Fedhas Madash
The god of plant and fungal life, Fedhas Madash demands that followers encourage the decomposition of corpses. Fedhas also forbids followers from harming any species under Fedhas' protection, and from using any necromantic effects that interfere with corpses. In return Fedhas grants a number of abilities that promote the growth of plants and fungi. These abilities may incidentally prove useful to adventurers.
Plants and fungi will not attack Fedhas' worshippers without provocation. Fedhas' worshippers may walk through plants or fungi, and even fire missiles or spells through them without causing harm. Fedhas grants the ability to promote plants and fungi into stronger species. Followers can eventually grow a wall of plants and create explosive spores from corpses. They are also granted some control over the weather, being able to call sunlight and eventually rainstorms. Fedhas likes it when you promote the decay of nearby corpses by praying. Fedhas dislikes it when you or your allies destroy plants or allied flora die. Fedhas strongly dislikes it when you use necromancy on corpses, chunks or skeletons. |
Contents
Racial restrictions
Fedhas does not accept undead worshipers (Ghouls, Mummies, or Vampires), most likely because they violate the natural cycle of life. Demigods are also unable to worship Fedhas (or any other god).
Appreciates
- Corpses rotting away (whether on their own or with the Fungal Bloom ability).
Deprecates
- You or your allies destroying plants. (Piety loss)
- Attacking allied flora. (Piety loss)
- Allowing allied flora to die. Wandering mushrooms dying from running out of HD doesn't count. (Piety loss)
- Using corpse-violating spells. These include Animate Dead and other spells that affect corpses or chunks, as well as Necromutation (which violates your own corpse). (Penance)
- Necromancy spells that don't affect corpses, such as Regeneration, Pain, Bolt of Draining, or Sublimation of Blood are allowed, as is Corpse Rot (accelerated decay is still decay).
- If you are not sure whether a spell is allowed, check to see if it is highlighted in red.
Given abilities
Piety level -: "Fungal"
- All plants are friendly towards you. (Passive)
- You can walk through plants, though it takes 50% longer than normal to do so. (Passive)
- You can fire through all allied plant-type creatures without harming them. (Passive)
- Fedhas will cause all corpses remaining on the current floor to instantly decay when you leave. This generates piety. (Passive)
- Fungal Bloom - Causes all corpses in your field of vision to instantly decay. Corpses with a monster on top of them will not be affected. It turns corpses into skeletons, zombies into skeletons (or destroys them outright if they lack bones), destroys ghoul genus monsters, and causes friendly toadstools to grow. Any monsters defeated this way grant piety but no XP. (Free)
Piety level *: "Green [Species]"
- Sunlight - Targeted ability with a small area of effect, inflicts back lit status (same as Corona, but irresistible), and evaporates water (deep water turns to shallow water and shallow water turns to dry land). (2 MP, 50-100 Hunger)
Piety level **: "Cultivator"
- Evolution - Uses 2 rations or piety to turn one targeted plant in your line of sight into a stronger species under your control. (Costs 2 MP plus the following additional costs):
- Plant, Bush, Burning bush -> Oklob plant (Costs 2 rations)
- Oklob sapling -> Oklob plant (Costs 4 piety)
- Toadstool -> Wandering mushroom (Costs 2 piety)
- Fungus -> Wandering mushroom (Costs 3 piety)
- Ballistomycete -> Hyperactive ballistomycete (Costs 4 piety).
Piety level ***: "Fruitful"
- Growth - Creates plants in a circle around you and costs 2 rations per plant. If a complete circle can't be placed, then the plants are placed on open squares closest to monsters. Lets you choose how many plants to spawn and preview where they will be placed. Canceling and retrying the ability may give you a different arrangement. (2 MP, 2 rations per plant)
Piety level ****: "Photosynthesist"
- Reproduction - Creates ballistomycete spores from corpses in your field of vision to attack your enemies. (4 MP, 100-200 Hunger)
Piety level *****: "Green Death"
- Rain - Creates a circle of water around you. The floor becomes shallow water, shallow water becomes deep water. Tiles with monsters in them cannot be turned to deep water. This ability also spawns random plants and fungus, and removes Sticky Flame. (4 MP, 150-300 Hunger, 4-6 Piety)
Piety level ******: "Force of Nature"
- No new abilities.
Plants spawned by Fedhas are improved by Invocations skill; eg, oklobs' rate of fire is improved.
Punishments
Fedhas does not appreciate abandonment, and will call down fearful punishments on disloyal followers!
It is Fedhas's considered opinion that offenders against the natural order (Fedhas) simply need more exposure to nature to realize the error of their ways. Accordingly, Fedhas provides said nature, in the form of pure elemental destruction, waves of giant spores rising from nearby corpses, and, for the truly incorrigible, surrounding rings of animate mushrooms and acid-spitting oklobs. |
During penance, Fedhas will occasionally punish you with one of the following forms of divine retribution:
- The elements will be invoked against you. This equates to a random Ice Magic, Earth Magic, Fire Magic, or Air Magic miscast.
- Hostile plants (biased towards oklobs) will grow around you. This effect will only happen when abandoning Fedhas, never when simply under penance.
- Corpses in line of sight will produce hostile spores.
- All previously neutral or allied plants will also turn hostile upon abandonment or excommunication.
