Spoiler Warning: This article contains information normally only found in the course of advancing the main quest line.

The Girsh Nephilim are creatures of the 7th plague of the Gyre. There are seven known Nephilim:

Lore

Towards the end of What's Eating the Watervine?,  Elder Irudad describes the Girsh Nephilim as follows:

... [The Girsh Nephilim] were terrible demons who ate the young of kith and kin. Resheph slew them, but now that girshlings are back, we don't know what to make of the Nephilim.

The Nephilim are also mentioned in the history of Resheph:

In 1 BR, the Gyre widened, and the final plague afflicted the land. The Girsh Nephilim rose from their cradles on the Moon Stair and slouched toward Qud to eat its young. Resheph rose to meet them in battle and cast them back.

Nephilim mechanics

Nephilim lairs

Lair Locations

Each of the Nephilim (with one exception, elaborated upon below) resides within a lair that is placed somewhere in Qud during worldgen (mostly[1] referred to throughout the game as the Nephilims' "cradles"). These lairs are distributed as follows:

Of these lairs, the chuppah of Qas and Qon and the cradle of Shug'ruith are the most difficult to find; the player is unlikely to encounter them by traversing the overworld or by exploring random zones. The easiest way to discover the location of these lairs is to trade secrets with legendary Gyre wights, who can be found randomly or whose lairs can be found through the consumption of  brain brine by the player or by a dominated follower. Factions that trade Moon Stair secrets, such as Chavvah, can also be helpful in finding the chuppah of Qas and Qon. Alternatively, one can pick up the Trash Divining skill and/or become infected with  mumble mouth and hope to reveal the location of these lairs.

Uniquely,  Starformed Ehalcodon does not possess a lair; instead, qe descends during the quest Reclamation if every other Nephilim was killed or pacified beforehand.

Lair Generation

Each Nephilim's lair is considered a "holy place" to the Girsh. The first time a player enters the lair, they are awarded 4000 XP for discovery.[2] The depth of these lairs varies; Rermadon's cradle and the chuppah of Qas and Qon are always 10 strata deep, whereas Agolgot and Bethsaida's cradles are 2-3 strata deep. The mouth of Shug'ruith descends 30-35 strata, and then the cradle of Shug'ruith is 2-3 strata deep itself.

Physical Objects

All lairs have a moderate chance to spawn shrines to the associated Girsh Nephilim. These shrines come with a patch of  crystal flowers, a  torch sconce, a  clay pitcher with 0-6 (Avg: 3)1d7-1 drams of  cider inside, a  chest with zone tier appropriate loot, and a statue of the Girsh Nephilim.

 Girsh Agolgot's cradle is filled with many pools of  green goo,  brown sludge, and  black ooze, which mirrors the environment of  Golgotha above it.  Girsh Bethsaida's cradle also mimics  Bethesda Susa with many pools and puddles of  convalessence, as well as  luminous hoarshrooms and  yuckwheat.

The cave pocket where  Girsh Rermadon sits, referred to internally as a "cyst", also has a patch of 6-12  aloe volta.[3]  Girsh Shug'ruith the Burrower's cyst has many scattered bones across it.

Creature Spawning

All Nephilim lairs are guaranteed to spawn many of their associated girshlings, and are likely to spawn their associated Gyre Wights as well.

Within each Nephilim's lair, 75% of creatures[2] generated within the lair are granted unique mechanics, dependent on whose lair it is. These alterations are as follows:

Water ritual

It is possible to perform the water ritual with the Nephilim, using one dram of  cloning draught. A unique dialogue option appears after performing the water ritual with one of the Nephilim:

Will you resign your charge and swear to unvex the beings of this world?

This costs the player 200 reputation with the Girsh and will award the appropriate chord of light from the pacified Nephil. Other Nephilim will not receive a bonus from the pacified Nephil (unlike as occurs after killing one of the Nephilim).

This is also the only option available when performing a water ritual with a Nephil, as they are unconcerned with the petty secrets of a world they intend to destroy. This means you cannot boost your reputation during the ritual to help afford the cost of pacification: You need to initiate the ritual with at least 100 reputation, or 75 with the Tactful skill. If you intend to pacify all seven Nephilim, you will need a net +700 reputation (+525 with Tactful) to pull it off.


Combat

This section is opinion-based. Your mileage may vary.
This article has information that is missing or not up to par.
Reason: Needs Irisdual Beam information, especially if it's omniphase

All seven Nephilim are difficult opponents, serving as a sort of "super boss" for Caves of Qud. By default, each one has 4000 health, 38 in each stat, and 60 of each resistance, and possess "reflective shielding", a status which gives a 75% chance of reflecting any incoming projectile (including bullets, missiles, and lasers). Each one will periodically create girshling creshes - nests that spawn girshlings of the appropriate type - and are swarm alphas, making their spawn more threatening.

Each one also possesses  Irisdual Beam - a deadly, three-directional laser attack, which becomes six-directional once they drop below 50% health. Before firing, the beams are marked with a red highlight, similar to the Decarbonizer's attack, and will fire on the Nephilim's next turn. The beams deal multiple hits of extreme damage to everything in their paths, and should be avoided at all costs. This attack cannot be interrupted by any means other than killing the Nephilim - stunning, freezing, knocking them prone, sleep, and all other effects will not interrupt the attack.

