Beogh

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Beogh altar.png "Drown the unbelievers in a sea of blood!"
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.

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.

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 the Brigand is the Hill Orc exclusive god of the dungeon, considered an evil god.

Racial Restrictions

Beogh only tolerates Hill Orcs as worshipers.

Appreciates

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

Deprecates

Yu lose on average 1 piety every 320 turns. You will also lose piety (or incur penance) for the following:

Given Abilities

Piety level -: "Messenger"

  • 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.
  • 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. Those experience points are not taken from those you would be receiving: the player doesn't lose any XP points.

Piety level *: "Proselytiser"

  • No new abilities.

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)

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:
    • A hostile orc notices you for the first time (including because you hit it or cast a spell on it)
    • A hostile orc becomes significantly wounded (best not use poison!)
    • 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.
  • 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 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)
  • 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 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.
  • Give Item to Named Follower: You have the ability to provide one gift to a named followers 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.

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).

Punishments

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!

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 1d2 hostile dancing weapons. These weapon will be +1d3-1/+1d3-1 and branded with electrocution. They will vanish when defeated.
  • 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 orc recall ability tends to recall your strongest orcs first, gradually followed by your weaker orcs. 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.
  • Conversely, you can also use the recall ability to stash your Orcish Warlords on another level and leave the EXP from killing monsters for your lower-tier recruits. Example: You want to level your basic Orcs on D:15. Go up to a (fully cleared!!) D:14 and recall ALL your 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 on D:13, go back down to D:14 and tell your basic Orcs to follow you to D:15.
  • Try to fight in open areas when possible so your troops can reach the enemy. Move toward enemies at an angle that ensures ranged attacks directed against you won't hit your followers behind you. If you are exploring a level with a lot of tunnels, leave most of your followers on the previous level; you don't want your orcs to be standing in a conga line behind you, picking their noses, while getting blasted with lightning bolts.
  • 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.
  • Hang on to any particularly powerful randarts that you may find, as they are potentially very useful gifts for your stronger followers. Remember that you can only ever gift one item, and that item can only be obtained again by picking it off your dead follower's corpse!
  • Since you can only give one item to each follower, you should choose something that complements the equipment they already have. An orc with a good two-handed weapon should be given armour. An orc with good armour should be given a two-handed weapon. An orc with a good one-handed weapon and good armour should be given the biggest shield you can find. For wizards and priests, prioritize armour or a shield, since their physical attacks are less important.
  • Prioritize reaching weapons for your followers. This will help compensate for the fact that you (or another orc) will usually be standing in front of them.
  • Strangely enough, Beogh greatly appreciates it when you kill hostile orc priests. Take advantage of this for piety.
  • Since conversions happen based on piety and XL, Beogh worshippers may want to delay clearing the Orcish Mines until they have maxed out their piety and gained some experience.

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."

History

  • In 0.27, conversion can occur when Orcs are in LOS, not the turn after.
  • 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.
  • 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.
  • 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