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.
 +
 
 +
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.
  
[[Healer]]s start with this religion.
+
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==
 +
*Like the other [[good god]]s, Elyvilon does not accept [[Demonspawn]] or undead species ([[Ghoul]]s, [[Vampire]]s, or [[Mummies]]) as followers.
 +
*[[Demigod]]s may not worship Elyvilon (or any other god).
  
 
==Appreciates==
 
==Appreciates==
*Healing an injured creature: 12.5% chance of +1 Piety
+
*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)
+
*Inactivity: You lose 1 piety per 700 turns, on average (1/35 chance every 20 turns).
*Knowingly using an [[evil item]] (Penance)
+
*Casting any [[Necromancy]] or [[List of spells by flag#Unholy|unholy]] spell. [[Necromutation]] results in excommunication. (Penance)
*Attacking or killing a [[holy]] being (Penance)
+
*Knowingly using an [[evil item]]. (Penance)
*Attacking a neutral being
+
*Attacking allies or neutral beings. (Penance)
*Letting your friends kill a holy being (Penance)
+
*Attacking or killing non-hostile [[holy]] beings. (Penance)
*Killing your friends (Penance)
 
*Letting your friends die (Piety loss)
 
*Drinking a [[potion of blood]]
 
*[[Cannibalism]]
 
*Killing living monsters while Divine Protection is active (Penance)
 
*Casting [[Necromutation]] (Excommunication)
 
*Inactivity (-1 piety every 1,000 turns)
 
  
 
==Given Abilities==
 
==Given Abilities==
'''[[Piety|Piety level -]]''': "Comforter"
+
'''[[Piety|Piety level -]]''': "Practitioner"
*Evil weapons will be identified on sight.
+
*'''Protection from Harm''' - Elyvilon may negate an attack that would otherwise kill you. This can activate even if you're under penance. The chance is piety-dependent and significantly higher than the other good gods, starting from 10% at 0 piety and becoming guaranteed at 6* piety. This will usually trigger a piety-gated timeout, and the lifesaving chance is dramatically reduced during this timeout. See below for more details. (Passive, no cost)
*'''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!
+
'''[[Piety|Piety level *]]''': "Comforter"
*'''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.
+
*'''Purification''' - The following conditions are removed: [[sick]]ness, [[drain]]ing, [[poison]], [[confusion]], [[slow]], and [[petrify]]ing. Restores all [[stats]] to their maximum. This ability can be used while confused. (3 MP, 2-4 Piety)
*'''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 **]]''': "Caregiver"
 +
*'''Heal Other''' - The target monster gains <code>2d(10 + Invocations/3) + (Invocations/3) + 8</code> HP. (2 MP, 2-4 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.
+
: 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 = A random number between 0 and ((Invocations+1)×(HP healed))/3
+
: Healing factor is a random number between 0 and <code>(Invocations + 1)×(HP_healed)/3</code>. 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. Healing factor is then multiplied by a number depending on the monster's type.
  
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;"
 
 
! Monster || Factor Multiplier
 
! Monster || Factor Multiplier
 
|-
 
|-
 
| Animals || ×3
 
| Animals || ×3
|-
 
| Same Species || ×2
 
 
|-
 
|-
 
| Holy || ×1.5
 
| Holy || ×1.5
Line 55: Line 50:
 
| Demon || ×0.6
 
| Demon || ×0.6
 
|-
 
|-
| Mindless & Insects || ×0 (Impossible)
+
| Mindless || ×0 (Impossible)
 
|}
 
|}
  
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"
+
:{| class="wikitable" border="1"
 
|-
 
|-
 
|'''Invocations'''
 
|'''Invocations'''
|'''Max HP: Other Humanoids'''
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|'''Max HP: Human Intelligence'''
|'''Max HP: Your Species'''
+
|'''Max HP: Animal Intelligence'''
|'''Max HP: Animals'''
 
 
|-
 
|-
|0||1||2||3
+
|0||3||9
 
|-
 
|-
|6||8||16||24
+
|6||27||81
 
|-
 
|-
|12||19||39||58
+
|12||58||175
 
|-
 
|-
|18||35||70||104
+
|18||98||294
 
|-
 
|-
|27||65||131||196
+
|27||173||518
 
|}
 
|}
'''[[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"
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'''[[Piety|Piety level ***]]''': "Mender"
 +
*'''Heal Self''' - You gain <code>2d(10 + Invocations/3) + (Invocations/3) + 8</code> HP. (2 MP,  3-5 Piety)
 +
:The following table shows the HP gained, based on your Invocations skill:
 +
 
 +
:{| class="wikitable" border="1"
 
|-
 
|-
 
|'''Invocations'''
 
|'''Invocations'''
|'''Max HP: Other Humanoids'''
+
|colspan="2"|'''Healing'''
|'''Max HP: Your Species'''
 
|'''Max HP: Animals'''
 
 
|-
 
|-
|0||3||6||9
+
| 0||2d10 + 8||10-28
 
|-
 
|-
|6||27||54||81
+
| 6||2d12 + 10||12-34
 
|-
 
|-
|12||58||117||175
+
|12||2d14 + 12||14-40
 
|-
 
|-
|18||98||196||294
+
|18||2d16 + 14||16-46
 
|-
 
|-
|27||173||345||518
+
|27||2d19 + 17||19-55
 
|}
 
|}
 
+
'''[[Piety|Piety level ****]]''': "Pacifist"
'''[[Piety|Piety level ****]]''': "Purifying [Species Name]"
 
 
* No new abilities.
 
