Difference between revisions of "Priest"

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One distinct advantage enjoyed by the clergy is the ability to ascertain [[beatitude]] independently of their [[pet]]s. Priests automatically see the [[beatitude]] of all [[object]]s. If no [[BUC]] is shown, that means uncursed. You can get "uncursed" back with the [[showbuc]] [[option]] patch.
 
One distinct advantage enjoyed by the clergy is the ability to ascertain [[beatitude]] independently of their [[pet]]s. Priests automatically see the [[beatitude]] of all [[object]]s. If no [[BUC]] is shown, that means uncursed. You can get "uncursed" back with the [[showbuc]] [[option]] patch.
  
The main disadvantage of the Priest is his weapon skill set. Priests cannot gain [[skill]] in any edged weapons, and can only reach basic skill in [[ranged weapon]]s. Combined with lack of attack spell-casting skills, this makes it hard for priests to find a good way to kill monsters.
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The main disadvantage of the Priest is the weapon skill set. Priests cannot gain [[skill]] in any edged weapons, and can only reach basic skill in [[ranged weapon]]s. Combined with lack of attack spell-casting skills, this makes it hard for priests to find a good way to kill monsters.
  
 
Except for attack spells, Priests are decent spell-casters. They can advance to expert in clerical, divination and healing, but are restricted in other classes. Note that their spellcasting prowess is based on Wisdom, not Intelligence (but the odds of learning a new spell still depend on Intelligence).
 
Except for attack spells, Priests are decent spell-casters. They can advance to expert in clerical, divination and healing, but are restricted in other classes. Note that their spellcasting prowess is based on Wisdom, not Intelligence (but the odds of learning a new spell still depend on Intelligence).
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==Equipment==
 
==Equipment==
  
The starting equipment is definitely an advantage of the Priest. They get:
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Priests start with the following items:
 
* a +1 [[mace]]
 
* a +1 [[mace]]
 
* a +0 [[robe]]
 
* a +0 [[robe]]
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==Strategy==
 
==Strategy==
 
===Early game===
 
===Early game===
Many players see priest as a very weak role. Expert play, however, can make them very easy to ascend for experienced players who know their way around objects in Nethack.
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Many players consider the Priest role to be very weak. However, expert play can make them easy to ascend for experienced players who know their way around objects in Nethack.
  
One of the main advantages to being a priest is that one can can identify which weapons, armor, and rings are safe to equip without having to drag everything to an altar, and your [[robe]] gives you some leeway in terms of wearing metal items and still being able to cast. Try on every noncursed piece of equipment you find; you may get lucky and find something like [[speed boots]] or a +4 [[ring of gain strength]] which makes your early game much easier. Even [[gauntlets of power]] are worth considering, as your starting spells are rarely so crucial that you don't have time to remove an item to cast them.  Beware the [[helm of opposite alignment]], although with your starting supply of [[Holy water]] it is generally easy to uncurse, and being identified when worn, you will only need to wear-test it once. Since other classes must watch out for being burdened or making multiple trips this is a huge advantage.  
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There are several things a Priest can start out with that can give them an advantage:
 +
* A very high strength, possibly even 18, or a combination of good high physical stats. This nearly places them in the fighter class of characters, and a Priest with such stats can eschew spellcasting for a while.
 +
* A spellbook of identify. Along with the starting robe, this makes the game much easier because you can identify important items from the beginning.
 +
* A spellbook of remove curse, which solves the whole problem of dealing with cursed items.
 +
* A spellbook of create monster. With a supply of food, it becomes easy to sacrifice for gifts and luck at an altar.
  
 +
Metallic armor and [[shield]]s are probably worth wearing to get your AC down; your starting spells don't generally need to be cast quickly, so when you do need to cast them you can find a quiet spot and disrobe. However, you will eventually want to start switching out for non-metallic armor as it becomes available.
  
The fact that Priests can tell the beatitude of items and that they start with holy water makes them absolute masters of the bones file. They can simply take whatever items they want, rinse some potions carefully and create more holy water to uncurse other items. They also can cherry pick from a bones file (for instance if they spy gauntlets of Power) and use their starting holy water to uncurse key armor, rings, etc. Priests can easily learn and cast remove curse with their robe (even at unskilled) and may even start with a remove curse spellbook. For this reason priests are far easier to ascend in an environment with many bones files (such as NAO, or a folder you've been using with many deaths on it) rather than a clean, new download of Nethack.
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Priests' ability to tell the beatitude of items and their starting holy water gives them many advantages in the early game:
 +
* They can identify which weapons, armor, and rings are safe to equip without having to drag everything to an altar.  Try on every noncursed piece of equipment; you can find highly enchanted armor such as +5 [[orcish helm]]s this way. You may even get something like [[speed boots]] or a +4 [[ring of gain strength]], which will make your early game much easier.
 +
* They can easily get the more useful blessed effects of scrolls such as identify, genocide, enchant armor and enchant weapon.
 +
* Removing curses is very easy because holy water becomes a common item, limited only by the number of dilutable potions. Additionally, [[scroll of remove curse|scrolls of remove curse]] can easily be blessed, and casting [[spellbook of remove curse|remove curse]] is not difficult for a Priest.
 +
* They are the best at getting an early wish from a [[magic lamp]], which will dramatically increase your chance of ascending. As soon as you have identified a magic lamp, you can (and should) bless and rub it.
 +
* Because it is so simple to remove the curses on items, Priests are absolute masters of the bones file. They are able to use items from a bones pile immediately, and eschew the effects of cursed items. It is far easier to ascend a Priest in an environment with many bones files (such as a public server, or a folder you've been using with many deaths on it) rather than a fresh install of Nethack.  
  
