East or by being found as random loot. A guaranteed deck can be found in the Slums inside a green saloon building on top of a coffee table.

How it's used
When a tarot deck is used, the player pulls a random card out of the deck. There are 24 possible cards that can be picked.

Only the first card you pull per day counts, as any consecutive cards picked after are ignored. This works based on the in-game day counter, which means that if you pick a card at 23:55 on day 4, as soon as the clock strikes midnight and the game moves onto day 5, another card can be pulled.

Once a card is pulled, it has a 50% chance to fail and not do anything. If the player has the Weird Luck trait, the 50% chance to fail is ignored and instead the first card pulled will always work.

There is a direct sound cue that plays when a card is activated; a low reverberated "boom." This sound plays again for cards whose effects only properly trigger once another level is loaded.
Card effects

Index
Numeral
Name
Effect
1
I
God Star
Cures mental fatigue, sets your loot karma to 777 and increases your food by 77
2
II
Red Stag
Increases your intoxication by 25 and increases Revolution reputation by 100
3
III
Yellow Stag
Increases loot karma by 2500 and increases Freelancer reputation by 100
4
IV
White Stag
Increases or decreases your reputation with all factions by 100 depending on whether it is already positive or negative
5
V
Black Stag
Deals damage to the player which regenerates soon after, sets your loot karma to -666 and reduces your food by 66
6
VI
Daemon
Spawns an endgame anomalous Cultist enemy the next time you enter a new location
7
VII
Forest
Once pulled, activates when entering an area with lots of vegetation (Black Lake, Goldwood Forest, M35 North East, Stone Maze); Prevents any environmental anomalies from spawning in the next area you enter (anomalous enemies can still spawn); additionally, spawns a flower lady if possible
8
IIX
The City
Once pulled, activates when entering an area with housing (Metropol, Depot, Slums); automatically unlocks doors picked at random
9
IX
The Rook
Unimplemented
10
X
The Gate
Unimplemented
11
XI
Obelisk
Sets your world artifact seed to 451
12
XII
Wellspring
Fills any refillable Eather canisters currently held by the player
13
XIII
Martyr
Triggers when you die; all factions who you have 300+ reputation with gain 500 reputation and 1000 advantage
14
XIV
Daggers
Attempts to summon an NFTA squad or a fighter helicopter the next time you enter a new location
15
XV
Harmony
Cures mental fatigue and sets your loot karma to 0
16
XVI
Ouroboros
Multiplies your reputation with the Insurrectionists by 3; if you have any stacks of the Intense Personality trait, the formula is "3 x Current Rep + (# of Stacks of Intense Personality x Current Rep x 2)"; For example getting the Ouroboros card at 9 Insurrection rep with two stacks of Intense Personality would yield you 63 reputation; 3x9 + (2x9x2); 27 + 36
17
XVII
Alchemist
Randomises your world artifact seed
18
XVIII
The Night
Unimplemented
19
XIX
Hunger
Sets your food to 0
20
XX
Wisdom
Gives you a random lore book
21
XXI
Fear
Sets your mental fatigue to 100
22
XXII
Tempest
Unimplemented
23
XXIII
Construct
Increases XP by 5
24
XXIV
The Sea
Activates when entering an area related to the ocean (Docks, Refinery, Skeleton Coast); actual effects unimplemented
Non-Tarot mechanics
Below is a breakdown of some game mechanics that can be impacted by cards
  • Psychic damage
    • Psychic damage is a special damage type primarily inflicted by anomalies and other supernatural events.
    • When a player receives psychic damage, their character will gasp, the screen will briefly be darkened and covered in a red vignette, and the player will have their health lowered. This can be lethal.
    • The amount of health lost is amplified by the amount of stacks of the Grim Aura trait the player has. Psychic damage however will always regenerate over time.
    • Psychic damage can be negated by the Mindful Whispers trait; each stack adds a 25% chance to nullify psychic damage and play a sound cue of soft whispers in its place instead. This chance is additive, and at 4 stacks of the trait the player can no longer take any psychic damage whatsoever. This trait can be gained by holding the Whispering Worm Familiar artifact in your inventory.

  • Mental fatigue
    • Mental fatigue is a for the major part hidden and subtle mechanic. A player with high mental fatigue will occasionally experience auditory hallucinations, such as a bear roaring or a shotgun being pumped.
    • Mental fatigue naturally increases on its own over time. Its growth can also be accelerated by standing within the influence of a shadow sphere anomaly. Mental fatigue can be lowered by sleeping, eating cooked food, drinking whiskey and using perfume. Mental fatigue is increased by killing other Inheritors as well. This effect is further amplified by having the Guilt trait.
    • High mental fatigue additionally causes ghostly enemies to spawn which are only visible to the player (ignored by NPCs). Said enemies will attempt to ram themselves into the player to deal psychic damage on contact. They can be identified by distant wailing that can be generally heard across the entire map. This sound is however also shared with Lesser Angels which spawn during the dense fog weather event.
    • Mental fatigue can be identified by your character's animation in the inventory menu. While at or above 20 fatigue, the player character will begin to repeatedly glance behind themselves in a paranoid manner. This animation speeds up the higher the fatigue rises. If fatigue reaches 95 or higher, the player character will grasp their head and frantically flail around.

  • Intoxication
    • High intoxication causes your weapons to sway which may make aiming difficult.
    • Intoxication can most easily be increased by drinking Whiskey. Red mushrooms also give you a high amount of intoxication, however those more often than not will instakill you upon consumption.

