Difference between revisions of "Worship"
(Added devotion stats to worship table) |
(Added note 11 re: worship gains not applied to post-999 lord levels) |
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| align="center" style="background:#ffffff;color:#ffffff" | 00% | | align="center" style="background:#ffffff;color:#ffffff" | 00% | ||
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− | ! align="left" style="background:#efefef;" rowspan=3 | Levelup Gains | + | ! align="left" style="background:#efefef;" rowspan=3 | Levelup Gains <sup>[11]</sup> |
! align="left" style="background:#efefef;" | [[Hit Points |Hit Points]] | ! align="left" style="background:#efefef;" | [[Hit Points |Hit Points]] | ||
| align="center" style="background:#ffdddd;color:#ff0000" | worse | | align="center" style="background:#ffdddd;color:#ff0000" | worse | ||
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''<sup>[8]</sup> Negative AC effects will also worsen (i.e. make bigger, not smaller) the penalty of AC-reducing spells like ego whip, faerie fire (good), or frenzy (bad). <br> | ''<sup>[8]</sup> Negative AC effects will also worsen (i.e. make bigger, not smaller) the penalty of AC-reducing spells like ego whip, faerie fire (good), or frenzy (bad). <br> | ||
''<sup>[9]</sup> These are absolute numbers, not percentages.<br> | ''<sup>[9]</sup> These are absolute numbers, not percentages.<br> | ||
− | <sup>[10]</sup> The values in this table are for clerics of races with no Divine mod. A Divine-specific mod will adjust the numbers based on the degree of that mod. | + | ''<sup>[10]</sup> The values in this table are for clerics of races with no Divine mod. A Divine-specific mod will adjust the numbers based on the degree of that mod.<br> |
+ | ''<sup>[11]</sup> Effective March 14, 2023, worship hp and mana gains/penalties no longer apply to lords for sublevels past 999. | ||
This data was compiled from multiple sources that may or may not be accurate and/or up-to-date.'' | This data was compiled from multiple sources that may or may not be accurate and/or up-to-date.'' |
Revision as of 14:42, 14 March 2023
Classes: | Core | Remort | Prestige | Points: | Exp. | Hit | Mana | Move | Prac. | Quest | ||
Races: | Creatable | Remort | Ascension | Stats: | P.R. | Con. | Dex. | Int. | Str. | Wis. | ||
Tiers: | Lowmort | Hero | Lord | Religion: | Worship | Devotion | Pantheon | |||||
Legend | Titan | Angel & Imm | Gameplay: | Roles | Commands | Scripting | ||||||
Abilities | Auras & Flags | Configuration | Skills & Spells |
This is a big step in your life. Unlike the whimsical religions of other worlds, the choosing of a God or Goddess for devotion becomes permanent. The reason for this is that the gods take an active role once they have you within their flock and they will not release your soul once they have it. There are many perks and negatives to worshipping a god on Avatar. You will have to research, ask around, or take a guess as to whether or not a religion is something you really wish to do. Some Gods, like Bhyss, have only a few benefits (although attractive to some) and many small negatives. The addition of religion to your life, however, will create a more unique experience for you. The choice is yours.
You'll find with certain gods and goddesses that the effects of your spells are modified. For example, a cleric/priest who worships Tul-Sith can expect to heal 300hp with a single divinity, while others can expect less than that. The atheist rate on that is 250hp, so Tul-Sith offers a 20% increase in healing effectiveness.
Worship can also affect things like spell duration, ac provided by spells, and melee effectiveness. An example of this would be the Kra armor class bonus, or the Quixoltan duration bonus. Werredan is known to provide bonuses to XP as well.
Comments
Note that worship affects "crafting" skills such as poison weapon, sharpen weapon, fletch. See also Devotion.
