Difference between revisions of "Elyvilon"
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− | {{ | + | {{version032}} |
[[File:Elyvilon altar.png]] ''"Go forth and aid the weak!"'' | [[File:Elyvilon altar.png]] ''"Go forth and aid the weak!"'' | ||
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==Racial Restrictions== | ==Racial Restrictions== | ||
− | * Like the other [[good god]]s, Elyvilon does not accept [[ | + | *Like the other [[good god]]s, Elyvilon does not accept [[Demonspawn]] or undead species ([[Ghoul]]s, [[Vampire]]s, or [[Mummies]]) as followers. |
− | * [[Demigod]]s may not worship Elyvilon (or any other god). | + | *[[Demigod]]s may not worship Elyvilon (or any other god). |
==Appreciates== | ==Appreciates== | ||
Line 20: | Line 20: | ||
==Deprecates== | ==Deprecates== | ||
*Inactivity: You lose 1 piety per 700 turns, on average (1/35 chance every 20 turns). | *Inactivity: You lose 1 piety per 700 turns, on average (1/35 chance every 20 turns). | ||
− | *Casting any [[Necromancy]] or [[List of spells by flag#Unholy|unholy]] spell | + | *Casting any [[Necromancy]] or [[List of spells by flag#Unholy|unholy]] spell. (Penance) |
*Knowingly using an [[evil item]]. (Penance) | *Knowingly using an [[evil item]]. (Penance) | ||
− | *Attacking or killing | + | *Attacking allies or neutral beings. (Penance) |
− | * | + | *Attacking or killing non-hostile [[holy]] beings. (Penance) |
− | + | *Using a [[talisman of death]]. (Excommunication) | |
==Given Abilities== | ==Given Abilities== | ||
'''[[Piety|Piety level -]]''': "Practitioner" | '''[[Piety|Piety level -]]''': "Practitioner" | ||
− | *'''Protection from Harm''' - Elyvilon may negate an attack that would otherwise kill you. This chance is piety-dependent | + | *'''Protection from Harm''' - Elyvilon may negate an attack that would otherwise kill you. This can activate even if you're under penance. The chance is piety-dependent and significantly higher than the other good gods, starting from 10% at 0 piety and becoming guaranteed at 6* piety. This will usually trigger a piety-gated timeout, and the lifesaving chance is dramatically reduced during this timeout. See below for more details. (Passive, no cost) |
'''[[Piety|Piety level *]]''': "Comforter" | '''[[Piety|Piety level *]]''': "Comforter" | ||
− | *'''Purification''' - The following conditions are removed: [[ | + | *'''Purification''' - The following conditions are removed: [[sick]]ness, [[drain]]ing, [[poison]], [[confusion]], [[slow]], and [[petrify]]ing. Restores all [[stats]] to their maximum. This ability can be used while confused. (3 MP, 2-4 Piety) |
'''[[Piety|Piety level **]]''': "Caregiver" | '''[[Piety|Piety level **]]''': "Caregiver" | ||
− | *'''Heal Other''' - The target monster gains <code>2d( | + | *'''Heal Other''' - The target monster gains <code>2d(10 + Invocations/3) + (Invocations/3) + 8</code> HP. (2 MP, 2-4 Piety) |
− | Using this ability on a hostile monster may pacify it, earning you the [[XP]] you'd gain for killing it. Every time you attempt this, the game compares your healing factor against the creature's max HP | + | : Using this ability on a hostile monster may pacify it, earning you the [[XP]] you'd gain for killing it. Every time you attempt this, the game compares your "healing factor" against the creature's max HP. If you beat this test, the creature is pacified and leaves via the nearest staircase up. Note that not all monsters can be pacified. |
− | Healing | + | : Healing factor is a random number between 0 and <code>(Invocations + 1)×(HP_healed)/3</code>. HP_healed considers what you ''would have'' healed, even if the monster currently has full HP. I.e., monsters at full HP have the same chance to be pacified as a monster at 1% HP. Healing factor is then multiplied by a number depending on the monster's type. |
− | {| class="prettytable" style="border:none; margin:0; padding:0;" | + | :{| class="prettytable" style="border:none; margin:0; padding:0;" |
! Monster || Factor Multiplier | ! Monster || Factor Multiplier | ||
