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[[File:Vehumet altar 1.png]] ''"Let it end in hellfire!"''
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{{version032}}
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[[File:Vehumet altar.png]] "Let it end in hellfire!"''
  
[[Vehumet]] is a god of destructive magic. Followers gain various useful powers to enhance their command of the hermetic arts, and the favoured stand to gain access to some of the most fearsome spells known to man (or any other [[species]], for that matter). In return, Vehumet asks only for worshipers to cause as much carnage and destruction as possible.
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{{flavour|Vehumet is a god of the destructive powers of magic. Followers will gain divine assistance in commanding the hermetic arts, and the most favoured stand to gain access to some of the fearsome spells in Vehumet's library. One's devotion to Vehumet can be proven by the causing of as much carnage and destruction as possible.
  
No background starts with this religion.
+
Worshippers of Vehumet will quickly be able to recover their magical energy upon killing beings. As they gain favour, they will also gain enhancements to their destructive spells — first assistance in casting such spells and then increased range for conjurations. Vehumet will offer followers the knowledge of increasingly powerful destructive spells as they gain piety.
 +
 
 +
Vehumet likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings and you destroy nonliving beings.}}
 +
 
 +
==Restrictions==
 +
*[[Djinn]]'s unusual approach to magic renders them unable to worship Vehumet.
 +
*[[Demigod]]s may not worship Vehumet (or any other deity).
  
 
==Appreciates==
 
==Appreciates==
*You and your allies killing living and [[undead]] monsters.
+
*You killing monsters (living, [[demonic]], [[holy]], [[nonliving]], and [[undead]]).
  
 
==Deprecates==
 
==Deprecates==
*Forgetting him. [[Piety]] slowly falls over time (about 1 every 340 turns), and you are excommunicated if it falls to 0.
+
*Inactivity: You lose 1 piety per 340 turns, on average (1/17 chance every 20 turns).
*Abandoning him.
+
*Abandonment.
  
 
==Given Abilities==
 
==Given Abilities==
 
'''[[Piety|Piety level -]]''': "Sorcerer's Apprentice"
 
'''[[Piety|Piety level -]]''': "Sorcerer's Apprentice"
:*No new abilities.
+
*No new abilities.
  
 
'''[[Piety|Piety level *]]''': "Scholar of Destruction"
 
'''[[Piety|Piety level *]]''': "Scholar of Destruction"
:*'''Gain power from killing''' - When you or your allies kill a monster, you gain 1d(HD/2) in MP, where HD is the hit dice of the monster killed. (Passive)
+
*'''Gain power from killing''' - When you kill a monster, you have a piety-dependent chance of recovering an average of ([[HD]]/4) MP. Specifically, you have a <code>30 + (50 * (max(piety - 30, 130)/130)</code>% chance<ref>{{source ref|0.32.1|mon-death.cc|2581}}<br>piety_breakpoint(0) = 1* piety = 30<br>piety_breakpoint(5) = 6* piety = 160</ref> of healing <code>1d(HD/2)</code> MP.<ref>{{source ref|0.32.1|mon-death.cc|2601}}</ref> HD is the [[hit dice]] of the monster killed. At 6* piety, you have an 80% chance. (Passive)
  
 
'''[[Piety|Piety level **]]''': "Caster of Ruination"
 
'''[[Piety|Piety level **]]''': "Caster of Ruination"
:*'''Aid to destructive magic''' - Your chance of miscasting destructive spells is reduced by 33%. (Passive)
+
*No new abilities.
  
'''[[Piety|Piety level ***]]''': "Battle Magician"
+
'''[[Piety|Piety level ***]]''': "Traumaturge"
:*'''Range increase for destructive magic''' - The range of destructive spells is increased by 1 tile. (''Exception'': [[Sticky Flame]] and [[Freeze]].) (Passive)
+
*'''Aid to destructive magic''' - Your chance of miscasting destructive spells is significantly reduced, roughly equal to having 2 stacks of [[wizardry]].
 +
:Specifically, your [[Spell Success#Modifiers|raw spell success rate]] is multiplied by x66.6%. Generally, your actual failure rates will be smaller than (previous_fail% * .666) at any practical failure rate. Note that this bonus is not considered wizardry, so having wizardry x3 is not the same as having the Vehumet bonus and wizardry x1. Instead, the Vehumet bonus and wizardry multiplicatively stack.
  