* No new abilities.
<!-- *'''Restoration''' - Cures all rot, restores all stats to maximum. (Costs 3 MP, 400 Food, and 3 Piety) -->
+
'''[[Piety|Piety level *****]]''': "Purifying [Species]"
'''[[Piety|Piety level *****]]''': "Faith Healer"
+
*'''Divine Vigour''' - Increases your max HP and MP by <code>5×(1 + (Invocations/3))</code> percent for <code>40 + (2.5×Invocations)</code> turns. Your current HP/MP are also increased by this percent. This ability can be used while confused. (Costs 6-9 Piety)
*'''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)
 
 
'''[[Piety|Piety level ******]]''': "Bringer of Life"
 
'''[[Piety|Piety level ******]]''': "Bringer of Life"
* No new abilities.
+
* Lifesaving becomes guaranteed while not on timeout.
  
 
==Punishments==
 
==Punishments==
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. The possible punishments are:
+
{{flavour|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.)
*40%: Confusion for 3-12 turns.
+
 
*20%: Suffer a random [[Poison Magic]] miscast.
+
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)%).
+
 
*Elyvilon will occasionally heal or block attacks against enemies as a punishment
+
Elyvilon's wrath lasts for a relatively long duration.}}
 +
 
 +
Elyvilon will only [[divine retribution|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's punishments are always potentially [[divine retribution#Overwhelming retribution|overwhelming]].
+
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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Elyvilon is a relatively simple god. Both Heal Other and Heal Self are valuable "panic buttons" - they can bail you out of many bad situations. While Ely's abilities can be considered bland (there's no ability like [[Ru]]'s Apocalypse or [[Lugonu]]'s Corruption), they are still strong in their own right.
 +
 
 +
Elyvilon inflicts no [[divine retribution|wrath]] unless you switch to an [[evil]] god. So if you haven't found a desired god yet, you can worship Ely in the meantime.
 +
 
 +
===Ability Strategy===
 +
*Purification can save you from a variety of status effects. For example, [[basilisk]]s are countered by this ability.
  
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.
+
*Heal Other is basically an instant-kill attack - if it works against a monster, you basically never have to worry about it again. You can pacify threats before they even notice you. Due to the healing factor, Heal Other is most effective against animals, including [[hydra]]s, [[dragon]]s, [[thorn hunter]]s, and more.
 +
**Note that pacified monsters are ''not'' friendly. If you are in the monsters' way, you'll be attacked. As a pacified monster walks towards a random staircase, get out of their way.
 +
**You ''can'' use Heal Other to restore [[allies]]' HP, but this is generally inefficient. [[Summoner]]s are better off creating a new summon.
  
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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*Heal Self is a reusable [[potion of heal wounds]]. Very useful - it can save you from dying on the next turn.
  
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.
+
*Divine Vigour is a stat buff. Use it pro-actively before fighting dangerous monsters. It can also be used to restore some HP and MP in a pinch.
  
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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===Lifesaving===
 +
Elyvilon's protection from harm has two methods of lifesaving, which function differently. Whenever your health would be reduced to 0, Elyvilon will try to save your life as follows:<ref>{{source ref|0.31.0|religion.cc|4137}}</ref>
 +
*Firstly, the usual good god lifesaving chance is rolled. This chance is the same as the other good gods, and increases linearly from 10% at 0 piety to 28% at maximum piety. If this chance succeeds, your life is saved with no timeout.
 +
*Otherwise, if you are not already on a timeout, Elyvilon will save your life with a <code>piety/160</code> chance, triggering a timeout. The timeout lasts until you gain 20-30 piety from exploration.
 +
Which one of these choices is chosen is not revealed to the player at any point. The first, general good god lifesaving chance, can still trigger when on timeout. If your life is saved, only the final fatal blow is prevented, and other sources of damage may result in death on the same turn. Thus, this cannot be relied upon when fighting multiple enemies.
  
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.
+
The effect of all of this is that Elyvilon's lifesaving chance steps down significantly with every recent intervention. Some chances are given in the table below, for the piety breakpoints, depending on the number of recent lifesaving interventions. The last row is the absolute minimum the lifesaving chance can ever be, and is the same as the lifesaving chance for the other good gods.
 +
 
 +
{| class="wikitable" border="1"
 +
|-
 +
!Recent Interventions \ Piety !!15 (worship)!!30 (*.....)!!50 (**....)!!75 (***...)!!100 (****..)!!120 (*****.)!!160 (******)!!200 (max)
 +
|-
 +
|0||19.7%||29.1%||41.2%||55.8%||69.6%||80.2%||100%||100%
 +
|-
 +
|1||16.1%||19.9%||23.9%||28.5%||32.8%||36.2%||42.8%||48.2%
 +
|-
 +
|2||14.1%||15.8%||17.8%||20.3%||22.8%||24.8%||28.9%||33.6%
 +
|-
 +
|3||12.9%||14.1%||15.7%||17.8%||20.0%||21.8%||25.5%||29.6%
 +
|-
 +
|∞||11.4%||12.7%||14.5%||16.8%||19%||20.8%||24.4%||28%
 +
|}
  
