Difference between revisions of "Fedhas Madash"

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[[File:Fedhas altar.png]] ''"Spread life and death"''
 
[[File:Fedhas altar.png]] ''"Spread life and death"''
  
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==Racial restrictions==
 
==Racial restrictions==
Fedhas does not accept [[undead]] worshipers ([[Ghoul]]s, [[Mummies]], or [[Vampire]]s), most likely because they violate the natural cycle of life.
+
Fedhas does not accept [[undead]] worshipers ([[ghoul]]s, [[mummies]], or [[vampire]]s), most likely because they violate the natural cycle of life.
  
 
==Appreciates==
 
==Appreciates==
* Using Decomposition via [[praying]] on [[corpse]]s and certain undead.
+
*Using Decomposition via [[praying]] on [[corpse]]s and certain undead.
  
 
==Deprecates==
 
==Deprecates==
* You or your allies destroying plants. (piety loss)
+
*You or your allies destroying plants. (Piety loss)
* Attacking allied flora. (piety loss)
+
*Attacking allied flora. (Piety loss)
* Using [[List of spells by flag#Corpse_violating|corpse-violating]] spells. These include Sublimation of Blood, Animate Dead, and other spells that affect corpses or chunks, as well as [[Necromutation]] (which violates your ''own'' corpse). (Penance)
+
*Using [[List of spells by flag#Corpse_violating|corpse-violating]] spells. These include Sublimation of Blood, Animate Dead, and other spells that affect corpses or chunks, as well as [[Necromutation]] (which violates your ''own'' corpse). [[Necromancy]] spells that don't affect corpses, such as [[Regeneration]], [[Pain]], and [[Bolt of Draining]], are allowed. (Penance)
  
 
==Given abilities==
 
==Given abilities==
 
'''[[Piety|Piety level -]]''': "Green [Species Name]"
 
'''[[Piety|Piety level -]]''': "Green [Species Name]"
* All plants are friendly towards you. (Passive)
+
*All plants are friendly towards you. (Passive)
* You can walk through plants. (Passive)
+
*You can walk through plants, though it takes 50% longer than normal to do so. (Passive)
* You can fire through allied plants without harming them. (Passive)
+
*You can fire through all allied plant-type creatures without harming them. (Passive)
* '''Decomposition''' - Causes corpses in your field of vision to rapidly decay. Corpses with a monster on top of them will not be affected. It turns corpses into skeletons, zombies into skeletons (or destroys them), destroys ghoul genus monsters for piety gain, and causes friendly [[toadstool]]s to grow. (Free) Note that as of version 0.8, this is now invoked as (p)rayer rather than an (a)bility.
+
*'''Decomposition''' - By [[pray]]ing, causes all corpses in your field of vision to rapidly decay. Corpses with a monster on top of them will not be affected. It turns corpses into skeletons, [[zombie]]s into [[skeleton (monster)|skeletons]] (or destroys them), destroys ghoul genus monsters for piety gain, and causes friendly [[toadstool]]s to grow. Any monsters defeated this way grant no XP. (Free)
 
'''[[Piety|Piety level *]]''': "Inciter"
 
'''[[Piety|Piety level *]]''': "Inciter"
* '''Evolution''' - Uses fruit or piety to turn one targeted plant in your line of sight into a stronger species under your control. Plants and bushes become [[oklob plant]]s and the cost per upgrade is 1 fruit. [[Oklob sapling]]s also become oklob plants, but the cost is 4 piety. Evolving toadstools and [[fungus]] become [[wandering mushroom]]s and cost 3 piety. [[Ballistomycete]] will become hyperactive, exploding like a [[giant spore]] a few times before dying, and cost 4 piety. (2 MP, Piety or one Fruit)
+
*'''Evolution''' - Uses fruit or piety to turn one targeted plant in your line of sight into a stronger species under your control. (Costs 2 MP plus the following additional costs):
 
+
**[[Plant]], [[Bush]] -> [[Oklob plant]] (Costs 1 fruit)
 +
**[[Oklob sapling]] -> [[Oklob plant]] (Costs 4 piety)
 +
**[[Toadstool]] -> [[Wandering mushroom]] (Costs 2 piety)
 +
**[[Fungus]] -> Wandering mushroom (Costs 1 piety)
 +
**[[Ballistomycete]] -> [[Hyperactive ballistomycete]] (Costs 4 piety).
 
