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Since the game began the supernatural beings of the AG world have been largely in the hands of the players. You were, and still are, free to worship any deity you choose. It doesn't matter if it's a well-established deity from other worlds (e.g. Thor, Crom, Kos) or a being of your own creation. Through the message board, combat messages, and the actions your adventurer takes he or she can serve any deity. Other than the various effects alignment and devoutness rating have in the game it may make no difference which deity you follow. Of course it is in no way mandatory for a guild member to worship a deity.
Certain deities have take an especially strong interest in what goes on in the AG world. They are committing more of their time and energy to watching over and helping out their followers. Different deities grant different advantages (and possible restrictions or disadvantages) onto their devoted worshippers.
If an adventurer wishes to become devoted to a specific deity the first thing to check is whether that deity is accepting devoted followers, and if so, how to become a devoted follower. Each deity might require a different method of joining. Once you are accepted you might eventually decide to leave the ranks of devoted followers. To do so either swear devotion to another deity (warning: some gods do not like fickle worshippers) or use the special action Break Devotion. Depending on the deity, leaving may or may not cause you some trouble. Once you have devoted yourself to a deity, you are able to donate gold to that specific deity, instead of the generic Good, Neutral, or Evil temple.
The list of deities currently programmed into the game follows shortly. If you want to suggest a deity for inclusion into the AG world please do so. It is important that any effects on the worshippers be balanced, so keep fairness and game balance in mind when thinking about any bonuses, minuses, and possible other effects that the worshippers will receive.
Unless otherwise noted in the deity description (n.b. Canaar), you should try to devote to a deity by using the Special Action "Devote To [name of deity]".
To try to become an exemplar, use the Special Action "Apply for Exemplar". It is possible to unseat the current Exemplar, if the High Priests find the applicant more impressive than the current Exemplar.
(partial list, some deities are to be learned of in-game)
Devoted followers of Amaetheon will find the following abilities enhanced: Avoid Traps, Move Quietly, Bandage Wounds, Hurl Weapon, and all missile weapons. All but Bandage Wounds will only be enhanced if you are wearing armor no heavier than studded leather, and a helm no heavier than leather.
To devote oneself to Avasheon, one must be neutral evil or lower alignment and have at least one kill. Those who follow the dark goddess will find their magical fury spells more potent, and will recharge magic points faster (whether using Universe or Deity Magic). Avasheon's worshippers are also gifted in the art of thievery. Avasheon is not a forgiving goddess, and punishes severely those who break devotions to her. Her devotees are unable to cast Cure Party on anyone of good alignment (if anyone in the party is good the caster's spell fails). The greed of Avasheon is as legendary as her thievery, as all her followers soon discover that one third of any gold they gain adventuring mysteriously disappears.
To devote yourself to Canaar: A special action will NOT work! To prove yourself worthy of Canaar he asks that you adventure to his ruined temple in Antar, wearing one of his amulets. Canaar accepts anyone who is worthy, and grants his followers the ability to cast an enhanced version of the Combat Magic -- Power spell, along with other bonuses. One disadvantage that followers of Canaar can expect is a reduced effect on any Cure Party spells they cast.
Claanggdin readily accepts non-dwarven followers, but is not interested in associating with anyone of less than neutral good alignment. His followers enjoy an enhancement to the Intelligent Parry skill, along with a general increase in quickness during combat. Unfortunately those devoted to this deity suffer a bit when performing the non-combat skills of: Study Item, Lockpicking, Avoid Traps, Bargaining, and Steal Treasure. Likewise, the Study and Practice option yields less knowledge points for those devoted to Claanggdin.
Claanggdin even has a sect of worshippers that know him as The Maelstrom. This aspect of Claanggdin involves a raging storm of focused goodness, located deep in the mountains north of the Deth-Nar province. Its gales guard the border between the upper world and the foul Underlands.
Dyrellan and his followers concentrate on developing and maintaining their internal magical energy, somewhat to the detriment of their Universe or Deity Magic abilities. Followers will receive fewer magic points when recharging, and experience a reduced maximum magic points possible. Also suffering is their ability with weapons.
Gold is of little importance to Dyrellan. Using the Special Action "Meditate" is one way to positively affect your devoutness rating if following Dyrellan. You may be of any alignment and be devoted to this deity, although Dyrellan is neutral good for the most part.
By nature her followers tend to be of at least neutral evil alignment. Even a few elves and dwarves have been known to worship Enikki, though their alignment was certainly very evil. Any worshippers that find their alignment slipping too far toward good, or who displease her, find that Enikki's vengeance is swift and often brutal.
