Research:Faith
Warning, some of this research is from some time ago and is not necessarily conclusive, it might be wrong. It might also be right. Please improve this if you have more information.
Contents
Deity pool
The deity pool is a shared resource of belief power.
The table below lists actions that interact with the deity pool. Being excommunicated from the church prevents one from interacting with it, meaning that:
- Prayers and burials do not refill the pool.
- Reduced ritual costs and ritual assistance do not benefit the performer.
- Ritual tithes don't affect the performer.
- Performing from rods is impossible.
- Bestowing rituals onto rods or wards is impossible.
Hypothesis: The size of the pool is the sum of the deity's priests, followers, and the constant of 5000. Therefore, Hat's pool, with His 323 followers and 113 priests, would be 5436 points deep. Casual testing with draining the pool from maximum to zero appears to support this idea.
Action | Effect | Impact | Notes |
---|---|---|---|
Priests praying at a high altar | Fills | 1/8th of the GPs spent | Along with ritual burials at a high altar, with 12.5% of GPs spent going towards the pool, this is the best filling method. |
Priests praying anywhere but at a high altar | Fills | 1/10th of the GPs spent | |
Followers praying at a high altar | Fills | Presumably 1/12th of the GPs spent | Needs research. |
Followers praying anywhere but at a high altar | Fills | Presumably 1/14th of the GPs spent | Needs research. |
Ritual burial at a high altar | Fills | 1/8th of the GPs spent | Along with prayers at a high altar, with 12.5% of GPs spent going towards the pool, this is the best filling method. However, since plain burials boost GPs, burying and praying with the boosted GPs is marginally more effective. |
Ritual burial anywhere but at a high altar | Fills | 1/10th of the GPs spent | |
Meditating upon obsecrations | Fills | Exactly 5 points, or 1/20th of the GPs spent | Flat cost of 100 GPs, adding 5 points to the pool. For a long time this was the only filling method followers had access to. |
Bestowing a ritual onto a rod | Drains | The cost of the bestowal | The cost varies depending on the chosen rod and other ritual modifiers. |
Bestowing a ward | Drains? | ? | Needs research. |
Performing a ritual using a rod | Drains | The cost of the ritual? | Probably the cost of the ritual, potentially modifiers impacting it; possibly the bestowal cost; needs research. |
Ritual assistance | Drains | n/10ths of the performance cost | Ranges from 1 to 10, with 1 taking 10% of the performance cost from the pool, 10 taking the full cost. Do modifiers play a role? Needs research. |
Reduced ritual costs | Drains | n/100ths of the performance cost | Lowers the rituals performance cost by n, taking exactly n points from the pool. Do modifiers play a role? Needs research. |
Ritual tithes | Fills | 1/10th of the extra cost, which is n/100ths of the performace cost | Makes rituals more expensive by n percent, adding 1/10th of the extra cost to the pool. Therefore a ritual with performance cost of 100 GPs and tithes set to 30 will cost 130 GPs and donate 3 points to the pool. With effectively 2.3% of the GPs spent goes towards the pool with maximum tithes, this is the worst filling method. Do modifiers play a role here? Needs research. |
Ritual costs
Below is a table with various rituals and their base and bestowal GP costs. The base measurement was taken with full GPs, under conditions with absolutely no ritual modifiers applied and captured from GMCP messages. These are therefore unaffected by lag and as precise as they can be.
Bestowal cost depends on the affinity of the rod and is affected by additional modifiers. Most bestowals are done at high altars but the bestowal cost on a good affinity rod appears to be equal to the base ritual cost. However, additional modifiers still influence the result in both ways. The deity pool cost is equivalent to the bestowal cost, so bestowing onto poor affinity rods drains the pool more. It is possible charging is affected purely by the bestowal cost and affinity plays no further role, which would mean the generally assumed +100% time required for poor affinity rod is incorrect, as poor affinity rod bestowals generally cost less than that.
The table below lists verified bestowal costs with no additional modifiers except the inevitable one -- the high altar. The final cost is therefore influenced only by the rod's true affinity. As noted above, bestowing on its own adds 5% penalty for ideal rods, negating the 5% pure high altar boost. So, for example with Major Shield, the ideal rod bestowal costs 100 and the serrated baton cost is 175. Adding the bonuses and penalties together, we see using the bad affinity rod in this case adds 80% to the cost (best: -5% bestowal, +5% for the altar = 100; worst: -80% bestowal, +5% for the altar = 175).