EFFECTS PER DEITY | Bhy | Dur | Grn | Kra | Qxl | Rxa | Shz | Tor | Tul | Wer | |
---|---|---|---|---|---|---|---|---|---|---|---|
Group Leadership Capacity | -2 | -1 | 0 | +3 | +4 | -3 | 0 | 0 | 0 | +2 | |
Regeneration Rate | Hit Points | -10% | 00% | -10% | -10% | -20% | 00% | -10% | +05% | +20% | 00% |
Mana Points | -10% | 00% | -10% | -10% | -20% | 00% | 00% | 00% | +20% | 00% | |
Spellcasting | Cost | -10% | 00% | +05% | 00% | +05% | 00% | -05% | +10% | 00% | +10% |
Lag | 00% | +10% | 00% | +10% | +10% | 00% | -20% | 00% | 00% | 00% | |
Spellcasting: Buffing | Amount[8] | -10% | +05% | +20% | +15% | -10% | -15% | -10% | +05% | +10% | 00% |
Duration | 00% | +05% | -10% | 00% | +20% | 00% | +05% | 00% | -05% | 00% | |
Spellcasting: Healing | Amount | -20% | -10% | +10% | +10% | -10% | +05% | -10% | -30% | +20% | -10% |
Physical Ability Lag | same | +10% | -20% | +10% | +20% | same | same | same | same | same | |
Combat Damage | Hand-to-Hand | worse | worse | best | worst | better | same | worse | same | worse | same |
Melee Weapon | better | same | same | better | better | worse | worse | better | worst | best | |
Rogue Damage | worse | better | worst[5] | worst | worse | same | better | best | worst | worst[1] | |
Psi (telekinetic) | worse | ?? | ?? | halved | better | ?? | best | ?? | ?? | ?? | |
Missile Weapon | ?? | better | better | halved | worse | best | worse | worse | worse | better | |
Spellcasting | best | worse | same | halved | better | worse | better | worse | worse | same | |
Combat Experience-Point Gains | 00% | -10% | 00% | 00% | 00% | -05% | +05% | 00% | -10% | +10% | |
Death Experience-Point Losses | -25% | +10% | 00% | +50% | +200% | +80% | 00% | -05% | 00% | 00% | |
Levelup Gains [11] | Hit Points | worse | same | same | better | better | better | same | same | best | better |
Mana Points | same | same | same | better | best | better | best | worse | same | worse | |
Practice Points[2] | -1 | 0 | 0 | -1 | -2 | 0 | +1 | -1 | 0 | 0 | |
Effective Int for Practicing | -0.5 | +0.5 | +2.5 | -1.5 | -2.5 | 0 | -0.5 | -1.5 | 0 | -0.5 | |
Prayer Responses (Average) | bad | good | mixed | mixed | bad | mixed | mixed | bad | good | mixed | |
Sharpening[6] | same | better | same | same | same | same | better | same | better | worse | |
Enchanting[4] | worse | better | same | worse | better | same | better | worse | worse | same | |
Fletching[7] | ?? | best | ?? | worse? | ?? | ?? | ?? | ?? | ?? | ?? | |
Pantheon Spells[10] | Artificer Blessing | 2 | 18 | 12 | 1 | 5 | 1 | 2 | 3 | 5 | 3 |
Discordia | 1 | 8 | 14 | 1 | 5 | 10 | 25 | 4 | 3 | 4 | |
Divine Adjutant | 7 | 1 | 1 | 19 | 5 | 1 | 2 | 16 | 1 | 16 | |
Divine Grace | 6 | 6 | 6 | 7 | 1 | 13 | 5 | 1 | 13 | 1 | |
Glorious Conquest | 11 | 2 | 0 | 9 | 10 | 0 | 3 | 15 | 0 | 15 | |
Grim Harvest | 11 | 3 | 5 | 5 | 8 | 3 | 7 | 9 | 2 | 9 | |
Hallowed Nimbus | 15 | 5 | 5 | 1 | 20 | 1 | 6 | 10 | 1 | 10 | |
Protective Vigil[9] | 7 | 49 | 98 | 1 | 1 | 7 | 36 | 1 | 7 | 1 | |
Sylvan Benediction | 1 | 4 | 10 | 3 | 1 | 19 | 8 | 1 | 16 | 1 | |
Unholy Rampage | 9 | 5 | 3 | 7 | 8 | 1 | 5 | 11 | 2 | 11 | |
Devotion | Strength | +1 | -1 | -1 | +1 | +1 | -1 | 0 | +2 | -1 | +1 |
Intelligence | +1 | +1 | +1 | 0 | +1 | -1 | 0 | -1 | 0 | -1 | |
Wisdom | 0 | +1 | +1 | +1 | -1 | +1 | -1 | -2 | +1 | 0 | |
Dexterity | -1 | +1 | +1 | -2 | -1 | +1 | +1 | 0 | -1 | -1 | |
Constitution | -1 | -1 | -1 | +1 | +1 | +1 | 0 | +1 | +1 | +1 |
[1] Werredan effectively disables your ability to do rogue damage, for example, your surprise attack will do just normal damage instead of double (atheist) and will not land very often.
[2] Practice gains here refers to lowmort practice gains; as hero practice gains equal lowmort practice gains halved then rounded down, they may or may not be affected by worship. Check the Wisdom Table .
[4] Gods affect enchanting through their "presences"; a favorable divine presence will turn a "shimmer" into a "brill" while an unfavorable one will turn a "brill" into a "shimmer".
[5] Gorn seem to decrease normal rogue's rogue damage, and have no effect on shf's 'rogue' skills.
[6] A good sharpen presence prevents you from dulling your weapon. When this happens, you won't have any lag from a sharpen attempt either. It does, however, use up one use of your whetstone as usual.
[7] Durr like doubles all fletching output. Roixa probably slightly better than normal. Werredan and Kra seem to worsen it slightly.
[8] Negative AC effects will also worsen (i.e. make bigger, not smaller) the penalty of AC-reducing spells like ego whip, faerie fire (good), or frenzy (bad).
[9] These are absolute numbers, not percentages.
[10] The values in this table are for clerics of races with no Divine mod. A Divine-specific mod will adjust the numbers based on the degree of that mod.
[11] Effective March 14, 2023, worship hp and mana gains/penalties no longer apply to lords for sublevels past 999.
This data was compiled from multiple sources that may or may not be accurate and/or up-to-date.
See also Devotion.