 
==History==
 
==History==
Prior to [[0.13]], Elyvilon could also pacify insects.
+
*Prior to [[0.28]]:
 
+
**Elyvilon' Heal Self was named Greater Healing and unlocked at 4*, with a complementary 1* ability Lesser Healing.
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.
+
**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 lord]]s and [[player ghost]]s.
 +
*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 [[0.19]], 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.
  
In [[0.10]] Purification and Restoration (cure rotting) were merged.
+
==References==
 +
<references />
  
[[Category:Gods]][[Category:Good Gods]]
+
{{gods}}
 +
[[Category:Good Gods]]

Latest revision as of 12:50, 7 March 2024

Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
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 can activate even if you're under penance. The chance is piety-dependent and significantly higher than the other good gods, starting from 10% at 0 piety and becoming guaranteed at 6* piety. This will usually trigger a piety-gated timeout, and the lifesaving chance is dramatically reduced during this timeout. See below for more details. (Passive, no cost)

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 a 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. Healing factor is then multiplied by a number depending on the monster's type.
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. Your current HP/MP are also increased by this percent. This ability can be used while confused. (Costs 6-9 Piety)

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

  • Lifesaving becomes guaranteed while not on timeout.

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

Elyvilon is a relatively simple god. Both Heal Other and Heal Self are valuable "panic buttons" - they can bail you out of many bad situations. While Ely's abilities can be considered bland (there's no ability like Ru's Apocalypse or Lugonu's Corruption), they are still strong in their own right.

Elyvilon inflicts no wrath unless you switch to an evil god. So if you haven't found a desired god yet, you can worship Ely in the meantime.

Ability Strategy

  • Purification can save you from a variety of status effects. For example, basilisks are countered by this ability.
  • Heal Other is basically an instant-kill attack - if it works against a monster, you basically never have to worry about it again. You can pacify threats before they even notice you. Due to the healing factor, Heal Other is most effective against animals, including hydras, dragons, thorn hunters, and more.
    • Note that pacified monsters are not friendly. If you are in the monsters' way, you'll be attacked. As a pacified monster walks towards a random staircase, get out of their way.
    • You can use Heal Other to restore allies' HP, but this is generally inefficient. Summoners are better off creating a new summon.
  • Heal Self is a reusable potion of heal wounds. Very useful - it can save you from dying on the next turn.
  • Divine Vigour is a stat buff. Use it pro-actively before fighting dangerous monsters. It can also be used to restore some HP and MP in a pinch.

Lifesaving

Elyvilon's protection from harm has two methods of lifesaving, which function differently. Whenever your health would be reduced to 0, Elyvilon will try to save your life as follows:[1]

  • Firstly, the usual good god lifesaving chance is rolled. This chance is the same as the other good gods, and increases linearly from 10% at 0 piety to 28% at maximum piety. If this chance succeeds, your life is saved with no timeout.
  • Otherwise, if you are not already on a timeout, Elyvilon will save your life with a piety/160 chance, triggering a timeout. The timeout lasts until you gain 20-30 piety from exploration.

Which one of these choices is chosen is not revealed to the player at any point. The first, general good god lifesaving chance, can still trigger when on timeout. If your life is saved, only the final fatal blow is prevented, and other sources of damage may result in death on the same turn. Thus, this cannot be relied upon when fighting multiple enemies.

The effect of all of this is that Elyvilon's lifesaving chance steps down significantly with every recent intervention. Some chances are given in the table below, for the piety breakpoints, depending on the number of recent lifesaving interventions. The last row is the absolute minimum the lifesaving chance can ever be, and is the same as the lifesaving chance for the other good gods.

Recent Interventions \ Piety 15 (worship) 30 (*.....) 50 (**....) 75 (***...) 100 (****..) 120 (*****.) 160 (******) 200 (max)
0 19.7% 29.1% 41.2% 55.8% 69.6% 80.2% 100% 100%
1 16.1% 19.9% 23.9% 28.5% 32.8% 36.2% 42.8% 48.2%
2 14.1% 15.8% 17.8% 20.3% 22.8% 24.8% 28.9% 33.6%
3 12.9% 14.1% 15.7% 17.8% 20.0% 21.8% 25.5% 29.6%
11.4% 12.7% 14.5% 16.8% 19% 20.8% 24.4% 28%

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.

References

Gods
Good ElyvilonZinThe Shining One
Neutral AshenzariCheibriadosFedhas MadashGozag Ym SagozHepliaklqanaIgnisNemelex XobehOkawaruQazlalRuSif MunaTrogUskayawVehumetWu Jian
Chaotic JiyvaXom
Evil BeoghDithmenosKikubaaqudghaLugonu *Makhleb *Yredelemnul
* Chaotic & Evil