Ritual name | Base ritual cost | Bestowal cost (good) | Bestowal cost (meh) | Bestowal cost (poor) | Notes |
---|---|---|---|---|---|
Agoraphobia | 90 | 90 (coral baton, serrated baton, webbed baton) | 99 (dull grey baton), 103 (wooden baton), 108 (purple baton) | 157 (coral-etched verge, ribboned baton) | |
Artefact Inquisition | 20 | 20 (coral-etched verge, purple baton, ribboned baton) | 22 (dull grey baton), 23 (wooden baton), 24 (serrated baton) | 35 (coral baton, webbed baton) | |
Calm | 35 | 40 (wooden baton), 42 (coral baton, ribboned baton), 43 (webbed baton) | 61 (coral-etched verge, dull grey baton, purple baton, serrated baton) | ||
Cool | 45 | 54 (serrated baton) | |||
Cure Light Wounds | 20 | 23 (wooden baton), 28 (webbed baton) | 35 (coral baton, coral-etched verge, dull grey baton, purple baton, ribboned baton, serrated baton) | ||
Cure Medium Wounds | 30 | 52 (serrated baton) | |||
Dark Sight | 20 | 24 (serrated baton) | |||
Devout Inquisition | 20 | 24 (serrated baton) | |||
Divine Guard | 120 | 210 (serrated baton) | |||
Divine Hand | 100 | 120 (serrated baton) | |||
Divine Sentinel | 180 | 315 (serrated baton) | |||
Dust Devil | 50 | 50 (serrated baton) | |||
Far Sight | 45 | 54 (serrated baton) | |||
Feedback | 110 | 110 (serrated baton) | Base cost applies to having at least one hand free. Costs 137 with both hands full; 265 with a free hand and a backfire. | ||
Find Corpse | 50 | 54 (serrated baton) | |||
Food of Life | 8 | 70 (serrated baton) | Performed on human liver. Might be body part specific, needs more testing. | ||
Fumble | 90 | 90 (serrated baton) | |||
Haunting | 40 | 40 (serrated baton) | |||
Holy Insight | 60 | 72 (serrated baton) | |||
Holy Sacrifice | 55 | 66 (serrated baton) | |||
Horror | 135 | Impossible to bestow without three or more limbs. | |||
Life of the Party | 100 | 100 (serrated baton) | |||
Major Shield | 100 | 100 (pale yellow baton) | 114 (wooden baton), 125 (webbed baton) | 175 (serrated baton) | |
Minor Shield | 70 | 122 (serrated baton) | |||
Modify Memento | 30 | 36 (serrated baton) | |||
Parasitic Vision | 20 | 20 (serrated baton) | |||
Parch | 20 | 24 (serrated baton) | |||
Remember Place | 45 | 54 (serrated baton) | |||
Tongues | 70 | 84 (serrated baton) | |||
Searing Touch | 80 | 80 (serrated baton) | |||
See Consecration | 50 | 60 (serrated baton) | |||
Sparkling Shelter | 120 | 210 (serrated baton) | |||
Totem | 40 | 70 (serrated baton) | |||
Unquiet Spirit | 125 | 150 (serrated baton) | |||
Unwilling Host | 55 | 55 (serrated baton) | |||
Visions | 80 | 80 (serrated baton) | |||
Visit | 100 | 120 (serrated baton) | |||
Warm | 45 | 54 (serrated baton) | |||
Withering Touch | 45 | 54 (serrated baton) | The actual cost is 45. However, since you also get the burial GP boost, you end up with a deficit of 35. | ||
Wrath | 80 | 80 (serrated baton) |
Based on this data, we can determine the following affinities for various available rods. Note that meh rods also claim to be of good or poor affinities, even though they're not the best or the worst. 20% penalties still show as good, 25% penalties don't show any affinity messages, and 40% penalties show as poor.