 +
Consider stashing at least one of your starting potions of holy water as early as possible, to keep from losing it to cold/fire/lightning attacks.  As long as you have one potion, you can make more at will.
  
Priests are the best at getting an early Lamp Wish from Minetown. Because they can tell the beatitude of objects and have holy water, they can easily bless magic lamps and rub them the instant they come into their possession by price IDing them in shops. This means that Priests are the class most likely to get an early wish over all other classes, which need to find a co-aligned altar and use a water prayer and  to bless a magic lamp and have the best probability for a wish. An early wish obviously increases your chances of ascending dramatically.
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You should try to get to [[Minetown]] as soon as you think you can survive the upper Mines. Once there, look for a magic lamp and try for a [[wish]]. [[Dragon scale mail]], either gray or silver, is a great choice, but certain artifacts may also be worthwhile; an early wish might be your only reliable chance to wish for an artifact. The Mines are also a great source of armor; upgrade yours whenever possible.
  
Because they start with holy water and can see the beatitude of objects, priests can get better use out of scrolls sooner such as genocide, enchant armor and especially enchant weapon. Priests can easily collect and price id scrolls of identify and bless them, getting a full identify. This further identifies key scrolls which they can also bless. They can do this without an altar (to check scroll status) or a co-aligned altar (to do a water prayer).
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Whether you try to go to Mines' End or Sokoban now is up to you. Getting the [[luckstone]] and blessing it will allow you to incur one or two Luck penalties in Sokoban. It will also make sacrificing more worthwhile, because luck you gain from it will not time out. On the other hand, Sokoban has better items overall, and is more attractive if you haven't found a [[bag of holding]] anywhere in the Mines yet.
  
For an early wish, SDSM or GDSM are great choices for a priest as this allows them superior AC, magic defense (either reflection or magic resistance) along with allowing spellcasting. Along with their robe and small shield, and a pair of cloth boots, their AC will be -4 and they will be able to cast spells with no penalty. Picking up some enchanted armor (by checking each piece as above) will put them in the -10 range and will provide some level of melee safety along with still being able to cast spells.
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As soon as possible, find a coaligned altar and sacrifice until you get an artifact weapon. You may not get exactly what you want, but most sacrifice gifts will still be better than the starting mace. You can continue sacrificing in the hopes of getting a better gift if you want, but don't run out of food trying to do so. If you haven't found an altar anywhere, keep exploring downwards in the main dungeon until you reach the quest portal level, and consider using one or two blessed scrolls of enchant weapon to improve your mace in the meantime.
  
Priests have several other attractive options for a wish, such as spellbook of identify or spellbook of magic mapping as well as remove curse (for bones files) or the spell of polymorph (which they can cast after completing their quest and enchanting the miter of holiness).  
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===Midgame===
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You should go on the quest as soon as possible. The majority of the monsters are weaker [[zombie]]s and the large number of graveyards contain many boxes full of items. There is more treasure on this quest than any other. The biggest danger is [[Drain life (monster attack) | level drain]] from the high number of [[wraiths]] and [[vampires]]; [[drain resistance]] or at least [[magic cancellation]] of 3 are highly recommended. If you aren't level 14 yet but you have a means of [[Create monster | creating monsters]], you can gain levels by creating wraiths on the home level and luring them back through the portal.
  
===Mid Game===
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The unaligned altar can be converted and used for sacrificing, but monster generation is low and most generated monsters are undead and cannot be sacrificed. Even if you have a means of creating monsters, this altar is a poor choice; even converting the Minetown altar is a better option.
  
Priests should do minetown first, trying for an early wish from one of the lamps. They should likely wish for GDSM, hoping to get reflection from Sokobon, or SDSM to avoid getting killed by wands. If the Minetown altar is co-aligned they should sacrifice their to get an artifact weapon. If not, After minetown they should look for an altar back up in the regular dungeon. If they find one they should camp at the altar until they can sacrifice for an artifact, and if they run out of food head to Sokobon. Hopefully by then they will get the amulet of reflection or the BOH. If they have still not found a co aligned altar they should continue in the dungeon until they find one or are turned back by a monster that is too strong. If they are turned back they should then finish up mine's end, identify scrolls and try to find Enchant Weapon and use it on their mace (making it +2-+4), or higher if they have more scrolls or have found a magic marker. They should continue down trying to find an altar, until the reach the quest level, dodging difficult monsters and digging downward or using wand of digging to get to the quest level.
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Some priests that get to the Castle will be strong enough to face the monsters in direct combat, or use the [[passtune]] to crush more difficult monsters with the drawbridge. Another option is to enter the Castle by levitating around to the back and entering that way, allowing difficult monsters to advance and drop through the trap doors to the Valley of the Dead, while killing the easier ones.
  
