Draft:Villages

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Omega 0.90.4

Villages are six settlements in LOCUS, shown as o on the world map. They combine shops and homes with a distinct magical stone in each village. They are useful staging points, but their stones and livestock areas can be dangerous.[1]

Village directory

World coordinates start at the upper-left corner of the LOCUS map. The numbers identify village files, not a visiting order.[2]

Village World entrance Special site Fixed horses / guards
Star View (1) (56, 5) Lawstone: Constitution maximum 3 / 11
Woodmere (2) (35, 11) Balancestone: alignment and travel 10 / 7
Stormwatch (3) (10, 40) Chaos stone: Strength maximum 2 / 9
Thaumaris (4) (7, 6) Mindstone: Intelligence maximum 0 / 0
Skorch (5) (41, 43) Sacrifice stone: life for Power 1 / 6
Whorfen (6) (20, 41) Voidstone: removes status and item powers 0 / 0

Population counts are the fixed placements on a fresh visit, before movement, combat or summoned creatures.[3]

Services

Shop signs identify the services. Their positions are shuffled for each village within a game. Most villages have one of each service below; Skorch has only 22 of the 24 possible door sites, so one or two services can be absent. The remaining doors lead to ordinary houses or hovels, sometimes locked.[4]

Service What it offers
Julie's The usual armor and weapon shop
Rampart Healers Injury treatment for 50 Au; disease treatment for 250 Au
The Centaur and Nymph Riley's nighttime drinks and lodging; 10 Au Tullimore Dew clears poison and disease
Commandant Sonder's Portable food rations for 5 Au each, around the clock
Cartographer A regional map for 500 Au

The familiar business names and services are reused outside Rampart; Commandant Sonder's is a food shop, not the Legion's commanding officer.[5]

The cartographer reveals the underlying terrain in a square extending 15 world cells from the village's survey center, clipped at the map edge. It can expose hidden sites and passes. Skorch's survey center is (40, 43), one cell west of its actual entrance. Paying again reveals the same region rather than a new random map.[6]

Horses, grain and the merchant

Star View, Woodmere, Stormwatch and Skorch have stables and a merchant. The merchant asks 250 Au, then vanishes after payment. That payment does not feed or automatically mount a horse. Thaumaris and Whorfen have no fixed stable, merchant or granary.[7]

Give a horse grain, then talk to it and accept its offer to ride. A hungry horse will not accept a rider, and ordinary food rations do not satisfy its grain requirement. The riding check requires a peaceful, fed horse, no existing mount, and a location outside the current dungeon; it does not check whether the merchant was paid.[8]

Granary food sites each hold ten grain objects, but the signs forbid entry. Star View and Skorch place concealed alarms beside grain. Triggering an alarm or attacking village inhabitants can bring a much larger fight; do not treat the merchant's low health as evidence that robbery is safe.[9]

Leaving and revisiting

The village articles identify arrival positions and countryside exits. Walking onto an exit returns to the world map, with a confirmation when that option is enabled. Merely visiting a village does not complete a guild or Oracle quest.[10]

Entering again from the countryside rebuilds the village, including its fixed population and grain. Returning from a house can instead reuse the village you left. The three attribute stones keep their own progress counters: leaving the village does not reset those counters. Do not store valuables on the village floor expecting persistent storage across an outdoor round trip.[11]

Strategy

Locate a healer and nighttime tavern before experimenting with a stone. A stone can leave you diseased at one HP, while neither its increase to an attribute maximum nor a tavern bed necessarily restores what you lost. Carry provisions for the next destination and check the actual village's services before relying on a planned purchase.

For mounts, secure grain and a safe approach before spending money. Entering the Goblin Caves, Archmage's Castle or HellWell Volcano releases a ridden horse instead of keeping it outside for your return.[12]

References