Sims 2 secret witch lot


















Spellcasters and other magical enthusiasts can be found inhabiting the Magic Realm, particularly the three sages. The Magic Realm mostly comprises of floating islands with portals to connect them.

Due to the realm being within a void that is outside normal dimensions, there are no seasons or weather. Redirected from Secret Lot. Main article: Secret society.

Landgraab Society Sim State University. Main article: Hobby lot. Aspirational Laboratories Science. Desirable Discourse Film and Literature. Dreamy Fields Sports. Games of Glory Games. Peerless Park Nature. Platinum Gym Fitness. Sue's Secret Kitchen Cuisine. Will's Garage Tinkering. Palace of Neverending Light Good alignment.

Fortress of Eternal Darkness Evil alignment. Bon Voyage. Apartment Life. World Adventures. Late Night. Festival grounds. University Life. Island Paradise. Into the Future. Outdoor Retreat. Hermit's hut. Get to Work. Females may appear to wear laced corsets, but this is actually the lacing that holds the robe closed.

The newly turned witch may then purchase goods from other witches, including reagents, as well as a new cauldron or spellbook. To cure a witch of the life state, they must drink the Witchbegone-E potion after crafting it or purchasing it from the High Witch. While witches and warlocks receive distinctive clothing, they can change into normal clothing and headgear, which has no effect on their magical powers.

Every time a witch or warlock passes an alignment threshold, he or she will automatically be dressed in a new robe and hat.

Each spell requires a certain level in magic or a specific number of reagents to be available, these can be obtained by purchasing them from NPC witches, or crafted in a cauldron.

Unlike in The Sims: Makin' Magic , Sims aren't required to prepare spells before casting, and instead just require the right combination of reagents on the spot. Witches with higher magic skill have a higher success rate when casting spells and have access to more powerful spells. Spells are organized into three categories: Good, Neutral, and Evil. Sims can study good, neutral, or evil magic in their spellbook.

This increases their magic skill, and changes their alignment toward the direction they are studying. To be able to use the strongest spells and craft the most useful items of each alignment, a witch must be at the maximum level of their alignment. For example, an Infallibly Good witch can cast Expello Mortis and also craft the Throne of Light , a chair which charges all motives simultaneously if used by witch with correct alignment.

Alternatively, a witch would be required to achieve Atrociously Evil status before being able to cast Vivificus Zombiae and craft the Throne of Darkness. The two thrones do exactly the same thing, but if a non-magical Sim sits in the chair, no mood effects will occur.

If a witch sits in the opposite chair i. Neutral witches will benefit from both types of chair. Potions, reagents, and exclusive new objects can all be crafted in the cauldron, but some reagents can be bought at the secret magic lot of the witch's alignment. Reagents, potions, and crafted objects can be put up for sale in a player-owned business if Open for Business is installed; there is, however, no controller that can be used to assign employed witches to craft reagents or other objects in a cauldron, which means that any witch items crafted by anyone other than the lot owner will have to be manually transferred to the lot owner's inventory before they can be restocked.

Casting more " Good " spells will result in a witch becoming Good, and casting even more will make the witch Infallibly Good. Both alignments wear white robes and hats, craft items which suit the good witch aesthetic, and have cauldrons which emit blue smoke.

Infallibly Good witches also have a blue aura and gold sparkles on their skin. Good spells are intended to improve other Sims' lives or their environment. While crafting with their cauldrons, good witches will often let go of their spoons and read what looks like a cookbook for the various craftables; the spoons will move by themselves, continuing to stir the brew.

Using a " Neutral " spell will move a witch closer to the neutral alignment. They will thus make a good caster less good and an evil caster less evil. Neutral witches and warlocks have spellbooks on plain wooden stands, and their cauldrons emit white smoke.

Neutral witches, when wearing normal clothes and a normal hairstyle, will appear as almost completely normal Sims. The only known visible difference between neutral witches and normal Sims is that neutral witches have a tiny transparent yellow sparkle behind their right ear, which can't be seen easily. Once enough " Evil " spells are cast, a witch will become Evil or Atrociously Evil. They will wear black robes, craft gothic-looking items, and have a cauldron which emits red smoke.

Atrociously Evil witches have green skin and a sickly green aura, similar to the Wicked Witch of the West from The Wizard of Oz , or from the Broadway musical, Wicked despite the resemblance, they will not die when doused with water. While making craftables, evil witches will periodically stick their fingers into their cauldrons and taste their brew, then let out an evil cackle before resuming. If Pets is installed, a witch may find a feline familiar that reflects their alignment.

Spectral cats can be summoned from The Void at any time, and may return to The Void when they're too uncomfortable, or when their owners leave the lot. Feline familiars are like cats except in appearance, the lack of bladder need, and ability to breed. For Good Witches, the spell makes it stop raining If it was raining , creates a golden burst of light with jingling bells and chimes, and creates numerous butterfly or firefly spawns Depending on time of day.

