Difference between pages "Altars" and "Mind worm"

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Altars are places where you worship [[Gods]].
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Your brain is on fire!
  
First time you walk over an altar of a god you haven't met yet, you will decipher his or her rituals form the carvings on the altar, enabling you to contact the deity via prayers. The deciphering itself takes no in-game time.
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'''Mind worms''' are horrible [[Monsters|creatures]] with dangerous psychic powers. They come in two varieties: weaker hatchlings and more powerful boil.
  
You can kneel and pray on the altar for diminuitive boost to piety, or you can sacrifice items for much higher boost. See the pages of individual deities for their aligned [[materials]] and [[items]], granting you even larger amounts of piety.
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Mind worms attack from afar with psi blasts, causing 1 damage to the head and prolonged [[confusion]]. This may not seem too bad, but given how your head tends to have very little [[HP]] and that mind worms only need to sense you through their [[ESP]] to kill you even through walls, they are a priority target. However, as [[tin]] [[helmets]] block ESP, wearing one will make all mind worms a non-threat.
  
Altars can be found randomly throughout the [[Worlds|dungeons]], while certain locations guarantee an altar to appear. An altar can only be generated inside of a room and only one altar per room is possible, making the whole room a temple to the deity. You can only pray to the one god while inside of his temple, but as soon as you leave the temple, the prayers to other gods will become possible once again.
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If mind worm boil gets next to an enemy, it will attempt to burrow into their skull and lay eggs. Hatchlings will later spew forth from the victim's head.
  
== Strategy ==
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You have a killer headache.
  
''Coming soon!''
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== Stats and Equipment ==
  
== Fixed Altars ==
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{{Monster-pic
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|img=Mindworm.png
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|name=Mind worm hatchling/boil
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|type=
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|astr=1
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|lstr=N/A
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|dex=N/A
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|agi=12
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|end=2
 +
|per=5
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|int=20/35*
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|wis=15
 +
|cha=1
 +
|man=30
 +
|size=7
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|hp=1
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|equipment=
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* Cannot use.
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|able= [[Eating]], [[Vomiting]], cannot open [[door]], immune to stickiness, can swim
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|state=[[ESP]]
 +
}}
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*) Left stats are for mind worm hatchlings, right for mind worm boil.
  
Although finding temples is a question of chance, the game features several fixed, guaranteed altars:
 
  
* A [[valpurium]] altar of [[Valpurus]] in the Cathedral of [[Attnam]]
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== Trivia ==
** This particular altar is the only one that cannot be polymorphed
 
* A [[basalt]] altar of [[Silva]] in the [[Crystal Cave]]
 
* A [[steel]] altar of [[Cruentus]] inside of [[Oree's Lair]]
 
  
== Notes ==
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* [http://alphacentauri2.info/wiki/Mind_Worms Mind worms] are horrible creatures from [http://en.wikipedia.org/wiki/Sid_Meier's_Alpha_Centauri Sid Meier's Alpha Centauri], where they are known to strike fear into armies for their ability to paralyze opponents from a distance with psi blasts, then burrow into their skull and make them suffer from delusions and nightmares until the worm finishes consuming their brain or laying ravenous larvae.
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* Two other variants of mind worm exist in Alpha Centauri:
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** ''Isle of the Deep'' is an undersea colony of aquatic mind worms.
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** ''Locusts of Chiron'' are flying mind worms.
  
* It is possible to [[polymorph]] altars and doing so not only does not anger the aggrieved deity, but also does not count towards the five items per square limit of [[polypiling]], so you can easily place your line of items for polypiling over an altar to get rituals of several new deities.
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* Mind worm boil are meant to be colonies of smaller mind worms, rather than bigger worms as currently implemented.
  
* The cathedral of [[Attnam]]) is considered a temple of [[Valpurus]] as a whole, making prayers to other gods impossible while iside of its walls (including the walled of gardens).
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== History ==
  
[[Category:Gods]]
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* Mind worms were added but unfinished in [[CVS]], where they didn't normally spawn and their AI didn't make use of their psi blasts. They were finished and properly introduced to the game in [[Release 0.50.9|v0.50.9]].
[[Category:Worlds]]
 

Revision as of 09:18, 20 January 2020

Spoiler Warning: This page contains spoilers which may affect your IVAN experience negatively


Your brain is on fire!

Mind worms are horrible creatures with dangerous psychic powers. They come in two varieties: weaker hatchlings and more powerful boil.

Mind worms attack from afar with psi blasts, causing 1 damage to the head and prolonged confusion. This may not seem too bad, but given how your head tends to have very little HP and that mind worms only need to sense you through their ESP to kill you even through walls, they are a priority target. However, as tin helmets block ESP, wearing one will make all mind worms a non-threat.

If mind worm boil gets next to an enemy, it will attempt to burrow into their skull and lay eggs. Hatchlings will later spew forth from the victim's head.

You have a killer headache.

Stats and Equipment

Mind worm hatchling/boil Mindworm.png
Stats Equipment
Arm Strength 1
  • Cannot use.
Leg Strength N/A
Dexterity N/A
Agility 12
Endurance 2
Perception 5
Intelligence 20/35* Abilities
Wisdom 15 Eating, Vomiting, cannot open door, immune to stickiness, can swim
Charisma 1
Random Stats - Permanent States
Size 7 ESP
HP 1
*) Left stats are for mind worm hatchlings, right for mind worm boil.


Trivia

  • Mind worms are horrible creatures from Sid Meier's Alpha Centauri, where they are known to strike fear into armies for their ability to paralyze opponents from a distance with psi blasts, then burrow into their skull and make them suffer from delusions and nightmares until the worm finishes consuming their brain or laying ravenous larvae.
  • Two other variants of mind worm exist in Alpha Centauri:
    • Isle of the Deep is an undersea colony of aquatic mind worms.
    • Locusts of Chiron are flying mind worms.
  • Mind worm boil are meant to be colonies of smaller mind worms, rather than bigger worms as currently implemented.

History

  • Mind worms were added but unfinished in CVS, where they didn't normally spawn and their AI didn't make use of their psi blasts. They were finished and properly introduced to the game in v0.50.9.