Pakellas
Pakellas only has two normal granted powers; but they show remarkable versatility throughout the game.
Early Game:
- Quick Charge means practically unlimited wands; spamming {Polymorph, Draining, Fire, Confusion, Paralysis, etc.} in any remotely dangerous situation feels like a non-cost. Since you don't Regen MP naturally; use Quick Charge outside of battle whenever your MP is full to keep your wands close to full as possible.
- Device Surge can be used for effectively a single turn of MP-powered wands++. 3 MP for 1.5; 6 MP for 2.25; 9 MP for 3.375. Much better than the mutation.
Mid Game:
- You unlock Supercharge in midgame; you'll probably want to use it on a rod you'll use regularly for the rest of the game. Personally, I chose a Lightning Rod; Clouds, Destruction, Ignition and Shadows are other good choices.
- You should be slowly replacing wands with evokers (sack of spiders; phial of floods; disc of storms; etc.) Quick charge will transition into only being used for escape wands as you get them (Heal Wounds, Haste, Invisibility, Teleportation).
- Device Surge vastly boosts evokers; you probably should use it in situations when evokers are call for.
Late Game:
- Spam Heal Wounds, since recharging is cheap. Quick Charge makes it nearly free. This makes Pakellas' help in Hell almost on tier TSO, Elyvilon and Makhleb. You similarly have nearly unlimited haste and teleportation.
- At high evocations with Device Surge, a Rod of Clouds gets Acidic Fog more than half the time. Corroding and significantly damaging even hell lords. Note: rCorr makes you immune to Acidic Fog.
Cost:
- Pakellas turns off normal MP regen; meaning the only normal magic that is worthwhile are spells that are very MP-efficient.
- Wands and Rods effectively replace Conjurations and Hexes; so no reason to bother with those anyways.
- Because MP regen is stopped; Pakellas worshipers need to be able to handle weaker enemies with no spell help. "Pure" Conjurers, Enchanters and Summoners are a particularly bad idea.
- Spells that may be worth considering still:
- Blade Hands, Blink, Lightning Spire, Controlled Blink, Repel Missiles, Deflect Missiles, Ignite Poison (combo with rod of clouds poison clouds), Animate Dead, Death Channel, Silence, Death's Door.
- Anything where the MP cost will be made up quickly or for a unique defensive effect. Remember: Recharging a Wand of Draining is cheaper than caster Bolt of Draining; etc.