'''[[Piety|Piety level ****]]''': "Warlock"
+
'''[[Piety|Piety level ****]]''': "Battlemage"
:*'''Reduced cost of expensive destructive magic''' - Level 5+ destructive spells cost 1 less MP to cast. (Passive)
+
*'''Range increase for destructive magic''' - The range of destructive spells is increased by 1 tile. (''Exceptions'': [[Irradiate]], [[Static Discharge]], [[Arcjolt]], [[Sticky Flame]], [[Freeze]].) (Passive)
  
'''[[Piety|Piety level *****]]''': "Annihilator"
+
'''[[Piety|Piety level *****]]''': "Warlock"
:*No new abilities.
+
*No new abilities.
  
 
'''[[Piety|Piety level ******]]''': "Luminary of Lethal Lore"
 
'''[[Piety|Piety level ******]]''': "Luminary of Lethal Lore"
:*No new abilities.
+
*No new abilities.
 +
 
 +
===Destructive spells===
 +
Vehumet's "Destructive spells" include all [[Conjurations]] spells, plus spells with the <code>spflag::destructive</code> flag:<ref>{{source ref|0.32.1|spl-data.h|1}}</ref>
  
'''What Vehumet Considers Destructive Magic'''<br>
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<div style="column-count:3">
Vehumet's "Destructive spells" are all [[Conjurations]] spells, all [[Summonings]] spells, plus: [[Airstrike]], [[Ignite Poison]], [[Olgreb's Toxic Radiance]], [[Inner Flame]], [[Freeze]], [[Ozocubu's Refrigeration]], [[Sandblast]], [[LRD]], [[Shatter]], [[Tornado]].
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*[[Airstrike]]
 +
*[[Eringya's Noxious Bog]]
 +
*[[Freeze]]
 +
*[[Frozen Ramparts]]
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*[[Fulsome Fusillade]]
 +
*[[Hellfire Mortar]]
 +
*[[Ignite Poison]]
 +
*[[Ignition]]
 +
*[[Inner Flame]]
 +
*[[Lee's Rapid Deconstruction]]
 +
*[[Magnavolt]]
 +
*[[Maxwell's Capacitive Coupling]]
 +
*[[Mercury Vapours]]
 +
*[[Olgreb's Toxic Radiance]]
 +
*[[Ozocubu's Refrigeration]]
 +
*[[Permafrost Eruption]]
 +
*[[Plasma Beam]]
 +
*[[Polar Vortex]]
 +
*[[Rimeblight]]
 +
*[[Sandblast]]
 +
*[[Scorch]]
 +
*[[Shatter]]
 +
*[[Sticky Flame]]
 +
*[[Volatile Blastmotes]]
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*[[Yara's Violent Unravelling]]
 +
</div>
  
 
==Gifts==
 
==Gifts==
'''Piety 160+'''
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'''[[Spell]]s.'''  
*'''[[Spell book]]s.''' If you are eligible for a gift and 1d(Piety) > 100, Vehumet will give you Conjurations or Summonings books, whichever skill is currently higher for you. Conjuration gifts include a [[book of Conjurations]], [[book of Power]], and [[book of Annihilations]], in that order. Summoning gifts include a [[book of Callings]], [[book of Summonings]], and the [[Grand Grimoire]], in that order. Once those are exhausted, books from the other group are given. Vehumet will not give you any book you already have, whether in your inventory or in your stash.
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If you are above the first piety breakpoint and eligible for a gift, there is chance that Vehumet will offer you the knowledge of a '''Destructive spell'''. Vehumet will offer up to 15 spells:<ref>{{source ref|0.32.1|religion.cc|1229}}</ref>
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 +
{| class="wikitable"
 +
! Gift !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13-15
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|-
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! [[List of spells by level|Spell levels]]
 +
| 1
 +
| 2-3
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| 2-3
 +
| 3-4
 +
| 3-5
 +
| 4-7
 +
| 4-7
 +
| 5-7
 +
| 5-7
 +
| 5-7
 +
| 5-7
 +
| 6-8
 +
| 8-9
 +
|}
 +
 
 +
The first gift will always happen at <nowiki>*</nowiki> piety. Once a new gift is offered, you lose access to the previous gift. The last three spells, which are all level 8-9, are all offered at once, and will always be available so long as you continue to worship Vehumet. Vehumet will not gift spells that are already in your library and will attempt not to gift spells that had been previous gifts.
 +
 