In general, bestowing onto ideal rods under standard modifiers (high altar only) costs just as much as the ritual's base cost. Suboptimal rods add a 10-40% penalty (or 15-45% if we count the altar bonus) and bad rods add 75% penalty (or 80% if we count the altar bonus).
Faith rod | Slots | Offensive | Defensive | Curing | Misc |
---|---|---|---|---|---|
Coral baton | 1 | 100% | 120% | 175% | 175% |
Dull grey baton | 1 | 110% | 175% | 175% | 110% |
Pale yellow baton | 1 | ||||
Pure white | 1 | ||||
Purple baton | 1 | 120% | 175% | 175% | 100% |
Ribboned baton | 1 | 175% | 120% | 175% | 100% |
Serrated baton | 1 | 100% | 175% | 175% | 120% |
Wooden baton | 1 | 115% | 115% | 115% | 115% |
Coral-etched verge | 2 | 175% | 175% | 175% | 100% |
Forest green cane | 2 | ||||
Orange cane | 2 | ||||
Pale grey cane | 2 | ||||
White cane | 2 | ||||
Wooden cane | 2 | ||||
Aquamarine rod | 3 | ||||
Dark blue mace | 3 | ||||
Jet black rod | 3 | ||||
Light blue mace | 3 | ||||
Pale green mace | 3 | ||||
Pure white rod | 3 | ||||
Red mace | 3 | ||||
Violet mace | 3 | ||||
Webbed baton | 3 | 100% | 125% | 140% | 175% |
Wooden rod | 3 | ||||
Yellow rod | 3 | ||||
Blue lacquered staff | 4 | ||||
Bronzed crook | 4 | ||||
Brown flail | 4 | ||||
Marble scepter | 4 | ||||
Silver flail | 4 | ||||
Speckled grey staff | 4 | ||||
Spiked black pole | 4 | ||||
Tasseled staff | 4 |
Ritual modifiers
The ritual modifier affect ritual cost and effective bonuses of relevant skills. Contrary to what the wikies imply, the effects aren't constant but rather relative to the base cost, as verified with skillcap
. As for effective bonuses, that is more difficult to measure and some randomness seems to be involved but I think it's safe to assume the identical, just opposite factor is applied there. Ritual assistance research seems to confirm this. Ritual costs are always rounded down.
Also do note modifiers combinations. The overal positive or negative effect is listed first, with some potential mitigation in either direction listed second. The first modifier isn't the resulting modifier and could seem misleading.
Effect | Cost factor | Notes |
---|---|---|
Almost simple | ||
A lot easier | ~88-89% | Hattian trespassing, close to high altar, recent prayers (88% at altar of Fish in Bes Pelargic), Hattian trespassing, close to high altar, Hat-approved company of three other priests (89%, altar of Sandelfon in Ankh-Morpork), close to high altar, recent prayers, Hattian company (88%, Street of Small Gods, near the temple of Gapp, four other priests in the room) |
Quite a bit easier | 92-95% | Pure high altar modifier (95%), or Hattian trespassing close to the high altar (92% at altars of Fish and Sek in Bes Pelargic, 93% at the altar of Sandelfon in Ankh-Morpork). |
Somewhat easier | 96-97% | Recent prayers (97%); within roughly 25 rooms from the high altar (96%). |
Slightly easier | 97-98% | Within the city with a high altar. |
Very slightly easier | 99% | Within twenty miles of cities with altars. |
No modifier | 100% | The base cost and no effect. |
Slightly more difficult | 101% | Roughly fifty miles from cities with altars. |
A bit more difficult | 102% | Roughly eighty miles from cities with altars. |
Somewhat more difficuult | ||
Quite a bit more difficult | ~105% | |
Decidedly more difficult | ||
Much more difficult | 108%+ | Magic player shop in a city with the altar (108%); magic player shop far away from altar (112%); Unseen University, close to an altar (117%); Academy of Artificers, far from altar, performing from a rod (120%); Unseen University, close to altar, poisoned with yarrow (131%); Academy of Artificers, far from altar, poisoned with yarrow (145%). |
Modifier | Deity | Cost factor | Notes |
---|---|---|---|
you feel that Hat approves of your company | Hat | Hattians being in the room with at least three other priests. Possibly varies with the number of priests. NPC priests count. Recent prayers appear to cancel this one out. | |
you are in an area considered holy | all | 95% | At the high altar. |
? | Pishe | Pishites performing in bad weather such as rain, sleet, snow and similar. | |
? | Fish | Fishites performing underwater. | |
? | Fish | Fishites performing in water rooms, on the surface. | |
