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Difference between revisions of "Priest"
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− | ==Adventurer | + | ==Adventurer mode== |
Priests appear in many [[human]] and [[goblin]] settlements, even those captured by and incorporated into civilizations of other races. They will either worship the civilization's official object of worship, or one aligned with the civilization's pantheon or [[sphere]]. | Priests appear in many [[human]] and [[goblin]] settlements, even those captured by and incorporated into civilizations of other races. They will either worship the civilization's official object of worship, or one aligned with the civilization's pantheon or [[sphere]]. | ||
− | High | + | High priests are the leaders of the local [[religion|religious sect]] and have distinct, idiosyncratic, yet thematic titles, such as "High Dessert." If no high priest resides in the settlement, any priests present, and most citizens, will be members of a neighboring religious sect. High priests in goblin fortresses are likely to be goblins, even if the rest of the population is supplanted by other races. |
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− | + | If a [[temple]] is in the settlement, there will be a local sect, and a living high priest, at least at the end of worldgen. Priests will be found wandering inside during the day, though in human towns, some may wander to visit a local tavern, mead hall, or keep, many return to their homes for lunch, and some may work as shopkeepers. In such towns, priests will also return home to sleep, while, in goblin fortresses, priests will sleep within the temple. | |
+ | ==Fortress mode== | ||
{{Translation | {{Translation | ||
| dwarven = kamuk | | dwarven = kamuk | ||
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| human = upi | | human = upi | ||
}} | }} | ||
+ | After more than ten worshippers of a given [[religion|religious organisation]] reside in your fort, they may demand the establishment of a [[temple]] to their deity. Once that temple has been erected and its minimum wealth requirements met, you will have the opportunity to appoint a priest from among their members, and a high priest once the temple has met the requirements for a temple complex. Priests are able to console upset followers and give inspiring sermons. | ||
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+ | When meeting the requirements of 10 followers and temple value of 2000, priesthood is recognized. You can then select a priest from the members of the organisation, who is given a thematic title. When meeting the requirements of 25 followers and temple value of 10000, the high priesthood of the religion is recognized - your current priest will be promoted, and you can select another follower as a priest. | ||
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+ | These numbers can be edited in [[Technical_tricks#Settings_-_d_init.txt|d_init.txt]]. | ||
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+ | There can only be one priest and one high priest per organisation in your fortress, even when assigning multiple different temples to the same organisation. Priests may be among the participants of [[ambush]]es and [[siege]]s. | ||
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+ | Priests help in maintaining [[stress]] by holding sermons at their temple, and by being cried at by unhappy members of their religion. | ||
− | {{category| | + | {{V50 misc professions}} |
+ | {{Category|Non-player characters}}{{category|Religion}}{{category|Occupation}} | ||
[[ru:Priest]] | [[ru:Priest]] |
Latest revision as of 12:59, 22 December 2024
v50.15 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
Adventurer mode[edit]
Priests appear in many human and goblin settlements, even those captured by and incorporated into civilizations of other races. They will either worship the civilization's official object of worship, or one aligned with the civilization's pantheon or sphere.
High priests are the leaders of the local religious sect and have distinct, idiosyncratic, yet thematic titles, such as "High Dessert." If no high priest resides in the settlement, any priests present, and most citizens, will be members of a neighboring religious sect. High priests in goblin fortresses are likely to be goblins, even if the rest of the population is supplanted by other races.
If a temple is in the settlement, there will be a local sect, and a living high priest, at least at the end of worldgen. Priests will be found wandering inside during the day, though in human towns, some may wander to visit a local tavern, mead hall, or keep, many return to their homes for lunch, and some may work as shopkeepers. In such towns, priests will also return home to sleep, while, in goblin fortresses, priests will sleep within the temple.
Fortress mode[edit]
"Priest" in other Languages
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After more than ten worshippers of a given religious organisation reside in your fort, they may demand the establishment of a temple to their deity. Once that temple has been erected and its minimum wealth requirements met, you will have the opportunity to appoint a priest from among their members, and a high priest once the temple has met the requirements for a temple complex. Priests are able to console upset followers and give inspiring sermons.
When meeting the requirements of 10 followers and temple value of 2000, priesthood is recognized. You can then select a priest from the members of the organisation, who is given a thematic title. When meeting the requirements of 25 followers and temple value of 10000, the high priesthood of the religion is recognized - your current priest will be promoted, and you can select another follower as a priest.
These numbers can be edited in d_init.txt.
There can only be one priest and one high priest per organisation in your fortress, even when assigning multiple different temples to the same organisation. Priests may be among the participants of ambushes and sieges.
Priests help in maintaining stress by holding sermons at their temple, and by being cried at by unhappy members of their religion.
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See also: Agent · Quester · Visitor · Unit type token |