Alignment record

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This article is about "alignment" of how well a hero serves their god. For the other moral categories, see alignment.
For limitations that are self-imposed rather than enforced by role, race or alignment, see conduct.

Alignment record is a value that measures the hero's standing with their deity. A hero increases their alignment record by killing hostile monsters and performing actions that their deity approves of, while killing monsters that are not initially hostile and performing actions their deity disapproves of will decrease their alignment record and may carry long-term repurcussions.

Alignment record is distinct from the hero's alignment of lawful, neutral or chaotic: the wiki will sometimes refer to alignment record as simply alignment when discussing actions and events that change the hero's alignment record, e.g. "gaining a point of alignment" or "a +1 alignment bonus" refers to the hero's current alignment record increasing by 1.

The hero's alignment record is set at the start of a game depending on their chosen role:[1][2]

Alignment record has no lower bound, and will have an initial upper bound of 10 that increases by 1 every 200 game turns, or 10 + turns200.[16] The hero's alignment record can be raised and lowered through numerous means, but will never exceed the current upper bound set by the game.[17][18]

While the hero's alignment record is not strictly tied to their own personal alignment (e.g., both a lawful and a neutral Valkyrie will start the game with an alignment record of 0), both the alignment of the hero and the monsters they encounter can play a significant part in which of the hero's actions impact their alignment record. Similarly, there are also some methods of changing the hero's personal alignment that are reliant on the hero having an especially poor alignment record.

A user has suggested improving this page or section as follows:

"Although the citations that are present reflect 5.0.0 code, much of the information in the article may not be: expand further and verify information accordingly (including historical info and any necessary further citations)."

Determining alignment record

When a hero gains enlightenment, the player will see one of the following statements corresponding to the hero's current alignment record.[19][20] Somewhat similar phrases are also applied to the hero's description when they either apply a stethoscope to themselves or zap a wand of probing at themselves.[21][22]

Alignment statement[20][21] Alignment range
"You have transgressed." -9 or lower
"You have sinned." -8 to -4
"You have strayed." -3 to -1
"You are nominally aligned." 0
"You are haltingly aligned." 1 to 2
"You are aligned." 3
"You are stridently aligned." 4 to 8
"You are fervently aligned." 9 to 13
"You are devoutly aligned." 14 to 19
"You are piously aligned." 20 or higher
Phrase[22][21] Alignment range
"insufficiently aligned" -1 or lower
"nominally aligned" 0
"haltingly aligned" 1 to 2
"aligned" 3
"stridently aligned" 4 to 8
"fervently aligned" 9 to 13
"devoutly aligned" 14 to 19
"piously aligned" 20 or higher

In wizard mode, gaining enlightenment or using the base attributes command will display the hero's exact alignment record underneath the statement that describes their alignment record level.[23]

Effects of alignment record

The hero's alignment record factors into various important aspects of a given game, interacting with other elements such as sacrifice, prayer and even the Quest.

Quest

Main article: Quest

A hero must have an alignment record of 20 or greater when chatting to their quest leader to gain access to the Quest, and must also be at least experience level 14 and not have converted their alignment.[24][25] The requirement for experience level is always checked first when determining quest access, followed by alignment and then piousess.[26][27][28]

If the hero has not converted their alignment and does not meet either the level or alignment record requirement, they will be returned to the main dungeon near the branch's magic portal and can return at a later point to try again.[29][30] However, if they talk to their quest leader with an insufficient alignment record seven times–or else have they have converted their alignment and talk to their quest leader even once–then the quest leader will become angry and send them back to the dungeon, attacking the hero the next time they enter the Quest.[31] Once the hero is able to enter the rest of the Quest branch, whether by meeting the qualifications or killing the quest leader, no further checks of their alignment record will be required.[32]

This places an absolute lower limit on how fast a hero can become quest-ready: even if they attain all of the other requirements in an incredibly short time, it will not be physically possible to reach an alignment record of 20 before turn 2000.[16][18] Due to the order of the checks, a hero that is sent back to the main dungeon for an insufficient experience level will not have it counted against them regardless of their alignment record, so there is no risk of expulsion for being too low in level.[26]

The gods and alignment record

Main articles: Prayer and sacrifice

A hero's alignment record determines how receptive their deity will be to any prayer they perform while their prayer timeout is zero. A hero cannot safely pray if their alignment record is negative, even if they meet all other conditions for safe prayer, and doing so will likely cause their deity to respond in anger. The list below covers alignment record and its effects on the hero praying specifically to their own deity:

