Draft:Mendicant priest: Difference between revisions

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== Giving alms ==
== Giving alms ==
The general [[Draft:Feeding and gifts#Acceptance and value|gift rules]] explain delivery and intrinsic value; the priest's depth-based demand and later response are below.
The priest accepts a single noncursed item or a cash gift. Each accepted gift adds one alignment point. To satisfy the request, that particular gift must be worth at least the square of the current dungeon depth; gifts do not accumulate toward the threshold. For example, depth 3 requires value 9, while depth 10 requires 100. This is the needy-creature rule, distinct from a greedy monster's level-based price.<ref>{{Source|command2.c|400|454}}; {{Source|inv.c|364|427}}.</ref>
The priest accepts a single noncursed item or a cash gift. Each accepted gift adds one alignment point. To satisfy the request, that particular gift must be worth at least the square of the current dungeon depth; gifts do not accumulate toward the threshold. For example, depth 3 requires value 9, while depth 10 requires 100. This is the needy-creature rule, distinct from a greedy monster's level-based price.<ref>{{Source|command2.c|400|454}}; {{Source|inv.c|364|427}}.</ref>


Once satisfied, a subsequent nearby special action adds five more alignment points. If alignment is then greater than 20, current HP is raised to at least maximum HP. The priest vanishes after this response, without normal death experience or drops. At depth zero the value threshold is zero, and the cash-gift input accepts zero Au.<ref>{{Source|mspec.c|8|24}}; {{Source|inv.c|38|66}}; {{Source|mmove.c|228|242}}.</ref>
Once satisfied, a subsequent nearby special action adds five more alignment points. If alignment is then greater than 20, current HP is raised to at least maximum HP. The priest vanishes after this response, without normal death experience or drops. At depth zero the value threshold is zero, and the cash-gift input accepts zero Au.<ref>{{Source|mspec.c|8|24}}; {{Source|inv.c|38|66}}; {{Source|mmove.c|228|242}}.</ref>


If the priest has been attacked, each special action first has a one-in-three chance to inflict ten unstoppable damage and vanish. This curse check takes priority over the satisfied-petitioner reward. Giving alms after attacking therefore does not guarantee the favorable outcome.<ref>{{Source|mspec.c|8|24}}.</ref>
Once the player has initiated a melee attack against the priest, each special action first has a one-in-three chance to inflict ten unstoppable damage and vanish. This curse check takes priority over the satisfied-petitioner reward. Giving alms after that aggression therefore does not guarantee the favorable outcome; unrelated damage alone does not set this particular melee-aggression marker.<ref>{{Source|aux1.c|366|390}}; {{Source|mspec.c|8|24}}; {{Source|mon.c|113|131}}.</ref>


== Remains and strategy ==
== Remains and strategy ==

Latest revision as of 14:14, 12 September 2026

Omega 0.90.4
@ Mendicant priest
FormOrdinary creature
AttacksNo ordinary attacks; 1 defense
Special abilitiesDepth-based alms; alignment and conditional healing; retaliatory curse
Base level0
HP30
Hit0
Defense0
Action interval5 ticks; lower is faster
Kill experience15, on normal death in sight
GenerationGeneration and encounters
Carried itemsNo fixed item; 0–1 random possessions
ImmunitiesNone innate
RemainsDead mendicant priest; 50% on normal death
Remains useCannibalism; no alchemy
Traits
  • Initially peaceful and needy
  • follows the player
Referenceminit.h in Omega 0.90.4, line 8[1]

A mendicant priest is a peaceful wandering petitioner who asks for treasure. Satisfying the request can improve alignment and heal a sufficiently lawful player, while attacking the priest risks a curse.[2]

Generation

Mendicant priests can appear in ordinary random pools and at random main-temple sites. They follow the player, begin needy and peaceful, and carry zero or one random possession. They have no innate immunities or ordinary attacks, and one defensive action.[3]

Giving alms

The general gift rules explain delivery and intrinsic value; the priest's depth-based demand and later response are below.

The priest accepts a single noncursed item or a cash gift. Each accepted gift adds one alignment point. To satisfy the request, that particular gift must be worth at least the square of the current dungeon depth; gifts do not accumulate toward the threshold. For example, depth 3 requires value 9, while depth 10 requires 100. This is the needy-creature rule, distinct from a greedy monster's level-based price.[4]

Once satisfied, a subsequent nearby special action adds five more alignment points. If alignment is then greater than 20, current HP is raised to at least maximum HP. The priest vanishes after this response, without normal death experience or drops. At depth zero the value threshold is zero, and the cash-gift input accepts zero Au.[5]

Once the player has initiated a melee attack against the priest, each special action first has a one-in-three chance to inflict ten unstoppable damage and vanish. This curse check takes priority over the satisfied-petitioner reward. Giving alms after that aggression therefore does not guarantee the favorable outcome; unrelated damage alone does not set this particular melee-aggression marker.[6]

Remains and strategy

Normal death has a 50% chance to leave a corpse. Eating it lowers alignment by ten and adds eight food; a previously lawful player first has food set to 25, ending at 33. Ordinary overeating can still matter for other starting alignments. The corpse has no alchemical use.[7]

Alms can provide a modest lawful-alignment gain and conditional healing without combat. Check the current depth before choosing a gift, since a cheap offering that works on a shallow level may fail deeper down. Avoid attacking first if the healing response is the goal.

References