Difference between revisions of "Ignis"
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==Strategy== | ==Strategy== | ||
− | As you would expect from a starting god, Ignis is a massive boon in the early-game; just make sure to use its abilities while they are still relevant. D:3 [[orc priest]] pack giving you trouble? A Foxfire Swarm (up to 24 individual [[Foxfire]]s) is almost certainly bound to kill them. 24 Foxfires will fare somewhat worse against a [[hydra]], but won't do well against mid-level groups or much stronger foes. A huge portion of otherwise extremely dangerous threats in the upper dungeon can be avoided through one of Ignis' invocations. Even then, Rising Flame is a superior [[scroll of teleportation]] -- useful anywhere, with little risk of danger if you've cleared the floor above you. | + | As you would expect from a starting god, Ignis is a massive boon in the early-game; just make sure to use its abilities while they are still relevant. D:3 [[orc priest]] pack giving you trouble? A Foxfire Swarm (up to 24 individual [[Foxfire]]s) is almost certainly bound to kill them. 24 Foxfires will fare somewhat worse (though are still quite effective) against a [[hydra]], but they won't do well against mid-level groups or much stronger foes. A huge portion of otherwise extremely dangerous threats in the upper dungeon can be avoided through one of Ignis' invocations. Even then, Rising Flame is a superior [[scroll of teleportation]] -- useful anywhere, with little risk of danger if you've cleared the floor above you. |
− | And, as you would expect from a god with finite piety, Ignis is a god designed to be abandoned. Its wrath is weak, but not so weak to be a pushover, powerful enough to discourage switching gods as soon as you find the [[Temple]]. Consider your character's strength by the time you finish [[Lair]] or the main portion of the [[Dungeon]]. If/when you decide to switch, the fact that you're choosing a god much later gives a lot of flexibility. As usual, consider your character and what the dungeon has given you before (re)-devoting your faith. | + | And, as you would expect from a god with finite piety, Ignis is a god designed to be abandoned. Its wrath is weak, but not so weak to be a pushover, and powerful enough to discourage switching gods as soon as you find the [[Temple]]. Consider your character's strength by the time you finish [[Lair]] or the main portion of the [[Dungeon]]. If/when you decide to switch, the fact that you're choosing a god much later gives a lot of flexibility. As usual, consider your character and what the dungeon has given you before (re)-devoting your faith. |
===Tips & Tricks=== | ===Tips & Tricks=== | ||
* An [[amulet of faith]] has no effect for followers of Ignis. | * An [[amulet of faith]] has no effect for followers of Ignis. | ||
* Fiery Armour is meant to be used proactively; using it before a threatening fight (that you know you can win with its help) is powerful, and may save you piety from using the otherwise stronger Foxfire Swarm. | * Fiery Armour is meant to be used proactively; using it before a threatening fight (that you know you can win with its help) is powerful, and may save you piety from using the otherwise stronger Foxfire Swarm. | ||
− | * Foxfire Swarm is held to the same limitations of the [[Foxfire]] spell ( | + | * Foxfire Swarm is held to the same limitations of the [[Foxfire]] spell (cannot pass through you, won't spawn if something is on the tile), though it remains tactically effective in more situations simply due to the sheer number of Foxfires. |
− | **The swarm is somewhat less effective on monsters with decent [[AC]]; it checks it (up to) 24 times, after all. By corollary, it is still pretty strong against later low-AC foes like ([[Two-headed ogre|Two-headed]]) [[ogre]]s and [[hydra]] | + | **The swarm is somewhat less effective on monsters with decent [[AC]]; it checks it (up to) 24 times, after all. By corollary, it is still pretty strong against later low-AC foes like ([[Two-headed ogre|Two-headed]]) [[ogre]]s and [[hydra]]s. |
− | *If you decide to abandon Ignis, keep in mind that you're in the midgame. Gods like [[Yredelemnul]] and [[ | + | *If you decide to abandon Ignis, keep in mind that you're in the midgame. Gods like [[Yredelemnul]], [[Zin]], and [[Uskayaw]] have unique piety systems that make it easier to catch up. Ignis also can help one survive the wait when trying to find [[Jiyva]]. |
==History== | ==History== |
Revision as of 08:21, 13 September 2022
- This page is about the god that was introduced in 0.28. For the defunct monster, see Ignis (monster).
"The flames of Ignis gently warm you."
Ignis the Dying Flame offers followers power over fire in many forms. All of Ignis' power is offered unconditionally to any who would deign to worship, but once used, it can never be replenished. Ignis' other worshippers deserted long ago; the divine fire burns low, and soon it will go out.
Followers can armour themselves in flame, call a swarm of foxfires against their foes, or let Ignis' heat lift them to another level of the dungeon. However, the guttering flames of Ignis' power will only sustain a limited number of invocations before only flickering embers remain. No matter how depleted, Ignis will always grant followers resistance to fire. |
Cinder Acolytes begin play worshipping Ignis.
Contents
Racial restrictions
Demigods cannot worship Ignis, or any other god.
Appreciates
- Any worship at all: Followers are immediately granted 130 piety.
- Cinder Acolytes start with 150 piety, while the faded altar bonus also boosts piety to 150. Therefore, only non-Monks converting from a rare Temple vault will actually receive the base piety of 130.
