Difference between revisions of "Religion"

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As [[NetHack]] is a fantasy adventure game, '''religion''' ties in closely with its occult themes and mythology. The very mission of the game is to recover [[The Amulet of Yendor]] for your god. This article is a portal to detailed articles about the religious aspects of the game which affect gameplay.
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{{religion}}
  
==General desctiption==
+
As [[NetHack]] is a fantasy adventure game, '''religion''' ties in closely with its mythological themes. The very mission of the game is to recover [[The Amulet of Yendor]] for your god. This article is a portal to detailed articles about the religious aspects of the game which affect gameplay.
 +
 
 +
==General description==
  
 
=== Rituals ===
 
=== Rituals ===
  
In Nethack, there are four religious rituals: [[prayer]], [[sacrificing]], [[turn undead]], and donating money to a priest.
+
In NetHack, there are four religious rituals: [[prayer]], [[sacrificing]], [[turn undead]], and donating money to a priest. Dropping items on an [[altar]] while not blind also counts for the purposes of the atheist [[conduct]].
 +
 
 +
[[Prayer]] (#pray) may cause beneficial outcomes, from restoring your [[hit points|HP]] to uncursing your item or making water holy. However, prayer never improves your relationships with your god. For example, if your god is angry with you, you cannot mollify him or her by prayers. There are several conditions that must be met for prayer to be safe.
  
[[Prayer]] (#pray) may cause beneficial outcomes, from restoring your [[hit points|HP]] to uncursing your item or making a holy water. However, prayer never improves your relationships with your god. For example, if your god is angry at you, you cannot mollify him or her by prayers. There are several conditions of safe pray.
+
[[Sacrificing]] (#offer) a corpse on a [[alignment|coaligned]] altar (e.g. lawful altar if you are lawful) can improve your relationships with your god, including your luck. It can also grant you an artifact weapon. Sacrificing on a coaligned altar is always safe, provided that you are not sacrificing a coaligned unicorn (white for lawful, gray for neutral, black for chaotic), a former pet of yours, or a member of your own (starting) race. (The last is safe for chaotic players, but the other two are not.) Sacrificing on an altar that is not coaligned may convert it (if your alignment is positive and you are not in [[Gehennom]]) or may instead lower your luck; if your alignment is not positive it may instead convert [[you]]. (Converting before the [[Quest]] makes it [[unwinnable|impossible to win]] the game.) Finally, sacrificing the [[Amulet of Yendor]] on the coaligned altar on the [[Astral Plane]] wins the game.
  
[[Sacrificing]] (#offer) a corpse on a [[alignment|coaligned]] altar (i. e. lawful altar if you are lawful) can improve your relationships with your god, including your luck.  It can also grant you an artifact weapon.  Sacrificing on a coaligned altar is always safe, unless you sacrifice a coaligned unicorn (white/gray/black if you are lawful/neutral/chaotic correspondently), your former pet, or member of your own race (the latter is permitted, and beneficial, for chaotic players). Sacrificing on non-coaligned altar, if you are in a good standing with your god, may either convert it or harm your luck.  Finally, donating [[amulet of Yendor]] on a co-aligned altar on the [[Astral Palne]] wins the game.
+
[[Turn undead]] (#turn) allows [[Knight]]s and [[Priest]]s to frighten or even destroy (if they are lawful or neutral) or pacify (if they are chaotic) nearby undead creatures by calling upon the power of their deity. It should not be confused with [[Spellbook of turn undead|the spell of turn undead]], which causes only minor damage to undead creatures. Like prayer, turning works only under specific conditions.
  
