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The Rituals
'Mrs Cake? What's a Mrs Cake?'
'You have ... ghastly Things from the Dungeon Dimensions and things, yes? Terrible hazards of your ungodly profession?' said the Chief Priest.
'Yes.'
'We have someone called Mrs Cake.'
-- Reaper Man, Terry Pratchett
Note that where listed as a component, Incense is always consumed in the casting of the ritual. None of the other components listed are consumed unless specifically stated. Much of this information is missing or inaccurate, any information - such as level of skills required to learn rituals, or a skill TMed using a ritual which is not listed here (note that rituals can now use more than one skill) - will be gratefully received via e-mail, mud mails, or tells.


Agoraphobia :
The target becomes filled with fear of wide open spaces and will move around randomly until they find themselves in an indoors room, when the fear subsides. It can be used as a version of the fear ritual against NPCs, but generally speaking it is too inconvenient to do so (there is a fair chance they will wander back through, and it is quite difficult to find where they have stopped) but would appear to have applications as a defensive mechanism for playerkillers.
Skill(s) Used: faith.rituals.offensive.target
Guild points: 150
Learnt at: 120 in offensive.target
Requires: Holy Symbol.
Granted by: Sandelfon and Hat.
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Bless :
Bestows your Gods blessing upon the target, whose stats all rise by 1 as a result of the divine favour. 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.
Skill(s) Used: faith.rituals.misc.self/target
Guild points: 80
Learnt at: 35 in misc.target
Requires: Incense.
Granted by: Gapp, Gufnork, Hat and Fish.
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Blight :
The target of the ritual is made weaker and more susceptible to harm. It needs to be cast before combat begins, and basically functions as a reverse aegis - any damage done to the target is increased by a certain amount (as aegis, it is probably capped at a certain point, perhaps double damage). One of the few rituals which requires fairly high bonuses to cast successfully and effectively.
Skill(s) Used: faith.rituals.offensive.target
Guild points: 85
Learnt at: 55 in offensive.target
Requires: Holy Symbol and Holy Amulet.
Granted by: Fish and Sek.
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Breathe Underwater :
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. If cast while underwater, it will last until the target surfaces, otherwise has fairly limited duration.
Skill(s) Used: faith.rituals.misc.self/target
Guild points: 75
Learnt at:
Requires: -
Granted by: Fish.
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Calm :
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. It is one of the two rituals available to followers of Sandelfon, Gapp, Gufnork and Fish.
Skill(s) Used: faith.rituals.defensive.target
Guild points: 40
Learnt at: 3 in defensive
Requires: -
Granted by: Sandelfon, Gapp, Gufnork, Pishe, Hat and Fish.
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Chant :
A ritual which has the effect of a mass calm, all present in the room are unable to continue fighting while the ritual is in effect.
Skill(s) Used: faith.rituals.defensive.area
Guild points: 90
Learnt at: 40 in defensive.area
Requires: Incense.
Granted by: Gapp, Gufnork and Pishe.
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Creeping Doom :
Summons a swarm of insects which will protect you in combat, a somewhat more powerful version of dust devil. Recently received a fairly significant upgrade, see the section on Dust Devil for more information. Like Dust devils, they will not attack other priests.
Skill(s) Used: faith.rituals.misc.area
Guild points: 100
Learnt at: 100 in misc
Requires: Holy Symbol, Prayer Book and Holy Relic.
Granted by: Sek.
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Cure Drunkenness :
This ritual will counteract the effects of alcohol in the target. You will need to perform it a number of times, depending on how inebriated the target is. You may have trouble performing this ritual if you are drunk yourself.
Skill(s) Used: faith.rituals.curing.self/target
Guild points: 60
Learnt at: 10 in curing
Requires: -
Granted by: Sandelfon, Gapp, Gufnork and Pishe.
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Cure Knurdness :
Opposite in effect to the cure drunkenness ritual, this ritual counteracts the effects of seeing reality too clearly from drinking Klatchian coffee and returns the target to their normal peaceful haze.
Skill(s) Used: faith.rituals.curing.self/target
Guild points: 60
Learnt at: 10 in
Requires: -
Granted by: Gapp, Gufnork and Pishe.
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Cure Light Wounds :
This is the easiest of the curing rituals and is the second of the rituals available to the followers of the gods (with the exception of followers of Hat). It should still cure roughly around the same amount as your curing bonus, but will vary within a small range (for example around 350-450 for a 400 bonus).
