Tierbaen: Difference between revisions
(Created page with "=Characteristics= *'''Theme:''' Winter *'''Prefers:''' Vampires *'''Despises:''' (none) *'''Opposition:''' Kalerd and the Priest of Summer =Benefits= {| class="wikitable sortable" !Deity !Sigil Stat (+1) !Max Favor Resist !Max Favor Affect !Mid Favor Affect !Low Favor Affect !Sigil Rename !Super Sigil !Extra Crap |- |Tirebaen||Con||Cold||Fly||Hide||DetMagic||ice crystals||EverWinter|| |} =Favor= No tricks here that I know of. Just kill and sac corpses. Help fil...") |
(→Favor) |
||
(16 intermediate revisions by the same user not shown) | |||
Line 24: | Line 24: | ||
=Favor= | =Favor= | ||
*'''Gain Favor:''' Kill, Sac Corpses, Use Magic, Backstab/Circle | |||
*'''Lose Favor:''' Kill Vampires, Flee | |||
Haven't done any testing of the favor methods to rank them yet. | |||
*Free Favor Level: | |||
**At both of this Naos, there is a tureen which you can 'look tureen' to gain 1 favor level. 30-40 minute cooldown before you can use it again. | |||
***If you are a vampire, you can also 'drink tureen' (which contains blood) for 1 additional favor level (however it also poisons you). Similar cooldown. | |||
**Note you cannot visit both naos to get two favor levels, using the tureen at either Naos tags you it seems, so you can only do this once per cooldown. | |||
*From 'help tirebaen': | |||
Death and sacrifice in his name are the best way to appease his chilling wrath. | |||
So - sure sounds like the good ol kill and sac corpses is your best bet. Ugh. | |||
The Thievery mention seems to pertain to backstab/circle (and not 'pick lock') | |||
The magic usage seems to apply to both offensive and defensive, but given mana cost seems unlikely to be the best/fastest route. More testing required here however, might be some tricks. | |||
=Location & Naos= | =Location & Naos= | ||
Line 35: | Line 51: | ||
!Directions | !Directions | ||
|- | |- | ||
|Tirebaen||Otherland||nw;#2 w;#4 n;e;look painting;open n;n;nw;#2 n;nw;w;#2 nw;#3 w;#2 nw;#2 sw;w;sw;w;nw;#2 n;nw;ne;#3 w;ne;nw;n;nw;w;nw;n;d;se;u;nw;#3 w;#2 d;w;u;nw;#3 w;#2 sw;d;se;ne;u;e;#3 d;w;se;#2 e;#2 u;pick/knock kirre;open kirre; nw | |Tirebaen||Otherland||nw;#2 w;#4 n;e;look painting;open n;n;nw;#2 n;nw;w;#2 nw;#3 w;#2 nw;#2 sw;w;sw;w;nw;#2 n;nw;ne;#3 w;ne;nw;n;nw;w;nw;n;d;se;u;nw;#3 w;#2 d;w;u;nw;#3 w;#2 sw;d;se;ne;u;e;#3 d;w;se;#2 e;#2 u;pick/knock kirre;open kirre; nw;sw;n;nw;sw;ne;s;enter;nw;sw (must be devoted to Tirebaen) | ||
|- | |- | ||
|Naos #1||Ockwater Fens||#6 s;ne;#2 s;se;#2 e;s;#2 sw;s;#3 sw;s;#2 sw;s;se;#2 sw;s;#2 sw;s;sw;#2 s;w;sw;s;sw;s;sw;#5 w;sw;s;sw;#2 w;sw;w;nw;#2 ne;n;ne;nw;#5 n;#2 u;n;u;rowboat;pull chain;pull oar;push oar; (repeat until you reach short) ; north;e;n;n;ne | |Naos #1||Ockwater Fens||#6 s;ne;#2 s;se;#2 e;s;#2 sw;s;#3 sw;s;#2 sw;s;se;#2 sw;s;#2 sw;s;sw;#2 s;w;sw;s;sw;s;sw;#5 w;sw;s;sw;#2 w;sw;w;nw;#2 ne;n;ne;nw;#5 n;#2 u;n;u;rowboat;pull chain;pull oar;push oar; (repeat until you reach short) ; north;e;n;n;ne | ||
Line 44: | Line 60: | ||
'''Notes:''' | '''Notes:''' | ||
*To reach Tirebaen | *To reach Tirebaen it appears that you must be devoted to Tirebaen to pass the Maze of Ice, just after 'open kirre'. | ||
** | **If you ARE devoted to Tirebaen, upon entering the "Maze of Ice' a room echo will guide you, enter a room and then 'look' again and you'll only see 1 exit. | ||
***The path is static, the speedwalk above should work. | |||
**IF you are NOT devoted to Tirebaen, the maze seems impassable and you'll end up in a room who's exits all loop back to itself (can recall). | |||
*Naos #2 in Otherland is above "The Ledge of Life" which will randomly kick you off to your death. I made it more times than naught, so it's not bad, but just a heads up you might die going here. | *Naos #2 in Otherland is above "The Ledge of Life" which will randomly kick you off to your death. I made it more times than naught, so it's not bad, but just a heads up you might die going here. | ||
