Elyvilon

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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. Necromutation results in excommunication. (Penance)
  • Knowingly using an evil item. (Penance)
  • Attacking allies or neutral beings. (Penance)
  • Attacking or killing non-hostile holy beings. (Penance)

Given Abilities

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)

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 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.
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. This can be used while confused. (Costs 6-9 Piety)

Piety level ******: "Bringer of Life"

  • No new abilities.

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

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.

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, hydras 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 uniques.

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 non-living creatures, notably orbs of fire.

History

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