The Evil Witch causes it to start raining If it isn't , creates thunder and lightning The Lightning doesn't strike any objects like natural lightning does though , and spawns numerous cockroach swarms. After arrival, the Head Witch will remain on the lot for a sim hour, before departing, if she is not interacted with. Once interacted with, she remains on the lot like any other sim, usually casting another spell when left alone, this time to summon a spectral cat See Spells.

The chances of a Head Witch arrival are altered by some situations. The Good Witch is more likely to arrive during daylight, and also when it's raining. The Evil Witch has increased chances of arriving when it's night, and not raining. This is not exclusive though. I've seen Good Witches arrive at night, and Evil Witches when it's already been raining. The two Head Witches can even arrive when the other is still on the lot.

The important thing to remember when chasing down the intial contact with a witch. Community lots do have a maximum population Which varies depending on your computer specs. If that limit is reached with no witches appearing, then there is no chance of a witch arrival until another sim leaves the lot. So, a fun lot with lots to do and plenty of autonomous needs satisfaction items, one that keeps sims happy and staying there, is not a good place to go when searching for witches.

Stay away from lots with restaurants, Coffee Baristas, and group fun activities. That way you have a high turnover of visitors, increasing the chances of a witch arriving. I'm not saying Witches cannot appear on lots like that, it's just that unless you are lucky enough to get an early witch appearance, you likely won't see one for a long time.

In any case, the key thing to finding a witch is patience. Your sims will need to spend some time at the lot. Which can be a problem as I've just advised you to steer clear of lots that can keep your sims needs topped up and let them stay longer. The solution to this dilemma is the self interaction, meditation. With this ability available, find a spot where your sim can sit down and start going 'Ommmm'.

Obviously, in cold weather, it's best to do this in some indoor area, because your sim can still freeze. Try to pick a place where you can keep an eye on the Phone Booth.

Then, speed up time. While waiting in speeded up time, keep close attention on the witch arrival area The Phonebooth. As soon as you see anything happen near it, pause or go to normal speed. If it's just a normal sim walking by there, go back to high speed.

If however, it's a witch Now, while paused, cancel your sims meditation, and queue up a few 'Greet' interactions with the Witch In case one times out while your sim gets to their feet. The witch will stay on the lot for an hour, if she doesn't get any interactions, before she leaves, so if you paused quickly enough, you should easily have time to talk to her. I don't like it because it costs, and requires use of re-nu-yu potion or the aspiration changer reward, which I consider a waste, given you can do it for free if you have a bit of patience.

But, this is an option for those who wish to use it. Once you've interacted with her, that's the hard part over. She's now on your sims contact list, and contactble like any other sim. She even has no working hours. My needs are always nearly full, due to meditation, so I can spend a lot of further time on the lot socialising.

It's best to get them to at least 40 Daily if you can, because then they will rarely decline an invitation by phone later on. Once you choose that the Head Witch will then start to cast a spell, and on completion, your sim will turn into a witch. As of this writing, there is a glitch where if your sim wanders off to do something else, it looks like the Witch's spell doesn't work, and if you do the 'teach' interaction again, you sim will be transformed multiple times, and end up with a higher alignment than initial sims are supposed to have.

The Head Witch will provide your new witch with their first spellbook and cauldron, free of charge. Your new witch begins with a magic skill of 0, an alignment in the 'slightly' range of the same alignment as the witch that transformed them, and all spells they can currently cast due to alignment and magic skill.

However, they will be unable to cast any of these right away, as they own no reagents. A second option for becoming a witch opens up once you already have a sim witch, but this requires a high magic skill.

Once your witch has a magic skill of 9, they learn the spell Magus Mutatio, which they can cast on anyone. This turns the target into a witch of the same alignment as the caster The new witch will be Slightly good if cast by a good witch, Slightly Evil if cast by an evil witch, and completely Neutral if cast by a neutral witch: This is the only way to get a starting neutral witch.

Step 3 Now you have a playable Witch. First thing, the Head Witch now has some more interactions available, these are only available to other witches. Once bought, they go straight into your sims inventory, and can be placed on any saveable lot. As with all potions, these can be bought in batches of 1, 3, 5 or Head Witches are also a source for reagents, needed to cast spells.

The Head Witch also offers Magical Advice, which is basic information about how to begin your witches life. You shouldn't need to use that interaction, thanks to this guide. Disgusting Faces. Contributed By: ev1hmr. Contributed By: gh0st Custom Painting. Contributed By: gsgreg.

Contributed By: sftblchic Contributed By: Brado. Listen to music included with game. Contributed By: BloodMachine. Contributed By: VinsMousseux. Contributed By: Ganondorf Keep me logged in on this device. Forgot your username or password?



0コメント

  • 1000 / 1000