[[Turn undead]] (#turn) allows [[Knights]] and [[Priests]] to frighten, and possibly even destroy (if they are lawful or neutral) or pacify (if they are chaotic) nearby undead creatures by calling upon the power of their deity.  It should not be confused with [[Spellbook of turn undead|the spell of turn undead]], which causes only minor damage to undead creatures.  Like prayer, turning works only under specific conditions.
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To [[donate]] money (#chat), you must stand in the square adjacent to a peaceful priest in a temple. His alignment is not important. Donating 400 times your experience level (or more, but less than 600 times your experience level) grants or improves [[intrinsic protection]]. Other sums of money may grant temporary clairvoyance, improve your [[alignment record]], or exercise your wisdom. Donating $0 or less to a coaligned priest is a [[Bad Idea]]. For more information, see the chatting section in the [[Aligned priest]] article.
 
For [[donating]] money (#chat), you must stand in the square adjanced to a peaceful priest in a temple. His alignment is not important. Donating 400 times your experience level (or more, but less than 600 times your experience level) grants or improves [[intrinsic protection]]. Other sums of money may grant temporary clairvoyance, improve your [[alignment record]], or excersize your wisdom. Donating $0 or less is a bad idea (you loose one point of alignment). For more information, see the chatting section in the [[Aligned_priest]] article.
 
  
Monsters cannot pray, sacrifice, turn undead, or donate money.
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Monsters cannot pray, sacrifice, turn undead, or donate money. (Players can still do these things while polymorphed, however.)
  
 
=== Parameters ===
 
=== Parameters ===
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There are several parameters which determine your relationships with your god.
 
There are several parameters which determine your relationships with your god.
  
[[Alignment]] determines to which of three gods you serve. There are three alighnments: lawful, neutral, and chaotic. Monsters, artifacts, altars and even the dungeon itself can have an alignment as well. Some entities loyal to [[Moloch]] are unaligned. Your initial alignment depends on your [[role]] and random number generator. You can change it temporarily by wearing a [[helm of the opposite alignment]], or permanently by sacrificing on non-coaligned altar when your god is angry. There are penalties for both temporary and permanent change of your alignment. In particular, if you permanently change your alignment before starting your quest, your quest leader will never send you to the quest, therefore you cannot win.
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{|class="wikitable" style="text-align:center"
 +
!Parameter
 +
!Range
 +
!Initially
 +
!Normally
 +
!Ideally
 +
!Safe pray interval
 +
|-
 +
|Alignment
 +
|Lawful, Neutral, or Chaotic
 +
|May be any
 +
|Same as initial value
 +
|No "best" alignment
 +
|any
 +
|-
 +
|Alignment record
 +
|negative infinity to 10+(Turns/200)
 +
|0 or 10, depending on the role
 +
|near the maximum
 +
|maximum
 +
|zero or positive
 +
|-
 +
|Anger
 +
|0 to infinity
 +
|0
 +
|0
 +
|0
 +
|0
 +
|-
 +
|Prayer timeout
 +
|0 to 23500
 +
|300
 +
|often 0
 +
|0
 +
|at most 0/100/200 if you have (only) no/minor/major problems
 +
|-
 +
|Luck
 +
| -13 to 13
 +
|0
 +
|zero or positive
 +
|13*
 +
|zero or positive
 +
|}
 +
''* There is an obscure bug where certain favorable events occur most likely if your Luck is 7.''
 +
 
 +
[[Alignment]] determines to which of three gods you serve. There are three alignments: lawful, neutral, and chaotic. Monsters, artifacts, altars and even the dungeon itself can have an alignment as well. Some entities loyal to [[Moloch]] are unaligned. You choose (or let the game pick) your starting alignment, however, not all [[role]]s can serve all gods. You can change it temporarily by wearing a [[helm of opposite alignment]], or permanently only once by sacrificing on a non-coaligned altar when your [[alignment record]] is negative. The [[Helm of opposite alignment|helm]] removes any intrinsic protection, and permanent change of your alignment additionally sets your alignment record to zero. If you permanently change your alignment before starting your quest, your quest leader will never send you to the quest, therefore you cannot win.
  
