Difference between revisions of "Vehumet"

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[[File:Vehumet altar.png]] "Let it end in hellfire!"''
  
[[File:Vehumet altar.png]] ''"Let it end in hellfire!"''
+
{{flavour|Vehumet is a god of the destructive powers of magic. Followers will gain divine assistance in commanding the hermetic arts, and the most favoured stand to gain access to some of the fearsome spells in Vehumet's library. One's devotion to Vehumet can be proven by the causing of as much carnage and destruction as possible.
  
{{flavour|Vehumet is a god of the destructive powers of magic. Followers gain various useful powers to enhance their command of the hermetic arts, and the most favoured stand to gain access to some of the fearsome spells in Vehumet's library. One's devotion to Vehumet can be proven by the causing of as much carnage and destruction as possible.
+
Worshippers of Vehumet will quickly be able to recover their magical energy upon killing beings. As they gain favour, they will also gain enhancements to their destructive spells — first assistance in casting such spells and then increased range for conjurations. Vehumet will offer followers the knowledge of increasingly powerful destructive spells as they gain piety.
  
Worshippers of Vehumet will quickly be able to recover their magical energy upon killing beings. As they gain favour, they will also gain enhancements to their destructive spells — first assistance in casting such spells and then increased range for conjurations. Vehumet will offer followers the knowledge of increasingly powerful destructive spells as they gain piety.
+
Vehumet likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings and you destroy nonliving beings.}}
  
Vehumet likes it when you kill living beings, you kill the undead, you kill demons and you kill holy beings.}}
+
==Restrictions==
 +
*[[Djinn]]'s unusual approach to magic renders them unable to worship Vehumet.
 +
*[[Demigod]]s may not worship Vehumet (or any other deity).
  
 
==Appreciates==
 
==Appreciates==
*You killing living, [[demonic]], [[holy]] and [[undead]] monsters.
+
*You killing monsters (living, [[demonic]], [[holy]], [[nonliving]], and [[undead]]).
  
 
==Deprecates==
 
==Deprecates==
*Forgetting him. [[Piety]] slowly falls over time (about 1 every 340 turns), and you are excommunicated if it falls to 0.
+
*Inactivity: You lose 1 piety per 340 turns, on average (1/17 chance every 20 turns).
*Abandoning him.
+
*Abandonment.
  
 
==Given Abilities==
 
==Given Abilities==
Line 21: Line 24:
  
 
'''[[Piety|Piety level *]]''': "Scholar of Destruction"
 
'''[[Piety|Piety level *]]''': "Scholar of Destruction"
:*'''Gain power from killing''' - When you kill a monster, you have a piety-based chance of gaining 1d(HD/2) in MP, where HD is the hit dice of the monster killed. This chance is (piety-30)/piety. At full piety, 85%. (Passive)
+
:*'''Gain power from killing''' - When you kill a monster, you have a piety-dependent chance of recovering an average of ([[HD]]/4) MP. Specifically, you have a <code>(piety-30)/piety</code>% chance<ref>{{source ref|0.30.1|mon-death.cc|2071}}<br>piety_breakpoint(0) = 1* piety = 30</ref> of healing <code>1d(HD/2)</code> MP.<ref>{{source ref|0.30.1|mon-death.cc|2093}}</ref> HD is the [[hit dice]] of the monster killed. At max piety, you have an 85% chance. (Passive)
  
 
'''[[Piety|Piety level **]]''': "Caster of Ruination"
 
'''[[Piety|Piety level **]]''': "Caster of Ruination"
Line 27: Line 30:
  
 
'''[[Piety|Piety level ***]]''': "Traumaturge"
 
'''[[Piety|Piety level ***]]''': "Traumaturge"
:*'''Aid to destructive magic''' - Your chance of miscasting destructive spells is reduced by 33%. (Passive)
+
:*'''Aid to destructive magic''' - Your chance of miscasting destructive spells is significantly, roughly equal to having 2 stacks of [[wizardry]].
 +
:Specifically, your [[Spell Success#Modifiers|raw spell success rate]] is multiplied by x66.6%. Generally, your actual failure rates will be smaller than (previous_fail% * .666) at any practical failure rate. Note that this bonus is not considered wizardry, so having wizardry x3 is not the same as having the Vehumet bonus and wizardry x1. Instead, the Vehumet bonus and wizardry multiplicatively stack.
  