|- | |- | ||
| Animals || ×3 | | Animals || ×3 | ||
− | |||
− | |||
|- | |- | ||
| Holy || ×1.5 | | Holy || ×1.5 | ||
Line 56: | Line 54: | ||
|} | |} | ||
− | The following chart shows the max HP of monsters you can conceivably pacify, based on your Invocations skill: | + | :The following chart shows the max HP of monsters you can conceivably pacify, based on your Invocations skill: |
− | {| class="wikitable" border="1" | + | :{| class="wikitable" border="1" |
|- | |- | ||
|'''Invocations''' | |'''Invocations''' | ||
− | |'''Max HP: | + | |'''Max HP: Human Intelligence''' |
− | |'''Max HP: | + | |'''Max HP: Animal Intelligence''' |
− | |||
|- | |- | ||
− | |0||3 | + | |0||3||9 |
|- | |- | ||
− | |6||27 | + | |6||27||81 |
|- | |- | ||
− | |12||58 | + | |12||58||175 |
|- | |- | ||
− | |18||98 | + | |18||98||294 |
|- | |- | ||
− | |27||173 | + | |27||173||518 |
|} | |} | ||
'''[[Piety|Piety level ***]]''': "Mender" | '''[[Piety|Piety level ***]]''': "Mender" | ||
− | *'''Heal Self''' - You gain <code>2d( | + | *'''Heal Self''' - You gain <code>2d(10 + Invocations/3) + (Invocations/3) + 8</code> HP. (2 MP, 3-5 Piety) |
− | The following table shows the HP gained, based on your Invocations skill: | + | :The following table shows the HP gained, based on your Invocations skill: |
− | {| class="wikitable" border="1" | + | :{| class="wikitable" border="1" |
|- | |- | ||
|'''Invocations''' | |'''Invocations''' | ||
Line 99: | Line 96: | ||
* No new abilities. | * No new abilities. | ||
'''[[Piety|Piety level *****]]''': "Purifying [Species]" | '''[[Piety|Piety level *****]]''': "Purifying [Species]" | ||
− | *'''Divine Vigour''' - Increases your max HP and MP by <code>(Invocations/ | + | *'''Divine Vigour''' - Increases your max HP and MP by <code>5×(1 + (Invocations/3))</code> percent for <code>40 + (2.5×Invocations)</code> turns. Your current HP/MP are also increased by this percent. This ability can be used while confused. (Costs 6-9 Piety) |
'''[[Piety|Piety level ******]]''': "Bringer of Life" | '''[[Piety|Piety level ******]]''': "Bringer of Life" | ||
− | * | + | * Lifesaving becomes guaranteed while not on timeout. |
==Punishments== | ==Punishments== | ||
Line 110: | Line 107: | ||
Elyvilon's wrath lasts for a relatively long duration.}} | Elyvilon's wrath lasts for a relatively long duration.}} | ||
− | Elyvilon will [[divine retribution|punish]] you if you convert to an evil god (Beogh, Dithmenos, Yredelemnul, Lugonu, Kikubaaqugdgha, or Makhleb). Switching to other gods will not result in any wrath, and converting to [[Zin]] or [[The Shining One]] will transfer half of your [[piety]] to them. | + | Elyvilon will only [[divine retribution|punish]] you if you convert to an evil god (Beogh, Dithmenos, Yredelemnul, Lugonu, Kikubaaqugdgha, or Makhleb). Switching to other gods or breaking Elyvilon's conduct will not result in any wrath, and converting to [[Zin]] or [[The Shining One]] will transfer half of your [[piety]] to them. |
Elyvilon will punish you by sometimes healing hostile monsters about to be killed by you or your allies, though [[List of tentacles|tentacles]] and other hostiles weaker than you will usually not be healed. | Elyvilon will punish you by sometimes healing hostile monsters about to be killed by you or your allies, though [[List of tentacles|tentacles]] and other hostiles weaker than you will usually not be healed. | ||
==Strategy== | ==Strategy== | ||
− | + | Elyvilon is a relatively simple god. Both Heal Other and Heal Self are valuable "panic buttons" - they can bail you out of many bad situations. While Ely's abilities can be considered bland (there's no ability like [[Ru]]'s Apocalypse or [[Lugonu]]'s Corruption), they are still strong in their own right. | |
− | + | Elyvilon inflicts no [[divine retribution|wrath]] unless you switch to an [[evil]] god. So if you haven't found a desired god yet, you can worship Ely in the meantime. | |
− | + | ===Ability Strategy=== | |