Finally, each Nephilim will have a unique effect based on their lore. This effect will boost the Nephilim's capabilities, and will affect the various creatures in their lair, changing their color, aligning them with the Girsh, and adding a similar effect to the creature in question.

  •  Girsh Agolgot's unique effect is rank which has a Poison, Disease, and Rust on to-hit at 50%
  •  Girsh Bethsaida's unique effect is conjoined which causes it to duplicate itself after it's taken a thousand damage, as well as the creatures in the lair having a similar behavior.
  •  Girsh Qas's unique effect is polarized, which means its girshlings have ForcePylon Walls 2 Range 5
  •  Girsh Qon's unique effect is cryptic, which means its girshlings have a 200 confusion gas burst on dying, and have zigzag fangs that confuse on hit 100% of the time.
  •  Girsh Rermadon's unique effect is plasmatic, which has an electric bite (displayed as incandescent fangs) and drops the 1000 Plasma Blueprint when it dies
  •  Girsh Shug'ruith the Burrower's unique effect is burrowing, which means they have the Burrowing mutation at 5, and they themselves live on walls.
  •  Starformed Ehalcodon's unique effect is prismatic, which grants its girshlings a resistance to  Irisdual Beam and the ability to refract it in multiple directions. Additionally, qe is the unique possessor of the  Quantum Fugue mutation.

Death

Whenever one of the Nephilim die, they leave behind a circle of light, a special Floating Nearby-slot item which glows, adds one rank to all mutations and 6 credit tiers, and gives a bonus unique to each Nephilim, noted by the following message appearing in the message log, for example:

A sphere of light in the chord of Agolgot radiates away.

You feel it absorbed elsewhere.

The remaining Nephilim subsequently become more powerful, absorbing some of the powers of the fallen Nephilim and giving them stronger versions of the effects granted by their circles (in parentheses):

This creature burns bright in the chord of...

These powers will be granted to any clones of the Girsh Nephilim, but not the powers of their progenitor should they be dead (e.g. a clone of Girsh Bethsaida will not receive +50% hitpoints if the original Girsh Bethsaida dies.) Note that Starformed Ehalcodon will always receive the benefits granted by the prior six Nephilim as if they were slain, even if they were pacified.

Progression

This section is opinion-based. Your mileage may vary.

Builds

As Nephilim have high elemental resistances and a 75% chance to reflect ranged attacks due to their Reflective Shielding, missile weapons or even  Light Manipulation will be less reliable in battle. Thus, melee and careful movement is key; if ranged attacks are preferred, utilize  EMP grenades to disable the reflective shielding for a brief period. In some cradles, things such as the  Disintegration mutation or  resonance grenades can be of use in opening crowded areas such as  Girsh Agolgot's and  Girsh Shug'ruith the Burrower's cradles.

Builds that specialize around making multiple attacks, such as with the  Beak mutation or  girshling fangs,  Horns,  Multiple Arms, any stinger mutation such as  Stinger (Paralyzing Venom) paired with dueling stance from the long blade tree, and  Burrowing Claws and eventually those added with the  circle of light in the chord of Agolgot can make the most out of opportunities as a Nephilim's Irisdual Beam cools down.

Method A

Slaying  Girsh Rermadon first (combined with their proximity to the surface) means that the remaining will only receive their elemental resistances. One can more easily progress by then battling  Girsh Shug'ruith the Burrower and  Girsh Agolgot. Battling  Girsh Qas and  Girsh Qon next means that  Girsh Bethsaida gains the quickness bonuses, but also meaning they will be the only and last Nephilim to battle during Reclamation.

This can be considered the more steady means of progression.

Method B

Slaying  Girsh Bethsaida first due to them splitting for each quarter of HP loss means one will have to prioritize one iteration over the others until they've all fallen. Trying to battle all iterations at once will further complicate the battle. Battling  Girsh Qas and  Girsh Qon next is already difficult, as being within line of sight of Qon confuses the player character and any companions present. If Qon is handled before Qas, the battle becomes more manageable, but their deaths grant the remaining Nephilim a combined +50 quickness boost. Slaying  Girsh Agolgot grants each Nephilim their long blade class natural weapons, and  Girsh Shug'ruith the Burrower its omniphase status.

As a result,  Girsh Rermadon now has the combined strengths of those that have fallen before, and whilst their cradle is open, they are much more of a challenge than before.

Trivia

If a Nephilim has a hate reason from a faction, it will always be for eating one of their young.

References

  1. The lair of  Girsh Qas and  Girsh Qon is called the "chuppah of Qas and Qon", rather than their cradle.
  2. 2.0 2.1 XRL.World.ZoneBuilders.GirshLairMakerBase
  3. PopulationTables.xml
  4. XRL.World.ZoneBuilders.AgolgotColumn, method MutateObject
  5. XRL.World.ZoneBuilders.BethsaidaColumn, method MutateObject
  6. XRL.World.ZoneBuilders.QasQonLair, method MutateObject
  7. XRL.World.ZoneBuilders.QasQonLair, method TryAddCryptic
  8. XRL.World.ZoneBuilders.QasQonLair, method TryAddPolarized
  9. XRL.World.ZoneBuilders.RermadonLair, method MutateObject
  10. XRL.World.ZoneBuilders.ShugLair, method MutateObject