Difference between revisions of "Fedhas Madash"

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[[File:Fedhas altar.png]] ''"Spread life and death"''
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{{version032}}
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[[File:Fedhas altar.png]] ''"Spread life and death."''
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{{flavour|Fedhas is the god of plant and fungal life. Followers are forbidden from harming any species under Fedhas' protection. In return Fedhas grants a number of abilities that promote the growth of plant and fungi. These abilities may incidentally prove useful to adventurers.
  
'''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 [[Necromancy|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.
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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 powers to temporarily grow a menagerie of plant allies whose strength and duration increase with Invocations skill. Worshipers may grow a protective wall of briar patches as well as ballistomycetes that fire damaging spores whose explosions confuse living creatures. Devout followers can overgrow a stretch of solid terrain with a cluster of plant allies or even summon a mighty oklob plant.
  
No backgrounds start with this religion.
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Fedhas likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings and you destroy nonliving beings.}}
  
 
==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.
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[[Demigod]]s are unable to worship Fedhas (or any other god). Also, characters who sacrificed love under [[Ru]] cannot join Fedhas.
  
 
==Appreciates==
 
==Appreciates==
* Using Decomposition on [[corpse]]s and certain undead.
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* Killing [[natural]], [[undead]], [[demonic]], [[holy]], or [[nonliving]] creatures.
  
 
==Deprecates==
 
==Deprecates==
* You or your allies destroying plants. (piety loss)
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*Inactivity: You lose 1 piety per 700 turns, on average (1/35 chance every 20 turns).
* 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)
 
  
 
==Given abilities==
 
==Given abilities==
'''[[Piety|Piety level -]]''': "Green [Species Name]"
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'''[[Piety|Piety level -]]''': "Fungal"
* All plants are friendly towards you. (Passive)
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*All plants are [[peaceful]] towards you. In addition to stationary plants, [[sleepcap]]s, [[shambling mangrove]]s, and [[thorn hunter]]s will be peaceful. (Passive)
* You can walk through plants. (Passive)
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*You can walk through plants (but not [[tree]]s, which are walls). It takes 50% longer than normal to do so. (Passive)
* You can fire through allied plants without harming them. (Passive)
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*Plants and trees are protected from harm. You can fire through all allied plant-type creatures as if they were a [[bush]], and no attack or spell will harm a plant/tree, even with spells like [[Fireball]]. (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.
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**Entities created by spells, like [[orbs of destruction]] and [[battlesphere]]s (including its beams), are unable to pass through plants.
'''[[Piety|Piety level *]]''': "Inciter"
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* '''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)
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'''[[Piety|Piety level *]]''': "Green [Species]"
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*No new abilities.
 +
 