+ | *Purification can save you from a variety of status effects. For example, [[basilisk]]s are countered by this ability. It will also restore all your [[stats]] to their maximum, negating the effect of a [[Potion of degeneration]] or saving you from [[Stat zero]]. | ||
− | + | *Heal Other is basically an instant-kill attack - if it works against a monster, the monster will stop attacking you (unless you are in the monster's way). You can pacify threats before they even notice you. Due to the healing factor, Heal Other is most effective against animals, such as [[hydra]]s, [[dragon]]s, and [[thorn hunter]]s. | |
+ | **Note that pacified monsters are ''not'' friendly. If you are in a monster's way, you'll be attacked. Pacified monsters will walk towards a random staircase, so try and get out of the way of stairs if you can. | ||
+ | **You ''can'' use Heal Other to restore [[allies]]' HP, but this is generally inefficient. [[Summoner]]s are better off creating a new summon. | ||
− | + | *Heal Self is a reusable [[potion of heal wounds]]. Very useful - it can save you from dying on the next turn. | |
+ | |||
+ | *Divine Vigour is a stat buff. Use it pro-actively before fighting dangerous monsters. It can also be used to restore some HP and MP in a pinch. | ||
+ | |||
+ | ===Lifesaving=== | ||
+ | Elyvilon's protection from harm has two methods of lifesaving, which function differently. Whenever your health would be reduced to 0, Elyvilon will try to save your life as follows:<ref>{{source ref|0.31.0|religion.cc|4137}}</ref> | ||
+ | *Firstly, the usual good god lifesaving chance is rolled. This chance is the same as the other good gods, and increases linearly from 10% at 0 piety to 26% at 6*. If this chance succeeds, your life is saved with no timeout. | ||
+ | *Otherwise, if you are not already on a timeout, Elyvilon will save your life with a <code>piety/160</code> chance, triggering a timeout. The timeout lasts until you gain 20-30 piety from exploration. | ||
+ | Which one of these choices is chosen is not revealed to the player at any point. The first, general good god lifesaving chance, can still trigger when on timeout. If your life is saved, only the final fatal blow is prevented, and other sources of damage may result in death on the same turn. Thus, this cannot be relied upon when fighting multiple enemies. | ||
+ | |||
+ | The effect of all of this is that Elyvilon's lifesaving chance steps down significantly with every recent intervention. Some chances are given in the table below, for the piety breakpoints, depending on the number of recent lifesaving interventions. The last row is the absolute minimum the lifesaving chance can ever be, and is the same as the lifesaving chance for the other good gods. | ||
+ | |||
+ | {| class="wikitable" border="1" | ||
+ | |- | ||
+ | !Recent Interventions \ Piety !!15 (worship)!!30 (*.....)!!50 (**....)!!75 (***...)!!100 (****..)!!120 (*****.)!!160 (******) | ||
+ | |- | ||
+ | |0||19.8%||29.3%||41.6%||56.2%||70%||80.5%||100% | ||
+ | |- | ||
+ | |1||16.3%||20.2%||24.6%||29.5%||34.3%||38.0%||45.2% | ||
+ | |- | ||
+ | |2||14.3%||16.2%||18.5%||21.3%||24.1%||26.4%||31.0% | ||
+ | |- | ||
+ | |3||13.1%||14.4%||16.2%||18.7%||21.2%||23.2%||27.3% | ||
+ | |- | ||
+ | |∞||11.5%||13%||15%||17.5%||20%||22%||26% | ||
+ | |} | ||
==History== | ==History== | ||
+ | *In [[0.32]], the formula for lifesaving chances was tweaked. For the old formula, see [http://crawl.chaosforge.org/index.php?title=Elyvilon&oldid=80532#Lifesaving this revision]. | ||
*Prior to [[0.28]]: | *Prior to [[0.28]]: | ||
**Elyvilon' Heal Self was named Greater Healing and unlocked at 4*, with a complementary 1* ability Lesser Healing. | **Elyvilon' Heal Self was named Greater Healing and unlocked at 4*, with a complementary 1* ability Lesser Healing. | ||
− | **Heal Other | + | **Pacifying creatures with Heal Other gave 50% XP compared to a kill. |
**Purification was 3* and slightly more expensive. | **Purification was 3* and slightly more expensive. | ||
− | **Worshippers had to call for active Divine Protection to have a greater chance to save their life. The ability | + | **Worshippers had to call for active Divine Protection to have a greater chance to save their life. The ability forbade attacking, and reduced piety by 20+1d20 if you had a 100% to life save (at 5* piety). |
