Difference between revisions of "Fedhas Madash"

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(change fedhas to include all the now stable changes.)
(Strategy: removed all advice that was about old fedhas only abilities, that referenced removed spells, was wholly subjective, or had not been relevant for possibly a decade now.)
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==Strategy==
 
==Strategy==
*Fedhas' abilities may seem less powerful than those of many other gods, but they are still more than 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), [[barachim]], 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.
 
  
*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 rations are not, it's cheaper to use Rain to generate plants than Growth). You can use a combination of Rain and Sunlight to create single tile pathways with deep water on both sides; confuse enemies halfway across to drown them with ease. You can even use Sunlight 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]].
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*Along with improving your ability success rate, improving [[Invocations]] also improves the HD of your summons. In general, this increases HP and damage, although for oklob plants it increase fire speed instead of damage.
 
 
*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 vault, for instance, or keep overly dangerous [[unique]]s trapped in a section of the floor you're willing to abandon. Of course, this won't stop monsters that can fly or swim.
 
 
 
*Apart from Sunlight'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, then use Reproduction to hit the group several times over.
 
**[[Giant spore]]s won't follow your orders. Don't waste turns.
 
 
 
*Kills from oklob plants and wandering mushrooms count as kills by summons, granting reduced XP. Kills from spores grant full XP.
 
 
 
*Don't worry too much about letting allied plants die, as the penalty is only 1 piety, or about 1 corpse's worth. Do, however, avoid killing plants yourself, as that incurs a much greater penalty. In particular, accidentally drowning part of your own oklob farm is a good way to get a [[YASD]] (see [http://i.imgur.com/Uezq4bc.png here]).
 
 
 
*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.
 
  
 
*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.
 
*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]], and [[Thunderbolt]] ([[lightning rod]]).
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**The following spells can pass through allied plants without harming them: [[Magic Dart]], [[Shock]], [[Sting]], [[Mephitic Cloud]], [[Stone Arrow]], [[Bolt of Magma]], [[Lightning Bolt]], [[Venom Bolt]], [[Iron Shot]], [[Poison Arrow]], and [[Lehudib's Crystal Spear]]).
 
**The following spells will affect allied plants as described:
 
**The following spells will affect allied plants as described:
 
***[[Orbs of Destruction]] cannot pass through.
 
***[[Orbs of Destruction]] cannot pass through.
 
***[[Battlesphere]]s' beams cannot pass through.
 
***[[Battlesphere]]s' beams cannot pass through.
 
***[[Fireball]] can pass through, but the resulting explosion will harm allied plants.
 
***[[Fireball]] 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.
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***Enchantments like [[Pain]], [[Confuse]], etc. can not pass through, though they will not affect the plant.
 
***Fedhas protects allied plants from the clouds produced by [[Ignite Poison]], [[Freezing Cloud]], [[Ring of Flames]], and [[Glaciate]], but not from [[Tornado]].
 
***Fedhas protects allied plants from the clouds produced by [[Ignite Poison]], [[Freezing Cloud]], [[Ring of Flames]], and [[Glaciate]], but not from [[Tornado]].
 
***Fedhas protects allied plants from the explosions of [[Lee's Rapid Deconstruction]] and [[Ignition]], but not from [[Fulminant Prism]].
 
***Fedhas protects allied plants from the explosions of [[Lee's Rapid Deconstruction]] and [[Ignition]], but not from [[Fulminant Prism]].
 
**[[Static Discharge]], [[Ozocubu's Refrigeration]], [[Conjure Ball Lightning]], [[Chain Lightning]], [[Shatter]], and [[Fire Storm]] will harm allied plants.
 
**[[Static Discharge]], [[Ozocubu's Refrigeration]], [[Conjure Ball Lightning]], [[Chain Lightning]], [[Shatter]], and [[Fire Storm]] will harm allied plants.
 
*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; their 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 their abilities are ineffective against demons: spores can't confuse them, and most demons fly right over deep water.
 
 
*Rations are finite. If you're running low on rations and find a [[scroll of acquirement]], you can acquire more. Food [[shop]]s can also be helpful, as rations are cheap. Scumming Pandemonium/Abyss/Ziggurats could theoretically give you an infinite number of rations, but by that time you will likely have no use for Fedhas.
 