? | Sek | Sekkites performing while fighting. | |
you feel that Hat approves of your trespass onto the holy ground of Deity | Hat | 96% | Hattians being at other deities' altar, including non-worshippable ones. Difficult to isolate due to the effects of the distance modifier. |
you are near a sacred shower | Pishe | 96-99% | Near the high altar, a range based on distance. Extends over the whole city and a little bit behind its boundaries. |
you are near a fluffy place | Gufnork | 96-99% | Near the high altar, a range based on distance. Extends over the whole city and a little bit behind its boundaries. |
you are near a stylish place | Gapp | 96-99% | Near the high altar, a range based on distance. Extends over the whole city and a little bit behind its boundaries. |
you are near a holy corridor | Sandelfon | 96-99% | Near the high altar, a range based on distance. Extends over the whole city and a little bit behind its boundaries. |
you are near sacred waters | Fish | 96-99% | Near the high altar, a range based on distance. Extends over the whole city and a little bit behind its boundaries. |
you are near a proper party | Hat | 96-99% | Near the high altar, a range based on distance. Extends over the whole city and a little bit behind its boundaries. |
you are near profane ground | Sek | 96-99% | Near the high altar, a range based on distance. Extends over the whole city and a little bit behind its boundaries. |
you feel comfortable in your stylish clothes | Gapp | Gappics wearing currently fashionable clothes. Possibly varies with the number of clothing items that match the current trends. | |
? | Gapp | Gappics being in a stylish place, such as their temples. Possibly with some variance. | |
you are uplifted by the fluff you carry | Gufnork | Gufnorkians carrying, wearing or holding fluffy things. Possibly varies with the number of fluffy items. Appears to require at least seven items. | |
? | Gufnork | Gufnorkians being in a fluffy place, such as their passage rooms or many of their temples. Possibly with some variance. Also possibly applies if there's a lot of fluff on the ground. | |
you feel more comfortable praying indoors | Sandelfon | Sandelfonians performing indoors. | |
you have been actively worshipping Deity | all | 97% | Lasts for some time after praying; the more GPs were spent on prayer, the longer the benefit. |
you have chosen a receptacle which has good affinity with the ritual | all | Varies with different rods being differently good. Ideal rods with the high altar bonus combined effectively fully cancel the bestowing penalty. | |
Hat approves of your inebriated state | Hat | Identical to the penalty for being drunk, effectively completely mitigating it. | |
No message, only shown when meditating. | all | 70-99% | Reduced ritual costs. A special modifier that only lowers the ritual cost without affecting the effective bonus. 100% of the saved cost is taken from the deity pool. |
the hand of Deity guides you | all | 100% | Ritual assistance. A special modifier than only boosts the bonus but doesn't reduce the cost. |
No message, only shown when meditating. | all | 101-130% | Ritual tithes. A special modifier than only makes rituals more expensive without affecting the effective bonus. 10% of the extra cost goes towards the deity pool. |
you can barely feel the presence of Deity | all | On the edge of the required alignment, possibly one or two points. | |
you are far from a sacred shower | Pishe | Far from the high altar, a range based on distance. In cities or regions without the altar, or far off in the terrains. | |
you are far from a fluffy place | Gufnork | Far from the high altar, a range based on distance. In cities or regions without the altar, or far off in the terrains. | |
you are far from a stylish place | Gapp | Far from the high altar, a range based on distance. In cities or regions without the altar, or far off in the terrains. | |
you are far from a holy corridor | Sandelfon | Far from the high altar, a range based on distance. In cities or regions without the altar, or far off in the terrains. | |
you are far from sacred waters | Fish | Far from the high altar, a range based on distance. In cities or regions without the altar, or far off in the terrains. | |
