Difference between revisions of "Temple"

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#REDIRECT [[special room#Temples]]
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An [[altar]] with a [[Aligned priest|priest]] tending it is a temple. If the priest and altar are [[alignment|co-aligned]] with you and your alignment record is good enough, the temple is a [[sanctuary]]. If a temple's resident priest dies or is otherwise removed from the room, the temple becomes desecrated; every time you enter a desecrated temple, there is 1/5 chance of "an enormous ghost" appearing next to you, paralyzing you for three turns, and then acting as an ordinary [[ghost]].{{refsrc|priest.c|384}} A desecrated temple cannot be restored; all desecrated temples that are generated normally (i.e. not in a bones file) will have the altar be unaligned if one is present.
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==Known locations of temples==
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[[Minetown]] is guaranteed to have a temple with an altar, but this level may leave [[bones]], meaning a file can occur where the altar, the priest or both may not exist. As of [[NetHack 3.6.0]], the Orcish Town variant, imported from the variant [[UnNetHack]], has a desecrated temple.
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The [[Valley of the Dead]] contains a temple of [[Moloch]] with an unaligned altar. The room in [[Moloch's Sanctum]] housing the [[high priest of Moloch]] is also a temple.
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Many quests have a temple one of their floors; the [[Knight quest#The Isle of Glass|knight quest locate level]] has a neutral temple, and the [[Healer quest#The Temple of Coeus|healer quest locate level]] has a chaotic temple. The [[Caveman quest]] home level has a temple that is always co-aligned, while the [[Wizard quest]] goal level has a desecrated temple that is always cross-aligned. The [[Monk quest]] home level (and by extension the [[Priest quest]]'s home level) contains a desecrated temple; the Priest quest also has a temple to Moloch on the locate level. The [[Tourist quest]] locate level has a desecrated temple that does not contain an altar at all.
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The room with the unaligned altar in [[Orcus Town]] is not considered a temple.
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==What to do in a temple==
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You can [[Aligned priest|donate]] [[zorkmid|gold]] to the priest to get extra [[AC]]. For more information, see [[protection]] and [[Aligned_priest#.23Chatting.2C_e.g._for_protection|aligned priest]].
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It is possible to change the [[alignment]] of an altar in a temple by sacrificing a monster, especially the right type of [[unicorn]], but doing so will anger the priest. More information is on the page about [[altar]]s.
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==What not to do in a temple==
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When you are [[Curse-testing|BUC testing]] rings, do not put them on inside the temple. If the ring is a [[ring of conflict]], chances are you will have [[YASD]] on your hands. In fact, it is probably just a good idea to use the altar to do this anyway.
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If you are [[identification|read-identifying]] [[scroll]]s that you have recently BUC tested in the temple, it would be a good idea to read scrolls that are possibly [[Scroll of fire|Scrolls of fire]] away from the priest, preferably in another room, to avoid having the scrolls accidentally damage and anger the priest.
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If there is a [[gas spore]] in the room, lure it out of the temple before killing it - if you kill it while in the temple and the priest is caught in the explosion, the priest will get angry.
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Do not test a drum that might be a drum of earthquake anywhere on the level. If the altar is within line of sight, it may be destroyed, and the priest be made hostile. Even if the altar is not within line of sight, the priest may still be made hostile by a chasm opening underneath him.
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==Frequency and alignment==
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One temple is created with probability 1/5 from level 9 on in an ordinary rooms-and-corridors level in the main dungeon, provided it does not already have a shop, a throne room, a leprechaun hall or a zoo.{{refsrc|mklev.c|735}} There is an 80% chance the temple is the same alignment as its hosting [[dungeon branch]], the rest of the time it has 1/3 chance of each alignment.{{refsrc|mkroom.c|513}}{{refsrc|dungeon.c|1434}}
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==Messages==
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Since [[NetHack 3.6.0]], the following sounds can be heard if a priest is present whose alignment matches that of the altar: {{refsrc|src/sounds.c|241|version=NetHack 3.6.0|comment=Temple sounds}}
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* "You hear someone praising ''<deity>''." (only if the priest can speak)
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* "You hear someone beseeching ''<deity>''." (only if the priest can speak)
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* "You hear an an animal carcass being offered in sacrifice." (only if you can't see the priest or altar)
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* "You hear a strident plea for donations." (only if the priest can speak)
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The following other messages are related to temples:
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* "You have a forbidding feeling." (entering, temple desecrated or cross-aligned)
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* "You have a strange forbidding feeling." (entering, alignment record -4 or lower)
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* "You experience a sense of peace." (entering, alignment record 20 or higher)
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* "You experience an unusual sense of peace." (entering, alignment record less than 20)
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* "You have an eerie feeling..." (entering, no priest)
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* "You feel like you are being watched." (entering, no priest)
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* "A shiver runs down your <[[Body parts|spine]]>." (entering, no priest)
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==References==
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[[Category:Special rooms]]

