Difference between revisions of "Beogh"

From CrawlWiki
Jump to: navigation, search
m (Altar)
m
 
(38 intermediate revisions by 8 users not shown)
Line 1: Line 1:
{{version028}}
+
{{version032}}
[[File:Beogh altar.png]] ''"Drown the unbelievers in a sea of blood!"''
+
[[File:Beogh altar.png]] "Show the world what it means to be an orc!"''
{{flavour|Beogh is an evil deity, worshipped by the cave orcs native to the dungeon. Only orcs may devote their service to Beogh, and they must prove their devotion with bloodshed. Especially fervent devotees of Beogh will find orcish followers flocking to their banner: it is an age of signs and portents, and the orcs have become increasingly certain that the coming of their Messiah is nigh.
+
{{flavour|A god of outcasts, pariahs, and the dispossessed, Beogh's altars are rarely found among those of other faiths, but their missionaries may always be sought by those looking for a place to belong. Worshippers will find many friends within the dungeon, and those who prove their strength to Beogh may gain lifelong companions the equal of any adventurer. To worship Beogh is to believe there is strength that transcends species and bloodline. To worship Beogh is to be an orc.
  
Followers of Beogh can smite their foes, and will even gain orcish followers of their own, who may be blessed by Beogh in battle and can be recalled as needed. Eventually, followers will gain the power to walk on water. Beogh will sometimes directly intervene to save a follower's life, and the chosen of Beogh will eventually be able to resurrect other orcs.
+
Worshippers will gain the power to call down Beogh's wrath upon their oppressors, and other orcs will start to see you as one of their own. Especially promising adherents will find themselves beset by rivals for Beogh's favour, but overcoming these trials without fleeing will gain you loyal companions whom Beogh will resurrect time and time again - just so long as you continue to fight and avenge in their name. A true chosen one may even rally an entire orcish army to avenge a wrongful death.
  
 
Beogh likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings, and you destroy nonliving beings. Beogh especially likes it when you kill the priests of other religions.
 
Beogh likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings, and you destroy nonliving beings. Beogh especially likes it when you kill the priests of other religions.
  
Beogh strongly dislikes it when you attack allied orcs or desecrate orcish remains.}}
+
Beogh strongly dislikes it when you attack allied orcs.}}
  
 
+
'''Beogh the Outcast''' is the god of the [[orc]]s and is considered an [[Evil#Evil_gods|evil]] god.
'''Beogh the Brigand''' is the [[Orc|Hill Orc]] exclusive god of the dungeon, considered an [[Evil#Evil_gods|evil]] god.
 
 
 
==Racial Restrictions==
 
Beogh only tolerates [[Hill Orc]]s as worshipers.
 
  
 
==Appreciates==
 
==Appreciates==
Line 20: Line 16:
  
 
==Deprecates==
 
==Deprecates==
You lose on average 1 [[piety]] every 170 turns. You will also lose piety (or incur [[penance]]) for the following:
+
*Inactivity: You lose 1 piety per 340 turns, on average (1/17 chance every 20 turns).
*Desecrating orcish remains (using orc corpses to [[Animate Dead]] or [[Animate Skeleton]]).
+
*You will also lose piety (or incur [[penance]]) for the following:
*Attacking allied orcs. (Be careful if you are confused!)
+
**Attacking allied orcs. (Be careful if you are confused!)
  
 
==Altar==
 
==Altar==
Beogh altars are most often found in the [[Orcish Mines]], rarely appearing in the Dungeon itself. However, the primary way for Hill Orcs to worship Beogh is to find an [[orc priest]] (or [[orc high priest|high priest]] / [[Saint Roka]]), which gives them an '''a'''ctive ability to convert. If this is your first time with Beogh, all orcs within [[line of sight]] will be turned neutral.
+
Beogh altars are most often found in the [[Orcish Mines]], rarely appearing in the Dungeon itself. However, the primary way to worship Beogh is to find a conscious [[orc priest]] (or [[orc high priest|high priest]] / [[Saint Roka]]), who, if you are sufficiently injured and not currently worshipping another god, may give you an '''a'''ctive ability to convert. If you have not abandoned Beogh before, all orcs within [[line of sight]] will be turned neutral upon your conversion.
 +
 
 +
Like most gods, Beogh [[vault]]s can also be found in the [[Abyss]], or worshipped through a [[faded altar]].
  