Skill(s) Used: faith.rituals.curing.self/target
Guild points: 20
Learnt at: 3 in curing
Requires: -
Granted by: All Gods.
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Cure Medium Wounds :
Once the curing ritual of choice, it is no longer quite as effective as it once was, but still very useful to those priests who do not get cure serious wounds. It is still quick to cast and so effective to use in combat, and cures a reasonable amount of hit points (roughly around 550-650 for a 400 bonus) and is available on most of the faith items.
Skill(s) Used: faith.rituals.curing.self/target
Guild points: 35
Learnt at: 30 in curing.target
Requires: -
Granted by: All Gods.
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Cure Serious Wounds :
This is the new curing ritual of choice for those who are granted it. It is fairly quick to cast in combat and can return quite a large number of hit points (perhaps 950-1050 for a 400 bonus).
Skill(s) Used: faith.rituals.curing.self/target
Guild points: 50
Learnt at: 60 in curing.target
Requires: -
Granted by: Sandelfon, Gapp, Gufnork and Pishe.
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Dark Sight :
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. The ritual is PK checked.
Skill(s) Used: faith.rituals.misc.self/target
Guild points: 20
Learnt at: 35 in misc
Requires: -
Granted by: Hat and Fish.
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Demoralise :
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.
Skill(s) Used: faith.rituals.offensive.target
Guild points: 10
Learnt at:
Requires: Holy Symbol.
Granted by: Sandelfon.
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Detect Alignment :
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.
Skill(s) Used: faith.rituals.misc.self\target
Guild points: 30
Learnt at: 7 in misc
Requires: -
Granted by: Sandelfon, Pishe and Sek.
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Detect Magic :
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.
Skill(s) Used: faith.rituals.misc.target
Guild points: 30
Learnt at: 7 in misc
Requires: -
Granted by: Sandelfon and Gufnork.
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Divine Hand :
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 via passing the travellers 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.
Skill(s) Used: faith.rituals.misc.target
Guild points: 200 + 50 per passenger.
Learnt at: 150 in misc.target
Requires: Holy Symbol.
Granted by: All Gods.
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Dust Devil :
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 recently being greatly improved, dust devils will no longer take experience from any kills they are involved in, and were made slightly stronger. Although it is possible to summon three whirlwinds at very high skills, it is more normal to see two whirlwinds at once, and the second summoned will always be smaller than the first (except when summoned from faith rods). Because of the variability of faith, there is no set size now for any cast, the base sizes start at Tiny for 0-99 bonus, and increase every 50 bonus after that with Unbelievably large at 500 bonus. The progression of the sizes is:
Tiny, small, average, large, huge, gigantic, colossal, enormous, humungous, and unbelievably large.
Skill(s) Used: faith.rituals.misc.area
Guild points: 50
Learnt at: 55 in misc.area
Requires: Holy Symbol.
Granted by: All Gods.
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Endless Halls :
The target is transported to 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. With a recent upgrade, priests of Sandelfon are able to perform the ritual upon themselves, and interact with all the interesting and amusing NPCs within.
Skill(s) Used: faith.rituals.offensive.target
Guild points: 200
Learnt at: 150 in offensive.target
Requires: Prayer Book.
Granted by: Sandelfon.
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Far Sight :
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.
Skill(s) Used: faith.rituals.misc.target
Guild points: 50
Learnt at:
Requires: Holy Symbol.
Granted by: All Gods.
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Fear :
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.
Skill(s) Used: faith.rituals.offensive.target
Guild points: 80
Learnt at: 60 in offensive.target
Requires: Holy Amulet.
Granted by: Fish and Sek.
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Feedback :
This ritual causes the target's own actions to have repercussions upon themself. Specifically, if they use their energy, they become physically damaged. Possibly the most difficult ritual to perform, and has a very limited duration.
Skill(s) Used: faith.rituals.offensive.target
Guild points: 150
Learnt at: 220 in offensive.target
Requires: Holy Symbol, Holy Amulet, Prayer Book, Relic.
Granted by: Sandelfon and Hat.
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Find :
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.
Skill(s) Used: faith.rituals.misc.area
Guild points: 50
Learnt at: 40 in misc.area
Requires: Holy Amulet.
Granted by: Fish and Sek.
