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AG Player's Guide

Deities

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]".

Devoutness Rating

For those adventurers who wish to worship a deity, their devoutness rating will measure the status of their relationship with that deity. Please note you do not have to be involved with Deity Magic to be concerned with devoutness rating. Having a deity on your side can be quite helpful. Most deities expect more from their more powerful followers. Ways to increase your devoutness rating include performing devotions, gaining converts (both instead of a challenge fight), sacrificing items (using the Destroy Item Extra Action), asking for religious quests (using the Extra Action: Ask for Quest [R]), and, of course, making donations.

Devoutness Rating Description List

Below you will find the descriptive phrases used to express your adventurer's devoutness rating, listed in order from lowest to highest:

Becoming a Temple Exemplar

After being devoted to a deity for 15 or more turns, an adventurer may apply for the Temple Exemplar position. The responsibilities and priviledges of this position may vary depending on the deity. An Exemplars basic role is to represent the deity in public, in both words and deeds.

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.

Deities Currently Available

(partial list, some deities are to be learned of in-game)

Amaetheon

Amaetheon appears as a tall, lean man with weathered skin and long, dark hair, wearing a leather armor jerkin under a hooded fur cloak. It is said that Amaetheon can take the form of a hawk as well. Amaetheon is the great guide and hunter, the god of the wilderness. His main weapons are the bow and longsword. He can survive in any environment, hear the slightest sound, see for miles, and fell beasts with a single arrow. Amaetheon has a neutral outlook on life for the most part, and accepts followers of any race or alignment.

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.

Anvarri

Anvarri appears as a serious-minded elf in flowing robes. He is the god of magic and knowledge, and takes particular interest in those who take up its study. Anyone with some form of higher magic (either Deity or Universe Magic at trained or higher) can swear devotion to Anvarri. A character dedicated to Anvarri can expect to recharge magic points a bit faster than normal, and will have an easier time gaining knowledge each turn. In physical combat, however, those devoted to Anvarri suffer, being less able to cause or handle damage.

Avasheon

Avasheon is one of the "Elder" gods, a group of beings from before the time of men and elves. Avasheon is also known as The Dark Flutist, and The Whistler in Darkness. Avasheon is said to be a hideous amorphous being that exists only partly in this world. However, it is said she can also take the form of a female goblin of black skin and white hair. It is this form that is typically depicted in her few temples; as an old crone in her aspect as goddess of black magic. She is also said to appear as a young goblin maiden in torn black leather as she is also the goddess of stealth and wanton lusts.

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.

Canaar

Canaar is a somewhat mysterious deity, whose followers have included many powerful and crafty personages. All seem to have gained great powers from their god, who rewards ambition and leadership.

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

Claanggdin is the dwarven deity of battle, and much more. He is a fierce warrior when it comes to fighting evil creatures or defending the dwarven race. Although respect for all other races and the avoidance of unnecessary bloodshed is important to the father of all dwarves, the preservation and prosperity of the dwarven race is Claanggdin's top priority.

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.

Danu

Commonly called the goddess of bards, Danu is the only deity known to grant her followers with supernatural powers activated through music. Worship of Danu was forgotten long ago, only to resurface recently.

Dyrellan

Known as the Sorcerer, Dyrellan is thought to have introduced many of the combat magic spells to the elven people. He is the master of combat magic, and has been known to pass along secret techniques to augment these spells to his highly devoted followers. All of his worshippers gain some decrease in the energy used when casting combat magic spells, the amount based on both devoutness and power level.

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.

Enikki

Enikki is primarily a goblin deity, often called the goddess of lies and deceit by non-goblins. Her followers and those that know her call her the Mother of Vengeance and Justice. Thieves, assassins, and goblins turn toward her in times of need.

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!

Fineous

Fineous is thought of as the dispenser of luck, and is often called on by those facing seemingly impossible odds. To his devoted followers good things do seem to happen a little more often, but usually only to those who genuinely need good fortune. Fineous accepts worshippers of any alignment, but tends to shy away from serious evil. He always favors the underdog, and has even been known to even the odds a bit should one of his followers challenge an opponent of considerably lower power level.

Heirotanous

Also known as Cupricus Regentis, The Copper King, Heirotanous appears as a seven foot tall human with skin of burnished copper. His hair hangs to his shoulders, and is a lustrous blue-black. He has piercing blue eyes and a ruggedly handsome face. The symbol of Heirotanous is a silver axe on a copper disk.

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.