 +
Gifts will tend to correlate with your trained elemental skills. Investing more into specific elemental skills (Fire, Ice, Earth, Air) increases the chance of a spell of said skill. Each school starts at 100 "weight", and every skill level adds 10 to it; the relative likelihood of a specific element is (their weight / total weight).<ref>{{source ref|0.32.1|religion.cc|1284}}</ref> For example, if you have 10 skill in Fire Magic and 0 in other schools, Fire Magic will be twice as likely, and the others are 66% as likely.
 +
 
 +
===Gift Breakpoints===
 +
Vehumet gives spells at the following points, assuming you have gifts left:<ref>{{source ref|0.32.1|religion.cc|1551}}</ref>
 +
 
 +
*Gift #1: Always gift at 30 (1*) piety
 +
*Gifts #2-5: Always gift by 53, 71, 89, 107 piety, respectively. These may be given a little earlier than this.
 +
*Gifts #6-15: At ≥ 120 (5*) piety, uses the [[gift timeout]] system, for timeout = <code>28 + (2d30)/2</code>.<ref>{{source ref|0.32.1|religion.cc|1587}}</ref> When timeout = 0, there's a 5% chance to get a gift whenever you gain piety.
 +
**The final four gifts (#12-15) can only be given at 6* piety.
 +
 
 +
There is a cooldown of <code>98 + 2d50</code> turns between gifts. If you'd reach a gift threshold during the cooldown, you don't get the gift. For gifts #2-5, you'll just get the gift the next time you gain piety. However, this cooldown could theoretically matter for the 5* -based gifts, since you'd need to roll the 5% chance again.
 +
 
 +
==Punishments==
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{{flavour|Vehumet does not appreciate abandonment, and will call down fearful punishments upon disloyal followers!
 +
 
 +
Those that anger Vehumet find destruction amply heaped upon them. Novices are struck by flame and frost; archmages by crystal spears and firestorms. Their own conjurations, too, are wont to misfire at the worst possible moments.
 +
 
 +
Vehumet's wrath lasts for a relatively short duration.}}
  
The [[Gift Timeout|gift timeout]] is 51~79 turns.
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Those who abandon Vehumet are periodically bombarded with a wide range of harmful Conjurations; various spells of a spell level between <code>1 + XL/5</code> and <code>1 + XL/3</code> are cast on you.<ref>{{source ref|0.32.1|god-wrath.cc|1089}}</ref>
  
== Punishments ==
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Vehumet also has a 5% chance to punish you whenever you cast a destructive spell.<ref>{{source ref|0.32.1|spl-cast.cc|2144}}</ref> The spell still succeeds, but you get a [[miscast effect]] anyway.
* Random [[Conjuration]] or [[Summoning]] [[miscast effects]], summon greater demon (like Balrug).
 
  
 
==Strategy==
 
==Strategy==
All of Vehumet's bonuses are passive, making it a good choice for spellcasters who do not want to spend XP on the [[Invocations]] skill. Vehumet also awards piety for killing, and his spell book gifts include the most destructive spells in the game, very suitable for spellcasters who prefer a more aggressive play style. As of .10, Vehumet is also the only guaranteed source of the [[Mass Abjuration]] spell (via the [[Grand Grimoire]]), which is another excellent reason to pick him.
+
Vehumet offers a nearly guaranteed "engine", or way to kill things, up through [[Zot]]:5. However, without any active abilities, Vehumet is worse in emergency situations. In a way, you aren't worshipping Vehumet; think of your ''spells'' as the actual god.
  
The MP refund on kill, while not terrific early on, really shines in the mid-game and late-game with area of effect spells that can take out multiple enemies at once - not to mention that, as far as their cost is concerned, they are much more efficient (e.g. Fire Storm has a lot more destructive potential than 9 Magic Darts). [[Freezing Cloud]], [[Fireball]], and [[Poisonous Cloud]] are other spells that can refund a lot of MP. [[Delayed Fireball]] can even be used as a net MP gain in emergencies. Of course, no one says you ''have'' to kill enemies with spells to get MP back; bashing them to death with a staff or using a wand/rod to cast works too.
+
The curated spell gifts, starting from 1* of piety, ensure some method to kill those pesky [[orbs of fire]] (and just about everything else). Two free ranks of [[wizardry]] help get your powerful spells online faster. It makes level 9 spells (more) reasonable to cast in a 3-rune game. And the +1 range is helpful for certain spells. All this comes with zero [[Invocations]] investment. When combined with the wizardry, worshippers can afford to invest more into defensive skills, or even hybridize.  
  
