Difference between revisions of "Religion"

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[[Main Page]] :: [[Useful links for beginners]] :: '''{{PAGENAME}}'''
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[[Main Page]] / '''{{PAGENAME}}'''
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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.
  
 
==Overview==
 
==Overview==
There are four [[gods]] in the world of Wurm Online: The [[white light]] gods [[Fo]], [[Vynora]] and [[Magranon]], and the [[black light]] goddess [[Libila]].  
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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.  
 
 
Some advantages of joining a [[:Category:Religion | religion]] are the ability to become a [[Priest]] so you can cast [[:Category:Spells|spells]], the ability of becoming a [[champion]], and having domain bonuses while you are inside your god(dess)'s domain. Each god(dess) also has some specific advantages, see their wiki page for details.
 
 
 
To become a follower, you must have at least 1.5 [[body]]. You can then find a follower of that god(dess) and ask them to [[convert]] you. You can also go to the [[Altar of Three]] to join the white light gods, or the [[Bone Altar]] if you want the black light goddess [[Libila]]. These two altars are only on the wild server.
 
  
Note that if you join [[Libila]], you automatically join [[Horde of the Summoned]], and all of the [[White Light]] kingdoms will become your enemies.
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Following a religion gives many bonuses to a player, the greatest of which is the ability to become a [[priest]].
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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.
  
==Priest and spells==
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==Worship==
Spellcasting is limited to [[priest]]s and [[champion]]s.
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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.
  
To cast a spell as a priest/champion, you'll 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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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.
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:'''Read more''': [[Follower]] | [[Convert]] | [[Altar of Three]] | [[Bone Altar]] | [[God]]
  
Different gods give different [[:Category:spells|spells]].  
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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.
  
===Holy items===
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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.
:* [[Fo]]: [[Sprout|Tree Sprout]]
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:'''Read more''': [[Priest]] | [[Spells]] | [[Alignment]] | [[Faith]] | [[Favor]]
:* [[Vynora]]: [[Pottery Bowl]]
 
:* [[Magranon]]: [[Long Sword]]
 
:* [[Libila]]: [[Scythe]]
 
  
==Faith and Favor==
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==Domains==
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]]. Faith is limited to 30 as a normal follower, you will have to become a [[priest]] to gain more. Note that all spells and most bonuses require more then 30 faith.  
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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.
  
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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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.
  
==Domain of the gods==
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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.
Altars create a domain of a god. When you are in this domain and you have 10 [[faith]], you receive tiny bonuses, including a fighting bonus. These domain bonuses are the same for each religion. The amount of the bonus is affected by many things, including your faith, alignment, distance to altars, quality of the altars, and if you are a champion or not.  
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:'''Read more''': [[Altar]]
  
If there are several domains overlapping, only the most influential domain will give the domain bonus. The type of bonus is the same for each god.
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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]]
  
== Stamina drain ==
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==Skills & Characteristics==
Priests with high faith (60-70?) are inspired in their deities favored terrains, and have less stamina drain there. [[Vynora]] followers get the bonus on roads, [[Magranon]] on rock, [[Fo]] on grass, dirt and trees, and [[Libila]] followers on [[mycelium]].
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* Religion
  
== See also ==
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===Subskills===
* [[Gods]] and [[Kingdom]]s
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* [[Channeling]]
* [[Faith]] and [[Favor]]
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* [[Exorcism]]
* Normal [[Altar]]s, the [[Bone Altar]] and the [[Altar of Three]]
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* [[Prayer]]
* [[Priest]]s and [[Champion]]s
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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]]
 
[[Category:Babel/R]]
 
[[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