- There is no way to gain further piety with Ignis during regular play. Leaving and rejoining will not restore any spent piety.
Deprecates
- Abandonment.
- Piety will not decrease over time. However, piety will be depleted by using Ignis' abilities.
Altar
Ignis is not guaranteed to spawn in the Dungeon. There is one version of the Temple with an Ignis, and like all gods, Ignis is available through a faded altar. Even then, actually picking Ignis over a god that will be useful in the long term is questionable. The primary and only guaranteed way to find Ignis is by starting out as a Cinder Acolyte.
Given Abilities
Piety Level -: "Last Ember"
- Fire Resistance: Gain 1 rank of fire resistance. (Passive).
- Rising Flame: After 2-4 turns, Ignis will launch you through the ceiling to the level above you, creating a shaft underneath you after you ascend. The first floor of a branch will launch you to the floor of the branch's entrance. Does not work on the first floor of the Dungeon or in the Abyss, Pandemonium, or a portal level - including Ziggurats. (Free, usable only once).
- The shaft functions like a normal shaft trap, dropping you randomly 1-3 floors down, agnostic of where you used Rising Flame.
Piety Level *: "Glowing Coal"
- Fiery Armour: Gain +7 AC, and deals 2d4 fire damage to creatures that attack you in melee. Lasts for around 120 turns. (12-16 piety).
- Foxfire Swarm: Create foxfires in every empty tile within a two-tile radius from you; these act in a similar manner to the Foxfire spell. (24-32 piety).
Piety Level **: "Thurifier"
- No abilities given.
Piety Level ***: "Hearthfire"
- No abilities given.
Piety Level ****: "Furnace"
- No abilities given.
Piety Level *****: "Raging Flame"
- No abilities given.
- This is the piety level ordinary worshippers start with.
Piety Level ******: "Inferno"
- No abilities given.
- This piety level can be reached only by a Monk praying at a faded altar.
Punishments
The wrath of Ignis is now weaker than that of most other gods. Apostates will find their resistance to fire stripped away completely, and will be periodically assaulted by fire elementals, find their enemies strengthened by fire, or even have the floor burned out from beneath them. Experienced and cautious adventurers will likely overmaster these assaults.
Ignis' wrath lasts for a relatively short duration. |
Upon abandoning Ignis, your fire resistance will have a maximum of zero until Ignis' wrath ends. You'll then occasionally experience one of the following forms of divine retribution:
- Durably summons multiple fire elementals to deal with you, with adjusted stats.
- Gives the strongest non-religious monster in your line of sight the fire champion status, granting them extra fire damage and increased movement speed.
- Triggers a shaft under you.
Once Ignis' wrath ends, the god will cease to exist. All altars will be removed from the dungeon, if any were present.
Strategy
As you would expect from a starting god, Ignis is a massive boon in the early-game; just make sure to use its abilities while they are still relevant. D:3 orc priest pack giving you trouble? A Foxfire Swarm (up to 24 individual Foxfires) is almost certainly bound to kill them. 24 Foxfires will fare somewhat worse (though are still quite effective) against a hydra, but they won't do well against mid-level groups or much stronger foes. A huge portion of otherwise extremely dangerous threats in the upper dungeon can be avoided through one of Ignis' invocations. Even then, Rising Flame is a superior scroll of teleportation -- useful anywhere, with little risk of danger if you've cleared the floor above you.
And, as you would expect from a god with finite piety, Ignis is a god designed to be abandoned. Its wrath is weak, but not so weak to be a pushover, and powerful enough to discourage switching gods as soon as you find the Temple. Consider your character's strength by the time you finish Lair or the main portion of the Dungeon. If/when you decide to switch, the fact that you're choosing a god much later gives a lot of flexibility. As usual, consider your character and what the dungeon has given you before (re)-devoting your faith.
Tips & Tricks
- An amulet of faith has no effect for followers of Ignis.
- Fiery Armour is meant to be used proactively; using it before a threatening fight (that you know you can win with its help) is powerful, and may save you piety from using the otherwise stronger Foxfire Swarm.
- Foxfire Swarm is held to the same limitations of the Foxfire spell (cannot pass through you, won't spawn if something is on the tile), though it remains tactically effective in more situations simply due to the sheer number of Foxfires.
- The swarm is somewhat less effective on monsters with decent AC; it checks it (up to) 24 times, after all. By corollary, it is still pretty strong against later low-AC foes like (Two-headed) ogres and hydras.
- If you decide to abandon Ignis, keep in mind that you're in the midgame. Gods like Yredelemnul, Zin, and Uskayaw have unique piety systems that make it easier to catch up. Ignis also can help one survive the wait when trying to find Jiyva.
History
Ignis was added in 0.28.
Gods | |
---|---|
Good | Elyvilon • Zin • The Shining One |
Neutral | Ashenzari • Cheibriados • Dithmenos • Fedhas Madash • Gozag Ym Sagoz • Hepliaklqana • Ignis • Okawaru • Qazlal • Ru • Sif Muna • Trog • Uskayaw • Vehumet • Wu Jian |
Chaotic | Jiyva • Nemelex Xobeh • Xom |
Evil | Beogh • Kikubaaqudgha • Lugonu * • Makhleb * • Yredelemnul * Chaotic & Evil |