The miscast reduction is possibly Vehumet's most impactful power. It can let you cast spells well in advance of your time: for example, a level 15 character who focused the relevant skills has a good chance of learning one of the "ultimate" level 9 conjuration/summoning spells thanks to this! This can alter the course of your build and render some branches trivial, or allow for more flexible gearing because of the lesser need for wizardry enhancers.
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Whether "having spells as a god" is a good thing is up to you, but it does come with a few downsides. Without active abilities, you have less ways to deal with a dangerous situation. In addition, Vehumet is one of the weaker gods for the early game. For spellcaster backgrounds, the first few spell gifts generally won't be much of an improvement compared to your own spells. Characters new to spellcasting have to take time to train up magic, which might not be all that powerful by the time you hit 1* or even 3*. Furthermore, there are ways to get an "engine" without taking up the god slot.
  
Finally, the range increase and MP cost reduction are gravy that enhance a spellcaster's arsenal to be slightly more deadly. Of significant note, concerning the range increase, is that it lets some spells (such as Fireball or Fire Storm) hit enemies beyond your max line of sight: [[statue]]s and [[oklob plant]]s, among others, pose no risk with this method.
+
Overall, using Vehumet is not as simple as it may seem. Your spells may be strong, but good general play is still necessary to make up for a lack of actives.
  
Combining all these powers makes Vehumet the god of choice for spellcasters planning on tackling [[Ziggurat]]s, where you'll be facing large group after large group of enemies that you need to take down fast, and against whom your MP needs to last as long as possible.
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===Tips & Tricks===
 +
*The MP refund is fairly weak early on, but really shines with higher-level AOE spells that take out multiple enemies at once. Vehumet doesn't even require you to use spells; bashing them to death with a [[magical staff]] or firing a [[wand]] works just as well.
 +
*Since Vehumet will try to gift spells which you haven't yet seen (picking up a book will mark all spells therein as "seen"), it may be worth buying early spell books from magic schools you don't want.
 +
*Vehumet is one of the few gods you can abandon while keeping permanent benefits granted via worship (spells learned via direct gift).
 +
**Vehumet is a decent god for the extended game, thanks to the strong MP regen, but a god with useful active abilities may be preferred. For example, [[The Shining One]] provides active abilities and both HP and MP restoration when killing evil monsters (which make up most of the extended game monster lists).
 +
**Vehumet is actually one of the stronger [[Ziggurat]] gods, as the sheer mass of enemies you'll be killing provides a massive amount of MP.
  
Note that Vehumet does not grant piety for demon kills, which may cause you to take a piety hit when you tackle the [[Hell]] branches, or have an extremely long trip through [[Pandemonium]] or the [[Abyss]]. On the other hand, by the time you're ''ready'' for those areas, you will almost certainly have all the books that Vehumet grants anyway, so this is not likely to be a huge issue for you.
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==History==
 +
*Prior to [[0.32]], the chance to gain MP from kills was <code>(piety-30)/2</code>%, the second spell gift was level 1-2, and the range increase did not apply to [[Hailstorm]], [[Frozen Ramparts]], or [[Eringya's Noxious Bog]].
 +
*Prior to [[0.31]], Vehumet's spell failure reduction would only stack with 1 level of wizardry.
 +
*In [[0.26]], Vehumet's spell gifts were widened in level range.
 +
*Prior to [[0.16]], Vehumet tried not to gift spells that could cause [[antitraining]] (Fire/Ice, Air/Earth).
 +
*Vehumet underwent a complete overhaul in [[0.12]], dropping summoning support, MP cost reduction, and book gifts, instead gifting destructive spells directly. For information about Vehumet prior to 0.12, see [http://crawl.chaosforge.org/index.php?title=Vehumet&oldid=13070 this revision].
  
