Sacrifice
Religion in NetHack |
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In NetHack, sacrifice is an action performed at an altar that can reduce the hero's prayer timeout and make prayer safe, increase their luck, and grant other effects that depend on the sacrifice.
As an offering to the gods, sacrifice naturally breaks the atheist conduct unless the item being offered is the Amulet of Yendor (or an imitation thereof).[1]
Contents
Description
A sacrifice generally requires a corpse that is fresh to be 'prepared' via the #offer extended command while standing on the altar. This involves touching the corpse, whether it is in the hero's inventory or already on the altar: a cockatrice or chickatrice corpse will result in immediate stoning unless the hero is wearing gloves.[2] The corpse in question must be aged no more than 50 turns since its creation (or removal from an ice box, if it was created in one) to be accepted as a sacrifice and consumed, with the exception of acid blob corpses.[3] The only non-corpse item that can be offered is the Amulet of Yendor (and imitations thereof) - offering the hero's god the real Amulet is required to win the game.
Whether or not the sacrifice is received well (if at all) depends on the value of the sacrifice, as well as the god whose altar it is offered on versus the one the hero serves. As in many other instances, hallucination will change the resulting messages.
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.
If the hero is confused, stunned, or hallucinating, they are considered too impaired to offer anything. Note that this makes a number of hallucinatory messages described below unreachable.Ordinary sacrifice
Assuming a sacrifice to the hero's own deity, a corpse with positive value will please them or reduce their anger, and a corpse may have a negative value if sacrificing it would anger them. The value of the sacrifice is determined in part by the difficulty of the former monster, and is usually equal to their difficulty + 1. If the hero attempts to sacrifice a corpse with no value, usually a corpse that is too old as described above, nothing happens regardless of the altar's deity.[4] Partly eaten corpses have their value decreased by an amount roughly corresponding to the portion of the corpse that was eaten.[5][6] Undead corpses sacrificed by a non-chaotic hero have +1 additional value[7]—in practice, this only applies to wraith corpses, as other undead that leave corpses at all will leave corpses of their living counterparts, and these corpses are created as too old for sacrifice outside of specific circumstances.
Sacrifice to the hero's god
The effects of the hero's god accepting a sacrifice of positive value on their altar are detailed in the table below, with the effects depending on their anger level, the hero's alignment record and prayer timeout. Sacrificing the corpse of a unicorn, a former pet that died while tame or a monster belonging to the hero's race has differing and often drastic adjustments to its value, including whether or not the sacrifice is to the hero's god or another god – these are covered in the sections below this one. Sacrifices at cross-aligned altars are also covered in later sections.
The table also details if it is potentially safe to pray after a particular sacrifice; a player can verify the current prayer timeout and safety of prayer by offering another valid sacrifice, or else through another method such as enlightenment. Remember that these actions only affect base luck, and luck can still be negative due to modifiers from cursed luck items.
Alignment | Anger | Prayer timeout | Effect | Message | Safe to pray? |
---|---|---|---|---|---|
Any | Greater than zero[8] | Any | If you are lawful or neutral and sacrifice a corpse from a monster of 7 difficulty or higher, or otherwise (as a chaotic) sacrifice a corpse from a monster of 11 difficulty or higher, your god's anger is decreased by a portion of the sacrifice's value, with a cap of 24 value:[9] 1⁄8 rounded down if you are lawful or neutral, and 1⁄12 rounded down if you are chaotic.[10] | If your god is pacified and you are hallucinating: <Deity> seems cosmic (not a new fact). And otherwise: <Deity> seems mollified. If your god is less angry and you are hallucinating: <Deity> seems groovy. And otherwise: <Deity> seems slightly mollified. If their anger has not lowered and you are hallucinating: The gods seem tall. And otherwise: You have a feeling of inadequacy. |
|
Negative | None | Variable | Your alignment is increased by the lowest of the following values:[14]
|
You feel partially absolved.[15] |
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0 or greater | None | Greater than 0[16] | Your prayer timeout is decreased depending on the value of your sacrifice (represented by x), with the minimum for possible timeout being zero:[17]
|
If your prayer timeout is zero and you are hallucinating:[20] Overall, there is a smell of fried onions. Otherwise: You have a feeling of reconciliation. If your prayer timeout is not yet zero and you are hallucinating:[21] |
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Greater than 0 | None | Variable | The following occurs:
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If you receive a sacrifice gift: An object appears at your feet! The voice of <deity> <thunders/booms/rings out>: "Use my gift wisely!" If your luck is increased and you are blind: You think something brushed your <feet>. If this occurs while you are hallucinating and not blind: You see crabgrass at your <feet>. A funny thing in a dungeon. Otherwise: You glimpse a four-leaf clover at your <feet>. |
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The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.
