đ A Temple is a specialized NPC room containing a shrine dedicated to one of the game's deities, tended by a peaceful aligned priest.
âšī¸ 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.
đēī¸ 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.
đ 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.
đŽ 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.
- Whether you can safely Pray (
đĒ 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 |
đ° 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.
đĄ Tip: Because both prices grow with your experience level, protection is cheapest to buy before you gain another level.