 
'''[[Piety|Piety level ****]]''': "Battlemage"
 
'''[[Piety|Piety level ****]]''': "Battlemage"
:*'''Range increase for destructive magic''' - The range of destructive spells is increased by 1 tile. (''Exceptions'': [[Static Discharge]], [[Sticky Flame]] and [[Freeze]].) (Passive)
+
:*'''Range increase for destructive magic''' - The range of destructive spells is increased by 1 tile. (''Exceptions'': [[Irradiate]], [[Static Discharge]], [[Arcjolt]], [[Sticky Flame]], [[Freeze]], [[Frozen Ramparts]], [[Hailstorm]].) (Passive)
  
 
'''[[Piety|Piety level *****]]''': "Warlock"
 
'''[[Piety|Piety level *****]]''': "Warlock"
Line 38: Line 42:
 
:*No new abilities.
 
:*No new abilities.
  
'''What Vehumet Considers Destructive Magic'''<br>
+
===Destructive spells===
Vehumet's "Destructive spells" are all [[Conjurations]] spells, plus: [[Airstrike]], [[Ignite Poison]], [[Olgreb's Toxic Radiance]], [[Inner Flame]], [[Freeze]], [[Ozocubu's Refrigeration]], [[Sandblast]], [[Lee's Rapid Deconstruction]], [[Shatter]], [[Tornado]].
+
Vehumet's "Destructive spells" include all [[Conjurations]] spells, plus spells with the <code>spflag::destructive</code> flag:<ref>{{source ref|0.30.1|spl-data.h|1}}</ref>
 +
 
 +
<div style="column-count:3">
 +
*[[Airstrike]]
 +
*[[Eringya's Noxious Bog]]
 +
*[[Freeze]]
 +
*[[Frozen Ramparts]]
 +
*[[Ignite Poison]]
 +
*[[Ignition]]
 +
*[[Inner Flame]]
 +
*[[Kindle Blastsparks]]
 +
*[[Lee's Rapid Deconstruction]]
 +
*[[Maxwell's Capacitive Coupling]]
 +
*[[Olgreb's Toxic Radiance]]
 +
*[[Ozocubu's Refrigeration]]
 +
*[[Plasma Beam]]
 +
*[[Poisonous Vapours]]
 +
*[[Polar Vortex]]
 +
*[[Sandblast]]
 +
*[[Scorch]]
 +
*[[Shatter]]
 +
*[[Yara's Violent Unravelling]]
 +
</div>
  
 
==Gifts==
 
==Gifts==
*'''[[Spell]]s.''' If you are above the first piety breakpoint and eligible for a gift, there is chance that Vehumet will offer you the knowledge of a '''Destructive spell'''. As you continue to gain piety, further gifts will be offered (15 gifts can occur in a single game). The first gift will always happen at <nowiki>*</nowiki> piety and it will be a level one spell. The currently available gift can be seen via (M)emorize spell. When a new spell is offered, the previous one will no longer be available. The last three spells are always level 8 or 9 spells, will all be offered at once, and will never be made unavailable (unless you abandon Vehumet).
+
'''[[Spell]]s.'''  
 +
If you are above the first piety breakpoint and eligible for a gift, there is chance that Vehumet will offer you the knowledge of a '''Destructive spell'''. Vehumet will offer up to 15 spells:<ref>{{source ref|0.30.1|religion.cc|1302}}</ref>
 +
 
 +
{| class="wikitable"
 +
! Gift !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13-15
 +
|-
 +
! [[List of spells by level|Spell levels]]
 +
| 1
 +
| 1-2
 +
| 2-3
 +
| 3-4
 +
| 3-5
 +
| 4-7
 +
| 4-7
 +
| 5-7
 +
| 5-7
 +
| 5-7
 +
| 5-7
 +
| 6-8
 +
| 8-9
 +
|}
  
Your skills can affect the type of spells you get: e.g. if your Fire Magic skill is 10  levels higher than your Ice Magic skill, the chance of receiving fire spells is almost doubled (×1.9), and the chance for ice spells is divided by 10. This is applied only to elemental spells (e.g. not Poison Magic),  and it can't go beyond the limits used in the previous example (×1.9 and ÷10, reached when the difference between the opposite skills is 10). In effect this means that you are likely to receive the high-end spells of the spell-schools you are training for, but there is no guarantee.
+
The first gift will always happen at <nowiki>*</nowiki> piety. Once a new gift is offered, you lose access to the previous gift. The last three spells, which are all level 8-9, are all offered at once, and will always be available so long as you continue to worship Vehumet. Vehumet will not gift spells that are already in your library and will attempt not to gift spells that had been previous gifts.
  