+ | **[[Frenzied]] monsters were considered "neutral" and caused penance if harmed. | ||
*Prior to [[0.26]], the three good gods forbid [[cannibalism]]. | *Prior to [[0.26]], the three good gods forbid [[cannibalism]]. | ||
*Prior to [[0.25]], Divine protection always worked at 130 piety, instead of 120 piety (or 5*). | *Prior to [[0.25]], Divine protection always worked at 130 piety, instead of 120 piety (or 5*). | ||
Line 136: | Line 163: | ||
*Prior to [[0.20]], Elyvilon's wrath could [[confusion|confuse]] players, inflict random [[Miscast#Poison_Magic|Poison Magic miscasts]], and reduce the enchantments of any non-artifact weapon in a player's inventory. | *Prior to [[0.20]], Elyvilon's wrath could [[confusion|confuse]] players, inflict random [[Miscast#Poison_Magic|Poison Magic miscasts]], and reduce the enchantments of any non-artifact weapon in a player's inventory. | ||
*Prior to [[0.19]], followers of Elyvilon lost piety for letting their allies die. | *Prior to [[0.19]], followers of Elyvilon lost piety for letting their allies die. | ||
− | *Prior to [[0.18]], Elyvilon was unable to pacify insects. | + | *Prior to [[0.18]], Elyvilon was unable to pacify insects. Also, it was easier to pacify creatures of the player's genus. |
*Prior to [[0.16]], players could select the [[Healer]] class to begin the game worshiping Elyvilon. Also, Elyvilon offered two pacification abilities, and piety grew through pacifying foes and destroying weapons. | *Prior to [[0.16]], players could select the [[Healer]] class to begin the game worshiping Elyvilon. Also, Elyvilon offered two pacification abilities, and piety grew through pacifying foes and destroying weapons. | ||
*Prior to [[0.13]], Elyvilon could also pacify insects. | *Prior to [[0.13]], Elyvilon could also pacify insects. | ||
*Prior to [[0.10]], Elyvilon offered an ability called Restoration, which only restored [[rot]] damage. This was merged into Purification. | *Prior to [[0.10]], Elyvilon offered an ability called Restoration, which only restored [[rot]] damage. This was merged into Purification. | ||
*Prior to [[0.9]], used to grant piety over time (+1 every 240 turns, up to 150), and switching to [[Zin]] or [[TSO]] incurred no wrath. | *Prior to [[0.9]], used to grant piety over time (+1 every 240 turns, up to 150), and switching to [[Zin]] or [[TSO]] incurred no wrath. | ||
+ | |||
+ | ==References== | ||
+ | <references /> | ||
{{gods}} | {{gods}} | ||
[[Category:Good Gods]] | [[Category:Good Gods]] |
Latest revision as of 08:27, 7 November 2024
Elyvilon the Healer welcomes all kind souls prepared to help others. Those individuals can expect to gain powerful healing abilities, by which they can avoid bloodshed. Elyvilon appreciates exploration of the dungeon. Elyvilon's followers can convert to the Shining One or Zin while keeping some piety.
The Healer offers followers a number of means to heal themselves from damage and other ill effects. Followers may also attempt to pacify hostile monsters and turn them neutral. Elyvilon may directly intervene to save a follower's life, and if there has been no such intervention recently, is sure to prevent a killing blow against especially pious followers. Elyvilon may also occasionally protect the follower's allies from death. Elyvilon likes it when you explore the world. Elyvilon strongly dislikes it when you use evil magic or items, you attack non-hostile holy beings, you attack neutral beings, you attack allies or you kill non-hostile holy beings. |
Contents
Racial Restrictions
- Like the other good gods, Elyvilon does not accept Demonspawn or undead species (Ghouls, Vampires, or Mummies) as followers.
- Demigods may not worship Elyvilon (or any other god).
Appreciates
- Exploring the world.
Deprecates
- Inactivity: You lose 1 piety per 700 turns, on average (1/35 chance every 20 turns).