you are far from a proper party | Hat | Far from the high altar, a range based on distance. In cities or regions without the altar, or far off in the terrains. | |
you are far from profane ground | Sek | Far from the high altar, a range based on distance. In cities or regions without the altar, or far off in the terrains. | |
bestowing a ritual takes extra concentration | all | Varies based on the ritual and rod combination. Ideal rods plus the high altar bonus completely mitigate this, so it has to be over 5% penalty; the worst rods stack with this with their own penalty. Most rods are somewhere in the middle between the two ends. | |
you are using faith rod as an external focus for the ritual | all | Varies based on the performer's fa.it.ro bonus. | |
you are concentrating on controlling minions | all | Varies with the number of controlled minions and possibly even their type. | |
? | all except Hat | Non-Hattians being at the high altar of some other deity. Difficult to isolate due to stacking with their own high altar distance modifier. | |
you are drunk | all | Always fully mitigated by the Hattian bonus, so in their case effectively zero. | |
you are poisoned | all | All poisons count the same, most likely. | |
you sense that the gods have averted their eyes from this place | all | Magic places such as witch cottages, universities, or shops or houses rented by a witch or wizard. | |
you have chosen a receptacle which has poor affinity with the ritual | all | Possibly varies with different rods being differently poor. Effectively 70% penalty with the bestowing and high altar modifiers applied in most cases as this only applies to bestowing. |
Ritual assistance
High entities can enable ritual assistance on scale from zero, the default, to ten, the maximum. Unlike reduced ritual costs or ritual tithes, these aren't percentages, just notches on the scale (although continue reading). The following table captures the effect of each level of the ritual assistance via modifier and its inherent effect on ritual cost. Measurements were performed under otherwise neutral conditions, with no other modifiers applied, and captured from GMCP updates to rule out any lag. These modifiers, unlike other modifiers, do not lower the ritual cost, which is interesting.
The DP use seems to be the ritual assistance degree times ten in percent of the base cost of the ritual. Therefore a Major Shield performed with assistance set to ten costs 100 GPs and 100 DPs. See Consecrations with assistance set to 5 costs 50 GPs and 25 DPs. Based on observation, I assume the effect on the effective bonus is equal to the degree in percents, as even assistance set to ten wasn't enough to push me over 550 bonus needed for the next Major Shield; I'd need around 14% for that.
Ritual assistance | Cost factor | Deity pool cost | Assumed effective bonus boost | Visible modifier |
---|---|---|---|---|
0 | 100% | 0% | 0% | None. |
1 | 100% | 10% | 1% | Very slightly easier. |
2 | 100% | 20% | 2% | Slightly easier. |
3 | 100% | 30% | 3% | Somewhat easier. |
4 | 100% | 40% | 4% | Somewhat easier. |
5 | 100% | 50% | 5% | Quite a bit easier. |
6 | 100% | 60% | 6% | Quite a bit easier. |
7 | 100% | 70% | 7% | Quite a bit easier. |
8 | 100% | 80% | 8% | Quite a bit easier. |
9 | 100% | 90% | 9% | A lot easier. |
10 | 100% | 100% | 10% | A lot easier. |
Effects of recent prayers
Effects of faith rod skills
Performing from rods appears to be skillchecked against fa.it.ro
. The size of the rituals on the rod does not seem to matter as the modifier is constant regardless of the number of rituals, their invidual or total size. Rod affinity still needs to be checked. The following table captures ritual modifiers and their impact when performing from a rod under otherwise neutral conditions. As always, captured from GMCP to prevent any lag impact. Various levels tested with skillcap
(note the effect doesn't seem to kick in until you perform a ritual, so I performed Divine Inquisition first, followed by the test). Tested with Security Blanket, with its assumed base cost of 155 GPs (although I'm fairly certain it's correct by testing through positive modifier mitigations).
Rituals
This section covers information gathered about rituals using meditation, mocking and generic usage.
