Rituals

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Agoraphobia – 135 gp

As its name suggests, this ritual causes the target to become scared of open spaces. It will cause the target to run around, until it finds an indoor room. Which it will not be able to leave until the effects wear off. Not used ever so much, due to the high gp costs for the effect. Useful against big groups, allowing the priest time to heal and recover gp.

Requirements – A Prayer book and a Holy symbol

Skills Used – Faith.rituals.offensive.target

 

Bless – 70 gp

Bestows your Gods blessing upon the target, whose stats all rise by 1 as a result of the divine favor. Can be tedious finding and carrying enough incense to use this ritual constantly. Otherwise, it is available as a power on the faith items though the duration of a bless is far less than from a casting of the ritual. Bless does interfere with other stat items.

Requirements – A block of incense (consumed)

Skills Used – Faith.rituals.misc.self/target

 

Blight – 70 gp

The target of the ritual is made weaker and more susceptible to harm. It needs to be cast before combat begins, any damage done to the target is increased by a certain amount, it is probably capped at a certain point, perhaps double damage. One of the few rituals, which require fairly high bonuses to cast successfully and effectively.

Requirements – A Holy symbol and a Holy amulet.

Skills Used – Faith.rituals.offensive.target

 

Breathe underwater – 20 gp

Performing this ritual will bless the target with divine gills, enabling you to function underwater as if on land, even to the extent of being able to perform rituals. The duration is time based, depending on bonus. You can stack this ritual to prolong the duration.

Requirements -  None

Skills Used – Faith.rituals.misc.self/target

 

Calm – 25 gp

Calms down a target which is in combat, causing them to stop fighting the priest who performed the ritual. It will continue fighting others it is in combat with however, unless they leave the room and type 'stop' while the priest performs the ritual.

Requirements - None

Skills Used – Faith.rituals.defensive.target

 

Chant – 70 gp

This ritual is basically a mass-form of calm. Causing everyone in the room to stop combat as if they had been calmed.

Requirements – A block of incense

Skills Used – Faith.rituals.defensive.area

 

Clarify – 50 gp

When this miscellaneous ritual is performed, its priest is granted the gift of the ability to read in and understand any documents written in a multitude of foreign languages. The duration of the blessing will depend on your skill in performing miscellaneous rituals.

Requirements – A Prayer Book

Skills Used – Faith.rituals.misc.self

 

Cool – 35 gp

Another miscellanous ritual, this can be useful occasionally if you have spent too long out in the Klatchian desert or in the smithy. This ritual causes your temperature to fall at a rate of ‘quite slowly’ upto ‘quite quickly’.

Requirements – A Holy symbol

Skills used – Faith.rituals.misc.self/target

 

Creeping doom – 80 gp

Summons a swarm of insects which will assist you in combat, a more powerful version of dust devil. Also the victim of people screaming ‘Downgrade’, they no longer protect the priest in combat... Like dust devils or totems, they will not attack other priests.

Requirements – A Holy relic, a Holy symbol and a Prayer book.

Skills Used – Faith.rituals.misc/defensive/offensive.area

 

Cure drunkenness – 60 gp

More of a fun based/role-playing ritual than anything else. Very useful if you spend a lot of your time at a certain bar in AM in the company of a certain High priest. This ritual cures people of drunkenness, and stops them getting a nasty hangover.

Requirements – None

Skills Used – Faith.rituals.curing.self/target

 

Cure Knurdness – 60 gp

Again, another fun based/role-playing ritual. Useful for your companions who have a strange addiction to Klatchian coffee. This ritual cures people who become knurd, allowing them to sleep at night.

Requirements – None

Skills Used – Faith.rituals.curing.self/target

 

Cure light wounds – 20 gp        

The basic healing ritual. From a bit of testing it seems that the amount of hp restored from the use of this ritual is capped at 300. A very useful rit at low levels, as it is cheap, easy to use and only takes one round of combat.

Requirements – None

Skills Used – Faith.rituals.curing.self/target

 

Cure medium wounds – 30 gp

A more powerful version of Cure light wounds, this one however is more unique. It is only usable by Priests (with the exception of being performed from a faith rod). The maximum amount of hp restored by this ritual seems to be capped at around 600. Useful even at high levels, cheap and reasonably easy to perform. Using two rounds of combat to perform, a lifesaver in certain situations.