Your [[alignment record]] is a number which affects your chance of praying successfully (the higher the better he responds to your prayers; if negative, he only smites you) and your ability to enter the [[quest]] (you cannot if it is under 20). Its maximum is initially 10, and increases by 1 every 200 turns. It has no lower bound. Initially your alignment record is 0 or 10, depending on your role. There are many actions which affect it positively or negatively. Since killing hostile monsters usually improves your alignment record, it is normally near the maximum. If you "feel guilty", "are feeling like an empty coward" etc., this means you violated your role conduct and got an alignment penalty. You can approximately determine your alignment with [[enlightenment]] or [[stethoscope]]. If your alignment is negative, you can improve it by sacrifices (see [[Altar#Ordinary sacrifice]]).
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Your [[alignment record]] is a number which affects your chance of praying successfully (the higher the better he responds to your prayers; if negative, he only smites you) and your ability to enter the [[quest]] (you cannot if it is under 20). Its maximum is initially 10 and increases by 1 every 200 turns. It has no lower bound. Initially your alignment record is 0 or 10, depending on your role. There are many actions which affect it positively or negatively. Since killing hostile monsters usually improves your alignment record, it is normally near the maximum. If you "feel guilty", "are feeling like an empty coward" etc., this means you violated your role conduct and got an alignment penalty. You can approximately determine your alignment with [[enlightenment]] or a [[stethoscope]]. If your alignment is negative, you can improve it by sacrifices (see [[Altar#Ordinary sacrifice]]).
  
The [[anger]] is a number which measures how angry your god is with you. Positive anger cause several bad effects. Most notably, your prayers become useless and only cause your god to smite you. Anger is from 0 to infinity, initially 0. It is normally 0. You can anger your god by "wrong" praying or sacrificing (most notably praying too often) or displacing your pet into trap, killing it. There are only two ways to mollify your god: sacrificing sufficiently powerful monsters at a coaligned altar (see [[Altar#Ordinary sacrifice]]), or finding a non-coaligned altar and sacrificing either unicorn of the same alignment or your former pet. The latter also causes the altar's god to smite you. You can approximately determine anger by [[enlightenment]].
+
[[Anger]] is a number which measures how angry your god is with you. Positive anger causes several bad effects. Most notably, your prayers become useless and only cause your god to smite you, and [[Luck]] times out twice as fast. Anger is from 0 to infinity, initially 0. It is normally 0. You can anger your god by "wrong" praying or sacrificing (most notably praying too often), or displacing your pet into a damaging trap, killing it. There are only two ways to mollify your god: sacrificing sufficiently powerful monsters at a coaligned altar (see [[Altar#Ordinary sacrifice]]), or finding a non-coaligned altar and sacrificing either a unicorn of the same alignment or your former pet. The cross-aligned unicorn sacrifice also causes the altar's god to smite you. You can approximately determine anger by [[enlightenment]].
  
The [[prayer timeout]] refers to how much time you need to wait before your god will accept another prayer. You can safely pray if it is at most 0, 100, or 200, depending on which problems you have (see [[prayer]]). Initially set to 300, it decreases by one each game turn until becomes zero, and increases when you pray, typically by several hundred turns. The exact prayer timeout increase depends on the random number generator, whether you had been crowned and/or killed Wizard of Yendor (each of these significantly prolongues intervals between players), and other things. Getting an object by sacrificing or succesful [[wish]] also increases the prayer timeout. You can decrease it or get a clue about it by sacrificing on a co-aligned altar (see [[Altar#Ordinary sacrifice]]): "hopeful feeling" means it is still positive, "reconciliation" means you just made it zero.
+
The [[prayer timeout]] refers to how much time you need to wait before your god will accept another prayer. You can safely pray if it is at most 0, 100, or 200, depending on which problems you have (see [[prayer]]). Initially set to 300, it decreases each game turn by one until it becomes zero, and increases when you pray, typically by several hundred turns. The exact [[prayer timeout]] increase is random each time; if 1) you had been crowned and/or 2) have killed the [[Wizard of Yendor]] or done the [[Invocation ritual]], significantly larger values will be more likely. Getting an [[artifact]] by [[sacrifice|sacrificing]] or being granted a [[wish]] also increases the prayer timeout as if you had prayed. You can decrease it or get a clue about it by sacrificing on a co-aligned altar (see [[Altar#Ordinary sacrifice]]): a "hopeful feeling" means it is still positive, "reconciliation" means you just made it zero.
  