 
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===Late game===
The easy quest levels are a big advantage to the Priest, and the quest is simply a boon. They contain tons of treasure (moreso than any other quest) and the monsters are relatively easy (Lower level Undead). For this reason This means it's a source for anything the priest needs with very little risk. Make sure to (U)ntrap chests. If gaining levels is desired, the priest can lead wraiths away from the graveyard to normal dungeon where they are more likely to leave corpses for eating.  
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Priests do not have very many advantages in the late game. When you have a mostly complete [[ascension kit]] and can easily bless or identify anything, a priest does not have any special abilities or skills that give them an edge over other roles. At this point you should be able, if you wish, to sacrifice until you get several more artifacts and replace an unwanted weapon. An artifact that does double damage against most monsters, such as [[Grayswandir]] or [[Frost Brand]], is the best. You will not be dealing as much damage as other roles, but it will be enough to make it through Gehennom and the Planes. At this point, you could also try to advance [[attack spells]] to Basic and cast magic missile for heavy damage; if you do this, make sure to get your level as high as possible.  
 
 
 
 
The unaligned altar can be converted, but as monster generation is low and the monsters on these levels are undead, you will have to bring a bag of tricks, know the spell create monster or have a wand of create monster to pull off enough sacrifices for an artifact weapon, but it's possible if you are in dire need of an altar.
 
 
 
 
 
The availability of holy water and knowing the beatitude of items makes finding a source of levitation somewhat easier. A full identify can be gleaned from a stack of scrolls of identify which are blessed. They can also dig down below medusa and come back up to find the cursed boots of levitation (which they can easily uncurse with their holy water or the spell Remove Curse). They can also test uncursed rings to find ring of levitation. Failing all that they can also find boots of jumping, or even identify potions of levitation, blessing them to increase duration.
 
 
 
Because of this the priest should enter the castle while levitating from the rear, allowing more difficult monsters to advance and drop through the trap doors to the Valley of the Dead, while killing the easier ones, get the wand of wishing, and use it to fill any needs. A blessed magic marker can be wished for and used to dispatch the harder monsters that were dropped in the Valley of the Dead. A powerful artifact weapon can be wished for, etc. 
 
 
 
Another option is crushing the monsters that are too strong for a priest with the Castle's portcullis. See "Castle" for more details.
 
 
 
Knowing beatitudes also helps with Polypiling in the mid game, and after the castle and enchanting the mitre, the spellbook of Polymorph is an excellent wish for Priests. Magic Mapping and Identify are also excellent wishes for the Priest but can be obtained by using the spell Polymorph on other books.
 
  
 
===Weapon policy===
 
===Weapon policy===
Many players are worried about the "sword problem". Namely that Priests are restricted in edged weapons which makes them seem inferior.
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Priests are restricted in all edged weapons, which makes them seem inferior to many players. However, there are several workarounds to this problem, most of which involve [[artifacts]].
 
 
However with careful analysis and play it's possible to minimize this weakness. First of all the +1 mace you start with is nearly equal in damage to a sword wielded by others. The damage for a NORMAL mace is1d6+1 but your starting mace is magically +1. This means your damage vs small creatures is 1d6+2 vs 1d8 for a starting longsword in other classes. But the +1 is also to-hit, which pushes the starting mace to better than a longsword vs small creatures. You are at a huge disadvantage with a mace vs large creatures, 1d6+1 with your mace vs 1d12 for a longsword. But larger creatures such as trolls and giants don't usually appear till the midgame by which time you should have an artifact weapon. Priests may have to play defensively (use Elbereth, their pet, etc) against these larger creatures if encountered before they have an artifact weapon.
 
 
 
The [[mace]] you get in the beginning works fine in the early game, but is certainly insufficient later.
 
 
 
If wishing for an artifact, dragon armor should be considered first since it is so helpful especially to spellcasting priests. However if dragon armor has already been obtained, or other armor or items has made it less valuable, lawful priests should wish for the Sceptre of Might. Neutral priests are very likely to be granted [[Mjollnir]] and thus may not want to waste a wish on it. Chaotics should wish for mojo if wishing for an artifact weapon, but master key of thievery is also attractive for half physical damage.  
 
  
The Sceptre of Might and Mojo both end the "sword problem" of Priests since both can be advanced to expert. The Sceptre does comparable damage to other swords when fully enchanted (x2 damage to all non-lawfuls, which is pretty much everyone), and mojo unenchanted is the most damaging weapon in the early game (1d4+1+1d24, average damage 15 per hit!)
+
Priests have almost no skill in ranged weapons either, but if you happen across a stack of blessed daggers or darts, consider picking them up to use on monsters with passive attacks like [[floating eyes]] and [[blue jellies]].
  
All alignments can also get an artifact sword and unrestrict swords when getting a sacrifice gift or being crowned, circumventing the "sword problem". Priests gain a lot from being unrestricted, so sacrificing for an artifact weapon is very important.
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The [[mace]] you get in the beginning works fine in the early game. Its +1 bonus makes it slightly better than a +0 long sword at Basic skill against small monsters. It is much less effective against large monsters, but most of these don't start appearing until after dungeon level 10 or so, at which point you should be looking for an artifact weapon.
  
