Difference between revisions of "Jehora Jeheyu"
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|ShortHand=JJ | |ShortHand=JJ | ||
|InitialWorship= | |InitialWorship= | ||
− | * Randomly 0-25 | + | * Randomly {{piety|0-25}} |
* Free {{s|WEYTWUT}} glyph | * Free {{s|WEYTWUT}} glyph | ||
|Punishment= | |Punishment= | ||
− | * 50% chance of reducing your health to 1 and mana to 0, and reducing bonus damage, max health and max mana by 33% | + | * 50% chance of reducing your health to 1 and mana to 0, and reducing bonus damage, max health and max mana by 33% |
+ | |PrepPenalty= | ||
+ | * Removes one inventory slot from the player | ||
|RewardedActions= | |RewardedActions= | ||
− | ;All of the following effects may randomly grant 2-4 | + | ;All of the following effects may randomly grant {{piety|2-4}} or cause Jehora Jeheyu to randomly punish you (no piety loss): |
− | + | ||
− | + | Discover a monster while exploring (plants excluded) | |
− | + | ||
− | + | Kill an XP-valuable enemy | |
− | + | ||
+ | Cast {{s|BYSSEPS}}, {{s|WONAFYT}}, {{s|WEYTWUT}}, {{s|GETINDARE}}, {{s|APHEELSIK}}, {{s|CYDSTEPP}} | ||
+ | |||
+ | Dodge an attack | ||
+ | |||
+ | Convert an item or glyph | ||
|PenalizedActions= | |PenalizedActions= | ||
;On minor punishment: randomly inflicts {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakening}}, {{t|Corrosion}} debuffs, or sets your health to 1 | ;On minor punishment: randomly inflicts {{t|Poisoned}}, {{t|Mana Burned}}, {{t|Weakening}}, {{t|Corrosion}} debuffs, or sets your health to 1 | ||
|Boons= | |Boons= | ||
− | ;Petition | + | ;{{boon|Petition}} {{SingleUse}} |
:'''Cost''': {{piety|45}} | :'''Cost''': {{piety|45}} | ||
:'''Effect''': Jehora Jeheyu stops randomly punishing you | :'''Effect''': Jehora Jeheyu stops randomly punishing you | ||
− | ;Last Chance | + | |
+ | ;{{boon|Last Chance}} {{Single Use}} | ||
:'''Cost''': {{piety|all remaining}} | :'''Cost''': {{piety|all remaining}} | ||
:'''Effect''': Grants a chance to fully restore your health and mana; probability improves if you have more piety | :'''Effect''': Grants a chance to fully restore your health and mana; probability improves if you have more piety | ||
− | ;Boost Health | + | |
+ | ;{{boon|Boost Health}} {{MultipleUse}} | ||
:'''Cost''': {{piety|20 + 25n}}, 1 {{i|Health Potion}} | :'''Cost''': {{piety|20 + 25n}}, 1 {{i|Health Potion}} | ||
:'''Effect''': Increases your maximum health by 20 | :'''Effect''': Increases your maximum health by 20 | ||
− | ;Boost Mana | + | |
+ | ;{{boon|Boost Mana}} {{MultipleUse}} | ||
:'''Cost''': {{piety|20 + 25n}}, 1 {{i|Mana Potion}} | :'''Cost''': {{piety|20 + 25n}}, 1 {{i|Mana Potion}} | ||
:'''Effect''': Increases your maximum mana by 3 | :'''Effect''': Increases your maximum mana by 3 | ||
− | ;Chaos Avatar | + | |
+ | ;{{boon|Chaos Avatar}} {{Single Use}} | ||
:'''Cost''': {{piety|80}} | :'''Cost''': {{piety|80}} | ||
:'''Effect''': Increases your current level by 1, granting a full heal and mana restore, grants +100 conversion points, removes all {{t|Weakening blow}} and {{t|Corrosion}} from your character, and reduces the physical and {{t|Magic resist}}ance of all monsters on the current level by 20% | :'''Effect''': Increases your current level by 1, granting a full heal and mana restore, grants +100 conversion points, removes all {{t|Weakening blow}} and {{t|Corrosion}} from your character, and reduces the physical and {{t|Magic resist}}ance of all monsters on the current level by 20% | ||
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* Successful dodging | * Successful dodging | ||
* Item conversion | * Item conversion | ||
− | * Casting the following: BYSEPPS, WONAFYT, WEYTWUT, GETINDARE, APHEELSIK, CYDSTEPP | + | * Casting the following: {{s|BYSEPPS}}, {{s|WONAFYT}}, {{s|WEYTWUT}}, {{s|GETINDARE}}, {{s|APHEELSIK}}, {{s|CYDSTEPP}} |
This roll picks a random integer from 1-15, which is compared to an internal "happiness value" for the god which starts at 14. If the rolled number is less than or equal to JJ's happiness, 2-4 piety will be granted and JJ's internal happiness value will be decreased by 1 (to a minimum of 5). | This roll picks a random integer from 1-15, which is compared to an internal "happiness value" for the god which starts at 14. If the rolled number is less than or equal to JJ's happiness, 2-4 piety will be granted and JJ's internal happiness value will be decreased by 1 (to a minimum of 5). | ||