Revision as of 04:56, 27 June 2020

An altar with a priest tending it is a temple. If the priest and altar are co-aligned with you and your alignment record is good enough, the temple is a sanctuary. If a temple's resident priest dies or is otherwise removed from the room, the temple becomes desecrated; every time you enter a desecrated temple, there is 1/5 chance of "an enormous ghost" appearing next to you, paralyzing you for three turns, and then acting as an ordinary ghost.[1] A desecrated temple cannot be restored; all desecrated temples that are generated normally (i.e. not in a bones file) will have the altar be unaligned if one is present.

Known locations of temples

Minetown is guaranteed to have a temple with an altar, but this level may leave bones, meaning a file can occur where the altar, the priest or both may not exist. As of NetHack 3.6.0, the Orcish Town variant, imported from the variant UnNetHack, has a desecrated temple.

The Valley of the Dead contains a temple of Moloch with an unaligned altar. The room in Moloch's Sanctum housing the high priest of Moloch is also a temple.

Many quests have a temple one of their floors; the knight quest locate level has a neutral temple, and the healer quest locate level has a chaotic temple. The Caveman quest home level has a temple that is always co-aligned, while the Wizard quest goal level has a desecrated temple that is always cross-aligned. The Monk quest home level (and by extension the Priest quest's home level) contains a desecrated temple; the Priest quest also has a temple to Moloch on the locate level. The Tourist quest locate level has a desecrated temple that does not contain an altar at all.

The room with the unaligned altar in Orcus Town is not considered a temple.

What to do in a temple

You can donate gold to the priest to get extra AC. For more information, see protection and aligned priest.

It is possible to change the alignment of an altar in a temple by sacrificing a monster, especially the right type of unicorn, but doing so will anger the priest. More information is on the page about altars.

What not to do in a temple

When you are BUC testing rings, do not put them on inside the temple. If the ring is a ring of conflict, chances are you will have YASD on your hands. In fact, it is probably just a good idea to use the altar to do this anyway.

If you are read-identifying scrolls that you have recently BUC tested in the temple, it would be a good idea to read scrolls that are possibly Scrolls of fire away from the priest, preferably in another room, to avoid having the scrolls accidentally damage and anger the priest.

If there is a gas spore in the room, lure it out of the temple before killing it - if you kill it while in the temple and the priest is caught in the explosion, the priest will get angry. Do not test a drum that might be a drum of earthquake anywhere on the level. If the altar is within line of sight, it may be destroyed, and the priest be made hostile. Even if the altar is not within line of sight, the priest may still be made hostile by a chasm opening underneath him.

Frequency and alignment

One temple is created with probability 1/5 from level 9 on in an ordinary rooms-and-corridors level in the main dungeon, provided it does not already have a shop, a throne room, a leprechaun hall or a zoo.[2] There is an 80% chance the temple is the same alignment as its hosting dungeon branch, the rest of the time it has 1/3 chance of each alignment.[3][4]

Messages

Since NetHack 3.6.0, the following sounds can be heard if a priest is present whose alignment matches that of the altar: [5]

  • "You hear someone praising <deity>." (only if the priest can speak)
  • "You hear someone beseeching <deity>." (only if the priest can speak)
  • "You hear an an animal carcass being offered in sacrifice." (only if you can't see the priest or altar)
  • "You hear a strident plea for donations." (only if the priest can speak)

The following other messages are related to temples:

  • "You have a forbidding feeling." (entering, temple desecrated or cross-aligned)
  • "You have a strange forbidding feeling." (entering, alignment record -4 or lower)
  • "You experience a sense of peace." (entering, alignment record 20 or higher)
  • "You experience an unusual sense of peace." (entering, alignment record less than 20)
  • "You have an eerie feeling..." (entering, no priest)
  • "You feel like you are being watched." (entering, no priest)
  • "A shiver runs down your <spine>." (entering, no priest)

References