  • If the hero successfully prays with no major troubles and their alignment record is less than 2 in addition to these conditions, they will gain a point of alignment.[33]
  • If the hero successfully prays to their deity while they are stridently aligned or better (i.e. 4+ alignment record), they may have at least one trouble addressed and have a chance of more being fixed.[34] This depends on the hero's luck and whether they are standing on a co-aligned altar, and they also have a chance of a favor being granted to them.[35]
  • If the hero's alignment record is anywhere from 0 to 3 (i.e., they are less than stridently aligned), they are not standing on an altar and they successfully pray to their deity while their luck is at least 0, they have a luck-based chance of their deity fixing their worst trouble if the hero has any.[36]
  • If the hero successfully prays to their deity while they have no troubles and they are at least devoutly aligned (i.e. 14+ alignment record), they are highly likely to be granted a favor.[37] Crowning is a favor that can occur if the hero is piously aligned (i.e. 20+ alignment record) and has at least 10 luck.[38][39]
  • A hero that prays in Gehennom may anger their deity, since the entire branch (including the Valley of the Dead but not Vlad's Tower) is Moloch's domain and all prayers within those levels will go to him[40]—this chance is partly luck-based and the higher the hero's alignment record is, the more likely their deity will be angered.

The hero's alignment record also has an effect on their other interactions with deities:

  • A hero that makes their deity angry has a better chance of a less severe smiting effect if they have a higher alignment record, while a hero that angers a deity other than theirs is more likely to receive a worse smiting effect if they have a higher alignment record, with both effects also being contingent on the hero's luck.[41]
  • A hero that sacrifices on a cross-aligned altar with negative alignment record will be permanently converted to the alignment of that altar[42]—if the hero's alignment has already been permanently converted when they attempt this sacrifice, the altar's deity will reject the sacrifice and inflict major penalties to the hero's alignment record, luck and wisdom, along with the hero's current deity becoming angry as well.[43]
  • If a hero performs a sacrifice on a cross-aligned altar and it has a chance to convert that altar, there is an alignment record-based chance of the altar's god (or former god, if it was converted) sending a hostile minion after them.[44][45]
  • A hero that has a negative alignment record and offers sacrifices on a co-aligned altar while their deity is not dissatisfied with them will raise their alignment record by an amount equal to the lowest of three values, with the associated message listed below them:[46]
  1. 24 points
  2. The value required to bring their alignment record to zero
  3. The value of the sacrifice
You feel partially absolved.

Other effects

The hero's alignment record also affects the following elements of gameplay:

  • Co-aligned artifacts will emit artifact blasts that damage a hero with negative alignment record each time they 'touch' the artifact.[47][48]
  • Co-aligned monsters with the minion monster attribute will generate as hostile if the hero's alignment record is negative.[49]
  • Co-aligned monsters that are not always guaranteed to be peaceful have a chance of generating as hostile that is dependent on the hero's alignment record and that monster's own alignment value. This means that the chance of hostility will be higher the more negative the hero's alignment record is[50]—a co-aligned monster is also likelier to generate as hostile if they are not as strongly aligned themselves, which is more readily apparent with a lawful or chaotic hero.
  • A hero entering a co-aligned temple will be given different messages depending on their alignment record.[51] A hero will also not be able to use such a temple as a sanctuary if they have an alignment record of -4 or lower.[52]

Gaining and losing alignment

Below is a table that details the many conditions and manners in which a hero can increase or decrease their alignment record—this also includes setting the hero's alignment record to a specific value.

In this table, MAX refers to the highest possible value that the hero's alignment record can currently be, which is 10 + turns200 (e.g., 10 + 75 = 85 at turn 15000).[16][18] For the sake of brevity, the table only covers the effects of the listed actions on the hero's alignment record specifically, with full details covered on the appropriate articles for those subjects. Alignment record gains and losses from killing monsters specifically are covered in a separate table below, and will similarly only cover killing general categories of monsters rather than specific individual monster types.

A user has suggested improving this page or section as follows:

"Update this table to reflect any notable additions from 5.0.0."