*Naos #1 in Ockwater Fens is the fastest/safest option | *Naos #1 in Ockwater Fens is the fastest/safest option to devote to Tirebaen. | ||
'''The Maze of Ice''' | |||
To reach Tirebaen, just past the 'open kirre' exit, you enter the Maze of Ice. | |||
On a Tirebaen devoted character, upon entering the first room, which has no exits, you will see this echo: | |||
The multitude of columns spin crazily, then settle into a clearly | |||
marked path, like the presence of a God wiped away all confusion.. | |||
If you 'look' again you will see one exit has opened up. Go that way. Repeat this process of entering the next room, the echo fires, look, go the only direction you can. | |||
If you take too long, you will trans back to the first room in the maze, the only room which does not show as having a se exit - but it does... open kirre, and se to the pre-maze room. | |||
Eventually you will enter a room with this in it: | |||
(Glowing) Doors open from the center of a pillar and lead to another world. | |||
Do 'enter' to exit the maze into the Frost Mansion of Tirebaen. Follow the path to him (n;nw;sw) | |||
You can also exit out from Tirebaen's Mansion, which puts you back at where you did 'open kirre' before the Maze. | |||
=Naos Notes= | =Naos Notes= | ||
Line 89: | Line 127: | ||
Priest of Winter says 'I will not lead you to what you should find yourself, Raleus.' | Priest of Winter says 'I will not lead you to what you should find yourself, Raleus.' | ||
'''Progs for Tirebaen Devoted chars:''' | |||
Room Entry: | |||
A gift in the form of a frigid blast of air greets you. | |||
You say 'naos' | |||
Priest of Winter says 'You seek what you should already know, Raleus.' | |||
Priest of Winter frowns. | |||
=Dyr's Hot Take= | =Dyr's Hot Take= | ||
So far nothing special here, basic old deity, basic old favor method. The tureen thing for 1 free level is not super useful. | |||
Unless testing his 'use magic' to favor method yields super easy results, Tirebaen falls under the category of "too much pain to favor" for me. | |||
Curious about the narrative of Tirebaen vs. Kalerd (Winter vs. Summer) and their priests, and if there are any other progs on them for potential interactions. | |||
[[Deities]] | [[Deities]] |
Latest revision as of 03:08, 17 June 2025
Characteristics
- Theme: Winter
- Prefers: Vampires
- Despises: (none)
- Opposition: Kalerd and the Priest of Summer
Benefits
Deity | Sigil Stat (+1) | Max Favor Resist | Max Favor Affect | Mid Favor Affect | Low Favor Affect | Sigil Rename | Super Sigil | Extra Crap |
---|---|---|---|---|---|---|---|---|
Tirebaen | Con | Cold | Fly | Hide | DetMagic | ice crystals | EverWinter |
Favor
- Gain Favor: Kill, Sac Corpses, Use Magic, Backstab/Circle
- Lose Favor: Kill Vampires, Flee
Haven't done any testing of the favor methods to rank them yet.
- Free Favor Level:
- At both of this Naos, there is a tureen which you can 'look tureen' to gain 1 favor level. 30-40 minute cooldown before you can use it again.
- If you are a vampire, you can also 'drink tureen' (which contains blood) for 1 additional favor level (however it also poisons you). Similar cooldown.
- Note you cannot visit both naos to get two favor levels, using the tureen at either Naos tags you it seems, so you can only do this once per cooldown.
- At both of this Naos, there is a tureen which you can 'look tureen' to gain 1 favor level. 30-40 minute cooldown before you can use it again.
- From 'help tirebaen':
Death and sacrifice in his name are the best way to appease his chilling wrath.
So - sure sounds like the good ol kill and sac corpses is your best bet. Ugh.
The Thievery mention seems to pertain to backstab/circle (and not 'pick lock')
The magic usage seems to apply to both offensive and defensive, but given mana cost seems unlikely to be the best/fastest route. More testing required here however, might be some tricks.
