Difference between revisions of "Elyvilon"

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[[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 [[demonspawn]] or undead species ([[ghoul]]s, [[vampire]]s, or [[mummies]]) as followers.
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*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).
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*[[Demigod]]s may not worship Elyvilon (or any other god).
  
 
==Appreciates==
 
==Appreciates==
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==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. [[Necromutation]] results in excommunication. (Penance)
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*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 allies or neutral beings. (Penance)
 
*Attacking allies or neutral beings. (Penance)
 
*Attacking or killing non-hostile [[holy]] beings. (Penance)
 
*Attacking or killing non-hostile [[holy]] beings. (Penance)
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*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, but higher than the other [[good gods]], becoming guaranteed at 5* of piety. Activating the life save triggers a piety gated cooldown. This can activate even if you're under penance. (Passive)
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*'''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: [[Sick]]ness, [[drain]]ing, [[Poison]], [[Confusion]], [[Slow]], and [[Petrify]]. Restores all stats to their maximum. This can also be used while confused. (3 MP, 2-4 Piety)
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*'''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(10 + Invocations/3) + (Invocations/3) + 8</code> HP. (2 MP, 2-4 Piety)
 
*'''Heal Other''' - The target monster gains <code>2d(10 + Invocations/3) + (Invocations/3) + 8</code> HP. (2 MP, 2-4 Piety)
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: 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.
 
: 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 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.
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: 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;"
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* 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>5×(1 + (Invocations/3))</code> percent for <code>40 + (2.5×Invocations)</code> turns. This can be used while confused. (Costs 6-9 Piety)
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*'''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"
* No new abilities.
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* Lifesaving becomes guaranteed while not on timeout.
  
 
==Punishments==
 
==Punishments==
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==Strategy==
 
==Strategy==
Offering a number of powerful panic buttons for sticky situations, Elyvilon can be a reasonable choice for newer players who wish to try out a slightly different play style. Elyvilon also makes a good option for new characters that wish to worship a different, non-evil god, but have not yet found their desired god's altar.
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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.
 +
 
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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.
 +
 
 +
*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.
  
Pacification is a great way to deal with troublesome monsters. Elyvilon's Heal Other ability is smite-targeted and can affect anything in LOS that isn't asleep, so you can pacify monsters with annoying breath weapons or dangerous irresistible attacks before they even notice you. For example, [[hydra]]s usually succumb to a few shots of Heal Other before they get into melee range, even if your Invocations skill is low. Also, pacified enemies will sometimes fight against hostile monsters. It is even possible to pacify [[unique]]s.
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===Lifesaving===
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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>
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*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.
  
However, bear in mind that pacified enemies are '''not''' "friendly". You can't swap places with them. A pacified monster will walk towards a random stairway, and they ''will'' attack you if you are standing near where they are trying to walk. Keep your distance when you can (be careful in narrow corridors). Remember that you cannot pacify mindless enemies or [[:Category:Nonliving_holiness|non-living]] creatures, notably [[orbs of fire]].
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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.
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{| class="wikitable" border="1"
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|-
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!Recent Interventions \ Piety !!15 (worship)!!30 (*.....)!!50 (**....)!!75 (***...)!!100 (****..)!!120 (*****.)!!160 (******)
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|-
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|0||19.8%||29.3%||41.6%||56.2%||70%||80.5%||100%
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|-
 +
|1||16.3%||20.2%||24.6%||29.5%||34.3%||38.0%||45.2%
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|-
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|2||14.3%||16.2%||18.5%||21.3%||24.1%||26.4%||31.0%
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|-
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|3||13.1%||14.4%||16.2%||18.7%||21.2%||23.2%||27.3%
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|-
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|∞||11.5%||13%||15%||17.5%||20%||22%||26%
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|}
  
 
==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.
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*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.
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==References==
 +
<references />
  
 
{{gods}}
 
{{gods}}
 
[[Category:Good Gods]]
 
[[Category:Good Gods]]

Latest revision as of 09:53, 10 September 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Elyvilon altar.png "Go forth and aid the weak!"
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.

Racial Restrictions

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"

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 for 40 + (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.
  • 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

Gods
Good ElyvilonZinThe Shining One
Neutral AshenzariCheibriadosDithmenosFedhas MadashGozag Ym SagozHepliaklqanaIgnisOkawaruQazlalRuSif MunaTrogUskayawVehumetWu Jian
Chaotic JiyvaNemelex XobehXom
Evil BeoghKikubaaqudghaLugonu *Makhleb *Yredelemnul
* Chaotic & Evil