Alignment Role Adjustment Cause
Any Any -MAX8 Killing a peaceful quest guardian:[53]
That was probably a bad idea...
You killed a peaceful quest guardian.
Whoopsie-daisy!
As above while hallucinating
Any Any -99 Offering the Amulet of Yendor on the high altar of another deity on the Astral Plane[54]
Any Any -15 Killing a peaceful monster of a type which is "always peaceful" (see § Killing monsters)
Any Any -15 Killing the hero's pet[55] (stacks with -3 for displacing into trap)
Any Any -5 Killing a peaceful monster without angering it:[56] normally, killing a peaceful monster in melee usually angers it before it dies, even if they are killed in one attack—killing a peaceful monster with a beam attack (such as force bolt) or crushing them in a drawbridge will prevent them from becoming angry first, thus applying this penalty.
Any Any -5 Angering a co-aligned cleric[57]
Non-chaotic Any -5 As a non-chaotic, sacrificing a member of the hero's own race[58]
Any Any -5 Attempting to convert the hero's alignment a second time at an altar[43]
Any Any -5 Attacking while standing on an Elbereth engraving, unless that attack scuffs the engraving:[59] this also causes the engraving to disappear, and the penalty may additionally be lowered if the hero is already at less than 5 alignment.
Non-chaotic Archeologist -3 As a non-chaotic Archeologist, digging up a grave:[60]
You feel like a despicable grave-robber!
Any Any -3 Displacing a pet into a damaging trap[61] (stacks with the 34 chance of -15 alignment if this kills the pet[62])
Any Any -3 Sacrificing the corpse of a pet that died while still tame[63]
Any Any -2 Killing a co-aligned cleric[64]
Any Any -1 Praying on a cross-aligned altar, at a time when praying does not annoy your deity[65]
Lawful Any -1 As a lawful non-Archeologist hero, digging up a grave with an alignment of -9 or better:[66]
You have violated the sanctity of this grave!
Any Knight -1 As a lawful Knight, attacking a fleeing or sleeping monsters:[67]
You caitiff!
Any Knight -1 As a lawful Knight, eating while satiated:[68]
You feel like a glutton!
Any Knight -1 As a Knight, digging down in a shop:[69][70]
You feel like a common thief.
Any Samurai -1 As a Samurai, attacking a peaceful creature:[71]
You dishonorably attack the innocent!
Lawful Samurai -1 As a lawful hero with an alignment record of -9 or better or as a Samurai of any alignment, attacking with a poisoned weapon:[72]
You dishonorably use a poisoned weapon!
As a Samurai.
You feel like an evil coward for using a poisoned weapon.
As a lawful hero of another role.
Any Monk -1 As a Monk, eating meat:[73]
You feel guilty.
Any Archeologist -1 As an Archeologist, breaking a historic statue:[74][75]
You feel guilty about damaging such a historic statue.
Any Any -1 Sacrificing an identified cheap plastic imitation of the Amulet of Yendor[76][77]
Lawful Any -1 As a lawful hero, genocide a single human species[78]
Any Any -1 While riding, having the hero's steed drown in water or lava[79]
Any Any -1 Angering a peaceful creature[80]
Any Any -1 Contributing 0 gold to a co-aligned cleric:[81]
Thou shalt regret thine action!
Any Any -1 Sitting on, engraving on, or kicking a co-aligned altar while the hero's alignment record is more than a value randomly chosen from 0 to -3[82]
Lawful Any -1 As a lawful hero, stealing from a shop[83]—this is reversed if the shopkeeper is later made peaceful[84]
Lawful Any -1 As a lawful hero, choosing not to pay for damage to a shop[85]
Lawful Any -1 As a lawful hero, lying when asked for their name by a vault guard[86]
Chaotic Non-healer -1 As a chaotic non-Healer hero, casting a healing spell on a pet or peaceful creature, per creature.[87]
Chaotic Any +1 As a chaotic hero, being seduced by a foocubus
Chaotic Any +1 As a chaotic hero, genocide a single human species[78]
Any Any +1 Praying successfully, with an alignment record of 1 or less and no major troubles[33]
Any Any +1 With an alignment record below -5, gaining clairvoyance from a cleric by contributing more than twice the suggested amount of gold but less than three times that amount[88]
Chaotic Non-rogue +1 As a chaotic non-Rogue hero, stealing from a shop[83]mdash;this is reversed if the shopkeeper is later made peaceful[84]
Chaotic Any +1 As a chaotic hero, choosing not to pay for damage to a shop[85]
Lawful Any +1 As a lawful hero, untrapping a monster with a probability of about 5–15% depending on luck:[89]
You feel like you did the right thing.
Lawful Healer +1 As a lawful hero or a Healer, casting a healing spell on a pet or peaceful creature, per creature[87]
Any Any +2 Angering a cross-aligned cleric[57]
Any Any +2 Killing a cross-aligned cleric[64]
Any Any +2 With non-negative alignment, contributing four times the suggested amount of gold to a cleric if this is more than half the hero's visible gold[90]
Chaotic Archeologist +3 As a chaotic Archeologist, digging up a grave[60]
Any Wizard or Tourist (in practice) +3 Freeing a prisoner within the hero's quest[91]
Chaotic Any +5 As a chaotic, sacrificing a member of your own race[92]
Any Any +5 Sacrificing a cross-aligned unicorn on a co-aligned altar[93]
Any Any +10 Offering the Amulet of Yendor on the high altar of the hero's deity and ascending[94]
Any Any up to +15 Killing a hostile monster of a type which is "always peaceful" (see § Killing monsters)
Any Any +MAX4 Killing the hero's quest nemesis[95]
Any Any +MAX4 Killing a cleric of Moloch[96]
Any Any set to -99 Offering the Amulet of Yendor on Moloch's high altar in the Sanctum with an alignment record higher than -99[97]
Any Any set to -MAX2 Killing the hero's quest leader[98][99]
Any Any set to -1 Sacrificing a co-aligned unicorn on a cross-aligned altar (a conversion is likely to follow)[100]
Any Any set to 0 With a negative alignment record, donating at least 600 times your experience level to a co-aligned cleric, if this is more than half your visible gold and this hasn't happened in the past 5000 turns[90]
Any Any set to 0 Changing alignment by conversion, or by wearing or taking off a helm of opposite alignment or converting[101]