'''[[Piety|Piety level **]]''': "Photosynthesist"
 
'''[[Piety|Piety level **]]''': "Photosynthesist"
* '''Sunshine''' - Targeted ability with a small area of effect, inflicts back lit status (same as [[Corona]]), and evaporates water (deep water turns to shallow water and shallow water turns to dry land). (2 MP, 50-100 Food)
+
*'''Sunshine''' - Targeted ability with a small area of effect, inflicts back lit status (same as [[Corona]]), and evaporates water (deep water turns to shallow water and shallow water turns to dry land). (2 MP, 50-100 Food)
 
'''[[Piety|Piety level ***]]''': "Cultivator"
 
'''[[Piety|Piety level ***]]''': "Cultivator"
* '''Growth''' - Creates plants in a circle around you and costs 1 fruit per plant. If a complete circle can't be placed, then the plants are placed on open squares closest to monsters. Lets you choose how many plants to spawn. (2 MP, Fruit)
+
*'''Growth''' - Creates plants in a circle around you and costs 1 fruit per plant. If a complete circle can't be placed, then the plants are placed on open squares closest to monsters. Lets you choose how many plants to spawn. (2 MP, Fruit)
 
'''[[Piety|Piety level ****]]''': "Green Death"
 
'''[[Piety|Piety level ****]]''': "Green Death"
* '''Reproduction''' - Creates [[giant spore]]s from corpses in your field of vision to attack your enemies.  (4 MP, 100-200 Food)
+
*'''Reproduction''' - Creates [[giant spore]]s from corpses in your field of vision to attack your enemies.  (4 MP, 100-200 Food)
 
'''[[Piety|Piety level *****]]''': "Nimbus"
 
'''[[Piety|Piety level *****]]''': "Nimbus"
* '''Rain''' - Creates a circle of water around you. The floor becomes shallow water, shallow water becomes deep water. Plants and fungus randomly spawn. (4 MP, 150-300 Food, 4-6 Piety)
+
*'''Rain''' - Creates a circle of water around you. The floor becomes shallow water, shallow water becomes deep water. Tiles with monsters in them cannot be turned to deep water. This ability also spawns random plants and fungus, and removes [[Sticky Flame]] and [[Mislead]]. (4 MP, 150-300 Food, 4-6 Piety)
 
'''[[Piety|Piety level ******]]''': "Force of Nature"
 
'''[[Piety|Piety level ******]]''': "Force of Nature"
* No new abilities.
+
*No new abilities.
  
 
==Punishments==
 
==Punishments==
* The elements will be invoked against you, the equivalent of an ice, earth, fire and air [[miscast]].
+
*The elements will be invoked against you, the equivalent of an [[Ice Magic]], [[Earth Magic]], [[Fire Magic]], or [[Air Magic]] [[miscast]].
* Hostile plants (biased towards oklobs) will grow around you. This effect will only happen when abandoning Fedhas, never when simply under penance.
+
*Hostile plants (biased towards oklobs) will grow around you. This effect will only happen when abandoning Fedhas, never when simply under penance.
* Corpses in line of sight will produce hostile spores.
+
*Corpses in line of sight will produce hostile spores.
* All previously neutral or allied plants will also turn hostile upon abandonment or excommunication.
+
*All previously neutral or allied plants will also turn hostile upon abandonment or excommunication.
  