 
==Given Abilities==
 
==Given Abilities==
'''[[Piety|Piety level -]]''': "Messenger"
+
'''[[Piety|Piety level -]]''': "Convert"
*'''Protection from harm''' -  If you receive damage that should kill you, there's a 10 + (Piety/10) % chance to cancel all damage (instead, your Piety is reduced by 20 + 1d20). Unlike with good gods, this protection is canceled if you are under penance.
+
* No new abilities.
*'''Spread experience''' - Each time you gain some experience, Beogh will give an additional half of that amount among the orcish followers in your [[line of sight]]. Similarly, the player receives only half [[XP]] for kills done by allied orcs.
 
 
'''[[Piety|Piety level *]]''': "Proselytiser"
 
'''[[Piety|Piety level *]]''': "Proselytiser"
*No new abilities.
+
*'''Chance to turn orcs neutral''' - Orcs encountered in the dungeon may turn neutral on sight or upon dealing sufficient damage, with chance increasing with piety. Neutral orcs will head for the nearest staircase and exit the Dungeon, leaving their equipment behind for you to use as you see fit.
 +
*'''Recall Apostles''' - You can instantly recall your orc apostles to your side. This ability is only available once you recruit an apostle, which can only be done at 3*, but will then subsequently remain available as long as you remain above 1*. (2 MP)
 
'''[[Piety|Piety level **]]''': "Priest"
 
'''[[Piety|Piety level **]]''': "Priest"
*'''Smiting''' - You can [[smite]] any monster in view. Damage at 0 Invocation ranges from 9-12 (avg 10), and linearly scales to 9-72 (avg 40) at 27 Invocation. This is unavoidable, and cannot be reduced by any factor except [[deep dwarf]] damage shaving. (3 MP, 3 Piety)
+
*'''Smiting''' - You can [[smite]] any monster in view. Damage at 0 Invocation ranges from 9-12 (avg 10), and linearly scales to 9-72 (avg 40) at 27 Invocation. This is unavoidable, and cannot be reduced by any means. (3 MP, 2-3 piety)
 
'''[[Piety|Piety level ***]]''': "Missionary"
 
'''[[Piety|Piety level ***]]''': "Missionary"
*'''Gain orcish followers''' - Non-summoned, shapeshifted, sleeping, confused or paralyzed orcs (even uniques, eg. [[Blork]]) around you may recognize you as their Messiah and turn friendly. The chance depends on your piety and experience level (the higher, the better) and the hit dice of the orc (the lower, the better). Conversions may happen when:
+
*'''Apostle challenges''' - As you gain experience, Beogh will send apostles to challenge you in battle, which can be either a warrior, wizard, or priest, with HP, equipment and spells scaling with your XL. Upon defeat, you may recruit them into your service as a permanent ally.
**You notice a hostile orc for the first time (including because you hit it or cast a spell on it)
+
**You may recruit up to three apostles at any one time. You may dismiss apostles at any time.
**A hostile orc becomes significantly wounded (best not use poison!)
+
**If one of your apostles dies, Beogh will revive them as you gain piety. The time to revival is reduced if you kill the monster that killed your apostle, indicated by the '''Vengeance''' status; monsters you have sworn Vengeance against will tend to hang around the corpse of your fallen apostle. All apostles are revived simultaneously as a unit -- if another apostle dies before the first is revived, the time until both will be revived will be extended.
**You or one of your allies kill a non-ordinary orc (in this case, the monster will survive the killing blow, unless it was reduced under its max HP in negative). This works best on higher level orcs.
+
*'''Apostle healing''' - Every time you deal damage to a monster, there is a chance Beogh will heal one of your apostles in sight.
*'''Bless your orcish followers''' - Beogh may bless one of your followers when it kills an enemy or otherwise gains experience. The chance is 1d(Piety) >= 30, or one at random when ''you'' kill an enemy (10% chance). The blessing has one of the following effects:
 
**10%: An ordinary orc becomes an orc priest, otherwise 25% chance to add +1 to their weapon's accuracy, 25% chance to add +1 to their weapon's damage, 50% chance to add +1 to their armour's AC.
 