Location & Naos
Destination | Connecting Area | Directions |
---|---|---|
Tirebaen | Otherland | nw;#2 w;#4 n;e;look painting;open n;n;nw;#2 n;nw;w;#2 nw;#3 w;#2 nw;#2 sw;w;sw;w;nw;#2 n;nw;ne;#3 w;ne;nw;n;nw;w;nw;n;d;se;u;nw;#3 w;#2 d;w;u;nw;#3 w;#2 sw;d;se;ne;u;e;#3 d;w;se;#2 e;#2 u;pick/knock kirre;open kirre; nw;sw;n;nw;sw;ne;s;enter;nw;sw (must be devoted to Tirebaen) |
Naos #1 | Ockwater Fens | #6 s;ne;#2 s;se;#2 e;s;#2 sw;s;#3 sw;s;#2 sw;s;se;#2 sw;s;#2 sw;s;sw;#2 s;w;sw;s;sw;s;sw;#5 w;sw;s;sw;#2 w;sw;w;nw;#2 ne;n;ne;nw;#5 n;#2 u;n;u;rowboat;pull chain;pull oar;push oar; (repeat until you reach short) ; north;e;n;n;ne |
Naos #2 | Otherland | nw;#2 w;#4 n;e;look painting;n;nw;#2 n;nw;w;#2 nw;#3 w;#2 nw;#2 sw;w;sw;w;nw;#2 n;nw;ne;#3 w;ne;nw;n;nw;w;nw;#4 n;d;nw;se;#2 nw;w;u;ne;#2 u;sw;#2 n (DANGER - See Below) |
Notes:
- To reach Tirebaen it appears that you must be devoted to Tirebaen to pass the Maze of Ice, just after 'open kirre'.
- If you ARE devoted to Tirebaen, upon entering the "Maze of Ice' a room echo will guide you, enter a room and then 'look' again and you'll only see 1 exit.
- The path is static, the speedwalk above should work.
- IF you are NOT devoted to Tirebaen, the maze seems impassable and you'll end up in a room who's exits all loop back to itself (can recall).
- If you ARE devoted to Tirebaen, upon entering the "Maze of Ice' a room echo will guide you, enter a room and then 'look' again and you'll only see 1 exit.
- Naos #2 in Otherland is above "The Ledge of Life" which will randomly kick you off to your death. I made it more times than naught, so it's not bad, but just a heads up you might die going here.
- Naos #1 in Ockwater Fens is the fastest/safest option to devote to Tirebaen.
The Maze of Ice
To reach Tirebaen, just past the 'open kirre' exit, you enter the Maze of Ice.
On a Tirebaen devoted character, upon entering the first room, which has no exits, you will see this echo:
The multitude of columns spin crazily, then settle into a clearly marked path, like the presence of a God wiped away all confusion..
If you 'look' again you will see one exit has opened up. Go that way. Repeat this process of entering the next room, the echo fires, look, go the only direction you can.
If you take too long, you will trans back to the first room in the maze, the only room which does not show as having a se exit - but it does... open kirre, and se to the pre-maze room.
Eventually you will enter a room with this in it:
(Glowing) Doors open from the center of a pillar and lead to another world.
Do 'enter' to exit the maze into the Frost Mansion of Tirebaen. Follow the path to him (n;nw;sw)
You can also exit out from Tirebaen's Mansion, which puts you back at where you did 'open kirre' before the Maze.
Naos Notes
Priest
The Priest of Winter
Help File: 'WINTER PRIESTS' 'PRIESTS OF WINTER'
Room desc:
A frigid blast of air heralds the arrival of this priest. Priest of Winter is shrouded in flowing shadow and light. Priest of Winter is ensphered by shards of glistening ice.
Long desc:
This being is made up of mostly ice. Either that, or it is a human covered in a layer of ice, so much does it resemble an iceberg. It is one of the extremely elusive priests of Tirebaen, and it is guaranteed that where ever it is, it is sure to become a cold, cold day. Priest of Winter is in perfect health. Priest of Winter is using: <used as light> EverWinter <worn about body> shards of glistening ice
Note that EverWinter is just the super-sigil of Tirebaen
Progs for Undevoted Chars:
Room Entry:
Priest of Winter says 'Seek out the frozen Naos Raleus. It is your only chance.'
You say 'naos'
Priest of Winter says 'I will not lead you to what you should find yourself, Raleus.'
Progs for Tirebaen Devoted chars:
Room Entry:
A gift in the form of a frigid blast of air greets you.
You say 'naos'
Priest of Winter says 'You seek what you should already know, Raleus.' Priest of Winter frowns.
Dyr's Hot Take
So far nothing special here, basic old deity, basic old favor method. The tureen thing for 1 free level is not super useful.
Unless testing his 'use magic' to favor method yields super easy results, Tirebaen falls under the category of "too much pain to favor" for me.
Curious about the narrative of Tirebaen vs. Kalerd (Winter vs. Summer) and their priests, and if there are any other progs on them for potential interactions.