crawlSS_052_gods.txt: Religion and god-granted abilities Based on Crawl Stone Soup 0.5.2 Last change: 2009-11-26 by E. Grasland (use a fixed-width font like Courier to display the tables correctly) Generics ~~~~~~~~ Join a religion =============== There are basically two ways to join a religion: - Choosing a class with a religion at the start - Converting at an altar Here are the religions you may choose to join from the start: +----------------+---------------------+ |God |Startind class | +----------------+---------------------+ |Zin |Priest | |The Shining One |Paladin | |Kikubaaqudgha |(none) | |Yredelemnul |Priest, Death Knight | |Vehumet |(none) | |Okawaru |(none) | |Makhleb |Chaos Knight | |Sif Muna |(none) | |Trog |Berserker | |Nemelex Xobeh |(none) | |Elyvilon |Healer | |Lugonu |Chaos Knight | |Beogh |Priest | |Xom |Chaos Knight | +----------------+---------------------+ You'll find altars for most gods in the Ecumenical Temple (somewhere between dungeon levels 4 and 7). An altar for Beogh can be found in the Orcish Mines, altars for Lugonu can be found in the Abyss. Each god grants different powers, and asks for a different behaviour from his followers. According to the game you want to play, you may be interested in a specific god. Demigods can't worship any god, they are thus forbidden to choose classes starting with a religion, or to convert at an altar. Undeads (Mummies, Ghouls and Vampires) and Demonspawn can't worship any of the 3 "good" gods (Zin, The Shining One or Elyvilon). Only Hill Orcs may worship Beogh. Piety ===== Piety is the measure of how much your god is pleased with you; the more, the better (and the more god-granted abilities). Your exact amount of Piety is unknown, but you may find a clue by pressing "^" to check your value in your god's eyes, or by praying to check your god's appreciation of you. +-------+-------------------------+----------------------------+ | Piety | Value (religion status) | Appreciation | +-------+-------------------------+----------------------------+ | > 130 | A prized avatar | Exalted by your worship | | > 100 | A shining star | Extremely pleased with you | | > 70 | A rising star | Greatly pleased with you | | > 40 | Most pleased with you | Most pleased with you | | > 20 | Has noted your presence | Pleased with you | | > 5 | Noncommital | Noncommittal | | <= 5 | Beneath notice | Displeased | +-------+-------------------------+----------------------------+ You gain Piety by performing actions depending on your god (mostly killing monster/sacrificing stuff, or letting time pass for "good" gods). You lose Piety by using most of your god-granted abilities, by offending your god (using magic for Trog, using necromancy for "good" gods, etc. ; see below), or by letting time pass (except for "good" gods who on the opposite will increase your Piety with time). Gaining Piety becomes harder as your Piety grows: if your are over 100 Piety, you'll gain Piety only 67% of the time when you should, if your are over 150 Piety, only 44% of the time, and never if you are at 200 Piety (80% over 150 Piety and never at 200 Piety for Sif Muna). If you are at a level where you may receive a gift from your god, Piety gain will instead reduce the duration until next gift, and very rarely actually increase your Piety (12,5% chance) (see below for more informations about gifts). Piety and titles are handled very differently for followers of Xom (see below). Prayers ======= Prayers are designed to attract your deity's attention: everything you do during prayer will be in its name. The effect of the prayer depends on the religion: +----------------+------------------------+-------------------------------------------------------------------------------------------------------+ |God |Prayer duration (turns) | | +----------------+------------------------+-------------------------------------------------------------------------------------------------------+ |Zin | 1 |Satiation if you're starving, offer half your gold for Piety if on an altar | |The Shining One | none |Bless a weapon with Holy Wrath if on an altar, offer evil items for Piety if on an altar | |Kikubaaqudgha | none | | |Yredelemnul | 20 |Injuries received are mirrored on your opponents | |Vehumet | none | | |Okawaru | none | | |Makhleb | 7 + 2d(Piety/20) (*) |Offer corpses when butchering | |Sif Muna | none | | |Trog | 7 + 2d(Piety/20) (*) |Offer corpses when butchering | |Nemelex Xobeh | 1 |Offer items (except Decks) on the square you're standing | |Elyvilon | 20 |Protects you from harm, is offended by butchering or killing living creatures | |Lugonu | 7 + 2d(Piety/20) (*) |Bless your weapon with Distortion if on an altar and Piety > 160, offer corpses when butchering | |Beogh | 1 |Offer items on the square you're standing, offer orcish corpses for Piety if on an altar | |Xom | none | | +----------------+------------------------+-------------------------------------------------------------------------------------------------------+ (*) multiplied by 2 if your Piety is greater than 70, by 3 if your Piety is greater than 130. Abilities ========= The main benefit when you worship a god is the useful abilities you gain with sufficient Piety, whose nature depends on the god you worship. These abilities may be invoked through the 'a'bilities menu; some are always active. Abilities cannot be invoked if you're silenced, except passive ones and Nemelex Xobeh's. These abilities all have a food cost, a failure rate, and some have a MP and/or Piety cost too. Here is the cost and failure rate for all abilities (the food and Piety cost are randomly chosen within the displayed bounds, with a biais toward the middle for food cost). The effect of these abilities are described in the next section. +----------------+------------------------------+-----------+--------+--------+------------+-----------+--------------------+ | God |God-given Ability |Req. Piety |MP cost |HP cost |Food cost |Piety cost |Failure rate(*) | +----------------+------------------------------+-----------+--------+--------+------------+-----------+--------------------+ |Zin |Protection from mutation | 0 | (passive) |Depending on Piety | |Zin |Protection from harm | 30 | (passive) |Depending on Piety | |Zin |Sustenance | 30 | none | none | none | none |0 | |Zin |Recite | 30 | 3 | none | 121 - 240 | none |30 - P/20 - 6*I | |Zin |Vitalisation | 50 | none | none | 101 - 200 | 2 - 4 |40 - P/20 - 5*I | |Zin |Sancturary | 120 | 7 | none | 151 - 300 | 15 - 24 |80 - P/25 - 4*I | |Zin |Cure All Mutations | 160 | none | none | none | none |0 (once) | +----------------+------------------------------+-----------+--------+--------+------------+-----------+--------------------+ |The Shining One |Protection against abjuration | 0 | (passive) |0 | |The Shining One |Protection from neg. energy | 0 | (passive) |Depending on Piety | |The Shining One |Gain life from killing evil | 30 | (passive) |0 | |The Shining One |Protection from harm | 30 | (passive) |Depending on Piety | |The Shining One |Bless Allies | 30 | (passive) |Depending on Piety | |The Shining One |Halo | 30 | (passive) |0 | |The Shining One |Divine Shield | 50 | 3 | none | 51 - 100 | 2 - 4 |40 - P/20 - 5*I | |The Shining One |Cleansing Flame | 100 | 5 | none | 101 - 200 | 2 - 4 |70 - P/25 - 4*I | |The Shining One |Summon Divine Warrior | 120 | 8 | none | 151 - 300 | 8 - 13 |80 - P/25 - 4*I | |The Shining One |Bless weapon | 160 | none | none | none | none |0 (once) | +----------------+------------------------------+-----------+--------+--------+------------+-----------+--------------------+ |Kikubaaqudgha |Death Magic Protection | 0 | (passive) |Depending on Piety | |Kikubaaqudgha |Recall Undead Slaves | 30 | 2 | none | 51 - 100 | none |30 - P/20 - 6*I | |Kikubaaqudgha |Enslave Undead | 75 | 4 | none | 151 - 300 | 3 - 6 |40 - P/20 - 5*I | |Kikubaaqudgha |Invoke Death | 120 | 4 | none | 251 - 500 | 3 - 6 |80 - P/25 - 4*I | |Kikubaaqudgha |Gift: Special Spellbooks | 160 | (passive) |0 | +----------------+------------------------------+-----------+--------+--------+------------+-----------+--------------------+ |Yredelemnul |Animate Remains | 30 | 1 | none | 101 - 200 | none |40 - P/20 - 3*I | |Yredelemnul |Mirror Injuries | 50 | (passive) |0 | |Yredelemnul |Recall Undead Slaves | 50 | 2 | none | 51 - 100 | none |50 - P/20 - 4*I | |Yredelemnul |Gift: Undead Servants | 75 | (passive) |0 | |Yredelemnul |Animate Dead | 75 | 3 | none | 101 - 200 | 1 - 3 |40 - P/20 - 5*I | |Yredelemnul |Drain Life | 100 | 6 | none | 201 - 400 | 2 - 4 |60 - P/25 - 4*I | |Yredelemnul |Enslave Soul | 120 | 8 | none | 151 - 300 | 3 - 6 |80 - P/25 - 4*I | +----------------+------------------------------+-----------+--------+--------+------------+-----------+--------------------+ |Vehumet |Gain power from killing | 30 | (passive) |0 | |Vehumet |Aid destructive magic | 50 | (passive) |0 | |Vehumet |Prot. from summoned creatures | 75 | (passive) |0 | |Vehumet |Gift: Special Spellbooks | 160 | (passive) |0 | +----------------+------------------------------+-----------+--------+--------+------------+-----------+--------------------+ |Okawaru |Might | 30 | 2 | none | 51 - 100 | 1 - 3 |30 - P/20 - 6*I | |Okawaru |Gift: Ammunitions | 81 | (passive) |0 | |Okawaru |Haste | 120 | 5 | none | 101 - 200 | 5 |70 - P/25 - 4*I | |Okawaru |Gift: Weapons, Armours | 130 | (passive) |0 | +----------------+------------------------------+-----------+--------+--------+------------+-----------+--------------------+ |Makhleb |Gain life from killing | 30 | (passive) |0 | |Makhleb |Gain power from killing | 30 | (passive) |0 | |Makhleb |Minor Destruction | 50 | 1 | none | 21 - 40 | none |40 - P/20 - 5*I | |Makhleb |Lesser Servant of Makhleb | 75 | 2 | none | 51 - 100 | 1 - 3 |40 - P/20 - 5*I | |Makhleb |Major Destruction | 100 | 4 | none | 101 - 200 | 2 - 4 |60 - P/25 - 4*I | |Makhleb |Greater Servant of Makhleb | 120 | 6 | none | 101 - 200 | 3 - 6 |70 - P/25 - 4*I | +----------------+------------------------------+-----------+--------+--------+------------+-----------+--------------------+ |Sif Muna |Channel Energy | 30 | none | none | 101 - 200 | none |40 - Int - I | |Sif Muna |Forget Spell | 50 | 5 | none | none | 8 - 13 |40 - P/20 - 5*I | |Sif Muna |Protection from miscasts | 100 | (passive) |0 | |Sif Muna |Gift: Spellbooks | 160 | (passive) |0 | +----------------+------------------------------+-----------+--------+--------+------------+-----------+--------------------+ |Trog |Protection against abjuration | 0 | (passive) |0 | |Trog |Burn Spellbooks | 0 | none | none | 11 - 20 | none |0 | |Trog |Berserk bonus | 0 | (passive) |0 | |Trog |Berserk | 30 | none | none | 201 - 400 | none |30 - P | |Trog |Trog's Hand (Regeneration) | 50 | none | none | 51 - 100 | 2 - 3 |80 - P | |Trog |Gift: Ammunitions | 81 | (passive) |0 | |Trog |Brothers in Arms | 100 | none | none | 101 - 200 | 5 - 6 |160 - P | |Trog |Gift: Weapons | 130 | (passive) |0 | +----------------+------------------------------+-----------+--------+--------+------------+-----------+--------------------+ |Elyvilon |Destroy Weapons | 0 | none | none | none | none |0 | |Elyvilon |Protection from harm | 30 | (passive) |Depending on Piety | |Elyvilon |Lesser Self-Healing | 30 | 1 | none | 101 - 200 | 0 - 1 |30 - P/20 - 6*I | |Elyvilon |Lesser Healing | 30 | 1 | none | 101 - 200 | none |30 - P/20 - 6*I | |Elyvilon |Purification | 50 | 2 | none | 151 - 300 | 1 - 3 |20 - P/20 - 5*I | |Elyvilon |Greater Self-Healing | 75 | 2 | none | 251 - 500 | 2 - 4 |40 - P/20 - 5*I | |Elyvilon |Greater Healing | 75 | 2 | none | 251 - 500 | 2 - 4 |40 - P/20 - 5*I | |Elyvilon |Restoration | 100 | 3 | none | 401 - 800 | 3 - 6 |70 - P/25 - 4*I | |Elyvilon |Divine Vigour | 120 | none | none | 601 - 1200 | 6 - 10 |80 - P/25 - 4*I | |Elyvilon |Reliable Protection from harm | 131 | (passive) |0 | +----------------+------------------------------+-----------+--------+--------+------------+-----------+--------------------+ |Lugonu |Easier Abyss Blinking | | (passive) |0 | |Lugonu |Depart the Abyss | 30 | 1 | none | 151 - 300 | 10 - 16 |30 - P/20 - 6*I | |Lugonu |Bend Space | 50 | 1 | none | 51 - 100 | none |40 - P/20 - 5*I | |Lugonu |Banish | 75 | 4 | none | 201 - 400 | 3 - 4 |60 - P/20 - 5*I | |Lugonu |Corrupt | 100 | 7 | 5 | 501 - 1000 | 10 - 14 |70 - P/25 - 4*I | |Lugonu |Enter the Abyss | 120 | 9 | none | 501 - 1000 | 35 |80 - P/25 - 4*I | |Lugonu |Abyssal Runes Attraction | 120 | (passive) |0 | |Lugonu |Bless weapon | 160 | none | none | none | none |0 (once) | +----------------+------------------------------+-----------+--------+--------+------------+-----------+--------------------+ |Nemelex Xobeh |Gift: Decks of cards | 0 | (passive) |0 | |Nemelex Xobeh |Card power improvement | 0 | (passive) |Depending on Piety | |Nemelex Xobeh |Draw One | 30 | 2 | none | none | none |50 - P/20 - 5*E | |Nemelex Xobeh |Peek at Two | 50 | 3 | none | none | 1 - 3 |40 - P/20 - 5*E | |Nemelex Xobeh |Triple Draw | 75 | 2 | none | 101 - 200 | 2 - 4 |60 - P/20 - 5*E | |Nemelex Xobeh |Mark Four | 100 | 4 | none | 126 - 250 | 5 - 9 |70 - 2*P/25 - 9*E/2 | |Nemelex Xobeh |Stack Five | 120 | 5 | none | 251 - 500 | 10 - 16 |80 - P/25 - 4*E | +----------------+------------------------------+-----------+--------+--------+------------+-----------+--------------------+ |Beogh |Support use of orcish gear | 30 | (passive) |0 | |Beogh |Protection from harm | 30 | (passive) |Depending on Piety | |Beogh |Smiting | 50 | 3 | none | 81 - 160 | 3 |40 - P/20 - 5*I | |Beogh |Gain followers | 75 | (passive) |0 | |Beogh |Bless Orcish Followers | 75 | (passive) |0 | |Beogh |Recall Orcish Followers | 100 | 2 | none | 51 - 100 | none |30 - P/20 - 6*I | |Beogh |Walk on water | 120 | (passive) |0 | +----------------+------------------------------+-----------+--------+--------+------------+-----------+--------------------+ (*) P is your current Piety, I your Invocation skill, E your Evocation skill, Int your Intelligence score. This amount is checked against 3d100/3 instead of 1d100, which means that low failures are reduced, and high failure increased. The qualification displayed with your ability will give you an indication on how much chances you have to invoke it sucessfully (the second column refers to the "failure" value calculated from the previous table, the third column to your actual chances to successfully invoke the ability): +---------+------------+-------------+ | | |'Real' chance| | Success | Failure | of success | +---------+------------+-------------+ |Useless | 100 | 0% | |Terrible | 91 -- 99 | 0 -- 1% | |Cruddy | 81 -- 90 | 1 -- 3% | |Bad | 71 -- 80 | 3 -- 11% | |Very Poor| 61 -- 70 | 12 -- 27% | |Poor | 51 -- 60 | 29 -- 48% | |Fair | 41 -- 50 | 51 -- 70% | |Good | 31 -- 40 | 72 -- 87% | |Very Good| 21 -- 30 | 88 -- 96% | |Great | 11 -- 20 | 97 -- 99% | |Excellent| 1 -- 10 | 99 -- 100% | |Perfect | none | 100% | +---------+------------+-------------+ Gifts ===== Several gods will occasionnaly grant you a gift when your Piety is high enough. In order to have a chance to get a gift, the following conditions must be fulfilled: - Your "gift timeout" must be equal to 0, - You must have enough Piety (depending on the gift, see gods descriptions below), - There must be remaining gifts from your god you haven't received yet (this only applies to Vehumet and Kikubaaqudgha), - You must stand on "walkable" ground (i.e. not over deep water or lava), except for Zin (who feeds you) and Yredelemnul (who sends an undead servant). In addition, Zin's gift (satiation while starving) will only happens if you pray (but praying has no effect for the other gods' gifts). The gift timeout is a measure of how long it has been since your last gift. How much it is increased after each gift depends on the god, but you may always decrease it by performing actions which should increase your Piety (in this case, your Piety will rarely increase, but your gift timeout will be decreased by the amount of Piety you should have gained). The gift timeout does not decrease by itself (i.e. just with time). If these conditions are met, there's a chance every time you gain Piety (unless this Piety is used to reduce the gift timeout) to get a gift. Misbehaviour ============ The religions' benefits come for a price: you have to follow a conduct code, which can be very simple for destruction-oriented gods (kill everything in sight fast enough for your god not to forget you) or very restraining for other (never use magic for Trog, never kill while praying for Elyvilon...), and you have to remain faithful (i.e. not renounce religion or convert to another god). If you fail to that, you encounter various divine penalties. What exactly offends which god is explained in the gods descriptions below; the penalties incurred are: * Piety loss: You simply lose an amount of Piety. * Penance: For more serious offenses (or leaving the religion, see below), your god may put you under penance for a duration depending on the offense. While under penance, you lose most or all the benefits of your religion, abilities as well as various powers granted by your god. In addition, your god may occasionnally decide to punish you occasionally (the punition depending on the god, from Kikubaaqudgha invoking hostile Reaper to Sif Muna depleting your MP pool or Nemelex forcing you to draw from the Deck of Punishment). During penance, each time you should gain Piety, you reduce you penance counter by 1 instead; pleasing your god is the main way to get out of penance. Otherwise, your penance counter is reduced by 1d3 (or more for especially nasty punishments) whenever your god punishes you - note that this is the only way to have your penance reduced when you're not in that religion anymore. When your penance is over, your get the message "[Your god] is mollified]" and you regain your powers. * Excommunication: For extremes sins, or if you just quitted your religion by yourself. When you are excommunicated, you naturally lose all the benefits of your old religion, but you are also put under penance for this god, and you immediately suffer a single divine punishment (for some gods only). Converting back to this religion later on cancels the penance. Gods descriptions ~~~~~~~~~~~~~~~~~ Zin: The "Order" god ==================== * Zin: Description Zin is a God for those focused on inner strength. Followers must remain pure of body and soul, refraining from evil magic, the use of mutations and the consumption of intelligent beings' flesh. They may preach to the unenlightened, and can ultimately gain a divine refuge. Zin values selflessness and long-standing faith. Zin's followers can safely convert to Elyvilon and the Shining One. * Zin: Granted powers - Protection against mutations When receiving a mutation (unless by a potion of gain Str/Dex/Int), there's a Piety/2 % chance to avoid the effect. - Sustenance (Piety >= 30) If you're starving, praying will restore your satiation level to Satiated (6000 points) and decrease your Piety by 5 + 2d10/2. This works like gifts: after being fed, there will be a timeout of 30 + 2d10/2 which will - Protection from harm (Piety >= 30) If you receive damage that should kill you, there's a 10 + (Piety/10) % chance to cancel all damage while your Piety is reduced by 20 + 1d20. This is possible even if you're under penance. - Recite (Piety >= 30) You can recite Zin's Axiom of Law for 3 turns. All monsters in your line of sight you may be affected and get one of the following effects, depending on their magic resistance (the higher, the worse), their nature (works better on Undead, best on Demons, worse on Holy Beings) and your Invocation skill (the higher, the better). From the worse effect to the best: Berserk, Haste, No effect, Confuse, Sleep, Enslavement, Fear, Paralysis, Pacify Recitation stops if a monster is affected by a good effect (Berserk, Haste). Animal monsters are unaffected. - Vitalisation (Piety >= 50) This ability has several effects. First, if you're Sick, Rotting, Confused or Poisoned, this affliction (or one of them at random if you have several) is removed. Otherwise, if one of your stats is lower than its max value, it is restored to its max value. Otherwise, all your stats are increased by 3 for 40 + 5*Invocation/2 turns. - Sanctuary (Piety >= 120) When invoked, Holy Word is casted, which damages all undeads and demons in range for 2d15 + 1d33 HP, slows them, and scares them. Undeads are instantly killed instead. In addition, for (at least) 7 + Invocation/2 turns, the following effect are in place 5 tiles around you: *Traps around you are revealed. *Spattered blood is cleaned. *Harmful clouds are dissipated. *Monsters around you are scared away. *Your pets come back towards you. *Your pets are protected against Abjuration. The sanctuary will progressively shrink at the rate of 1 tile per turn during the last 5 turns; each time it should skrink, there's a 33% chance that it will remain its size instead (increasing the effective duration of the sanctuary by 1 turn). It is dispelled if you attack or order one of your pets to attack. - Cure All Mutations (Piety >= 160) All your mutations are removed. This is only possible once. * Zin: Piety gain Your Piety automatically raises by about +1 Piety every 240 turns (up to 150 Piety). Others actions increasing your Piety are: - Killing a chaotic being (shapeshifter, monster with polymorph, mutate or rotting spells or melee attacks): about 80% (more for monsters with many hit dices) of +1 Piety. - Offering money (half your total money, rounded up) at an altar: each $ is converted to 1 Piety. This gain in not instantaneous, but stored and progressively leaked in your actual Piety as you need it (you may thus virtually exceed the maximum 200 Piety). * Zin: Sins The following actions will only incur a Piety reduction: - Voluntarily drinking blood - Voluntarily attacking neutral creatures - Letting allies die - Performing action leading to magic contamination This includes casting (or evoking) Haste, Invisibility, Controlled Blink/Teleportation... - Deliberately mutating yourself - Polymorphing monsters - Eating chunks from corpses of intelligent monsters "Intelligent" monster are basically humanoids. Eating "highly intelligent" monsters will add a penance to that; these monsters are: centaur warriors and yaktaurs captains, all draconians, all elves, orc sorcerers and high priests, guardian and greater nagas, (human) hell knights, necromancers and wizards, giant orange brains and great orb of eyes, shapeshifters and glowing shapeshifters, titans, serpents of Hell, sphinx, ogre-mages, killer klowns and several uniques (Nessos, Polyphemus, Antaeus, Tiamat and Nergalle). The following actions will incur a Piety reduction and a penance: - Using necromantic or demonic magic or items This includes: - Hitting or killing with a weapon of vampiricism, draining or pain or a staff of death - Firing with a (cross)bow or ammos of shadows or chaos - Hitting or killing with a demon weapon (demon whip, demon blade, demon trident) - Wielding a lantern of shadows - Hitting, killing or evoking several unrandarts (Sword of Zonguldrok, Scythe of Curses, Sword of Cerebov, Scepter of Torment, Scepter of Dispater, Scepter of Asmodeus) - Casting a spell in the Necromancy magic school, including indirectly (wand of draining, scroll of Torment...), unless unvoluntarily. - Casting an "unholy" spell: Call Imp, Summon Horrible Things, Summon Demon, Banishment (except on yourself), Hellfire, Shadow Creatures, - Voluntarily attacking or killing peaceful holy beings (Angels and Daevas) - including by your allies. - Voluntarily attacking allies - Cannibalism (eating chunks from corpses of you own species) The following actions will excommunicate you: - Casting Necromutation. * Zin: Leaving the religion If your drop to 0 Piety, you'll be excommunicated. Leaving Zin (voluntarily or not) will of course remove all current benefits from the religion (Divine stamina, Sanctuary), and increase your penance by 25 (unless switching to a good god - The Shining One or Elyvilon). Your allies will turn hostile (unless switching to a good god). * Zin: Punishments Zin will never actively punish you while under penance, even if you left the religion, unless you're now a disciple of an evil or a chaotic religion (Kikubaaqudgha, Makhleb, Yredelemnul, Beogh, Lugonu or Xom). Possible punishments are: 30%: Summoning several hostile creatures (including eyes if your experience level is >= 8) 20%: Recite axioms of law, which may either confuse you, paralyse you or put you to sleep. 