**90%: 50% chance to remove poison, sickness, confusion, rotting, slowing, or exhaustion (if they are so afflicted), otherwise heals 25% of the follower's HP.
 
**Beogh may also improve your followers' equipment and gift weapons, armour, and ammo to those who lack them.
 
 
'''[[Piety|Piety level ****]]''': "Evangelist"
 
'''[[Piety|Piety level ****]]''': "Evangelist"
*'''Recall your orcish followers''' -  You can recall your orcish allies, as per the [[Recall]] spell (but only for orcs): all your orcish followers in the dungeon are teleported close to you over a number of turns. (2 MP)
+
* No new abilities.
 
+
'''[[Piety|Piety level *****]]''': "Unifier"
*'''Orc reinforcements''' - If you have no followers on this level and there are no other orcs (including hostile ones) on this level there's 1 in 20 chance that Beogh will give several permanent, friendly orcs to you.
 
'''[[Piety|Piety level *****]]''': "Apostle"
 
 
*'''Walk on water''' -  You can cross [[deep water]] as if it was normal floor. Water walking will never end before reaching land, so you won't drown even if your piety falls too low.
 
*'''Walk on water''' -  You can cross [[deep water]] as if it was normal floor. Water walking will never end before reaching land, so you won't drown even if your piety falls too low.
*'''Give Item to Named Follower''': You have the ability to provide one gift to a named follower of your choice. The gift can be a weapon, a piece of body armor, or a shield. Once they receive a gift, you can not give them another, it cannot be relinquished unless they die.
+
*'''Blood for Blood''': Beogh will grant you a number of summoned orcish allies to surround you, over several turns. The summons will expire quickly once there are no more enemies in sight of the player. This ability can only be used while standing over the corpse of one of your apostles. (8 MP, 20-30 piety)
 
'''[[Piety|Piety level ******]]''': "Messiah"
 
'''[[Piety|Piety level ******]]''': "Messiah"
*'''Resurrection''': Bring a single orc back from the dead, converting them to your cause if they weren't already a follower. You must stand over their dead body, so if the orc didn't leave a corpse they can't be resurrected. (35 Piety).
+
* No new abilities
 +
 
 +
==Apostles==
 +
When a challenge is issued, the challenger and any followers they may have will be placed nearby out of your line of sight. Challengers can track you similar to being [[Mark]]ed, are empowered by the Touch of Beogh (which grants them extra HP, damage, and spellpower), and are immune to your own Smite ability -- Beogh prefers you defeat challengers using your natural skills and leadership.
 +
 
 +
Should a challenger be too powerful for you to defeat, you may refuse their challenge by leaving the current floor. This will dismiss the challenger, but place you under moderate [[penance]].
 +
 
 +
Challenges will not be issued before you reach [[Dungeon|D:6]], in [[portal]] vaults, on [[Zot:5]], during the [[orb run]], or if you are currently under penance.
 +
 
 +
There are three types of apostle that may challenge you and be recruited.
 +
* [[File:Orc apostle warrior.png]] '''Warriors''' are the toughest and most physically powerful apostles. They are most likely to get high-quality equipment.
 +
* [[File:Orc apostle priest.png]] '''Priests''' have moderate durability and power, and get support and/or summoning spells.
 +
* [[File:Orc apostle wizard.png]] '''Wizards''' are the most fragile apostles, but make up for it with increased evasion and multiple powerful offensive spells. They are also naturally cautious, and will attempt to hang back and blast enemies from afar.
 +
 
 +
Regardless of type, all apostles can walk on water and are immune to being [[polymorph]]ed.
 +
 
 +
===Apostle spells===
 +
Your orcish allies can have different spells, depending on their class.
 +
 
 +
'''Warriors''' are the least likely to have any spells. If they do have spells, they may know [[Battlecry]], and possibly one other spell useful in physical combat:
 +
*[[Haste]], [[Might]], [[Harpoon Shot]], [[Electrolunge]], [[Manifold Assault]], [[Injury Bond]].
 +
 