The [[Gift Timeout|gift timeout]] is 98+2d50 turns for the first four gifts, and 128+2d50+2d15 for the rest.
+
Gifts will tend to correlate with your trained elemental skills. Investing more into specific elemental skills (Fire, Ice, Earth, Air) increases the chance of a spell of said skill. Each school starts at 100 "weight", and every skill level adds 10 to it; the relative likelihood of a specific element is (their weight / total weight).<ref>{{source ref|0.30.1|religion.cc|1357}}</ref> For example, if you have 10 skill in Fire Magic and 0 in other schools, Fire Magic will be twice as likely, and the others are 66% as likely.
 +
 
 +
===Gift Breakpoints===
 +
Vehumet gives spells at the following points, assuming you have gifts left:<ref>{{source ref|0.30.1|religion.cc|1632}}</ref>
 +
 
 +
*Gift #1: Always gift at 30 (1*) piety
 +
*Gifts #2-5: Always gift by 53, 71, 89, 107 piety, respectively. These may be given a little earlier than this.
 +
*Gifts #6-15: At ≥ 120 (5*) piety, uses the [[gift timeout]] system, for timeout = <code>28 + (2d30)/2</code>.<ref>{{source ref|0.30.1|religion.cc|1668}}</ref> When timeout = 0, there's a 5% chance to get a gift whenever you gain piety.
 +
**The final four gifts (#12-15) can only be given at 6* piety.
 +
 
 +
There is a cooldown of <code>98 + 2d50</code> turns between gifts. If you'd reach a gift threshold during the cooldown, you don't get the gift. For gifts #2-5, you'll just get the gift the next time you gain piety. However, this cooldown could theoretically matter for the 5* -based gifts, since you'd need to roll the 5% chance again.
  
 
==Punishments==
 
==Punishments==
*[[Conjuration]] [[miscast effects]]. There is also a 5% chance of forced miscasts when trying to cast destructive spells.
+
{{flavour|Vehumet does not appreciate abandonment, and will call down fearful punishments upon disloyal followers!
 +
 
 +
Those that anger Vehumet find destruction amply heaped upon them. Novices are struck by flame and frost; archmages by crystal spears and firestorms. Their own conjurations, too, are wont to misfire at the worst possible moments.
 +
 
 +
Vehumet's wrath lasts for a relatively short duration.}}
 +
 
 +
Those who abandon Vehumet are periodically bombarded with a wide range of harmful Conjurations; various spells of a spell level between <code>1 + XL/5</code> and <code>1 + XL/3</code> are cast on you.<ref>{{source ref|0.30.1|god-wrath.cc|1108}}</ref>
 +
 
 +
Vehumet also has a 5% chance to punish you whenever you cast a destructive spell.<ref>{{source ref|0.30.1|spl-cast.cc|2050}}</ref> The spell still succeeds, but you get a [[miscast effect]] anyway.
  
 
==Strategy==
 
==Strategy==
All of Vehumet's bonuses are passive, making it a good choice for spellcasters who do not want to spend XP on the [[Invocations]] skill. Vehumet also awards piety for killing, and usually gifts the most destructive spells in the game, very suitable for spellcasters who prefer a more aggressive play style.
+
Vehumet offers a nearly guaranteed "engine", or way to kill things, up through [[Zot]]:5. However, without any active abilities, Vehumet is worse in emergency situations. In a way, you aren't worshipping Vehumet; think of your ''spells'' as the actual god.
  
The MP refund on kill, while not terrific early on, really shines in the mid-game and late-game with area of effect spells that can take out multiple enemies at once - not to mention that, as far as their cost is concerned, they are much more efficient (e.g. Fire Storm has a lot more destructive potential than 9 Magic Darts). [[Freezing Cloud]], [[Fireball]], and [[Poisonous Cloud]] are other spells that can refund a lot of MP. [[Delayed Fireball]] can even be used as a net MP gain in emergencies. Of course, no one says you ''have'' to kill enemies with spells to get MP back; bashing them to death with a staff or using a wand/rod to cast works too. All the same, you will probably end most fights at less than full MP, so consider carrying a [[staff of energy]] for channeling between fights.
+
The curated spell gifts, starting from 1* of piety, ensure some method to kill those pesky [[orbs of fire]] (and just about everything else). Two free ranks of [[wizardry]] help get your powerful spells online faster. It makes level 9 spells (more) reasonable to cast in a 3-rune game. And the +1 range is helpful for certain spells. All this comes with zero [[Invocations]] investment. When combined with the wizardry, worshippers can afford to invest more into defensive skills, or even hybridize.  
  