Ritual | Type | Steps | Components | Powers | Targets | Skills | Defense | Angers | Notes |
---|---|---|---|---|---|---|---|---|---|
Agoraphobia | Offensive | 2 | Holy symbol, prayer book | Speech, movement | Others | No | |||
Artefact Inquisition | Misc | 3 | None | None | Objects | Nothing | No | Only works with faith rods. | |
Bless | Misc | 2 | Incense (consumed) | Speech, movement | Self, others | Nothing | No | ||
Blight | Offensive | ||||||||
Breathe Underwater | Misc | Self, others | No | ||||||
Calm | Defensive | 2 | None | Speech | Others | No | Only works on fighting targets. | ||
Celestial Anchor | |||||||||
Chant | Defensive | 3 | Incense (consumed) | Speech | Nothing | No | |||
Clarify | Misc | Nothing | Nothing | No | |||||
Cool | Misc | 2 | Holy symbol | Sight, speech | Self, others | Nothing | No | If Warmed, only cancels its effects. | |
Creeping Doom | Offensive | Nothing | Nothing | No | |||||
Cure Drunkenness | Curing | 2 | None | Speech | Self, others | Nothing | No | ||
Cure Knurdness | Curing | 2 | None | Speech | Self, others | Nothing | No | Cannot actually be performed on self as you cannot perform rituals while knurd. | |
Cure Light Wounds | Curing | 2 | Holy symbol | Speech, movement | Self, others | Nothing | No | ||
Cure Medium Wounds | Curing | 2 | Holy symbol | Speech, movement | Nothing | No | |||
Cure Serious Wounds | Curing | 2 | None | Speech | Self, others | Nothing | No | ||
Dark Sight | Misc | 1 | Holy symbol | Speech | Nothing | Nothing | No | ||
Demoralise | Offensive | 2 | Holy symbol | Speech, movement | Others | ||||
Detect Alignment | Misc | 3 | None | Speech | Self, others, objects | Nothing | No | ||
Detect Magic | Misc | 3 | None | Sight, speech | Objects | Nothing | No | ||
Devout Inquisition | Misc | 3 | None | None | Nothing | Nothing | No | ||
Divine Guard | Defensive | 2 | Holy symbol | Sight, speech | Objects | Nothing | No | ||
Divine Hand | Misc | 3 | Holy symbol | Speech, movement | Objects | Nothing | No | ||
Divine Sentinel | Defensive | 3 | Holy symbol, prayer book (Impressions of the Faithful), incense (consumed) | Sight, speech, movement | Objects | Nothing | No | ||
Divine Vestments | Misc | 3 | Holy amulet, holy symbol | Objects | Nothing | No | Can only be performed on armour than can be worn in clothing slots. | ||
Dust Devil | Offensive | 2 | Holy symbol | Speech, movement | Nothing | Nothing | No | ||
Endless Halls | Offensive | 3 | Prayer book | Speech, movement | Self, others, multiple targets | ||||
Far Sight | Misc | 2 | Holy symbol, prayer book (Sands through the hourglass) | Speech, movement | Objects | Nothing | No | ||
Fear | Offensive | ||||||||
Feedback | Offensive | 4 | Holy amulet, holy symbol, prayer book (Shackles of the Spirit), holy relic | Speech, movement | Others | No | Much more difficult and expensive with both hands full; one hand free is enough for the base difficulty and cost. | ||
Find | Misc | Others, objects | No | ||||||
Find Corpse | Misc | 2 | Holy amulet | Sight, speech, movement | Nothing | Nothing | No | Not targetted; the ritual is interactive and prompts you for the player name. | |
Food of Life | Curing | 4 | Sprig of parsley (consumed) | Speech, movement | Objects | Nothing | No | ||
Fumble | Offensive | 1 | Holy symbol | Speech | Others | Yes | |||
Great Stasis | Offensive | 4 | Prayer book, incense (consumed) | Others, multiple targets | |||||
Haunting | Offensive | 3 | Holy amulet | Speech | Others | Nothing | No | ||
Heal | Curing | No | |||||||
Holy Aegis | Defensive | Self, others | No | ||||||
Holy Couturequisition | Offensive | 2 | Prayer book (Deity's Coat of Many Colours) | Others | Can only be performed on people wearing clothes. | ||||
Holy Insight | Misc | 3 | Holy symbol | Speech | Others | fa.ri.mi.ta | Nothing | No | |
Holy Sacrifice | Misc | 3 | Holy symbol, dagger | Speech | Nothing | Nothing | No | ||