The [[luck]] is always between -13 and +13. Initilaly it is zero. In order to safely pray, you luck must be zero or positive; otherwise prayers only cause your god to smite you. Luck also has many other effects. Unless you have a [[luckstone]] in your main inventory, your positive or negative luck times out at a rate of one point per 600 moves (300 if you are wearing the Amulet of Yendor, or if your God is angry). With luckstone, your negative/any/positive luck never times out if the luckstone is blessed/uncursed/cursed. Sacrificing on a coaligned altar may increase your luck, in which case you "see a four-leaf clover".
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[[Luck]] is always between -13 and +13. Initially it is zero. To safely pray, your Luck must be zero or positive; otherwise prayers only cause your god to smite you. Luck has too many other effects to enumerate. Unless you have a [[luck|luck item]] in your main inventory, your positive or negative luck times out at a rate of one point per 600 moves (300 if you are wearing the Amulet of Yendor, or if your God is angry). With luckstone, your positive/any/negative/ Luck never times out if the luckstone is blessed/uncursed/cursed. Sacrificing at a coaligned altar may increase your luck, depending on the corpse's difficulty, in which case you "see a four-leaf clover".
  
== Other issues ==
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== Altars and priests ==
  
===Altars===
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===Altars ===
  
 
{{main|altar}}
 
{{main|altar}}
  
Altars are high-bandwidth connections directly to your god. You can sacrifice (#offer) at them to appease your deity and pray on them for favors.
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Altars are high-bandwidth connections directly to your god. They are either aligned or unaligned. Aligned altars are either lawful, or neutral, or chaotic.
 +
 
 +
There are three uses of altars:
 +
* If you drop items onto an altar while not blind, you will know their [[beatitude]]. Any altar can be used for this purpose. Note however that if you drop a fragile item (e. g. potion, mirror, crystal ball...) while levitating, it will break.
 +
* [[Sacrifice|Sacrificing]]. There is no way to sacrifice unless you stay over an altar.
 +
* Prayer. While you certainly can try to pray everywhere, prayers while standing on altar cause better or different outcomes.
 +
 
 +
===Priests and temples===
 +
 
 +
{{main|aligned priest}}
 +
 
 +
{{main|Special room#Temples}}
 +
 
 +
A temple is a room with an altar and a [[aligned priest|priest]]. Not to be confused with the player role, priests are generated peaceful and will stay at the temple (unless angry), most of the time at or near the altar. Altars in temples can have any alignment or be unaligned. The tending priest has same alignment (or lack of it) as the altar.
 +
 
 +
In a temple, you can donate money to its priest, provided he or she is peaceful, and the altar had not been converted/destroyed/desecrated. His alignment is not important in most cases.
 +
 
 +
If you try to convert an altar in a temple, the priest will get angry and will not accept donations anymore.
 +
 
 +
=== Distribution of altars, priests and temples ===
 +
 
 +
==== Main Dungeon ====
 +
 
 +
Each non-maze, non-[[special level]] in the [[Dungeons of Doom]] above the [[Castle]] has a chance of including off-temple [[altar]]s or at most one [[temple]]. Their [[alignment]] is independently distributed with equal chances of being lawful, neutral, and chaotic. There are no altars in special rooms other than temples (shops, beehives, zoos etc.), or at special levels (Oracle, big room, rogue).
 +
 