Miscast reduction may be the power with the largest impact. It will allow you cast spells well in advance of your time: for example, a level 15 character who focused the relevant skills has a good chance of learning one of the "ultimate" level 9 conjuration spells thanks to this! Less focused characters still benefit, allowing for excellent hybrid play; a character with powerful mid-level spells, competent physical combat prowess, and decent defensive skills is very well prepared. The reduced need for [[wizardry]] enhancers allows for much more diverse equipment choices as well.
+
Whether "having spells as a god" is a good thing is up to you, but it does come with a few downsides. Without active abilities, you have less ways to deal with a dangerous situation. In addition, Vehumet is one of the weaker gods for the early game. For spellcaster backgrounds, the first few spell gifts generally won't be much of an improvement compared to your own spells. Characters new to spellcasting have to take time to train up magic, which might not be all that powerful by the time you hit 1* or even 3*. Furthermore, there are ways to get an "engine" without taking up the god slot.
  
Finally, the range increase enhances a spellcaster's arsenal to be slightly more deadly. In particular, some spells (such as Fireball or Fire Storm) will be able to hit enemies beyond your max line of sight: stationary foes such as [[statue]]s and [[oklob plant]]s pose no risk with this method.
+
Overall, using Vehumet is not as simple as it may seem. Your spells may be strong, but good general play is still necessary to make up for a lack of actives.
  
Combining all these powers makes Vehumet the god of choice for spellcasters planning on tackling [[Ziggurat]]s, where you'll be facing large group after large group of enemies that you need to take down fast, and against whom your MP needs to last as long as possible.
+
===Tips & Tricks===
 +
*The MP refund is fairly weak early on, but really shines with higher-level AOE spells that take out multiple enemies at once. Vehumet doesn't even require you to use spells; bashing them to death with a [[magical staff]] or firing a [[wand]] works just as well.
 +
*Since Vehumet will try to gift spells which you haven't yet seen (picking up a book will mark all spells therein as "seen"), it may be worth buying early spell books from magic schools you don't want.
 +
*Vehumet is one of the few gods you can abandon while keeping permanent benefits granted via worship (spells learned via direct gift).
 +
**Vehumet is a decent god for the extended game, thanks to the strong MP regen, but a god with useful active abilities may be preferred. For example, [[The Shining One]] provides active abilities and both HP and MP restoration when killing evil monsters (which make up most of the extended game monster lists).
 +
**Vehumet is actually one of the stronger [[Ziggurat]] gods, as the sheer mass of enemies you'll be killing provides a massive amount of MP.
  
==Tips & Tricks==
 
* Since Vehumet will try to gift spells which you haven't yet seen (picking up a book will mark all spells therein as "seen"), it may be worth buying early spell books from magic schools you don't want. For example, buying a [[Book of Ice]] will ensure that your [[Fire Elementalist]] won't receive a useless [[Bolt of Cold]].
 
 
==History==
 
==History==
Vehumet underwent a complete overhaul in [[0.12]], dropping summoning support, MP reduction, and book gifts, instead gifting destructive spells directly.  
+
*Prior to [[0.31]], Vehumet's spell failure reduction would only stack with 1 level of wizardry.
 +
*In [[0.26]], Vehumet's spell gifts were widened in level range.
 +
*Prior to [[0.16]], Vehumet tried not to gift spells that could cause [[antitraining]] (Fire/Ice, Air/Earth).
 +
*Vehumet underwent a complete overhaul in [[0.12]], dropping summoning support, MP cost reduction, and book gifts, instead gifting destructive spells directly. For information about Vehumet prior to 0.12, see [http://crawl.chaosforge.org/index.php?title=Vehumet&oldid=13070 this revision].
  