The special abilities Enikki grants her followers deal mainly with what are considered by most as 'dirty tricks'. Such activities as Steal Treasure, Trip, Throw Dirt in Face, and other such dirty tricks are enhanced for those devoted to Enikki. This deity dislikes the use of offensive combat magic, and causes any such spells used by her followers to be less effective. Beware, once sworn to Enikki very few leave her service, as she is not fond of those who turn from her!
Heirotanous is often pictured wearing shining silver chain mail and wielding either a great axe or battle axe of the finest quality. Honor and valor are the meat and drink of noble Heirotanous, and so must it be for his worshippers. Heirotanous values valor and honor above all else, for victory gained through trickery is far worse than defeat.
Heirotanous accepts devotees of neutral good alignment and above. Those worshipping Heirotanous use the battle axe and great axe at an advantage. They also may become more able to handle injuries and hardships in battle. However, as Heirotanous frowns on fighting from a distance, missile attacks and hurling weapons are likely to fail when attempted by his followers. And as followers of the god of valor, devotees of Heirotanous can expect to lose honor quickly should they retreat while adventuring for any reason. This deity demands that all his worshippers have a minimum honor rating of FAIR.
Where followers of Kellen suffer is in the use of any form of combat magic. Also the use of Deity Magic under Kellen is not so rewarding, since the magic point recharge rate is significantly reduced.
Kulose has a reputation for being as dumb as he is strong. His devoted followers can expect to gain knowledge points slower than usual, and should not be surprised if any magic they cast should sometimes fail.
If accepted into his service, Mordtch will rid you of some of the nuisances of life. Pain will be dulled for you (the better your devoutness rating, the better your pain tolerance), and your resurrection chance may rise due to Mordtch's special influence in this area. Be warned though... devoting yourself to Mordtch involves giving part of your soul to him! Getting it back is nearly impossible, and even if you do, you'll likely suffer in the process. Also, followers of Mordtch are known to be unable to benefit from healing potions, as well as being less affected by the Cure Party spell. Other drawbacks may exist too, but if you are anxious to play with and/or become an undead being, Mordtch would like to help you.
As the epitome of justice and honor, Palindur will not accept followers of neutral evil or lower alignment nor will he accept anyone with an honor rating below FAIR.
To his followers, Palindur enhances any Mind Wall ability they have for he feels the use of mind-altering magics in battle is dishonorable. Daze and Vertigo spells are virtually useless when cast by a devotee of Palindur.
Roegoth's endurance and ability to avoid traps are just as legendary, and these two traits are passed on to his followers.
Those worshipping Safandi perform healing magic with a bonus. As the energy Safandi grants to his devotees is not well-suited for causing damage any magical attempts to harm others are hampered somewhat. Safandi will not accept those of evil or neutral evil alignment. Entering the grotto or fighting in the guild with any kill desire does not please Safandi. Perform such acts and your devoutness rating and magic points may suffer! Should a follower of Safandi slip too far in alignment he or she will feel the disfavor of gentle Safandi.
Tharkan will accept followers of any race of neutral or lower alignment, as long as they have at least one kill under their belts. His followers fight as if ambidextrous when using an offhand weapon. Other powers the Dark Dwarf bestows upon his devoted followers are a bonus to Initiative, Combat Sense, and Magic Resistance. The strength of these bonuses depends heavily on the devoutness level of the follower.
To cast magic while being devoted to Tharkan is strongly discouraged, and usually impossible anyway. The use of magical items, or benefitting from magic cast by another is frowned upon also, so results may be less than expected.
"Since the beginning of time," teach their shamen, "the mighty Ulrick has watched us from afar. When the treacherous goblins goaded on by their scheming gods tried again and again to wipe out our people, it was Ulrick who helped us prepare and defend ourselves. Remember well that Ulrick despises beggars, tricksters, and sluggards; he disdains those who show cowardice, weakness, or laziness. With courage and honesty comes strength and prosperity, and those warriors who live and die with a brave heart join Ulrick in his mountain home."
Ulrick is a deity of combat, with the wolf being his symbol. His worship has spread to all the known lands. Those devoted to Ulrick receive bonuses to the effectiveness of both Combat Magic -- Power and Combat Magic -- Speed. On the bonus to Power, the follower casts a more effective spell, without suffering any additional slowdown. Worshippers of Ulrick also are a bit hardier than normal. Ulrick's disdain for cowardly tricks is so strong that his followers have great difficulty using any of the following skills: Combat Magic -- Daze, CM -- Vertigo, CM -- Blink, Distraction, Throw Dirt in Face, Trip from Ground, and Backstab.
Ulrick is willing to accept followers of any alignment or profession, though the majority tend to be mercenaries, guardsmen, and soldiers.