Strategy
- Fedhas' abilities may seem less powerful than those of many other gods, but they are still more than capable of proving devastating in combat. Creating a wall of plants, oklobs, or wandering mushrooms between you and approaching enemies will slow them down, giving you several turns to attack at range in safety. A ring of shallow water will hamper attacking enemies, while a ring of deep water will stop them in their tracks (though unless you're playing an aquatic species or are capable of flight or blinking, escaping the ring yourself may be tricky). Merfolk especially benefit here, as fighting from water grants them a significant bonus to evasion, while large species (trolls, ogres, centaurs, and nagas), barachim, and octopodes are not penalized for fighting in shallow water. The explosions from giant spores may be unlikely to kill any major threat outright, but the confusion they induce allows opportunities for stabbing, and can insta-kill opponents that wander into deep water. Even Fedhas' granted allies are unusual; oklob plants are devastating and can fire through each other's tiles, but can only attack things within their range, and wandering mushrooms can injure and confuse opponents without poison resistance, but run out of HD after enough attacks.
- Try to use Fedhas' abilities creatively to prepare traps for enemies to blunder into. Creating a large oklob plant farm just outside of a branch end will allow you to lure powerful enemies to an acidic doom (bear in mind that as piety is plentiful and rations are not, it's cheaper to use Rain to generate plants than Growth). You can use a combination of Rain and Sunlight to create single tile pathways with deep water on both sides; confuse enemies halfway across to drown them with ease. You can even use Sunlight afterwards to dry up the water and claim the loot and corpses. Generated water tiles can also be used to create interesting cloud effects; cast Bolt of Cold on enemies in a watery hallway to fill it with freezing clouds, dealing extra cold damage each turn, or Bolt of Fire/Conjure Flame to generate billowing clouds of line of sight-blocking steam.
- Bear in mind that Rain can also be used to permanently seal off areas you don't want monsters getting out of. A couple uses can block off a dangerous vault, for instance, or keep overly dangerous uniques trapped in a section of the floor you're willing to abandon. Of course, this won't stop monsters that can fly or swim.
- Apart from Sunlight's obvious uses (increasing your accuracy against nimble enemies and drying up deep water), bear in mind that it can also reveal invisible monsters, and that stranding aquatic opponents on dry land is an effective way to defeat them from a safe range (though they may manage to flop back into water if any is nearby).
- The Reproduction ability can be devastating if used correctly, but requires caution. Spore explosions automatically confuse anything that is of natural holiness and which lacks magic immunity, regardless of poison or magic resistance. This includes you, so never cast it at nearby corpses. Ranged fighters can "create" a single corpse in a group of enemies, then use Reproduction to hit the group several times over.
- Giant spores won't follow your orders. Don't waste turns.
- Kills from oklob plants and wandering mushrooms count as kills by summons, granting reduced XP. Kills from spores grant full XP.
- Don't worry too much about letting allied plants die, as the penalty is only 1 piety, or about 1 corpse's worth. Do, however, avoid killing plants yourself, as that incurs a much greater penalty. In particular, accidentally drowning part of your own oklob farm is a good way to get a YASD (see here).
- Along with improving your ability success rate, improving Invocations also improves the power of your abilities: your oklob plants will fire more often and for more damage, your wandering mushrooms will generate with additional HD, your plants will be more durable, and your Rain will generate more rain clouds.
- Be aware that your ability to fire through allied plants does not apply to every spell in the game; some will inflict friendly fire and cost you piety.
- The following spells can pass through allied plants without harming them: Flame Tongue, Magic Dart, Shock, Sting, Throw Flame, Throw Frost, Mephitic Cloud, Stone Arrow, Iskenderun's Mystic Blast (even if it explodes), Bolt of Magma, Lightning Bolt, Venom Bolt, Bolt of Cold, Bolt of Draining, Bolt of Fire, Iron Shot, Poison Arrow, Lehudib's Crystal Spear, and Thunderbolt (lightning rod).
- The following spells will affect allied plants as described:
- Orbs of Destruction cannot pass through.
- Battlespheres' beams cannot pass through.
- Fireball can pass through, but the resulting explosion will harm allied plants.
- Enchantments like Agony, Dispel Undead, Pain, Confuse, etc. can not pass through, though they will not affect the plant.
- Fedhas protects allied plants from the clouds produced by Ignite Poison, Freezing Cloud, Ring of Flames, and Glaciate, but not from Tornado.
- Fedhas protects allied plants from the explosions of Lee's Rapid Deconstruction and Ignition, but not from Fulminant Prism.
- Static Discharge, Ozocubu's Refrigeration, Conjure Ball Lightning, Chain Lightning, Shatter, and Fire Storm will harm allied plants.
- Winning a 3-rune ascension with Fedhas is perfectly reasonable, but getting a 15-rune victory is significantly harder. Fedhas is one of the least effective gods in the extended end-game; their abilities burn through piety quickly, and the near-absence of corpses in the Abyss, the Hells, and Pandemonium will leave you with very little ammunition to work with. On top of that, many of their abilities are ineffective against demons: spores can't confuse them, and most demons fly right over deep water.
- Rations are finite. If you're running low on rations and find a scroll of acquirement, you can acquire more. Food shops can also be helpful, as rations are cheap. Scumming Pandemonium/Abyss/Ziggurats could theoretically give you an infinite number of rations, but by that time you will likely have no use for Fedhas.
History
- Prior to 0.22, Evolution was granted at *, and Sunlight was granted at **.
- Prior to 0.21, Fedhas abilities used fruits rather than rations.
- Prior to 0.15, worshipers of Fedhas could not cast Sublimation of Blood without incurring piety loss and/or penance.
- Prior to 0.8, Decomposition was accomplished as an ability, not through prayer.
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 |