Killing monsters

Most individual monster types have a value in monst.c that determines their own alignment: this value is independent of their monster difficulty, and is used when determining the amount of alignment record that a hero gains or loses by killing the monster under certain circumstances[103]—these alignment bonuses and penalties from killing monsters are applied after the modifiers listed in the above table.[104] For example, a hero that kills their quest leader will have their alignment set to (-MAX2 - 20), regardless of their own alignment or current alignment record.[99][98]

A monster's alignment value is checked during monster generation, and the absolute value of their alignment (i.e. a number's distance from zero) is then used to calculate the alignment gain or loss from the hero killing that monster.[103][102][105] This including monsters created as part of a group, monsters cloned via division, monsters created successfully from the activation of a figurine, and monsters that are animated from statues (or statue traps, which will always produce a hostile monster).[106][107][108][109]

Alignment record gain (or loss) for an already-generated monster is recalculated whenever it is tamed or becomes peaceful, such as freeing the monster from a trap the hero did not set, or the hero trying and failing to lift them out of a regular pit or spiked pit:[110][111][112][113] this recalculation does not occur if a tame or peaceful monster becomes hostile unless that monster is the high cleric of Moloch, who generates peaceful like other temple clerics and high clerics but is set to become hostile upon the hero entering their temple in Moloch's Sanctum.[114][115] Alignment gain and loss will not be recalculated for a monster if the hero changes alignment after they were generated (e.g. by wearing a helm of opposite alignment).

The table below details the expected alignment bonuses and penalties for killing particular monsters:

who peaceful hostile, co-aligned hostile, cross-aligned
quest leader -20 n/a n/a
unaligned monsters (Wizard of Yendor, clerics of Moloch) 0 (the Valley of the Dead cleric) n/a +20
"always peaceful"[116] (shopkeepers, aligned clerics) -3 * max(5, malign) +3 * max(5, malign) (e.g., hostile aligned clerics on the Astral Plane)
"always hostile"[117] monsters (a very large list) same as if hostile 0 max(5, malign)
"sometimes peaceful" monsters -3 * max(3, malign) if co-aligned, else same as hostile max(3, malign) malign

The following examples further detail how much alignment a hero gains from attacking and then killing particular monsters, with no other modifiers applied other than the one for attacking an initially-peaceful monster (e.g., there are no adjustments for role-specific penalties to Knights and Samurai).