For information about Vehumet prior to 0.12, see [http://crawl.chaosforge.org/index.php?title=Vehumet&oldid=13070 this revision].
+
==References==
 +
<references />
  
 
{{gods}}
 
{{gods}}

Latest revision as of 11:39, 20 January 2024

Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Vehumet altar.png "Let it end in hellfire!"
Vehumet is a god of the destructive powers of magic. Followers will gain divine assistance in commanding the hermetic arts, and the most favoured stand to gain access to some of the fearsome spells in Vehumet's library. One's devotion to Vehumet can be proven by the causing of as much carnage and destruction as possible.

Worshippers of Vehumet will quickly be able to recover their magical energy upon killing beings. As they gain favour, they will also gain enhancements to their destructive spells — first assistance in casting such spells and then increased range for conjurations. Vehumet will offer followers the knowledge of increasingly powerful destructive spells as they gain piety.

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

Restrictions

  • Djinn's unusual approach to magic renders them unable to worship Vehumet.
  • Demigods may not worship Vehumet (or any other deity).

Appreciates

Deprecates

  • Inactivity: You lose 1 piety per 340 turns, on average (1/17 chance every 20 turns).
  • Abandonment.

Given Abilities

Piety level -: "Sorcerer's Apprentice"

  • No new abilities.

Piety level *: "Scholar of Destruction"

  • Gain power from killing - When you kill a monster, you have a piety-dependent chance of recovering an average of (HD/4) MP. Specifically, you have a (piety-30)/piety% chance[1] of healing 1d(HD/2) MP.[2] HD is the hit dice of the monster killed. At max piety, you have an 85% chance. (Passive)

Piety level **: "Caster of Ruination"

  • No new abilities.

Piety level ***: "Traumaturge"

  • Aid to destructive magic - Your chance of miscasting destructive spells is significantly, roughly equal to having 2 stacks of wizardry.
Specifically, your raw spell success rate is multiplied by x66.6%. Generally, your actual failure rates will be smaller than (previous_fail% * .666) at any practical failure rate. Note that this bonus is not considered wizardry, so having wizardry x3 is not the same as having the Vehumet bonus and wizardry x1. Instead, the Vehumet bonus and wizardry multiplicatively stack.

Piety level ****: "Battlemage"

Piety level *****: "Warlock"

  • No new abilities.

Piety level ******: "Luminary of Lethal Lore"

  • No new abilities.

Destructive spells

Vehumet's "Destructive spells" include all Conjurations spells, plus spells with the spflag::destructive flag:[3]

Gifts

Spells. If you are above the first piety breakpoint and eligible for a gift, there is chance that Vehumet will offer you the knowledge of a Destructive spell. Vehumet will offer up to 15 spells:[4]

Gift 1 2 3 4 5 6 7 8 9 10 11 12 13-15
Spell levels 1 1-2 2-3 3-4 3-5 4-7 4-7 5-7 5-7 5-7 5-7 6-8 8-9

The first gift will always happen at * piety. Once a new gift is offered, you lose access to the previous gift. The last three spells, which are all level 8-9, are all offered at once, and will always be available so long as you continue to worship Vehumet. Vehumet will not gift spells that are already in your library and will attempt not to gift spells that had been previous gifts.

Gifts will tend to correlate with your trained elemental skills. Investing more into specific elemental skills (Fire, Ice, Earth, Air) increases the chance of a spell of said skill. Each school starts at 100 "weight", and every skill level adds 10 to it; the relative likelihood of a specific element is (their weight / total weight).[5] For example, if you have 10 skill in Fire Magic and 0 in other schools, Fire Magic will be twice as likely, and the others are 66% as likely.

Gift Breakpoints

Vehumet gives spells at the following points, assuming you have gifts left:[6]

  • Gift #1: Always gift at 30 (1*) piety
  • Gifts #2-5: Always gift by 53, 71, 89, 107 piety, respectively. These may be given a little earlier than this.
  • Gifts #6-15: At ≥ 120 (5*) piety, uses the gift timeout system, for timeout = 28 + (2d30)/2.[7] When timeout = 0, there's a 5% chance to get a gift whenever you gain piety.
    • The final four gifts (#12-15) can only be given at 6* piety.

There is a cooldown of 98 + 2d50 turns between gifts. If you'd reach a gift threshold during the cooldown, you don't get the gift. For gifts #2-5, you'll just get the gift the next time you gain piety. However, this cooldown could theoretically matter for the 5* -based gifts, since you'd need to roll the 5% chance again.