 +
'''Wizards''' may know up to three spells -- up to two primary spells and one secondary. Their primary spells will often share a spell school (other than [[Conjurations]]):
 +
*Primary spells:
 +
**[[Throw Flame]], [[Throw Frost]], [[Soul Splinter]], [[Shock]], [[Sting]], [[Foxfire]], [[Sandblast]], [[Scorch]], [[Grave Claw]], [[Stone Arrow]], [[Searing Ray]], [[Lee's Rapid Deconstruction]], [[Borgnjor's Vile Clutch]], [[Fireball]], [[Iceblast]], [[Airstrike]], [[Venom Bolt]], [[Bolt of Draining]], [[Force Lance]], [[Lightning Bolt]], [[Bolt of Magma]], [[Throw Icicle]], [[Poison Arrow]], [[Bolt of Cold]], [[Bolt of Fire]], [[Bombard]], [[Permafrost Eruption]], [[Plasma Beam]], [[Hellfire Mortar]], [[Lehudib's Crystal Spear]].
 +
*Secondary spells:
 +
**[[Haste]], [[Confuse]], [[Slow]], [[Blink]], [[Blink Range]], [[Vitrify]], [[Paralyse]], [[Petrify]], [[Battlesphere]].
 +
 
 +
'''Priests''' will always know [[Smiting]], and may know one or two other spells, only one of which may be a summoning spell:
 +
*Main spells:
 +
**[[Minor Healing]], [[Injury Bond]], [[Might Other]], [[Haste Other]], [[Regenerate Other]], [[Mass Regeneration]], [[Agony]], [[Stunning Burst]], [[Prayer of Brilliance]], [[Call Down Lightning]], [[Conjure Living Spells]].
 +
*Summoning spells:
 +
**[[Call Imp]], [[Summon Scorpions]], [[Sticks to Snakes]], [[Divine Armament]], [[Vanquished Vanguard]], [[Summon Demon]], [[Summon Vermin]], [[Summon Greater Demon]].
  
 
==Punishments==
 
==Punishments==
 
{{flavour|Beogh does not appreciate abandonment, and will call down fearful punishments on disloyal followers!
 
{{flavour|Beogh does not appreciate abandonment, and will call down fearful punishments on disloyal followers!
  
Blasphemers against the word of Beogh find themselves confronted with direct and physical opposition. Those who still worship Beogh find their followers regularly deserting them; they, and others, are further assaulted by waves of orcish warriors. When working through intermediaries fails, Beogh hurls dancing electric weapons at offenders, or simply smites them - and when smiting true sinners, Beogh has a heavy hand indeed!}}
+
Blasphemers against the word of Beogh find themselves assaulted by waves of orcish warriors, or by dancing electric weapons. Beogh may also simply smite such blasphemers – and when smiting true sinners, Beogh has a heavy hand indeed! Those who still worship Beogh will also find their followers regularly deserting them.}}
  
 
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:
 
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:
 
 
*25%: Beogh smites you, potentially dealing very significant damage. If you are worshiping another god at this point, there is a piety/4 % chance that the new god will protect you from this.
 
*25%: Beogh smites you, potentially dealing very significant damage. If you are worshiping another god at this point, there is a piety/4 % chance that the new god will protect you from this.
*13%: [[Durable summon|Durably summons]] 1d2 hostile [[dancing weapon]]s. These weapon will be +1d3-1/+1d3-1 and [[brand]]ed with [[electrocution]]. They will vanish when defeated.
+
*13%: [[Durable summon|Durably summons]] 1-2 hostile [[dancing weapon]]s. These summoned weapon will be enchanted up to +2 and [[brand]]ed with [[electrocution]].
 
*25%: Followers around you have a chance to turn hostile (only if you're still a follower of Beogh).
 
*25%: Followers around you have a chance to turn hostile (only if you're still a follower of Beogh).
 
*37% (62% if you changed religion): Sends forth an army of [[durably summoned]] orcs, led by a stronger, occasionally named orc, whose type depends on your experience level.
 
*37% (62% if you changed religion): Sends forth an army of [[durably summoned]] orcs, led by a stronger, occasionally named orc, whose type depends on your experience level.
  
 
==Strategy==
 
==Strategy==
Beogh is a fairly strong god. From the time your orcish army assembles, to Zot:4, it almost doesn't matter how strong your character is. Which is pretty good, considering that some of your XP will be distributed to contributing orcs. However, that is mostly a minor consideration, making you 1-2 XL behind at the very most.
+
Your apostles do not grow in strength. As you grow stronger and defeat mightier challengers, you may need to dismiss previous apostles to make room for more powerful ones.
 