 +
'''[[Piety|Piety level **]]''': "Cultivator"
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* '''Wall of Briars''': Encircles yourself with summoned [[briar patch]]es, which hurt any enemy that attacks them. Enemies can fire [[Ranged Weapons]] and other projectiles past the briars, though [[Hexes]] like [[Confuse]] can't pass through. It won't summon patches for enemies already next to you. (3 MP, 2-3 Piety)
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 +
'''[[Piety|Piety level ***]]''': "Fruitful"
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* '''Grow Ballistomycete''': Summons a [[ballistomycete]], at a chosen square up to 2 tiles away. Ballistomycetes create exploding spores, which deal <code>3d(6 + [[Invocations]])</code> damage<ref>{{source ref|0.30.0|mon-explode.cc|69}}</ref><ref>{{source ref|0.30.0|spl-summoning.cc|2494}}<br>Note that the spore's HD is adjusted by +1 in {{source ref|0.30.0|mon-cast.cc|6545}}.</ref> and [[confusion|confuses]] creatures that are [[unbreathing|breathing]]. Spores can hit the player. (4 MP, 4-6 Piety)
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'''[[Piety|Piety level ****]]''': "Photosynthesist"
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* '''Overgrow''': Transforms dungeon [[wall]]s and trees into plant allies by using the Overgrow ability, as per the distribution below. Once the plants despawn, the wall will be permanently gone. This can override stone and metal walls. The plants' HD is increased by an amount equal to your [[Invocations]] skill.<ref>{{source ref|0.32.0|spl-summoning.cc|2479}}</ref> (8 MP, 12-18 Piety)
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{| class="prettytable" style="border:none; margin:0; padding:0;"
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! Plant monster !! Chance per wall
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|-
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| {{monsterlink|Oklob sapling}} || 29%
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|-
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| {{monsterlink|Scrub nettle}} || 29%
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|-
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| {{monsterlink|Wandering mushroom}} || 29%
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|-
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| {{monsterlink|Ballistomycete}} || 7%
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|-
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| {{monsterlink|Oklob plant}} || 7%
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|-
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|}
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'''[[Piety|Piety level *****]]''': "Green Death"
 +
* '''Grow Oklob''': Grows an [[oklob plant]], at a chosen square up to 2 tiles away. These are strong, long lasting, and [[corrosion|corrosive]] allies. (6 MP, 6-9 Piety)
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:Higher [[Invocations]] increases the oklob's HP and firerate, but not damage. Oklob plants have a <code>25% + (2.5% * [[Invocations]])</code> chance to use Spit Acid each turn, if a target is in range.<ref>{{source ref|0.30.0|monster.cc|2573}}<br>Cast frequency is (X)/200, so 200 frequency means a spell is cast 100% of the time.</ref><ref>{{source ref|0.30.0|spl-summoning.cc|2543}}</ref>
  
'''[[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)
 
'''[[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)
 
'''[[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)
 
'''[[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)
 
 
'''[[Piety|Piety level ******]]''': "Force of Nature"
 
'''[[Piety|Piety level ******]]''': "Force of Nature"
* No new abilities.
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*No new abilities.
  
 
==Punishments==
 
==Punishments==
* The elements will be invoked against you, the equivalent of an ice, earth, fire and air [[miscast]].
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{{flavour|Fedhas does not appreciate abandonment, and will call down fearful punishments on disloyal followers!
* Hostile plants (biased towards oklobs) will grow around you. This effect will only happen when abandoning Fedhas, never when simply under penance.
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* Corpses in line of sight will produce hostile spores.
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Those who offend Fedhas will have forces of nature invoked against them in the form of pure elemental destruction. Waves of ballistomycete spores will rise from nearby corpses, and the worst offenders will be surrounded by animate mushrooms and acid-spitting oklob plants.
* All previously neutral or allied plants will also turn hostile upon abandonment or excommunication.
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 +
Fedhas's wrath lasts for a relatively short duration.}}
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 +
During penance, Fedhas will occasionally punish you with one of the following forms of [[divine retribution]]:
 +
 
 +
*The forces of nature will be invoked against you. This equates to a random [[Corrosive Bolt]], [[Primal Wave]], or [[Volley of Thorns]].
 +
*[[Corpse]]s in line of sight will produce hostile spores.
 +
*Hostile plants (biased towards oklobs) will grow around you. This effect will only happen when abandoning Fedhas, never when simply under penance.
 +
 
 +
All previously neutral or allied plants will also turn hostile upon abandonment or excommunication.
  
