Difference between revisions of "Fedhas Madash"

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[[File:Fedhas altar.png]] ''"Spread life and death."''
 
[[File:Fedhas altar.png]] ''"Spread life and death."''
{{flavour|The god of plant and fungal life, Fedhas Madash demands that followers encourage the decomposition of corpses. Fedhas also forbids followers from harming any species under Fedhas' protection, and from using any necromantic effects that interfere with corpses. In return Fedhas grants a number of abilities that promote the growth of plants and fungi. These abilities may incidentally prove useful to adventurers.
+
{{flavour|Fedhas is the god of plant and fungal life. Followers are forbidden from harming any species under Fedhas' protection. In return Fedhas grants a number of abilities that promote the growth of plant and fungi. These abilities may incidentally prove useful to adventurers.
  
Plants and fungi will not attack Fedhas' worshippers without provocation. Fedhas' worshippers may walk through plants or fungi, and even fire missiles or spells through them without causing harm. Fedhas grants the ability to promote plants and fungi into stronger species. Followers can eventually grow a wall of plants and create explosive spores from corpses. They are also granted some control over the weather, being able to call sunlight and eventually rainstorms.
+
Plants and fungi will not attack Fedhas' worshippers without provocation. Fedhas' worshippers may walk through plants or fungi, and even fire missiles or spells through them without causing harm. Fedhas grants powers to temporarily grow a menagerie of plant allies whose strength and duration increase with Invocations skill. Worshipers may grow a protective wall of briar patches as well as ballistomycetes that fire damaging spores whose explosions confuse living creatures. Devout followers can overgrow a stretch of solid terrain with a cluster of plant allies or even summon a mighty oklob plant.
  
Fedhas likes it when you promote the decay of nearby corpses by praying.
+
Fedhas likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings and you destroy nonliving beings.
  
Fedhas dislikes it when you or your allies destroy plants or allied flora die. Fedhas strongly dislikes it when you use necromancy on corpses, chunks or skeletons.}}
+
Fedhas dislikes it when you destroy plants.}}
  
 
==Racial restrictions==
 
==Racial restrictions==
Fedhas does not accept [[undead]] worshipers ([[Ghoul]]s, [[Mummies]], or [[Vampire]]s), most likely because they violate the natural cycle of life. [[Demigod]]s are also unable to worship Fedhas (or any other god).
+
[[Demigod]]s are unable to worship Fedhas (or any other god). Also, characters who sacrificed love under [[Ru]] cannot join Fedhas.
  
 
==Appreciates==
 
==Appreciates==
Line 16: Line 16:
  
 
==Deprecates==
 
==Deprecates==
*You or your allies destroying plants. (Piety loss)
+
*Inactivity: You lose 1 piety per 700 turns, on average (1/35 chance every 20 turns).
 
*Attacking allied flora. (Piety loss)
 
*Attacking allied flora. (Piety loss)
*Allowing allied flora to die. Wandering mushrooms dying from running out of HD doesn't count. (Piety loss)
 
*Using [[List of spells by flag#Corpse_violating|corpse-violating]] spells. These include Animate Dead and other spells that affect corpses or chunks, as well as [[Necromutation]] (which violates your ''own'' corpse). (Penance)
 
**[[Necromancy]] spells that don't affect corpses, such as [[Regeneration]], [[Pain]], [[Bolt of Draining]], or [[Sublimation of Blood]] are allowed, as is [[Corpse Rot]] (accelerated decay is still decay).
 
**If you are not sure whether a spell is allowed, check to see if it is highlighted in red.
 
  
 
==Given abilities==
 
==Given abilities==
 
'''[[Piety|Piety level -]]''': "Fungal"
 