Because Vehumet's wrath isn't particularly severe (as divine retribution goes) and because his book gifts are predictable, another tactic is to worship him until you have all his powerful spells, then abandon him for another god.
+
==References==
 +
<references />
  
[[Category:Gods]]
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{{gods}}

Latest revision as of 01:36, 21 October 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Vehumet altar.png "Let it end in hellfire!"
Vehumet is a god of the destructive powers of magic. Followers will gain divine assistance in commanding the hermetic arts, and the most favoured stand to gain access to some of the fearsome spells in Vehumet's library. One's devotion to Vehumet can be proven by the causing of as much carnage and destruction as possible.

Worshippers of Vehumet will quickly be able to recover their magical energy upon killing beings. As they gain favour, they will also gain enhancements to their destructive spells — first assistance in casting such spells and then increased range for conjurations. Vehumet will offer followers the knowledge of increasingly powerful destructive spells as they gain piety.

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

Restrictions

  • Djinn's unusual approach to magic renders them unable to worship Vehumet.
  • Demigods may not worship Vehumet (or any other deity).

Appreciates

Deprecates

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

Given Abilities

Piety level -: "Sorcerer's Apprentice"

  • No new abilities.

Piety level *: "Scholar of Destruction"

  • Gain power from killing - When you kill a monster, you have a piety-dependent chance of recovering an average of (HD/4) MP. Specifically, you have a 30 + (50 * (max(piety - 30, 130)/130)% chance[1] of healing 1d(HD/2) MP.[2] HD is the hit dice of the monster killed. At 6* piety, you have an 80% chance. (Passive)

Piety level **: "Caster of Ruination"

  • No new abilities.

Piety level ***: "Traumaturge"

  • Aid to destructive magic - Your chance of miscasting destructive spells is significantly reduced, roughly equal to having 2 stacks of wizardry.
Specifically, your raw spell success rate is multiplied by x66.6%. Generally, your actual failure rates will be smaller than (previous_fail% * .666) at any practical failure rate. Note that this bonus is not considered wizardry, so having wizardry x3 is not the same as having the Vehumet bonus and wizardry x1. Instead, the Vehumet bonus and wizardry multiplicatively stack.

Piety level ****: "Battlemage"

Piety level *****: "Warlock"

  • No new abilities.

Piety level ******: "Luminary of Lethal Lore"

  • No new abilities.

Destructive spells

Vehumet's "Destructive spells" include all Conjurations spells, plus spells with the spflag::destructive flag:[3]

Gifts

Spells. If you are above the first piety breakpoint and eligible for a gift, there is chance that Vehumet will offer you the knowledge of a Destructive spell. Vehumet will offer up to 15 spells:[4]

Gift 1 2 3 4 5 6 7 8 9 10 11 12 13-15
Spell levels 1 2-3 2-3 3-4 3-5 4-7 4-7 5-7 5-7 5-7 5-7 6-8 8-9

The first gift will always happen at * piety. Once a new gift is offered, you lose access to the previous gift. The last three spells, which are all level 8-9, are all offered at once, and will always be available so long as you continue to worship Vehumet. Vehumet will not gift spells that are already in your library and will attempt not to gift spells that had been previous gifts.

Gifts will tend to correlate with your trained elemental skills. Investing more into specific elemental skills (Fire, Ice, Earth, Air) increases the chance of a spell of said skill. Each school starts at 100 "weight", and every skill level adds 10 to it; the relative likelihood of a specific element is (their weight / total weight).[5] For example, if you have 10 skill in Fire Magic and 0 in other schools, Fire Magic will be twice as likely, and the others are 66% as likely.

Gift Breakpoints

Vehumet gives spells at the following points, assuming you have gifts left:[6]

  • Gift #1: Always gift at 30 (1*) piety
  • Gifts #2-5: Always gift by 53, 71, 89, 107 piety, respectively. These may be given a little earlier than this.
  • Gifts #6-15: At ≥ 120 (5*) piety, uses the gift timeout system, for timeout = 28 + (2d30)/2.[7] When timeout = 0, there's a 5% chance to get a gift whenever you gain piety.
    • The final four gifts (#12-15) can only be given at 6* piety.

There is a cooldown of 98 + 2d50 turns between gifts. If you'd reach a gift threshold during the cooldown, you don't get the gift. For gifts #2-5, you'll just get the gift the next time you gain piety. However, this cooldown could theoretically matter for the 5* -based gifts, since you'd need to roll the 5% chance again.

Punishments

Vehumet does not appreciate abandonment, and will call down fearful punishments upon disloyal followers!