Holy Sanctuary | Defensive | 3 | Prayer book, incense (consumed) | Nothing | |||||
Holy Weapon | Offensive | Objects | No | ||||||
Horror | Offensive | 5 | Holy amulet, holy symbol, two severed hands (consumed) | Sight, speech, movement | Nothing | Yes | Requires two free hands. | ||
Life of the Party | Offensive | 2 | Party hat | Sight, movement | Others | Nothing | No | Constitution passively affects the duration of the ritual. | |
Light | Misc | 3 | Holy symbol | Speech | Self, others | No | |||
Longsight | Misc | 2 | Holy symbol | Speech, movement | Others (anywhere) | No | |||
Lost Highways | Misc | 3 | Holy symbol, prayer book (The Strange Travels of Deity), incense (consumed) | Speech, movement | Nothing | Nothing | No | ||
Major Shield | Defensive | 2 | Holy symbol, shield | Speech | Self, others | Nothing | No | ||
Mend | Misc | 2 | Holy amulet | Movement | Objects | Nothing | No | Can only be performed on damaged clothing. Doesn't work on armour. Clothes don't have to be removed. | |
Minor Shield | Defensive | 2 | Holy symbol | Speech | Self, others | Nothing | No | ||
Modify Memento | Misc | 3 | Holy amulet | Speech, movement | Objects | Nothing | No | Performed on two objects separated by and. As with Remember Place, the difficulty depends on the target object's weight. | |
Odiferous Wrath | |||||||||
Paralysis | Offensive | Others | No | Cannot be performed on fighting targets. | |||||
Parasitic Vision | Offensive | 3 | Holy symbol | Speech | Nothing | Nothing | No | Can only be performed after binding the target with Unwilling Host. | |
Parch | Misc | 2 | None | Speech, movement | Self, others, objects | Nothing | No | Can also be performed on wet objects such as towels. | |
Piscatorial Patulous | |||||||||
Profound Darkness | Nothing | No | |||||||
Rage | Offensive | ||||||||
Raise Dead | Curing | Others | No | ||||||
Raise Dead Pet | Curing | Others | No | Performed on the pet owner. | |||||
Relief | Curing | 3 | Nothing | Speech | Others | Nothing | No | Uses all available faith GPs, even if the target doesn't need that many. | |
Remember Place | Misc | 3 | Holy amulet | Speech, movement | Objects | Nothing | No | The difficulty scales with the weight of the object, with lighter objects being more difficult. | |
Restore | Curing | Self, others | No | ||||||
Resurrect | Curing | Others | No | ||||||
Sacred Fins | Misc | No | |||||||
Searing Touch | Offensive | 2 | Holy amulet, holy symbol | None | Others | Yes | The target must be wearing armour. The piece is chosen at random. | ||
Security Blanket | Defensive | Nothing | No | Shields the performer and their group mates; doesn't shield pets or minions. | |||||
See Alignment | Misc | Nothing | No | ||||||
See Consecration | Misc | 3 | None | Sight, speech | Nothing | Nothing | No | Also reveals what deity the objects are consecrated to. | |
Silence | Offensive | ||||||||
Soothe | |||||||||
Soothing Rain | Nothing | Nothing | No | ||||||
Sotto Voce | Misc | 3 | Holy symbol | Speech, movement | Others, objects | Nothing | No | ||
Sparkling Shelter | Defensive | 3 | Holy symbol | Speech, movement | Self, others | Nothing | No | ||
Splash | Misc | ||||||||
Stasis | Offensive | 3 | Prayer book, incense (consumed) | Sight, speech | Others | Nothing | No | ||
Summon Fluff | Misc | Nothing | Nothing | No | |||||
Terror | Offensive | ||||||||
Tongues | Misc | 4 | None | Speech, movement | Nothing | Nothing | No | Lets the performer speak all languages fluently, even those that cannot be learned. | |
Totem | Defensive | 2 | Holy symbol | Speech | Objects | Nothing | No | Performed on an object of significance to one's deity. For Hat it would be a party hat. | |
Turn Undead | Offensive | Others | Kills any undead in a single performance. Can only be performed on undead. | ||||||