'''[[Piety|Piety level -]]''': "Fungal"
*All plants are friendly towards you. (Passive)
+
*All plants are [[peaceful]] towards you. In addition to stationary plants, [[sleepcap]]s, [[shambling mangrove]]s, and [[thorn hunter]]s will be peaceful. (Passive)
*You can walk through plants, though it takes 50% longer than normal to do so. (Passive)
+
*You can walk through plants (but not [[tree]]s, which are walls). It takes 50% longer than normal to do so. (Passive)
*You can fire through all allied plant-type creatures without harming them. (Passive)
+
*Plants and trees are protected from harm. You can fire through all allied plant-type creatures as if they were a [[bush]], and no attack or spell will harm a plant/tree, even with spells like [[Fireball]]. (Passive)
*Fedhas will cause all corpses remaining on the current floor to instantly decay when you leave. This generates piety. (Passive)
+
**Entities created by spells, like [[orbs of destruction]] and [[battlesphere]]s (including its beams), are unable to pass through plants.
*'''Fungal Bloom''' - Causes all corpses in your field of vision to instantly decay. Corpses with a monster on top of them will not be affected. It turns corpses into [[skeleton]]s, [[zombie]]s into [[skeleton (monster)|skeletons]] (or destroys them outright if they lack bones), destroys ghoul genus monsters, and causes friendly [[toadstool]]s to grow. Any monsters defeated this way grant piety but no XP. (Free)
 
  
 
'''[[Piety|Piety level *]]''': "Green [Species]"
 
'''[[Piety|Piety level *]]''': "Green [Species]"
*'''Sunlight''' - Targeted ability with a small area of effect, inflicts back lit status (same as [[Corona]], but irresistible), and evaporates water (deep water turns to shallow water and shallow water turns to dry land). (2 MP, 50-100 Hunger)
+
*No new abilities.
  
 
'''[[Piety|Piety level **]]''': "Cultivator"
 
'''[[Piety|Piety level **]]''': "Cultivator"
*'''Evolution''' - Uses 2 rations or piety to turn one targeted plant in your line of sight into a stronger species under your control. (Costs 2 MP plus the following additional costs):
+
* '''Wall of Briars''': Encircles yourself with summoned [[briar patch]]es, which hurt any enemy that attacks them. Enemies can fire [[Ranged Weapons]] and other projectiles past the briars, though [[Hexes]] like [[Confuse]] can't pass through. It won't summon patches for enemies already next to you. (3 MP, 2-3 Piety)
**[[Plant]], [[Bush]], [[Burning bush]] -> [[Oklob plant]] (Costs 2 rations)
 
**[[Oklob sapling]] -> [[Oklob plant]] (Costs 4 piety)
 
**[[Toadstool]] -> [[Wandering mushroom]] (Costs 2 piety)
 
**[[Fungus]] -> Wandering mushroom (Costs 3 piety)
 
**[[Ballistomycete]] -> [[Hyperactive ballistomycete]] (Costs 4 piety).
 
  
 
'''[[Piety|Piety level ***]]''': "Fruitful"
 
'''[[Piety|Piety level ***]]''': "Fruitful"
*'''Growth''' - Creates plants in a circle around you and costs 2 rations per plant. If a complete circle can't be placed, then the plants are placed on open squares closest to monsters. Lets you choose how many plants to spawn and preview where they will be placed. Canceling and retrying the ability may give you a different arrangement. (2 MP, 2 rations per plant)
+
* '''Grow Ballistomycete''': Summons a [[ballistomycete]], at a chosen square up to 2 tiles away. Ballistomycetes create exploding spores, which deal <code>3d(6 + [[Invocations]])</code> damage<ref>{{source ref|0.30.0|mon-explode.cc|69}}</ref><ref>{{source ref|0.30.0|spl-summoning.cc|2494}}<br>Note that the spore's HD is adjusted by +1 in {{source ref|0.30.0|mon-cast.cc|6545}}.</ref> and [[confusion|confuses]] creatures that are [[unbreathing|breathing]]. Spores can hit the player. (4 MP, 4-6 Piety)
  
 
'''[[Piety|Piety level ****]]''': "Photosynthesist"
 
'''[[Piety|Piety level ****]]''': "Photosynthesist"
*'''Reproduction''' - Creates [[ballistomycete spore]]s from corpses in your field of vision to attack your enemies. (4 MP, 100-200 Hunger)
+
* '''Overgrow''': Transforms dungeon [[wall]]s and trees into plant allies by using the Overgrow ability. Once the plants despawn, the wall will be gone. This can override stone and metal walls. Higher [[Invocations]] will improve the selection of plants. (8 MP, 12-18 Piety)
  
 
'''[[Piety|Piety level *****]]''': "Green Death"
 