20%: Halves your hunger state 10%: Make noise 20%: Removes all your good mutations The Shining One: The "Paladin" god ================================== * The Shining One: Description The Shining One is a powerful deity on a crusade against all evil. Followers and their allies may be granted various blessings upon mercilessly slaying evil and unholy beings. Worshippers must never use evil magic, and are expected to prove their moral superiority by fighting honourably and sacrificing evil items. Long-standing persistence is appreciated. The Shining One does not mind shifting worship to Elyvilon or Zin. * The Shining One: Granted powers - Protection against abjuration When abjuration is casted against your summoned creatures, the power (duration reduction) is reduced by HD/30 for each creature, where HD is the number of hit dices of this creature. - Protection from negative energy If you are hit by a draining attack (beam of negative energy, weapon of draining...) and your Piety is greater than 50 times your negative energy resistance, the Shining One will fully protect you against the negative energy. - Gain life from killing (Piety >= 30) When you kill an evil monster (hostile spellcasters, demons and undeads mostly), you gain HD - 1 + 1d(HD) MP, where HD is the number of hit dices of the creature you killed. - Protection from harm (Piety >= 30) If you receive damage that should kill you, there's a 10 + (Piety/10) % chance to cancel all damage while your Piety is reduced by 20 + 1d20. This is possible even if you're under penance. - Bless Allies (Piety >= 30) The Shining One will bless one of your allies when it kills an enemy or otherwise gain experience if 1d(Piety) >= 30. The blessing has one of the following effects: 10% Either give the ally's weapon a Holy Wrath branding or give the ally's armour a Negative Energy resistance branding, then either increase the accuracy or damage of the ally's weapon by 1 or increase the AC bonus of one of the ally's armour or shield by 1. 90% Increases the duration of the summoning or charm of your ally, and 50% chance to remove Poison, Sickness, Confusion, Rotting, Slowing or Exhaustion if relevant, otherwise heals 25% of its HP. - Halo (Piety >= 30) You are surrounded by a halo Piety/20 tiles width (up to your line of sight). Creatures (including you) inside the halo cannot be invisible, and opponents gain a 1d8+1 bonus to hit them. Monster are also much more likely to notice you when they are inside the halo (roughly twice as likely), which is a good thing since The Shining One doesn't appreciate stabbing. - Divine Shield (Piety >= 50) You can gain a divine shield for 35 + (Shields Skill + 4*Invocations skill)/3 turns, with a blocking value of 3 + (Shield Skill)/5. This shield works like an ordinary shield and is cumulative with other shields (physical, fire shield or condensation shield). - Cleansing Flame (Piety >= 100) You can hurl a beam of holy energy, with damage depending on your Invocation skill. Holy energy does no damage to holy being, neutral creatures (including potientially hostile creatures that haven't noticed you, are fleeing, confused, etc.) or allies, double damage to demons and undeads, normal damage to other evil creatures (hostile spellcasters mostly) and half damage to other monsters. - Summon Divine Warrior (Piety >= 120) You can summon a friendly holy being (Angel or Daeva, 50% chance each) to fight for you. - Bless Weapon (Piety >= 160) If you pray on an altar while your Piety is >= 160 and wielding a non-artifact Long Blade or a demon weapon (demon blade, demon whip or demon trident), The Shining One will bless your weapon. Blessing a weapon uncurses it, adds +1d2/+1d2 to its enchantment, adds the Holy Wrath brand (or replace the existing brand by it) and turn it to its blessed version, which basically slightly increases its damage and speed and slightly reduce its accuracy; the better the initial weapon, the lower the gain. Demon whips and demon tridents are turned into ordinary whips/tridents instead. The resulting weapon is an artefact. Holy Word is casted when you bless a weapon. This is only possible once. * The Shining One: Piety gain Your Piety automatically raises by about +1 Piety every 300 turns (up to 150 Piety). Others actions increasing your Piety are: - Killing (or having an ally kill) an undead: about 75% chance (more for undeads with lots of hit dices) of +1 Piety - Killing (or having an ally kill) a demon: about 80% chance (more for demons with lots of hit dices) of +1 Piety - Killing (or having an ally kill) another evil creature (hostile spellcasters mostly): about 80% chance (more for creatures with lots of hit dices) of +1 Piety - Sacrificing an evil item at an altar: +1 Piety. Evil items are basically all the necromantic and demonic items described in the "Sins" section below, plus spellbooks or rods containing necromantic or demonic spells, (coagulated) blood potions and bottled efreets. * The Shining One: Sins The following actions will incur a Piety reduction and a penance: - Voluntarily drinking blood - Cannibalism (eating chunks from corpses of you own species) - Using necromantic or demonic magic or items This includes: - Hitting or killing with a weapon of vampiricism, draining or pain or a staff of death - Firing with a (cross)bow or ammos of shadows or chaos - Hitting or killing with a demon weapon (demon whip, demon blade, demon trident) - Wielding a lantern of shadows - Hitting, killing or evoking several unrandarts (Sword of Zonguldrok, Scythe of Curses, Sword of Cerebov, Scepter of Torment, Scepter of Dispater, Scepter of Asmodeus) - Casting a spell in the Necromancy magic school, including indirectly (wand of draining, scroll of Torment...), unless unvoluntarily. - Casting an "unholy" spell: Call Imp, Summon Horrible Things, Summon Demon, Banishment (except on yourself), Hellfire, Shadow Creatures, - Voluntarily attacking or killing peaceful holy beings (Angels and Daevas) - including by your allies. - Using a poison attack under any form - Voluntarily attacking a fleeing, confused, distracted, held (in net), petrifying, petrified, paralysed or sleeping monster (in those cases, the monster is displayed in reversed color in the ascii version), or any monster while you're invisible. This restriction is lifted agains demons, undead, evil creatures (spellcasters mostly) and "low-intelligence" monsters (animals and insects mostly). - Voluntarily attacking neutral creatures - Voluntarily attacking allies The following actions will excommunicate you: - Casting Necromutation. * The Shining One: Leaving the religion If your drop to 0 Piety, you'll be excommunicated. Leaving The Shining One (voluntarily or not) will of course remove all current benefits from the religion (Divine shield, Halo), and increase your penance by 50 (unless switching to a good god - Zin or Elyvilon). Your allies will turn hostile (unless switching to a good god - allied Angels and Daevas will still turn neutral, though). * The Shining One: Punishments The Shining One will never actively punish you while you're under penance, even if you left the religion, unless you're now a disciple of an evil religion (Kikubaaqudgha, Makhleb, Yredelemnul, Beogh or Lugonu), or if you kill an Angel or a Daeva (even through an ally). Possible punishments are: 43%: Summon 1d3 + 1d(experience/5) - 1 hostile holy warriors (angels or daevas) 29%: Suffer the effect of a bolt of holy energy on you 14%: Make noise 14%: Cast Silence on you for 10-35 turns Kikubaaqudgha: The "Death Magic" god ==================================== * Kikubaaqudgha: Description Kikubaaqudgha is a terrible Demon-God, served by those who seek knowledge of the powers of death. Followers gain special powers over the undead, and especially favoured servants can call on mighty demons to slay their foes. Kikubaaqudgha is evil, and requires the deaths of living creatures as often as possible, but is not interested in the offering of corpses. * Kikubaaqudgha: Granted powers - Death Magic Protection Kikubaaqudgha assists you in several domains with Death Magic: - If you cast the spell "Death Doors", your HP should be reduced to Necromancy/2 (where Necromancy is your Necromancy skill). Kikubaaqudgha adds a Piety/15 bonus to this. - If your Piety is >= 100, there's a Piety/2 % chance to avoid being diseased when casting Summon Wraiths. - If your Piety is >= 50, there's a Piety/1.5 % chance to avoid the effects of necromancy miscasts. - Recall Undead Slaves (Piety >= 30) You can recall your undead allies like if you were casting the "Recall" spell (but only for undeads): all your undead slaves are immediately teleported close to you. - Permanently enslave the undead (Piety >= 75) Like the You can try to enslave an undead. If the creature fails its resistance test (harder as your Invocation skill grows, easier for "big" undeads), it becomes permanently your slave. - Invoke Death (Piety >= 120) You can temporary summon a Reaper ('2' demon), for a duration depending on your Invocation skill. - Gift: Special Spellbooks (Piety >= 160) If you are eligible for a gift, your Piety is >= 160 and 1d(Piety)> 100, you will receive necromancy books from Kikubaaqudgha. You'll get a book of Necromancy, a book of Death, a book of Unlife, and finally the Necronomicon, in that order unless you already have the selected book (in which case the next book is chosen instead). Worshipping Kikubaaqudgha is about the only way to get the Necronomicon (and its unique spells). The gift timeout for each gift is between 41 and 59. * Kikubaaqudgha: Piety gain Actions increasing your Piety are: - Killing a living creature: about 67% chance (more for creatures with lots of hit dices, less as your experience level increases) of +1 Piety - Having an ally killing a living creature: about 40% chance (more for creatures with lots of hit dices, less as your experience level increases) of +1 Piety - Killing (or having an ally kill) a holy being: about 83% chance of +1 Piety * Kikubaaqudgha: Sins There isn't really anything you can do to offend Kikubaaqudgha, except "forgetting" him. You'll lose in average 1 Piety every 340 turns, thus you should constantly find a way to counter this loss. If your drop to 0 Piety, you'll be excommunicated. * Kikubaaqudgha: Leaving the religion If you leave (voluntarily or not) Kikubaaqudgha, your penance counter will be increased by 30, and you'll immediately suffer a random necromancy miscast