#4427
Priests get a +1 bonus to Charisma when they wear whichever cloak has the “ornamental cope” appearance.
Priests get a +1 bonus to Charisma when they wear whichever cloak has the “ornamental cope” appearance.
Priests cannot convert aligned altars, because they respect those other religions. However, they can convert Moloch’s altars, including the ones in Gehennom.
A system where your god grants you cool abilities, but only if you actively obey randomly generated edicts they put forth. Examples:
If your god orders you to do something that would make you suffer alignment, anger, murder, or Luck penalties, you are not punished for that.
Conceieved as a new race, or an extension of the angelic race, but could also apply to Priests or Infidels.
A Priest in good standing with their god and standing on or near a coaligned altar sometimes has the ability to use a special spell or prayer to call a coaligned Angel to fight with them as a pet.
When priests attempt to throw edged weapons at something, the weapons/ammo often slips in the wrong direction as if they were cursed (even if they aren’t actually). Blunt weapons such as sling ammo or throwing Mjollnir might not have this restriction.
A minor artifact that turns water into booze. Potentially has an affinity to Priests and they receive it as a sacrifice gift somewhat more often.
New special room “cursed graveyard”. Its initial generation is the same as a regular graveyard. The difference is that it generates undead monsters on open spaces in the graveyard (with messages like “A zombie claws out of the ground!”) at a much higher frequency than normal, so long as there is still a gravestone existing within the graveyard. When all gravestones in the graveyard are destroyed, the room converts to a normal graveyard and undead stop spawning.
Gravestone texts in a cursed graveyard don’t draw from the regular pool of gallows-humor messages. They instead use a separate pool of ominous, vengeful, and threatening messages.
Regular gravestone-destroying penalties do not apply if the gravestone being destroyed is in a cursed graveyard.
Priests can destroy a headstone in a cursed graveyard by #turning while standing on it.
Priests get buffed effects from the invocation artifacts:
Non-chaotic Priests get punished for having demon pets. The penalty is applied upon taming it and periodically from being on the same level as it, so that you can avoid penalties by abandoning it somewhere. (Internally, it should be applied when a tame demon moves; this means if you have multiple demon pets, the penalties stack up faster.)
Priest characters can sacrifice gold at a coaligned altar for identical benefits as they would get from donating to a priest. The altar does not have to be attended.
Priests can hit incorporeal monsters like shades by default. Their attacks never pass harmlessly through.
Some special minor effect if you are wearing an ornamental cope as a Priest.
Elven priests start with an elven shield instead of a small shield.
Alignment penalty, or possibly even angering your god, for Monks and Priests for consorting with a foocubus.
The Arch Priest specifically offers to open up a magic portal to the Plane of Earth if you talk to him with the Amulet of Yendor, as a Priest benefit, to skip the last dozen or so levels of the Dungeons of Doom.
You get an alignment penalty for digging up a grave if you are a Priest.
Make Demonbane a mace rather than a long sword, to make it more attractive to Priests.
After you finish the Priest quest, Nalzok may appear once more, randomly in Gehennom, since you didn’t actually kill him the first time, just banish him.
When a Priest is gifted an artifact weapon, they are unrestricted in its skill and their skill cap in it is set to Skilled, rather than Basic.
Priest characters are allowed to choose the pantheon of gods they follow. This gives them Basic proficiency in one or two of the skills of that pantheon’s corresponding role.
Priest characters get sanctuary in rooms containing unattended coaligned altars, even though they aren’t temples.
Healers start with higher Intelligence (perhaps at the cost of their high starting Charisma, which they don’t need as much). Priests could stand to have guaranteed a bit more Int and monks a bit more Wisdom, as well.
Other priest benefits: the chance of receiving a sacrifice gift is doubled, make it easier to get crowned or other high boons, the prayer timeout isn’t increased when crowned.
Priests can sacrifice corpses anywhere, with no need for an altar, except in Gehennom. (This should be strictly worse than altar sacrifice - maybe it only reduces prayer timeout, by less than it would normally, and can’t result in gifts.)