  • Attacking and then killing the hostile Vlad the Impaler grants no bonus to alignment record for a chaotic hero since he is co-aligned and always hostile, and grants +10 alignment to the hero otherwise since Vlad's alignment is -10.
  • Attacking and then killing a lichen or newt that is generated hostile similarly grants no alignment bonus for a neutral hero, and grants +5 alignment otherwise.
  • Attacking and then killing a gnome or an air elemental grants +3 alignment if the hero is neutral and it was generated hostile (from max(3, malign)), -9 if the hero is neutral and it was generated peaceful (-3 * 3, from max(3, malign)), and no alignment bonus if it generated was hostile and the hero was not neutral.
  • Attacking and then killing the peaceful Minetown cleric always causes a -16 alignment penalty, as they lose 1 alignment for attacking a peaceful monster, and aligned clerics are an "always peaceful" monster type whose possible alignment values are 5, 0 and -5 (which always gives a value of -15 via max(3, malign)).
  • Attacking and then killing a golden naga, which has an alignment of 5, has varying effects on alignment depending on if the hero is co-aligned and whether or not it was generated peaceful:
    • A peaceful golden naga that is attacked and then killed by a lawful hero causes a -16 alignment penalty—they lose 1 alignment for attacking a peaceful monster, then 15 for the monster type (the naga's alignment multiplied by -3).
    • A hostile golden naga that is attacked and then killed by a lawful hero grants +5 alignment, matching the absolute value of the monster's alignment.
    • A peaceful golden naga killed by a non-lawful hero causes an initial -1 penalty for attacking peaceful monsters, but grants +5 alignment upon killing the monster due to it being cross-aligned.
    • A hostile golden naga that is attacked and then killed by a non-lawful hero grants +5 alignment, matching the monster's alignment.

Alignment record abuse

Main articles: Alignment abuse and erinys

A hero that commits certain types of transgression will not only face a loss of alignment record, but will also increment a value known as "alignment abuse":[118] alignment abuse represents how much the hero has gone against the moral path outlined by their role, alignment and/or other moral codes over time, rather than whether or not they have currently strayed from that path.

The erinyes are a trio of monsters that actively become more hostile and powerful the more that a hero has abused their alignment:[119][120][121] an erinys can be summoned with an abuse-dependent chance if the hero shifts alignment as well, such as when they put on a helm of opposite alignment (which increments the hero's alignment abuse prior to the hero's record being cleared).[122] See the monster's linked article for further details on what traits and qualities an erinys can gain.

Strategy

Maintaining the hero's alignment record is one of the most critical aspects of gameplay in NetHack: while alignment record gain tends to be fairly easy overall, avoiding any needless penalties (most particularly in the early game) is paramount to a character's long-term survival.

For roles that start with an alignment record of zero, killing hostile and non-neutral monsters is often a primary goal in order to begin building up said alignment record and gain access to safe prayer as soon as turn 301 comes—this prayer may be made even sooner if the hero is in significant enough trouble, they happen to find a coaligned altar, or they make one by converting another altar.

As long as you are killing monsters and commit no major violations (e.g., killing you quest leader, you pet or a peaceful priest), you can safely assume that your alignment is positive. If you need to raise your alignment quickly, killing always-hostile monsters such as fungi, insects, or non-domestic canines and felines can provide relatively easy boosts.

Conducts

Many conduct runs will be reliant on keeping their alignment record reasonably high early on in order to maintain access to prayer. This is especially true for foodless conduct play as well as certain types of vegan or even vegetarian play, since they will be more reliant on prayer to maintain nutrition in the absence of diet-friendly food (or any food consumption at all for foodless heroes, naturally).

Pacifist conduct in particular presents many notable hurdles, since a pacifist hero cannot directly kill monsters in order to gain experience or alignment record and must rely on performing other actions that raise their alignment—this means that any alignment penalties become all the more devastating as well.

History

From the introduction of the Quest branch in NetHack 3.1.0 to NetHack 3.6.7, including some variants based on those versions, a hero failing the alignment record check for the Quest seven times will be expelled permanently from the quest—this results in the magic portal disappearing upon their return to the dungeon.

This largely renders the game unwinnable, and the hero can only regain entrance by performing very specific actions:

  1. First, they must have a means of safely obtaining The Eye of the Aethiopica, which allows them to branchport back into the Quest—this requires the hero to be both neutral in alignment and not a Wizard (since Wizards cannot wish for their quest artifact or find it in bones).
  2. The hero must also be capable of taming their quest leader in order to be able to speak to them again without being expelled.

