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Religion Guide

From Medieval Europe
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Author: Thekla Argyra, Janus Valerius

Contents

Hierarchy

From the Region Information page, you can see how many citizens of your kingdom are following each church. Click "info" to get a complete list of all followers of that church or the church's Hierarchy tree, that will reveal the relations between the temples and which priest is administering which temple. The Hierarchy starts with the religious headquarters, from which all temples of second level were created. Each level 2 temple then may have created a number of level 3 temples and so on, thus creating an ever spreading tree from top to bottom. That knowledge is usually irrelevant, but in some cases it may be relevant to know which temples are directly linked to each other.

Each church leader is elected and dismissed by vote from all followers of that church.

Faith Level and Faith Points

Faith Level is a character's amount of faith in percent. It decreases by 1% every day and by damaging a temple of the same faith. It is raised by damaging a temple of another faith / repairing a temple of the same faith, praying or giving alms (silver coins) to a temple, preferably (from the Church's point of view) at a level 4 temple, because it also generates money and faith points (fp) in all directly superior temples of level 3, 2 and 1.


Faith Points are like a currency for everything religion can do.

  • Initiations
  • Healing actions
  • Marriages
  • Starting construction projects of new subordinate temples
  • Adding a new Dogma

etc.

They, too are generated by prayer and alms. A small amount goes to the character and the rest stays with the church, along with about 6 copper coins/prayer (not taken away from the praying character). Priests of directly superior temples can transfer FP between all their subordinate temples.

Every service a priest can perform drains their own faith level and the temple's FP.

Initiation

sometimes also called Baptism.

In order to join a religion, a character must be initiated by a priest. A priest can find the link to initiate a player in the page Characters present in Region or on the character's public profile.

Conditions:

  • Priest (Level 4) must have adequate levels of Glut and Energy;
  • At least a usable Chalice with condition >= 25% should be in the temple's storage;
  • The temple needs the necessary Faith Points;
  • The character to be initiated must be an atheist (?)
  • Priest must have a Faith Level of at least 75%;
  • Priest and character that is to be initiated must be in the region where the temple is;
  • Character that is to be initiated must be not busy doing any other action.
  • Initiation will block for some time both the initiated player and the priest. Expected lasting time 2,5 hours

The Initiation can be canceled by either character, but the required items will be consumed.

Required resources:

  • 5 Glut, 5 Energy per hour (both players)
  • At least one Chalice in the inventory with quality >= 25%.
  • x FPs

Initiation Effects:

  • The Faith Level of the ‘Initiated’ player will be set to 30%.
  • The Church and Religion attributes will be assigned to the character's profile
  • The chalice/basin will be consumed (25%)
  • The temple's FPs will be consumed
  • The Initiation stats of the priest will be increased
  • The Initiation stats of the temple will be increased


Restoring Health Points

Without the dogma Cure Health Extended:

  • only priests who administer a level 4 temple, can heal characters who have the same faith.
  • The character will be healed to the same level as its current faith level.
  • Healing action costs the priest 50 FPs, 20% Energy, 20% Glut
  • The service requires a Health Care Kit in the priest's inventory, which will be consumed.
  • The priest must have a minimum faith level of 90%
  • Both priest and patient must be in the region where the temple stands.
  • the patient must not do any other action, including resting.

With the dogma Cure Health Extended

  • any priest of the same faith can heal followers of his church.
  • Followers only need a faith level of 75% to get healed completely.
  • Atheists can be cured by priests of a religion with extended cure dogma (uses a Complete Surgical Kit), or extended heal dogma, (uses a Health Care Kit) and will always be cured to 100%.
  • Curing atheists takes more time (4hr instead of 2hr) for the priest and any heal or cure action drains 50 faith points the temple as well as the priest's faith level.
  • The priest must have a minimum faith level of 90%
  • Does not need to be performed in the region where the temple stands and the priest needs to have the required Item in his own inventory.
  • the patient must not do any other action, including resting.

Curing diseases

Without the dogma Cure Disease Extended (also called "Treat diseases and injuries (Extended)")


With the dogma Cure Disease Extended

Temples

See Religious Structure level 1, Religious Structure level 2, Religious Structure level 3, Religious Structure level 4 for detailed information about each temple and its functions.


Damage and Repair:

Temples are the only structures that can be damaged and destroyed in the game.

A temple can be damaged by characters in the same region, who need to equip a Pickaxe and start the action from the temple's tooltip menu. The action consumes energy, glut and decreases the Pickaxe's as well as clothing and shoes condition, the temple's condition is reduced by 0.5% per action.

A temple can be repaired by characters in the same region, who need to equip a Work Hammer and start the action from the temple's tooltip menu. The action consumes energy, glut and decreases the Work hammer's as well as clothing and shoes condition, the temple's condition is improved by 2% per action. Repairing a temple also requires a stock of wood and iron in the temple's storage, which will also be consumed in the process.

For detailed information see Religious Structure level 4

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