Chaotic Elven priests can "name" Orcrist and Sting, before sacrificing, guaranteeing that their first sacrifice gift is Stormbringer (and it unrestricts longswords!). Stormbringer is one of the most powerful swords both enchanted and early unenchanted.
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Sacrificing is the best way to get an artifact weapon; it will unrestrict that weapon's skill (long sword, in most cases), allowing you to advance it to Basic. This is usually good enough for the rest of the game. Eventually you will be able to cast create monster and sacrifice until you get a certain gift you want, but whatever gift you get first will usually be enough of an improvement over your mace to use for a while. The exceptions are Sting and Orcrist; chaotic priests should name these artifacts before sacrificing in order to guarantee that Stormbringer will be their first sacrifice gift.
  
Chaotic priest is obviously the most flummoxed in this situation but they can name Orcrist and Sting and keep sacrificing until they get a sword. Lastly all Chaotics are guaranteed Stormbringer (and it's unrestricted) when crowned, thus all alignments have a way around the "Sword Problem."
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If you manage to get an early wish, dragon scale mail is generally more useful than a weapon, because AC and non-metallic body armor are important things for a priest to have. Even artifact non-weapons tend to be more useful wishes in the long run, since you can always sacrifice for artifact weapons. If you do want to wish for a weapon, the only ones really worth wishing for are ones you can't get through other means: the [[Staff of Aesculapius]] for neutral priests, [[Mjollnir]] for chaotic priests, and the [[Sceptre of Might]] for lawful priests. All of these artifacts can be advanced to Expert. The Sceptre and Staff do double damage to most monsters, and Mjollnir has d24 extra damage against most monsters. (Note that only chaotic priests should wish for Mjollnir, because neutrals can get it via sacrifice and lawfuls have better options.)
  
 
Priests can become skilled in [[polearm]]; it may be worth training this skill against large, slow monsters (like [[mumak]]il), whom you can outrun as they close to attack range, and [[sea monster]]s, who cannot hit you if you are not next to the water.
 
Priests can become skilled in [[polearm]]; it may be worth training this skill against large, slow monsters (like [[mumak]]il), whom you can outrun as they close to attack range, and [[sea monster]]s, who cannot hit you if you are not next to the water.
  
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===Spellcasting===
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A good way to spend your starting holy water set is to bless any [[spellbook]] you find and learn new spells (unless you've got the {{spell of|identify}} spell, which makes it easy to sort out spells you don't need). But it is a good idea to keep at least one holy water in reserve for manufacturing more holy water.
  
Luck of the Faithful
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You should not have any problems giving skill slots to spells, as you don't learn many weapon skills and can advance them quickly in the [[quest]] thanks to all the wraith corpses. Hence you can advance spell-casting skill slots as soon as possible. If you must decide between schools, [[clerical spell]]s should take precedence, since those are the spells most useful to you.
  
Priests MAY have several fortuitous early game situations and boons that other characters don't have. It's possible to play a priest that doesn't recieve ANY of these boons, but it is unlikely that you will play a priest who doesn't get at least one, as they are numerous. There are so many boons that you only need to be slightly lucky to get one and it makes the game easier.
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As always, don't advance divination spells to Expert, since there are no benefits except for reduced failure rates. However, you should usually train divination spells to Skilled as soon as possible, to enhance the effects of spells like {{spell of | detect monsters}}, {{Spell of | detect treasure}}, and identify.
  
1. Priests can start with a very high strength (they can even start with STR 18) or a combination of good high physical stats This makes them nearly in the fighter class of characters. Their ability to try on armor quickly can aid this and the player can eschew spellcasting for a while, being nearly as strong as a class like Samurai, Caveman or Valkyrie.
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In the late game you can learn simple attack spells (like [[force bolt]] or [[drain life (spell)|drain life]]) and cast them with 0% failure rate, especially with the [[The Mitre of Holiness|Mitre of Holiness]]. [[Magic missile]] is especially useful at high levels, as its damage scales up with your level (and, due to the wraiths in the quest, it is easy, if a little tedious, to increase your level to deal more damage).
 
 
2. Priests can start with a spellbook of identify. Along with their robe this makes the game much easier as they can cast it from the beginning of the game. 
 
 
 
3. Priests can start with Remove Curse, which lets them pilfer bones files easily.
 
 
 
4. Priests can uncurse or bless a magic lamp (and know it's beatitude instantly) and get a wish faster and earlier than other classes.
 
  
5. Priest need not fear trying things on as they can sense their beatitude and may luckily find a powerful item quickly that increases their survival chances.
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You should [[turn undead|#turn]] undead only if you are absolutely certain that there are no non-[[undead]] monsters nearby.
  
6. Priests can start with a spellbook of Create Monster. This along with a supply of food (go to Sokobon first) makes it so they can easily get an artifact weapon quickly and/or get crowned, increase their luck dramatically, and even get multiple artifacts quickly, selecting the best one.
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Polypiling may be useful in the midgame, should you get a [[spellbook of polymorph]] or a [[wand of polymorph]], to get more useful spellbooks that you haven't found yet.
 