Requirements - None

Skills Used – Faith.rituals.curing.self/target

 

Cure serious wounds – 45 gp

An absolutely amazing ritual, well worth spending that bit of exp to get your hands on. Restoring up to 1000 hp from each performance. Although a fairly expensive healing rit, the gp cost is well worth it. This ritual is fairly slow to cast however, taking three rounds of combat. It is also fairly difficult to perform.

Requirements – A Holy symbol

Skills Used – Faith.rituals.curing.self/target

 

Dark sight – 15 gp

This enables the target to see in the dark as if it was daylight. However, since it does this by heightening the senses, if you enter a brightly lit area while under the effects of dark sight you will be unable to see. Performing the ritual a second time while the first is still in effect will remove the effects of dark sight upon the target.

Requirements – None

Skills Used – Faith.ritual.misc.self

 

Demoralise – 20 gp

This ritual will cause the target to lose hope and make them more likely to run when in combat. It artificially raises the wimpy value of the target up to roughly 60%. Fairly limited in usefulness since you rarely want a target you are fighting to leave, and if that is the case, there are a variety of fear type rituals which are more effective.

Requirements – A Holy symbol

Skills Used – Faith.rituals.offensive.target

 

Detect alignment – 10 gp

Causes the target to give off a glow which indicates their alignment, usually for the purposes of determining what the effect of killing the target would be on your own alignment. This ritual is available as a power on most of the faith items.

Requirements – None

Skills Used – Faith.rituals.misc.self/target

 

Detect magic – 25 gp

This will cause the targeted item to emit an amber glow which gives an indication of how enchanted the item, the same as what wizards and witches would see in octarine upon glancing at the item. Can be useful now that higher enchantments decay over time.

Requirements – None

Skills Used – Faith.rituals.misc.target

 

Devout inquisition - 15 gp

Shows you how healthy the deity point pool is looking.
When this miscellaneous ritual is performed, the priest will be given a rough idea of how full the deity point pool for their church is. The results will be relative to the maximum capacity for the deity, which varies between gods.

Requirements - None

Skills used - Faith.rituals.misc.target

 

Divine Guard – 120 gp

This is the new form of minor ward. It allows a Priest to ‘impress’ one ritual of their god into an item of value, if this item is stolen the ritual is triggered off. This is a smaller version of Divine Sentinel allowing only one ritual to be impressed. Takes a long time to do, and isn't seen as worth using by a lot of people. Useful in the PK society. For more info, read the article of Poyat on this subject.

Requirements – A Holy symbol

Skills Used – Faith.rituals.defensive.target (fa.it.scrolls for impress)

 

Divine hand – 200 gp + 50 for each passenger

This ritual moves the priest and any people following the priest across the disc to the place which has been remembered on the item the ritual is targeted at. It does this by passing the travelers through a special room located in an elemental fold between the planes. Each God has its own special room as the halfway point, each with different means of exit, and you are no longer able to exit via a second divine hand from the room. Passaging between the CWC and Circle Sea Region is not possible. You need to passage to/from the Brown Island and take the ferry shop.

Requirements – A Holy symbol.

Skills Used – Faith.rituals.misc.target

 

Divine Sentinel – 170 gp

The new version of major ward, very similar to Divine guard. This ritual is exactly the same in principle as Divine guard, but allows up to three rituals to be impressed into the item of value. For more info, read the article of Poyat on this subject.

Requirements – A Holy symbol, a Block of incense, A Prayer book

Skills Used – Faith.rituals.defensive.target

 

Dust devil – 50 gp/70 gp/ 90 gp/ ...