Per commit c2c797fa, the hero's natural luck cannot be raised over the value of a sacrifice.Sacrifice gifts
As mentioned above, if the hero's prayer timeout is 0, they have a positive alignment record, they are at experience level 3 or higher, their base luck is 0 or greater, and their god is not angry, the hero has a 1⁄10 + 2xy chance of an artifact gift being placed on the altar, where x is the total amount of existing artifacts and y is the number of gifts granted previously.[24] Receiving a gift unrestricts the corresponding weapon skill if applicable, exercises wisdom, and also increases prayer timeout by rnz(300 + 50x), where x is the total amount of existing artifacts.[25][26][22][24] Artifacts generated this way are erosion-proofed, non-cursed and set to at least +0 enchantment.[27]
A sacrifice gift consists of an artifact appropriate to the hero's alignment: their first gift will always be a co-aligned artifact that does not hate their current form, if any are available.[28][29] If the hero's role has a guaranteed first gift, its alignment is adjusted to their starting alignment at the beginning of that game;[30][31] the first gift of the hero's role is favored over other co-aligned gifts, provided it has not yet been generated elsewhere and the hero is not converted permanently or temporarily to a different alignment. Unaligned artifacts become eligible for sacrifice gifts once a co-aligned artifact has already been gifted, or else if no eligible artifact can be given this way.[32]
List of sacrifice gifts
- For a full list of artifacts giftable and otherwise, see artifact.
Below is a table describing artifacts that can be gifted and their eligibility as first gifts, assuming a role of the given starting alignment with no artifacts generated in a game:
The following information pertains to an upcoming version (3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.
Per commit b1a5a9c3, Demonbane is the first sacrifice gift for Priests.
Per commit d87cadaf and commit c2c797fa, artifacts are rebalanced such that more powerful ones require sacrifices of stronger monsters to be gifted, making it notably difficult to obtain strong, endgame-quality artifacts until the mid-game—at the same time, weaker artifacts are more likely or guaranteed to be given with a useful positive enchantment. This also means it is no longer possible for elven heroes to force Stormbringer to be their first gift.
Below is a list of the minimum sacrifice value required to obtain each artifact gift (usually just the difficulty rating of the monster sacrificed), as well as a flat number added to the weapon's enchantment when it is gifted:
- Requires a sacrifice of value 1: Sting (+3), Ogresmasher (+2), Trollsbane (+2)
- Requires a sacrifice of value 3: Demonbane (+1)
- Requires a sacrifice of value 4: Orcrist (+3), Werebane (+1), Giantslayer(+2)
- Requires a sacrifice of value 5: Grimtooth (+0), Fire Brand (+0), Dragonbane (+2), Vorpal Blade (+1)
- Requires a sacrifice of value 6: Sunsword (+0)
- Requires a sacrifice of value 7: Magicbane (+0)
- Requires a sacrifice of value 8: Mjollnir (+0), Cleaver (+0), Snickersnee (+0)
- Requires a sacrifice of value 9: Stormbringer (+0), Frost Brand (+0)
- Requires a sacrifice of value 10: Grayswandir (+0)
Sacrifices of negative value
There are also sacrifices that displease the hero's god, whether in general or under certain circumstances; these have a negative value and similarly negative effects depending on the offense committed in offering the corpse:[33][34]
- Sacrifice of a co-aligned unicorn to the hero's god, or sacrifice of a cross-aligned unicorn that matches the alignment of the altar, has a value of -5, causes the hero to lose one point of wisdom and causes that altar's god to smite them.[35] Sacrifices involving unicorn corpses are somewhat complicated and covered in full in the appropriate section.
