Contracts
From Ghost Trappers Wiki
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Contracts allow you to modify your trap set-up. Some affect your trap mechanism while others affect your magic circle.
You become able to negotiate some contracts by collecting the complete set of documents for that contract from the ghosts that drop them.
Other contracts can be acquired as a thank you for donating to support further development of Ghost Trappers, or received as an incentive through Daily rewards.
Contract attributes compared allows you to compare the attributes that can be applied through the use of different contracts.
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Known contracts
| Contract | Name | Category | Description |
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| | Inspector James Sinclair | Traditional | Inspector James Sinclair was very famous for his work at Scotland Yard, specializing in the field of paranormal phenomena. It is not a surprise that his services are greatly appreciated by S.C.O.T.C.H. |
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| | Igidius Brown, veteran ghost hunter | Traditional | Descended from a family of ghost hunters, Igidius carries on the tradition of his forefathers. The experience garnered from a lifetime of hunting ghosts makes him an icon and valued inner circle member of S.C.O.T.C.H. |
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| | Bianca the waitress | Traditional | Bianca is the witty waitress from the S.C.O.T.C.H. Bar. What she lacks in manners, she makes up for with snotty remarks to her male customers. |
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| | Selena Darkblade | Traditional | Although having left her old profession behind, Selena can still offer invaluable advice when it comes to stealth, subtlety, and sneaking up on ghosts. |
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| | Engineer Clyde Throckmorton | High tech | Mr. Throckmorton is the inventor of the T/SC properties of mechanisms. He is protected by a machine from the future called "The Throckmorton device". The present day Clyde doesn't know about that ... yet. |
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| | Mechanic Daniel Roy | High tech | Daniel Roy has been many things in his life: sailor, Internet ace, hacker, almost a millionaire, and karate champion just to mention a few. But for now, we know him as the ingenious mechanic from S.C.O.T.C.H. HQ. |
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| | Sir Overdrive | High tech | Professor Gadgeteer's faithful servant will sometimes help out agents in need. You must have good social connections to employ the services of Sir Overdrive. |
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| | Tracy Queen | High tech | Tracy is an intern at the Q-section. Professor Gadgeteer speaks highly of her and her two qualifications ... whatever that means. |
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| | Nurse Chapham | High tech | Nurse Chapham is Dr Nussbaum's number one excuse for being distracted during work. Now who can blame the old chap? |
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| | Dr Fürchtegott Nussbaum | High tech | Sometimes, very dubious characters offer their services to S.C.O.T.C.H. Although their morality is questionable, they produce results without a shadow of a doubt. |
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| | Zoologist Emma Parker | Bio | Animals have always been the love of her life. After years of studying and working with them, Emma has found that most animals can sense supernatural beings. This ability can be useful for most bio traps made by S.C.O.T.C.H. |
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| | The White Lady | Bio | Once an Elvish noble, the White Lady has left the forests of Albion to give her advice to young and aspiring agents that specialize in biological traps. |
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| | Gwynnyth the shaman | Bio | Gwynnyth comes from a family of Celts that still practice the art of shamanism. Her natural command of nature makes her an invaluable ally in the cause against ghosts. |
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| | Lorelle the midnight fairy | Bio | Some fairies only come out during the witching hour. Sometimes they even spend time in S.C.O.T.C.H. HQ and offer hints on how to attract nocturnal ghosts. |
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| | Novice Bryan Bigglesworth | Arcane | Novice Bryan Bigglesworth is a prodigy of the mystic arts. What he lacks in experience and age, he makes up for with his extraordinary understanding of the supernatural. |
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| | Mr. Bastian Shaw | Arcane | Mr. Bastian Shaw is a wealthy British gentleman with an obsession for the supernatural. For that reason, he supports and finances some S.C.O.T.C.H. research into building even stronger arcane mechanisms. |
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| | Sensei Nakamura | Arcane | Sensei Nakamura has come a long way from Japan to offer spiritual guidance to all the Samurai ghosts that have lost their honour and had to commit seppuku. |
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| | Countess Wilhelmina | Arcane | Not many agents are too happy to see Countess Wilhelmina during the night in the S.C.O.T.C.H. Laboratory. She claims that now she only lives on Blood orange juice, but nobody wants to find out if this is true. |
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| | Sorceress Alithia Winterborn | Magic circle | Sorceress Alithia Winterborn is very well-versed in the art of black magic. Sometimes it is necessary to fight with fire. Although many fear her, her services are undoubtedly useful from time to time. |
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| | Vilevere | Magic circle | A succubus is a creature who has mastered the art of seduction. Although whisky is the one and only true love of ghosts, some may fall for Vilevere, the queen of all succubi. |
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| | Ekaterina Rubikski | Magic circle | Ekaterina Rubikski came to Scotland as an au pair from Russia. She quickly discovered her interest in all things supernatural and applied for an internship at S.C.O.T.C.H. Her aptitude for cryptology was quickly discovered and she is now an invaluable asset, when it comes to deciphering and solving ancient runes and riddles. |
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| | Ether guardian | Magic circle | Ether guardians protect the boundaries of Ghostland in case ether distortion ever occurs, so that too many ethereal ghosts can't cross over to the other side. An Ether guardian is rumoured to influence the shift of night and day. |
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| | Assistant Chip Dale | Magic circle | Chip Dale is the answer to a female's prayer (and Dr. Elizabeth Grimely's too!). |
Info
Negotiating a contract
Once you have all the documents required to complete a contract, go to the Office tab underneath S.C.O.T.C.H. HQ on your Camp page. When you find the correct contract, you can click on the button to negotiate that contract. You will then be able to make the contract active through the Contracts tab underneath Inventory.
