Opportunity Items (Guide)
Early MYN Content and Onwards |
For cards associated with the different lodgings, see Lodgings Cards (Guide)
There are items in the game which add cards to your opportunity deck simply by being in your possession. Many of these are useful, while others are to be avoided if possible. Knowing about them early can help you open up more lucrative opportunities or avoid unfortunate consequences.
Companions[edit]
Bazaar Companions[edit]
Several of the companions you can buy from the Bazaar add cards to your deck, either alone or in conjunction with other items.
Starter Animals[edit]
Animal | Price | Card | Success | Failure |
---|---|---|---|---|
0.40 | A Parliament of Bats | (rare) |
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0.40 | Lizardly matters | |||
12.80 | A kindness of ravens | Nothing happens | ||
The oracle of the weasel-fights | or |
|||
12.80 | Spiders and flies | |||
12.80 | Play with your pet Mandrake |
These companions can all be acquired shortly after escaping New Newgate Prison and represent a dramatic increase in value for the starting player's opportunity deck. All add cards with Standard frequency which involve a luck check of (usually) 60%, leading to an expected value of ~1.05 echoes (not counting second chances or menace reduction) in each case.
A Parliament of Bats helps kickstart the Certifiable Scrap grind with a luck check that grants 3 scrap on a success, a that can be sold for 12.5 echoes on a rare success, and it also gives an additional opportunity to accumulate Favours: The Great Game. Since both are hard to grind in the early stages of the game, this is a valuable pick.
The other three animals follow a simple pattern: A chance to trade 0.25 echoes of a basic resource for 2 echoes of goods plus a second chance and menace reduction. Like the Sulky Bat, the Reprehensible Lizard can be bought with the spare change you get for selling your manacles, and Beeswax can be obtained early by helping the Chandler from The Department of Menace Eradication. Even better, both the Bat and the Lizard can be applied towards the cost of permanent access to Mahogany Hall later on when their cards are starting to become less valuable relative to other cards in your deck. The others are a bit more expensive and a bit harder to usefully dispose of, but the value of their actions will easily repay the net loss of 6.4 echoes should you end up selling them back to the Bazaar, and the additional second chances and net menace reduction are a boon in the early game.
Working-Class Companions[edit]
This is a much more mixed bag than the starter animals. Almost all of them are skill checks, which means they will train your stats and can be sure things once your stats are high enough, but the payouts are generally lower. In addition, the companions are more expensive; by the time you have the resources to acquire them, your opportunity deck is probably looking a bit better, so the overall benefit of adding these cards is lessened. On top of that, the cards themselves are seen less often, being Infrequent of Very Infrequent as opposed to Standard. In most cases, you'd probably be better off saving your echoes or buying other equipment that offers a better echo->stat bonus ratio.
On the other hand, most of these companions offer additional opportunities to gain valuable Favours, albeit at a 1 echo surcharge. The Urchin and the Orphan both provide an opportunity to gain Favours: Urchins, which can be valuable if you have access to the Flit and need to grind Certifiable Scrap. The Orphan also provides an inexpensive source of additional Laudanum, which can be a good Nightmares cure for pre-PoSI characters. Similarly, the Accomplice and the Henchman provide an additional source of Favours: Criminals, though one should be cautious about combining them, given their conflict card (discussed below). The Accomplice also provides a means of cashing in Favours: The Church, which could be useful if you do not have consistent access to the Shuttered Palace for the more lucrative option for calling in those favours.
The other wrinkle is that several of these companions (namely, the Urchin, the Orphan, and the Accomplice) are required to start up an Orphanage, so if you plan on going that route instead of opening A Salon, you may as well grab one of each early and enjoy the cards until then. Similarly, the Malevolent Monkey can be converted into a Pentecost Ape during the Feast of the Exceptional Rose, so if you have that acquisition as a long-term goal you could acquire the monkey and keep some honey around in the meantime.
Companion Conflicts[edit]
A few companions will get into conflict if you have them in your employ at the same time, adding special cards to your deck. These cards are usually lackluster or even damaging, but some options might be worth your while, depending on your situation.