H'sshtiak

H'sshtiak is mainly a lizardman deity, though other races have been known to worship him. He is best known for his sly and scheming ways. In alignment he is evil with neutral tendencies, or neutral with evil tendencies, whichever best suits his needs. Followers of any alignment are accepted. H'sshtiak enhances the Avoid Traps, Steal Treasure, and Distraction skills. This deity has a reputation for elaborate plots and secret missions. H'sshtiak may even ask a follower to undertake a mission for him, and should the follower refuse or fail, the consequences can be unpleasant.

Kellen

Kellen is rightly called the master of all weapons. From soldiers to gladiators, paladins to bandits... if your life depends on your weapon skill then Kellen can help you greatly. Worshippers of Kellen seem to learn weapon skills easier than normal, as well as benefiting from an enhanced Combat Sense. Kellen has a neutral and mercenary outlook on life, and accepts any alignment of worshipper.

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

Kulose appears as a huge, well-muscled minotaur. He is the deity of strength and persistence, and may be worshiped by all races and alignments. To his devoted followers Kulose often grants extra strength when they need it. The extent of Kulose's aid depends heavily on the follower's devoutness level. Kulose and his followers are also noted for an increased ability to resist being knocked down or dazed.

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.

Masao Keung

Masao Keung is arguably not so much a deity as the personification of a way of thinking. Masao is considered the originator behind a radical way of viewing the universe and ourselves. The teachings of Masao Keung promise unbelievable wisdom and power to those who can master the way of enlightenment. Meditation, fasting, and striving for a calm detachment from the world are just a few of the methods used by those trying to become one with Masao and the "true" universe. Material possessions and wealth are of minor importance to Masao. One of the better ways to approach enlightenment is to use the special action, Meditate. Some of the advantages gained by followers of Masao Keung are: extra knowledge points every turn, increased chance of making special attacks, and enhanced effectiveness with the Mind Wall and CM­Sure Strike skills. Devoted followers of Masao are unable to use the Berserk Rage skill. Wearing armor or helm negates any of the advantages which involve physical combat. Worshippers may be of any alignment.

Mordtch

Not much is known about the deity Mordtch, except that he is considered the god of the dead. His worshippers rarely proclaim their devotion, as most are practitioners of necromancy and other black magics. Devoted followers of Mordtch have been rumored to have achieved lichdom, along with a mastery over various undead creatures.

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.

Palindur

Palindur always appears in full plate armor of shining silver. He is most often seen with a longsword and medium shield, but has been reported with many other weapons as well. He embodies the aspirations and ideals of all good knights. Palindur seems to appear to his followers as one of their own race; he has been reported as a human astride a great white warhorse, a halfling mounted on an enormous bear, even as an ogre seated on a snow-white mammoth.

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

Also known as the Rocklord, Roegoth is the deity of miners and explorers. The majority of his worshippers are dwarven, though non-dwarves are certainly welcome. Roegoth is happy to help his followers, as long as they are neutral or better in alignment. It is widely known that Roegoth has a poor understanding (and interest) in magic, and thus has trouble granting magic points to worshippers using Deity Magic.

Roegoth's endurance and ability to avoid traps are just as legendary, and these two traits are passed on to his followers.

Safandi

The deity Safandi normally appears as a plain-looking human male, an average man in the clothes of a common farm laborer. Mercy and compassion are the tenets of Safandi, which is why this deity is commonly referred to as the deity of peace and healing. Safandi discourages violence if at all possible, but is willing to use force, or even kill when absolutely necessary.

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

Tharkan is mainly a dwarven deity who is normally depicted in black plate armor and a great helm. Armed with battle axe, medium shield, and a fierce scowl, he has no mercy on or off the battlefield. Tharkan lusts for battle, to feel the blood of his enemies on his hands. Tharkan despises those who claim to be good and righteous. Of magic and those who embrace it he is equally loathe. From his stronghold deep within the underworld, Tharkan plots against Claanggdin, his most hated foe. From the beginning of dwarven history, these two deities have been battling, though the reason why, and which one is currently winning, are subject to fierce debate.

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.

Ulrick

The worship of Ulrick has been traced back to the nomadic clans that still eke out a living north of the Deth-Nar province.

"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.

Wokrob

Wokrob is an evil god of violence, chaos, and destruction. Those that choose to follow Wokrob must be of neutral alignment or lower, and they must have at least one kill (guild or grotto). Wokrob grants many combat-related enhancements, including enhanced Combat Sense, pain and magic resistance, and increased chances of making special attacks. Disadvantages include no devoutness rating bonus to resurrection chance, and a huge reduction to magic points recharged for both deity and universe magic using followers. Wokrob despises magic use, so any followers using magic in combat will suffer a loss in devoutness. Also of note is Wokrob's small interest in treasure and gold... bloodshed and lots of it is what he wants.

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