 
===Spellcasting===
 
One of the best ways to spend your starting holy water set is to bless any [[spellbook]] you find and learn new spells (unless you've got the {{spell of|identify}} spell, which makes this easier, or you are playing SLASH'EM, in which even uncursed spellbooks are guaranteed to be read successfully). But it is a good idea to keep at least one holy water in reserve for [[Potion_of_holy_water#Dipping_water_into_holy_water|manufacturing]] more holy water. This, combined with your built-in knowledge of [[BUC]], makes altars in the early game relatively unimportant for a Priest.
 
 
 
You should not have any problems with skill slots, as you don't learn many weapon skills and can advance them quickly in the [[quest]] thanks to all the wraith corpses. Hence you can advance spell-casting skill slots as soon as possible.  If you run into problems, [[clerical spell]]s should take precedence, since those are the spells most useful to you.
 
 
 
In the late game you can learn simple attack spells (like [[force bolt]] or [[drain life (spell)|drain life]]) and cast them with 0% failure rate, especially with the [[The Mitre of Holiness|Mitre of Holiness]].  [[Magic missile]] is especially useful at high levels, as its damage scales up with your level (and, due to the wraiths in the quest, it is easy, if a little tedious, to increase your level to deal more damage).
 
 
 
You should turn undead only if you are 100% positive that there are no non-[[undead]] monsters nearby.
 
  
 
===Quest===
 
===Quest===
 
{{main|Priest quest}}
 
{{main|Priest quest}}
  
[[Nalzok]], the Priest [[quest nemesis]], is quite tough, but he respects [[Elbereth]] and the [[scroll of scare monster]]. Beware the bullwhip-wielders (you may lose your weapon).  Most of the quest is, however, rather boring and extremely profitable. All the levels contain several graveyards with [[wraith]]s (lure them out), and chests full of goodies.  The Locate level may also contain several sleeping [[foocubi]], which you should not disturb until you are able to utilize them without the risk of negative effects. Given all the graveyards and sleeping monsters, some source of [[stealth]] is advisable before attempting this quest.
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[[Nalzok]], the Priest [[quest nemesis]], is quite tough, but he respects [[Elbereth]] and the [[scroll of scare monster]]. The quest is rather boring, but extremely profitable. All the levels contain several graveyards with [[wraith]]s and chests full of goodies.  The Locate level may also contain several sleeping [[foocubi]], which you should not disturb until you are able to utilize them without the risk of negative effects. Given all the graveyards and sleeping monsters, some source of [[stealth]] is advisable before attempting this quest.
  
 
The quest artifact is [[The Mitre of Holiness]].  While even an ordinary [[helm of brilliance]] is a great thing, the mitre additionally allows you to regain your [[power]], gives [[fire resistance]] and halves damage from the [[undead]] and most [[demons]].  However, unlike many quest artifacts, it doesn't confer [[magic resistance]], so you have to get that from a different source.
 
The quest artifact is [[The Mitre of Holiness]].  While even an ordinary [[helm of brilliance]] is a great thing, the mitre additionally allows you to regain your [[power]], gives [[fire resistance]] and halves damage from the [[undead]] and most [[demons]].  However, unlike many quest artifacts, it doesn't confer [[magic resistance]], so you have to get that from a different source.
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===Atheist conduct===
 
===Atheist conduct===
  
Priests are well suited to the Atheist conduct, regardless of how contradictory this may seem.  For those that need a logical explanation for this, consider that the Priest(ess) believes that they have been given all the powers that they need by their deity, and it would be an affront to same to ask for further favours.   
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Priests are well suited to the Atheist conduct, regardless of how contradictory this may seem.  For those that need a logical explanation for this, consider that the Priest(ess) believes that they have been given all the powers that they need by their deity, and it would be an affront to ask for further favours.   
 
 
====Advantages====
 
 
 
* Auto-BUC detection (no need to use altars for this)
 
* Starting [[holy water]]
 
 
 
Consider stashing at least one of your starting potions of holy water as early as possible, to keep from losing it to cold/fire/lightning attacks.  As long as you keep one starter potion, you can make more at will.
 
 
 
Other uses of altars - obviously forbidden to atheists - are increasing luck and obtaining artifact weapons.  If luck is a problem it can be had by tossing gems to [[unicorn]]s.  Artifact weapons available by sacrifice are generally not very useful for priests, so foregoing them is not so much of a problem.  [[Trident]]s and [[silver spear]]s, suitably buffed, are good choices, or consider wishing for the [[Sceptre of Might]] or the [[Staff of Aesculapius]].
 
  
 
====Problems====
 
====Problems====
  
Not being able to pray to get out of a tight situation is probably the biggest problem, especially in the early game. Food can be a problem, so stay aware of your nutrition level.  Encountering a footrice prior to obtaining a lizard corpse can be fatal; consider lugging around an acid blob corpse or something else acidic to guard against this. Lycanthropy can be dealt with using your starting wolfsbane. Escape methods are more important when you cannot pray to restore lost hitpoints - keep aware of these as well.
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Not being able to pray to get out of a tight situation is probably the biggest problem, especially in the early game. Food can be a problem, so stay aware of your nutrition level.  Encountering a cockatrice prior to obtaining a lizard corpse can be fatal; consider lugging around an acid blob corpse or something else acidic to guard against this. Lycanthropy can be dealt with using your starting wolfsbane. Escape methods are more important when you cannot pray to restore lost hitpoints - keep aware of these as well.
  