- Casting any Necromancy or unholy spell. (Penance)
- Knowingly using an evil item. (Penance)
- Attacking allies or neutral beings. (Penance)
- Attacking or killing non-hostile holy beings. (Penance)
- Using a talisman of death. (Excommunication)
Given Abilities
Piety level -: "Practitioner"
- Protection from Harm - Elyvilon may negate an attack that would otherwise kill you. This can activate even if you're under penance. The chance is piety-dependent and significantly higher than the other good gods, starting from 10% at 0 piety and becoming guaranteed at 6* piety. This will usually trigger a piety-gated timeout, and the lifesaving chance is dramatically reduced during this timeout. See below for more details. (Passive, no cost)
Piety level *: "Comforter"
- Purification - The following conditions are removed: sickness, draining, poison, confusion, slow, and petrifying. Restores all stats to their maximum. This ability can be used while confused. (3 MP, 2-4 Piety)
Piety level **: "Caregiver"
- Heal Other - The target monster gains
2d(10 + Invocations/3) + (Invocations/3) + 8
HP. (2 MP, 2-4 Piety)
- Using this ability on a hostile monster may pacify it, earning you the XP you'd gain for killing it. Every time you attempt this, the game compares your "healing factor" against the creature's max HP. If you beat this test, the creature is pacified and leaves via the nearest staircase up. Note that not all monsters can be pacified.
- Healing factor is a random number between 0 and
(Invocations + 1)×(HP_healed)/3
. HP_healed considers what you would have healed, even if the monster currently has full HP. I.e., monsters at full HP have the same chance to be pacified as a monster at 1% HP. Healing factor is then multiplied by a number depending on the monster's type.
Monster Factor Multiplier Animals ×3 Holy ×1.5 Other Humanoids ×1 Undead ×0.75 Demon ×0.6 Mindless ×0 (Impossible)
- The following chart shows the max HP of monsters you can conceivably pacify, based on your Invocations skill:
Invocations Max HP: Human Intelligence Max HP: Animal Intelligence 0 3 9 6 27 81 12 58 175 18 98 294 27 173 518
Piety level ***: "Mender"
- Heal Self - You gain
2d(10 + Invocations/3) + (Invocations/3) + 8
HP. (2 MP, 3-5 Piety)
- The following table shows the HP gained, based on your Invocations skill:
Invocations Healing 0 2d10 + 8 10-28 6 2d12 + 10 12-34 12 2d14 + 12 14-40 18 2d16 + 14 16-46 27 2d19 + 17 19-55
Piety level ****: "Pacifist"
- No new abilities.
Piety level *****: "Purifying [Species]"
- Divine Vigour - Increases your max HP and MP by
5×(1 + (Invocations/3))
percent for40 + (2.5×Invocations)
turns. Your current HP/MP are also increased by this percent. This ability can be used while confused. (Costs 6-9 Piety)
Piety level ******: "Bringer of Life"
- Lifesaving becomes guaranteed while not on timeout.
Punishments
Elyvilon forgives followers for abandonment; however, those who later take up the worship of an evil god will be punished. (Kikubaaqudgha, Yredelemnul, Makhleb, Lugonu, Beogh and Dithmenos are evil gods.)
Elyvilon is not a god known for wrath. Still, those earning Elyvilon's ire will find the Healer occasionally protecting their foes from death. Elyvilon's wrath lasts for a relatively long duration. |
Elyvilon will only punish you if you convert to an evil god (Beogh, Dithmenos, Yredelemnul, Lugonu, Kikubaaqugdgha, or Makhleb). Switching to other gods or breaking Elyvilon's conduct will not result in any wrath, and converting to Zin or The Shining One will transfer half of your piety to them.
Elyvilon will punish you by sometimes healing hostile monsters about to be killed by you or your allies, though tentacles and other hostiles weaker than you will usually not be healed.
Strategy
Elyvilon is a relatively simple god. Both Heal Other and Heal Self are valuable "panic buttons" - they can bail you out of many bad situations. While Ely's abilities can be considered bland (there's no ability like Ru's Apocalypse or Lugonu's Corruption), they are still strong in their own right.
Elyvilon inflicts no wrath unless you switch to an evil god. So if you haven't found a desired god yet, you can worship Ely in the meantime.
Ability Strategy
- Purification can save you from a variety of status effects. For example, basilisks are countered by this ability. It will also restore all your stats to their maximum, negating the effect of a Potion of degeneration or saving you from Stat zero.
- Heal Other is basically an instant-kill attack - if it works against a monster, the monster will stop attacking you (unless you are in the monster's way). You can pacify threats before they even notice you. Due to the healing factor, Heal Other is most effective against animals, such as hydras, dragons, and thorn hunters.
- Note that pacified monsters are not friendly. If you are in a monster's way, you'll be attacked. Pacified monsters will walk towards a random staircase, so try and get out of the way of stairs if you can.
- You can use Heal Other to restore allies' HP, but this is generally inefficient. Summoners are better off creating a new summon.
- Heal Self is a reusable potion of heal wounds. Very useful - it can save you from dying on the next turn.
