Difference between revisions of "Sif Muna"

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The main draw of following Sif Muna, aside from free spellbooks, is access to additional MP. Channel Magic gives MP quickly over time; players can spend their time retreating, meleeing, or otherwise delaying your opponents ([[Hexes]], [[Mephitic Cloud]]s, [[summon]]ed monsters...). At 9 Invocations (a modest investment at mid game), Channel Magic recovers an average of 26 MP, with 3-5 MP recovered per turn.
 
The main draw of following Sif Muna, aside from free spellbooks, is access to additional MP. Channel Magic gives MP quickly over time; players can spend their time retreating, meleeing, or otherwise delaying your opponents ([[Hexes]], [[Mephitic Cloud]]s, [[summon]]ed monsters...). At 9 Invocations (a modest investment at mid game), Channel Magic recovers an average of 26 MP, with 3-5 MP recovered per turn.
  
However, the extremely late and somewhat slow book timings cause stiff competition with other magic-focused gods. Both Vehumet and Kiku provide useful and focused spells from 1*, and provide more direct support in the art of killing. So magical [[background]]s that already have spells, as expected, have the greatest reason to pick Sif.
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However, the extremely late and somewhat slow book timings cause stiff competition with other magic-focused gods. Both Vehumet and Kiku provide useful and focused spells from 1*, and provide more direct support in the art of killing. So magical [[background]]s that already cast spells, as expected, have the greatest reason to pick Sif.
  
 
Sif Muna is a god you can abandon while keeping permanent benefits granted via worship (gifted spellbooks).
 
Sif Muna is a god you can abandon while keeping permanent benefits granted via worship (gifted spellbooks).

Revision as of 10:17, 28 August 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.
Sif muna.png "I know many secrets..."
Sif Muna the Loreminder is a contemplative but powerful deity, served by those who seek magical knowledge. Followers who triumph over their foes can call upon the Loreminder for magical power and the ability to cast spells beyond their magical training. The devout are rewarded with a supply of spellbooks taken directly from Sif Muna's legendary library.

Sif Muna grants followers the ability to rapidly restore their magical energy, and to forget spells at will, so as to learn new ones. Worshippers can call upon the Loreminder to help cast any spell they've discovered, even if it's well beyond their current magical training. Over time, devout followers will receive spellbooks containing a vast range of spells.

Sif Muna likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings and you destroy nonliving beings.

Sif Muna the Loreminder is a contemplative but powerful deity, served by those who seek magical knowledge.

Restrictions

Demigods may not worship Sif Muna (or any other deity).

Djinn, unable to learn spells from books, are unable to worship Sif Muna.

Appreciates

  • Killing living, undead, demonic, holy, and nonliving creatures.

Deprecates

  • Inactivity: You lose 1 piety per 340 turns, on average (1/17 chance every 20 turns).
  • Abandonment.

Given Abilities

Piety level -: "Disciple"

  • No new abilities.

Piety level *: "Student"

  • Channel magic: 3-5 MP restored per turn for 4 + random2avg(2 * Invocations / 3, 2) turns. (2-3 piety)

Piety level **: "Adept"

  • No new abilities.

Piety level ***: "Scribe"

Piety level ****: "Scholar"

  • Divine Exegesis: Will cast any spell in your library. Instead of using regular magic schools, your spellpower equals 1.5* the spellpower if Invocations were your only spell school. (12-18 piety)
    • Note that even though Exegesis doesn't cost MP, you still need to have enough magic points to cast the selected spell.

Piety level *****: "Sage"

  • No new abilities.

Piety level ******: "Genius of the Arcane"

  • No new abilities.

Gifts

Piety level *****:

  • Spell books. Each spell book is either an ordinary spell book (24%), a Theme artifact spell book (73%) or a Level artifact spell book (2%).

Ordinary spell books are the kind you find lying around the dungeon, and are weighted toward ones with spells you don't have in your other spell books. Theme artifact spell books will contain several spells on a given theme (not necessarily a magic school). Level artifact spell books will contain several spells with a given level (up to your experience level). A high Spellcasting skill will grant better artifact spellbooks. Note that Sif Muna will not give you any manuals, the Necronomicon (Kikubaaqudgha's special), a Book of Annihilations, or a Grand Grimoire, although it's possible to get some of the spells they contain in artifact spell books.

Sif Muna's gift timeout is between 41 and 59.

Punishments

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

Those in Sif Muna's ill graces find the very forces of magic rebelling against them. They are confused and stupefied, their magical reserves drained, their enchantments unravelled. Casting spells, too, becomes unreliable - and even dangerous.