- Offering a monster of the same race as the hero on a co-aligned altar is always a negative-value sacrifice if the hero is not chaotic or in the form of a major demon - see that section for details.
- Sacrificing a pet to a co-aligned god at their altar after it died while tame has a value of -1, which will anger them.[36] The corpse will not be consumed in this case, and the hero is given the aggravate monster intrinsic along with a -3 penalty to alignment record.[37] If the monster went feral (i.e. became untame) before dying, it no longer counts as a pet and may be killed and sacrificed as usual.
Cross-aligned altars
If the hero makes a sacrifice of positive value at an altar that does not belong to that hero's god, and it is not a high altar or an altar in Gehennom, this is treated as an attempt to convert it.[38][39] Trying to convert a compatible altar has a chance of success that rises with experience level, with a probability of XL + 2⁄XL + 8.[40] Failing will incur a -1 luck penalty and abuse wisdom, while succeeding will increase luck by 1, exercise wisdom and change the altar's alignment to that of the hero.[41][42] Hostile minions may be sent by the original god of that altar regardless of whether the conversion succeeded, with the chance dependent on the hero's alignment record and experience level.[43][44] Any aligned priest tending to an altar that is converted will become hostile.[45]
If a sacrifice of negative value is made at a cross-aligned altar, a conversion attempt will not occur: the altar's god is angered and smites the hero, while the hero's god will have their own anger decreased by one, and the corpse is not used up.[33][34]
If a conversion is attempted on an aligned altar, and the hero has either a negative alignment record, an angry co-aligned god, or makes a sacrifice of a unicorn that is of their alignment (which is elaborated on below), there is a chance of the hero having their alignment converted to that of the altar.[46][47] If this occurs, the hero also loses 3 luck, their alignment record is reset to zero and their prayer timeout is increased by 300, all of which will always occur if done via co-aligned unicorn sacrifice (which has a value of -1).[48] Converting alignments by any means removes all of the hero's intrinsic protection. Attempting a converting sacrifice on an unaligned altar, or while a hero is already permanently converted by any means, will cause the sacrifice to be rejected and incur several penalties: the anger of the hero's current god increases by 3, that god smites the hero unless they are in Gehennom, -5 penalties are applied to luck and alignment record, and the hero loses 2 points of wisdom.[49] If the hero's alignment is converted before they have been admitted to the Quest, the game becomes unwinnable.
Sacrificing on a high altar not belonging to the hero's god will bring the full wrath of that altar's god upon them:[50][51][52] a bolt of lightning, followed by a wide-angle disintegration beam if the hero survives the lightning.[53][54] If this occurs on the Astral Plane or in Moloch's Sanctum (where the high altars are ordinarily encountered), the angered deity will then send in three sets of hostile minions.[55]
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.
The quest can be accessed by killing the quest leader, meaning that perma-conversion no longer makes a game unwinnable.Same-race sacrifice
If a corpse that the hero sacrifices belongs to a monster of the same starting race as that hero regardless of its age, then several effects will occur, with some depending on the hero's alignment:[56]
- A chaotic hero sacrificing a monster of their race sacrifice on any altar of their own alignment will gain +5 alignment and +2 luck, while a chaotic hero doing this on an unaligned altar incurs a -2 luck penalty but still gains +5 alignment.[57][58] A chaotic hero performing same-race sacrifice on any normal cross-aligned altar will instantly convert the altar to chaotic, angering any attendant priest.[59]
- A hero that is lawful or neutral performing same-race sacrifice on a non-chaotic altar converts the altar to chaotic, angering any attendant priest, and takes several penalties: a -5 penalty to alignment and luck, loss of a point of wisdom, abuse of wisdom unless they are in the polyform of a demon, +3 to their god's anger, and being smited by that god unless they are in Gehennom.[60][61][62] A lawful or neutral hero performing same-race sacrifice on a chaotic altar will destroy it instead and anger any attendant priest, with the same penalties otherwise.[63]
- As with regular sacrifice, attempting same-race sacrifice on a high altar that is not chaotic while the hero is not chaotic will immediately raise the anger of that altar's god to maximum and prompt them to smite the hero.[52][51]