Performing this ritual causes a whirlwind to form, its composition depending on where it is summoned (There are at least 50 different types, ranging from leaves, to cat fur, to metal fragments, to pure faith, to the good old dust devils). After recent changes, the number of devils you can summon has been capped on two. Dust devils need to be "order"ed to engage in battle, oterwise they will just passively watch. In the same wave of changes to dust devils, the amount of xp they take from kills has been reduced, but it's still significant. Dust devils are unable to protect and mediocre at dealing damage, so their use is limitted. It has also been proven that fa.ri.of.ar and fa.ri.de.ar bear some relevance in the offensive and defensive capabilities of the devils. The progression of the sizes is:
Tiny, small, average, large, huge, gigantic, colossal, enormous, humungous, and unbelievably large.
For more info on the old dust devils, read the article by Thalasso.

Requirements – A Holy symbol

Skills Used – Faith.rituals.misc/defensive/offensive.area

 

Endless halls – 200 gp

The target is transported into a complex series of mystical corridors, removing them from the room for a certain period of time. In that respect, it is similar in effect to the stasis ritual, though it has an advantage in being far more difficult to escape from. They remain in the corridors until they are able to make their way to an exit, or until the halls fade out after a certain amount of time based both on the skills of the priest and the resistance of the target (also based on faith skills). Has some application in splitting NPCs up without making them leave the room, but probably more useful as a PK defence. Priests are able to perform the ritual upon themselves, and interact with all the interesting and amusing NPCs within.

Requirements – A Prayer book

Skills Used – Faith.rituals.offensive.target

 

Far sight – 30 gp

Gives the performer a glimpse of the location that has been remembered via a consecrated item. Useful for both checking where your divine hand will take you and for observing those that are present in certain rooms.

Requirements – A Holy symbol and a Prayer Book

Skills Used – Faith.rituals.misc.target

 

Fear – 70 gp

This ritual fills the heart of the target with panic, and causes it to run from the room in a random direction. This is still the best way to split up NPCs in order to make combat easier and is available as a power on the silver flail.

Requirements – A Holy amulet

Skills Used – Faith.rituals.offensive.target

 

Feedback – 135 gp

This ritual causes the target's own actions to have repercussions upon himself. Specifically, if they use their energy, they become physically damaged. Possibly the most difficult ritual to perform, and has a very limited duration. This ritual has been found very useful in the new ward system, placed in an item using either Divine guard or Divine sentinel. Due to new changes, the gp-to-damage rate seems to be dependant on the amount of gp used. It may vary from 10hp damage of each gp used, when using a limited amount of gp (30-50), to only 3hp/gp when using lot's of gp (300-more).

Requirements – A Holy symbol, A Holy amulet, A Prayer book and a Holy relic

Skills Used – Faith.rituals.offensive.target

 

Find – 30 gp

A substitute for the longsight ritual, instead of giving a glimpse of the room the ritual causes the priests holy amulet to point the way to the target, as well as giving an indication as to the distance from the target. In some instances, this can be more suitable than longsight, for example in the gloomy forest, but does suffer from range restrictions. Could be found very useful in mazes, such as the Medina, to find certain npcs. Or silly people who have wandered in by accident.

Requirements – A Holy amulet

Skills Used – Faith.rituals.misc.area

 

Find Corpse – 30 gp

Derived from find, this ritual only locates corpses. Sometimes corpses are hard to find (in the plains for example), so this ritual could help a Pishite to find his target.

Requirements – A Holy amulet

Skills Used – Faith.rituals.misc.area

 

Food of life – ?

This allows the priest to imbue pieces of meat with healing power which is released upon the piece of flesh being eaten. As well as the faith skills involved, the effects will be dependent on race and weight of the corpse parts being used. The food of life is toxic to those not of the faith. It is a reasonably difficult ritual to perform. Hit point return depends on the skills of the priest and the size (weigh) of the body part. Using curing rituals seems a better options to me...

Requirements – Parsley (found in the garden in Scrogden or in TOSG)

Skills Used –  Faith.rituals.curing.target

 

Fumble – 120 gp

This ritual causes the target to become clumsy and drop one weapon they are holding. Sadly this now puts the target into wimp attitude if successful and makes the npc attack you if you fail. Fairly expensive and not really worth it against an NPC, unless you have high melee. This ritual still however fairs quite well in the pk world and although being costly can sway the fight nicely. Some people however use triggers to pick up the weapon once fumbled, spoiling its usefulness.