'''[[Piety|Piety level *****]]''': "Green Death"
*'''Rain''' - Creates a circle of water around you. The floor becomes shallow water, shallow water becomes deep water. Tiles with monsters in them cannot be turned to deep water. This ability also spawns random plants and fungus, and removes [[Sticky Flame]]. (4 MP, 150-300 Hunger, 4-6 Piety)
+
* '''Grow Oklob''': Grows an [[oklob plant]], at a chosen square up to 2 tiles away. These are strong, long lasting, and [[corrosion|corrosive]] allies. (6 MP, 6-9 Piety)
 +
:Higher [[Invocations]] increases the oklob's HP and firerate, but not damage. Oklob plants have a <code>25% + (2.5% * [[Invocations]])</code> chance to use Spit Acid each turn, if a target is in range.<ref>{{source ref|0.30.0|monster.cc|2573}}<br>Cast frequency is (X)/200, so 200 frequency means a spell is cast 100% of the time.</ref><ref>{{source ref|0.30.0|spl-summoning.cc|2543}}</ref>
  
 
'''[[Piety|Piety level ******]]''': "Force of Nature"
 
'''[[Piety|Piety level ******]]''': "Force of Nature"
 
*No new abilities.
 
*No new abilities.
 
Plants spawned by Fedhas are improved by [[Invocations]] skill; eg, oklobs' rate of fire is improved.
 
  
 
==Punishments==
 
==Punishments==
 
{{flavour|Fedhas does not appreciate abandonment, and will call down fearful punishments on disloyal followers!
 
{{flavour|Fedhas does not appreciate abandonment, and will call down fearful punishments on disloyal followers!
  
It is Fedhas's considered opinion that offenders against the natural order (Fedhas) simply need more exposure to nature to realize the error of their ways. Accordingly, Fedhas provides said nature, in the form of pure elemental destruction, waves of giant spores rising from nearby corpses, and, for the truly incorrigible, surrounding rings of animate mushrooms and acid-spitting oklobs.}}
+
Those who offend Fedhas will have forces of nature invoked against them in the form of pure elemental destruction. Waves of ballistomycete spores will rise from nearby corpses, and the worst offenders will be surrounded by animate mushrooms and acid-spitting oklob plants.
 +
 
 +
Fedhas's wrath lasts for a relatively short duration.}}
  
 
During penance, Fedhas will occasionally punish you with one of the following forms of [[divine retribution]]:
 
During penance, Fedhas will occasionally punish you with one of the following forms of [[divine retribution]]:
  
*The elements will be invoked against you. This equates to a random [[Ice Magic]], [[Earth Magic]], [[Fire Magic]], or [[Air Magic]] [[miscast]].
+
*The forces of nature will be invoked against you. This equates to a random [[Corrosive Bolt]], [[Primal Wave]], or [[Volley of Thorns]].
 +
*[[Corpse]]s in line of sight will produce hostile spores.
 
*Hostile plants (biased towards oklobs) will grow around you. This effect will only happen when abandoning Fedhas, never when simply under penance.
 
*Hostile plants (biased towards oklobs) will grow around you. This effect will only happen when abandoning Fedhas, never when simply under penance.
*Corpses in line of sight will produce hostile spores.
+
 
*All previously neutral or allied plants will also turn hostile upon abandonment or excommunication.
+
All previously neutral or allied plants will also turn hostile upon abandonment or excommunication.
  