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The minor punishments are determined by another roll, from 0 to 10. | The minor punishments are determined by another roll, from 0 to 10. | ||
− | *0 = | + | *0 = {{t|Poisoned}} |
− | *1 = | + | *1 = {{t|Mana Burn}} |
− | *2 = | + | *2 = Health loss |
− | *3-5 = | + | *3-5 = {{t|Weakeness}} |
− | *6-8 = | + | *6-8 = {{t|Corrosion}} |
− | *9-10 = | + | *9-10 = {{t|Cursed |
This is where it gets a little trickier to describe: each status ailment now has a "reroll threshold", and if the punishment roll lands on an ailment with a threshold that's too high, it rerolls instead of inflicting that punishment. All thresholds start at 0 (except health loss and burn, which start more graciously at 1). The threshold number represents the minimum number of RNG rolls needed in any given punishment check before that particular punishment is available. | This is where it gets a little trickier to describe: each status ailment now has a "reroll threshold", and if the punishment roll lands on an ailment with a threshold that's too high, it rerolls instead of inflicting that punishment. All thresholds start at 0 (except health loss and burn, which start more graciously at 1). The threshold number represents the minimum number of RNG rolls needed in any given punishment check before that particular punishment is available. | ||
− | Thus -- given starting values as an example -- if the first roll lands on health loss, it will force a reroll. That reroll is then at liberty to inflict health loss | + | Thus -- given starting values as an example -- if the first roll lands on health loss, it will force a reroll. That reroll is then at liberty to inflict health loss or mana burn. If any ailments exist at a threshold of 2 or more, on the other hand, those are exempt for at least one more RNG. |
Whenever a particular punishment is successfully inflicted, that punishment's threshold will permanently increase by 1. | Whenever a particular punishment is successfully inflicted, that punishment's threshold will permanently increase by 1. | ||
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== Strategy == | == Strategy == | ||
− | Jehora is actually much less threatening than he appears, but you must move to acquire | + | Jehora is actually much less threatening than he appears, but you must move to acquire {{boon|Petition}} as early as possible. The weakening punishment in particular can cripple a low-level character, and avoiding taking too many penalties is important. If you're both {{t|Poisoned}} and {{t|Mana Burn}}ed, it can become very difficult to survive. The {{i|Burn Salve}} and {{i|Fortitude Potion}} are both very useful for followers of Jehora Jeheyu. |
− | Jehora's strategy is rather simple: Survive his random punishments for long enough to get Petition, then climb to | + | Jehora's strategy is rather simple: Survive his random punishments for long enough to get {{boon|Petition}}, then climb to {{boon|Chaos Avatar}} while picking up {{boon|Health Boost}}s and {{boon|Mana Boost}}s along the way. If you get him early enough, you're likely to still have enough piety to change deities for the endgame or use his other boons. |
− | + | {{boon|Boost Mana}} and {{boon|Boost Health}} are two of the most powerful boons in the game. {{boon|Boost Health}}, particularly at lower levels, can vastly increase a character's durability and allow him to fight monsters he normally wouldn't stand a chance against. {{boon|Boost Mana}} enables you to play like an {{r|Elf}}, using more elaborate spellcasting combos with a more generous [[mana]] pool. The loss of potions isn't as bad as it first appears; because potions grant benefits based on a % of your maximum health and mana, your remaining potions will actually become more powerful. If you combine with a {{i|Schadenfreude Potion}} and use {{boon|Boost Mana}} sparingly, it's actually possible to come out ahead in terms of how much MP you get from your remaining potions! | |