Regardless of alignment, if the altar is chaotic or unaligned, a major demon is summoned: this will be either Yeenoghu or Juiblex if either of them have not been generated, or a random major demon otherwise[64][65] - 8⁄9 of non-unique demons summoned this way will be foocubi, and can otherwise be any major demon.[66] The summoned demon will be peaceful if the hero is chaotic and hostile otherwise.[67] Summoning a demon this way always immobilizes the hero for three turns, ignoring free action.[68]
Sacrificing unicorns
Sacrificing unicorn corpses has varying effects dependent on several factors, including the altar's alignment, the hero's alignment and the unicorn's alignment.[69] A unicorn's alignment is represented by its color, with white being lawful, grey being neutral and black being chaotic. These are the critical points to remember:
- Sacrificing a unicorn of the hero's alignment will always anger the hero's god and cause them to smite the hero, regardless of the outcome. If done on a cross-aligned altar, the hero will also be converted to that altar's alignment, while doing so on an unaligned altar causes additional penalties without changing the hero's alignment.[49] Doing so on any high altar will maximize the anger of that altar's god without any conversion attempts.[52]
- As mentioned above, sacrificing a unicorn on an altar matching its own alignment will anger that altar's god into smiting the hero, and the hero also loses one point of wisdom.[35][33] If the altar and unicorn are not of the hero's alignment, the anger of the hero's god is instead reduced by one.[34]
- Sacrificing a unicorn whose alignment does not match that of the altar's god or the hero is treated as a regular sacrifice with bonus effects.
- Sacrificing a unicorn of a different alignment at an altar to that hero's god always grants a +5 bonus to alignment record, along with printing a message depending on their current alignment record—it does not reduce the god's anger beyond the normal value for that sacrifice.
- Sacrificing a cross-aligned unicorn at a cross-aligned altar that does not match its alignment attempts to convert the altar as normal, with a +3 bonus to value.
The effects are summarized in the following table:
Sacrificing the Amulet of Yendor
The goal of the game is for the hero to retrieve the Amulet of Yendor from the Sanctum of Moloch and offer it at their god's high altar on the Astral Plane, so there are naturally mechanics that help complicate this goal – be sure not to offer them a cheap plastic imitation by accident!
Attempting to offer the Amulet of Yendor on an unaligned normal altar in Gehennom will anger Moloch into smiting the hero, while doing so on any normal altar elsewhere will print a specific message hinting at the hero's current goal. Doing so with an unknown cheap plastic imitation has the same effects, and will print an additional message hinting that the offered Amulet was fake. Offering an unknown fake on a high altar incurs a -1 luck penalty and identifies the fake, while offering a known fake on any type of altar has -3 value and will incur a -3 luck penalty, a -1 alignment penalty, and increase the anger of that altar's god by 3.
Offering the real Amulet of Yendor on any high altar will immediately end the game in one of three ways:
- If the hero offers the Amulet at the high altar of their god, they will ascend to demigod-hood.[70] This makes it possible to attain demigodhood after permanent conversion by using a helm of opposite alignment, though it does affect the end-of-game score multiplier: a 2× multiplier is applied if the hero never converted from their starting alignment, or 1.5× if they converted and used the helm to change back.
- If the hero offers the Amulet on a cross-aligned high altar, that altar's god gains dominion over their god and allows the hero to escape in celestial disgrace.[71]
- If the hero offers the Amulet on the high altar to Moloch in his Sanctum, Moloch retains dominion over their god and kills them, and a hero revived by life saving is then reduced to dust.[72] The only way to "survive" this is in explore mode or wizard mode, where a player is prompted if they want the hero to die, though declining causes the still-live hero to be forced out of the dungeon, and the game ends regardless.[73]
History
Altars and sacrifice are introduced in NetHack 3.0.0. From this version to NetHack 3.4.3, including variants based on those versions, if no artifacts are eligible for a hero's first sacrifice gift, they will not receive any artifacts for the entire game unless they change alignment. This most commonly occurs with elven Priests or Rangers who name Sting and Orcrist in the hope of guaranteeing Stormbringer as their first gift, only to fail because Stormbringer has been generated in a bones level prior. In these versions, changing alignment also gives an alignment bonus or penalty based on the hero's starting alignment, rather than uniformly resetting their alignment record to zero.