 
Most of Beogh's strengths come from these orcs; careful management will prove to be great, but not necessary. A few high-levelled orcs are all you need. Once you convert the [[Orcish Mines]] (and maybe [[the Vaults]]), there's not too many reasons to conserve piety. Except for many, many uses of Smite, powered by [[Hill Orc]]'s extremely high Invocations aptitude. Use it to take out anything from dangerous uniques to a stair-locking [[vault warden]].
 
  
===Tips & Tricks ===
+
Unlike some other ally-centric gods, Beogh does not protect your apostles from your own attacks. Be careful about using area-of-effect magic or ranged attacks around your apostles.
*Since conversions are based on piety (and XL), Beogh worshippers may want to delay clearing the [[Orcish Mines]] until they have maxed out their piety.
 
*Try to fight in open areas when possible -- 3 fighters are better than one!
 
**Also, move at angles so that friendly orcs won't get hit by piercing attacks directed at you.
 
*Recall will bring in your highest level orcs first. You can effectively use this to summon a small band of elite reinforcements and quickly cancel the recall through the abilities menu, saving the fodder for particularly dangerous battles.
 
**You can stash your Orcish Warlords on another level, leaving XP to level other orcs. Example: You want to level your basic Orcs on D:15. Go up to a (fully cleared!!) D:14, recalling ALL orcs right on the stairs to D:15. Then go up to D:13 and recall until the Warlords (and Knights) have arrived. Now cancel the recall, go back down to D:14, and tell your basic Orcs to follow you to D:15.
 
**You should also consider leaving most of your followers behind when engaging enemies with powerful AoE attacks. If you have a lot of orcs in a bad spot, you can move to the side and recall them to at least shuffle their positions.
 
**You can '''t'''ell said Orcs to '''g'''uard a staircase if you know you'll be bringing monsters up.
 
*Since you can only give one item to each follower, you should choose something that complements the equipment they already have:
 
**Prioritize [[reaching]] weapons for your followers.  Most of the time, you (or another orc) will be in the way of 1-range weapons.
 
**An orc with a good two-hander enjoys armour. An orc with good armour can use a two-handed weapon.  One-handed weapons, a shield, and vice versa. For wizards and priests, prioritize defense, since their physical attacks are less important. Ranged weapons are good for everyone.
 
**Hang on to any good artefacts that you may find, as they are potentially very useful gifts for your stronger followers.
 
*Strangely enough, Beogh greatly appreciates it when you kill hostile orc priests. Take advantage of this for piety.
 
  
 
==Trivia==
 
==Trivia==
In very ancient versions of ''Crawl'', comments in the code referring to orc priest smiting stated that they were channeling the wrath of B.O.G. (Brian's Orc God). This eventually evolved into the name, "Beogh."
+
*In very ancient versions of ''Crawl'', comments in the code referring to orc priest smiting stated that they were channeling the wrath of B.O.G. (Brian's Orc God). This eventually evolved into the name, "Beogh."
 +
*Very rarely, an orc follower can be given the name "Judas".
  
 
==History==
 
==History==
*Prior to [[0.28]], orcs that were near-death recieved less HP on conversion.
+
*Beogh was overhauled in [[0.32]]. Previously, they could only be worshipped by [[Hill Orc]]s, and rather than gaining permanent allies through apostle challenges, worshippers of Beogh would have a chance to turn orcs they encounter in the dungeon into permanent allies on sight, or upon bringing them near to death. Beogh would improve the equipment of these orcs over time above 4*, and the player could gift one piece of equipment of their own to each named orc from 5*. Blood for Blood did not exist---instead, Beogh's 6* ability allowed the player to resurrect an orc for a large piety cost if they left a corpse.
*Prior to [[0.27]], conversion occurred the turn after an Orc entered [[LOS]].
+
*Prior to [[0.28]], orcs that were near-death received less HP on conversion.
 +
*Prior to [[0.27]], conversion occurred the turn after an Orc entered [[LOS]].
 +
:Also, monsters would attack slower with almost any weapon, <code>(1.0 + base delay) / 2</code>, though orcs had higher base damage. For orc warlords, this meant that [[demon trident]]s and even [[spear]]s were stronger (per turn) than [[bardiche]]s. For example, a warlord would have stats of (32 + 6 dmg, 1.05 delay, 36.2 dmg/turn) with a +0 spear, but (32 + 18 dmg, 1.5 delay, 33.3 dmg/turn) with a +0 bardiche.
 