  • Loot karma
    • Loot karma is a completely hidden mechanic that impacts the quantity of common loot found in generic green storage crates and lockers. Loot karma does NOT impact: red crates, blue crates, overall quality of found loot.
    • Loot karma is functionally a pity system. When the player opens a container that has nothing inside, their loot karma increases. When the player opens a container that has many things within it, their karma decreases. The amount of karma lost seems to depend on the rarity of items spawned within a container.
    • This means that at high karma, the next few containers the player will open will be filled with items.

  • Reputation
    • The player's reputation with a faction dictates their members' relationship with the player. Your status with a faction is impacted by the amount of reputation you have with them.
      • [1000+] — Hero
      • [301 to 1000] — Trusted
      • [-100 to 300] — Stranger
      • [-500 to -101] — Distrusted
      • [-1000 to -501] — Pariah
      • [-1000+] — Despised
    • The way you're treated based on your status depends on the faction. For example, Freelancers and Revolutionists will act passively to you at Stranger, however other factions such as Insurrectionists, Cultists and the NFTA will warn or outright shoot you on sight if you are anything below Trusted
    • All instances of your reputation being increased or lowered are multiplied by the amount of stacks of the Intense Personalty trait the player has. At 2 stacks of intense personality, your reputation impact would be tripled, etc.
  • Advantage
    • Faction advantage is a stat that impacts how much influence that faction has over the game world. The lower a faction's advantage becomes, the less often you will see their squads out in the wild. Advantage may go negative, however it is currently not possible to make a faction go "extinct."
    • Additionally, currently if the NFTA and Insurrection's advantage becomes low enough, the amount of their NPCs that spawn at Dead Bridge, the Refinery and the Goldwood Forest mill is significantly lowered or outright nullified.

  • XP
    • XP is a hidden stat that impacts the world around the player. XP affects how well geared squads that spawn are, as well as which contracts are available to the player.
    • Naturally, player XP only increases as they progress through contracts and missions.

  • Artifact seed
    • The world artifact seed is a number that dictates what artifacts can currently be found around the map out in the wild. These random artifacts choose where they appear out of preset possible spawnpoints, which means some areas may have an artifact spawn in a shared spot between two seeds.
    • This seed is occasionally rerolled by some heavy weather events, such as Eather Blowouts. Any change to the seed immediately respawns all wild artifacts.
Notes
Any frequently asked questions from the comments section may be included here for clarification
  • The easiest way to maximise a tarot card deck is by purchasing a Shark Hat from the Strange Shop. As long as the player is wearing it, they gain weird luck, which guarantees the first card to work. This allows you to put the hat on and use a card, then swap back to your usual helmet. The hat can also be carried at all times without much consequence, as it only weighs 0.1 kilograms.

  • The city's numeral is written incorrectly as IIX. The correct way to write 8 would be VIII. This may however be intentional for currently undisclosed lore/symbolism reasons.

  • 451 is a commonly referenced number in immersive sims.

  • The Flower Lady NPC spawned by the Forest is a survivor covered in flowers. Instead of old advertisements like the other suvivors, her voicelines consist of a lady crying. Notably, she is completely passive to the player, and will run away from all other NPCs. Interestingly enough, even other survivors will go out of their way to try and kill her.
    • She may rarely spawn naturally most often on Crossroads and Black Lake
Extra Credits
Thank you to those that helped alongside the hunt:
  • The Salty Rock
  • JeffNotGeoff
Other guides
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3525538738
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3535010732
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31 Comments
Awesomeexplorer 12 Sep @ 9:03pm 
I suppose dying from an unlucky card pull would be a horrid way to lose a permadeath run, yet at the same time the thought of dying from a heart attack upon realizing the fate of your tarot reading is hilarious lol
Gemini  [author] 3 Sep @ 4:02am 
Just managed to pull this off, Black Stag can't kill you. It just brings your health down to 1 if you're in the range where it should kill you.
Awesomeexplorer 2 Sep @ 9:37am 
I wonder what the death message for dying from pulling the black stag card is. Chances are it depends on the damage type
Silvia  [author] 30 Aug @ 9:10am 
No, it's a normal seed like any other.
Wimbu 29 Aug @ 3:55am 
Is there something that makes world artifact seed 451 special?
Awesomeexplorer 21 Aug @ 3:20pm 
Alright, thank you. I also wanted to mention that this guide is harder to find due to it lacking an English tag, and Steam tends to automatically put your language as one of the tags while searching for guides; I was only able to find this guide because I manually removed the tag searching for guides in English
Gemini  [author] 20 Aug @ 2:37pm 
@Awesomeexplorer
1) I believe it lasts forever until you trigger it and they don’t stack.
2) Yep
Awesomeexplorer 20 Aug @ 2:28pm 
Two questions so far:
First, how long do tarot cards that don't take place the moment you draw them last? Does the opportunity for it to activate go away the next day? If not, how long do you have, and can they stack?
And second of all, I'm assuming that you can't get more than one tarot reading a day by using multiple decks. Right?
Nick 20 Aug @ 11:42am 
Yeah and 0451 just happened to be the code to the devs' studio door. It wasn't meant to be a reference to anything IIRC (the first time it was used in SS.)

Now it's in anything that wants to reference immersive sims, and is a cute easter egg.
Graknorke 29 Jul @ 10:45pm 
451 is more directly a reference to the door code 451 seen first in System Shock and System Shock 2 by Looking Glass studios. Then more popularised by Deus Ex and has since become a common jokey reference especially in "immersive sims", which this game is at least adjacent to.