In NetHack 3.6.0, commit 2adc83e1 introduces the lack of score multiplier for a hero ascending with a different alignment from their starting one, as well as the lower score multiplier for a hero ascending while converted back to their original alignment via helm of opposite alignment.
Messages
- Nothing happens.
- The corpse was too old to be sacrificed.
- Your sacrifice is consumed in a <flash of light/burst of flame>!
- The standard message indicating a successful sacrifice. Lawful heroes see a flash of light, while others see a burst of flame. If it is not followed by any other message, it is safe to pray; otherwise, see below.
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.
Neutral heroes see a "cloud of smoke".- Your sacrifice disappears!
- As above, if lawful and blind.
- Your sacrifice sprouts wings and a propeller and roars away!
- Your sacrifice puffs up, swelling bigger and bigger, and pops!
- Your sacrifice collapses into a cloud of dancing particles and fades away!
- One of these four messages is printed for a successful sacrifice while hallucinating. Which message you receive is randomly selected.
- You feel appropriately <alignment>.
- You feel you are thoroughly on the right path.
- You sacrificed a cross-aligned unicorn on a co-aligned altar, gaining 5 alignment record. The second message indicates you were already at maximum alignment record.
- You sense a conflict between <your god> and <altar's god>.
then
- You feel the power of <your god> increase. if not blind: The altar glows <color>.
- You successfully converted an altar, and base Luck was increased by 1.
- Unluckily, you feel the power of <your god> decrease.
- You failed to convert an altar, and base Luck was reduced by 1.
- The voice of <altar's god> booms: "Thou shalt pay for thine indiscretion!" if not blind: A <monster> of <god> appears before you.
- The altar's (former) god sent a minion to punish your (attempted) conversion.
- The altar is stained with <race> blood.
- The altar has been converted to chaotic via same-race sacrifice.
- You have a hopeful feeling.
- Your prayer timeout has been reduced, but is still nonzero. Base luck, if negative, was increased by one. You may not pray.
- You have a feeling of reconciliation.
- Your prayer timeout has been reduced to zero. Base luck, if negative, was reset to zero. Unless you have a cursed luckstone, you may safely pray.
- An object appears at your feet!
- You have received a gift, and your prayer timeout has been increased. You may not safely pray.
- You feel partially absolved.
- Your alignment was negative and has been increased by the level of the corpse, to a maximum of zero. Sacrifice again to see if it is safe to pray.
- You glimpse a four-leaf clover at your feet.
- Your base Luck has been increased and is nonnegative. Unless you have a cursed luckstone, you may safely pray.
- You think something brushed your foot.
- As above, while blind.
- You see crabgrass at your feet. A funny thing in a dungeon.
- As above, while hallucinating.
- So this is how you repay loyalty?
- You attempted to sacrifice a former pet, your alignment record was reduced by 3, and you gained aggravate monster. The corpse was not consumed.
- You have a sudden sense of a new direction.
- You have been permanently converted to a new alignment.
Variants
SLASH'EM
In SLASH'EM, sacrifice can also net a hero other boons from their deity, including having wielded and worn items blessed or even tame minions. SLASH'EM also adds several new artifacts, including many that can be given as sacrifice gifts – several roles are given a guaranteed first gift, and some roles with a first gift are given guaranteed second gifts.
The Eye of the Beholder and The Hand of Vecna are artifacts that can be sacrificed at an altar, and both are treated as maximum-value corpses for this purpose, though doing so is generally a Bad Idea unless the player truly does not want the artifact in question - the Eye of the Beholder is generally considered the least useful of the alignment quest artifacts, and may be the more acceptable one to sacrifice in order to pacify an angry god, particularly for chaotic heroes.
Below is a table describing artifacts that can be gifted and their eligibility as first or second gifts. The table assumes a role of the given starting alignment that has either no artifacts generated at the time of their first gift, or else only has their first gift generated at the time of the second:
GruntHack
In GruntHack, heroes can receive mundane items as sacrifice gifts, which are likely to have an object property and significant enchantment. The handling for mundane gifts is found in artifact.c: the weapon or armor generated and its accompanying object property is selected from a list of appropriate types, and leans towards particular weapons based on the hero's race and role (e.g. a gift of a two-handed sword will always become a tsurugi for Samurai); non-artifact weapons that are gifted will always be of a weapon skill that the hero can train in.