NetHack 5.0.0 introduces alignment record abuse to the vanilla NetHack games, and also changes the Quest entrance mechanics in order to prevent unwinnable games and make it possible for a hero to enter the Quest after killing their leader. These changes also include making quest leaders much stronger, so that they can provide suitably difficult fights should a player opt to enter the quest this way.

Variants

Several NetHack variants make significant changes to how alignment record functions. Many of these variants also add a sub-system for alignment abuse, or else track the hero's transgressions in some other manner.

FIQHack

Alignment penalties are calculated slightly differently in FIQHack. If you receive a penalty, your alignment is first set to 0, and then the penalty is subtracted.[123]

External links

References

  1. include/you.h in NetHack 5.0.0, line 222: bitmask for initial alignment record used by role.c
  2. src/attrib.c in NetHack 5.0.0, line 1094: sets hero's initial alignment record based on role
  3. src/role.c in NetHack 5.0.0, line 146: starting alignment record for Cave Dweller
  4. src/role.c in NetHack 5.0.0, line 308: starting alignment record for Cleric
  5. src/role.c in NetHack 5.0.0, line 485: starting alignment record for Tourist
  6. src/role.c in NetHack 5.0.0, line 525: starting alignment record for Valkyrie
  7. src/role.c in NetHack 5.0.0, line 566: starting alignment record for Wizard
  8. src/role.c in NetHack 5.0.0, line 64: starting alignment record for Archeologist
  9. src/role.c in NetHack 5.0.0, line 105: starting alignment record for Barbarian
  10. src/role.c in NetHack 5.0.0, line 186: starting alignment record for Healer
  11. src/role.c in NetHack 5.0.0, line 226: starting alignment record for Knight
  12. src/role.c in NetHack 5.0.0, line 267: starting alignment record for Monk
  13. src/role.c in NetHack 5.0.0, line 350: starting alignment record for Rogue
  14. src/role.c in NetHack 5.0.0, line 405: starting alignment record for Ranger
  15. src/role.c in NetHack 5.0.0, line 445: starting alignment record for Samurai
  16. 16.0 16.1 16.2 include/align.h in NetHack 5.0.0, line 17: definition for alignment cap
  17. src/attrib.c in NetHack 5.0.0, line 1298-L1316: adjalign() function is called whenever hero's alignment record is changed
  18. 18.0 18.1 18.2 src/attrib.c in NetHack 5.0.0, line 1311-L1314: definition for alignment cap
  19. src/insight.c in NetHack 5.0.0, line 3233-L3271: piousness() function
  20. 20.0 20.1 src/insight.c in NetHack 5.0.0, line 1509: attributes_enlightenment() calls piousness()
  21. 21.0 21.1 21.2 src/insight.c in NetHack 5.0.0, line 3255: showneg boolean determines if the text displays how far the hero has strayed
  22. 22.0 22.1 src/insight.c in NetHack 5.0.0, line 3486: ustatusline() call to display output from piousness()
  23. src/insight.c in NetHack 5.0.0, line 1515-L1518: explicit alignment record
  24. include/quest.h in NetHack 5.0.0, line 43-L46: alignment/level requirements for quest
  25. src/quest.c in NetHack 5.0.0, line 152-L177: is_pure() checks for level, alignment record and current alignment
  26. 26.0 26.1 src/quest.c in NetHack 5.0.0, line 333-L336: experience level check in chat_with_leader()—the other checks are else cases
  27. src/quest.c in NetHack 5.0.0, line 337-L348: "actual" explusion clause in chat_with_leader()—the first line checks for a purity of -1
  28. src/quest.c in NetHack 5.0.0, line 349-L353: check for sufficient piousness in chat_with_leader()Qstat() has not_ready set for each 'failure'