 
No divine protection means two things - it's more important to enchant up armor items, and [[gold]] is almost worthless (except for score purposes) after the early game when you need it for shops.  You can buy some experience from the Oracle, and keep a little on hand for bribing demons (if you want to).  Other than that it is just a burden.
 
No divine protection means two things - it's more important to enchant up armor items, and [[gold]] is almost worthless (except for score purposes) after the early game when you need it for shops.  You can buy some experience from the Oracle, and keep a little on hand for bribing demons (if you want to).  Other than that it is just a burden.
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<references/>
 
<references/>
  
{{nethack-343}}
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{{nethack-360}}
 
[[Category:Roles]]
 
[[Category:Roles]]

Revision as of 22:38, 15 November 2016

This article is about the role. For the monster, see aligned priest.

Priest (priestess if female) is one of the roles in NetHack, capable of playing any alignment as a human, or restricted to chaotic as an elf. A priest's religion is chosen randomly from the pantheons of the other roles. A human priest is therefore capable of representing any of the gods in the game (who send mortals after the amulet, that is). According to the guidebook:

              Priests and Priestesses are clerics militant, crusaders  ad-
         vancing  the  cause  of  righteousness with arms, armor, and arts
         thaumaturgic.  Their ability to commune with deities  via  prayer
         occasionally extricates them from peril, but can also put them in
         it.

Abilities

One distinct advantage enjoyed by the clergy is the ability to ascertain beatitude independently of their pets. Priests automatically see the beatitude of all objects. If no BUC is shown, that means uncursed. You can get "uncursed" back with the showbuc option patch.

The main disadvantage of the Priest is the weapon skill set. Priests cannot gain skill in any edged weapons, and can only reach basic skill in ranged weapons. Combined with lack of attack spell-casting skills, this makes it hard for priests to find a good way to kill monsters.

Except for attack spells, Priests are decent spell-casters. They can advance to expert in clerical, divination and healing, but are restricted in other classes. Note that their spellcasting prowess is based on Wisdom, not Intelligence (but the odds of learning a new spell still depend on Intelligence).

Priests can #turn undead, which can be helpful in their quest, but should do so carefully.

Intrinsics

Priests gain the following intrinsics at these experience levels:[1]

Priests also have the intrinsics of their race. Elves gain sleep resistance at level 4.[2]

Equipment

Priests start with the following items:

Elven priests, like other elvish characters, start with a random non-magical instrument.

Skills

Priest skills
Max Skills
Basic
Skilled
Expert

Priests start with Basic skill in Mace and Clerical spells. The spellcasting skill is always Clerical, no matter what spellbooks a character starts with, because the initial spellcasting skills are hardcoded in the function skill_init in weapon.c and are independent of the starting inventory.

Strategy

Early game

Many players consider the Priest role to be very weak. However, expert play can make them easy to ascend for experienced players who know their way around objects in Nethack.

There are several things a Priest can start out with that can give them an advantage:

  • A very high strength, possibly even 18, or a combination of good high physical stats. This nearly places them in the fighter class of characters, and a Priest with such stats can eschew spellcasting for a while.
  • A spellbook of identify. Along with the starting robe, this makes the game much easier because you can identify important items from the beginning.
  • A spellbook of remove curse, which solves the whole problem of dealing with cursed items.
  • A spellbook of create monster. With a supply of food, it becomes easy to sacrifice for gifts and luck at an altar.

Metallic armor and shields are probably worth wearing to get your AC down; your starting spells don't generally need to be cast quickly, so when you do need to cast them you can find a quiet spot and disrobe. However, you will eventually want to start switching out for non-metallic armor as it becomes available.

Priests' ability to tell the beatitude of items and their starting holy water gives them many advantages in the early game:

  • They can identify which weapons, armor, and rings are safe to equip without having to drag everything to an altar. Try on every noncursed piece of equipment; you can find highly enchanted armor such as +5 orcish helms this way. You may even get something like speed boots or a +4 ring of gain strength, which will make your early game much easier.
  • They can easily get the more useful blessed effects of scrolls such as identify, genocide, enchant armor and enchant weapon.
  • Removing curses is very easy because holy water becomes a common item, limited only by the number of dilutable potions. Additionally, scrolls of remove curse can easily be blessed, and casting remove curse is not difficult for a Priest.
  • They are the best at getting an early wish from a magic lamp, which will dramatically increase your chance of ascending. As soon as you have identified a magic lamp, you can (and should) bless and rub it.
  • Because it is so simple to remove the curses on items, Priests are absolute masters of the bones file. They are able to use items from a bones pile immediately, and eschew the effects of cursed items. It is far easier to ascend a Priest in an environment with many bones files (such as a public server, or a folder you've been using with many deaths on it) rather than a fresh install of Nethack.

Consider stashing at least one of your starting potions of holy water as early as possible, to keep from losing it to cold/fire/lightning attacks. As long as you have one potion, you can make more at will.

