The Curse of the Temple: How to Protect Your Mental and Emotional Well-Being

By admin

The curse of the temple is often encountered by those who venture into ancient and mysterious places. It is said to be a punishment for those who disturb the sacred grounds and disrupt the equilibrium of the spirits that reside there. Many tales have been told of explorers who have fallen victim to the curse, facing a series of misfortunes and obstacles that seem insurmountable. To avoid the curse of the temple, one must approach these sacred places with utmost respect and caution. **Respect for the history and culture of the place is of utmost importance**. It is imperative to research and understand the significance of the temple before entering, as this will help forge a stronger connection with the spirits and protect oneself from their wrath.


On top of these skillsets, there’s a whole host of weapon types that should satisfy anyone who likes to bludgeon things, slice things, send things to their fiery doom, and much more. It’s almost overwhelming at first, but you soon work out which works for your style, and combat becomes smooth and almost effortless – more on that later!

As we re on the cusp of a brand-new generation, it s a love letter to a much simpler time When RPGs focused more on the stories within the world, rather than the square-milage of its map. On top of these skillsets, there s a whole host of weapon types that should satisfy anyone who likes to bludgeon things, slice things, send things to their fiery doom, and much more.

Witchcraft baseball bludgeon

It is imperative to research and understand the significance of the temple before entering, as this will help forge a stronger connection with the spirits and protect oneself from their wrath. Preparation is key to avoiding the curse. **Ensuring that one is physically and mentally fit** before embarking on the journey is crucial.

tModLoader Vibrant Reverie (formerly W1K's Mod Redux)

When two people near each others have it equipped, it grants them certain improved stats.

Stats being:
+2 defense
+10% move speed
+5% damage
+10% melee speed
+2% crit
-10% mana cost

It also emits particles when the effects are in place.

The crafting recipe on the wiki is still accurate except you can also use platinum in place of gold.


It works similarly to the stones (Sunstone/Moonstone, Celestial Stone) before the stones were even a thing, but it's substantially weaker and is a multiplayer-only gimmick. It might get through some changes in the future to fix said problems (likely a weaker buff very similar to Celestial stone but roughly the same when two players are nearby? maybe a new gimmick altogether?)

Thank u I honestly didn't know there was another wiki for that mod

W1K

Witch
Thank u I honestly didn't know there was another wiki for that mod

It's the "old" wiki. We have been moving to gamepedia since it's cleaner, better structured and offers us actual professional support. The original wiki has more pages but it's much more barebone because it was automatically generated by a bot.

Last edited: Mar 27, 2018

W1K

Witch

This wasn't an update. This was a trip.


VERSION 1.1 IS OUT

DEATH THE DUNGEON MASTER
- Death is no more. All hail Jeohnne Pierre, our great Dungeon Master!
- Death's AI received a massive overhaul and its tier moved from pre-mech to post-golem. I mean Dungeon Master's AI. You get it.
- Dungeon Master's HP changed from 9999 to 66666, defenes changed from 18 to 44.
- Dungeon Master's physical damage changed from 50 to 99, projectile damage changed from 40 to 66.
- Bloody Skull item removed. New summon item craftable from Ectoplasm. Vampire Blood and Souls of Night requirements reduced from 6 to 3.

DEATH'S GEARS
- Death's Scythe completelly reworked to not be just a glorified sword but a fancy and unique chargeable weapon. Death's Scythe recipe simplified to only require Obscure Essences. Material requirement reduced from 40 to 15 to fall in line with other similar recipes. It also has a new sprite (contributed by @Suweeka).
- New chargeable bow with extra piercing on full charge.
- New chargeable spellbook shooting tiny or giant death sickles.
- New generalist armor set granting below average damage to all types but a powerful risk-reward set bonus.