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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. According to the helpfile, the food of life is toxic to those not of the faith. It is a reasonably difficult ritual to perform, but the hit point return from the flesh isn't generally as high as from the curing rituals.
Skill(s) Used: faith.rituals.curing, faith.rituals.misc
Guild points: 20 base + cost based on object weight
Learnt at: 120 in special
Requires: Parsley.
Granted by: Hat and Sek.
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Fumble :
This ritual causes the target to become somewhat clumsy with the result that they drop a weapon that they are holding, and suffer a fairly temporary loss from dex of 5 points. There is a fair chance that the target will notice the cause of their clumsiness and attack, even with high skills. This ritual is of most use against NPCs which have good parry skills (although they often actually do more damage with unarmed specials) or NPCs which are extremely dangerous using sharp weapons, such as those in the Oasis. The degree of success with the ritual will determine how active the NPC becomes in response, ranging from attacking and picking up their weapon, to picking up their weapon, to not noticing a thing.
Skill(s) Used: faith.rituals.offensive.target
Guild points: 90
Learnt at: 65 in offensive.target
Requires: Holy Amulet.
Granted by: Sandelfon, Gapp and Hat.
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Harden :
This will lend holy power to an item of clothing, increasing its protectiveness and durability. The clothing gains some of the effects of normal armour - it can be vurdered and gains extra durability, though it needs to be repaired as normal clothing is. Its effectiveness as armour seems to depend on the crafts skills of the caster, but may also involve the defensive skills. The effects of harden are not permanent, but they do last for a significant amount of duration , and while each individual item may not seem that effective as armour, if they are layered, with or without other normal armour, they can provide quite good protection. The ritual needs reasonable skills to cast, and may damage the clothing upon failure.
Currently Out of the Game.
Skill(s) Used: faith.rituals.misc.target, faith.rituals.defensive.area, crafts.materials
Guild points: 175
Learnt at: 110 in misc.target
Requires: Holy Symbol, Holy Amulet, Incense.
Granted by: Gapp.
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Haunting :
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.
Skill(s) Used: faith.rituals.offensive.target
Guild points: 60
Learnt at: 75 in offensive.target
Requires: Holy Amulet.
Granted by: Sandelfon and Hat.
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Heal :
Heal is the new name for the old cure critical wounds ritual. It heals a certain amount of hit points rather than almost to the maximum as the old Heal did. It currently is not effective enough to use instead of the cheaper cure serious wounds ritual.
Skill(s) Used: faith.rituals.curing.self/target
Guild points: 100
Learnt at: 100 in curing.target
Requires: Holy Symbol.
Granted by: Pishe.
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Holy Aegis :
All damage done to the person under holy aegis is reduced by a certain amount, including damage from magic, traps, wards etc. The amount of the reduction will depend on the skills of the priest, however, it is one of the more difficult rituals to perform, and may be quite difficult to reach high levels of reduction.
Skill(s) Used: faith.rituals.defensive.self/target
Guild points: 100
Learnt at: 65 in defensive
Requires: Prayer Book.
Granted by: Gufnork.
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Holy Insight :
This is the replacement for the old Legend ritual, though it shows more useful information than the legend ritual provided. When cast upon a target, it gives information regarding the stats and skills of the target relative to the other players (e.g. "is poor at noticing things, is of above average health"). There are a number of items which it can report on, and successive performances of the ritual may give information on different aspects.
Skill(s) Used: faith.rituals.misc.target
Guild points: 65
Learnt at: 10 in misc
Requires: Holy Symbol.
Granted by: Gapp, Gufnork and Pishe.
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Holy Sacrifice :
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, though some feel that the transfer rate is perhaps a little low.
Skill(s) Used: faith.rituals.misc.self, faith.rituals.special
Guild points: -
Learnt at: 75 in special
Requires: Dagger, Holy Symbol.
Granted by: Hat and Sek.
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Holy Sanctuary :
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. As well as this, any damage which is done inside the sphere is not protected against, as opposed to the old sanctuary ritual which stopped almost all damage completely, as well as enabling the priest to move at will. The stasis power on the faith items will become a Holy Sanctuary if the person using the item targets it at themself.
Skill(s) Used: faith.rituals.defensive.self, faith.rituals.misc.area
Guild points: 90
Learnt at: 125 in defensive
Requires: Incense, Prayer Book.