− | Jehora's greatest strength comes when you use Chaos Avatar and/or Last Chance. These boons fully restore your health and mana when used, and if you've been using his other boons you'll have that much more health and mana to re-fill. Followers of Jehora Jeheyu can be terrifying engines of destruction in the end-game, and the broad range of bonuses provided by this deity often makes for some of the most powerful hybrid characters possible. | + | Jehora's greatest strength comes when you use {{boon|Chaos Avatar}} and/or {{boon|Last Chance}}. These boons fully restore your health and mana when used, and if you've been using his other boons you'll have that much more health and mana to re-fill. Followers of Jehora Jeheyu can be terrifying engines of destruction in the end-game, and the broad range of bonuses provided by this deity often makes for some of the most powerful hybrid characters possible. |
− | Despite the high cost of Chaos Avatar, you don't need to be a dedicated worshiper of Jehora to use it in the endgame. It's possible to accumulate | + | Despite the high cost of {{boon|Chaos Avatar}}, you don't need to be a dedicated worshiper of Jehora to use it in the endgame. It's possible to accumulate {{piety|100}} from another deity, convert to JJ, and immediately desecrate an altar to reach the {{piety|80}} for {{boon|Chaos Avatar}}. {{g|Mystera Annur}} or {{g|The Earthmother}} altars are ideal desecration targets for this strategy, as {{boon|Chaos Avatar}} immediately cancels out their desecration penalties. |
== Synergies == | == Synergies == | ||
− | + | {{r|Gnome}} and {{r|Halfling}} make particularly good worshipers of Jehora Jeheyu since they have more potions to begin with and can more easily afford to sacrifice them. {{c|Rogue}} benefit enormously from the {{boon|Boost Health}}, and at low-levels there is no better deity for a rogue to worship. The free {{s|WEYTWUT}} also works well for rogues, who need a way to bypass monster first strike. {{r|Elf}} also work well with Jehora Jeheyu; though they lose out more than other races from the loss of {{i|Mana Potion}}s, the absolutely massive amount of mana that an elf worshipper can accumulate makes them insanely good spellcasters. Raising your maximum mana above 30 is quite easy for an elven worshipper of Jehora Jeheyu. {{c|Bloodmage}} lack starting mana, and extra health also works very well with their class features, so are another natural fit. | |
{{MainNav}} | {{MainNav}} |
Revision as of 11:11, 17 June 2016
Jehora Jeheyu | |
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Initial worship |
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Punishment |
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Prep penalty |
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Likes | |
Discover a monster while exploring (plants excluded) Kill an XP-valuable enemy Cast Dodge an attack Convert an item or glyph | |
Dislikes | |
| |
Boons | |
|
Jehora Jeheyu, the mad god of primordial chaos, is an unsolvable enigma. He grants power and punishment in equal measures, depending on how amused or bored he is at the time. He is one of the most balanced gods in terms of the benefits he grants from his boons, and works well with almost any type of character.
Jehora is unlocked from a subdungeon with 25 unique imps in it. Once the altar is touched, a maze is generated that hinders the passage back, so bring ENDISWAL with you.
Piety Gain Mechanics
Jehora Jeheyu performs a piety/punish roll on the following actions:
- Enemy reveal (non-plants only)
- Enemy death (XP-valuable only)
- Successful dodging
- Item conversion
- Casting the following: Glyph: BYSEPPS BYSEPPS]],
WONAFYT,
WEYTWUT,
GETINDARE,
APHEELSIK,
CYDSTEPP
This roll picks a random integer from 1-15, which is compared to an internal "happiness value" for the god which starts at 14. If the rolled number is less than or equal to JJ's happiness, 2-4 piety will be granted and JJ's internal happiness value will be decreased by 1 (to a minimum of 5).