- Divine Vigour is a stat buff. Use it pro-actively before fighting dangerous monsters. It can also be used to restore some HP and MP in a pinch.
Lifesaving
Elyvilon's protection from harm has two methods of lifesaving, which function differently. Whenever your health would be reduced to 0, Elyvilon will try to save your life as follows:[1]
- Firstly, the usual good god lifesaving chance is rolled. This chance is the same as the other good gods, and increases linearly from 10% at 0 piety to 26% at 6*. If this chance succeeds, your life is saved with no timeout.
- Otherwise, if you are not already on a timeout, Elyvilon will save your life with a
piety/160
chance, triggering a timeout. The timeout lasts until you gain 20-30 piety from exploration.
Which one of these choices is chosen is not revealed to the player at any point. The first, general good god lifesaving chance, can still trigger when on timeout. If your life is saved, only the final fatal blow is prevented, and other sources of damage may result in death on the same turn. Thus, this cannot be relied upon when fighting multiple enemies.
The effect of all of this is that Elyvilon's lifesaving chance steps down significantly with every recent intervention. Some chances are given in the table below, for the piety breakpoints, depending on the number of recent lifesaving interventions. The last row is the absolute minimum the lifesaving chance can ever be, and is the same as the lifesaving chance for the other good gods.
Recent Interventions \ Piety | 15 (worship) | 30 (*.....) | 50 (**....) | 75 (***...) | 100 (****..) | 120 (*****.) | 160 (******) |
---|---|---|---|---|---|---|---|
0 | 19.8% | 29.3% | 41.6% | 56.2% | 70% | 80.5% | 100% |
1 | 16.3% | 20.2% | 24.6% | 29.5% | 34.3% | 38.0% | 45.2% |
2 | 14.3% | 16.2% | 18.5% | 21.3% | 24.1% | 26.4% | 31.0% |
3 | 13.1% | 14.4% | 16.2% | 18.7% | 21.2% | 23.2% | 27.3% |
∞ | 11.5% | 13% | 15% | 17.5% | 20% | 22% | 26% |
History
- In 0.32, the formula for lifesaving chances was tweaked. For the old formula, see this revision.
- Prior to 0.28:
- Elyvilon' Heal Self was named Greater Healing and unlocked at 4*, with a complementary 1* ability Lesser Healing.
- Pacifying creatures with Heal Other gave 50% XP compared to a kill.
- Purification was 3* and slightly more expensive.
- Worshippers had to call for active Divine Protection to have a greater chance to save their life. The ability forbade attacking, and reduced piety by 20+1d20 if you had a 100% to life save (at 5* piety).
- Frenzied monsters were considered "neutral" and caused penance if harmed.
- Prior to 0.26, the three good gods forbid cannibalism.
- Prior to 0.25, Divine protection always worked at 130 piety, instead of 120 piety (or 5*).
- Prior to 0.23, followers of Elyvilon could pacify pandemonium lords and player ghosts.
- Prior to 0.20, Elyvilon's wrath could confuse players, inflict random Poison Magic miscasts, and reduce the enchantments of any non-artifact weapon in a player's inventory.
- Prior to 0.19, followers of Elyvilon lost piety for letting their allies die.
- Prior to 0.18, Elyvilon was unable to pacify insects. Also, it was easier to pacify creatures of the player's genus.
- Prior to 0.16, players could select the Healer class to begin the game worshiping Elyvilon. Also, Elyvilon offered two pacification abilities, and piety grew through pacifying foes and destroying weapons.
- Prior to 0.13, Elyvilon could also pacify insects.
- Prior to 0.10, Elyvilon offered an ability called Restoration, which only restored rot damage. This was merged into Purification.
- Prior to 0.9, used to grant piety over time (+1 every 240 turns, up to 150), and switching to Zin or TSO incurred no wrath.
References
- ↑ religion.cc:4137 (0.31.0)
Gods | |
---|---|
Good | Elyvilon • Zin • The Shining One |
Neutral | Ashenzari • Cheibriados • Dithmenos • Fedhas Madash • Gozag Ym Sagoz • Hepliaklqana • Ignis • Okawaru • Qazlal • Ru • Sif Muna • Trog • Uskayaw • Vehumet • Wu Jian |
Chaotic | Jiyva • Nemelex Xobeh • Xom |
Evil | Beogh • Kikubaaqudgha • Lugonu * • Makhleb * • Yredelemnul * Chaotic & Evil |