Contract attributes
Contracts have different effects on different mechanism categories (Arcane, High tech, Traditional, Biological) or on a magic circle. You can only have one contract active at any given time. Different contracts will have different effects. Some contracts balance a very high bonus of one type with a negative effect on another.
The trap attributes a contract can affect in a trap set-up include:
- Cash bonus — this attribute gives you a percentage increase on the money you receive for each ghost you catch;
- XP bonus — this attribute gives you a percentage increase on the XP you receive for each ghost you catch;
- Loot chance multiplier — this attribute multiplies the normal chances of receiving a loot drop each time you catch a ghost. The normal chance to get a loot drop is expressed as 1x. 1.5x is a 50% increase in your chances of getting a particular type of loot dropped; 2x is a 100% increase in your chances of getting a particular type of loot dropped;
- Raw power — raw power attribute's values are added to or subtracted from the base power of your trap;
- Mystic power — mystic power attributes are added to or subtracted from the mystic power of your trap;
- Attraction bonus — an attraction bonus is separate from the attraction rate of your bait. An attraction bonus increases your chances of attracting rarer ghosts;
- Midnight attraction chance — a midnight attraction attribute gives you a percentage chance of catching midnight hour ghosts at other times of the day.
- Hunting cooldown — cooldown changes are added to or subtracted from the hunting cooldown time for your base set-up;
- Efficiency (bait adjustment) — a burner effect causes the mechanism or circle to use 1 additional bottle of bait for each hunt, while the anti-burner effect reduces the bait requirements caused by a burner component by one bottle.
Also see Attribute interactions to find out how contract attributes, companion attributes, and your basic trap set-up interact.
Activating a contract
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You can activate a contract in your Inventory/Contracts tab by clicking on the Activate contrract button or simply by clicking on the contract picture in your GUI. Once you have activated a contract, it attaches to any trap mechanism of the appropriate type or to any magic circle you own. You can switch a contract for another at any time. You also have the ability to deactivate the contract at any time.
Turning a contract "off"
You can effectively turn a contract off by:
- deactivating the contract (so that you have no contract active; OR
- switching to a different type of trap mechanism from the type your contract works with (If you switch back to a trap mechanism that is of the same type as your contract, the contract will automatically be reactivated); OR
- getting another contract so you can switch the contract you don't want activated to one that you do.
Activating another contract DOES NOT cause your previous contracts to disappear. It simply switches which contract is active and visible on the main GT screens. All contracts are stored in your inventory when not in use and you can see the contract you are not currently using there.
Example of switching mechanisms
- Freezer (High tech mechanism) + SOD (High tech contract) = SOD contract activated.
- Skeleton coach (Traditional mechanism) + SOD (High tech contract) = SOD deactivated (no bonus applies).
- Black hole (High tech mechanism) + SOD (High tech contract) = SOD contract automatically activated.
Deactivating a contract
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You can deactivate your current contract by clicking on the Deactivate contract button. This causes you to have no contract active at all, and the contract space on the main GT screen will look like this:
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When you deactivate a contract, it remains in your Inventory waiting til the next time you want to use it. You do not lose that contract forever.


