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!"''
  
'''Elyvilon the Healer''' welcomes all good souls who are prepared for long worship and devotion. Those individuals can expect to gain powerful healing abilities. The Healer prefers a creed of pacifism, and helps worshipers avoid bloodshed. Elyvilon appreciates the destruction of [[weapon]]s.
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{{flavour|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.
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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.
 +
 
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Elyvilon likes it when you explore the world.
  
[[Healer]]s start with this religion.
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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.
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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==
 
==Appreciates==
*Healing an injured creature: 12.5% chance of +1 Piety
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*Exploring the world.
*Pacifying a monster: +1d(HD/(2 + Piety/20)) Piety where HD is the number of HD of the creature pacified. You get half experience for pacifying a monster.
 
*Destroying a weapon or ammunition: chance of +1 Piety (depending on the value of items destroyed). After reaching 3* of piety for the first time, Elyvilon will only accept the destruction of evil weapons. Destroying a weapon of [[pain (brand)|pain]], [[reaping]], [[vampiric]]ism or [[draining (brand)|draining]] yields the message:
 
{{crawlquote|Elyvilon welcomes the destruction of this evil weapon.}}
 
Destroying a weapon of holy wrath yields the message:
 
{{crawlquote|The Shining One reclaims the {weapon name}.}}
 
  
 
==Deprecates==
 
==Deprecates==
*Casting any [[Necromancy]] or [[List of spells by flag#Unholy|unholy]] spell (Penance)
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*Casting any [[Necromancy]] or [[List of spells by flag#Unholy|unholy]] spell. (Penance)
*Knowingly using an [[evil item]] (Penance)
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*Knowingly using an [[evil item]]. (Penance)
*Attacking or killing a [[holy]] being (Penance)
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*Attacking or killing a non-hostile [[holy]] being. (Penance)
*Attacking a neutral being
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*Attacking a neutral being. (Penance)
*Letting your friends kill a holy being (Penance)
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*Letting your allies kill a non-hostile holy being. (Penance)
*Killing your friends (Penance)
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*Killing your allies. (Penance)
*Letting your friends die (Piety loss)
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*Drinking a [[potion of blood]]. (Penance)
*Drinking a [[potion of blood]]
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*Performing [[Cannibalism]].
*[[Cannibalism]]
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*Killing living monsters while Divine Protection is active. (Penance)
*Killing living monsters while Divine Protection is active (Penance)
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*Casting [[Necromutation]]. (Excommunication)
*Casting [[Necromutation]] (Excommunication)
 
 
*Inactivity (-1 piety every 1,000 turns)
 
*Inactivity (-1 piety every 1,000 turns)
  
 
==Given Abilities==
 
==Given Abilities==
'''[[Piety|Piety level -]]''': "Comforter"
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'''[[Piety|Piety level -]]''': "Practitioner"
*Evil weapons will be identified on sight.
 
*'''Destroy Weapons''' - You can sacrifice weapons and ammunition to Elyvilon through prayer, much like more militant gods accept blood sacrifices. In exchange, you may receive piety. The lower your current piety and the more valuable the weapon offered, the better the odds of gaining piety. Artifacts almost always grant piety, and evil weapons always do. Weapons you've inscribed with {!D} will not be affected. Note that no piety will be granted for non-evil weapons after passing ***, even if you drop below it later!
 
 
*'''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.
 
*'''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.
*'''Lesser Healing''' - The target monster gains 2d((Invocation/6)+3)+(Invocation/6)+1 HP. (Costs 1 MP and 100-200 Food)
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'''[[Piety|Piety level *]]''': "Comforter"
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*'''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)
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*'''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.)
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'''[[Piety|Piety level **]]''': "Caregiver"
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*'''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 piety and 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.
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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
 
Healing Factor = A random number between 0 and ((Invocations+1)×(HP healed))/3
 
Piety Earned = 1d(Monster's HD/(2+(Your Piety/20)). If this results in zero, there is a 50% chance of still gaining 1 piety.
 