UMBRELLAS AND FAIRIES
- Craftable Suspicious Umbrella to increase global spawn rates, alongside greatly increasing spawn rates of fairies and similar enemies.
- Power Ups can now be used to provide a constant buff when used, consuming Power Ups over time for extra damage.
- New Hotkey to automatically toggle the Power Up buff.
- Koumajou Set renamed to Youkai Hunter, now a throwing-centered armor set providing reduced Power Up costs.
- Rumia's vanity set renamed to Dark Child set, now providing extra defense, damage reduction, blindness and enemy-sense when powered up.
- Forest Fairies
- Ice Fairies
- Underground Fairies (Zombie Fairies)
- Hallowed Fairies (Holy Fairies) (also fancy sword projectile contributed by @puffepuf)
- Evil Fairies (Cursed Fairies)
- UFOs! (kinda placeholdery)
- Youkai Repellent Charm's type changed from magic to throwing. Damage increased from 9 to 12. Now consumes Power Ups as ammo. Can consume extra Power Ups for a special attack.
- Youkai Buster now cosumes Power Ups as ammo and can consume extra Power Ups for a special attack. The type will not be altered for the time being due to the lack of hardmode throwing gears, however it no longer requires mana to be used.
- Recipe requirements adjusted to fit the new Power Up system and drop rates. Dark Child's set recipe changed to now require Shadow Scales/Tissue Samples. Youkai Buster recipe adjusted to require 20 Crystal Shards instead of 50.
- Rumia's spawn chances are affected by the umbrella and base spawn chance was slighly lowered to compensate. Her sprite was also slighly improved (by @Suweeka).

Item Adjustements and Fixes AKA the 'Ivy Plant didn't even spawn' UPDATE
- Increased damage of Sandman from 8 to 10. The baseball now deals full weapon damage instead of half.
- Reworked charge system of Chick Decapitator and Red Wing to allow for prefixes to work properly.
- Reworked spirit system of Yian Blade and Wyvern Blade to allow for prefixes to work properly. Spirit is now used by swinging the blade with alt fire (right click). Spirit is no longer wasted when used but no target was hit, but is now consumed per-target hit.
- Drastically reduced lifetime of Obscure Scythe's projectiles and updated tooltip to specify it only deals half the weapon's damage.
- Reworked charge system of Elemental Piercer to allow for prefixes to work properly.
- Increased knockback of Masamune from 1 to 1.75.
- Increased damage of Papasha from 21 to 23 and spread reduced.
- Increased damage of Heavy Bolter from 27 to 34 and spread reduced.
- Saucer Dicer's alternate fire no longer bounces on platforms and will no longer shoot target dummies.
- The hitbox of miasma now grows slightly bigger as the sprite expands to better fit the new size.
- Fixed Bloodseeker granting life when damaging target dummies and critters.
- Fixed Yian Blade and Wyvern Blade being able to charge spirit from hitting target dummies.
- Fixed Cursed Flower not properly spawning Ivy Plant in multiplayer.
- Okiku Doll's damage tooltip should now be calculated the same as the vanilla damage tooltips. Dolls are now stackable.
- New unique sprite for the Shadow Dragon morph (contributed by @ShockedHorizon5).
- New updated sprite for Magi Musket (contributed by @Eli10293).
- New sprite for Starstorm's projectiles and Soma (contributed by @Suweeka).
- New unique sprites for Dungeon Master, Ivy Plant, Ardorix, Arborix and Aquatix's expert mode bags (contributed by @Suweeka).
- Renamed Thick Gel into Metroid Membrane because it sounds more straight forward and less. weird.
- Renamed Thick Paper into Paper because. not even I know the story behind that one.
- All item prices should now be as intended. Please report overly ridiculous price tags in case I missed anything.
- The recipe for the Jump Pack has been removed as the item is currently not functional.
- The recipe for the Red Bludgeon has been removed since it is currently unobtainable.
- Fixed tooltip for the Space Suit Helmet stating an increase in max health of 8 instead of the intended 5.