effect. * Kikubaaqudgha: Punishments While under penance (for leaving him), Kikubaaqudgha will sometimes punish you (about once every 2000 turns). Possible punishments are: Random necromancy miscast effect. (100% if your experience level is <= 7, less likely as your experience level increases) 1d3 + 1d(level/5) - 1 hostile Reapers ('2' demons) will be summoned to attack you. Yredelemnul: The "Undead" god ============================= * Yredelemnul: Description Yredelemnul the Dark is an evil God worshipped by those who seek powers over death and the undead. Followers, who must oppose all things holy, can raise legions of servile undead, and gain a number of other useful (if unpleasant) powers. Yredelemnul appreciates killing, but prefers corpses to be put to use rather than sacrificed. * Yredelemnul: Granted powers - Animate Remains (Piety >= 30) You can animate a specific corpse or skeleton on the square you stand and get it as an ally. - Mirror Injuries (Piety >= 50) During prayer, all damage you suffer is mirrored on the attacker. - Recall Undead Slaves (Piety >= 50) You can recall your undead allies like if you were casting the "Recall" spell (but only for undeads): all your undead slaves are immediately teleported close to you. - Animate Dead (Piety >= 75) Similar to "Animate Remains", but on all corpses and skeletons in view. - Gift: Undead servants (Piety >= 75) If you are eligible for a gift and your Piety is >= 75, ther's a 25% chance to receive an undead servant from Yredelemnul, which stay with you until it is destroyed. The undead servant is selected among: - Wraith (15%) - Wight (15%) - Flying skull (10%) - Spectral warrior (9%) - Rotting ulk (8%) - Skeletal warrior (7%) - Freezing wraith (6%) - Flaming corpse (6%) - Ghoul (5%) - Mummy (5%) - Vampire (4%) - Hungry ghost (4%) - Flayed ghost (3%) - Skeletal dragon (2%) - Death cob (1%) You add (Piety - 75)*20/9 to the number you draw, which makes it impossible to draw the first (weaker) undeads and increase the probability to draw the other undeads. At 120 Piety, you only get Death cobs. - Drain Life (Piety >= 100) You can drain life from all living (non-demonic, undead, holy or life-protected) beings in sight. You drain 1 + 1d7 + 1d(Invocation) HP from each creature, and gain half of the total of what you drained, up to Invocation*2. - Enslave Soul (Piety >= 120) You can enslave the soul of a (relatively undamaged) living creature. When it dies, it is replaced by a permanent slave undead (zombie, abomination or spectral thing). This is better than Animate Remains in that you don't need the creature to leave a corpse. * Yredelemnul: Piety gain Actions increasing your Piety are: - Killing a living creature: about 67% chance (more for creatures with lots of hit dices, less as your experience level increases) of +1 Piety - Having an ally killing a living creature: about 40% chance (more for creatures with lots of hit dices, less as your experience level increases) of +1 Piety - Killing a holy being: about 40% chance of +1 Piety - Having an ally kill a holy being: about 83% chance of +1 Piety * Yredelemnul: Sins You'll lose in average 1 Piety every 340 turns, thus you should constantly find a way to counter this loss. If your drop to 0 Piety, you'll be excommunicated. In addition, the following actions will incur a Piety reduction and a penance: - Attacking with a weapon of Holy Wrath - Voluntarily reading a scroll of Holy Word * Yredelemnul: Leaving the religion If you leave (voluntarily or not) Yredelemnul, your penance counter will be increased by 30, and you'll immediately suffer a random necromancy miscast effect. * Yredelemnul: Punishments While under penance, Yredelemnul will sometimes punish you (about once every 2000 turns). Possible punishments are: Random necromancy miscast (100% if your experience level is <= 4, less likely as your experience level increases) Cast (hostile) Animate Dead Some of your undead slaves leave you 1d(experience level/5 + 1) hostile undeads are summoned Vehumet: The "Attack Magic" god =============================== * Vehumet: Description Vehumet is a God of the destructive powers of magic. Followers gain various useful powers to enhance their command of the hermetic arts, and the most favoured stand to gain access to some of the fearsome spells in Vehumet's library. One's devotion to Vehumet can be proven by the causing of as much carnage and destruction as possible. * Vehumet: Granted powers - Gain power from killing (Piety >= 30) When you kill a monster, you gain HD - 1 + 1d(HD) MP, where HD is the number of hit dices of the creature you killed. - Aid to destructive magic (Piety >= 50) All your miscast probabilities for spells involving Conjuration or Summoning are reduced by 33%. As the miscast probabilities are rolled against 3d100/3, this reduce the probability to fail a spell much more than just halving it. - Protection from summoned creatures (Piety >= 75) As if you were wearing an amulet of warding (effects do not stack), any hostile summoned monster trying to attack you will flinch away 50% of the time. - Gift: Special Spellbooks (Piety >= 160) If you are eligible for a gift, your Piety is >= 160 and 1d(Piety)> 100, you will receive conjuration and summoning books from Vehumet. If your Conjuration skill is higher, you'll get (unless you already have that book) a book of Conjuration, a book of Power and a book of Annihilation, in that order. If your Summoning skill is higher, you'll get (unless your already have that book) a book of Callings, a book of Summonings, and a book of Demonology, in that order. Once you have all conjuration or summoning books, you'll start to get books from the other group. Worshipping Vehumet is about the only way to get books of Annihilations and Demonology (and their unique spells). The gift timeout for each gift is between 51 and 79. * Vehumet: Piety gain: Actions increasing your Piety are: - Killing a living or undead creature: about 67% chance (more for creatures with lots of hit dices, less as your experience level increases) of +1 Piety - Having an ally killing a living or undead creature: about 40% chance (more for creatures with lots of hit dices, less as your experience level increases) of +1 Piety * Vehumet: Sins: There isn't really anything you can do to offend Vehumet, except "forgetting" him. You'll lose in average 1 Piety every 340 turns, thus you should constantly find a way to counter this loss. If your drop to 0 Piety, you'll be excommunicated. * Vehumet: Leaving the religion If you leave (voluntarily or not) Vehumet, your penance counter will be increased by 25, and you'll immediately suffer a random conjuration or summoning (equal chance) miscast effect. * Vehumet: Punishments While under penance (for leaving him), Vehumet will sometimes punish you (about once every 2000 turns). Possible punishments are: 50% Random conjuration miscast 50% Random summoning miscast Okawaru: The "Battle" god ========================= * Okawaru: Description Okawaru is a dangerous and powerful God of battle. Followers can gain a number of powers useful in combat as well as various rewards, but must constantly prove themselves through battle and the sacrifice of corpses. Okawaru despises those who harm their allies. * Okawaru: Granted powers - Might (Piety >= 30) As drinking a potion of Might, you can temporary gain 5 points of Strength for 34 + 1d(Invocation*8) (more) turns, up to 80 turns, and 1 point of magic contamination. - Gift: Ammunitions (Piety >= 81) If you are eligible for a gift, your Piety is >= 81 and 1d(Piety) >= 72, there's a 13% chance that you will receive ammunitions. This only happens if your best missile skill (Slings, Bows, Crossbows or Darts) is >= 8, you have the launcher for your best missile skill (sling, (long)bow, crossbow, hand crossbow/blowgun respectively)in your inventory and you have less than 1d35 + 19 ammunitions for this launcher in your inventory. You may receive ammos for a different skill than this best skill (but always a skill you have), though. These missiles will often be "good quality" (ego properties, better accuracy, etc.). The gift timeout for each gift is 2d4 + 4. - Haste (Piety >= 120) As drinking a potion of Speed, you can haste yourself for 39 + 1d(Invocation*8) turns. You will be subject to magic contamination as usual when hasted. - Gift: Weapons and armours (Piety >= 130) If you are eligible for a gift, your Piety is >= 130 and 1d(Piety) >= 120, there's 25% chance that you will receive a weapon or an armour (equal chance). The item created will normally be of good quality, as if using a scroll of acquirement. The gift timeout for each gift is between 31 and 49. * Okawaru: Piety gain Actions increasing your Piety are: - Killing a living or undead creature or a demon: about 67% chance (more for creatures with lots of hit dices, less as your experience level increases) of +1 Piety, - Offering a corpse (butchering while praying): 40% chance (more for creatures with lots of hit dices) of +1 Piety * Okawaru: Sins You'll lose in average one Piety point every 280 turns, thus you should constantly find a way to counter this loss. If your drop to 0 Piety, you'll be excommunicated. In addition, the following action will incur a Piety reduction: - Letting allies die The following action will incur a Piety reduction and a penance: - Attacking a friendly creature * Okawaru: Leaving the religion If you leave (voluntarily or not) Okawaru, your penance counter will be increased by 25, but no (immediate) negative events will happen. * Okawaru: Punishments While under penance, Okawaru will sometimes punish you (about once every 2000 turns) by sending 1d(experience level/5) hostile monsters to fight you. The monsters are picked among: - Orc warrior (15%) - Orc knight (15%) - Naga warrior (10%) - Centaur warrior (10%) - Stone giant (10%) - Fire giant (10%) - Frost giant (10%) - Cyclops (10%) - Hill giant (5%) - Titan (5%) Makhleb: The "Demon" god ======================== * Makhleb: Description Makhleb the Destroyer is a fearsome God of chaos and violent death. Followers, who must constantly appease Makhleb with blood, stand to gain various powers of death and destruction. The Destroyer is evil, and appreciates sacrifices of corpses. * Makhleb: Granted powers - Gain life from killing (Piety >= 30) When you kill a monster, you gain HD - 1 + 1d(HD) HP, where HD is the number of hit dices of the creature you killed. - Gain power from killing (Piety >= 30) When you kill a monster, you gain HD - 1 + 1d(HD) MP, where HD is the number of hit dices of the creature you killed. - Minor destruction (Piety >= 50) You can hurl a beam randomly chosen among flame, lightning, acid or pain or a stone arrow (equal chance for each). The damage and accuracy depend on your Invocation skill. - Lesser Servant of Makhleb (Piety >= 75) You can temporary summon a friendly random demon to help you. The demon is randomly chosen among Neqoxec ('3'), Orange demon ('3'), Hellwing ('3'), Smoke demon ('4') and Ynoxinul ('3'), with an equal chance for each. The duration of the invocation depends on your Invocation skill. - Major destruction (Piety >= 100) You can hurl a beam randomly chosen among fire, lightning, sticky flame, iron or draining, a fireball or an orb of electricity (equal chance for each). The damage and accuracy depend on your Invocation skill (and is roughly thrice as much as the minor destruction). - Greater Servant of Makhleb (Piety >= 120) You can temporary summon a friendly random demon to help you. The demon is randomly chosen among Executioner ('1'), Green Death ('1'), Blue Death ('1'), Balrug ('1') and Cacodemon ('1'), with an equal chance for each. The