 
==Strategy==
 
==Strategy==
Best characters to use Fedhas would be:
+
*Fedhas' abilities may are less directly powerful than those of many other gods, but they are still capable of proving devastating in combat. Creating a wall of plants, oklobs, or wandering mushrooms between you and approaching enemies will slow them down, giving you several turns to attack at range in safety. A ring of shallow water will hamper attacking enemies, while a ring of deep water will stop them in their tracks (though unless you're playing an aquatic species or are capable of flight or blinking, escaping the ring yourself may be tricky). [[Merfolk]] especially benefit here, as fighting from water grants them a significant bonus to [[ev]]asion, while large species ([[troll]]s, [[ogre]]s, [[centaur]]s, and [[naga]]s) and [[octopode]]s are not penalized for fighting in shallow water. The explosions from giant spores may be unlikely to kill any major threat outright, but the confusion they induce allows opportunities for [[stabbing]], and can insta-kill opponents that wander into deep water. Even Fedhas' granted allies are unusual; oklob plants are devastating, and can fire through each other's tiles, but can only attack things within their range, and wandering mushrooms can injure and confuse opponents without poison resistance, but run out of HD after enough attacks.
#Merfolk, move speed bonus, evasion bonus, tail attack etc. in water.
+
 
#Ranged attack characters (spells or ranged weapons), play keep away with Grow Plants and Rain.
+
*When using abilities that have a fruit cost, the game will expend the fruit with the least quantity first. You may want to burn through your stack of 30 sultanas before touching your 1 lemon, but that's not how it works. Don't carry fruit you may decide to actually eat!
#Enchanters or characters with confuse or paralyze, to drown enemies in deep water created by rain.
+
 
#Stabbers, to take advantage of confusion of wandering mushrooms and spores.
+
*Try to use Fedhas' abilities creatively to prepare traps for enemies to blunder into. Creating a large oklob plant farm just outside of a branch end will allow you to lure powerful enemies to an acidic doom (bear in mind that as piety is plentiful and fruit is not, it's cheaper to use Rain to generate plants than Growth). You can use a combination of Rain and Sunshine to create single tile pathways with deep water on both sides; confuse enemies halfway across to drown them with ease. You can even use Sunshine afterwards to dry up the water and claim the loot and corpses. Generated water tiles can also be used to create interesting [[cloud]] effects; cast [[Bolt of Cold]] on enemies in a watery hallway to fill it with freezing clouds, dealing extra [[cold]] damage each turn, or [[Bolt of Fire]]/[[Conjure Flame]] to generate billowing clouds of [[line of sight]]-blocking [[steam]].
 +
 
 +
*Bear in mind that Rain can also be used to permanently seal off areas you don't want monsters getting out of. A couple uses can block off a dangerous [[list of jellies|jelly]] vault, for instance, or keep overly dangerous [[unique]]s trapped in a section of the floor you're willing to abandon.
 +
 
 +
*Apart from Sunshine's obvious uses (increasing your accuracy against nimble enemies and drying up deep water), bear in mind that it can also reveal [[invisible]] monsters, and that stranding aquatic opponents on dry land is an effective way to defeat them from a safe range (though they may manage to flop back into water if any is nearby).
 +
 
 +
*The Reproduction ability can be devastating if used correctly, but requires caution. Spore explosions automatically confuse anything that is of [[natural]] [[holiness]] and which lacks magic immunity, regardless of [[poison]] or [[magic resistance]]. This includes you, so never cast it at nearby corpses.
 +
Ranged fighters can "create" a single corpse in a group of enemies, while [[Translocations]] casters can drop a corpse there with [[Portal Projectile]]. Usting Reproduction will then hit the group several times over.
 +
 
 +
*Kills from oklob plants count as kills by summons, granting reduced XP. Kills from spores grant full.
 +
 
 +
*Don't worry too much about letting allied plants die, as the penalty is only 1 piety, or about 1 corpse's worth.
 +
 
 +
*Along with improving your ability success rate, improving [[Invocations]] also improves the power of your abilities: your oklob plants will fire more often and for more damage, your wandering mushrooms will generate with additional HD, your plants will be more durable, and your Rain will generate more rain clouds.
  