 +
Contrary to popular belief, a rooms-and-corridor type filler level can feature altars or a temple between Medusa's lair and the Castle.
 +
 
 +
==== Gehennom and Dungeon Branches ====
 +
 
 +
There is one temple in [[Minetown]] with equal chances of the three main religions, and no other temples, priests, or altars in [[Gnomish Mines]].
 +
 
 +
There are no temples, priests, or altars in [[Sokoban]], [[Fort Ludios]], or [[Vlad's Tower]].
 +
 
 +
There are temples or off-temples altars on fixed-layout levels in some quests.
 +
 
 +
 
 +
There are exactly three altars in [[Gehennom]]:
 +
* Unaligned temple with peaceful priest at the [[Valley of the Dead]] (1st level of Gehennom),
 +
* Unaligned non-temple altar at [[Orcus-town]] (approximately middle of the Gehennom),
 +
* Unaligned temple with hostile<ref>created peaceful, but grows hostile once you enter</ref> high-priest in [[Moloch's Sanctum]] (bottom level of the Gehennom).
  
===Gods===
+
==== Above the first level ====
  
{{main|god}}
+
At the Astral Plane, there are three temples which are randomly assigned to lawful, neutral and chaotic alignments (one of each), and many off-temple aligned priests, some of which are hostile.
 +
 
 +
Otherwise, there are no altars, priests, or temples.
  
Each [[role]] has its own pantheon of gods - one for each alignment. Priests are assigned the pantheon of another role at random.
+
== Other issues ==
  
===Priests===
+
=== Gods ===
  
{{main|aligned priest}}
+
{{main|god}}
  
Not to be confused with the player role, [[Priest]], non-player character priests manage temples and can offer you certain divine services - for a price.
+
Each [[role]] has its own pantheon of gods - one for each alignment. Priests are assigned the pantheon of another role at random.
  
 
===Atheism===
 
===Atheism===
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{{main|atheist}}
 
{{main|atheist}}
  
Players may choose to forego all of the above religious activities, and thus ascend as atheists. This is a voluntary conduct.
+
Players may choose to forego all of the above religious activities, with the exception of sacrificing the Amulet of Yendor on the co-aligned altar on the Astral Plane. This is a voluntary conduct.
 
 
  
 +
==References==
 +
<references/>
 
{{nethack-343}}
 
{{nethack-343}}
 
[[Category:Religion| ]]
 
[[Category:Religion| ]]

Latest revision as of 17:32, 20 March 2019


As NetHack is a fantasy adventure game, religion ties in closely with its mythological themes. The very mission of the game is to recover The Amulet of Yendor for your god. This article is a portal to detailed articles about the religious aspects of the game which affect gameplay.

General description

Rituals

In NetHack, there are four religious rituals: prayer, sacrificing, turn undead, and donating money to a priest. Dropping items on an altar while not blind also counts for the purposes of the atheist conduct.

Prayer (#pray) may cause beneficial outcomes, from restoring your HP to uncursing your item or making water holy. However, prayer never improves your relationships with your god. For example, if your god is angry with you, you cannot mollify him or her by prayers. There are several conditions that must be met for prayer to be safe.

Sacrificing (#offer) a corpse on a coaligned altar (e.g. lawful altar if you are lawful) can improve your relationships with your god, including your luck. It can also grant you an artifact weapon. Sacrificing on a coaligned altar is always safe, provided that you are not sacrificing a coaligned unicorn (white for lawful, gray for neutral, black for chaotic), a former pet of yours, or a member of your own (starting) race. (The last is safe for chaotic players, but the other two are not.) Sacrificing on an altar that is not coaligned may convert it (if your alignment is positive and you are not in Gehennom) or may instead lower your luck; if your alignment is not positive it may instead convert you. (Converting before the Quest makes it impossible to win the game.) Finally, sacrificing the Amulet of Yendor on the coaligned altar on the Astral Plane wins the game.