 
==Strategy==
 
==Strategy==
*Fedhas' abilities may seem less powerful than those of many other gods, but they are still more than capable of proving devastating in combat. Creating a wall of plants, oklobs, or wandering mushrooms between you and approaching enemies will slow them down, giving you several turns to attack at range in safety. A ring of shallow water will hamper attacking enemies, while a ring of deep water will stop them in their tracks (though unless you're playing an aquatic species or are capable of flight or blinking, escaping the ring yourself may be tricky). [[Merfolk]] especially benefit here, as fighting from water grants them a significant bonus to [[ev]]asion, while large species ([[troll]]s, [[ogre]]s, [[centaur]]s, and [[naga]]s), [[barachim]], and [[octopode]]s are not penalized for fighting in shallow water. The explosions from giant spores may be unlikely to kill any major threat outright, but the confusion they induce allows opportunities for [[stabbing]], and can insta-kill opponents that wander into deep water. Even Fedhas' granted allies are unusual; oklob plants are devastating and can fire through each other's tiles, but can only attack things within their range, and wandering mushrooms can injure and confuse opponents without poison resistance, but run out of HD after enough attacks.
+
Fedhas offers a strong variety of summons that you can fire through. The plants themselves are quite strong, remaining useful throughout a 3-rune game (at the least):
 +
*Briar patches will prevent enemies from getting into melee range, but they can't block ranged attacks or most damaging spells. Still, Wall of Briars can make it easier to escape, break [[attacks of opportunity]], and deal a fair bit of [[spiny]] damage to melee attackers. Also, being surrounded by briars makes it harder for enemies to surround you. Just beware that it takes 1.5 [[decaAut]] to pass through each plant.
 +
**Among other things, Wall of Briars can block [[trample]] and [[Harpoon Shot]] (you can't be pushed/pulled past the briars).
 +
**Briars ''can'' block [[Hexes]], and hex-like spells such as [[malmutate]]. Great for preventing [[paralysis]]!
 +
*Ballistomycetes inflict [[confusion]], which by itself can take out many early/mid game enemies. Spores are very likely to confuse enemies, regardless of their [[willpower]], [[HD]], or [[poison resistance]] - it will even confuse [[Tiamat]] and the [[Hell]] lords. However, it doesn't do much against [[unbreathing]] ([[nonliving]] or [[undead]]) foes.
 +
*Oklobs deal moderately high damage (which few monsters resist) and [[corrode]]s enemies, severely lowering their [[AC]]. The corrosion effect is strong in practice, and even stronger when considering that your plant allies also benefit.
  
*Try to use Fedhas' abilities creatively to prepare traps for enemies to blunder into. Creating a large oklob plant farm just outside of a branch end will allow you to lure powerful enemies to an acidic doom (bear in mind that as piety is plentiful and rations are not, it's cheaper to use Rain to generate plants than Growth). You can use a combination of Rain and Sunlight to create single tile pathways with deep water on both sides; confuse enemies halfway across to drown them with ease. You can even use Sunlight afterwards to dry up the water and claim the loot and corpses. Generated water tiles can also be used to create interesting [[cloud]] effects; cast [[Bolt of Cold]] on enemies in a watery hallway to fill it with freezing clouds, dealing extra [[cold]] damage each turn, or [[Bolt of Fire]]/[[Conjure Flame]] to generate billowing clouds of [[line of sight]]-blocking [[steam]].
+
As all invocable plants are both stationary and long lasting, try to place them where you can easily sustain fighting. Make sure you aren't blocking your plants! The end of a hallway is often a good location for oklobs. Meanwhile, ballistomycetes don't work well in cramped corridors; they produce spores that explode in a 3x3 radius, potentially harming you. In that case, you may want to [[kite]] a monster around a wall while your plants fire.
  
*Bear in mind that Rain can also be used to permanently seal off areas you don't want monsters getting out of. A couple uses can block off a dangerous vault, for instance, or keep overly dangerous [[unique]]s trapped in a section of the floor you're willing to abandon. Of course, this won't stop monsters that can fly or swim.
+
===Tips & Tricks===
 
+
*Spores will tend to track towards enemies, but are not perfect. The plant can be '''t'''old to '''a'''ttack a specific target, but spores are unable to listen.
*Apart from Sunlight's obvious uses (increasing your accuracy against nimble enemies and drying up deep water), bear in mind that it can also reveal [[invisible]] monsters, and that stranding aquatic opponents on dry land is an effective way to defeat them from a safe range (though they may manage to flop back into water if any is nearby).
+
*Any plants you summon are considered to worship Fedhas, so your oklobs can fire through other plants. (Spores can't pass through, however.)
 
+
*Overgrowth is very expensive compared to Fedhas' other abilities. Its main use is to break through stone and metal [[wall]]s, such the [[Slime Pits|Slime]]:5 loot chambers or the lungs in [[Zot]]:5.
*The Reproduction ability can be devastating if used correctly, but requires caution. Spore explosions automatically confuse anything that is of [[natural]] [[holiness]] and which lacks magic immunity, regardless of [[poison]] or [[magic resistance]]. This includes you, so never cast it at nearby corpses. Ranged fighters can "create" a single corpse in a group of enemies, then use Reproduction to hit the group several times over.
 
**[[Giant spore]]s won't follow your orders. Don't waste turns.
 
 
 
*Kills from oklob plants and wandering mushrooms count as kills by summons, granting reduced XP. Kills from spores grant full XP.
 