 
==Strategy==
 
==Strategy==
Best characters to use Fedhas would be:
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Fedhas offers a strong variety of summons that you can fire through. The plants themselves are quite strong, remaining useful throughout a 3-rune game (at the least):
#Merfolk, move speed bonus, evasion bonus, tail attack etc. in water.
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*Briar patches will prevent enemies from getting into melee range, but they can't block ranged attacks or most damaging spells. Still, Wall of Briars can make it easier to escape, break [[attacks of opportunity]], and deal a fair bit of [[spiny]] damage to melee attackers. Also, being surrounded by briars makes it harder for enemies to surround you. Just beware that it takes 1.5 [[decaAut]] to pass through each plant.
#Ranged attack characters (spells or ranged weapons), play keep away with Grow Plants and Rain.
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**Among other things, Wall of Briars can block [[trample]] and [[Harpoon Shot]] (you can't be pushed/pulled past the briars).
#Enchanters or characters with confuse or paralyze, to drown enemies in deep water created by rain.
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**Briars ''can'' block [[Hexes]], and hex-like spells such as [[malmutate]]. Great for preventing [[paralysis]]!
#Stabbers, to take advantage of confusion of wandering mushrooms and spores.
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*Ballistomycetes inflict [[confusion]], which by itself can take out many early/mid game enemies. Spores are very likely to confuse enemies, regardless of their [[willpower]], [[HD]], or [[poison resistance]] - it will even confuse [[Tiamat]] and the [[Hell]] lords. However, it doesn't do much against [[unbreathing]] ([[nonliving]] or [[undead]]) foes.
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*Oklobs deal moderately high damage (which few monsters resist) and [[corrode]]s enemies, severely lowering their [[AC]]. The corrosion effect is strong in practice, and even stronger when considering that your plant allies also benefit.
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As all invocable plants are both stationary and long lasting, try to place them where you can easily sustain fighting. Make sure you aren't blocking your plants! The end of a hallway is often a good location for oklobs. Meanwhile, ballistomycetes don't work well in cramped corridors; they produce spores that explode in a 3x3 radius, potentially harming you. In that case, you may want to [[kite]] a monster around a wall while your plants fire.
  
I guess you could win a 15-rune ascension with Fedhas, but then again you could do it with no gods too. I'd say Fedhas's 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.
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===Tips & Tricks===
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*Spores will tend to track towards enemies, but are not perfect. The plant can be '''t'''old to '''a'''ttack a specific target, but spores are unable to listen.
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*Any plants you summon are considered to worship Fedhas, so your oklobs can fire through other plants. (Spores can't pass through, however.)
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*Overgrowth is very expensive compared to Fedhas' other abilities. Its main use is to break through stone and metal [[wall]]s, such the [[Slime Pits|Slime]]:5 loot chambers or the lungs in [[Zot]]:5.
  
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.
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==History==
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*Prior to [[0.32]], in some circumstances Fedhas did not prevent you from harming plants, which would cause piety loss.
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*Prior to [[0.30]], Fedhas did not protect trees. You would receive [[penance]] for destroying trees.
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*Prior to [[0.28]], oklob plant's Spit Acid dealt less damage (<code>3d7 + 2d4</code>) to monsters, but oklobs fired faster.
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*Prior to [[0.27]], many spells, like [[Fulminant Prism]] and [[Fire Storm]], would harm plants in the process.
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*Prior to [[0.24]], Fedhas did not allow the undead to worship it. Fedhas' abilities were greatly reworked in this version: the previous version revolved around permanent plants, terrain changes, and a direct [[ration]] cost. For more details, see [http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&direction=prev&oldid=51535 this revision].
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*Prior to [[0.22]], Evolution was granted at *, and Sunlight was granted at **.
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*Prior to [[0.21]], Fedhas abilities used [[fruit]]s rather than rations.
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*Prior to [[0.19]], Fedhas didn't have [[piety]] decay.
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*Prior to [[0.15]], worshipers of Fedhas could not cast [[Sublimation of Blood]] without incurring piety loss and/or penance.
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*Prior to [[0.8]], Decomposition was accomplished as an ability, not through prayer.
  
* 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.
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==References==
* 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
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<references/>
* 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]], [[Iskendrun'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]] and [[Lehudib's Crystal Spear]].
 
