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: BYSSEPS, 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.
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.
Jehora is actually much less threatening than he appears, but you must move to acquire 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 Fortitude Tonic are both very useful for followers of Jehora Jeheyu.
Jehora's strategy is rather simple: Survive his random punishments for long enough to get , then climb to while picking up s and 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.
and are two of the most powerful boons in the game. , 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. 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 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 and/or . 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 , 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 . Mystera Annur or The Earthmother altars are ideal desecration targets for this strategy, as immediately cancels out their desecration penalties.
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 , 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.