*Prior to [[0.19]], Beogh increased the benefits of armour and shields. Also, Water Walking would end immediately if piety dropped below 120, killing the character if over deep water or lava at the time the effect ended. Destroying an [[Statue#Inanimate Statues|orcish idol]] could anger Beogh.
 
*Prior to [[0.19]], Beogh increased the benefits of armour and shields. Also, Water Walking would end immediately if piety dropped below 120, killing the character if over deep water or lava at the time the effect ended. Destroying an [[Statue#Inanimate Statues|orcish idol]] could anger Beogh.
 
*Prior to [[0.18]], Beogh did not have the ability to resurrect orcs. Instead, Beogh rewarded the player for "blessing" (i.e. sacrificing) the corpses of fallen orcs. Also, the [[Orcish Mines]] had four easier levels with more low-level orcs but fewer strong orcs like [[orc knight]]s or [[orc warrior]]s.
 
*Prior to [[0.18]], Beogh did not have the ability to resurrect orcs. Instead, Beogh rewarded the player for "blessing" (i.e. sacrificing) the corpses of fallen orcs. Also, the [[Orcish Mines]] had four easier levels with more low-level orcs but fewer strong orcs like [[orc knight]]s or [[orc warrior]]s.
 +
:In addition, Beogh had a <code>10 + (Piety/10)</code>% chance to prevent a hit that would've killed the player. This protection would reduce piety by <code>20 + 1d20</code> and did not function while under penance. The protection was disabled in this version due to a bug, though the in-game description of Beogh's powers still mentions this passive effect, even in [[0.31]].
 
*Prior to [[0.17]], Smiting dealt approximately 40 max damage with 27 invocations; the approximate formula was 6 + 1d(5 + Invocation Skill).
 
*Prior to [[0.17]], Smiting dealt approximately 40 max damage with 27 invocations; the approximate formula was 6 + 1d(5 + Invocation Skill).
 
*Prior to [[0.15]], players could not gift equipment to followers, and Beogh did not gift random gear to followers with empty equipment slots.
 
*Prior to [[0.15]], players could not gift equipment to followers, and Beogh did not gift random gear to followers with empty equipment slots.

Latest revision as of 09:19, 24 October 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Beogh altar.png "Show the world what it means to be an orc!"
A god of outcasts, pariahs, and the dispossessed, Beogh's altars are rarely found among those of other faiths, but their missionaries may always be sought by those looking for a place to belong. Worshippers will find many friends within the dungeon, and those who prove their strength to Beogh may gain lifelong companions the equal of any adventurer. To worship Beogh is to believe there is strength that transcends species and bloodline. To worship Beogh is to be an orc.

Worshippers will gain the power to call down Beogh's wrath upon their oppressors, and other orcs will start to see you as one of their own. Especially promising adherents will find themselves beset by rivals for Beogh's favour, but overcoming these trials without fleeing will gain you loyal companions whom Beogh will resurrect time and time again - just so long as you continue to fight and avenge in their name. A true chosen one may even rally an entire orcish army to avenge a wrongful death.

Beogh likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings, and you destroy nonliving beings. Beogh especially likes it when you kill the priests of other religions.

Beogh strongly dislikes it when you attack allied orcs.

Beogh the Outcast is the god of the orcs and is considered an evil god.

Appreciates

  • You or your allies killing a living, holy, undead, demonic, or nonliving creature.
  • You killing a hostile priest.

Deprecates

  • Inactivity: You lose 1 piety per 340 turns, on average (1/17 chance every 20 turns).
  • You will also lose piety (or incur penance) for the following:
    • Attacking allied orcs. (Be careful if you are confused!)

Altar

Beogh altars are most often found in the Orcish Mines, rarely appearing in the Dungeon itself. However, the primary way to worship Beogh is to find a conscious orc priest (or high priest / Saint Roka), who, if you are sufficiently injured and not currently worshipping another god, may give you an active ability to convert. If you have not abandoned Beogh before, all orcs within line of sight will be turned neutral upon your conversion.