Granted by: Gapp, Gufnork and Pishe.
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Holy Weapon :
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.
Skill(s) Used: faith.rituals.offensive.target, faith.rituals.special
Guild points: 100
Learnt at: 100 in offensive.target
Requires:
Granted by: Fish and Sek.
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Horror :
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.
Skill(s) Used: faith.rituals.offensive.target
Guild points: 150
Learnt at: 65 in offensive
Requires: 2 Severed Hands, Holy Amulet
Granted by: Hat and Sek.
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Light :
This ritual causes the target to glow with holy light, enabling vision even on the darkest of nights. This ritual can be used to give an indication of the target's alignment and because of the effects of light levels on covert operations, is PK checked.
Skill(s) Used: faith.rituals.misc.self/target
Guild points: 40
Learnt at: 10 in misc
Requires: Symbol.
Granted by: Sandelfon, Gapp, Gufnork, Pishe and Sek.
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Longsight :
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.
Skill(s) Used: faith.rituals.misc.area
Guild points: 50
Learnt at: 25 in misc.target
Requires: Symbol.
Granted by: Sandelfon and Gapp.
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Major Shield :
A major shield is one of the best protections available, especially when combined with a limited amount of armour or holy aegis. The duration of the shield is based only on time rather than being linked to damage absorbed - with the duration extendable by performing minor shield. Major shields work best against many small damage attacks rather than a small number of large attacks, though they are better against specials than they once were. The major shield strength against various attacks now depends partly upon the god which performed the ritual, and while larger shields can increase the difficulty, they do not increase the strength. More detailed thoughts on major shield are on the assorted items page.
Skill(s) Used: faith.rituals.defensive.self/target
Guild points: 120
Learnt at: 80 in defensive
Requires: A shield, Holy Symbol.
Granted by: Sandelfon, Gapp, Gufnork, Hat, Fish.
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Major Ward :
Performing major ward upon an object places the item under the protection of the priests god by means of an explosive glyph. The glyph explodes when a covert command such as palm or filch is used upon the item, dealing damage to the would-be thief, and possibly causing them to drop the item. Unfortunately, this situation is not as common as it was previously, the damage needing to be roughly half the thieves hit points in order to shock them enough to cause the item to drop. The strength of wards was generally decreased by the recent faith changes and is one of the more variable rituals (damage roughly 800-1200 hit points for a 550 bonus). Silken ward is now considered a better means of protecting your items than major ward, though there are possibly some new effects for major ward arriving soonish. You can have any two of the different wards upon the one item.
Skill(s) Used: faith.rituals.offensive.target
Guild points: 120
Learnt at: 80 in offensive.target
Requires: Holy Symbol.
Granted by: Sandelfon, Gufnork and Hat.
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Mend :
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.
Skill(s) Used: faith.rituals.misc.target
Guild points: 100
Learnt at:
Requires: Holy Amulet.
Granted by: Gapp.
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Minor Shield :
While not as strong as a major shield, a minor shield can still provide adequate protection for the priest without major shield. It can be used to extend the duration of a existing shield. The minor shield ritual is now available as a power on some of the higher faith items.
Skill(s) Used: faith.rituals.defensive.self/target
Guild points: 90
Learnt at: 26 in defensive.target
Requires: Holy Symbol.
Granted by: All Gods.
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Minor Ward :
Similar to major ward, the difference between them damage-wise is not as significant as it once was - since often, neither will make the target drop the item, they both serve the same effect of letting you know that something was just stolen. Minor ward is no longer overwritten by major ward, and shows up on items as an oily sheen, and may involve some new effects which make it more interesting. You can have any two of the different wards upon the one item.
Skill(s) Used: faith.rituals.offensive.target
Guild points: 50
Learnt at: 26 in offensive.target
Requires: Holy Symbol.
Granted by: All Gods.
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Paranoia :
Paranoia is basically the same as the Haunting ritual.
Skill(s) Used: faith.rituals.offensive.target
Guild points: 60
Learnt at: 75 in offensive.target
Requires: Holy Amulet
Granted by: Sek.
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Parasitic Vision :
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.
Skill(s) Used: faith.rituals.offensive.target
Guild points:
Learnt at: 225 in offensive.target
Requires:
Granted by: Hat.
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Parch :
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.
