👉 A Temple is a specialized NPC room containing a shrine dedicated to one of the game's deities, tended by a peaceful aligned priest.

â„šī¸ Description

A Temple is a highly valuable, peaceful NPC room that contains a stationary altar (shrine) and a matching Aligned priest. Temples provide a safe haven for characters of the same alignment. They serve as a place to identify the blessed/cursed (BUC) status of items, sacrifice monsters, pray, or obtain various divine services.

đŸ—ēī¸ Generation

Temples generate randomly in the Dungeons of Doom between level 9 and Medusa's level. The generation probability depends on whether a temple has already been generated:

  • First Temple: A 1 in 7 chance per level. If no temple has been generated by the time you reach 5 levels below the Oracle's level, a Temple is guaranteed to generate on that level.
  • Subsequent Temples: A 1 in 17 chance per level.

Each temple contains a central stationary altar dedicated to a random deity (lawful, neutral, or chaotic), tended by a peaceful aligned priest of the matching alignment.

đŸ› ī¸ Services

Peaceful aligned priests offer several services to characters in exchange for gold pieces:

â¤ī¸ Healing and Restoration

  • Standard Healing: Heals the target (either you or a companion/pet) using the Extra healing spell effect.
  • Full Healing: Fully restores the target's hit points using the Full healing spell effect.
  • Cure Sickness: Cures the target's sickness using the Cure sickness spell effect.

✨ Item Manipulation

  • Bless or Curse an Item: Blesses or curses a targeted item.

🔮 Divination

  • Divination: Inspects the player's divine status. This service provides information on:
    • Whether you can safely Pray (Alt+p).
    • Your deity's anger level.
    • Your prayer timeout status.
    • Your current Luck value.

đŸĒ„ Teach Spells

Teaches clerical spells to the player if the player does not already know them. The available spells depend on the temple's alignment:

Temple Alignment Spells Taught
Common (All) Congregate, Minor healing, Healing, Extra healing
Lawful Cure blindness, Summon celestial dove
Neutral Stick to snake, Create clay golem
Chaotic Raise minor zombie, Replenish undeath
Unholy (Moloch) Drain level, Summon demon

💰 Monetary Contributions

Donate gold to the temple for divine favors (only available inside the temple). Choose Monetary contribution to the temple when chatting with the priest. The priest first offers a major contribution and, if you decline, a minor donation instead. Each has a fixed price that you cannot change; you need at least that much gold, and the whole price is taken.

Contribution Price at Charisma 11 Effect
Minor Donation 500 gold + 25 gold per experience level (650 gold at level 6) Bestows a blessing that grants or extends the Clairvoyance intrinsic (by 500 to 999 turns). If coaligned and sinned, also increases alignment record by 1.
Major Contribution 2,500 gold + 150 gold per experience level (3,400 gold at level 6) Rewards devotion by granting or increasing the Protection intrinsic (adds intrinsic AC). The first grant gives 1 to 3 points and each later one gives 1 point. It always succeeds while your intrinsic protection is below 8, succeeds only 1 time in N when it is N (8 to 11), and never at 12 or more. When no protection is granted, a coaligned priest instead either cleanses sins (restores alignment record to 0 if strayed and it has been at least 5,000 moves since last cleansed) or increases alignment record by 2.

Both prices are adjusted by Charisma. Each point above 11 lowers them by about 5%, down to half price at Charisma 25, and each point below 11 raises them by about 5%. For example, a major contribution at experience level 6 costs about 2,400 gold at Charisma 18 and about 5,050 gold at Charisma 3.

💡 Tip: Because both prices grow with your experience level, protection is cheapest to buy before you gain another level.