Draft:Temple of Druidism: Difference between revisions
OmegaAdmin (talk | contribs) 补全LOCUS地点及任务人物关联:fixed-maps |
OmegaAdmin (talk | contribs) 建立法术总览与施法机制,补齐八种侦察探索法术并连接获取和物品入口 |
||
| (One intermediate revision by the same user not shown) | |||
| Line 106: | Line 106: | ||
| Ritual of neutralization || A separate, moon-dependent service that changes alignment and sometimes restores mana; see [[Draft:Archdruid#Ritual of neutralization|the full ritual rules]] | | Ritual of neutralization || A separate, moon-dependent service that changes alignment and sometimes restores mana; see [[Draft:Archdruid#Ritual of neutralization|the full ritual rules]] | ||
|- | |- | ||
| Join Druidism at the altar || No existing priesthood and alignment strictly between -10 and +10 | | Join Druidism at the altar || No existing priesthood and alignment strictly between -10 and +10; teaches [[Draft:Self knowledge (spell)|self knowledge]] and [[Draft:Monster detection (spell)|monster detection]] | ||
|- | |- | ||
| Become Archdruid || A qualified Druid Senior Priest presents a symbol of Odin, Set, Athena or Hecate at a Druid altar | | Become Archdruid || A qualified Druid Senior Priest presents a symbol of Odin, Set, Athena or Hecate at a Druid altar | ||
| Line 112: | Line 112: | ||
Conversation, ritual participation and joining the religion are distinct actions. You need not become a Druid or accept neutralization to satisfy the [[Draft:Oracle of the Cyan Flames|Oracle]]'s first lead.<ref>{{Source|mtalk.c|9|100}}; {{Source|priest.c|318|327}}; {{Source|priest.c|401|440}}; {{Source|site2.c|838|846}}.</ref> | Conversation, ritual participation and joining the religion are distinct actions. You need not become a Druid or accept neutralization to satisfy the [[Draft:Oracle of the Cyan Flames|Oracle]]'s first lead.<ref>{{Source|mtalk.c|9|100}}; {{Source|priest.c|318|327}}; {{Source|priest.c|401|440}}; {{Source|site2.c|838|846}}.</ref> | ||
The Archdruid's own Symbol of Druidism is not one of the four rival symbols accepted for the player's Druid succession. The other temple pages and [[Draft:High priests|High priests]] identify those sources.<ref>{{Source|priest.c|421|435}}.</ref> | Later promotion from Acolyte to Priest teaches [[Draft:Alertness (spell)|alertness]] and [[Draft:Clairvoyance (spell)|clairvoyance]], alongside disrupt and sanctification. These are rank rewards rather than benefits of merely speaking to the Archdruid.<ref>{{Source|etc.c|127|139}}; {{Source|etc.c|165|189}}; {{Source|priest.c|364|371}}.</ref> | ||
The Archdruid's own [[Draft:Holy Symbol of Druidism|Symbol of Druidism]] is not one of the four rival symbols accepted for the player's Druid succession. The other temple pages and [[Draft:High priests|High priests]] identify those sources.<ref>{{Source|priest.c|421|435}}.</ref> | |||
== Strategy and return == | == Strategy and return == | ||
Latest revision as of 11:41, 21 September 2026
The Temple of Druidism, also called the Great Henge or WoodHenge, is the living-tree temple at (32, 5) north of Rampart. It houses the Archdruid, whose first peaceful conversation is an early objective in the Oracle's guidance.[1]
Local map
The complete temple layout is 64 by 16. @ marks arrival at (32, 15); local coordinates are separate from its world entrance.
These are spoiler maps. Coordinates are (column, row), starting at zero. Letters and highlighted symbols are article keys for sites and initial placements, not a literal game screenshot or a promise that a creature remains there.