duration of the invocation depends on your Invocation skill. * Makhleb: Piety gain Actions increasing your Piety are: - Killing or having an ally kill a living, holy or undead creature or a demon: about 67% chance (more for creatures with lots of hit dices, less as your experience level increases) of +1 Piety, - Offering a corpse (butchering while praying): 40% chance (more for creatures with lots of hit dices) of +1 Piety * Makhleb: Sins There isn't really anything you can do to offend Makhleb, except "forgetting" him. You'll lose in average 1 Piety every 320 turns, thus you should constantly find a way to counter this loss. If your drop to 0 Piety, you'll be excommunicated. * Makhleb: Leaving the religion If you leave (voluntarily or not) Makhleb, your penance counter will be set to 25, and you'll immediately suffer a random conjuration or summoning (equal chance) miscast effect. * Makhleb: Punishments While under penance (for leaving him), Makhleb will sometimes punish you (about once every 2000 turns). Possible punishments are: 1d(experience level/7) hostile demons (Neqoxec ('3'), Orange demon ('3'), Hellwing ('3'), Smoke demon ('4') or Ynoxinul ('4')) are summoned to fight you. (100% if your experience level is <= 7, less likely as your experience level increases) A hostile demon (Executioner ('1'), Green Death ('1'), Blue Death ('1'), Balrug ('1') or Cacodemon ('1')) is summoned to fight you. Sif Muna: The "Knowledge" god ============================= * Sif Muna: Description Sif Muna the Loreminder is a contemplative but powerful deity, served by those who seek magical knowledge. The Loreminder appreciates the training of spell casting skills. * Sif Muna: Granted powers: - Channel Energy (Piety >= 30) You immediately gain 1d(Invocation/4 + 2) MP. - Forget Spell (Piety >= 50) As with the spell "Selective amnesia", you can forget any spell you know to free spell slots. - Protection from miscasts (Piety >= 100) Whenever you miscast any spell or should otherwise suffer a miscast effect, there is a Piety/1.5 % chance that nothing will happen to you. - Gift: Spellbooks (Piety >= 160) If you are eligible for a gift, your Piety is >= 160 and 1d(Piety)> 100, you will receive random spellbooks from Sif Muna. Each spellbook can by an ordinary spellbook (24%), a Theme artifact spellbook (73%) or a Level artifact spellbook (2%). Ordinary spellbooks are the ones you may find lying in the Dungeon (Minor Magic, Unlife, Summonings, etc.); the choice will be weighted towards the ones that contain spells you haven't seen in your other spellbooks. Theme artifact spellbooks will contain several spells on a given theme (not necessarly magic school). Level artifact spellbooks will contain several spells with a given level (up to your experience level). A high Spellcasting skill will grant better artifact spellbooks. Note that you can't get the Tome of Destruction or any manual from Sif Muna, as well as the Necronomicon (Kikubaaqudgha's special), a Book of Annihilations or a Book of Demonology (Vehumet's specials), although it's possible to get some of the spells they contain in artifact spellbooks. The gift timeout for each gift is between 41 and 59. * Sif Muna: Piety gain The only way to gain piety from Sif Muna is by exercising (i.e. putting xp into) magic skills (not including Evocations or Invocations). The exact amount of xp required to gain piety is variable (increases as your level increases) and hard to evaluate precisely. * Sif Muna: Sins There isn't really anything you can do to offend Sif Muna, except "forgetting" him. You'll lose in average 1 Piety every 2000 turns, thus you should constantly find a way to counter this loss. If your drop to 0 Piety, you'll be excommunicated. * Sif Muna: Leaving the religion If you leave (voluntarily or not) Sif Muna, your penance counter will be set to 50 (quite high!), but no (immediate) negative events will happen. * Sif Muna: Punishments While under penance (for leaving him), Sif Muna will sometimes punish you (about once every 2000 turns). Possible punishments are: 20%: Temporary decreases your Intelligence by up to 20% 30%: Confuses you for 1d10 + 2 turns 20%: Suffer a random divination miscast effect 20%: Have you MP pool set to 0 10%: Sets the remaining duration of all magic enchantments affecting you to 1 turn (2 turns for Levitation). In addition, every time you cast a spell, there's a 2.5% chance that the failure rate will be increased by your remaining penance in % (in this case, there's only a 8% chance that your penance will actually be reduced by 1, unlike other punishments). Trog: The "Berserker" god ========================= * Trog: Description Trog is an ancient God of anger and violence. Followers are expected to kill in Trog's name and sacrifice the dead, and in return gain power in battle and also occasional rewards. Trog hates all wizards, and loves to see their spellbooks burn. Followers are forbidden the use of spell magic. * Trog: Granted powers Note that Trog's granted abitilies do not use nor train your Invocation skill. - Protection against abjuration When abjuration is casted against your summoned creatures, the power (duration reduction) is reduced by 20%. - Burn spellbooks You can burn spellbooks lying on the floor. If you're not standing on a tile with a spellbook on it (which would be dangerous), each spellbook (not a Manual or Tome of Destruction) in your line of sight is destroyed and replaced by a cloud of fire (unless your inscribed it with {!D}), which will stay the longer the rarer the book. Each destroyed spellbook will bring you 1 Piety, or 2 if you haven't even opened it. - Berserk bonus Trog assists you when you turn berserk in two ways. First, when you kill a monster, there's a Piety/10 % chance that your rage will continue for 4-13 more turns. Secondly, when you should pass out from exhaustion after berserking (10% chance in normal conditions), there's a Piety/1.5 % chance that nothing will happen instead. - Berserk (Piety >= 30) If you're not an undead, hungry, exhausted or already berserking, you can go berserk for (at least) 2d19 + 20 turns. Your HP will be multiplied by 1.5, your strength wil go up 5 points (unless you were already under the effect of a potion/spell of might) and you will be hasted for as long as the berserking lasts. There is a chance to pass out after the berserking expires: 1 over 10 + 25 per level in the "berserking" mutation + 10 if you are wearing an amulet of rage to pass out; if this happens, you are paralyzed for 1d4 turns, unless protected by Trog (Piety/1.5 % chance). In any case, when the berserking expires, your satiation level goes down 700 points, and you are slowed for 12 + 2d12 turns. - Trog's Hand (Regeneration) (Piety >= 50) You can regenerate for 5 + 2d(Piety*1.5 + 1) turns. During this regeneration, you gain 1HP per turn (unlike other forms of regeneration, this is not reduced by the Slow Healing mutation), and your magic resistance is increased by 70. - Gift: Ammunitions (Piety >= 81) If you are eligible for a gift, your Piety is >= 81 and 1d(Piety) >= 72, there's a 13% chance that you will receive ammunitions. This only happens if your best missile skill (Slings, Bows, Crossbows or Darts) is >= 8, you have the launcher for your best missile skill (sling, (long)bow, crossbow, hand crossbow/blowgun respectively)in your inventory and you have less than 1d35 + 19 ammunitions for this launcher in your inventory. You may receive ammos for a different skill than this best skill (but always a skill you have), though. These missiles will often be "good quality" (ego properties, better damage, etc.). The gift timeout for each gift is 2d4 + 4. - Brothers in Arms (Piety >= 100) You can summon a friendly berserking creature to help you. The creature you summon depends on you piety: 100 <= Piety <= 133: Black Bear or Grizzly Bear 100 <= Piety <= 186: Ogre or Two-headed Ogre 112 <= Piety <= 200: Deep Troll, Iron Troll or Rock Troll 144 <= Piety <= 200: Hill Giant or Stone Giant - Gift: Weapons (Piety >= 130) If you are eligible for a gift, your Piety is >= 130 and 1d(Piety) >= 120, there's 25% chance that you will receive a weapon. The item created will normally be of good quality, as if using a scroll of acquirement. The gift timeout for each gift is between 31 and 49. * Trog: Piety gain Actions increasing your Piety are: - Killing or having an ally kill a living creature or a demon: about 67% chance (more for creatures with lots of hit dices, less as your experience level increases) of +1 Piety, - Killing a spellcaster: 40% chance (more for creatures with lots of hit dices) of +1 Piety, in addition to the previous - Offering a corpse (butchering while praying): 40% chance (more for creatures with lots of hit dices) of +1 Piety - Burning a spellbook with your "Burn Spellbooks" ability: +1 Piety, +1 more if you haven't even opened the book. * Trog: Sins You'll lose in average one Piety point every 280 turns, thus you should constantly find a way to counter this loss. If your drop to 0 Piety, you'll be excommunicated. In addition, the following action will incur a Piety reduction and a penance: - Memorizing a spell from a book - Casting a spell (not from a rod or a scroll) * Trog: Leaving the religion If you leave (voluntarily or not) Trog, your penance counter will be increased by 50, and you will immediately suffer a random punishment (see below). * Trog: Punishments While under penance, Trog will sometimes punish you (about once every 2000 turns). Possible punishments are: 50% Summon several (around experience level/3) hostile berserking monsters to fight you among Black Bear, Grizzly Bear, Ogre, Two-headed Ogre, Deep Troll, Iron Troll, Rock Troll, Hill Giant and Stone Giant 17% Suffer a random Fire miscast effect 11% Temporary decreases your Strength by up to 20% 11% Suffer a slowing effect 6% Suffer a rotting effect 6% Suffer a paralysing effect Elyvilon: The "Healer" god ========================== * Elyvilon: Description Elyvilon the Healer welcomes all good souls who are prepared for long worship and devotion. Those individuals can expect to gain powerful healing abilities. The Healer prefers a creed of pacifism, and helps worshippers avoid bloodshed. Elyvilon appreciates the destruction of weapons. Being a good God, Elyvilon does not mind if worshippers shift to one of the two allied Gods, Zin or the Shining One. * Elyvilon: Granted powers - Destroy Weapons You can destroy a weapon and ammunitions lying on the floor on the tile you're standing (unless your inscribed them with {!D}). You will gain 1 Piety most of the time if the weapon is an artifact (unless a very bad one), or with a chance depending on its value (the higher, the better chance) and your Piety (the lower, the better chance); always if the item is evil (demon blade, demon whip or demon trident, weapon of pain, vampiricism, draining, chaos or shadow). - Protection from Harm (Piety >= 30) If you receive damage that should kill you, there's a 10 + (Piety/10) % chance to cancel all damage while your Piety is reduced by 20 + 1d20. This is possible even if you're under penance. - Lesser Self-Healing (Piety >= 30) You can heal yourself by 2d(Invocation/6 + 3) + Invocation/6 + 1 HP. - Lesser Healing (Piety >= 30) You can heal another creature by 2d(Invocation/6 + 3) + Invocation/6 + 1 HP. There's a chance that when you heal another creature, you'll pacify it. This is only possible for creature with enough intelligence (this excludes notably jellies, zombies, skeletons, abominations, worms, golems, dancing weapons, evil eyes, vortex, elementals and plants) and monsters which are able to move (mostly statues or sleeping