Unquiet Spirit | Misc | 4 | Holy symbol, prayer book (Piercing the Veil), dagger, lit candle | Sight, speech, movement | Nothing | Nothing | No | Requires corpses in the room. The candle is not consumed but needs to be lit, so a little bit of it burns while performing. Multiple spectres can be summoned at once if there are enough corpses in the room. The most recent corpses are used first. | |
Unwilling Host | Offensive | 3 | Holy symbol | Speech | Others | No | A requirement for certain other rituals, provides no effects on its own. | ||
Visions | Offensive | 2 | Holy amulet | Speech, movement | Others | No | |||
Visit | Misc | 2 | Holy symbol, a pint (2000 drops exactly) of any alcoholic beverage in a single container | Speech, movement | Nothing | Nothing | No | ||
Warm | Misc | 2 | Holy symbol | Sight, speech, movement | Self, others | Nothing | No | If cooled, only cancels its effects. | |
Weft Warping | Misc | 3 | Holy symbol | Objects | Nothing | No | |||
Withering Touch | Misc | 3 | Holy symbol | Speech | Nothing | Nothing | No | Decomposes the most recent corpse in the room. The performer needs to be injured. Initially boosts GPs which slowly convert to HPs. If any GPs are used during this process, the conversion stops. | |
Wrath | Offensive | 2 | Incense (consumed) | Speech | Others | Nothing | No |
Divine shielding
The tables below capture research on divine shielding. All tests were performed with no modifiers and perfect alignment. Since measuring duration is susceptible to lag, multiple data points were collected. The duration is the time difference between the final shielding message when the ritual finishes performing and the expiration message. Weakening messages appear exactly 20 seconds before the expiration.
Hypothesis: The duration or Minor and Major Shields directly correlates with the bonus with no random factors in play. Formula yet to be derived but appears to be polynomial or logarithmic for, with Minor having much less favourable progression. Most likely measured in heartbeats so odd duration values could be off.
Hypothesis: Only fa.ri.de.se is used when shielding oneself in all cases with the exception of Security Blanket.
Hypothesis: Sparkling Shelter duration is random.
Bonus | Duration | Data points | Absorbtion | Description | Notes |
---|---|---|---|---|---|
326 | 316 | 316, 316, 317 | Really protected | Bonus - 10, or 96.9325% of the bonus. | |
382 | 366 | 367, 368, 369 | Really protected. | Bonus - 16, or 95.8115% of the bonus. | |
439 | 414 | 414, 414, 414 | Shielded by the protective armour. | Bonus - 25, or 94.3052% of the bonus. | |
485 | 448 | 448, 448, 448 | Shielded by the protective armour. | Bonus - 37, or 92.3711% of the bonus. |
Bonus | Duration | Data points | Absorbtion | Description | Notes |
---|---|---|---|---|---|
293 | 264 | 265, 265, 267 | Protected. | Bonus - 9, or 90.1024% of the bonus. | |
326 | 286 | 287, 288, 289 | Protected. | Bonus - 40, or 87.7301% of the bonus. | |
485 | 372 | 373, 373, 374 | Protected. | Bonus - 113, or 76.7010% of the bonus. |
Bonus | Duration | Data points | Absorbtion | Description | Notes |
---|
Bonus | Duration | Data points | Absorbtion | Description | Notes |
---|
Bonus | Duration | Data points | Absorbtion | Description | Notes |
---|---|---|---|---|---|
382 | 696 | 697 | Surrounded by an aura of shifting sparkles. | ||
485 | 500 | 500 | Surrounded by an aura of shifting sparkles. |
Cooling and Warming
The table below captures measurements the duration of Cool and Warm per bonus.
Hypothesis: The duration doesn't depend on the ambient temperature.
Hypothesis: The duration is stable and doesn't vary.
Hypothesis: The duration is actually measured in heartbeats.
Hypothesis: Only fa.ri.mi.se is used when cooling or warming oneself.
Hypothesis: duration = bonus / 3 + 86
Ritual | Bonus | Duration | Data points | Notes |
---|---|---|---|---|
Cool | 384 | 214 | 214, 215, 216 | |
Warm | 384 | 214 | 215, 215, 216 | |
Cool | 450 | 238 | 238 | |
Warm | 450 | 238 | 239 | |
Cool | 516 | 258 | 258 | |
Warm | 516 | 258 | 259 |