Turn undead (#turn) allows Knights and Priests to frighten or even destroy (if they are lawful or neutral) or pacify (if they are chaotic) nearby undead creatures by calling upon the power of their deity. It should not be confused with the spell of turn undead, which causes only minor damage to undead creatures. Like prayer, turning works only under specific conditions.

To donate money (#chat), you must stand in the square adjacent to a peaceful priest in a temple. His alignment is not important. Donating 400 times your experience level (or more, but less than 600 times your experience level) grants or improves intrinsic protection. Other sums of money may grant temporary clairvoyance, improve your alignment record, or exercise your wisdom. Donating $0 or less to a coaligned priest is a Bad Idea. For more information, see the chatting section in the Aligned priest article.

Monsters cannot pray, sacrifice, turn undead, or donate money. (Players can still do these things while polymorphed, however.)

Parameters

There are several parameters which determine your relationships with your god.

Parameter Range Initially Normally Ideally Safe pray interval
Alignment Lawful, Neutral, or Chaotic May be any Same as initial value No "best" alignment any
Alignment record negative infinity to 10+(Turns/200) 0 or 10, depending on the role near the maximum maximum zero or positive
Anger 0 to infinity 0 0 0 0
Prayer timeout 0 to 23500 300 often 0 0 at most 0/100/200 if you have (only) no/minor/major problems
Luck -13 to 13 0 zero or positive 13* zero or positive

* There is an obscure bug where certain favorable events occur most likely if your Luck is 7.

Alignment determines to which of three gods you serve. There are three alignments: lawful, neutral, and chaotic. Monsters, artifacts, altars and even the dungeon itself can have an alignment as well. Some entities loyal to Moloch are unaligned. You choose (or let the game pick) your starting alignment, however, not all roles can serve all gods. You can change it temporarily by wearing a helm of opposite alignment, or permanently only once by sacrificing on a non-coaligned altar when your alignment record is negative. The helm removes any intrinsic protection, and permanent change of your alignment additionally sets your alignment record to zero. If you permanently change your alignment before starting your quest, your quest leader will never send you to the quest, therefore you cannot win.

Your alignment record is a number which affects your chance of praying successfully (the higher the better he responds to your prayers; if negative, he only smites you) and your ability to enter the quest (you cannot if it is under 20). Its maximum is initially 10 and increases by 1 every 200 turns. It has no lower bound. Initially your alignment record is 0 or 10, depending on your role. There are many actions which affect it positively or negatively. Since killing hostile monsters usually improves your alignment record, it is normally near the maximum. If you "feel guilty", "are feeling like an empty coward" etc., this means you violated your role conduct and got an alignment penalty. You can approximately determine your alignment with enlightenment or a stethoscope. If your alignment is negative, you can improve it by sacrifices (see Altar#Ordinary sacrifice).

Anger is a number which measures how angry your god is with you. Positive anger causes several bad effects. Most notably, your prayers become useless and only cause your god to smite you, and Luck times out twice as fast. Anger is from 0 to infinity, initially 0. It is normally 0. You can anger your god by "wrong" praying or sacrificing (most notably praying too often), or displacing your pet into a damaging trap, killing it. There are only two ways to mollify your god: sacrificing sufficiently powerful monsters at a coaligned altar (see Altar#Ordinary sacrifice), or finding a non-coaligned altar and sacrificing either a unicorn of the same alignment or your former pet. The cross-aligned unicorn sacrifice also causes the altar's god to smite you. You can approximately determine anger by enlightenment.

The prayer timeout refers to how much time you need to wait before your god will accept another prayer. You can safely pray if it is at most 0, 100, or 200, depending on which problems you have (see prayer). Initially set to 300, it decreases each game turn by one until it becomes zero, and increases when you pray, typically by several hundred turns. The exact prayer timeout increase is random each time; if 1) you had been crowned and/or 2) have killed the Wizard of Yendor or done the Invocation ritual, significantly larger values will be more likely. Getting an artifact by sacrificing or being granted a wish also increases the prayer timeout as if you had prayed. You can decrease it or get a clue about it by sacrificing on a co-aligned altar (see Altar#Ordinary sacrifice): a "hopeful feeling" means it is still positive, "reconciliation" means you just made it zero.