creatures). Your chance to pacify the monster is calculated as follow: The healing factor is equal to a random amount between 0 and ((Invocation Skill + 1) * (HP healed))/3 This factor is multiplied by 3 for low intelligence monsters (animals and insects), by 2 for creature of the same species as yours, by 3/2 for holy creatures, by 3/4 for undeads and by 3/5 for demons. If this factor is greater than the max HP of the creature, it is pacified and will move toward the exit of the dungeon. You will gain 1d(HD/(2 + Piety/20)) Piety, where HD is the number of hit dices of the creature, and half the xp you'd gain by killing the creature. Here are some hard numbers: With an Invocation Skill of 0, you'll be on average able to pacify creature with 1 HP, 2 HP for your own species, 3 HP for insects and animals. With an Invocation Skill of 6, you'll be on average able to pacify creature with 8 HP, 16 HP for your own species, 24 HP for insects and animals. With an Invocation Skill of 12, you'll be on average able to pacify creature with 19 HP, 39 HP for your own species, 58 HP for insects and animals. With an Invocation Skill of 18, you'll be on average able to pacify creature with 35 HP, 70 HP for your own species, 104 HP for insects and animals. With an Invocation Skill of 27, you'll be on average able to pacify creature with 65 HP, 131 HP for your own species, 196 HP for insects and animals. - Purification (Piety >= 50) The following status afflicting you are removed: Disease, Rotting, Poison, Confusion, Slow and Petrifying. - Greater Self-Healing (Piety >= 75) You can heal yourself by 2d(Invocation/3 + 10) + Invocation/3 + 8 HP. - Greater Healing (Piety >= 75) You can heal another creature by 2d(Invocation/3 + 10) + Invocation/3 + 8 HP. As described above, there's a similar chance to pacify the monster when you heal it. Here are some hard numbers: With an Invocation Skill of 0, you'll be on average able to pacify creature with 3 HP, 6 HP for your own species, 9 HP for insects and animals. With an Invocation Skill of 6, you'll be on average able to pacify creature with 27 HP, 54 HP for your own species, 81 HP for insects and animals. With an Invocation Skill of 12, you'll be on average able to pacify creature with 58 HP, 117 HP for your own species, 175 HP for insects and animals. With an Invocation Skill of 18, you'll be on average able to pacify creature with 98 HP, 196 HP for your own species, 294 HP for insects and animals. With an Invocation Skill of 27, you'll be on average able to pacify creature with 173 HP, 345 HP for your own species, 518 HP for insects and animals. - Restoration (Piety >= 100) All your stats are restored to their maximum. Rotted HP are restored too. - Divine Vigour (Piety >= 120) Your max HP and MP are increased by 1 + Invocation Skill/6, for 40 + 2.5*Invocation Skill turns. - Reliable Protection from harm (Piety >= 131) If you receive damage that should kill you while you're praying, you cancel all damage while your Piety is reduced by 20 + 1d20. This is possible even if you're under penance. * Elyvilon: Piety gain Your Piety automatically raises by about +1 Piety every 240 turns (up to 150 Piety). Others actions increasing your Piety are: - Healing a creature under its max HP: 12,5% chance of +1 Piety - Pacifying a monster: +1d(HD/(2 + Piety/20)) Piety where HD is the number of HD of the creature pacified - Destroying a weapon or ammunitions with you "Destroy Weapons" ability: chance of +1 Piety (depending on the item(s) destroyed) * Elyvilon: Sins The following actions will only incur a Piety reduction: - Voluntarily drinking blood - Voluntarily attacking neutral creatures The following actions will incur a Piety reduction and a penance: - Using necromantic or demonic magic or items This includes: - Hitting or killing with a weapon of vampiricism, draining or pain or a staff of death - Firing with a (cross)bow or ammos of shadows or chaos - Hitting or killing with a demon weapon (demon whip, demon blade, demon trident) - Wielding a lantern of shadows - Hitting, killing or evoking several unrandarts (Sword of Zonguldrok, Scythe of Curses, Sword of Cerebov, Scepter of Torment, Scepter of Dispater, Scepter of Asmodeus) - Casting a spell in the Necromancy magic school, including indirectly (wand of draining, scroll of Torment...), unless unvoluntarily. - Casting an "unholy" spell: Call Imp, Summon Horrible Things, Summon Demon, Banishment (except on yourself), Hellfire, Shadow Creatures, - Voluntarily attacking or killing peaceful holy beings (Angels and Daevas) - including by your allies. - Letting allies die - Butchering corpses while praying - Killing a living creature while praying - Cannibalism (eating chunks from corpses of you own species) The following actions will excommunicate you: - Casting Necromutation. * Elyvilon: Leaving the religion If your drop to 0 Piety, you'll be excommunicated. Leaving Elyvilon (voluntarily or not) will increase your penance by 30 (unless switching to a good god - The Shining One or Zin). Your allies will turn hostile (unless switching to a good god). * Elyvilon: Punishments Elyvilon will never actively punish you while under penance, even if you left the religion, unless you're now a disciple of an evil or a chaotic religion (Kikubaaqudgha, Makhleb, Yredelemnul, Beogh, Lugonu or Xom). Possible punishments are: 40% Confuse you 20% Suffer a random Poison Magic miscast 40% Reduce the accuracy and damage of each (non-artifact) weapon or ammunition in you inventory by 1 with a 33% chance Lugonu: The "Abyss" god ======================= * Lugonu: Description Lugonu the Unformed revels in the chaos of the Abyss. Followers are sent out to cause bloodshed and corruption in the overworld, and must do so unflaggingly to earn this evil God's favour. * Lugonu: Granted powers - Easier Abyss Blinking Followers of Lugonu succeed in blinking 33% of the time instead of 11% for other characters (22% if through the spell Controlled Blink). - Depart the Abyss (Piety >= 30) You can teleport out of the Abyss (back to the Dungeon). - Bend Space (Piety >= 50) If your Invocation Skill is <= 2, you randomly blink. Otherwise, there's a chance that, in addition to you blinking, the monsters immediately around you will blink too. Everyone blinking (including you) failing a resist magic check will in addition suffer a few HP damage (depending on your Invocation Skill, but never more than 6 HP). The probability of the second effect happening depends on you Invocation Skill. For reference, at skill 3, the chance is 10%; at skill 5, 25%; at skill 10, 47%; at skill 15, 59%; at skill 27, 74%. - Banish (Piety >= 75) You can zap a beam of "banishment". The first monster hit will effectively be killed, but you don't gain any xp. - Corrupt (Piety >= 100) You can "corrupt" the level you're in. Many tiles (walls, floor...) on the current level will be replaced by others tiles. Stairs and portals cannot be changed, harder walls are less likely to be changed. In addition, a pack of demonic creatures will be summoned, mostly friendly (for a time...) - the higher your Invocation Skill, the more likely each monster will be friendly. You may only corrupt a level once; Abyss, Pandemonium and Hell cannot be (more) corrupted. - Enter the Abyss (Piety >= 120) You can instantly banish yourself into the Abyss. You'll lose between 1 point and 3% of your max HP and 1d2 max MP in the process, as well as a random amount of HP (never enough to directly kill you) and all your MP. This is not possible in Pandemonium. - Abyssal Runes Attraction (Piety > 120) While in the Abyss, the chance to generate an Abyssal rune in the level is normally 0.5%, increased by 0.1% every 40 turns past 500 spend in the Abyss. For followers of Lugonu, the chance is instead 0.5% increased by 0.1% every 10 turns past 50 spend in the Abyss. - Bless weapon (Piety >= 160) If you pray on an altar while your Piety is >= 160 and wielding a non-artifact weapon which hasn't the "Distorsion" brand, Lugonu will bless you weapon. Blessing a weapon uncurses it, adds +1d2/+1d2 to its enchantment and adds the Distorsion brand to it. This is only possible once. * Lugonu: Piety gain Actions increasing your Piety are: - Killing or having an ally kill a living or holy creature or an undead: about 67% chance (more for creatures with lots of hit dices, less as your experience level increases) of +1 Piety, - Offering a corpse (butchering while praying): 40% chance (more for creatures with lots of hit dices) of +1 Piety * Lugonu: Sins There isn't really anything you can do to offend Lugonu, except "forgetting" him. You'll lose in average 1 Piety every 320 turns, thus you should constantly find a way to counter this loss. If your drop to 0 Piety, you'll be excommunicated. * Lugonu: Leaving the religion If you leave (voluntarily or not) Lugonu, your penance counter will be increased by 50, and you will immediately be banished into the Abyss. * Lugonu: Punishments While under penance (for leaving him), Lugonu will sometimes punish you (about once every 2000 turns). A punishment by Lugonu has two independent components: (1) 50%: Random translocation miscast effect (1) 17%: You suffer an instant teleportation (1) 8%: You randomly blink (1) 25%: Nothing (2) 1d(experience level/7) hostile demons (Neqoxec ('3'), Orange demon ('3'), Hellwing ('3'), Smoke demon ('4') or Ynoxinul ('4')) are summoned to fight you. (100% if your experience level is <= 7, less likely as your experience level increases) (2) A hostile demon (Executioner ('1'), Green Death ('1'), Blue Death ('1'), Balrug ('1') or Cacodemon ('1')) is summoned to fight you. Nemelex Xobeh: The "Gambler" god ================================ * Nemelex Xobeh: Description Nemelex is a strange and unpredictable trickster God, whose powers can be invoked through the magical packs of cards painted in the ichor of demons. Followers are expected to sedulously sacrifice valuable items, the type of which will influence the gifts. Followers are also advised to trust in the cards and use them as much as possible. However, the Trickster can ensure that fortune favours the bold. * Nemelex Xobeh: Granted powers - Gift: Decks of cards In addition to the ordinary conditions to be eligible for a gift, receiving a deck will add points to a "decks" countdown, which is reduced by: - Drawing cards from decks, especially if the card is unknown (unmarked) or if you've finished the deck. - Offering items (if possible of high value) to Nemelex. - Letting time pass (on average, you'll need 400 turns to cancel the countdown). If you are eligible for a gift, there's a Piety*2 % chance to gain the first deck; after that it will be a Piety/6 % chance. Possible decks are Decks of Escape, Destruction, Dungeons, Summoning and Wonders. The decks you gain depend on the value of items you've offered to Nemelex. - Armours will weight towards Decks of Escape - Weapons, Staves and Ammunitions will weight towards Decks of Destruction - Misc. items, Jewellery, Books and Gold will weight towards Decks of Dungeons - Corpses will weight towards Decks of Summoning - Potions, Scrolls, Wands and Food will weight towards Decks of Wonders Each gift will reduce the value of items offered in the corresponding category by 20%. The strength of the deck is: 95 - 0.45*Piety %: Plain Deck 5 + 0.27*Piety %: Ornate Deck 0.17*Piety %: Legendary Deck The gift timeout for each gift is between 6 and 14. - Card power improvement The power of any card you draw is increased by Piety*(Evocation + 25). This improves your chances to get improved effects from Ornate or Legendary decks. In addition, when drawing the Damnation card, you'll have a slightly improved number of targets (about Piety/5 % chance to get one more target) - Draw One (Piety >= 30) You can draw the first card from a deck in your inventory (instead of having to wield the deck in your hand). - Peek at Two (Piety >= 50) You can look at the two first cards of the deck. This will identify the nature deck if you didn't know it already. After the cards are seen, they are shuffled back into the deck. One card at random (other than the two you just peeked at) will be removed from the deck during the process, unless there were 2 cards or less remaining in the deck. - Triple Draw (Piety >= 75) You can look at the three first cards of the deck (or less if there were less cards remaining), and pick one of them to get its effects. The other two will be removed from the deck. - Mark Four (Piety >= 100) You can look at the four first cards of the deck (or less if there were less cards remaining). These cards will be marked and shuffled back in a random order in the deck. When one of these cards come back on the top of the deck (and become the next one you pick), this will be displayed on the deck's description. 