  
 
{| class="prettytable" style="border:none; margin:0; padding:0;"
 
{| class="prettytable" style="border:none; margin:0; padding:0;"
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The following chart shows the max HP of monsters you can conceivably pacify, based on your Invocations skill:
 
The following chart shows the max HP of monsters you can conceivably pacify, based on your Invocations skill:
 
{| class="wikitable" border="1"
 
|-
 
|'''Invocations'''
 
|'''Max HP: Other Humanoids'''
 
|'''Max HP: Your Species'''
 
|'''Max HP: Animals'''
 
|-
 
|0||1||2||3
 
|-
 
|6||8||16||24
 
|-
 
|12||19||39||58
 
|-
 
|18||35||70||104
 
|-
 
|27||65||131||196
 
|}
 
'''[[Piety|Piety level *]]''': "Caregiver"
 
*'''Lesser Self-Healing''' - You gain 2d((Invocation/6)+3)+(Invocation/6)+1 HP. (Costs 1 MP, 100-200 Food, and 0-1 Piety)
 
*'''Divine Protection''' - For a brief time after using this ability, if you receive damage that should kill you, you cancel all damage and your Piety is reduced by 20 + 1d20. This is possible even if you're under penance. (No cost, perfect success rate)
 
'''[[Piety|Piety level **]]''': "Practitioner"
 
*'''Purification''' - The following conditions are removed: [[Sick]]ness, [[Rot]]ting, [[Poison]], [[Confusion]], [[Slow]], and [[Petrify]]. Cures all rot, restores all stats to maximum. (Costs 3 MP, 300-600 Food, and 3-5 Piety)
 
'''[[Piety|Piety level ***]]''': "Pacifier"
 
*'''Greater Self-Healing''' - You gain 2d((Invocations/3)+10) + (Invocations/3)+8 HP. (Costs 2 MP, 250-500 Food, and 2-3 Piety)
 
*'''Greater Healing''' - The target monster gains 2d((Invocations/3)+10)+((Invocations)/3)+8 HP. (Costs 2 MP, 250-500 Food, and 2-3 Piety)
 
 
As with Lesser Healing, this ability may pacify monsters:
 
  
 
{| class="wikitable" border="1"
 
{| class="wikitable" border="1"
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|}
 
|}
  
'''[[Piety|Piety level ****]]''': "Purifying [Species Name]"
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* No new abilities.
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'''[[Piety|Piety level ***]]''': "Mender"
<!-- *'''Restoration''' - Cures all rot, restores all stats to maximum. (Costs 3 MP, 400 Food, and 3 Piety) -->
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*'''Purification''' - The following conditions are removed: [[Sick]]ness, [[Rot]]ting, [[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|Piety level *****]]''': "Faith Healer"
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*'''Divine Vigour''' - Increases your max HP and MP by (Invocations/6)+1 for 40+(2.5×Invocations) turns. (Costs 600-1200 Food and 6-9 Piety)
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'''[[Piety|Piety level ****]]''': "Pacifist"
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*'''Greater Healing''' - You gain 2d((Invocations/3)+10) + (Invocations/3)+8 HP. (Costs 2 MP, 375 Food, and 3-5 Piety)
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'''[[Piety|Piety level *****]]''': "Purifying [Species]"
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*'''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|Piety level ******]]''': "Bringer of Life"
 
'''[[Piety|Piety level ******]]''': "Bringer of Life"
 
* No new abilities.
 
* No new abilities.
  