**[[Orb of Destruction]]s can not pass through.
 
**[[Battleshpere]]s' beams can not pass though.
 
**[[Fireball]] and [[Ice Storm]] can pass through, but the explosion will harm allied plants.
 
**Enchantments like [[Agony]], [[Dispel Undead]], [[Pain]], [[Confuse]], etc can not pass through.
 
**Fedhas protects allied plants from some clouds like [[Freezing Cloud] 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]], [[Conjure Ball Lightning]], [[Chain Lightning]], [[Shatter]] and [[Fire Storm]] will harm allied plants.
 
  
[[Category:Gods]]
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{{gods}}

Latest revision as of 18:27, 21 September 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Fedhas altar.png "Spread life and death."
Fedhas is the god of plant and fungal life. Followers are forbidden from harming any species under Fedhas' protection. In return Fedhas grants a number of abilities that promote the growth of plant 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 powers to temporarily grow a menagerie of plant allies whose strength and duration increase with Invocations skill. Worshipers may grow a protective wall of briar patches as well as ballistomycetes that fire damaging spores whose explosions confuse living creatures. Devout followers can overgrow a stretch of solid terrain with a cluster of plant allies or even summon a mighty oklob plant.

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

Racial restrictions

Demigods are unable to worship Fedhas (or any other god). Also, characters who sacrificed love under Ru cannot join Fedhas.

Appreciates

Deprecates

  • Inactivity: You lose 1 piety per 700 turns, on average (1/35 chance every 20 turns).

Given abilities

Piety level -: "Fungal"

  • All plants are peaceful towards you. In addition to stationary plants, sleepcaps, shambling mangroves, and thorn hunters will be peaceful. (Passive)
  • You can walk through plants (but not trees, which are walls). It takes 50% longer than normal to do so. (Passive)
  • Plants and trees are protected from harm. You can fire through all allied plant-type creatures as if they were a bush, and no attack or spell will harm a plant/tree, even with spells like Fireball. (Passive)

Piety level *: "Green [Species]"

  • No new abilities.

Piety level **: "Cultivator"

  • Wall of Briars: Encircles yourself with summoned briar patches, which hurt any enemy that attacks them. Enemies can fire Ranged Weapons and other projectiles past the briars, though Hexes like Confuse can't pass through. It won't summon patches for enemies already next to you. (3 MP, 2-3 Piety)

Piety level ***: "Fruitful"

  • Grow Ballistomycete: Summons a ballistomycete, at a chosen square up to 2 tiles away. Ballistomycetes create exploding spores, which deal 3d(6 + Invocations) damage[1][2] and confuses creatures that are breathing. Spores can hit the player. (4 MP, 4-6 Piety)

Piety level ****: "Photosynthesist"

  • Overgrow: Transforms dungeon walls and trees into plant allies by using the Overgrow ability, as per the distribution below. Once the plants despawn, the wall will be permanently gone. This can override stone and metal walls. The plants' HD is increased by an amount equal to your Invocations skill.[3] (8 MP, 12-18 Piety)
Plant monster Chance per wall
P Oklob sapling.png Oklob sapling 29%
P Scrub nettle.png Scrub nettle 29%
f Wandering mushroom.png Wandering mushroom 29%
P Ballistomycete.png Ballistomycete 7%
P Oklob plant.png Oklob plant 7%

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

  • Grow Oklob: Grows an oklob plant, at a chosen square up to 2 tiles away. These are strong, long lasting, and corrosive allies. (6 MP, 6-9 Piety)
Higher Invocations increases the oklob's HP and firerate, but not damage. Oklob plants have a 25% + (2.5% * Invocations) chance to use Spit Acid each turn, if a target is in range.[4][5]

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

  • No new abilities.

Punishments

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

Those who offend Fedhas will have forces of nature invoked against them in the form of pure elemental destruction. Waves of ballistomycete spores will rise from nearby corpses, and the worst offenders will be surrounded by animate mushrooms and acid-spitting oklob plants.

Fedhas's wrath lasts for a relatively short duration.

