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All players can learn to summon minions to do their bidding. Minions are typically used by Priests, Witches and Wizards. Assassins, Thieves and Warriors can summon minions with the correct scroll or faith rod.

Priest minions

Minions attained through the rituals Totem, Dust Devil, Creeping Doom, and Unquiet Spirit share various features:

  • They assist in combat.
  • They can be commanded with "order" or with "ask".
  • You can refer to a specific person's minions, including your own, by putting that person's name in front of the name of the minion. So: "order [your name here] devil to leave". Possessive's like "flurble's totem" work as well. You can also refer to multiple types at once with "minions". Your own minions can also be referred to with "my", e.g. "feed 50 gps to my spectres".
  • They will refuse to attack priests and followers of the same deity as the performer. If forced--in other words, if you attack or are attacked by a priest or follower of the same deity--they will disappear a second or two after entering combat. (The exception is when minions turn on their summoners.)
  • If you order them to attack an NPC, the NPC will notice and attack you back. This does not automatically happen in PK interactions.
  • They will all disappear after enough time has passed, although the amount of time varies according to type of minion. They can also be ordered to leave before that time, and they will disappear if killed or if you log out.

Feeding minions

Dust devils, creeping dooms, unquiet spirits and totems can all be fed gp to make them last longer. You can only feed minions you are controlling in this way.

Forms of syntax available for the command 'feed':
feed <positive number> {gp|gps|guild points} [to] <minion> 
feed <minion> fully 

The minimum amount you can feed them seems to be 20 gp; however, feeding them small amounts of gp at once (such as 50) multiple times seems to be counterproductive, making them disappear sooner. Multiple minions can be fed in one go, with the actual feeding cost being the amount specified times the number of minions.

There is a faith.rituals.special skillcheck involved. Failing the check can make the minion disappear or even attack you:

> feed minion fully
You concentrate on the misty woman, but feel your energy dissipate into the aether.
The misty woman dissipates into the air.
> feed minion fully
You concentrate on the gigantic black cloud, but feel your energy dissipate into the aether.
The gigantic black cloud moves aggressively towards you!

It appears to be more difficult and less effective in terms of GP-to-duration ratio to feed them more gp at once.  research If this has been marked on a page, it's because there was something that probably isn't known, that the person who edited the page thinks could be found out. Perhaps you could figure this thing out, and be famous evermore. 

While results are variable, feeding them more gp at once seems to give more of an extension to duration.

Controlling multiple minions

Controlling a minion or multiple minions gives you a penalty on other rituals. In particular, controlling a minion makes it more difficult to summon more minions.

If you try to summon a minion when already controlling one or more, you may lose control of existing ones, causing them to disappear (and in the case of dooms and spectres, attack you and possibly also your pets before fleeing).

Controlling minions also raises the gp cost to summon more. It seems to add half the cost of the ritual (as performed while controlling no minions) for each minion you're controlling. So, for example:

  • Performing Totem with no minions costs 40 gp.
  • Performing Totem with one existing minion costs 60 gp.
  • Performing Totem with two existing minions costs 80 gp.
  • Performing Totem with three existing minions costs 100 gp.
  • Performing Dust Devil with no minions costs 50 gp.
  • Performing Dust Devil with one existing minion costs 75 gp.
  • Performing Dust Devil with two existing minions costs 100 gp.
  • Performing Dust Devil with three existing minions costs 125 gp.

And so on. This appears to be true regardless of the type of minions you're already controlling.

XP sharing

Priest minions share XP similarly to players. They will share up to half their kill and bury XP with their summoner, but only a quarter of it with the summoner's groupmates. So, for the summoner, they act as an extra groupmate, but for the summoner's groupmates they'll "drain" more XP. If one of these minions disappears (i.e. is dismissed or dies) before the npc dies, it won't be included in the division: it will be as though the minion was never in the fight. However, it if disappears after the death but before the burial, it will be included in the division of burial XP, but won't share any of the burial xp. It's therefore a good idea to bury before your minions disappear.

Wizard minions

Wizards may summon skeleton warriors with Grisald's Reanimated Guardian. They have various features that differ from other kinds of minions.

  • They assist in combat and defend the caster.
    • If they are not holding any weapons, shields, or items capable of blocking or parrying, they will not defend the caster.
  • They cannot be given orders.
    • You may lose a skeleton to make it stop following you or poke it to make it resume following you after a brief delay.
  • They equip whatever was on the corpse used to animate them.
    • If you give the skeleton weapons or armours, it will remove all of its equipment and then equip as much as it can, and it will carry any remaining items rather than drop them.
    • All items will drop when the skeleton is destroyed.
  • Their fighting skills and lifespan are highly random, but can be improved with higher
    • look at a skeleton to see how fierce it is. Its fierceness indicates its fighting skills and lifespan.
    • Their lifespan cannot be extended, unlike priest minions.
  • You cannot have more than one skeleton animated at a time.
  • They do not share or drain XP, unlike priest minions.


Mounts can assist you in combat, help you travel long distances quickly, and carry items for you. Currently, only horses exist as playable mounts, and can be purchased at the King's Down stable, 6 s, 1 w from Deosil Gate. They have various features that differ from other kinds of minions.

  • They require to handle and ride. improves their fighting ability.
  • They have needs that must be met, viewable with assess needs which uses
    • They can gain illnesses, viewable with assess health which uses
  • Riders can use the charge and storm commands with them.
    • At 60+ intuition, mounts grant their riders increased attack speed and cause incoming attacks to sometimes miss.
    • At 80+ intuition, mounts can trample enemies, dealing heavy damage and reducing their action points.
  • You cannot have more than one mount at a time.
  • They do not share or drain XP, unlike priest minions.