Skill(s) Used: faith.rituals.misc.self/target
Guild points: 20
Learnt at: 15 in misc
Requires: -
Granted by: Sandelfon, Pishe, Hat, Fish and Sek.
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Piscatorial Patulous :
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.
Skill(s) Used: faith.rituals.offensive.target
Guild points: 110?
Learnt at: 200 in offensive.target
Requires:
Granted by: Fish.
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Rage :
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.
Skill(s) Used: faith.rituals.offensive.target
Guild points: 110
Learnt at:
Requires:
Granted by: Sek.
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Raise Dead :
This returns a player from their incorporated state to a more solid one, the same as certain NPCs and temples can. Unlike resurrect, this does not return any of the lost experience or rituals, and will leave the targets stats somewhat damaged for a period of time.
Skill(s) Used: faith.rituals.curing.target
Guild points: 120
Learnt at: 40 in curing.target
Requires: Holy Symbol, Holy Relic.
Granted by: Gufnork, Pishe and Sek.
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Relief :
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.
Skill(s) Used: faith.rituals.misc
Guild points: All
Learnt at: 110 in misc.target
Requires: -
Granted by: Gapp, Gufnork and Pishe.
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Remember Place :
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.
Skill(s) Used: faith.rituals.misc.target
Guild points: 50
Learnt at: 25 in misc.target
Requires: Holy Amulet.
Granted by: All Gods.
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Restore :
This restores the stats of the target to full after they have been reduced by some means (death, buying a life, etc) without the time it takes for them to return naturally. Can be useful when trying to buy successive lives since full stats are needed to be strong enough to receive a new life. The restore ritual cannot be cast upon yourself.
Skill(s) Used: faith.rituals.curing.target
Guild points: 180
Learnt at: 35 in curing.target
Requires: -
Granted by: Pishe.
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Resurrect :
The resurrect ritual returns a player to life after they have been killed in some no doubt embarrassing fashion. It restores part of the lost experience, depending on the priests curing skills, and will also restore some of the rituals of the target based on the targets faith.rituals.special skill. Unlike raise dead, the stats of the target are restored to full by the ritual.
Skill(s) Used: faith.rituals.curing.target
Guild points: 300
Learnt at: 170 in curing.target
Requires: Holy Amulet, Holy Symbol, Holy Relic, Prayer Book.
Granted by: Pishe.
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Sacred Fins :
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.
Skill(s) Used: faith.rituals.misc.self/target, faith.rituals.special
Guild points: 50
Learnt at:
Requires: -
Granted by: Fish.
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Searing Touch :
This ritual causes one piece of armour worn by the target to heat up, becoming uncomfortable to the point where they need to remove it. If not removed, the item can do quite significant damage to the target.
Skill(s) Used: faith.rituals.offensive.target
Guild points:
Learnt at: 70 in offensive.target
Requires:
Granted by: Hat and Sek.
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See Alignment :
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.
Skill(s) Used: faith.rituals.misc.self
Guild points: 150
Learnt at: 100 in misc.self
Requires: -
Granted by: Pishe and Sek.
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See Consecration :
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.
Skill(s) Used: faith.rituals.misc.self
Guild points: 150
Learnt at: 100 in misc.self
Requires: -
Granted by: All Gods.
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Silence :
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 wizards during PK combat, preventing the casting of spells completely.
Skill(s) Used: faith.rituals.offensive.target
Guild points: 80
Learnt at: 25 in offensive.target
Requires:
Granted by: Fish and Sek.
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Silken Ward :
The silken ward ritual gives voice to the targeted object, and instils in it the desire to remain with its owner. If the item is stolen by a thief, then the item will speak to the person it was stolen from (it does not need to be the priest who performed the ward) asking them to come and retrieve it. To assist in the retrieval, the item will tell its owner where it is currently and who is carrying it. If the thief is attempting to remain unnoticed somewhere, this process will bring them out of hiding. After a time the item will be resigned to its fate and stop informing its owner of its location. Now perhaps the best means of protecting an item against theft, but again, any two wards can be placed on the one object.
Skill(s) Used: faith.rituals.misc.target, faith.rituals.offensive.target
Guild points: 120
Learnt at: 150 in offensive.target
Requires: -
Granted by: Gapp, Pishe, Fish and Sek.
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Soothe :
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.
Skill(s) Used: faith.rituals.misc.target
Guild points: 125
Learnt at: 200 in misc
Requires: Holy Symbol.