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

  • The forces of nature will be invoked against you. This equates to a random Corrosive Bolt, Primal Wave, or Volley of Thorns.
  • Corpses in line of sight will produce hostile spores.
  • Hostile plants (biased towards oklobs) will grow around you. This effect will only happen when abandoning Fedhas, never when simply under penance.

All previously neutral or allied plants will also turn hostile upon abandonment or excommunication.

Strategy

Fedhas offers a strong variety of summons that you can fire through. The plants themselves are quite strong, remaining useful throughout a 3-rune game (at the least):

  • Briar patches will prevent enemies from getting into melee range, but they can't block ranged attacks or most damaging spells. Still, Wall of Briars can make it easier to escape, break attacks of opportunity, and deal a fair bit of spiny damage to melee attackers. Also, being surrounded by briars makes it harder for enemies to surround you. Just beware that it takes 1.5 decaAut to pass through each plant.
    • Among other things, Wall of Briars can block trample and Harpoon Shot (you can't be pushed/pulled past the briars).
    • Briars can block Hexes, and hex-like spells such as malmutate. Great for preventing paralysis!
  • Ballistomycetes inflict confusion, which by itself can take out many early/mid game enemies. Spores are very likely to confuse enemies, regardless of their willpower, HD, or poison resistance - it will even confuse Tiamat and the Hell lords. However, it doesn't do much against unbreathing (nonliving or undead) foes.
  • Oklobs deal moderately high damage (which few monsters resist) and corrodes enemies, severely lowering their AC. The corrosion effect is strong in practice, and even stronger when considering that your plant allies also benefit.

As all invocable plants are both stationary and long lasting, try to place them where you can easily sustain fighting. Make sure you aren't blocking your plants! The end of a hallway is often a good location for oklobs. Meanwhile, ballistomycetes don't work well in cramped corridors; they produce spores that explode in a 3x3 radius, potentially harming you. In that case, you may want to kite a monster around a wall while your plants fire.

Tips & Tricks

  • Spores will tend to track towards enemies, but are not perfect. The plant can be told to attack a specific target, but spores are unable to listen.
  • Any plants you summon are considered to worship Fedhas, so your oklobs can fire through other plants. (Spores can't pass through, however.)
  • Overgrowth is very expensive compared to Fedhas' other abilities. Its main use is to break through stone and metal walls, such the Slime:5 loot chambers or the lungs in Zot:5.

History

  • Prior to 0.32, in some circumstances Fedhas did not prevent you from harming plants, which would cause piety loss.
  • Prior to 0.30, Fedhas did not protect trees. You would receive penance for destroying trees.
  • Prior to 0.28, oklob plant's Spit Acid dealt less damage (3d7 + 2d4) to monsters, but oklobs fired faster.
  • Prior to 0.27, many spells, like Fulminant Prism and Fire Storm, would harm plants in the process.
  • Prior to 0.24, Fedhas did not allow the undead to worship it. Fedhas' abilities were greatly reworked in this version: the previous version revolved around permanent plants, terrain changes, and a direct ration cost. For more details, see this revision.
  • 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 0.19, Fedhas didn't have piety decay.
  • 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.

References

  1. mon-explode.cc:69 (0.30.0)
  2. spl-summoning.cc:2494 (0.30.0)
    Note that the spore's HD is adjusted by +1 in mon-cast.cc:6545 (0.30.0).
  3. spl-summoning.cc:2479 (0.32.0)
  4. monster.cc:2573 (0.30.0)
    Cast frequency is (X)/200, so 200 frequency means a spell is cast 100% of the time.
  5. spl-summoning.cc:2543 (0.30.0)
Gods
Good ElyvilonZinThe Shining One
Neutral AshenzariCheibriadosDithmenosFedhas MadashGozag Ym SagozHepliaklqanaIgnisOkawaruQazlalRuSif MunaTrogUskayawVehumetWu Jian
Chaotic JiyvaNemelex XobehXom
Evil BeoghKikubaaqudghaLugonu *Makhleb *Yredelemnul
* Chaotic & Evil