  
 
==History==
 
==History==

Revision as of 20:54, 15 January 2020

Version 0.22: This article may not be up to date for the latest stable release of Crawl.
Fedhas altar.png "Spread life and death."
The god of plant and fungal life, Fedhas Madash demands that followers encourage the decomposition of corpses. Fedhas also forbids followers from harming any species under Fedhas' protection, and from using any necromantic effects that interfere with corpses. In return Fedhas grants a number of abilities that promote the growth of plants and fungi. These abilities may incidentally prove useful to adventurers.

Plants and fungi will not attack Fedhas' worshippers without provocation. Fedhas' worshippers may walk through plants or fungi, and even fire missiles or spells through them without causing harm. Fedhas grants the ability to promote plants and fungi into stronger species. Followers can eventually grow a wall of plants and create explosive spores from corpses. They are also granted some control over the weather, being able to call sunlight and eventually rainstorms.

Fedhas likes it when you promote the decay of nearby corpses by praying.

Fedhas dislikes it when you or your allies destroy plants or allied flora die. Fedhas strongly dislikes it when you use necromancy on corpses, chunks or skeletons.

Racial restrictions

Demigods are also unable to worship Fedhas (or any other god).

Appreciates

Deprecates

  • You or your allies destroying plants. (Piety loss)
  • Attacking allied flora. (Piety loss)
  • Allowing allied flora to die. Wandering mushrooms dying from running out of HD doesn't count. (Piety loss)
  • Using corpse-violating spells. These include Animate Dead and other spells that affect corpses or chunks, as well as Necromutation (which violates your own corpse). (Penance)

Given abilities

Piety level -: "Fungal"

  • All plants are friendly towards you. (Passive). Note this includes strong monsters like oklob plants and thorn hunters.
  • 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)

Piety level *: "Green [Species]"

Piety level **: "Cultivator"

  • You can grow a ballistomycete, which can damage and confuse enemy monsters. Or you and your allies if you're not careful!

Piety level ***: "Fruitful"

  • You can transform dungeon walls and trees into plant allies.

Piety level ****: "Photosynthesist"

Piety level *****: "Green Death"

  • No new abilities.

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

  • No new abilities.

Plants spawned by Fedhas are improved by Invocations skill; eg, oklobs' rate of fire is improved.

Punishments

Fedhas does not appreciate abandonment, and will call down fearful punishments on disloyal followers!

It is Fedhas's considered opinion that offenders against the natural order (Fedhas) simply need more exposure to nature to realize the error of their ways. Accordingly, Fedhas provides said nature, in the form of pure elemental destruction, waves of giant spores rising from nearby corpses, and, for the truly incorrigible, surrounding rings of animate mushrooms and acid-spitting oklobs.

During penance, Fedhas will occasionally punish you with one of the following forms of divine retribution:

  • The elements will be invoked against you. This equates to a random 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

  • Along with improving your ability success rate, improving Invocations also improves the HD of your summons. In general, this increases HP and damage, although for oklob plants it increase fire speed instead of damage.

History

  • prior to 0.24, Fedhas did not allow the undead to worship them, and Fedhas abilities had a food cost. In addition to that Fedhas' abilities were greatly reworked.
  • Prior to 0.22, Evolution was granted at *, and Sunlight was granted at **.
  • Prior to 0.21, Fedhas abilities used fruits rather than rations.
  • Prior to 0.15, worshipers of Fedhas could not cast Sublimation of Blood without incurring piety loss and/or penance.
  • Prior to 0.8, Decomposition was accomplished as an ability, not through prayer.
Gods
Good ElyvilonZinThe Shining One
Neutral AshenzariCheibriadosDithmenosFedhas MadashGozag Ym SagozHepliaklqanaIgnisOkawaruQazlalRuSif MunaTrogUskayawVehumetWu Jian
Chaotic JiyvaNemelex XobehXom
Evil BeoghKikubaaqudghaLugonu *Makhleb *Yredelemnul
* Chaotic & Evil