Granted by: Gufnork and Pishe.
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Soothing Rain :
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 or removing any warriors from berserk, as per the soothe ritual.
Skill(s) Used: faith.rituals.(misc or defensive).area, faith.rituals.curing.target
Guild points: 150
Learnt at: 75 in curing.target
Requires: Holy Symbol.
Granted by: Pishe.
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Sparkling Shelter :
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). At this stage, known types of damage it blocks seem to mainly include elemental damage, such as that dealt by wizards spells spear, pragi and kof. The affect seems to disappear after about 1-2 spears, or pragi's, and the ritual takes far too long to perform (30 seconds+) to used in combat, and is a reasonably difficult ritual to perform.
Skill(s) Used: faith.rituals.defensive.self/target
Guild points: 110
Learnt at: 150 in defensive.target
Requires: Holy Symbol
Granted by: Sandelfon, Hat and Fish.
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Splash :
Calls upon the power of your god to summon moisture in order to wet the target.
Skill(s) Used: faith.rituals.misc.target
Guild points: 30
Learnt at: 30 in misc.target
Requires: -
Granted by: Pishe and Fish.
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Stasis :
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.
Skill(s) Used: faith.rituals.offensive.target
Guild points: 150
Learnt at: 150 in offensive.target
Requires: Incense, Prayer Book.
Granted by: Gapp, Gufnork and Pishe.
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Summon Fluff :
Summons a small ball of coloured, consecrated fluff that can be used for a variety of purposes.
Skill(s) Used: faith.rituals.misc.target
Guild points:
Learnt at:
Requires:
Granted by: Gufnork.
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Terror :
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).
Skill(s) Used: faith.rituals.offensive.target
Guild points: 125
Learnt at: 100 in offensive.target
Requires: Skull (consumed), Prayer Book.
Granted by: Fish and Sek.
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Tongues :
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. The agatean language was originally available, but has been removed until the emergence of the Counter-Weight Continent.
Skill(s) Used: faith.rituals.misc.self
Guild points: 80
Learnt at: 65 in misc.self
Requires: -
Granted by: Sandelfon, Gapp and Hat.
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Turn Undead :
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.
Skill(s) Used: faith.rituals.offensive.target
Guild points: 60
Learnt at: 100 in offensive.target
Requires: Holy Symbol.
Granted by: Gufnork and Pishe.
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Unquiet Spirit :
This ritual is performed in a room which contains recently killed creatures. The departing spectres from a number of the corpses in the room (depending on skill) are made to coalesce, and equip themselves with arms and armour from their previous bodies. 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.
Skill(s) Used: faith.rituals.special, faith.rituals.misc.area
Guild points:
Learnt at: 100 in special
Requires: Dagger, Candle, Holy Symbol.
Granted by: Hat and Fish.
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Unwilling Host :
Forms a spiritual link between the performer and the target to they can focus further rituals such as Parasitic Visions on them.
Skill(s) Used: faith.rituals.offensive.target
Guild points:
Learnt at:
Requires:
Granted by: Hat.
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Visions :
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.
Skill(s) Used: faith.rituals.offensive.target
Guild points: 130?
Learnt at: 65 in offensive.target
Requires: Holy Amulet.
Granted by: Hat and Sek.
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Weft Warping :
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, or a number of times, 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.
Skill(s) Used: faith.rituals.misc.target, crafts.materials
Guild points: 100
Learnt at: 75 in misc.target
Requires: Holy Symbol.
Granted by: Gapp and Gufnork.
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Withering Touch :
This sacrifices a corpse to your god in return for using the life force of the body to heal your wounds.
Skill(s) Used: faith.rituals.misc
Guild points: 40
Learnt at: 100 in curing.target
Requires: Holy Symbol.
Granted by: Hat and Fish.
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Wrath :
Wrath places your gods curse upon the target, acting as a reverse bless, reducing the targets stats. It may interfere with stat items, causing greater loss than -1.
Skill(s) Used: faith.rituals.offensive.target
Guild points: 100
Learnt at: 80 in offensive.target
Requires:
Granted by: Hat, Fish and Sek.
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A lot of the detail for the rituals here is most likely wrong, since much of it was obtained by guesses. If you find any wrong information, or information I don't have, please mail me with the information or any comments you might have.
Thanks must go to all the people who helped with information here, although there are far too many to list here. You know who you are.

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