1d3 cards at random (other than the four you marked) will be removed from the deck during the process, but there will always remain at least 2 cards in the deck. You can mark a deck only once (through Mark Four or Stack Five). - Stack Five (Piety >= 120) You can pick the first five cards of a deck and order them in the order you want. The other cards are removed from the deck. You can mark a deck only once (through Mark Four or Stack Five). * Nemelex Xobeh: Piety gain Actions increasing your Piety are: - Offering a corpse (by praying while on a tile with corpses on the floor): 1 chance in (2 + Piety/50) of +1 Piety - Offering items other than deck (by praying while on a tile with items on the floor): chance depending on the item's value of +1 Piety (+2 for artifacts) - Drawing a card from a deck: about 40% for an unknown (unmarked) card, +30% for the last card in a deck (even marked). * Nemelex Xobeh: Sins There isn't really anything you can do to offend Nemelex Xobeh, except "forgetting" him. You'll lose in average 1 Piety every 700 turns, thus you should constantly find a way to counter this loss. If your drop to 0 Piety, you'll be excommunicated. * Nemelex Xobeh: Leaving the religion If you leave (voluntarily or not) Nemelex Xobeh, your penance counter will be set to 50 (quite high!) and all the decks of the dungeon will be shuffled. * Nemelex Xobeh: Punishments While under penance (for leaving him), Nemelex Xobeh will sometimes punish you (about once every 2000 turns) by "drawing in the Deck of Punishment", which in effect will have one of the following effects (equal chance): The Wraith: You lose one experience level Wild Magic: You suffer a random miscast effect Wrath: You suffer the divine anger from a random god (except Nemelex) Xom: You suffer a random bad Xom action Famine: You hunger state is set to 500 (starving) The Curse: Curse items in your inventory (including potions, which turn into potion of decay) The Tomb: Each unoccupied tile around you is replaced by a rock wall. You'll probably need a way to dig or teleport to get out. Damnation: A monster around you is banished to the Abyss. If there's no monster, you are banished instead. The Portal: You are teleported (sometimes controlled or instant) The Minefield: Randomly replaces several non-walls tiles around you by lava or deep water. As with any deck, there's a 1% chance to draw from the Deck of Oddities instead (which contains the cards Genie, Bargain, Wrath, Xom, Feast, Famine and Curse). In addition, the power of the cards you draw will be reduced by you penance, and there's a penance/30 % chance when you draw any card from a deck (multiplied by 3 if it's a marked or seen card) that the card will be replaced by one from a Deck of Punishment. Beogh: The "Orcish" god ======================= * Beogh: Description Beogh is the deity worshipped by the cave orcs native to parts of the dungeon. Only orcs may devote their service to Beogh, and must prove their devotion by bloodshed and the blessing of dead orcs. Devout followers of Beogh can smite their foes, and especially fervent devotees of Beogh may even gain followers of their own, for the orcs still look for their Messiah. * Beogh: Granted powers - Support use of orcish gear The AC bonus of orcish shields and armour for orcs (13%) is increased depending on your Piety, and may reach up to 30% if your Piety is >= 185. The accuracy of all orcish weapons is increased by 1. Hitting with an orcish weapon will inflict a random amount up to Piety/33 + 1 more damage (in addition to the 50% chance to inflict +1 damage when using orcish gear for an Orc). - Protection from harm (Piety >= 30) If you receive damage that should kill you, there's a 10 + (Piety/10) % chance to cancel all damage while your Piety is reduced by 20 + 1d20. Unlike the protection from good gods, this protection is canceled if you're under penance. - Smiting (Piety >= 50) You can smite any monster in view for around 6 + 1d(5 + Invocation Skill) HP. Magic resistance does not apply (but AC does). - Convert Orcs (Piety >= 75) Non summoned, shapeshifted, sleeping, confused or paralysed orcs around you may reckognize you as their Messiah and turn friendly. The chance of that happening depends on your Piety and experience level (the higher, the better) and the hit dices of the orc (the lower, the better). Conversions may happen when: - A hostile orc notices you for the first time (including because you hit it or casted a spell on it) - You or one of your ally kill a non-ordinary orc (in this case, the monster will survive the killing blow, unless it was reduced under its max HP in negative). This works best on higher level orcs. - Bless Orcish Followers (Piety >= 75) Beogh will bless one of your followers when it kills an enemy or otherwise gain experience if 1d(Piety) >= 30, or one at random when you kill an enemy (10% chance). The blessing has one of the following effects: 10%: An ordinary Orc become an Orc Priest, otherwise 25% chance to add +1 to its weapon's accuracy, 25% chance to add +1 to its weapon's damage, 50% chance to add +1 to its armour's AC. 90%: 50% chance to remove Poison, Sickness, Confusion, Rotting, Slowing or Exhaustion if relevant, otherwise heals 25% of the follower's HP. If you have no followers on this level, there's a small chance that Beogh will instead (permanently) summon several friendly orcs to become your followers. - Recall Orcish Followers (Piety >= 100) You can recall your orcish allies like if you were casting the "Recall" spell (but only for orcs): all your orcish followers are immediately teleported close to you. - Walk on water (Piety >= 120) You can cross deep water as if it was normal floor. Be careful not to let your Piety drop under 120 or suffer penance while you're walking over deep water! * Beogh: Piety gain Actions increasing your Piety are: - Killing or having an ally kill a living or holy creature, an undead or a demon: about 67% chance (more for creatures with lots of hit dices, less as your experience level increases) of +1 Piety, - Killing a hostile priest: 40% chance (more for creatures with lots of hit dices) of +1 Piety - Offering the corpse of an orc (praying while standing on an orc corpse): 20% chance of +1 Piety (+20% for Orc Priests corpses, +40% for Orc High Priests corpses, +60% for Saint Roka's corpse, -5% if the corpse is rotten, -10% if it's a skeleton). * Beogh: Sins You'll lose in average one Piety point every 320 turns, thus you should constantly find a way to counter this loss. If your drop to 0 Piety, you'll be excommunicated. In addition, the following action will incur a Piety reduction: - Desecrating orcish remains (using orcish corps for any purpose, like Animate Corpse, Sublimation of Blood or Bone Shards) The following actions will incur a Piety reduction and a penance - Cannibalism (eating orcish chunks) - Destroying an Orcish Idol (type of statue) * Beogh: Leaving the religion If you leave (voluntarily or not) Beogh, your penance counter will be set to 50 (quite high!), followers will turn hostile around you and you will immediately suffer a random punishment (see below). * Beogh: Punishments While under penance, Beogh will sometimes punish you (about once every 2000 turns). Possible punishments are: 25%: Suffer Smiting (there is a Piety/4 % chance that your eventual new god will protect you against this) 13%: Summon 1d2 hostile dancing weapons. These weapon will be +1d3-1/+1d3-1, cursed 50% of the time and be branded with Orc Slaying. 25%: Followers around you have a chance to turn hostile (only if you're still a follower of Beogh) 37% (62% if you changed religion): Summon a band of hostile orcs, led by an stronger orc (type depending on your experience level) Xom: The "Random" god ===================== * Xom: Description Xom is a wild and unpredictable God of chaos, who seeks not worshippers but playthings with which to toy. Many choose to follow Xom in the hope of receiving fabulous rewards and mighty powers, but Xom is nothing if not capricious. Also, there is nothing a follower can do to influence Xom's mood. * Xom: Granted powers Nothing is granted with Xom. Every 20 turns (for a character with normal speed), Xom will turn its attention towards you, and depending on the situation (from 7% of the time if there are no monsters in view to 33% in the middle of a big fight) may decide to perform either a "good" action or a "bad" action. Xom's actions will often be in context (i.e. turning you berserk if there's no one around), although nothing is guaranteed. Good actions are more likely if your Piety is high (see below). "Good" actions and the corresponding Xom speeches are: - Affecting you with a random potion effect among Healing, Heal Wounds, Magic, Speed, Might, Invisibility, Berserk Rage, Experience (the last one much less likely). Only potions that will have an effect are picked (for example no Magic if you're at max MP) - Making you cast a random spell - Confuse monsters around you - Summon one or more allies to help you - Offer you an item - Polymorph a random monster around you into a weaker monster (-3 HD) - Swaps your position with one monster around you (which has 50% to turn confused in the process). Other monsters may be swapped too. - Instantly teleport several times, likely up to a relatively safe place - Vitrify walls around you (this allows you and the monsters around to see through the walls) - Give you a random good mutation (this will reduce your current HP at least at 50% of you max HP) - Throw a bolt divine lightning, which explodes around you. There's a chance based on you HP (the lower, the better) that Xom will protect you against it. "Bad" actions are: - Suffer a random miscast (often harmless) - Instantly teleport several times, likely up to a relatively dangerous place - Adds a Chaos brand and several accuracy and damage increases to a random nearby creature's weapons and ammunitions - Give you a random mutation (this will reduce your current HP at least at 50% of you max HP) - Polymorph a random monster around you into a stronger monster (+2 HD) - If stairs (or escape hatches) are in view they are moved towards you or away from you. For several turns, when you move on a stair or climb up or down a stair, there's a chance that it will slide away from you. - Confuse you - Drain some of your experience - Cast Torment (halves your HP) - Summon hostile demons or dancing weapons to fight you - Banish you Xom's actions, especially gifts, will often be in the spirit of what Xom (with its particular sense of humor) finds