Difference between revisions of "Religion"

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[[Main Page]] :: [[Useful N00b Links]] :: [[Religion]]
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[[Main Page]] / '''{{PAGENAME}}'''
  
===Overview===
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'''Religion''' takes a very large role in Wurm Online, from creating enchanted items and casting offensive spells, to using rare and unique artifacts sent from the gods. Although it's entirely possible to have an enjoyable experience without religion, it can help to take away some of the monotony of day-to-day life for a Wurmian and provide an extra edge during combat.
There are currently four [[Gods]] in Wurm: The White Light gods [[Fo]], [[Vynora]] and [[Magranon]], and the black light god [[Libila]]. Possible advantages of joining a [[:Category:Religion | Religion]] are the ability to cast [[:Category:Spells|Spells]], to become a [[Champion]], and to have domain bonuses while inside your gods domain.  
 
  
To become a follower of a god, you can either find a follower of that god and ask them to [[Convert]] you, or go to [[Altar of Three]] or the [[Bone Altar]], depending on if you want to follow a white light god or the black light god [[Libila]]. <br>
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==Overview==
<br>
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In the beginning there were four [[gods]]; the three [[White_light|white light]] gods [[Fo]], [[Vynora]], and [[Magranon]] and the [[Black Light|black light]] god [[Libila]]. In more recent times, some Wurmians had succeeded in their efforts to ascend to godhood and for a brief time, Wurmians turned from the old gods to worship new ones. Thankfully, now the player gods have been proven false and religiously minded Wurmians have returned to worship the four original gods.  
Note that if you join [[Libila]], you automatically join [[Horde of the Summoned]], and all [[Jenn-Kellon]] will become enemies of you.
 
  
==Priest and spells==
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Following a religion gives many bonuses to a player, the greatest of which is the ability to become a [[priest]].
To cast spells, you will need to become a [[Priest|Priest/Priestess]] of your religion. You require 30 faith and you'll have to visit the [[Altar of Three]] or the [[Bone Altar]] to become a Priest(ess), depending on wich religion you are.  
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*'''[[Follower]]s''' receive bonuses to some of their skills when of appropriate faith and favor. 20 for faith and 10 for favor.
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*'''[[Priest]]s''' can cast powerful spells; destroying their enemy or imbuing items and weapons with special abilities.
  
You need to have a certain [[Faith]] and [[Favor]] with your [[Gods | God]], and have the holy item of your god active. Depending on the spell, you can then right click a person, item or wound to cast a spell on it.
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==Worship==
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===Followers===
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[[File:Religion_altars.jpg|200px|thumb|right|Player-made church]]Followers are those who have decided to accept a religion into their lives and by doing so will trade a small number of restrictions in exchange for deity bonuses and the blessing of their god.
  
==Faith and Favor==
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There are two ways in which a Wurmian may become a follower of a god; by being [[convert]]ed by a current follower or by starting on a pilgrimage to one of the special altars: the [[Altar of Three]] for white light gods or the [[Bone Altar]] for black light.  Becoming a follower will provide small bonuses whilst in the domain of the respective god and will also open the path to future abilities through priesthood.  Many Wurmians are followers and enjoy their life without ever considering becoming a priest.
To gain [[Faith]], you will need to [[praying | pray]] at an [[altar]] of your [[Gods|god]]. You can pray 5 times a day with at least 20 minutes apart to gain [[Faith]].
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:'''Read more''': [[Follower]] | [[Convert]] | [[Altar of Three]] | [[Bone Altar]] | [[God]]
  
Favor is used up while casting spells, but regains automatically. The maximum of favor you can have is equal to your current faith level.
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===Priests===
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Once a follower has decided to give their full devotion to a god they may seek out another priest to request promotion. In exchange for priesthood they agree to give up certain abilities that would not favour their god, such as digging, mining, or theft. Each god will punish their respective followers or priests for engaging in activities they do not agree with however not all gods follow the same ideals; for example some may permit mining while others may not.
  
==Domain of the gods==
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All priests gain the ability to conjure [[spell]]s. The knowledge available to them depends on their [[faith]] and which of the gods they've devoted themselves to. Casting these spells uses up their pool of [[favor]]. They also gain reduced [[stamina]] drain whilst on terrain favoured by their deity.
Altars create a domain of a god. When you are in this domain and you have 10 [[Faith]], you receive certain bonuses, including a fighting bonus. The bonuses are the same for each religion. The amount of the bonus is affected by many things, including your faith, alignment, distance to altars, ql of the altars, and if you have real death or not.  
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:'''Read more''': [[Priest]] | [[Spells]] | [[Alignment]] | [[Faith]] | [[Favor]]
  
If there are several domains overlapping, only the most influental domain will give a bonus. The type of bonus is the same for each god.
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==Domains==
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[[File:Wooden altar.png|200px|thumb|right|A wooden altar|link=Wooden altar]]The domain of a god provides bonuses to all their followers and priests. An [[altar]] provides a portal from which a god may funnel their domain into the lands of Wurm and also a place where followers may [[pray]] or [[sacrifice]] in respect to their deity.
  