Like most gods, Beogh vaults can also be found in the Abyss, or worshipped through a faded altar.

Given Abilities

Piety level -: "Convert"

  • No new abilities.

Piety level *: "Proselytiser"

  • Chance to turn orcs neutral - Orcs encountered in the dungeon may turn neutral on sight or upon dealing sufficient damage, with chance increasing with piety. Neutral orcs will head for the nearest staircase and exit the Dungeon, leaving their equipment behind for you to use as you see fit.
  • Recall Apostles - You can instantly recall your orc apostles to your side. This ability is only available once you recruit an apostle, which can only be done at 3*, but will then subsequently remain available as long as you remain above 1*. (2 MP)

Piety level **: "Priest"

  • Smiting - You can smite any monster in view. Damage at 0 Invocation ranges from 9-12 (avg 10), and linearly scales to 9-72 (avg 40) at 27 Invocation. This is unavoidable, and cannot be reduced by any means. (3 MP, 2-3 piety)

Piety level ***: "Missionary"

  • Apostle challenges - As you gain experience, Beogh will send apostles to challenge you in battle, which can be either a warrior, wizard, or priest, with HP, equipment and spells scaling with your XL. Upon defeat, you may recruit them into your service as a permanent ally.
    • You may recruit up to three apostles at any one time. You may dismiss apostles at any time.
    • If one of your apostles dies, Beogh will revive them as you gain piety. The time to revival is reduced if you kill the monster that killed your apostle, indicated by the Vengeance status; monsters you have sworn Vengeance against will tend to hang around the corpse of your fallen apostle. All apostles are revived simultaneously as a unit -- if another apostle dies before the first is revived, the time until both will be revived will be extended.
  • Apostle healing - Every time you deal damage to a monster, there is a chance Beogh will heal one of your apostles in sight.

Piety level ****: "Evangelist"

  • No new abilities.

Piety level *****: "Unifier"

  • Walk on water - You can cross deep water as if it was normal floor. Water walking will never end before reaching land, so you won't drown even if your piety falls too low.
  • Blood for Blood: Beogh will grant you a number of summoned orcish allies to surround you, over several turns. The summons will expire quickly once there are no more enemies in sight of the player. This ability can only be used while standing over the corpse of one of your apostles. (8 MP, 20-30 piety)

Piety level ******: "Messiah"

  • No new abilities

Apostles

When a challenge is issued, the challenger and any followers they may have will be placed nearby out of your line of sight. Challengers can track you similar to being Marked, are empowered by the Touch of Beogh (which grants them extra HP, damage, and spellpower), and are immune to your own Smite ability -- Beogh prefers you defeat challengers using your natural skills and leadership.

Should a challenger be too powerful for you to defeat, you may refuse their challenge by leaving the current floor. This will dismiss the challenger, but place you under moderate penance.

Challenges will not be issued before you reach D:6, in portal vaults, on Zot:5, during the orb run, or if you are currently under penance.

There are three types of apostle that may challenge you and be recruited.

  • Orc apostle warrior.png Warriors are the toughest and most physically powerful apostles. They are most likely to get high-quality equipment.
  • Orc apostle priest.png Priests have moderate durability and power, and get support and/or summoning spells.
  • Orc apostle wizard.png Wizards are the most fragile apostles, but make up for it with increased evasion and multiple powerful offensive spells. They are also naturally cautious, and will attempt to hang back and blast enemies from afar.

Regardless of type, all apostles can walk on water and are immune to being polymorphed.

Apostle spells

Your orcish allies can have different spells, depending on their class.

Warriors are the least likely to have any spells. If they do have spells, they may know Battlecry, and possibly one other spell useful in physical combat:

Wizards may know up to three spells -- up to two primary spells and one secondary. Their primary spells will often share a spell school (other than Conjurations):

Priests will always know Smiting, and may know one or two other spells, only one of which may be a summoning spell:

Punishments

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

Blasphemers against the word of Beogh find themselves assaulted by waves of orcish warriors, or by dancing electric weapons. Beogh may also simply smite such blasphemers – and when smiting true sinners, Beogh has a heavy hand indeed! Those who still worship Beogh will also find their followers regularly deserting them.