You could win a 15-rune ascension with Fedhas, but then again you could do it with no gods too. Fedhas is one of the worst choices for a 15-runer, because Fedhas requires corpses for piety and very few things in Abyss, Hells, and Pandemonium leave them.
+
*Be aware that your ability to fire through allied plants does not apply to every spell in the game; some will inflict friendly fire and cost you piety.
 +
**The following spells can pass through allied plants without harming them: [[Flame Tongue]], [[Magic Dart]], [[Shock]], [[Sting]], [[Throw Flame]], [[Throw Frost]], [[Mephitic Cloud]], [[Stone Arrow]], [[Iskenderun's Mystic Blast]] (even if it explodes), [[Bolt of Magma]], [[Lightning Bolt]], [[Venom Bolt]], [[Bolt of Cold]], [[Bolt of Draining]], [[Bolt of Fire]], [[Iron Shot]], [[Poison Arrow]], [[Lehudib's Crystal Spear]], [[Bolt of Inaccuracy]], and [[Thunderbolt]] ([[lightning rod]]).
 +
**The following spells will affect allied plants as described:
 +
***[[Orbs of Destruction]] cannot pass through.
 +
***[[Battlesphere]]s' beams cannot pass through.
 +
***[[Fireball]] and [[Ice Storm]] can pass through, but the resulting explosion will harm allied plants.
 +
***Enchantments like [[Agony]], [[Dispel Undead]], [[Pain]], [[Confuse]], etc. can not pass through, though they will not affect the plant.
 +
***Fedhas protects allied plants from the clouds produced by [[Freezing Cloud]], [[Ring of Flames]], [[Poisonous Cloud]], and [[Ignite Poison]], but not from [[Tornado]].
 +
***Fedhas protects allied plants from the explosions of [[Lee's Rapid Deconstruction]], but not from [[Fulminant Prism]].
 +
**[[Static Discharge]], [[Ozocubu's Refrigeration]], [[Conjure Ball Lightning]], [[Chain Lightning]], [[Shatter]], and [[Fire Storm]] will harm allied plants.
  
Not to mention that many of his/her abilities lose their shine against demons, such as spores not causing confusion and most demons flying right over deep water. I do think that Fedhas's a pretty good and interesting god before those areas though. His/Her abilities have a lot of neat applications.
+
*Winning a 3-rune ascension with Fedhas is perfectly reasonable, but getting a 15-rune victory is significantly harder. Fedhas is one of the least effective gods in the extended end-game; his abilities burn through piety quickly, and the near absence of corpses in [[the Abyss]], the [[Hell]]s, and [[Pandemonium]] will leave you with very little ammunition to work with. On top of that, many of his abilities are ineffective against demons: spores can't confuse them, and most demons fly right over deep water.
  
* Most useful for Merfolk. Using rain twice will allow you to create deep water into which you will retreat into, and shallow water is useful too. Merfolk gains speed and evasion bonus, and non-giant, non-amphibious enemies will flounder around and lose turns if they are in shallow water. Can use deep water to put stashes in as Merfolk. Also handy to a lesser extent as tengu as they fly over water. Larger races like Nagas, Centaurs, Ogres and Trolls can get by in water as they don't incur combat penalties from being in shallow water.
+
==History==
* Useful for ranged combatants, both magic and arrows. Fire through plants, walk through plants to gain distance etc. Using rain twice will allow you to create a ring of deep water around yourself to keep the melee away. Remember that you can fire through oklobs/wandering mushrooms too, not just plain plants
+
Prior to [[0.8]], Decomposition was accomplished as an ability, not through prayer.
* Also helpful for stabbers, wandering mushrooms distract and confuse, and spores confuse. Also, oklobs distract enemies, even if they are far away as enemies are sometimes distracted when hit by the acid. Note that oklobs can fire through each other like you can fire through them, which means it's okay to have them block each other's fire lines.
 
* Fun trick is to create a corridor surrounded by deep water with rain and sunlight/dig, and when enemies get in there, confuse them so they'll drown. You can even get the loot by drying up the deep water with sunlight, or just being Merfolk. Easy way to create a drowning hole is to use rain twice while some enemies are around you, as deep water is not created where enemies are, so it'll create a path surrounded by deep water, which means easy confusion+drowning.
 