You should try to get to Minetown as soon as you think you can survive the upper Mines. Once there, look for a magic lamp and try for a wish. Dragon scale mail, either gray or silver, is a great choice, but certain artifacts may also be worthwhile; an early wish might be your only reliable chance to wish for an artifact. The Mines are also a great source of armor; upgrade yours whenever possible.

Whether you try to go to Mines' End or Sokoban now is up to you. Getting the luckstone and blessing it will allow you to incur one or two Luck penalties in Sokoban. It will also make sacrificing more worthwhile, because luck you gain from it will not time out. On the other hand, Sokoban has better items overall, and is more attractive if you haven't found a bag of holding anywhere in the Mines yet.

As soon as possible, find a coaligned altar and sacrifice until you get an artifact weapon. You may not get exactly what you want, but most sacrifice gifts will still be better than the starting mace. You can continue sacrificing in the hopes of getting a better gift if you want, but don't run out of food trying to do so. If you haven't found an altar anywhere, keep exploring downwards in the main dungeon until you reach the quest portal level, and consider using one or two blessed scrolls of enchant weapon to improve your mace in the meantime.

Midgame

You should go on the quest as soon as possible. The majority of the monsters are weaker zombies and the large number of graveyards contain many boxes full of items. There is more treasure on this quest than any other. The biggest danger is level drain from the high number of wraiths and vampires; drain resistance or at least magic cancellation of 3 are highly recommended. If you aren't level 14 yet but you have a means of creating monsters, you can gain levels by creating wraiths on the home level and luring them back through the portal.

The unaligned altar can be converted and used for sacrificing, but monster generation is low and most generated monsters are undead and cannot be sacrificed. Even if you have a means of creating monsters, this altar is a poor choice; even converting the Minetown altar is a better option.

Some priests that get to the Castle will be strong enough to face the monsters in direct combat, or use the passtune to crush more difficult monsters with the drawbridge. Another option is to enter the Castle by levitating around to the back and entering that way, allowing difficult monsters to advance and drop through the trap doors to the Valley of the Dead, while killing the easier ones.

Late game

Priests do not have very many advantages in the late game. When you have a mostly complete ascension kit and can easily bless or identify anything, a priest does not have any special abilities or skills that give them an edge over other roles. At this point you should be able, if you wish, to sacrifice until you get several more artifacts and replace an unwanted weapon. An artifact that does double damage against most monsters, such as Grayswandir or Frost Brand, is the best. You will not be dealing as much damage as other roles, but it will be enough to make it through Gehennom and the Planes. At this point, you could also try to advance attack spells to Basic and cast magic missile for heavy damage; if you do this, make sure to get your level as high as possible.

Weapon policy

Priests are restricted in all edged weapons, which makes them seem inferior to many players. However, there are several workarounds to this problem, most of which involve artifacts.

Priests have almost no skill in ranged weapons either, but if you happen across a stack of blessed daggers or darts, consider picking them up to use on monsters with passive attacks like floating eyes and blue jellies.

The mace you get in the beginning works fine in the early game. Its +1 bonus makes it slightly better than a +0 long sword at Basic skill against small monsters. It is much less effective against large monsters, but most of these don't start appearing until after dungeon level 10 or so, at which point you should be looking for an artifact weapon.

Sacrificing is the best way to get an artifact weapon; it will unrestrict that weapon's skill (long sword, in most cases), allowing you to advance it to Basic. This is usually good enough for the rest of the game. Eventually you will be able to cast create monster and sacrifice until you get a certain gift you want, but whatever gift you get first will usually be enough of an improvement over your mace to use for a while. The exceptions are Sting and Orcrist; chaotic priests should name these artifacts before sacrificing in order to guarantee that Stormbringer will be their first sacrifice gift.

If you manage to get an early wish, dragon scale mail is generally more useful than a weapon, because AC and non-metallic body armor are important things for a priest to have. Even artifact non-weapons tend to be more useful wishes in the long run, since you can always sacrifice for artifact weapons. If you do want to wish for a weapon, the only ones really worth wishing for are ones you can't get through other means: the Staff of Aesculapius for neutral priests, Mjollnir for chaotic priests, and the Sceptre of Might for lawful priests. All of these artifacts can be advanced to Expert. The Sceptre and Staff do double damage to most monsters, and Mjollnir has d24 extra damage against most monsters. (Note that only chaotic priests should wish for Mjollnir, because neutrals can get it via sacrifice and lawfuls have better options.)

Priests can become skilled in polearm; it may be worth training this skill against large, slow monsters (like mumakil), whom you can outrun as they close to attack range, and sea monsters, who cannot hit you if you are not next to the water.

Spellcasting

A good way to spend your starting holy water set is to bless any spellbook you find and learn new spells (unless you've got the identify spell, which makes it easy to sort out spells you don't need). But it is a good idea to keep at least one holy water in reserve for manufacturing more holy water.

You should not have any problems giving skill slots to spells, as you don't learn many weapon skills and can advance them quickly in the quest thanks to all the wraith corpses. Hence you can advance spell-casting skill slots as soon as possible. If you must decide between schools, clerical spells should take precedence, since those are the spells most useful to you.