Companions | Card | Best Case Scenario |
---|---|---|
The Urchin and the Monkey (Lodgings Only) | Unite them against a common enemy to trade for | |
The Henchman and the Accomplice | Make use of this new development to trade for | |
Like rats and cats | Side with the cat for a massive drop in and doubled |
A note about rats...[edit]
Having the Working Rat and the Ratskin Suit at the same time adds Sartorial squeamishness to your deck, which gives you an opportunity to unlock the Sympathetic about Ratly Concerns quality. For more information on why you might want this quality, see Seeking the Meaning of the Plaster Face (Guide).
Faction Companions[edit]
Details about faction cards can be found at Raising Favours (Guide)#Connected Pet Cards
Upper River Companions[edit]
Equipping or will grant the following card in the Upper River deck: Your Very Own Hellworm giving the ability to gain , to milk it for various items, and ride it for Not to be Trifled With. More information at Hellworm (Guide).
Other Cards[edit]
Item | Card | Rewards |
---|---|---|
A libraryette for Mr Pages | An expensive way to reduce and , or to gain | |
No | A street-cart is selling Fourth City Rags | , , +12 CP , +5 CP |
Forgotten Wisdoms | -50 CP | |
Forgotten Glamours | -50 CP | |
Forgotten Strengths | -50 CP | |
Forgotten Sleights | -50 CP |
The eyeless skull cards and the fourth city rags card are generally seen as menace cards. The librayette card can be an okay way to deal with suspicion at higher levels when the cost of the doesn't hurt as much. Avoiding s, having the and avoiding having more than 99 Proscribed material will prevent you from drawing either of these cards. The Librayette card may also be avoided by increasing your to 11.
PoSI Items[edit]
Becoming a Person of Some Importance opens up the expanded inventory to a variety of items not previously available. The excellent PoSI Item Crafting guide has a rundown of how to obtain these items (and their components) as well as their stats. This section is going to focus on the opportunity cards that these high level items unlock, which, with a few exceptions, have Standard frequency.
PoSI item cards generally provide a good source of a particular material and an additional means of gaining favours, so they are generally worth your time. Even the ones that have more questionable cards often provide valuable stat bonuses.
Affiliations[edit]
Item | Card | Rewards |
---|---|---|
A Salon | The Tower of Eyes: Behind Closed Doors at a Handsome Townhouse | Favours and items for |
An Orphanage | Bazaar items and echoes for | |
Gang of Hoodlums | The Life of Crime | OR |
Membership of God's Editors | A Day with God's Editors | OR OR |
The Salon and the Orphanage are mutually exclusive upgrades to the Handsome Townhouse lodging and add additional actions to the associated card. Both serve as a means to bank potential Making Waves long term for the purposes of hitting high Notability levels. The Salon uses favours and the Orphanage essentially uses echoes. It's not completely obvious which option is better, as favours are extremely useful, but the community seems to favour the salon. Additionally, the salon has different stats, which may be more useful, especially if you already have God's Editors and a Newspaper, which together has the same stats as the orphanage.
The Gang of Hoodlums and Membership of God's Editors both provide additional means of gaining favours, which is reason enough to get them. It should be noted that the Hoodlums also give suspicion in the process, limiting the usefulness of this. Additionally, the Gang of Hoodlums unlocks one of the most efficient means of obtaining Casing... before Parabola/dealing with the Big Rat. The Membership of God's Editors is tied for the best non-mood BDR with several affiliations and a decent way to reduce both Suspicion and Scandal.
Affiliations Which Require Being Equipped for the Opportunity Card[edit]
All of these affiliations require them to be equipped for their respective opportunity cards to appear. The HALLOWMAS cards are not particularly profitable at less than 2 for your action, though the favour for 0.5 worth of items is usually not a bad trade. Lowell's, by the time you can get it, is worse than other grinds.
Transport[edit]
Item | Card | Rewards |
---|---|---|
Velocipede | Riding your Velocipede | OR |
Respectable Landau | Once upon a time in a carriage | OR |
Clay Sedan Chair | A day out in your Clay Sedan Chair | OR |
The Velocipede is included for the sake of completeness, as you are required to make one as part of becoming a PoSI and can't get rid of this card before Watchful Gains 18. Luckily, it provides a healthy number of Cryptic Clues and a way to gain Favours: Constables, especially once you have reliable access to s from the Rat Market.