Requirements – A Holy symbol

Skills Used – Faith.rituals.offensive.target

 

Great stasis – depending on the number of targets (2 for 150 gp)

Like statis, but stassisses everyone in the room, each into his own sphere. Could be useful when trying to run away from multiple opponents.

Requirements – a block of incense (consumed) and a Prayer Book

Skills used – Faith.rituals.misc.area

Haunting – 55 gp

This ritual causes the target to become edgy and suspicious of those around them, even those they would normally see as friendly. Has no real effect against NPCs beyond a few soul commands, its effect is to cause the target to see messages such as "Someone arrives from the west. Someone peeks at you". Basically the same as the Paranoia ritual, it is unfortunately PK checked.

Requirements – A Holy amulet

Skills Used – Faith.rituals.offensive.target

 

Heal – 70 gp

This heals a huge amount of hit points (around 1500 max). It currently is not effective enough to use instead of the cheaper cure serious wounds ritual. It's also quiet difficult to perform.

Requirements – A Holy symbol

Skills Used – Faith.rituals.curing.target/self

 

Holy aegis – 80Gp

Gufnork's unique ritual. When performed on yourself it absorbs a certain amount of damage (based on your bonus). This ritual, in combination with major shield, makes Gufnork the best defensive god.

Requirements – A Prayer book

Skills Used – Faith.rituals.defensive.self/target

 

Holy couturequisition – 90 gp

If Gapp doesn't like what the target is wearing, a seemingly random piece of clothing is slightly damaged. The fashion of the moment can be found in the finger info of Gapp. The targeted npc might attack you, so watch out!

Requirements – a block of incense (consumed) and a Prayer Book

Skills Used – faith.ritual.offensive.target

Holy insight – 60 gp

Holy insight  tells you about some of the skills and stats of your target. What it tells you about in any given performing is random, so if you are looking for a specific skill/stat, you may have to perform it several times.

Holy insight will tell you stats and it will tell you bonuses (not levels). If the stats and bonuses are affected at the time by any stat items or stat penalties, then the reading from holy insight will change accordingly.

The bonuses for fighting, covert, faith and magic are overall bonuses. These are the ones shown when you type "skills" on its own. This feature makes these particular data less useful than perhaps desired.

 

What the skills and stats mean: What the ratings mean:
 
Stats:
of ... health constitution
of ... agility dexterity
of ... strength strength
of ... intelligence intelligence
of ... wisdom wisdom
Bonuses:
... at combat fighting
... at staying unnoticed covert
... at religious matters faith
... at magic magic
... at noticing things other.perception
... at staying fit other.health

 

 
Stat: Rating: Bonus:
  extremely poor 0-36
6-8 very poor ?
9 quite poor ?
10-11 below average 66-100
12-14 average 100-150
15-16 better than average 150-200
17-18 quite good 200-250
19-20 reasonably good 250-300
21 very good 300-350
22 extremely good 350-400
23-25 masterly 400+

 

An example:

You sense that Althea of Pishe is extremely poor at staying unnoticed,
masterly at noticing things, extremely poor at magic, masterly at
religious matters, of average agility and of better than average health.

This tells me that Althea has bonuses of less than 65 in covert, over 400 in ot.pe, less than 65 in magic and over 400 in faith. She also has between 12 and 14 dex, and 15 or 16 con.

Thanks to Babar, Brue, Canab, Edana, Ezekial, Geva, Hypnotica, Mackdaddy, Persophane, Priesht, Soothsayer, Syrus, Trident, Wynona and Zatanna for help with testing. Special thanks also to Cliona for being very patient with me as I ran around AM looking for rocks.

(Brought to you by Unslidge of Pishe)

Requirements – A Holy symbol

Skills Used – Faith.rituals.misc.target/self

 

Holy sacrifice – 50 gp

Performing this ritual allows the priest to convert their physical endurance to mental strength. Opening your wrists with the dagger, you offer your hit points to your god in exchange for guild points. The effectiveness of this conversion is based on the miscellaneous faith skills of the caster, this ritual is one of the best rituals currently in game. But beware! It's also one of the most dangerous rits in game. You wouldn't be the first one to bleed to death due to a lack of cu.se bonus, or even a serious lagburst.