NPC Adjustements and Fixes AKA the SLUGGERS UPDATE
- Changed Ivy Plant's HP from 6000 to 8600.
- Changed Ardorix's HP from 6000 to 7600 and physical damage from 25 to 33.
- Changed Arborix's HP from 6000 to 7600 and physical damage from 30 to 33.
- Changed Aquatix's HP from 6000 to 7600.
- Ridley will now scale in expert mode.
- Dark Shogun's Damned Souls will now properly scale in expert mode.
- Dark Dragon's Shadow Dragon will now properly scale in expert mode.
- Changed Ridley's Tail HP from 4000 to 6000 and physical damage from 60 to 56.
- Ridley's Tail is now considered a boss and will scale in expert mode properly.
- Adjusted Slugger's ball trajectory to better accommodate for the effect of gravity. Fear trigonometry now more than ever.
- Sluggers will now only try to shoot when close enough and will now play the appropriate sound when throwing a baseball.
- Sluggers no longer occasionally bail after throwing a baseball. Rude.
- Sluggers will now cancel their ball throw when damaged.
- Slugger's spawn chances and location have been adjusted to better match vanilla zombies.
- Fixed Sluggers bunnyhoping while trying to align their shot. Please understand, they main Scout.
- Fixed Sluggers smuggling in shotguns in multiplayer, once again. Seriously.
- Fixed Ivy Plant triggering rage mode in multiplayer despite being in the underground jungle.
- Fixed Ivy Plant not properly scaling up in expert mode.
- Metroid Larvaes now deal 20 damage instead of 30.
- Vampire Phantoms will now only spawn on the surface layer, as intended.

- Fixed potential major crash preventing mod from being loaded depending on one's load order.

- Slightly tweaked the chargeable weapons logic to prevent Thorium from turning Elemental Piercer into megashark.
- Fixed Shadow Dragon morph's projectiles not taking into account summon damage bonuses from other loaded mods.
- Temporary extra measures were added to the Shadow Dragon morph to prevent/reduce conflicts with NPC prefix/suffix mods.


That's it. Might as well be the biggest changelog in the mod's history.

One huge massive thanks to everyone who contributed, spriters, testers, idea people, and everyone who provided bug reports and feedback.
The biggest thanks of them all to @Suweeka our new active spriter/art director person whatever technical terms, for contributing pretty much every new sprite included that was not specifically mentioned as contributed by someone else. Since that would have made the changelog a fair bit longer. Like seriously.

Also of note, but might not be exactly relevant to most people, the mod's graphic assets are now hidden. Or rather, they can't be extracted from the mod. Since I have received huge contributions and some specifically aimed to be part of my mod and my mod only, I had to take extra measures do avoid undesired circumstances. To put it lightly at least. On the other hand, as the code assets are of my own property, and being a huge fan of the open source, they are still readily available and extractable. Extracteable. Something. I would've never improved as a coder if people didn't let me snoop around their scripts and the least I can do is return the favor and provide the same service for future coders.

In other news, we now also have our own section in the Terraria Mods wiki, because wikia sucks and stuffs. It's still WIP but any contribution to speed up the process would be greatly appreciated. Mostly because I can't. I'm busy working on a mod. I mean, you get it.

Back to mod talk. Next on the grand scheme of things we'll probably explore some potential redesigning of Kut-Ku and Rathalos. We have been trying to cut ties with existing IPs and come up with original contents of our own. Putting that issue aside, Kut-Ku and Rathalos are among the first ever tConfig custom bosses, and while that's a fancy title to hold, they are still a ridiculous sight in an era where custom bosses have achieved an astounding level of complexity.
So yeah, they need to go too.

On the other hand, depending on what we decide to focus on, we might see a totally original and new boss coming up altogether. We have plans, but nothing much can be said without ruining the surprise.

But putting the "what's next" talk aside, feedback. Gimme all your sweet feedback. And criticism. I'll take that too. And play the mod too. That's kinda meant to come in first. Also have fun. That should at least come second. Also maybe join the dedicated Discord server. It's a cool place.

Also bringing this up from last page just for hype (also, it's been improved a lot so it's an outdated preview)