If you leave Sif Muna (voluntarily or not), your penance counter will be set to 50 (quite high!), but no immediate negative events will happen. Possible punishments include:

  • 30%: Temporary decrease in Intelligence by up to 20%
  • 30%: Confusion for 1d10+2 turns
  • 20%: All MP drained
  • 10%: Reduction of the remaining duration of all magic enchantments affecting you to 0 or 10 auts (11 for Flight). This is identical to the effects of a potion of cancellation.

Every time you cast a spell, there's a 5% chance that the failure rate will be increased by a percentage equal to your current penance. This is in addition to normal punishments, and will not reduce your penance.

Strategy

Sif Muna is the default "magic god", favored by characters who want to pursue that path without focusing on the destructive (Vehumet) or necromantic (Kikubaaqudgha) sides of magic. Instead, Sif Muna is much more versatile. Sif Muna's spell book gifts are weighted to contain spells you don't already have, allowing you to eventually gain access to every spell in the game.

The main draw of following Sif Muna, aside from free spellbooks, is access to additional MP. Channel Magic gives MP quickly over time; players can spend their time retreating, meleeing, or otherwise delaying your opponents (Hexes, Mephitic Clouds, summoned monsters...). At 9 Invocations (a modest investment at mid game), Channel Magic recovers an average of 26 MP, with 3-5 MP recovered per turn.

However, the extremely late and somewhat slow book timings cause stiff competition with other magic-focused gods. Both Vehumet and Kiku provide useful and focused spells from 1*, and provide more direct support in the art of killing. So magical backgrounds that already cast spells, as expected, have the greatest reason to pick Sif.

Sif Muna is a god you can abandon while keeping permanent benefits granted via worship (gifted spellbooks).

Tips & Tricks

  • Divine Exegesis will seem very weak and very expensive with most attack spells, due to their (likely) low spellpower. It really shines with those with special effects:
    • Summon Horrible Things and Dragon's Call are easily on the level of Trog's Brothers in Arms for most of the early- to mid-game, with the added benefit of summoning multiple monsters with 1 cast.
    • Shatter allows you to break stone walls. Comparable wall breaking abilities, like Fedhas' Overgrowth, always have similar piety costs.
    • Death's Door and Borgnjor's Revivification are excellent last resorts, giving you time or giving you a costly max heal, respectively.
    • Maxwell's Capacitive Coupling can take down the most lethal uniques and solo threats to your character in a few turns of channeling.
  • Exegesis is still quite the expensive ability, but remember that Sif doesn't have many abilities to use piety on, and that Channeling can be activated long after you lose Exegesis. If you've gotten all the books you need, there's little actual cost to the high piety cost.
  • An amulet of faith early on will allow you to receive spellbooks much faster, while Sif worshippers often struggle to get to 6* of piety anyway. Meanwhile, an amulet of guardian spirit can make use of the 3-5 MP regeneration per turn, and channeling insures you won't run out of MP for casting.

Tips & Tricks

When Sif Muna's altar is missing from the Ecumenical Temple, keep a look out for wide hallways with blue floor tiles; when Sif's altar is not in Temple, it often has such a hallway preceding the altar proper. Regardless, like other altars, it is guaranteed to appear at least once between floors 2-10 of the main dungeon.

History

  • In 0.27, Sif's gifting speed was slowed down.
  • Prior to 0.24, Channel Energy was a Piety level *** ability. Divine Energy was the old Piety level * ability; allowing users to cast without sufficent MP in exchange for a temporary -Cast status. Also prior to this version, Sif Muna granted protection from miscast effects and awarded piety for training magic skills.
  • Prior to 0.22, Sif Muna disapproved destroying spellbooks.
  • Prior to 0.20, Divinations miscast effects were directly used in Sif Muna's wrath; those replicated already existing wrath effects.
  • Prior to 0.19, Channel Energy was a Piety level * ability that instantly granted d(2+[Invocations/4]) MP for 100-200 hunger at a 0 - piety/20 - floor(Invocations skill * 2.0) failure rate, and spellbook gifts began at Piety level ******. Followers gained piety solely for training magic skills.
  • Prior to 0.15, Sif Muna's wrath was able to force you to forget a spell.
Gods
Good ElyvilonZinThe Shining One
Neutral AshenzariCheibriadosDithmenosFedhas MadashGozag Ym SagozHepliaklqanaIgnisOkawaruQazlalRuSif MunaTrogUskayawVehumetWu Jian
Chaotic JiyvaNemelex XobehXom
Evil BeoghKikubaaqudghaLugonu *Makhleb *Yredelemnul
* Chaotic & Evil