Requirements –  A dagger and a Holy symbol

Skills Used – Faith.rituals.misc.self and Faith.rituals.special

 

Holy sanctuary – 70 gp

Performing holy sanctuary will move the priest to a safe location inside an impervious crystal sphere, protecting them from whatever is outside. The priest is unable to move while inside the sphere, nor can they use divine hand to escape but must either 'disintegrate' the sphere or wait for it to dissolve.

Requirements – A block of incense (consumed) and a Prayer book

Skills used – Faith.rituals.defensive.self and Faith.rituals.misc.area

 

Holy weapon – 90 gp

The targeted weapon is temporarily filled with the power of your God, and does extra damage to those it is used against. The holy radiance of the item fry's and scorches those it hits. Ignores magical impact shields.

Requirements – Holy Symbol

Skills Used – Faith.rituals.offensive.target and Faith.rituals.special

 

Horror – 90 gp

Performing this ritual will summon a vision of fear which effects all present in the room with the priest. Those that are affected by this vision will flee the room in terror, similar to the fear ritual.

Requirements – A Holy amulet and 2 severed hands.

Skills Used – Faith.rituals.offensive.target

 

Life of the party – 140 gp

Causes the target to be filled with the spirit of a party. Meaning, he's start doing weird stuff, spamming everyone in the room. In practice, this means that the target is unable to hide. Useful in PK fights or just to have some fun with friends.

Requirements – A party hat

Skills Used – Faith.rituals.offensive.target

Light – 20 gp

This ritual causes the target to glow with holy light, enabling vision even on the darkest of nights. Because of the effects of light levels on covert operations, it is PK checked.

Requirements – A Holy symbol

Skills Used - Faith.rituals.misc.target/self

 

Longsight – 40 gp

This ritual will give the priest a single glimpse of the location of the target, now including the exits from the room, which can be very useful. Unlike the crystal balls, it does not provide continuing descriptions of the target's actions, but neither does it leave a distortion to alert the target. It also does not suffer resistance from the target in determining success as scrying does. Incredibly useful in the pk world.

Requirements – A Holy symbol

Skills Used – Faith.rituals.misc.area

 

Lost highways – 50 gp

This area effective rituals make everyone in the room lose a sense of direction. Not effective against npcs, only for pk purposes.

Requirements – a block of incense (consumed), prayer beads and a Prayer Book

Skills Used – faith.rituals.misc.area

 

Major shield – 120 gp

Probably the most used ritual by the priests that are lucky enough to gain it. This ritual covers the target in a protective layer of shielding which soaks up damage. It is effectively a complete covering of armour which weighs nothing. Unfortunately it is not very good against specials, but can soak up a large amount of base round damage at high bonuses. It can also be extended by ‘stacking’. For example casting the ritual once leads to a 2 minute duration, casting it 4 times in a row stacks it to an 8 minute duration. The duration of a major shield after a single perform seems to be equal to you bonus, in seconds. (360 bonus -> 6 minutes)

Requirements – A shield and a Holy symbol

Skills Used – Faith.rituals.defensive.self/target

 

Mend – 30 gp

This ritual is used by Gapp priests to repair items of damaged clothing, similar to the effects of Gapp's low altar. Possibly now also uses the crafts.materials skills of the priest to determine how well it is repaired.

Requirements – A Holy amulet

Skills Used – Faith.rituals.misc.target and possibly Crafts.materials.

 

Minor shield – 90 gp

While not as strong as a major shield, a minor shield can still provide adequate protection for the priest without major shield. The minor shield ritual is available as a power on some of the higher faith items.

Requirements – A Holy symbol

Skills Used – Faith.rituals.defensive.self/target

 

Orodiferous wrath – 50 gp

Orodiferous Wrath coats the target in a layer of fish oil, causing Fish's displeasure in them to be known. Basically, this keeps the target from hiding, due to the stench.

Requirements – None

Skills Used – faith.rituals.misc.target

 

Paralysis – 110 gp

Causes the target to be unable to move and take any actions until a time period has elapsed or the target is attacked. Useful to place in Divine guards and Sentinels.

