Fairy tale characters#

In the far corners of the Land of Clones, five fairytale characters live: the Babbling Head, Baba Yaga, the Creaking Snag, the Ghoul, and Koschei. You can offer them assistance on the “Fairytale Characters” page (Business → “Fairytale Characters”).
Friendship with fairy-tale characters#
Residents with the “Craftsman” social status and above can cultivate friendships with fairytale characters, gifting them resources and attributes. Characters sometimes trick and taunt merchants, hiding the gold they win in secret hiding places. For befriending these characters, your clones receive income in gold coins. The greater the contribution, the greater the rewards.
Befriending a character means gifting them a certain amount of resources. The character may also offer a magical artifact. The resource reserve can be used to bid on the character’s offer at an auction. Winning the auction grants the player the magical artifact, which can be used or sold.
Offers from fairy-tale characters#
To receive an offer, you must win it at the Fairy Tale Auction. Once won, the offer is displayed on a special page.
Table. Fairytale characters and elixirs
| Fairytale character | Required Elixir |
|---|---|
| Drumming Head | Elixir of Wisdom |
| Baba Yaga | Elixir of Life |
| Creaking snag | Elixir of Fortress |
| Ghoul | Elixir of Happiness |
| Koschey | Elixir of Unfading |
The fairytale character is waiting for you for 48 hours. If the elixir is not delivered, the offer disappears.
Magic artifacts#
An artifact is a magical item that temporarily or permanently increases a clone’s specialized knowledge. More knowledge allows one to receive bonuses at government enterprises and attain higher positions. The artifact can be sold or purchased at the fair.
Artifacts can be used by clones with the “Artisan” status and above. There are four artifacts for each knowledge type: headdress, brooch, cape, and item. Each clone can equip up to four artifacts, one for each area of wear. Two artifacts from the same area cannot be equipped.
Table: Artifacts that increase special knowledge
| Skills | Headdress | Brooch | Cape | Item |
|---|---|---|---|---|
| Forestry skills | Forester’s Magic Hat | Magic forest brooch | Forester’s Magic Cloak | Forester’s Magic Ax |
| Agrarian skills | Magic field hat | Magic field brooch | Magic field mortar | Magic Field Boots |
| Mining skills | Magic mountain cap | Magic mountain brooch | Magic Mountain Cloak | Magic mining drill |
| Ore mining skills | Magic ore cap | Magic ore Brooch | Magic ore rod | Magic ore hammer |
| Logistics | The charioteer’s magic cap | Charioteer’s magic brooch | The charioteer’s magical caftan | Charioteer’s magic reins |
| Cut | Cutter’s magic hoop | Cutter’s magic brooch | Cutter’s magic cloak | Cutter’s magic loupe |
| Jewelry Art | Jeweler’s magic hoop | Jeweler’s magic brooch | Jeweler’s magic cloak | Jeweler’s magic engraver |
| Medical skills | Magic medical wreath | Magic medical brooch | Magic medical cloak | Magic medical retort |
| Steel rolling skills | Blacksmith’s magic cap | Blacksmith’s magic brooch | Blacksmith’s magic cloak | Blacksmith’s magic hammer |
| Port skills | Portman’s magic hat | Portman’s magic brooch | Portman’s magic cloak | Portman’s magic pipe |
| Military skills | Warrior’s Magic Cocked Hat | Warrior’s Magic Brooch | Warrior’s Magic Cloak | Warrior’s Magic Rod |
| Trading skills | Merchant’s Magic Hat | Merchant’s Magic Brooch | Merchant’s Magic Cape | Merchant’s Magic Scales |
| Alchemy skills | Alchemist’s Magic Hat | Alchemist’s Magic Brooch | Alchemist’s Magic Cape | Alchemist’s Magic Pen |
The artifact takes effect after being equipped. It can be used in a government agency and grant special knowledge. Its initial durability is 31 days, its duration is 30 days, and it is only reduced when equipped by a clone. Every 24 hours, temporary knowledge is added (100-500, randomly).
Table. Probability of acquiring additional knowledge
| Artifacts equipped | Probability, % |
|---|---|
| 1 | 3 |
| 2 | 4 |
| 3 | 5 |
| 4 | 6 |
The artifact cannot be removed for 25 hours. When removed, temporary knowledge is removed, but accumulated knowledge remains. When re-equipped, temporary knowledge is added and grows according to the artifact’s rules. When the artifact’s durability expires, the artifact disappears, and temporary knowledge is subtracted.
Knowledge gain from artifacts#
Each day wearing the artifact increases your temporary knowledge in arithmetic progression. On the first day, +40, the second +80, the third +120, and so on. The maximum bonus on the last day is +1200.
Table. Knowledge accrual
| Wearing day | Bonus for the day | General increase |
|---|---|---|
| Day 1 | 40 | +40 |
| Day 2 | 80 | +120 |
| Day 3 | 120 | +240 |
| Day 30 | 1200 | +18 600 |
Formula for calculating the total bonus:
\( B = ( 40 • (1 + X) / 2 ) • Х \)where \( X \) is the ordinal number of the day.
Temporary knowledge is not taken into account where a knowledge limit is required or where it is spent, for example, when increasing a military rank.