 
==Punishments==
 
==Punishments==
Elyvilon will [[divine retribution|punish]] you if you convert to another god, with the exception of other [[good gods]]. The possible punishments are:
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{{flavour|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.)
*40%: Confusion for 3-12 turns.
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*20%: Suffer a random [[Poison Magic]] miscast.
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Elyvilon is not a god known for wrath. Still, those earning Elyvilon's ire will find the Healer occasionally protecting their foes from death.}}
*40%: Each non-artifact weapon or ammunition in your inventory has a 33% chance of getting a -1,-1 enchantment (cannot reduce anything below -1,-1). If anything is successfully penalized, your penance score may be reduced by 1 (Chance = 50+(0.02×Gold Cost of Items Penalized)%).
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*Elyvilon will occasionally heal or block attacks against enemies as a punishment
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Elyvilon will [[divine retribution|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's punishments are always potentially [[divine retribution#Overwhelming retribution|overwhelming]].
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Elyvilon will punish you by sometimes healing hostile monsters about to be killed by you or your allies, though [[List of tentacles|tentacles]] and other hostiles weaker than you will usually not be healed.
  
 
==Strategy==
 
==Strategy==
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 fight against hostile monsters, so you can pacify half of a band of orcs and let the two sides wipe each other out. You ''can'' pacify uniques.  
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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.
  
However, pacified enemies are '''not''' "friendly". You can't swap places with them, and if you stand where they're trying to walk they'll attack you, so keep your distance when you can. Also, keep in mind that you cannot pacify mindless enemies or insects.
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Pacification is a great way to deal with troublesome monsters. Elyvilon's healing abilities are 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. Also, pacified enemies will sometimes fight against hostile monsters. It is even possible to pacify [[unique]]s.
  
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, [[hydra]]s usually succumb to a few shots of greater healing even if your Invocations skill is low. You can still build up piety pacifying monsters that give negligible XP anyway, and then spend it on self-healing, purification, greater healing, or vitalisation when you're in a tight spot.
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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.
  
Pacification does not work on [[:Category:Plant_intelligence|mindless]] or [[:Category:Nonliving_holiness | non-living]] creatures, notably [[orbs of fire]]. You must come up with alternate means of defeating or avoiding these creatures.
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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, [[hydra]]s usually succumb to a few shots of Heal Other even if your Invocations skill is low.
  
If you plan to pick Elyvilon as your god but don't want to start as a healer, collect all weapons and missiles as you encounter them, and then sacrifice them all (except for the ones you plan to use later of course) in a giant pile once you find an altar. If they get too heavy, leave them in stashes on cleared levels, and then go back to them once you join the religion (you can find them quickly using '''Ctrl+f''' and typing "weapon" or "missile"). This should unlock lesser healing and maybe even purification right away.
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Pacification also does not work on [[:Category:Nonliving_holiness|non-living]] creatures, notably [[orbs of fire]].
  
As Elyvilon offers a number of powerful panic buttons for sticky situations, she can be a good god for newer players who wish to try out a slightly different play style.
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Lacking any innate healing ability, [[deep dwarves]] will find Elyvilon among their primary choices of deity to worship.
  
 
==History==
 
==History==
Prior to [[0.13]], Elyvilon could also pacify insects.
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*Prior to [[0.23]], followers of Elyvilon could pacify [[pandemonium lord]]s and [[player ghost]]s.
 
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*Prior to [[0.20]], Elyvilon's wrath could [[confusion|confuse]] players, inflict random [[Miscast#Poison_Magic|Poison Magic miscasts]], and reduce the enchantments of any non-artifact weapon in a player's inventory.
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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*Prior to [[0.19]], followers of Elyvilon lost piety for letting their allies die.
 
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*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.
In [[0.10]] Purification and Restoration (cure rotting) were merged.
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*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.
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*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.
  
[[Category:Gods]][[Category:Good Gods]]
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{{gods}}
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[[Category:Good Gods]]

Revision as of 04:55, 1 October 2020

Version 0.19: This article may not be up to date for the latest stable release of Crawl.
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 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. 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 healing abilities are 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. 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 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 ElyvilonZinThe Shining One
Neutral AshenzariCheibriadosFedhas MadashGozag Ym SagozHepliaklqanaIgnisNemelex XobehOkawaruQazlalRuSif MunaTrogUskayawVehumetWu Jian
Chaotic JiyvaXom
Evil BeoghDithmenosKikubaaqudghaLugonu *Makhleb *Yredelemnul
* Chaotic & Evil