 
 
*Don't worry too much about letting allied plants die, as the penalty is only 1 piety, or about 1 corpse's worth. Do, however, avoid killing plants yourself, as that incurs a much greater penalty. In particular, accidentally drowning part of your own oklob farm is a good way to get a [[YASD]] (see [http://i.imgur.com/Uezq4bc.png here]).
 
 
 
*Along with improving your ability success rate, improving [[Invocations]] also improves the power of your abilities: your oklob plants will fire more often and for more damage, your wandering mushrooms will generate with additional HD, your plants will be more durable, and your Rain will generate more rain clouds.
 
 
 
*Be aware that your ability to fire through allied plants does not apply to every spell in the game; some will inflict friendly fire and cost you piety.
 
**The following spells can pass through allied plants without harming them: [[Flame Tongue]], [[Magic Dart]], [[Shock]], [[Sting]], [[Throw Flame]], [[Throw Frost]], [[Mephitic Cloud]], [[Stone Arrow]], [[Iskenderun's Mystic Blast]] (even if it explodes), [[Bolt of Magma]], [[Lightning Bolt]], [[Venom Bolt]], [[Bolt of Cold]], [[Bolt of Draining]], [[Bolt of Fire]], [[Iron Shot]], [[Poison Arrow]], [[Lehudib's Crystal Spear]], and [[Thunderbolt]] ([[lightning rod]]).
 
**The following spells will affect allied plants as described:
 
***[[Orbs of Destruction]] cannot pass through.
 
***[[Battlesphere]]s' beams cannot pass through.
 
***[[Fireball]] can pass through, but the resulting explosion will harm allied plants.
 
***Enchantments like [[Agony]], [[Dispel Undead]], [[Pain]], [[Confuse]], etc. can not pass through, though they will not affect the plant.
 
***Fedhas protects allied plants from the clouds produced by [[Ignite Poison]], [[Freezing Cloud]], [[Ring of Flames]], and [[Glaciate]], but not from [[Tornado]].
 
***Fedhas protects allied plants from the explosions of [[Lee's Rapid Deconstruction]] and [[Ignition]], but not from [[Fulminant Prism]].
 
**[[Static Discharge]], [[Ozocubu's Refrigeration]], [[Conjure Ball Lightning]], [[Chain Lightning]], [[Shatter]], and [[Fire Storm]] will harm allied plants.
 
 
 
*Winning a 3-rune ascension with Fedhas is perfectly reasonable, but getting a 15-rune victory is significantly harder. Fedhas is one of the least effective gods in the extended end-game; their abilities burn through piety quickly, and the near-absence of corpses in [[the Abyss]], the [[Hell]]s, and [[Pandemonium]] will leave you with very little ammunition to work with. On top of that, many of their abilities are ineffective against demons: spores can't confuse them, and most demons fly right over deep water.
 
 
 
*Rations are finite. If you're running low on rations and find a [[scroll of acquirement]], you can acquire more. Food [[shop]]s can also be helpful, as rations are cheap. Scumming Pandemonium/Abyss/Ziggurats could theoretically give you an infinite number of rations, but by that time you will likely have no use for Fedhas.
 
  
 
==History==
 
==History==
 +
*Prior to [[0.30]], Fedhas did not protect trees. You would receive [[penance]] for destroying trees.
 +
*Prior to [[0.28]], oklob plant's Spit Acid dealt less damage (<code>3d7 + 2d4</code>) to monsters, but oklobs fired faster.
 +
*Prior to [[0.27]], many spells, like [[Fulminant Prism]] and [[Fire Storm]], would harm plants in the process.
 +
*Prior to [[0.24]], Fedhas did not allow the undead to worship it. Fedhas' abilities were greatly reworked in this version: the previous version revolved around permanent plants, terrain changes, and a direct [[ration]] cost. For more details, see [http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&direction=prev&oldid=51535 this revision].
 
*Prior to [[0.22]], Evolution was granted at *, and Sunlight was granted at **.
 
*Prior to [[0.22]], Evolution was granted at *, and Sunlight was granted at **.
 
*Prior to [[0.21]], Fedhas abilities used [[fruit]]s rather than rations.
 