As always, don't advance divination spells to Expert, since there are no benefits except for reduced failure rates. However, you should usually train divination spells to Skilled as soon as possible, to enhance the effects of spells like detect monsters, detect treasure, and identify.

In the late game you can learn simple attack spells (like force bolt or drain life) and cast them with 0% failure rate, especially with the Mitre of Holiness. Magic missile is especially useful at high levels, as its damage scales up with your level (and, due to the wraiths in the quest, it is easy, if a little tedious, to increase your level to deal more damage).

You should #turn undead only if you are absolutely certain that there are no non-undead monsters nearby.

Polypiling may be useful in the midgame, should you get a spellbook of polymorph or a wand of polymorph, to get more useful spellbooks that you haven't found yet.

Quest

Main article: Priest quest

Nalzok, the Priest quest nemesis, is quite tough, but he respects Elbereth and the scroll of scare monster. The quest is rather boring, but extremely profitable. All the levels contain several graveyards with wraiths and chests full of goodies. The Locate level may also contain several sleeping foocubi, which you should not disturb until you are able to utilize them without the risk of negative effects. Given all the graveyards and sleeping monsters, some source of stealth is advisable before attempting this quest.

The quest artifact is The Mitre of Holiness. While even an ordinary helm of brilliance is a great thing, the mitre additionally allows you to regain your power, gives fire resistance and halves damage from the undead and most demons. However, unlike many quest artifacts, it doesn't confer magic resistance, so you have to get that from a different source.

Atheist conduct

Priests are well suited to the Atheist conduct, regardless of how contradictory this may seem. For those that need a logical explanation for this, consider that the Priest(ess) believes that they have been given all the powers that they need by their deity, and it would be an affront to ask for further favours.

Problems

Not being able to pray to get out of a tight situation is probably the biggest problem, especially in the early game. Food can be a problem, so stay aware of your nutrition level. Encountering a cockatrice prior to obtaining a lizard corpse can be fatal; consider lugging around an acid blob corpse or something else acidic to guard against this. Lycanthropy can be dealt with using your starting wolfsbane. Escape methods are more important when you cannot pray to restore lost hitpoints - keep aware of these as well.

No divine protection means two things - it's more important to enchant up armor items, and gold is almost worthless (except for score purposes) after the early game when you need it for shops. You can buy some experience from the Oracle, and keep a little on hand for bribing demons (if you want to). Other than that it is just a burden.

Using #turn will break atheist conduct! So will using #chat to a priest under any circumstances.

Rank titles

The status line shows you to be one of the following ranks when you reach the specified experience level:

  • XL 1-2: Aspirant
  • XL 3-5: Acolyte
  • XL 6-9: Adept
  • XL 10-13: Priest/Priestess
  • XL 14-17: Curate
  • XL 18-21: Canon/Canoness
  • XL 22-25: Lama
  • XL 26-29: Patriarch/Matriarch
  • XL 30: High Priest/High Priestess

SLASH'EM

In SLASH'EM, Priests can be doppelgangers, drow, elves, hobbits, or humans.

Starting equipment

Skills

Priest spell skills are different than in Vanilla. Also of note, they can become skilled in long sword.

Priest skills
Max Skills
Basic
Skilled
Expert

Techniques

Level Technique
1 Turn undead
1 Blessing


Strategy

In SLASH'EM priests get the Disrupter (Mace) as their first sacrifice gift, which is very useful in their quest as it grants +5 to hit and +30 to damage against the undead. It is not terribly useful as a main weapon, but makes a good secondary weapon to use against liches and vampire mages. Make sure to enchant it to be able to hit undead with enchantment resistance!

Lawful priests can try to use the Skullcrusher (Club) that can be gotten by sacrifice. If you are good at unmounted polearm tactics, the Reaper (Halberd) can be another option. The previously-good wish, the Sceptre of Might, is a much weaker weapon in SLASH'EM. It now does a flat +3 to hit and +5 to damage against cross-aligned, instead of double damage.

Neutral priests do not get any new options, and should go for Mjollnir (now a Heavy Hammer) or the Staff of Aesculapius (still a Staff).

Chaotic priests can use the Bat from Hell (Club) which can by gotten by sacrifice. They can also use the Plague bow or the Hellfire crossbow, both may be obtained through sacrifice. All the arrows shot by the Plague are poisoned and all bolts shot by the Hellfire explode dealing fire damage.

Encyclopedia entry

[...] For the two priests were talking exactly like priests,
piously, with learning and leisure, about the most aerial
enigmas of theology. The little Essex priest spoke the more
simply, with his round face turned to the strengthening stars;
the other talked with his head bowed, as if he were not even
worthy to look at them. But no more innocently clerical
conversation could have been heard in any white Italian cloister
or black Spanish cathedral. The first he heard was the tail of
one of Father Brown's sentences, which ended: "... what they
really meant in the Middle Ages by the heavens being
incorruptible." The taller priest nodded his bowed head and
said: "Ah, yes, these modern infidels appeal to their reason;
but who can look at those millions of worlds and not feel that
there may well be wonderful universes above us where reason is
utterly unreasonable?"

[ The Innocence of Father Brown, by G.K. Chesterton ]

References


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