==Holy items==
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Whilst in the domain of your deity any follower or priest will receive a small bonus to some of their skills, such as [[fighting]] skill: these bonuses vary between gods. The strength of the bonus is affected by many variables such as the follower's faith and alignment, the distance from the altar and its quality.
:* [[Fo]]: Tree [[Sprout]]
 
:* [[Vynora]]: [[Pottery Bowl]]
 
:* [[Magranon]]: [[Long Sword]]
 
:* [[Libila]]: [[Scythe]]
 
  
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The distance of influence for a domain depends entirely on the quality and [[altar|type of altars]] nearby.  The highest quality, and therefore most influential, will control the domain in the area.
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:'''Read more''': [[Altar]]
  
{{stub}}
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=== Animals of the gods ===
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* [[Wild boar]]: [[Fo]]
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* [[Mountain Gorilla]]: [[Magranon]]
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* [[Anaconda]]: [[Vynora]]
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* [[Rabid hyena]]: [[Libila]]
  
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==Skills & Characteristics==
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* Religion
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===Subskills===
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* [[Channeling]]
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* [[Exorcism]]
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* [[Prayer]]
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* [[Preaching]]
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==[[Titles]]==
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*Spiritual at 50 skill
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*Theological at 70 skill
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*Zealous at 90 skill
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[[Category:Skills]]
 
[[Category:Religion]]
 
[[Category:Religion]]
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[[Category:Babel/R]]

Latest revision as of 21:57, 9 March 2023

Main Page / Religion

Religion takes a very large role in Wurm Online, from creating enchanted items and casting offensive spells, to using rare and unique artifacts sent from the gods. Although it's entirely possible to have an enjoyable experience without religion, it can help to take away some of the monotony of day-to-day life for a Wurmian and provide an extra edge during combat.

Overview

In the beginning there were four gods; the three white light gods Fo, Vynora, and Magranon and the black light god Libila. In more recent times, some Wurmians had succeeded in their efforts to ascend to godhood and for a brief time, Wurmians turned from the old gods to worship new ones. Thankfully, now the player gods have been proven false and religiously minded Wurmians have returned to worship the four original gods.

Following a religion gives many bonuses to a player, the greatest of which is the ability to become a priest.

  • Followers receive bonuses to some of their skills when of appropriate faith and favor. 20 for faith and 10 for favor.
  • Priests can cast powerful spells; destroying their enemy or imbuing items and weapons with special abilities.

Worship

Followers

Player-made church

Followers are those who have decided to accept a religion into their lives and by doing so will trade a small number of restrictions in exchange for deity bonuses and the blessing of their god.

There are two ways in which a Wurmian may become a follower of a god; by being converted by a current follower or by starting on a pilgrimage to one of the special altars: the Altar of Three for white light gods or the Bone Altar for black light. Becoming a follower will provide small bonuses whilst in the domain of the respective god and will also open the path to future abilities through priesthood. Many Wurmians are followers and enjoy their life without ever considering becoming a priest.

Read more: Follower | Convert | Altar of Three | Bone Altar | God

Priests

Once a follower has decided to give their full devotion to a god they may seek out another priest to request promotion. In exchange for priesthood they agree to give up certain abilities that would not favour their god, such as digging, mining, or theft. Each god will punish their respective followers or priests for engaging in activities they do not agree with however not all gods follow the same ideals; for example some may permit mining while others may not.

All priests gain the ability to conjure spells. The knowledge available to them depends on their faith and which of the gods they've devoted themselves to. Casting these spells uses up their pool of favor. They also gain reduced stamina drain whilst on terrain favoured by their deity.

Read more: Priest | Spells | Alignment | Faith | Favor

Domains

A wooden altar

The domain of a god provides bonuses to all their followers and priests. An altar provides a portal from which a god may funnel their domain into the lands of Wurm and also a place where followers may pray or sacrifice in respect to their deity.

Whilst in the domain of your deity any follower or priest will receive a small bonus to some of their skills, such as fighting skill: these bonuses vary between gods. The strength of the bonus is affected by many variables such as the follower's faith and alignment, the distance from the altar and its quality.

The distance of influence for a domain depends entirely on the quality and type of altars nearby. The highest quality, and therefore most influential, will control the domain in the area.

Read more: Altar

Animals of the gods

Skills & Characteristics

  • Religion

Subskills

Titles

  • Spiritual at 50 skill
  • Theological at 70 skill
  • Zealous at 90 skill