*Prior to [[0.21]], Fedhas abilities used [[fruit]]s rather than rations.
 +
*Prior to [[0.19]], Fedhas didn't have [[piety]] decay.
 
*Prior to [[0.15]], worshipers of Fedhas could not cast [[Sublimation of Blood]] without incurring piety loss and/or penance.
 
*Prior to [[0.15]], worshipers of Fedhas could not cast [[Sublimation of Blood]] without incurring piety loss and/or penance.
 
*Prior to [[0.8]], Decomposition was accomplished as an ability, not through prayer.
 
*Prior to [[0.8]], Decomposition was accomplished as an ability, not through prayer.
 +
 +
==References==
 +
<references/>
  
 
{{gods}}
 
{{gods}}

Latest revision as of 22:05, 10 March 2024

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Fedhas altar.png "Spread life and death."
Fedhas is the god of plant and fungal life. Followers are forbidden from harming any species under Fedhas' protection. In return Fedhas grants a number of abilities that promote the growth of plant and fungi. These abilities may incidentally prove useful to adventurers.

Plants and fungi will not attack Fedhas' worshippers without provocation. Fedhas' worshippers may walk through plants or fungi, and even fire missiles or spells through them without causing harm. Fedhas grants powers to temporarily grow a menagerie of plant allies whose strength and duration increase with Invocations skill. Worshipers may grow a protective wall of briar patches as well as ballistomycetes that fire damaging spores whose explosions confuse living creatures. Devout followers can overgrow a stretch of solid terrain with a cluster of plant allies or even summon a mighty oklob plant.

Fedhas likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings and you destroy nonliving beings.

Fedhas dislikes it when you destroy plants.

Racial restrictions

Demigods are unable to worship Fedhas (or any other god). Also, characters who sacrificed love under Ru cannot join Fedhas.

Appreciates

Deprecates

  • Inactivity: You lose 1 piety per 700 turns, on average (1/35 chance every 20 turns).
  • Attacking allied flora. (Piety loss)

Given abilities

Piety level -: "Fungal"

  • All plants are peaceful towards you. In addition to stationary plants, sleepcaps, shambling mangroves, and thorn hunters will be peaceful. (Passive)
  • You can walk through plants (but not trees, which are walls). It takes 50% longer than normal to do so. (Passive)
  • Plants and trees are protected from harm. You can fire through all allied plant-type creatures as if they were a bush, and no attack or spell will harm a plant/tree, even with spells like Fireball. (Passive)

Piety level *: "Green [Species]"

  • No new abilities.

Piety level **: "Cultivator"

  • Wall of Briars: Encircles yourself with summoned briar patches, which hurt any enemy that attacks them. Enemies can fire Ranged Weapons and other projectiles past the briars, though Hexes like Confuse can't pass through. It won't summon patches for enemies already next to you. (3 MP, 2-3 Piety)

Piety level ***: "Fruitful"

  • Grow Ballistomycete: Summons a ballistomycete, at a chosen square up to 2 tiles away. Ballistomycetes create exploding spores, which deal 3d(6 + Invocations) damage[1][2] and confuses creatures that are breathing. Spores can hit the player. (4 MP, 4-6 Piety)

Piety level ****: "Photosynthesist"

  • Overgrow: Transforms dungeon walls and trees into plant allies by using the Overgrow ability. Once the plants despawn, the wall will be gone. This can override stone and metal walls. Higher Invocations will improve the selection of plants. (8 MP, 12-18 Piety)

Piety level *****: "Green Death"

  • Grow Oklob: Grows an oklob plant, at a chosen square up to 2 tiles away. These are strong, long lasting, and corrosive allies. (6 MP, 6-9 Piety)
Higher Invocations increases the oklob's HP and firerate, but not damage. Oklob plants have a 25% + (2.5% * Invocations) chance to use Spit Acid each turn, if a target is in range.[3][4]

Piety level ******: "Force of Nature"

  • No new abilities.

Punishments

Fedhas does not appreciate abandonment, and will call down fearful punishments on disloyal followers!

Those who offend Fedhas will have forces of nature invoked against them in the form of pure elemental destruction. Waves of ballistomycete spores will rise from nearby corpses, and the worst offenders will be surrounded by animate mushrooms and acid-spitting oklob plants.

Fedhas's wrath lasts for a relatively short duration.