The other Transportation options are a mixed bag. The Respectable Landau provides 1.9 echoes worth of goods, but by the time you can gather the supplies necessary for the landau, this will probably not be that good. The Clay Sedan Chair provides a nice bounty of candles for the Heartless and a source of Society favours for the Austere. As candles are very expensive to buy from the Bazaar, and favours are always nice, this is generally a good card. The Sedan Chair also has an option with a luck check if Jack of Smiles is about, but this is less useful unless you need an Antique Constable's Badge and refuse to just buy one.
Once you reach Watchful Gains 18 you may lend out your transports temporarily, removing their opportunity cards from your deck.
Home Comforts[edit]
Item | Card | Rewards |
---|---|---|
Formidable Basalt Gymnasium | Your Edifice of Black Stone | OR |
Voluminous Library | A library of your own | Luck check: 50% Success: Failure: OR Luck check:it could go either way up or down (Rare success) |
These items have some use in the mid-game, before they're out-shone by Renown items. The economic options on the opportunity cards are generally considered bad at this stage of the game. The gymnasium card is generally only useful for training Dangerous, and the library card is best avoided. Once you've reached the cap for training dangerous, consider lending out the gymnasium to remove the card. The Library is necessary for improving your own lab, which will allow you to rid yourself of the opportunity card by moving it into your lab.
Spouses[edit]
First off, it should be noted that all of these cards are Very Infrequent, so they won't have a huge impact on the value of your opportunity deck. They also provide fewer stat bonuses than player spouses (and none of the BDR of a Boneless Consort). That said, both are quite profitable cards. The Artist's Model provides 2.5 echoes plus Confident Smiles and Making Waves, or a means to get Favours: Bohemians. The easy option from the Master Jewel Thief provides 2.32 echoes and a Nightmares cure, but the most profitable option from the Master Jewel Thief is likely the Favours: Criminals.
Clubs[edit]
Club | Option | Challenge | Success | Failure |
---|---|---|---|---|
Fall asleep in front of the fire | ||||
Have a little word with the Chief Constable | ||||
Indulge in a quiet game | 6 | |
||
Drum up a few investments for the Great Hellbound Railway | - 6 CP |
|||
Bet 'Winkles' Cheesewright-Cheesewright that he won't steal a Constable's helmet | Luck check: 90% | |||
Put up some money for an artistic endeavour | ||||
Mix Chuffy a hangover cure | 6 | +2 CP |
+3 CP | |
Invite Chuffy to picnic at the Magistracy of the Evenlode | 200 | |
+2 CP +2 CP | |
A Private Party (45 FATE) | Fate-locked | |||
Cure a poisoning | 6 | +2 CP | ||
Offer your services as a doctor | ||||
Take tea | ||||
Propose a hunting expedition | 200 | |
+2 CP | |
Eavesdrop | 140 | +2 CP +2 CP | ||
Disguise a Revolutionary-minded member | 6 | +1 CP +1 CP | ||
Feather a hat for a fellow member | ||||
Construct a pair of diamond-studded lizard-leather boots of your own design | ||||
Invite your companions to investigate Infernal Fashions | 200 | |
+2 CP |
The Parthenaeum provides a handy Suspicion cure and doesn't require any gambling, but the Young Stags' Club provides a good source of wines that can be profitably fed to the Portly Sommelier. The second option on The Young Stags' card is even better, giving you three Favours for five echoes of Rostygold, a significant profit even if you simply cash those favours in at the Shuttered Palace. On top of that, The Young Stags provide Bizarre and Dreaded which are generally more difficult to stack than The Parthenaeum's Respectable. Sophia's and the Clay Tailor Club could be more interesting once you gain access to the railway content and have end game stats.
That more or less covers everything when it comes to equippable items that add cards to your deck. Hopefully this helps in optimizing your deck for whatever stage of the game you are at.
Renown Items[edit]
Item | Card | Rewards |
---|---|---|
A Tomb-Colonist Tour | ||
Canal Workers on the Upper River | ||
Upper River Artistry ( only) |
These cards are only drawn on the upper river and are generally considered bad. The Canal worker card has some use when travelling back to London, and the Artistry card can be useful when gathering trophies.
Ambition Rewards[edit]
Collapsed because these necessarily contain spoilers regarding ambitions.