Research:Faith

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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.

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.

Effects on deity pool (as of August 2020)
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).

Base ritual costs (as of July 2020)
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).

Summary of rod affinities for ritual types (as of August 2020)
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.

Ritual modifier effects (as of July 2020)
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%).
Individual ritual modifiers (as of July 2020)
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 modifiers (as of July 2020)
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.

Major Shield research (as of August 2020)
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.
Minor shield research (as of August 2020)
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.
Holy Aegis research (as of August 2020)
Bonus Duration Data points Absorbtion Description Notes
Security blanket research (as of August 2020)
Bonus Duration Data points Absorbtion Description Notes
Sparkling Shelter research (as of August 2020)
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

Cool & Warm research (as of August 2020)
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

See also