* Rain also puts out sticky flames. You can also use it in combination with cold bolt to kill enemies faster with freezing cloud. Another thing you can do is put a conjure flame there, which will create a lot of steam cloud that blocks view, like a poor man's fog scroll (takes 3 turn to get going though, rain, conjure flame, then 1 turn for the steam to kick in). Fire bolt works too, except clouds are smaller, though works 1 turn faster as there's no delay in fog producing. Another use is to use rain so you are surrounded by shallow water squares while on dry land, and hit enemies with elec brand, which will aoe electrocute them for minor damage, especially in corridors so you can fight one at a time while electrocuting two or three enemies.
 
* Another use of rain is to block off problematic areas. For example, rain can be used to block off annoying jelly vaults as the more dangerous jelly-type enemies can't swim.
 
* Often times, it's better to spend piety on rain hoping for a plant growth rather than spending fruit growing plants, since piety is renewable, and since Fedhas piety doesn't decay, you'll have plenty as long as you are not in corpse-less area.
 
* If you manage to accidentally submerge some loot by drawing a [[Deck of dungeons#Water card|Water card]] from a deck or by killing something in deep water, you can use sunlight to free the loot up. Depending on what you flooded, you may or may not deem it worthwhile to switch to Fedhas specifically for this, however.
 
* Remember that sunlight can reveal invisible monsters. Costs 0 piety and a minor amount of hunger, and is unresistable. Can be used to strand aquatic monsters, which will suffer damage slowly until they are dead, though they can flop back into water.
 
* You can use sunlight to create pathways in waterlogged areas like [[The Shoals]] or [[The Swamp]] (though the tides in the Shoals may end up re-flooding your pathways).
 
* Reproduction ability's spore will confuse any enemy that's non-magic immune and natural, regardless of poison res or magic res. Wandering mushroom attacks will be resisted by poison res however. Reproduction is more useful with casters who can kill enemies from a distance and produce corpses far away, or blink away from corpses and then use reproduction since it does significant friendly damage and confuses you through poison res. One neat trick is to use the [[Portal Projectile]] spell to teleport a corpse in midst of enemies before using Reproduction. Another good trick is to cast [[Inner Flame]] on your spores.
 
* Not so good late game. Need corpses to gain piety and late game monsters like demons and undeads don't leave them. Lack of plants late game branches, okhlobs etc are weak late game.
 
* Note that moving through plants take 1.5 times as long [move_player()]
 
* Using LOS spells like refrigeration and shatter is not recommended since it might get plants and get your piety down.
 
* Kills using spores give full experience, though oklobs half like normal summons.
 
* It appears from personal experience that fruits with the least amount in the inventory are automatically used up first. For example if you have 11 bananas, 1 strawberries, and 15 sultanas, the strawberry will be used up first, then the bananas.
 
* Decompose instantly kills ghouls/necrophages/skeleton-less zombies and gives piety for it. Also turns zombies into skeletons, gives piety.
 
* Note that upgrading a fungus costs 1 piety rather than the 2 it costs to upgrade toadstool.
 
* Don't worry too much about letting allied plants die as the penalty is only 1 piety, or about 1 corpse's worth.
 
* Invocation improves strength of oklobs (oklobs fire (10+inv)/30 % of the time and gain HD), wandering mushrooms (gain HD), and HP of plants created using growth (+inv*10 HP), and more rain clouds from using rain ability.
 
* Interaction between beams and allied plants:
 
** The following beams/conjurations can pass through allied plants without harming them: [[Flame Tongue]], [[Magic Dart]], [[Shock]], [[Sting]], [[Throw Flame]], [[Throw Frost]], [[Mephitic Cloud]], [[Stone Arrow]], [[Iskenderun's Mystic Blast]] (even if it explodes), [[Bolt of Magma]], [[Lightning Bolt]], [[Venom Bolt]], [[Bolt of Cold]], [[Bolt of Draining]], [[Bolt of Fire]], [[Iron Shot]], [[Poison Arrow]], [[Lehudib's Crystal Spear]] and [[Bolt of Inaccuracy]].
 
