The Cube

From Ghost Trappers Wiki
Jump to: navigation, search
The Cube
Mechanisms-The Cube.jpg
Arcane mechanism
Attribute icon-Raw power.png    Power: 420 
Mystic power    Mystic power:
Brute force    Brute force: 3  
Attribute icon-TSC.png    Cooldown change: −3 mins 
Burner    Burner effect: +3 bottles  
 Extinguish    Extinguish: 8  
 Magic attunement    Magic attunement: 4  
Attribute icon-XP.png    XP required: 50,000,000 
Attribute icon-Costs.png Assembled, not bought

Attribute icon-Costs.png Refund value: (0 £)

Contents



Description


The Cube is the most powerful emblema of the occult. It is the endless source and keeper of the mysticist knowledge of magic. The Cube is one very powerful trap to help summon and catch some very special ghosts who defy all other powers known to S.C.O.T.C.H agents.

Effects

The Cube mechanism gives your setup the following stats in addition to its raw and mystic power:

The Cube also gives you the following (usually considered negative) changes to your setup:

  • a three-bottle increase in the amount of bait used (burner +3)

Efficiency (bait usage)

The Cube is a burner that uses three additional bottles of bait for each hunt.

You can combine the Cube with other burners or anti-burners to adjust the number of bottles you will use each hunt.

Burner use and strategy

Dealing with the burner aspect of the Cube is a perfect example of the kinds of choices and trade-offs you must make throughout Virtual Scotland.

There is no correct answer — there is simply the choice that benefits your current goals the most (or the choice that minimizes the amount of pain you feel watching bait disappear). It's all a matter of taste and your current goals.

Many people prefer to use cheaper bait with the Cube. They tend to see burner components as an occasional necessary evil.

Others will use Nessy's Golden Reserve or mocktails with the Cube in their setup, because they are trying to capture a ghost that requires more raw power, more mystic power, or more something to catch than is otherwise available. Again, this is purely a matter of taste.

Only you know what is most important to you in Ghost Trappers right now, and that is probably the most important factor to consider to help you determine the best strategy for your own use of the Cube.

Additional information


Requirements

You must have at least 50,000,000 XP to be able to assemble The Cube.

Location

The Cube mechanism can be assembled in the Q-Section outpost of S.C.O.T.C.H. HQ in all normal, non-raiding locations (including all AV locations, and all spider den and trapdoor locations) once you have acquired the necessary blueprints (see below for details]].

Type

The The Cube is an arcane trap mechanism.

Mechanism blueprints

You must collect the following mechanism blueprints/schematics to be able to assemble The Cube mechanism in the Q-Section at S.C.O.T.C.H. HQ:

Mechanism part Ghost Strategy notes
Blueprints-The Cube 1-4.jpg        
The Cube 1/4
Thoth ghost All of these ghosts can be found throughout Virtual Scotland, in the Summoning room.
Use a Techie glyph techie glyph in the Summoning room to attract these ghosts.
Blueprints-The Cube 2-4.jpg        
The Cube 2/4
Earth demon ghost
Blueprints-The Cube 3-4.jpg        
The Cube 3/4
Catlady ghost
Blueprints-The Cube 4-4.jpg        
The Cube 4/4
Web wizard ghost

Contracts

The Cube mechanism can be modified by negotiating a contract with one of the contracts listed below.

All of these contracts are designed specifically to work with arcane mechanisms.

In addition to these contracts, you can also use any of the contracts that are designated as magic circle contracts. Those contracts can be used with all types of trap mechanisms.

How to decide which contract you want to use


There are a lot of different contracts you can use. Each contract has a different combination of stats. Use the contracts compared page to see how all the contracts stack up in terms of specific stats.

Each stat does one specific thing to your setup ... to play the game successfully, you need to figure out which set of contract stats will help you meet your goals.

That means ... you have to figure out which stats are most important !

Examples

Stats page

The stats page gives you a quick definition for every stat and links you to the stat's own page.

Each stat's page lists all the equipment that can add that particular stat to your setup.

The contracts compared page

So once you know what stats are most important to you at the current time, check out the contracts compared page. It allows you to sort on its columns—so you can sort each stat from low to high, and then from high to low. You can see which contract that you own will be most helpful to you. You can also see what other contracts might help.

Stacking

Your mechanism and contract stats will be combined with all the stats from other kinds of equipment in your setup.

History


See also

You might also be interested in looking at:

Personal tools
Equipment stats