Requirements – a Holy amulet

Skills Used – Faith.rituals.offensive.target

 

Parasitic vision – 20 gp

Give the performer a glimpse through the eyes of a person they have a spiritual link with. The link is formed by the companion ritual, Unwilling Host.

Requirements – Holy Symbol

Skills Used – Faith.rituals.offensive.target

 

Parch – 20 gp

Offers up the water on the target as an offering to your god. A fairly simple ritual, its effect is to simply dry the target of any excess water.

Requirements – None

Skills Used - Faith.rituals.misc.self/target

 

Piscatorial Patulous – 80 gp

This ritual causes the target to expand like a puffer fish, which has a number of effects. Some of their clothing may be damaged or broken, and they can no longer fit through tight spaces, such as doors.

Requirements – None

Skills Used – Faith.rituals.offensive.target

   

Profound darkness – 60 gp

Profound Darkness causes the area to darken. Note however, that if there are enough people with unnatural light sources, people might still be able to see somewhat. This ritual will make it easier to do covert actions!

Requirements – a Holy Symbol and a Prayer Book

Skills Used – faith.rituals.misc.area?

Rage – 60 gp

This fills the target with a berserk rage, causing them to lash out at a nearby target in the room. Can be useful for getting an NPC killed so you can take items from their corpse without actually getting involved in combat, though of course can't be used to gain experience.

Requirements – a Holy Amulet

Skills Used – Faith.rituals.offensive.target

 

Raise Dead –

A weaker form of Resurrect. This ritual will bring you back to life, from your not-so-lively-self. This will NOT return your stats to full, and you will NOT be given back a percentage of your xp. It has the same effect as visiting one of the raise spots around the Disc.

Requirements – A Holy Symbol and a Holy relic

Skills Used –Faith.rituals.curing.target

 

Raise dead pet –

Basically raise dead, but works on pets which that have died, recently re-introduced into the game. Again a novelty/roleplaying ritual in my opinion. Just buy a new one, no-one will notice, honestly.

Requirements – a Holy Amulet, a Holy Symbol, a Prayer Book and a block of incense (consumed)

Skills Used – Faith.rituals.curing.target

 

Relief – All gp

Performing this ritual implores your deity to take some of your strength and pass it on to the target, relieving them of some of their burdens. All of your guild points (and an amount of hit points) are removed and the target gains the guild points that you lost. The amount of gp gained by your target depends on your bonus.

Requirements – None

Skills Used – Faith.rituals.misc.target

 

Remember place – 40 Gp

Performed upon a consecrated object, this ritual enables the object to remember the current location to enable you to request that your god return you there using the divine hand ritual at a later time.

Requirements – A Holy amulet

Skills Used – Faith.rituals.misc.target

 

Restore – 150 gp

This ritual will restore your stats back to their original state after death or loss of stats from other causes (poison, buying lives, Ralph etc). This ritual can save you a lot of time, whilst taking up a Pishites time.

Requirements –

Skills Used – Faith.rituals.curing.target

 

Resurrect – 270 gp

The reason to make a Pishite priest. This ritual will restore your target to life, after your brief friendly chat with Death. Not only will this ritual bring your target back to life, but will restore his stats to full, and depending on the users fa.ri.cu.ta bonus will bring back a percentage of your exp! Priests will also receive a small amount of the rituals back, but not the useful ones (like divine hand to get back to your temple). You cannot perform this on yourself, just in case you got your hopes up.

Requirements – a Prayer Book, a Holy Symbol, a Holy Amulet and a relic

Skills Used – Faith.rituals.curing.target

 

Sacred fins – 50 gp

This ritual of transformation causes the target's hands and feet to become long webbed fins, increasing their ability to move while under water. You will need to be barefooted to perform the ritual, which has a fairly long duration. A fail will deal damage to the performer. Succeeding this rituals, however, will leave you with a -1 dex penalty...

Requirements – None

Skills Used – Faith.rituals.misc.self/target, faith.rituals.special

 

Searing touch – 95 gp

Quite a fun ritual not used quite as often nowadays. This ritual causes a random piece of the targets armour to heat up, burning the target continuously until the piece is removed. Sadly this does very little damage and is very expensive for its little use. From testing done, not a single npc wears enough armour to be killed from searing touch. Could be useful tactically though, causing the npc to remove armour allowing you to focus on the now non-armoured part.