  29. src/quest.c in NetHack 5.0.0, line 179-L216: expulsion() handles placing the hero back in the main dungeon
  30. src/quest.c in NetHack 5.0.0, line 281-L368: start of chat_with_leader()
  31. src/quest.c in NetHack 5.0.0, line 171-L176: purity integer; line 175 sets it to -1 for converted heroes
  32. src/quest.c in NetHack 5.0.0, line 354-L366: chat_with_leader() granting quest access to a qualified hero
  33. 33.0 33.1 src/pray.c in NetHack 5.0.0, line 1088-L1089
  34. src/pray.c in NetHack 5.0.0, line 1109-L1354: cases for successful prayer, fixed troubles and possible favors
  35. src/pray.c in NetHack 5.0.0, line 1125-L1128
  36. src/pray.c in NetHack 5.0.0, line 1127-L1130
  37. src/pray.c in NetHack 5.0.0, line 1105-L1108
  38. src/pray.c in NetHack 5.0.0, line 1341-L1344: calls gcrownu()
  39. src/pray.c in NetHack 5.0.0, line 805: start of gcrownu() function
  40. src/pray.c in NetHack 5.0.0, line 2307-L2314
  41. src/pray.c in NetHack 5.0.0, line 714-L719
  42. src/pray.c in NetHack 5.0.0, line 1637-L1647
  43. 43.0 43.1 src/pray.c in NetHack 5.0.0, line 1648-L1657
  44. src/pray.c in NetHack 5.0.0, line 1679-L1681: calls summon_minion() for successful altar conversion
  45. src/pray.c in NetHack 5.0.0, line 1690-L1692: calls summon_minion() for failed altar conversion
  46. src/pray.c in NetHack 5.0.0, line 2058-L2064: despite the name, the ugod_is_angry() checks alignment record and only does so if the hero's god has an anger level of zero
  47. src/artifact.c in NetHack 5.0.0, line 928: alignment record check for "bad alignment" condition
  48. src/artifact.c in NetHack 5.0.0, line 944-L959: code for artifact blasts
  49. src/makemon.c in NetHack 5.0.0, line 2297-L2299: per comment, "minions are hostile to players that have strayed at all"
  50. src/makemon.c in NetHack 5.0.0, line 2301-L2307
  51. src/priest.c in NetHack 5.0.0, line 473-L485
  52. src/priest.c in NetHack 5.0.0, line 783: returns FALSE for in_your_sanctuary() if hero has sinned or worse
  53. src/mon.c in NetHack 5.0.0, line 3688-3695: applied penalty for murder of quest guardian
  54. src/pray.c in NetHack 5.0.0, line 1562-L1571
  55. src/mon.c in NetHack 5.0.0, line 3704
  56. src/mon.c in NetHack 5.0.0, line 3721-L3722
  57. 57.0 57.1 src/mon.c in NetHack 5.0.0, line 4297-L4301
  58. src/pray.c in NetHack 5.0.0, line 1765-L1766
  59. src/mon.c in NetHack 5.0.0, line 4267-L4280
  60. 60.0 60.1 src/dig.c in NetHack 5.0.0, line 1045-L1047
  61. src/hack.c in NetHack 5.0.0, line 2183-L2188
  62. src/hack.c in NetHack 5.0.0, line 2189-L2218
  63. src/pray.c in NetHack 5.0.0, line 1997-L2006
  64. 64.0 64.1 src/mon.c in NetHack 5.0.0, line 3697
  65. src/pray.c in NetHack 5.0.0, line 1085-L1087
  66. src/dig.c in NetHack 5.0.0, line 1051-L1055
  67. src/uhtim.c in NetHack 5.0.0, line 336-L341
  68. src/eat.c in NetHack 5.0.0, line 251-L254
  69. src/shk.c in NetHack 5.0.0, line 5027-L5033
  70. src/shk.c in NetHack 5.0.0, line 5057-L5060
  71. src/uhtim.c in NetHack 5.0.0, line 342-L346
  72. src/uhtim.c in NetHack 5.0.0, line 1519-L1525
  73. src/eat.c in NetHack 5.0.0, line 1375-L1384
  74. src/trap.c in NetHack 5.0.0, line 870-L873
  75. src/zap.c in NetHack 5.0.0, line 5597-L5601
  76. src/pray.c in NetHack 5.0.0, line 1618-L1626: relevant code within offer_fake_amulet() function
  77. src/pray.c in NetHack 5.0.0, line 1884-L1887: calls offer_fake_amulet()
  78. 78.0 78.1 src/read.c in NetHack 5.0.0, line 2908-L2909: only applicable to uncursed scroll or genocide from throne
  79. src/steed.c in NetHack 5.0.0, line 723-L741