Those that anger Vehumet find destruction amply heaped upon them. Novices are struck by flame and frost; archmages by crystal spears and firestorms. Their own conjurations, too, are wont to misfire at the worst possible moments.

Vehumet's wrath lasts for a relatively short duration.

Those who abandon Vehumet are periodically bombarded with a wide range of harmful Conjurations; various spells of a spell level between 1 + XL/5 and 1 + XL/3 are cast on you.[8]

Vehumet also has a 5% chance to punish you whenever you cast a destructive spell.[9] The spell still succeeds, but you get a miscast effect anyway.

Strategy

Vehumet offers a nearly guaranteed "engine", or way to kill things, up through Zot:5. However, without any active abilities, Vehumet is worse in emergency situations. In a way, you aren't worshipping Vehumet; think of your spells as the actual god.

The curated spell gifts, starting from 1* of piety, ensure some method to kill those pesky orbs of fire (and just about everything else). Two free ranks of wizardry help get your powerful spells online faster. It makes level 9 spells (more) reasonable to cast in a 3-rune game. And the +1 range is helpful for certain spells. All this comes with zero Invocations investment. When combined with the wizardry, worshippers can afford to invest more into defensive skills, or even hybridize.

Whether "having spells as a god" is a good thing is up to you, but it does come with a few downsides. Without active abilities, you have less ways to deal with a dangerous situation. In addition, Vehumet is one of the weaker gods for the early game. For spellcaster backgrounds, the first few spell gifts generally won't be much of an improvement compared to your own spells. Characters new to spellcasting have to take time to train up magic, which might not be all that powerful by the time you hit 1* or even 3*. Furthermore, there are ways to get an "engine" without taking up the god slot.

Overall, using Vehumet is not as simple as it may seem. Your spells may be strong, but good general play is still necessary to make up for a lack of actives.

Tips & Tricks

  • The MP refund is fairly weak early on, but really shines with higher-level AOE spells that take out multiple enemies at once. Vehumet doesn't even require you to use spells; bashing them to death with a magical staff or firing a wand works just as well.
  • Since Vehumet will try to gift spells which you haven't yet seen (picking up a book will mark all spells therein as "seen"), it may be worth buying early spell books from magic schools you don't want.
  • Vehumet is one of the few gods you can abandon while keeping permanent benefits granted via worship (spells learned via direct gift).
    • Vehumet is a decent god for the extended game, thanks to the strong MP regen, but a god with useful active abilities may be preferred. For example, The Shining One provides active abilities and both HP and MP restoration when killing evil monsters (which make up most of the extended game monster lists).
    • Vehumet is actually one of the stronger Ziggurat gods, as the sheer mass of enemies you'll be killing provides a massive amount of MP.

History

  • Prior to 0.32, the chance to gain MP from kills was (piety-30)/2%, the second spell gift was level 1-2, and the range increase did not apply to Hailstorm, Frozen Ramparts, or Eringya's Noxious Bog.
  • Prior to 0.31, Vehumet's spell failure reduction would only stack with 1 level of wizardry.
  • In 0.26, Vehumet's spell gifts were widened in level range.
  • Prior to 0.16, Vehumet tried not to gift spells that could cause antitraining (Fire/Ice, Air/Earth).
  • Vehumet underwent a complete overhaul in 0.12, dropping summoning support, MP cost reduction, and book gifts, instead gifting destructive spells directly. For information about Vehumet prior to 0.12, see this revision.

References

  1. mon-death.cc:2581 (0.32.1)
    piety_breakpoint(0) = 1* piety = 30
    piety_breakpoint(5) = 6* piety = 160
  2. mon-death.cc:2601 (0.32.1)
  3. spl-data.h:1 (0.32.1)
  4. religion.cc:1229 (0.32.1)
  5. religion.cc:1284 (0.32.1)
  6. religion.cc:1551 (0.32.1)
  7. religion.cc:1587 (0.32.1)
  8. god-wrath.cc:1089 (0.32.1)
  9. spl-cast.cc:2144 (0.32.1)
Gods
Good ElyvilonZinThe Shining One
Neutral AshenzariCheibriadosDithmenosFedhas MadashGozag Ym SagozHepliaklqanaIgnisOkawaruQazlalRuSif MunaTrogUskayawVehumetWu Jian
Chaotic JiyvaNemelex XobehXom
Evil BeoghKikubaaqudghaLugonu *Makhleb *Yredelemnul
* Chaotic & Evil