Punishments

Vehumet does not appreciate abandonment, and will call down fearful punishments upon disloyal followers!

Those that anger Vehumet find destruction amply heaped upon them. Novices are struck by flame and frost; archmages by crystal spears and firestorms. Their own conjurations, too, are wont to misfire at the worst possible moments.

Vehumet's wrath lasts for a relatively short duration.

Those who abandon Vehumet are periodically bombarded with a wide range of harmful Conjurations; various spells of a spell level between 1 + XL/5 and 1 + XL/3 are cast on you.[8]

Vehumet also has a 5% chance to punish you whenever you cast a destructive spell.[9] The spell still succeeds, but you get a miscast effect anyway.

Strategy

Vehumet offers a nearly guaranteed "engine", or way to kill things, up through Zot:5. However, without any active abilities, Vehumet is worse in emergency situations. In a way, you aren't worshipping Vehumet; think of your spells as the actual god.

The curated spell gifts, starting from 1* of piety, ensure some method to kill those pesky orbs of fire (and just about everything else). Two free ranks of wizardry help get your powerful spells online faster. It makes level 9 spells (more) reasonable to cast in a 3-rune game. And the +1 range is helpful for certain spells. All this comes with zero Invocations investment. When combined with the wizardry, worshippers can afford to invest more into defensive skills, or even hybridize.

Whether "having spells as a god" is a good thing is up to you, but it does come with a few downsides. Without active abilities, you have less ways to deal with a dangerous situation. In addition, Vehumet is one of the weaker gods for the early game. For spellcaster backgrounds, the first few spell gifts generally won't be much of an improvement compared to your own spells. Characters new to spellcasting have to take time to train up magic, which might not be all that powerful by the time you hit 1* or even 3*. Furthermore, there are ways to get an "engine" without taking up the god slot.

Overall, using Vehumet is not as simple as it may seem. Your spells may be strong, but good general play is still necessary to make up for a lack of actives.

Tips & Tricks

  • The MP refund is fairly weak early on, but really shines with higher-level AOE spells that take out multiple enemies at once. Vehumet doesn't even require you to use spells; bashing them to death with a magical staff or firing a wand works just as well.
  • Since Vehumet will try to gift spells which you haven't yet seen (picking up a book will mark all spells therein as "seen"), it may be worth buying early spell books from magic schools you don't want.
  • Vehumet is one of the few gods you can abandon while keeping permanent benefits granted via worship (spells learned via direct gift).
    • Vehumet is a decent god for the extended game, thanks to the strong MP regen, but a god with useful active abilities may be preferred. For example, The Shining One provides active abilities and both HP and MP restoration when killing evil monsters (which make up most of the extended game monster lists).
    • Vehumet is actually one of the stronger Ziggurat gods, as the sheer mass of enemies you'll be killing provides a massive amount of MP.

History

  • Prior to 0.31, Vehumet's spell failure reduction would only stack with 1 level of wizardry.
  • In 0.26, Vehumet's spell gifts were widened in level range.
  • Prior to 0.16, Vehumet tried not to gift spells that could cause antitraining (Fire/Ice, Air/Earth).
  • Vehumet underwent a complete overhaul in 0.12, dropping summoning support, MP cost reduction, and book gifts, instead gifting destructive spells directly. For information about Vehumet prior to 0.12, see this revision.

References

  1. mon-death.cc:2071 (0.30.1)
    piety_breakpoint(0) = 1* piety = 30
  2. mon-death.cc:2093 (0.30.1)
  3. spl-data.h:1 (0.30.1)
  4. religion.cc:1302 (0.30.1)
  5. religion.cc:1357 (0.30.1)
  6. religion.cc:1632 (0.30.1)
  7. religion.cc:1668 (0.30.1)
  8. god-wrath.cc:1108 (0.30.1)
  9. spl-cast.cc:2050 (0.30.1)
Gods
Good ElyvilonZinThe Shining One
Neutral AshenzariCheibriadosFedhas MadashGozag Ym SagozHepliaklqanaIgnisNemelex XobehOkawaruQazlalRuSif MunaTrogUskayawVehumetWu Jian
Chaotic JiyvaXom
Evil BeoghDithmenosKikubaaqudghaLugonu *Makhleb *Yredelemnul
* Chaotic & Evil