**[[Orb of Destruction]]s can not pass through.
 
**[[Battlesphere]]s' beams can not pass through.
 
**[[Fireball]] and [[Ice Storm]] can pass through, but the explosion will harm allied plants.
 
**[[Thunderbolt]] (lightning rod) can pass through.
 
**Enchantments like [[Agony]], [[Dispel Undead]], [[Pain]], [[Confuse]], etc can not pass through.
 
**Fedhas protects allied plants from some clouds like [[Freezing Cloud]], [[Ring of Flames]] or [[Poisonous Cloud]]+[[Ignite Poison]], but not from others like [[Tornado]].
 
**Fedhas protects allied plants from some explosions like [[Lee's Rapid Deconstruction]], but not from others like [[Fulminant Prism]].
 
**[[Static Discharge]], [[Ozocubu's Refrigeration]], [[Conjure Ball Lightning]], [[Chain Lightning]], [[Shatter]] and [[Fire Storm]] will harm allied plants.
 
  
 
[[Category:Gods]]
 
[[Category:Gods]]

Revision as of 16:16, 19 August 2013

Version 0.12: This article may not be up to date for the latest stable release of Crawl.
Fedhas altar.png "Spread life and death"

Fedhas Madash is the god of plant and fungal life. Fedhas encourages followers to promote the growth of plant life, especially through the decomposition of corpses. However, Fedhas forbids harming any species under his/her protection, or using necromantic effects on corpses. In return, Fedhas grants followers the power to promote the growth of fungal life - and cultivate it as an ally or weapon.

No backgrounds start with this religion.

Racial restrictions

Fedhas does not accept undead worshipers (ghouls, mummies, or vampires), most likely because they violate the natural cycle of life.

Appreciates

Deprecates

  • You or your allies destroying plants. (Piety loss)
  • Attacking allied flora. (Piety loss)
  • Using corpse-violating spells. These include Sublimation of Blood, Animate Dead, and other spells that affect corpses or chunks, as well as Necromutation (which violates your own corpse). Necromancy spells that don't affect corpses, such as Regeneration, Pain, and Bolt of Draining, are allowed. (Penance)

Given abilities

Piety level -: "Green [Species Name]"

  • All plants are friendly towards you. (Passive)
  • You can walk through plants, though it takes 50% longer than normal to do so. (Passive)
  • You can fire through all allied plant-type creatures without harming them. (Passive)
  • Decomposition - By praying, causes all corpses in your field of vision to rapidly decay. Corpses with a monster on top of them will not be affected. It turns corpses into skeletons, zombies into skeletons (or destroys them), destroys ghoul genus monsters for piety gain, and causes friendly toadstools to grow. Any monsters defeated this way grant no XP. (Free)

Piety level *: "Inciter"

Piety level **: "Photosynthesist"

  • Sunshine - Targeted ability with a small area of effect, inflicts back lit status (same as Corona), and evaporates water (deep water turns to shallow water and shallow water turns to dry land). (2 MP, 50-100 Food)

Piety level ***: "Cultivator"

  • Growth - Creates plants in a circle around you and costs 1 fruit per plant. If a complete circle can't be placed, then the plants are placed on open squares closest to monsters. Lets you choose how many plants to spawn. (2 MP, Fruit)

Piety level ****: "Green Death"

  • Reproduction - Creates giant spores from corpses in your field of vision to attack your enemies. (4 MP, 100-200 Food)

Piety level *****: "Nimbus"

  • Rain - Creates a circle of water around you. The floor becomes shallow water, shallow water becomes deep water. Tiles with monsters in them cannot be turned to deep water. This ability also spawns random plants and fungus, and removes Sticky Flame and Mislead. (4 MP, 150-300 Food, 4-6 Piety)

Piety level ******: "Force of Nature"

  • No new abilities.

Punishments

  • The elements will be invoked against you, the equivalent of an Ice Magic, Earth Magic, Fire Magic, or Air Magic miscast.
  • Hostile plants (biased towards oklobs) will grow around you. This effect will only happen when abandoning Fedhas, never when simply under penance.
  • Corpses in line of sight will produce hostile spores.
  • All previously neutral or allied plants will also turn hostile upon abandonment or excommunication.