funny: if you're stuck with cursed gloves or rings, there's a good chance that Xom will give you a cursed ring, if you're using a specific type of weapon, he'll probably give you another one, etc. In any case, Xom's actions will never directly kill you, unless he's bored (see below) or you're under penance: a mutation or effect that would reduce a stat to 0 is cancelled, HP damage that would have killed you is cancelled, etc. * Xom: Piety For Xom, Piety's only use is to determine the niceness and strength of its actions. The niceness of Xom depends on your Piety: the chance to perform a "good" action is approximately equal to Piety/2 % (this probability is increased during dangerous situations, like combat, up to 95%). The strength of Xom's actions will depend on how far you are from 100 Piety (in either direction). Piety starts at 100, and will change by 1 point every 20 turns on average (about 49% to move towards 100 and 51% to move towards 0 if your Piety is < 100 or 200 if you Piety is > 100). When Xom acts, there's a 20% that your Piety will be set at a random amount. You may find an indication on your current Piety by pressing "^", which will give you a clue on how nice Xom's next action might be. +------------+---------------------------------+ | Piety | Status | +------------+---------------------------------+ | 181 -- 200 | Xom's teddy bear | | 151 -- 180 | A beloved toy of Xom | | 121 -- 150 | A favourite toy of Xom | | 81 -- 120 | A toy of Xom | | 51 -- 80 | A plaything of Xom | | 21 -- 50 | A special plaything of Xom | | 0 -- 20 | A very special plaything of Xom | +------------+---------------------------------+ * Xom: Amusement Another important aspect of Xom is that he really, really hates being bored. When Xom is bored, he'll act more often, and his actions will always be bad (excluding most harmless miscast effects). This is reflected by an "amusement" value, which ranges between 0 and 255. When you start worshipping Xom, his amusement is set to between 2 and 80. Every 20 turns, there's a 50% chance that Xom's amusement will be decreased by one, until it reaches 0. When that happens, you'll get a message "Xom is BORED", and the bad stuff will start. You'll get a warning when the amusement gets down to 1 (at least 20 turns before it reaches 0): "Xom is getting BORED". To avoid boring Xom, you should always try to keep him interested in you. Unfortunately, Xom is mostly amused by things you haven't really any control on (like being teleported away in the Abyss when the exit or a rune was in sight) or if you otherwise waste useful ressources. When Xom finds something funny, his amusement may be set to a random amount depending on the "something" if it is higher than his current amusement. You may guess how high the amusement was set by the message: +------------------------------+----------------+ |Message |Amusement level | +------------------------------+----------------+ |Xom is interested | 12 -- 25 | |Xom is mildly amused | 26 -- 50 | |Xom is amused | 51 -- 75 | |Xom is highly amused! | 76 -- 100 | |Xom thinks this is hilarious! | 101 -- 200 | |Xom roars with laughter! | 201 -- 255 | +------------------------------+----------------+ The whole list of what Xom finds funny is very large and would be mostly useless as a spoiler anyway (not to mention it would ruin a lot of fun when it happens unexpectingly!); here are the actions you can voluntarily perform, and the maximum amusement Xom may be set to afterwards in case of emergency. There's always a (12/maximum amusement) chance that nothing will happen, thus actions with low max amusement are often not even noticed by Xom. The actions are roughly divided in "easy" section and "hard" section; you'll probably want to try only the ones in the first category after carefully preparing yourself, unless you're really desperate. "Dangerous" situations are situations where the product of the experience values (when killed) of all monsters in view is greater than your total experience power 1.3, or where there's a monster whose experience value is greater than the square root of your total experience. For example, a single orc priest or wizard may be worth enough xp to create a dangerous situation for most characters under level 8, as would be an Ogre for most characters under level 11. +---------------------------------------------------------------------------------------------------+-----------------------+ | Easy to achieve or mildly dangerous actions | Maximum amusement set | +---------------------------------------------------------------------------------------------------+-----------------------+ |Putting on a cursed item | | | Wearing an cursed amour which you didn't know was cursed | 64(#3)(#4) | | Wielding a cursed weapon | 16(#5)(#6) | | Putting on a cursed ring or amulet | 32(#5) | |Eating a bad chunk and get the bad effect from it | | | Eating (or drinking for Vampires) a contaminated chunk | 100 | | Eating (or drinking for Vampires) a poisonous chunk | 128 | |Drinking | | | Drinking a potion of berserk rage | 64 | | Drinking a potion of (coagulated) blood and becoming sick (esp. in a "dangerous" situation) | 16(#1)(#7) | | Drinking a potion of degeneration and losing stats (esp. in a "dangerous" situation) | 32(#1)(#7) | | Drinking at a sparkling fountain | 64 | |Reading | | | Reading an unidentified Manual | 64 | | Reading an identified Manual | 14 | | Reading an unidentified scroll in a "dangerous" situation | 64(#8) | | Reading a scroll of curse weapon or armour and having an item cursed | 128(#3) | |Zapping a wand | | | Zapping a unidentified wand on yourself or another creature in a "dangerous" situation | 255 | | Zapping a wand of random effects on yourself or another creature in a "dangerous" situation | 255 | | Polymorphing a monster | 128(#9) | |Entering an unexplored level | | | Using regular stairs to enter an unexplored level | 14 | | Using an escape hatch to enter an unexplored level | 50 | | Using a portal to enter an unexplored vault (Minitomb, etc.) | 25 | | Using a portal to enter a Labyrinth | 98(#10) | |Receiving damage | | | Being hurt by a beam whose element you're vulnerable to (negative resistance) | 200 | | Being hurt by your own beam (lightning bouncing of a wall, fireball close to you...) | 255 | | Being hurt by a monster with less HD than your experience level | variable(#14)(#15) | | Becoming confused | variable | |Drawing a card from a deck | | | Drawing the Xom card | variable | | Drawing the Damnation card in Abyss, Pandemonium, Labyrinth or elsewhere outside the Dungeon | 0 | | Drawing the Minefield, Famine or Curse card | 255 | | Drawing from the deck of Oddities (1% chance when drawing from any deck) | 255 | | Drawing another card | 64(#1)(#2) | |Misc | | | Creating a monster with a Box of Beasts (small ebony casket) | 14 | | Putting on an unidentified artifact in a "dangerous" situation | 128 | +---------------------------------------------------------------------------------------------------+-----------------------+ | Hard to achieve or quite dangerous actions | Maximum amusement set | +---------------------------------------------------------------------------------------------------+-----------------------+ |Eating a bad chunk and get the bad effect from it | | | Eating (or drinking for Vampires) a mutagen chunk | 100 | | Eating (or drinking for Vampires) a rotten mutagen chunk | 200 | | Eating (or drinking for Vampires) a rot-inducing chunk | 100 | |Drinking | | | Drinking an unidentified potion in "dangerous" situation | 255 | | Drinking a potion of mutation | variable | | Drinking a potion of (strong) poison and becoming poisoned (esp. in a "dangerous" situation) | 64(#1)(#7) | | Drinking a potion of slowing and becoming slowed (esp. in a "dangerous" situation) | 32(#1)(#7) | | Drinking a potion of paralysis and becoming paralysed (esp. in a "dangerous" situation) | 32(#1)(#7) | | Drinking a potion of confusion and becoming confused (esp. in a "dangerous" situation) | 64(#1)(#7) | | Drinking a potion of decay and having HP rotted (esp. in a "dangerous" situation) | 32(#1)(#7) | |Reading | | | Reading a Tome of Destruction and getting one of its side effects | variable | | Reading a scroll of enchant weapon/armour to enchant an item which *could* have received a | | | further enchantment but failed (between +4 and the maximum enchantment) | 32 | |Entering an unexplored level | | | Falling through a shaft in an unexplored level | 50(#11) | | Entering the Abyss for the first time | 128 | | Entering Pandemonium for the first time | 128 | | Being banished in the Abyss (even not for the first time) | 255 | |Receiving damage | | | Having items in your inventory or on the ground destroyed (scrolls by fire, etc.) | 16(#12) | | Having experience drained | 20 | | Losing a level | 255 | | Hurting yourself in a "dangerous" situation | variable(#13)(#14) | | Falling down the stairs (50% chance when using stairs while confused) | 255 | | Being hurt by a monster with more HD than your experience level | variable(#14)(#15) | | Losing max HP to rotting | 32(#16) | | Walking on a Zot trap | 32 | |Misc | | | Wielding a weapon of distorsion | 128(#4) | | Seeing a creature attack itself (while confused) | 128(#17) | | Attacking with a weapon you're unskilled in in a "dangerous" situation | 14 | | Miscasting a spell | variable | | Having more and more monsters around you in the Abyss | variable | | Losing a fixed artifact, a rune or the Orb of Zot (in the Abyss, in deep water/lava or because | | | a summoned monster disappeared with it) | 255(#18) | +---------------------------------------------------------------------------------------------------+-----------------------+ (#1) doubled if the item was unidentified (#2) doubled if you are in a "dangerous" situation (#3) doubled in the case of cloaks or gloves (since they prevent wearing body armours and rings respectively) (#4) doubled if it was a gift from Xom (#5) doubled if you didn't know it was cursed, quadrupled if in addition it was a gift from Xom (#6) doubled if it's a weapon you're unskilled in (#7) divided by 3 if not in a "dangerous" situation (#8) doubled if it was in fact a dangerous scroll and had an effect: scroll of torment, immolation, curse weapon or curse armour (#9) reduced to 32 for a friendly monster, 16 for a natural shapeshifter (#10) halved for Minotaurs (#11) multiplied by the number of level you fell down (#12) doubled if several items were destroyed (#13) divided by 5 if you aimed a beam at yourself (but not if the beam bounced or if a fireball explode next to you for example) (#14) depends on the % of damage received in proportion to your current HP (#15) depends mostly on the square of the level difference between you and the monster (plus a few other small modifiers) (#16) multiplied by the number of max HP lost (#17) doubled if that's you (#18) halved for an Abyssal rune, divided by 4 for a Demonic rune In a nutshell, instead of carefully identifying all your items as soon as possible and putting away useless and dangerous items as with any other game, you'll probably want to keep a few unidentified or "dangerous" items with you to use when Xom turns bored, and pay at cheaper price than suffering Xom's bad mood... * Xom: Leaving the religion If you leave (voluntarily or not) Xom, your penance counter will be set to 50 (quite high!) and will perform a "bad" action in the list above. * Xom: Punishments While under penance, Xom will sometimes punish you (about once every 2000 turns) by performing a "bad" action in the list above. As a true god of Chaos, there's a 10% chance that he'll do a "good" action instead, though.