Map key
| Key | Meaning |
|---|---|
| " | Hedge |
| - | Closed door |
| . | Floor or open ground |
| 8 | Druidism altar |
| : | Concealed passage |
| ? | Random encounter site, sometimes a magical pool |
| @ | Arrival point, not the current player position |
| H | Archdruid |
| W | Outsider warning site; inactive for Druidism or own faith |
| X | Return to countryside |
| m | Initial militant priest placement |
| | | Open door |
H marks the usual high-priest placement. Player succession can suppress that priest and reveal the passage; random encounter contents and initial hostility follow the shared temple rules.
Reaching the Archdruid
The temple follows the common layout, but its walls are hedges. Arrival is at (32, 15), the altar at (32, 3), and the Archdruid's chamber at (6, 2). Search north of the altar at (30-31, 2) to reveal the westward passage. The supplied first holder is Thistleman.[3]
The Great Henge initializes all inhabitants as nonhostile to every visitor, not only Druids. Druids can pass through its ordinary hedges freely; other visitors can be injured, poisoned, caught or suffer equipment damage in them. Use doors and corridors if you lack that protection.[4]
Conversation, ritual and altar
| Interaction | Result or requirement |
|---|---|
| First peaceful Archdruid conversation | 300 experience and the Oracle's meeting flag, even if the ritual is declined |
| Ritual of neutralization | A separate, moon-dependent service that changes alignment and sometimes restores mana; see the full ritual rules |
| Join Druidism at the altar | No existing priesthood and alignment strictly between -10 and +10; teaches self knowledge and monster detection |
| Become Archdruid | A qualified Druid Senior Priest presents a symbol of Odin, Set, Athena or Hecate at a Druid altar |
Conversation, ritual participation and joining the religion are distinct actions. You need not become a Druid or accept neutralization to satisfy the Oracle's first lead.[5]
Later promotion from Acolyte to Priest teaches alertness and clairvoyance, alongside disrupt and sanctification. These are rank rewards rather than benefits of merely speaking to the Archdruid.[6]
The Archdruid's own Symbol of Druidism is not one of the four rival symbols accepted for the player's Druid succession. The other temple pages and High priests identify those sources.[7]
Strategy and return
A peaceful greeting is useful for newcomers, while the ritual should be chosen with existing lawful or chaotic careers in mind. Neutralizing a paladin or a lawful priest can interfere with that career's requirements. Hostile conversation with the Archdruid is a different, damaging interaction; provoking him is not a shortcut to the peaceful meeting reward.
Return through the southern exits. Re-entry rebuilds the temple, but the once-per-game greeting does not pay again. The missing-priest rule can prevent his ordinary temple appearance after the player becomes a recorded high priest.[8]
References
- ↑ lib/country.dat in Omega 0.90.4; aux3.c in Omega 0.90.4, lines 653–660; gen1.c in Omega 0.90.4, line 269; mtalk.c in Omega 0.90.4, lines 9–41.
- ↑ lib/temple.dat in Omega 0.90.4; country.c in Omega 0.90.4, lines 473–640; aux2.c in Omega 0.90.4, lines 956–964.
- ↑ aux2.c in Omega 0.90.4, lines 956–964; lib/temple.dat in Omega 0.90.4; country.c in Omega 0.90.4, lines 523–562; lib/omega.hi in Omega 0.90.4.
- ↑ country.c in Omega 0.90.4, lines 551–562; country.c in Omega 0.90.4, lines 588–595; move.c in Omega 0.90.4, lines 83–132.
- ↑ mtalk.c in Omega 0.90.4, lines 9–100; priest.c in Omega 0.90.4, lines 318–327; priest.c in Omega 0.90.4, lines 401–440; site2.c in Omega 0.90.4, lines 838–846.
- ↑ etc.c in Omega 0.90.4, lines 127–139; etc.c in Omega 0.90.4, lines 165–189; priest.c in Omega 0.90.4, lines 364–371.
- ↑ priest.c in Omega 0.90.4, lines 421–435.
- ↑ move.c in Omega 0.90.4, lines 360–375; mtalk.c in Omega 0.90.4, lines 9–100; country.c in Omega 0.90.4, lines 523–538.