During penance or following desertion, you'll occasionally experience one of the following forms of divine retribution:

  • 25%: Beogh smites you, potentially dealing very significant damage. If you are worshiping another god at this point, there is a piety/4 % chance that the new god will protect you from this.
  • 13%: Durably summons 1-2 hostile dancing weapons. These summoned weapon will be enchanted up to +2 and branded with electrocution.
  • 25%: Followers around you have a chance to turn hostile (only if you're still a follower of Beogh).
  • 37% (62% if you changed religion): Sends forth an army of durably summoned orcs, led by a stronger, occasionally named orc, whose type depends on your experience level.

Strategy

Your apostles do not grow in strength. As you grow stronger and defeat mightier challengers, you may need to dismiss previous apostles to make room for more powerful ones.

Unlike some other ally-centric gods, Beogh does not protect your apostles from your own attacks. Be careful about using area-of-effect magic or ranged attacks around your apostles.

Trivia

  • In very ancient versions of Crawl, comments in the code referring to orc priest smiting stated that they were channeling the wrath of B.O.G. (Brian's Orc God). This eventually evolved into the name, "Beogh."
  • Very rarely, an orc follower can be given the name "Judas".

History

  • Beogh was overhauled in 0.32. Previously, they could only be worshipped by Hill Orcs, and rather than gaining permanent allies through apostle challenges, worshippers of Beogh would have a chance to turn orcs they encounter in the dungeon into permanent allies on sight, or upon bringing them near to death. Beogh would improve the equipment of these orcs over time above 4*, and the player could gift one piece of equipment of their own to each named orc from 5*. Blood for Blood did not exist---instead, Beogh's 6* ability allowed the player to resurrect an orc for a large piety cost if they left a corpse.
  • Prior to 0.28, orcs that were near-death received less HP on conversion.
  • Prior to 0.27, conversion occurred the turn after an Orc entered LOS.
Also, monsters would attack slower with almost any weapon, (1.0 + base delay) / 2, though orcs had higher base damage. For orc warlords, this meant that demon tridents and even spears were stronger (per turn) than bardiches. For example, a warlord would have stats of (32 + 6 dmg, 1.05 delay, 36.2 dmg/turn) with a +0 spear, but (32 + 18 dmg, 1.5 delay, 33.3 dmg/turn) with a +0 bardiche.
  • Prior to 0.19, Beogh increased the benefits of armour and shields. Also, Water Walking would end immediately if piety dropped below 120, killing the character if over deep water or lava at the time the effect ended. Destroying an orcish idol could anger Beogh.
  • Prior to 0.18, Beogh did not have the ability to resurrect orcs. Instead, Beogh rewarded the player for "blessing" (i.e. sacrificing) the corpses of fallen orcs. Also, the Orcish Mines had four easier levels with more low-level orcs but fewer strong orcs like orc knights or orc warriors.
In addition, Beogh had a 10 + (Piety/10)% chance to prevent a hit that would've killed the player. This protection would reduce piety by 20 + 1d20 and did not function while under penance. The protection was disabled in this version due to a bug, though the in-game description of Beogh's powers still mentions this passive effect, even in 0.31.
  • Prior to 0.17, Smiting dealt approximately 40 max damage with 27 invocations; the approximate formula was 6 + 1d(5 + Invocation Skill).
  • Prior to 0.15, players could not gift equipment to followers, and Beogh did not gift random gear to followers with empty equipment slots.
  • Prior to 0.14, orcish versions of gear existed, and Beogh only granted bonuses for wearing orcish armour (as well as wielding orcish melee weapons).
  • Prior to 0.13, hill orc priests started with this religion.
  • Prior to 0.12, recalling orcish followers did not have any delay, but it was not able to recall orcish followers from other levels. Shared experience was added in 0.12.
Gods
Good ElyvilonZinThe Shining One
Neutral AshenzariCheibriadosDithmenosFedhas MadashGozag Ym SagozHepliaklqanaIgnisOkawaruQazlalRuSif MunaTrogUskayawVehumetWu Jian
Chaotic JiyvaNemelex XobehXom
Evil BeoghKikubaaqudghaLugonu *Makhleb *Yredelemnul
* Chaotic & Evil