Luck is always between -13 and +13. Initially it is zero. To safely pray, your Luck must be zero or positive; otherwise prayers only cause your god to smite you. Luck has too many other effects to enumerate. Unless you have a luck item in your main inventory, your positive or negative luck times out at a rate of one point per 600 moves (300 if you are wearing the Amulet of Yendor, or if your God is angry). With luckstone, your positive/any/negative/ Luck never times out if the luckstone is blessed/uncursed/cursed. Sacrificing at a coaligned altar may increase your luck, depending on the corpse's difficulty, in which case you "see a four-leaf clover".

Altars and priests

Altars

Main article: altar

Altars are high-bandwidth connections directly to your god. They are either aligned or unaligned. Aligned altars are either lawful, or neutral, or chaotic.

There are three uses of altars:

  • If you drop items onto an altar while not blind, you will know their beatitude. Any altar can be used for this purpose. Note however that if you drop a fragile item (e. g. potion, mirror, crystal ball...) while levitating, it will break.
  • Sacrificing. There is no way to sacrifice unless you stay over an altar.
  • Prayer. While you certainly can try to pray everywhere, prayers while standing on altar cause better or different outcomes.

Priests and temples

Main article: aligned priest
Main article: Special room#Temples

A temple is a room with an altar and a priest. Not to be confused with the player role, priests are generated peaceful and will stay at the temple (unless angry), most of the time at or near the altar. Altars in temples can have any alignment or be unaligned. The tending priest has same alignment (or lack of it) as the altar.

In a temple, you can donate money to its priest, provided he or she is peaceful, and the altar had not been converted/destroyed/desecrated. His alignment is not important in most cases.

If you try to convert an altar in a temple, the priest will get angry and will not accept donations anymore.

Distribution of altars, priests and temples

Main Dungeon

Each non-maze, non-special level in the Dungeons of Doom above the Castle has a chance of including off-temple altars or at most one temple. Their alignment is independently distributed with equal chances of being lawful, neutral, and chaotic. There are no altars in special rooms other than temples (shops, beehives, zoos etc.), or at special levels (Oracle, big room, rogue).

Contrary to popular belief, a rooms-and-corridor type filler level can feature altars or a temple between Medusa's lair and the Castle.

Gehennom and Dungeon Branches

There is one temple in Minetown with equal chances of the three main religions, and no other temples, priests, or altars in Gnomish Mines.

There are no temples, priests, or altars in Sokoban, Fort Ludios, or Vlad's Tower.

There are temples or off-temples altars on fixed-layout levels in some quests.


There are exactly three altars in Gehennom:

  • Unaligned temple with peaceful priest at the Valley of the Dead (1st level of Gehennom),
  • Unaligned non-temple altar at Orcus-town (approximately middle of the Gehennom),
  • Unaligned temple with hostile[1] high-priest in Moloch's Sanctum (bottom level of the Gehennom).

Above the first level

At the Astral Plane, there are three temples which are randomly assigned to lawful, neutral and chaotic alignments (one of each), and many off-temple aligned priests, some of which are hostile.

Otherwise, there are no altars, priests, or temples.

Other issues

Gods

Main article: god

Each role has its own pantheon of gods - one for each alignment. Priests are assigned the pantheon of another role at random.

Atheism

Main article: atheist

Players may choose to forego all of the above religious activities, with the exception of sacrificing the Amulet of Yendor on the co-aligned altar on the Astral Plane. This is a voluntary conduct.

References

  1. created peaceful, but grows hostile once you enter

This page may need to be updated for the current version of NetHack.

It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.