Draft:Main temples: Difference between revisions
OmegaAdmin (talk | contribs) 连续整理怪物独立草稿:来源、能力、遗骸与策略,并同步符号索引 |
OmegaAdmin (talk | contribs) 连续整理怪物独立草稿:来源、能力、遗骸与策略,并同步符号索引 |
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! Chance per site !! Result | ! Chance per site !! Result | ||
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| 1/12 || Mendicant priest | | 1/12 || [[Draft:Mendicant priest|Mendicant priest]] | ||
|- | |- | ||
| 1/12 || Magical pool with an [[Draft:Inner circle demon|inner circle demon]] | | 1/12 || Magical pool with an [[Draft:Inner circle demon|inner circle demon]] | ||
Latest revision as of 10:48, 11 September 2026
The main temples are the six countryside religious centers marked X on the LOCUS map. Each has an altar, a concealed high-priest chamber and a mixture of fixed and random inhabitants. They are separate from the five city altars in the Rampart Pantheon.[1]
Temple directory
| Temple | Other in-game name | World entrance | High-priest office |
|---|---|---|---|
| Odin | Shrine of the Noose | (22, 30) | High Priest of Odin |
| Set | Temple of the Black Hand | (45, 45) | High Priest of Set |
| Athena | Parthenon | (51, 11) | High Priest of Athena |
| Hecate | Church of the Far Side; Temple of the Hidden Moon | (19, 46) | High Priest of Hecate |
| Druidism | Great Henge; WoodHenge | (32, 5) | Archdruid |
| Destiny | Halls of Fate | (49, 59) | High Priest of Destiny |
Room descriptions and the travel menu use different names for some temples; these are aliases for the same countryside destinations.[2]
Each temple is 64 cells wide and 16 high. Coordinates below refer to that local map, with (0, 0) at its upper-left corner.[3]
| Feature | Local coordinates |
|---|---|
| Arrival | (32, 15) |
| Countryside exits | (31, 15), (32, 15), (33, 15) |
| Outsider warning | (32, 12) |
| Main altar | (32, 3) |
| Concealed westward passage | (30, 2), (31, 2), just north of the altar |
| High priest | (6, 2), northwestern chamber |
| Destiny's challenge portal | (32, 8), ordinary floor in the other temples |
The central approaches lead toward the altar. Search to its north to reveal the passage west to the high priest. Druidism replaces the map's walls with hedges; its doors and corridors otherwise follow the same layout.[4]
Inhabitants and initial peace
There are five fixed militant priests, the high priest when eligible to appear, and 27 random encounter sites. Each random site has the following selection:[5]
| Chance per site | Result |
|---|---|
| 1/12 | Mendicant priest |
| 1/12 | Magical pool with an inner circle demon |
| 1/12 | Inner circle demon on ordinary floor |
| 1/12 each | Angel, high angel or archangel of the temple's religion |
| 6/12 | Empty floor |
The pool-and-demon outcome is one combined result, not a pool instead of a creature. The supplied map has no fixed death-hound placements.[6]
On entry, your own religion's temple clears hostility from all generated occupants; Druidism does so for every visitor. Other temples do not grant that protection. The outsider warning is only a spoken warning, not a barrier or the action that creates hostility. Initial peace is not permission to attack or steal, nor does it remove terrain hazards.[7]
If you are already High Priest and your name matches your own religion's recorded leader, all newly loaded main temples omit their high priest and reveal their hidden passages, including other religions' temples. This is the shared missing-priest behavior.[8]
Altars and holy symbols
Worship at the altar for admission, prayer and promotion; speaking to the physical high priest is a separate interaction. Initial admission requires positive alignment for Odin or Athena, negative alignment for Set or Hecate, or a value strictly between -10 and +10 for Druidism. Destiny has no initial alignment requirement. Existing followers must also consider sacrilege when worshipping another deity.[9]
The high priests carry holy symbols used in succession. Getting a symbol, killing a priest and claiming the office are separate steps. The symbol may be stolen instead of obtained by killing, and an identified stolen symbol is unsafe to invoke before promotion authorizes it.[10]
Re-entry and strategy
The southern exits return to the countryside and discard the local scene. Entering again rebuilds its population and random sites. A dead high priest is replaced in the recorded history, while a player who already holds the matching office can instead trigger the missing-priest rule. Leave with any desired symbol rather than storing it on a temple floor.[11]
Choose the temple for a specific altar, person or symbol. An apparently convenient foreign altar can sit behind dangerous defenders; city altars may offer the same religious service without this expedition. For the first Archdruid conversation, Druidism's initially peaceful temple is a different proposition from an attack on a rival priest. For Destiny's portal, read its separate entry risks before accepting.
References
- ↑ country.c in Omega 0.90.4, lines 60–64; country.c in Omega 0.90.4, lines 473–640.
- ↑ lib/country.dat in Omega 0.90.4; gen1.c in Omega 0.90.4, lines 268–273; effect3.c in Omega 0.90.4, lines 610–690.
- ↑ aux2.c in Omega 0.90.4, lines 956–964; lib/temple.dat in Omega 0.90.4.
- ↑ lib/temple.dat in Omega 0.90.4; country.c in Omega 0.90.4, lines 513–580.
- ↑ lib/temple.dat in Omega 0.90.4; country.c in Omega 0.90.4, lines 598–626.
- ↑ country.c in Omega 0.90.4, lines 598–626; lev.c in Omega 0.90.4, lines 316–341; lib/temple.dat in Omega 0.90.4.
- ↑ country.c in Omega 0.90.4, lines 534–548; country.c in Omega 0.90.4, lines 588–595; move.c in Omega 0.90.4, lines 850–855.
- ↑ country.c in Omega 0.90.4, lines 523–538.
- ↑ priest.c in Omega 0.90.4, lines 8–135; priest.c in Omega 0.90.4, lines 242–335.
- ↑ mon.c in Omega 0.90.4, lines 543–554; priest.c in Omega 0.90.4, lines 401–505; itemf3.c in Omega 0.90.4, lines 176–238.
- ↑ move.c in Omega 0.90.4, lines 360–375; aux2.c in Omega 0.90.4, lines 956–964; country.c in Omega 0.90.4, lines 473–640; mon.c in Omega 0.90.4, lines 204–218.