Strategy

  • Fedhas' abilities may are less directly powerful than those of many other gods, but they are still capable of proving devastating in combat. Creating a wall of plants, oklobs, or wandering mushrooms between you and approaching enemies will slow them down, giving you several turns to attack at range in safety. A ring of shallow water will hamper attacking enemies, while a ring of deep water will stop them in their tracks (though unless you're playing an aquatic species or are capable of flight or blinking, escaping the ring yourself may be tricky). Merfolk especially benefit here, as fighting from water grants them a significant bonus to evasion, while large species (trolls, ogres, centaurs, and nagas) and octopodes are not penalized for fighting in shallow water. The explosions from giant spores may be unlikely to kill any major threat outright, but the confusion they induce allows opportunities for stabbing, and can insta-kill opponents that wander into deep water. Even Fedhas' granted allies are unusual; oklob plants are devastating, and can fire through each other's tiles, but can only attack things within their range, and wandering mushrooms can injure and confuse opponents without poison resistance, but run out of HD after enough attacks.
  • When using abilities that have a fruit cost, the game will expend the fruit with the least quantity first. You may want to burn through your stack of 30 sultanas before touching your 1 lemon, but that's not how it works. Don't carry fruit you may decide to actually eat!
  • Try to use Fedhas' abilities creatively to prepare traps for enemies to blunder into. Creating a large oklob plant farm just outside of a branch end will allow you to lure powerful enemies to an acidic doom (bear in mind that as piety is plentiful and fruit is not, it's cheaper to use Rain to generate plants than Growth). You can use a combination of Rain and Sunshine to create single tile pathways with deep water on both sides; confuse enemies halfway across to drown them with ease. You can even use Sunshine afterwards to dry up the water and claim the loot and corpses. Generated water tiles can also be used to create interesting cloud effects; cast Bolt of Cold on enemies in a watery hallway to fill it with freezing clouds, dealing extra cold damage each turn, or Bolt of Fire/Conjure Flame to generate billowing clouds of line of sight-blocking steam.
  • Bear in mind that Rain can also be used to permanently seal off areas you don't want monsters getting out of. A couple uses can block off a dangerous jelly vault, for instance, or keep overly dangerous uniques trapped in a section of the floor you're willing to abandon.
  • Apart from Sunshine's obvious uses (increasing your accuracy against nimble enemies and drying up deep water), bear in mind that it can also reveal invisible monsters, and that stranding aquatic opponents on dry land is an effective way to defeat them from a safe range (though they may manage to flop back into water if any is nearby).
  • The Reproduction ability can be devastating if used correctly, but requires caution. Spore explosions automatically confuse anything that is of natural holiness and which lacks magic immunity, regardless of poison or magic resistance. This includes you, so never cast it at nearby corpses.

Ranged fighters can "create" a single corpse in a group of enemies, while Translocations casters can drop a corpse there with Portal Projectile. Usting Reproduction will then hit the group several times over.

  • Kills from oklob plants count as kills by summons, granting reduced XP. Kills from spores grant full.
  • Don't worry too much about letting allied plants die, as the penalty is only 1 piety, or about 1 corpse's worth.
  • Along with improving your ability success rate, improving Invocations also improves the power of your abilities: your oklob plants will fire more often and for more damage, your wandering mushrooms will generate with additional HD, your plants will be more durable, and your Rain will generate more rain clouds.
  • Winning a 3-rune ascension with Fedhas is perfectly reasonable, but getting a 15-rune victory is significantly harder. Fedhas is one of the least effective gods in the extended end-game; his abilities burn through piety quickly, and the near absence of corpses in the Abyss, the Hells, and Pandemonium will leave you with very little ammunition to work with. On top of that, many of his abilities are ineffective against demons: spores can't confuse them, and most demons fly right over deep water.

History

Prior to 0.8, Decomposition was accomplished as an ability, not through prayer.