  80. src/mon.c in NetHack 5.0.0, line 4231-L4237
  81. src/priest.c in NetHack 5.0.0, line 654-L659
  82. src/pray.c in NetHack 5.0.0, line 2656-L2659
  83. 83.0 83.1 src/shk.c in NetHack 5.0.0, line 714-L715
  84. 84.0 84.1 src/shk.c in NetHack 5.0.0, line 1400-L1404
  85. 85.0 85.1 src/shk.c in NetHack 5.0.0, line 5331-L5345
  86. src/vault.c in NetHack 5.0.0, line 507-L511
  87. 87.0 87.1 src/zap.c in NetHack 5.0.0, line 465-L467: Healers always gain +1 to alignment record, and otherwise it reflects the value used for the hero's alignment (i.e., lawful = 1, chaotic = -1)
  88. src/priest.c in NetHack 5.0.0, line 674-L676
  89. src/trap.c in NetHack 5.0.0, line 5541-L5546
  90. 90.0 90.1 src/priest.c in NetHack 5.0.0, line 706-L719
  91. src/quest.c in NetHack 5.0.0, line 450-L470: prisoner_speaks() function
  92. src/pray.c in NetHack 5.0.0, line 1773
  93. src/pray.c in NetHack 5.0.0, line 1931-L1940
  94. src/pray.c in NetHack 5.0.0, line 1576
  95. src/mon.c in NetHack 5.0.0, line 3685-L3687
  96. src/mon.c in NetHack 5.0.0, line 3701-L3702
  97. src/pray.c in NetHack 5.0.0, line 1544-L1547
  98. 98.0 98.1 src/makemon.c in NetHack 5.0.0, line 2339: base alignment adjustment for killing quest leader
  99. 99.0 99.1 src/mon.c in NetHack 5.0.0, line 3677-L3684: applied penalty for murder of quest leader
  100. src/pray.c in NetHack 5.0.0, line 1941-L1946
  101. src/attrib.c in NetHack 5.0.0, line 1358-L1359
  102. 102.0 102.1 include/hack.h in NetHack 5.0.0, line 1515
  103. 103.0 103.1 src/makemon.c in NetHack 5.0.0, line 2310-L2366: set_malign(mtmp) function; max(a,b) refers to whichever of a or b is higher[102]
  104. src/mon.c in NetHack 5.0.0, line 3725: adjalign(mtmp->malign); per comment above, "malign was already adjusted for u.ualign.type and randomization", e.g. in xkilled() and set_malign(mtmp)
  105. src/makemon.c in NetHack 5.0.0, line 1429: call to set_malign(mtmp) for normal monster generation
  106. src/makemon.c in NetHack 5.0.0, line 137: call to set_malign(mtmp) for group creation
  107. src/makemon.c in NetHack 5.0.0, line 940: call to set_malign(mtmp) for cloned monsters
  108. src/dog.c in NetHack 5.0.0, line 185-L207: make_familiar() calls to set_malign(mtmp) for figurines
  109. src/trap.c in NetHack 5.0.0, line 814: animate_statue() call to set_malign(mtmp) for statue traps
  110. src/dog.c in NetHack 5.0.0, line 54: initedog() calls set_malign(mtmp)
  111. src/dog.c in NetHack 5.0.0, line 1175: tamedog() calls set_malign(mtmp)
  112. src/trap.c in NetHack 5.0.0, line 5538: reward_untrap() calls set_malign(mtmp)
  113. src/trap.c in NetHack 5.0.0, line 5690: try_lift() calls set_malign(mtmp)
  114. src/mon.c in NetHack 5.0.0, line 4259: per comment, setmangry() does not call set_malign()
  115. src/priest.c in NetHack 5.0.0, line 449-L456: "Infidel, you have entered Moloch's Sanctum!"
  116. include/monflag.h in NetHack 5.0.0, line 143
  117. include/monflag.h in NetHack 5.0.0, line 142
  118. src/attrib.c in NetHack 5.0.0, line 1302-L1310: alignment abuse in adjalign(), with call to adj_erinys() on last line
  119. src/makemon.c in NetHack 5.0.0, line 2280-L2281: alignment abuse determines hostility of a freshly-generated erinys
  120. src/mon.c in NetHack 5.0.0, line 5920-L5966: adj_erinys() function
  121. include/monsters.h in NetHack 5.0.0, line 2952-L2954
  122. src/attrib.c in NetHack 5.0.0, line 1340-L1348: summon always occurs on Astral Plane
  123. https://github.com/FredrIQ/fiqhack/blob/865c9091803e844b66255e122877ae6c70950e51/libnethack/src/attrib.c#L733