SporkHack
In SporkHack, heroes can receive mundane items as sacrifice gifts, which are intended to be "junk" according to a comment in the code within pray.c. The odds of an artifact being considered as a gift over mundane items increase with the hero's experience level:
Experience level | Odds of artifact |
---|---|
1-3 | 0 |
4-8 | 1⁄10 |
9-11 | 1⁄5 |
12-13 | 3⁄10 |
14-16 | 2⁄5 |
17-18 | 1⁄2 |
19-20 | 3⁄5 |
21-22 | 7⁄10 |
23 | 4⁄5 |
24-25 | 9⁄10 |
26+ | guaranteed |
Despite their designation as junk items (as most players will be used to receiving artifacts), the mundane weapons and armor given as gifts will always be erosion-proofed and have an enchantment from +3 to +5, and non-artifact weapons that are gifted will always be of a weapon skill that the hero can train in.
FIQHack
In FIQHack, a mechanism called piety determines when a hero receives gifts or becomes crowned from altar sacrifice. In addition, only gifted artifacts affect the rate of future artifact gifts, ignoring artifacts obtained via wishing.
References
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1362: atheist conduct is only checked for sacrifice of corpses
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1366
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1370
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1591
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1373: calls
eaten_stat
function - Jump up ↑ src/eat.c in NetHack 3.6.7, line 3220
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1459
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1688
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1355
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1690: Chaotic gods are harder to appease
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1705
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1698
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1708
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1714: ugod_is_angry tests for negative alignment record
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1720
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1721
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1724
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1739
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1732
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1734
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1727
- ↑ Jump up to: 22.0 22.1 src/pray.c in NetHack 3.6.7, line 1749
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1774
- ↑ Jump up to: 24.0 24.1 src/pray.c in NetHack 3.6.7, line 1750
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1762
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1765
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1752
- Jump up ↑ src/artifact.c in NetHack 3.6.7, line 156: gift alignment
- Jump up ↑ src/artifact.c in NetHack 3.6.7, line 156: no gifts that blast you
- Jump up ↑ src/artifact.c in NetHack 3.6.7, line 63
- Jump up ↑ src/artifact.c in NetHack 3.6.7, line 160
- Jump up ↑ src/artifact.c in NetHack 3.6.7, line 167
- ↑ Jump up to: 33.0 33.1 33.2 src/pray.c in NetHack 3.6.7, line 1608: any negative-value sacrifice will anger the altar's god, calling
gods_upset
at line 1610 - ↑ Jump up to: 34.0 34.1 34.2 src/pray.c in NetHack 3.6.7, line 1287:
gods_upset
function - ↑ Jump up to: 35.0 35.1 src/pray.c in NetHack 3.6.7, line 1465
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1457
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1450
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1596
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1617
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1647
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1650
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1676
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1666
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1678
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1670
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1483
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1620
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 582
- ↑ Jump up to: 49.0 49.1 src/pray.c in NetHack 3.6.7, line 1632
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1597
- ↑ Jump up to: 51.0 51.1 src/pray.c in NetHack 3.6.7, line 1607: calls
god_zaps_you
immediately - ↑ Jump up to: 52.0 52.1 52.2 src/pray.c in NetHack 3.6.7, line 1386: call
desecrate_high_altar
function - Jump up ↑ src/pray.c in NetHack 3.6.7, line 582:
god_zaps_you
function - Jump up ↑ src/pray.c in NetHack 3.6.7, line 614
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 646
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1377: same-race is checked before former pet status and ignores the check for corpse age
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1412
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1412
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1389
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1378
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1381
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1436
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1400
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1389
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1415
- Jump up ↑ src/makemon.c in NetHack 3.6.7, line 1764: demon generation for same-race sacrifice ignores
G_HELL
1⁄9 of the time - Jump up ↑ src/pray.c in NetHack 3.6.7, line 1426
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1429
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1462
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1554
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1544
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1527
- Jump up ↑ src/pray.c in NetHack 3.6.7, line 1542