Requirements – A holy amulet and a Holy symbol

Skills Used – Faith.rituals.offensive.target

 

See alignment – 120 gp

This ritual enables you to glimpse the auras of creatures in the room, telling you at a glance their alignment, in the form given in score verbose.

Requirements – None

Skills Used – Faith.rituals.misc.target/self

 

See consecration – 120 gp

The see consecration ritual enables you to view the connections between items and your god, telling you in a glance whether they have been consecrated or not.

Requirements – None

Skills Used – Faith.rituals.misc.self

 

Silence – 70 gp

This ritual will prevent the target from speaking for the duration of the ritual. While this is not a greatly useful ritual against most NPCs, it is extremely useful against player priests and wizards during PK combat, preventing the usage of  most spells and rituals completely.

Requirements –

Skills Used – Faith.rituals.offensive.target  

 

Soothe – 110 gp

The soothe ritual gently removes a berserking warrior from their crazed state without the usual stat penalties that apply from waiting for the effects to wear off.

Requirements – A Holy symbol

Skills Used – Faith.rituals.misc.target

 

Soothing rain – 45 gp

A gentle soothing rain falls in the room, curing the ailments or diseases of all present in the room. This includes things such as the effects of poison, a cold or removing any warriors from berserk, as per the soothe ritual.

Requirements – A Holy symbol

Skills Used – Faith.rituals.misc/defensive.area and Faith.rituals.curing.target

 

Sotto voce – 110 gp

Performed upon a target, this ritual will tell you, for a brief period of time, where the target is. In combination with divine guard/sentinel, this is basically the old silken ward ritual. Very useful indeed.

Requirements – a Holy Symbol

Skills Used – Faith.rituals.misc.target

 

Sparkling shelter – 100 gp

Surrounds the target in dancing sparks, which blocks certain types of damage 100% for a very limited time, though duration is reasonable while not absorbing damage (10 minutes or more). Known types of damage it blocks are spear, pragi and KOF (wizardly spells). The affect seems to disappear after about 2 spears, or pragi's, and the ritual takes far too long to perform to be useful in combat, and is a reasonably difficult ritual to perform. Good for tm'ing defensive though.

Requirements – A Holy symbol

Skills Used – Faith.rituals.defensive.self/target  

 

Splash – 30 gp

Splashes the target with water. Easy to perform.

Requirements – None

Skills Used – faith.rituals.misc.self/target

Stasis – 120 gp

Stasis is the targeted version of the holy sanctuary ritual. It places the target into an impenetrable crystal sphere either to protect them from the others in the room, or to provide the performer with a chance to make an escape. Once inside the sphere, the target either has to wait for the sphere to dissolve, or they can attempt to 'shatter' the sphere from the inside. To do this requires enough perception to be able to spot a flaw (not a very high requirement) as well as enough blunt skills and a suitable weapon to be able to shatter the sphere at that flaw. Upon failure the priest is placed inside the sphere instead of the target. The stasis ritual is available as a power on most of the faith items. Takes a very long time to perform even at high levels, generally better using a faith rod to use this ritual.

Requirements – A Block of incense and a Prayer book

Skills Used – Faith.rituals.offensive.target

 

Summon fluff – 25 gp

Summons a small ball of colored, consecrated fluff that can be used for a variety of purposes. More of a toy ritual than anything else, useful when needing to remember a place, if you don’t have a spare consecrated item.

Requirements – None

Skills Used – Faith.rituals.misc.area

 

Terror – 100 gp

The target is forced to relive childhood phobias, causing them to run in fear from the room, and possibly a number more rooms after that. The skull needs to be of the same type as the target of the ritual (that is, humanoid skulls, spider skulls etc, it does not need to be more specific than that).  Due to having to carry skulls around (which weigh a fair amount) this ritual is not highly used, but is still very useful.

Requirements – Skull (consumed) and a Prayer book

Skills Used – Faith.rituals.offensive.target

 

Tongues – 70 gp

The tongues ritual grants the priest the ability to fluently speak and understand the languages of the disc. Has a reasonable duration depending on skills, and performing the ritual a number of times will extend the effects.