If the rolled number is higher, a minor punishment is inflicted and JJ's happiness increases by 2 (to a maximum of 14 again).
The minor punishments are determined by another roll, from 0 to 10.
- 0 =
Poisoned
- 1 =
Mana Burn
- 2 = Health loss
- 3-5 = Trait: Weakeness Weakeness
- 6-8 =
Corrosion
- 9-10 = {{t|Cursed
This is where it gets a little trickier to describe: each status ailment now has a "reroll threshold", and if the punishment roll lands on an ailment with a threshold that's too high, it rerolls instead of inflicting that punishment. All thresholds start at 0 (except health loss and burn, which start more graciously at 1). The threshold number represents the minimum number of RNG rolls needed in any given punishment check before that particular punishment is available.
Thus -- given starting values as an example -- if the first roll lands on health loss, it will force a reroll. That reroll is then at liberty to inflict health loss or mana burn. If any ailments exist at a threshold of 2 or more, on the other hand, those are exempt for at least one more RNG.
Whenever a particular punishment is successfully inflicted, that punishment's threshold will permanently increase by 1.
Strategy
Jehora is actually much less threatening than he appears, but you must move to acquire Petition as early as possible. The weakening punishment in particular can cripple a low-level character, and avoiding taking too many penalties is important. If you're both
Poisoned and
Mana Burned, it can become very difficult to survive. The
Burn Salve and Item: Fortitude Potion Fortitude Potion are both very useful for followers of Jehora Jeheyu.
Jehora's strategy is rather simple: Survive his random punishments for long enough to get Petition, then climb to
Chaos Avatar while picking up God boon: Health Boost Health Boosts and God boon: Mana Boost Mana Boosts along the way. If you get him early enough, you're likely to still have enough piety to change deities for the endgame or use his other boons.
Boost Mana and
Boost Health are two of the most powerful boons in the game.
Boost Health, particularly at lower levels, can vastly increase a character's durability and allow him to fight monsters he normally wouldn't stand a chance against.
Boost Mana enables you to play like an
Elf, using more elaborate spellcasting combos with a more generous mana pool. The loss of potions isn't as bad as it first appears; because potions grant benefits based on a % of your maximum health and mana, your remaining potions will actually become more powerful. If you combine with a
Schadenfreude Potion and use
Boost Mana sparingly, it's actually possible to come out ahead in terms of how much MP you get from your remaining potions!
Jehora's greatest strength comes when you use Chaos Avatar and/or
Last Chance. These boons fully restore your health and mana when used, and if you've been using his other boons you'll have that much more health and mana to re-fill. Followers of Jehora Jeheyu can be terrifying engines of destruction in the end-game, and the broad range of bonuses provided by this deity often makes for some of the most powerful hybrid characters possible.
Despite the high cost of Chaos Avatar, you don't need to be a dedicated worshiper of Jehora to use it in the endgame. It's possible to accumulate 100
from another deity, convert to JJ, and immediately desecrate an altar to reach the 80
for
Chaos Avatar.
Mystera Annur or
The Earthmother altars are ideal desecration targets for this strategy, as
Chaos Avatar immediately cancels out their desecration penalties.
Synergies
Gnome and
Halfling make particularly good worshipers of Jehora Jeheyu since they have more potions to begin with and can more easily afford to sacrifice them.
Rogue benefit enormously from the
Boost Health, and at low-levels there is no better deity for a rogue to worship. The free
WEYTWUT also works well for rogues, who need a way to bypass monster first strike.
Elf also work well with Jehora Jeheyu; though they lose out more than other races from the loss of
Mana Potions, the absolutely massive amount of mana that an elf worshipper can accumulate makes them insanely good spellcasters. Raising your maximum mana above 30 is quite easy for an elven worshipper of Jehora Jeheyu.
Bloodmage lack starting mana, and extra health also works very well with their class features, so are another natural fit.