Elyvilon
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 increasingly powerful 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 may also occasionally protect the follower's allies from death. Especially pious followers can be sure of aid when calling upon Elyvilon for protection. Elyvilon likes it when you explore the world. Healing hostile monsters may pacify them, turning them neutral. Pacification works best on natural beasts, worse on monsters of your species, worse on other species, worst of all on demons and undead, and not at all on asleeping or mindless monsters. If it succeeds, you gain half of the monster's experience value. Pacified monsters try to leave the level. Elyvilon dislikes it when you drink blood or you allow allies to die. Elyvilon strongly dislikes it when you perform cannibalism, you desecrate holy remains, you use necromancy, you use unholy magic or items, you attack non-hostile holy beings, you or your allies kill non-hostile holy beings, you attack neutral beings, you attack allies or you kill living things while asking for your life to be spared. |
Appreciates
- Exploring the world.
Deprecates
- Casting any Necromancy or unholy spell. (Penance)
- Knowingly using an evil item. (Penance)
- Attacking or killing a non-hostile holy being. (Penance)
- Attacking a neutral being. (Penance)
- Letting your allies kill a non-hostile holy being. (Penance)
- Killing your allies. (Penance)
- Drinking a potion of blood. (Penance)
- Performing Cannibalism.
- Killing living monsters while Divine Protection is active. (Penance)
- Casting Necromutation. (Excommunication)
- Inactivity (-1 piety every 1,000 turns)
Given Abilities
Piety level -: "Practitioner"
- Protection from Harm - Elyvilon may negate an attack that would otherwise kill you. This activates 10+(Piety/10)% of the time and costs 20+1d20 piety. This can activate even if you're under penance.
Piety level *: "Comforter"
- Lesser Healing - You gain 2d((Invocation/6)+3)+(Invocation/6)+1 HP. This can be used while confused. (Costs 1 MP, 150 Food, and 0-1 Piety)
- Divine Protection - For a brief time after using this ability, if you receive damage that should kill you, you may cancel all damage. If your piety was above 130, you always survive, but your piety is reduced by 20 + 1d20; if not, you survive if a random number from 1 to your piety is greater or equal to 30, but there is no piety cost. This is possible even if you're under penance. This cannot be used while confused. (No cost, perfect success rate for using the ability itself.)
Piety level **: "Caregiver"
- Heal Other - The target monster gains 2d((Invocation/6)+3)+(Invocation/6)+8 HP. (Costs 2 MP, 375 Food, and 2-3 Piety)
Using this ability on a hostile monster may pacify it, earning you half 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 = A random number between 0 and ((Invocations+1)×(HP healed))/3
Monster | Factor Multiplier |
---|---|
Animals | ×3 |
Same Species | ×2 |
Holy | ×1.5 |
Other Humanoids | ×1 |
Undead | ×0.75 |
Demon | ×0.6 |
Mindless & Insects | ×0 (Impossible) |
The following chart shows the max HP of monsters you can conceivably pacify, based on your Invocations skill:
Invocations | Max HP: Other Humanoids | Max HP: Your Species | Max HP: Animals |
0 | 3 | 6 | 9 |
6 | 27 | 54 | 81 |
12 | 58 | 117 | 175 |
18 | 98 | 196 | 294 |
27 | 173 | 345 | 518 |
Piety level ***: "Mender"
- Purification - The following conditions are removed: Sickness, Rotting, Poison, Confusion, Slow, and Petrify. Cures all rot, restores all stats to their maximum. This can also be used while confused. (Costs 3 MP, 450 Food, and 3-5 Piety)
Piety level ****: "Pacifist"
- Greater Healing - You gain 2d((Invocations/3)+10) + (Invocations/3)+8 HP. (Costs 2 MP, 375 Food, and 3-5 Piety)
Piety level *****: "Purifying [Species]"
- Divine Vigour - Increases your max HP and MP by (Invocations/6)+1 for 40+(2.5×Invocations) turns. This can be used while confused. (Costs 900 Food and 6-9 Piety)
Piety level ******: "Bringer of Life"
- No new abilities.
Punishments
Elyvilon forgives followers who leave Elyvilon's service; however, those who take up the worship of evil gods will be punished. (Kikubaaqudgha, Yredelemnul, Makhleb, Lugonu, and Beogh 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 will punish you if you convert to an evil god (Beogh, 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 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
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.
Pacification is a great way to deal with troublesome monsters. Elyvilon's healing abilities are smite-targeting 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. Also, pacified enemies will sometimes fight against hostile monsters. It is possible to pacify uniques as well.
However, bear in mind that pacified enemies are not "friendly". You cannot swap places with them, and they will attack you if you are standing near where they are trying to walk, so keep your distance when you can (be careful in narrow corridors). Remember that you cannot pacify mindless enemies or insects.
A disadvantage of pacification is that it gives less experience than killing. It may be desirable to kill monsters normally when you can, and try pacification when you cannot. For example, hydras usually succumb to a few shots of Heal Other even if your Invocations skill is low.
Pacification also does not work on non-living creatures, notably orbs of fire.
Lacking any innate healing ability, deep dwarves will find Elyvilon among their primary choices of deity to worship.
History
- 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 0.16, 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.
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 |