Requirements – None

Skills Used – Faith.rituals.misc.self

 

Totem – 30 gp

This rather new ritual is in fact a very old one (that was removed for a while). When performed upon an item related to your God (party hat for Hat, anything for Fish, stylish clothes for Gapp, fluff for Gufnork, bodyparts for Sek, water for Pishe, rocks for Sandelfon), it transforms the item in a being (also depending on your god). Due to the recent changes to dust devils, this totem (together with spectres) is the only summoned creature that will protect the performer. Totems have horrible offensive skills but when shielded, they may be a useful protection for younger priests.

Requirements – An item (not consumed)

Skills Used – Faith.rituals.misc.target

 

Turn undead – 50 gp

This ritual uses the holy power of your god to do damage to undead targets, causing them to eventually turn to dust. Expect some fireworks if you use this ritual against a spectre. Useful as a counter for the wizards spell GRG (which summons a skeleton). Due to the lack of undead NPCs currently, not used as much as it should be.

Requirements – A Holy symbol

Skills Used – Faith.rituals.offensive.target

 

Unquiet spirit – 120 gp

This ritual is performed in a room which contains recently killed NPCs. You can turn up to two corpses into a spectre. The spectres, which are quite strong, will protect the priest in combat until they vanish or are damaged enough in combat that they can no longer remain. You can equip spectres with weapons and armour if you like. The life of a spectre can be prolonged by feeding it gp. Quite heavy on gp drain, but useful as a young – mid level priest. Failing this ritual will cause a stat loss.

Requirements – A Dagger, Candle and a Holy symbol

Skills Used – Faith.rituals.special and Faith.rituals.misc.area

 

Unwilling host – 180 gp

Forms a spiritual link between the performer and the target to they can focus further rituals such as Parasitic Visions on them. Extremely useless.

Requirements - Holy Symbol

Skills Used – Faith.rituals.offensive.target

 

Visions – 80 gp

This ritual causes the target to see visions. These visions can make it difficult for the target to move effectively, and, like silence, will prevent spell and ritual casting. Mostly of use against other players except for a few specific NPCs. The effects seem to vary greatly, ranging from "nothing really" to "help! I can't see any exits!".

Requirements – A Holy amulet

Skills Used – Faith.rituals.offensive.target

 

Visit – 180 gp

The perfect misc ritual: fun, useless and unique. This ritual moves the performer next to a RANDOM player on the Disc. Again, random, as in not targetable.  Use? Non, except scaring other players. Beware, this could also put you next to a player in the snail, shades, medina, under the sea or in any location you'd rather not end up.

Requirements – a Holy Symbol and some alcohol

Skills Used – faith.rituals.misc.self

 

Warm – 35 gp

Another miscellaneous ritual, this can be useful occasionally if you have spent too long out in the Ramtops or in the freezer. This ritual causes your temperature to increase at a rate of ‘quite slowly’ up to ‘quite quickly’ when performed a few times.

Requirements – A Holy symbol

Skills Used – Faith.rituals.misc.self/target

 

Weft warping – 90 gp

This ritual asks your god to protect an item of clothing by reducing its chances of being damaged by combat. If performed with high skills, the object can actually become impervious to damage. While the effects are not permanent, the duration of the ritual can be quite a long time.

Requirements – a Holy Symbol

Skills Used – Faith.rituals.misc.target and Crafts.materials

 

Withering Touch – 35 gp

This ritual allows the priest to sacrifice a corpse to their god, restoring a nice amount of hp, up to 1000 hp or so. This ritual will turn a corpse to dust, returning these hp. A nice bonus of this ritual in the ability to get burial xp during combat.

Requirements –  a Holy symbol.

Skills Used – Faith.rituals.curing.target and faith.rituals.misc.se

 

Wrath – 80 gp

Wrath places your gods curse upon the target, acting as a reverse bless, reducing some of the targets stats. It may interfere with stat items, causing greater loss than -1.

Requirements – A Block of incense (consumed)

Skills Used – Faith.rituals.offensive.target