During penance, Fedhas will occasionally punish you with one of the following forms of divine retribution:

  • The forces of nature will be invoked against you. This equates to a random Corrosive Bolt, Primal Wave, or Volley of Thorns.
  • Corpses in line of sight will produce hostile spores.
  • Hostile plants (biased towards oklobs) will grow around you. This effect will only happen when abandoning Fedhas, never when simply under penance.

All previously neutral or allied plants will also turn hostile upon abandonment or excommunication.

Strategy

Fedhas offers a strong variety of summons that you can fire through. The plants themselves are quite strong, remaining useful throughout a 3-rune game (at the least):

  • Briar patches will prevent enemies from getting into melee range, but they can't block ranged attacks or most damaging spells. Still, Wall of Briars can make it easier to escape, break attacks of opportunity, and deal a fair bit of spiny damage to melee attackers. Also, being surrounded by briars makes it harder for enemies to surround you. Just beware that it takes 1.5 decaAut to pass through each plant.
    • Among other things, Wall of Briars can block trample and Harpoon Shot (you can't be pushed/pulled past the briars).
    • Briars can block Hexes, and hex-like spells such as malmutate. Great for preventing paralysis!
  • Ballistomycetes inflict confusion, which by itself can take out many early/mid game enemies. Spores are very likely to confuse enemies, regardless of their willpower, HD, or poison resistance - it will even confuse Tiamat and the Hell lords. However, it doesn't do much against unbreathing (nonliving or undead) foes.
  • Oklobs deal moderately high damage (which few monsters resist) and corrodes enemies, severely lowering their AC. The corrosion effect is strong in practice, and even stronger when considering that your plant allies also benefit.

As all invocable plants are both stationary and long lasting, try to place them where you can easily sustain fighting. Make sure you aren't blocking your plants! The end of a hallway is often a good location for oklobs. Meanwhile, ballistomycetes don't work well in cramped corridors; they produce spores that explode in a 3x3 radius, potentially harming you. In that case, you may want to kite a monster around a wall while your plants fire.

Tips & Tricks

  • Spores will tend to track towards enemies, but are not perfect. The plant can be told to attack a specific target, but spores are unable to listen.
  • Any plants you summon are considered to worship Fedhas, so your oklobs can fire through other plants. (Spores can't pass through, however.)
  • Overgrowth is very expensive compared to Fedhas' other abilities. Its main use is to break through stone and metal walls, such the Slime:5 loot chambers or the lungs in Zot:5.

History

  • Prior to 0.30, Fedhas did not protect trees. You would receive penance for destroying trees.
  • Prior to 0.28, oklob plant's Spit Acid dealt less damage (3d7 + 2d4) to monsters, but oklobs fired faster.
  • Prior to 0.27, many spells, like Fulminant Prism and Fire Storm, would harm plants in the process.
  • Prior to 0.24, Fedhas did not allow the undead to worship it. Fedhas' abilities were greatly reworked in this version: the previous version revolved around permanent plants, terrain changes, and a direct ration cost. For more details, see this revision.
  • Prior to 0.22, Evolution was granted at *, and Sunlight was granted at **.
  • Prior to 0.21, Fedhas abilities used fruits rather than rations.
  • Prior to 0.19, Fedhas didn't have piety decay.
  • Prior to 0.15, worshipers of Fedhas could not cast Sublimation of Blood without incurring piety loss and/or penance.
  • Prior to 0.8, Decomposition was accomplished as an ability, not through prayer.

References

  1. mon-explode.cc:69 (0.30.0)
  2. spl-summoning.cc:2494 (0.30.0)
    Note that the spore's HD is adjusted by +1 in mon-cast.cc:6545 (0.30.0).
  3. monster.cc:2573 (0.30.0)
    Cast frequency is (X)/200, so 200 frequency means a spell is cast 100% of the time.
  4. spl-summoning.cc:2543 (0.30.0)
Gods
Good ElyvilonZinThe Shining One
Neutral AshenzariCheibriadosFedhas MadashGozag Ym SagozHepliaklqanaIgnisNemelex XobehOkawaruQazlalRuSif MunaTrogUskayawVehumetWu Jian
Chaotic JiyvaXom
Evil BeoghDithmenosKikubaaqudghaLugonu *Makhleb *Yredelemnul
* Chaotic & Evil