11 Fortune Tellers
Fortune tellers play a couple of different roles in The Sims 3: Supernatural. Sims can travel to the caravan to have their fortune told (for a fee, of course) and even use it as a place to WooHoo. Sims who are particularly enchanted can even sign up to become a Fortune Teller themselves, and choose between two different paths, mystic and scam artist, to decide if they’re more interested in making Simoleons or harnessing otherworldly powers.
Honestly, even just the aesthetic of the caravan really helps to tie together the supernatural feeling of a world, so that’s a plus, too.
10 Arboretums
The Arboretum is a beautifully intricate rabbit hole where all kinds of Sims can connect to nature and fairies (and each other, because it’s also a WooHoo location.)
For nature-lovers, there are gardening competitions held that have up-to 1000 Simoleons available as a prize. Childish Sims, fairies, and children will be able to play fairy games inside, and searching for fairies makes meeting fairies much easier - there’s even a small chance that searching for fairies will give Sims an opportunity to become one themselves!
One of the more interesting things about the Arboretum is that by talking to baby’s breath, a Sim is given a moodlet that makes conception easier and gives a 50% boost to the chances of the baby being a random occult.
9 Mushrooms
The Sims 3: Supernatural adds seven different mushrooms. Players with The Sims 4 base game only have one type of Mushroom, while The Sims 4: Outdoor Retreat adds the option to find Morels in Granite Falls.
Some creatures are closely associated with nature, so a variety of different mushrooms made a big difference. Mushrooms are used in a variety of magic-related ways, encouraging players to forage and garden.
8 Elixir Consignment Shops
Elixir consignment shops are exactly what they sound like: a place for Sims to list their elixirs and magic-related items for sale, and to purchase things from others. The default lot, Aleister’s Elixirs and Sundries, has a vintage, supernatural vibe and gave Sims a place to craft elixirs, complete with a garden in the back for collecting ingredients.
The Sims 4: Get to Work allows players to open a shop of their own where they can sell pretty much anything they want to, so selling potions isn’t exactly impossible. The key difference is that with elixir consignment shops, your sim simply placed a listing and could then carry on with their life. There’s no need to actually own the shop to sell from it, or to babysit it constantly to move your inventory, so it’s easier to make a career out of freelance elixir-crafting.
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6 Full Moons
The Sims 3: Supernatural introduces a brand new feature called Lunar Cycles, which goes through the eight different phases of the moon, but the Full Moon is the most important one because that’s when things get weird.
Occult sims of all kinds are the most influenced: Witches’ spells are more successful, Ghosts appear more, Fairies are Energized by Moonlight, and Werewolves are involuntarily turned until sunrise.
However, even non-occult Sims are affected by the full moon: Lunatic Embrace (romantic) and Lunatic Slap (mean) interactions are unlocked, some become Zombies that roam the world, and Pets become skittish until morning.
5 Magic Mirrors
The Magic Mirror object will be familiar to anyone who’s a fan of fairy tales, especially Snow White. It helps Sims with their Social and Fun needs by simply conversing with it, asking about its day, and gossiping.
Like all mirrors, it can also be used to change a Sim’s appearance or to raise their Charisma skill. The interaction for Charisma gain’s title is a cheeky reference to Snow White: “Practice Being the Most Charismatic of Them All.” The mirror also has an interaction called “Conspire With Me Against My Enemies” which gives the Sims a poison apple that can put other Sims to sleep.
4 Fairies
Fairies are the only occult introduced in The Sims 3: Supernatural that didn’t exist as playable Sims before. Any Sim can become a Fairy by drinking the Bottled Blessing of the Fae elixir, which can be crafted by a level 10 alchemist or purchased at a consignment shop.
Fairies are mischievous creatures with magical powers that are particularly adept at bonding with animals, tending to plants, and building up their Charisma skill. Their lifespan is longer than normal sims and flying everywhere makes them get around much faster.
At first, their magical abilities are limited, but by using them, they begin to unlock various benefits and abilities that can either be used for good or evil. Fairies have auras that affect themselves and those around them. Some auras, such as Creativity or Body and Mind, make gaining certain types of skills easier, while others such as Soothing simply boost the mood.
Players with Seasons will find that their Fairies can summon a Reviving Sprinkle that waters and fertilizes every plant in the world.
3 Zombies
Zombies are physically similar to regular Sims, but they have discolored skin, distorted facial features, and black eyes. Their walk becomes a slow shamble, and their main focus is trying to attack other Sims, though they will dance to any music that plays on a lot.
There are several ways to become a Zombie. Eating the Brain Freeze a la Mode, drinking a Potent Zombification elixir, and being bitten by a Zombie. A Witch can bring a deceased Sim back as a Zombie using the Reanimation Ritual, and can also cure it with a Sunlight Charm. Random inactive Sims will even be turned into Zombies under the full moon, and come prowling around your Sim’s house, hoping for a chance to attack them.
2 Werewolves
Werewolves are powerful, social creatures that can be created by receiving the Werewolf Curse, or by drinking the Bottled Curse of the Lycan elixir, which can be created at level 8 of the Alchemy skill or purchased from the consignment shop.
They live longer than normal sims and have advantages over even other occults with Athletic skills. They lose and gain their Energy motive much slower than any other Sim.
Werewolves form packs with one another. If they become angry with another Sim, they will transform and pick a fight, which they will always win. If a werewolf’s mood drops too low, it will prompt a Feral Change moodlet, which forces them to turn and will not allow them to become human again until it times out. The full moon also causes involuntary turning.
Werewolves are touched upon in The Sims 4: Vampires by the lore provided in the descriptions of objects, and through the vigils set up throughout Forgotten Hollow. However, they have yet to be introduced as a playable occult type.
1 Bonehilda
Bonehilda was originally introduced in The Sims: Makin’ Magic in 2003, where she could be found as a janitor in Magic Town or purchased for residential lots as a skeletal maid. Due to her overwhelming popularity, she was brought back in The Sims 3: Supernatural.
After purchasing her living quarters, all Sims had to do was Awaken her and she would be there to prepare food, clean up, repair objects, put out fires, train pets, fight burglars, and chat with Sims to keep them entertained.
She’s an iconic part of the series, and the fact that she has yet to be brought into The Sims 4 just doesn’t make any sense.