NPC Adjustements and Fixes AKA the SLUGGERS UPDATE
- Changed Ivy Plant's HP from 6000 to 8600.
- Changed Ardorix's HP from 6000 to 7600 and physical damage from 25 to 33.
- Changed Arborix's HP from 6000 to 7600 and physical damage from 30 to 33.
- Changed Aquatix's HP from 6000 to 7600.
- Ridley will now scale in expert mode.
- Dark Shogun's Damned Souls will now properly scale in expert mode.
- Dark Dragon's Shadow Dragon will now properly scale in expert mode.
- Changed Ridley's Tail HP from 4000 to 6000 and physical damage from 60 to 56.
- Ridley's Tail is now considered a boss and will scale in expert mode properly.
- Adjusted Slugger's ball trajectory to better accommodate for the effect of gravity. Fear trigonometry now more than ever.
- Sluggers will now only try to shoot when close enough and will now play the appropriate sound when throwing a baseball.
- Sluggers no longer occasionally bail after throwing a baseball. Rude.
- Sluggers will now cancel their ball throw when damaged.
- Slugger's spawn chances and location have been adjusted to better match vanilla zombies.
- Fixed Sluggers bunnyhoping while trying to align their shot. Please understand, they main Scout.
- Fixed Sluggers smuggling in shotguns in multiplayer, once again. Seriously.
- Fixed Ivy Plant triggering rage mode in multiplayer despite being in the underground jungle.
- Fixed Ivy Plant not properly scaling up in expert mode.
- Metroid Larvaes now deal 20 damage instead of 30.
- Vampire Phantoms will now only spawn on the surface layer, as intended.
Avoid the curse of the temple

Explorers should be well-rested, well-nourished, and mentally focused, allowing them to navigate the challenges that lie ahead. Additionally, it is essential to **bring the necessary supplies and equipment** to ensure that any unforeseen circumstances can be mitigated. Furthermore, **respect for the environment and the surroundings** is vital. Explorers should refrain from removing or disturbing any artifacts or structures within the temple. Touching or defacing these sacred relics can awaken the spirits and bring upon their wrath. It is important to be a conscientious visitor and leave the temple as it was found, preserving its sanctity for future generations. During the exploration, **one must remain vigilant and attentive** to any signs or warnings that may indicate the presence of the curse. This can include sudden drops in temperature, strange sounds, or unusual occurrences. It is crucial to trust one's instincts and be prepared to retreat if necessary. Finally, in the event that one does encounter the curse, it is vital to **remain calm and composed**. Panic and fear only serve to worsen the situation and weaken one's ability to navigate through the challenges. In such times, it is important to **seek the guidance and assistance of local experts or spiritual leaders** who may have knowledge of the temple and its secrets. Their wisdom and experience can be invaluable in overcoming the curse and finding a way to safety. In conclusion, the curse of the temple is a treacherous obstacle that must be avoided at all costs. By approaching these sacred grounds with respect, preparation, and mindfulness, explorers can minimize the risk of falling victim to the curse and ensure a safe and memorable adventure..

Reviews for "Escaping the Curse of the Temple: Techniques for Breaking Free from Negative Patterns"

John - 2/5 - I found "Avoid the curse of the temple" to be quite underwhelming. The concept of the game seemed interesting at first, but the execution was poor. The game felt repetitive and didn't offer enough variety or strategy to keep me engaged. The rules were also confusing and didn't make much sense, which made it difficult to fully enjoy the game. Overall, I was disappointed with "Avoid the curse of the temple" and wouldn't recommend it to others.
Emily - 2/5 - I wasn't a fan of "Avoid the curse of the temple". The gameplay felt rushed and chaotic, and it was hard to form any sort of strategy or make meaningful decisions. The components of the game also felt cheap and flimsy, which detracted from the overall experience. I also didn't appreciate the time pressure element, as it added unnecessary stress to an already lackluster game. Overall, I was unimpressed with "Avoid the curse of the temple" and wouldn't play it again.
David - 1/5 - "Avoid the curse of the temple" was a complete disappointment for me. The game felt like a mindless race against the clock, with no real strategy or meaningful decisions to be made. The constant rolling of dice became tedious and frustrating, and I quickly lost interest in the game. Additionally, the theme and artwork were not appealing to me, further diminishing any enjoyment I could have gained from playing. I would not recommend "Avoid the curse of the temple" to anyone looking for a satisfying board game experience.
Sarah - 2/5 - I didn't enjoy "Avoid the curse of the temple". The game relies too heavily on luck and lacks any real strategy. The constant rolling of dice and the time pressure added unnecessary stress and made it difficult to fully enjoy the game. The rules were also convoluted and confusing, which made it hard to fully grasp the gameplay. Overall, I found "Avoid the curse of the temple" to be a frustrating and unenjoyable experience.

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